Showing posts with label New Item. Show all posts
Showing posts with label New Item. Show all posts

Sunday, July 22, 2018

NEW ITEM: SHADOW STONE

These rare stones have the ability to turn the holder into a form similar to a shadow, (as Monster Manual).

Shadow Form (AC 7; MV 12”; HD as per character; hp as per character; #AT 1; D 2-5; SD Magic weapon to hit, limited spell immunity)

Characters in shadow form are immune to the same attack forms as shadows. They cannot be turned as they are not undead, and they cannot drain strength. They are 90% undetectable, except in the presence of bright light. It is possible to fit under doors and through cracks while in shadow form. The effect lasts 2d4 turns and each stone can be used 1d4+1 times. After its final use, the stone turns into a piece of black opal (base 1000 gold crescent value).

Monday, June 8, 2015

NEW ITEM: ESSENCE EXTRACTOR

This looks like a giant metal syringe, including an elaborate plunger, but there is only a small pore where a needle would normally be. The contraption is held against the subject's chest and drawn back, where it removes a bit of the vital force, causing 1 hit point in damage. It is too clumsy to use in combat, so subjects must generally be restrained or sedated for its operation. Along with the appropriate magic and super science it is a valuable tool in the creation of vat creatures.

Saturday, June 6, 2015

NEW ITEM: VAT MEDIA

Different parts of this thick sludge give off different hues, with every color imaginable being represented in patches. It is necessary for the creation of vat creatures, who can consume it as a form of nourishment even when they reach maturity. Other living creatures will experience one of the following effects if they consume any of this hazardous material:

1d12
Effect
1
Take 1d6 damage, then save versus poison or die.
2
Cured 1d4+4 hit points.
3
Experience uncontrolled cell growth, roll on the DISEASE (OR DISORDER) TABLE on page 14 of the Dungeon Master's Guide.
4
Gain a point of constitution.
5
Lose 1d4 points of constitution.
6
Treat as if it was a potion of delusion.
7
Treat as if it was a potion of longevity.
8
The character experiences a complete bodily transformation over the course of 1d6 rounds. This affects the character as if they had been reincarnated. Use the druid's table on page 64 of the Players Handbook (50%) or the magic-user's table on pages 85 to 86 (50%).
9
Turn into an ochre jelly.
10
Treat character as if greatly intoxicated, according to rules on pages 82 to 83 in the Dungeon Master's Guide.
11
Character is now pregnant with a vat creature of the Dungeon Master's choice. It will gestate in 1d4+4 hours. Male characters will give birth by abdominal rupture causing 5d4 points of damage.
12
Roll twice on this table and ignore another result of '12'.

Saturday, April 19, 2014

LIGHT SOURCES IN THE DUNGEON AND NEW ITEM: THE CANDLE

Candles are a common item found in the castle, and I have not found AD&D rules for them, although I would not be surprised if there is something that I missed. However, since I have placed candles I thought I might as well give a rule for them. Since I have not given lengths for each candle that can be found in the castle, you can assume each will be between 7 and 12 inches long (d6+6). In some places I may specify the particular lengths of each candle.  The candles are wax, not tallow, unless mentioned otherwise.  Here is the new item entry.

NEW ITEM:  CANDLE

Candles give good illumination to 5', and a normal wax candle will last for 3 turns (one half hour) for each inch in height. Special candles can be made to burn at a very controlled rate, acting as time-keepers.



Since I went ahead and talked about something as mundane as a candle, I might as well add content.  I went through the Players Handbook and Dungeon Master's Guide and found the common (and uncommon) light sources available to players.  Here is a table:

Light Source Radius of Illumination Duration Cost
Candle, tallow 5' 3 turns/inch 1 cp
Candle, wax 5' 3 turns/inch 1 sp
Lantern, bullseye 80'** 24 turns* 12 gp
Lantern, hooded 30' 24 turns* 7 gp
Torch 40' 6 turns 1 cp






Magic dagger 10' infinite
Magic short sword 15' infinite
Magic long sword 20' infinite
Magic broad sword 20' infinite
Magic bastard sword 25' infinite
Magic two-handed sword 30' infinite
Flame tongue sword 40' on request




Cleric Spell


Continual Light 120' infinite
Light 20' 6 turns +1 turn/level




Druid Spell


Produce Flame 40' 2 rounds/level




Magic User/Illusionist Spell


Continual Light 60' infinite
Light 20' 1 turn/level

*Illumination for a hooded or bullseye lantern is from burning 1 pot (pint) of fine oil.

** Illumination for a bullseye lantern is 1” wide only and can be masked by shutter


Here are some prices for equipment associated with light sources:
Oil, flask of 1 gp
Tinder box, with flint& steel 1 gp

Thursday, November 14, 2013

NEW ITEM: BLACK IRON

Black iron is a black lusterless malleable metal. It is used by hobgoblins to forge weapons and these creatures are the only ones who know its source, which they will not reveal to anyone.  The typical black iron weapon looks to be carved from a single piece of metal.  It can be used in any application requiring the use of 'cold iron', including in striking night hags and demons. Black iron weapons, armor, shields, etc. are appropriate for enchantment, and if enchanted they can be used to produce items with a value of up to +2.