Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

2016/03/08

d110 Pseudo-Magical Tomes

Transported to WTF from Cauldrons & Clerics (my less amusingly named former blog), a cullated list of tomes with great help and motivation from the G+ OSR Community (looking at Grey Knight, Chris Tamm, Keith J Davies and Noah Stevens in particular).

  1. Teobaldik's Necrologicon – a book on the theory of necromancy.
  2. The Voerrecian Interpretations of the Ancestors – a book on necromancy.
  3. Childred's Vivifective Sourcebook – a book on reanimating the dead.
  4. Forma Pelluriana – a book on shape shifting.
  5. Philip's Draconiforma – a book on shape shifting with an emphasis on dragons.
  6. Miscellania Pyrologica – a book on miscellaneous fire magics.
  7. Onin's Elementary Pyrotechnics – a book on explosive and elemental spells.
  8. Anthologia Cryomantica – a book on ice spells and weather forecasting in winter.
  9. Nevan's Codex Nevens – a book on snow magic.
  10. The Collected Scrolls of the Chapter of Susurrations – a book on snake magic.
  11. Principia Velenosa – the principles of poisons.
  12. Childred’s Resurrected Works – a book on raising the dead.
  13. Echo’s Soothing Chrestomathy – a book of healing and cleansing spells.
  14. Indra’s Waters of Life – a book on healing draughts and rains.
  15. Iz Sidri’s Manual of the Protection of Sacred Life – a book on hunting the undead.
  16. De Aque Sancte – a book on holy waters of different sorts.
  17. Jillian’s Phantasmagoricystica – a book on phantasmal spells.
  18. Derigeur’s Mirror of Smoke – a book on illusion spells.
  19. Salic’s Lex Sanguifecta – a book on the law of blood magic.
  20. The Diary of a Leech – a book on blood magic and healing.
  21. Piniped’s By the Sword of the Gods – a book on holy weapons and enchantments
  22. The Crusade of the Interstices – a book on holy battle magic and travelling the Paths of the Voids.
  23. Ulrik’s Monographia Insomniae – a book on nightmare magic.
  24. The Umbral Tome – an anonymous book on shadow magic.
  25. Iz Kronske’s Theoriae Petromantiae – on the theories of rock magic.
  26. 2nd Principia Geomantica – the higher principles of earth magics, anonymous.
  27. Hydromantia of Laurent od Sushotsk – an introductory tome of water magic.
  28. Elementaria Aquatica – on water elementals.
  29. Encyclopaedia Phytomantica – a compendium of plant spells.
  30. Shrub Wizard for Life, by W. E. Bos – an overview of shrub and tree magic.
  31. Portando il fine – anonymous book of death magic.
  32. Lilander’s Entropia – a book of death and entropic magic.
  33. De Rarum Daemonicum – a book on daemons and their summoning.
  34. The Excorcist’s Cookbook – a book on fighting daemonic possession.
  35. The Fires of Hell, by E. Quimble – a book on hellfire.
  36. Codex Contegatiae – a collection of works on protective spells.
  37. The Golden Armour of Nilnamur – a book on protective magic.
  38. Magnifica Abjuratica – a poorly spelled book on more protective magic.
  39. Filinda’s Tricks and Traps – a book of magic tricks and camouflage tips.
  40. Der Doppelganger – a book on doppelgangers and the changing of faces.
  41. Petra Alchimistica – a book on the philosopher’s stone
  42. Solvents Versal and Universal – a book on acid magics.
  43. The Arrow of Acid and Other Elixirs – a book on acid arrows and various odd elixirs.
  44. Miffle’s Meta-metallurgica – a book on meta-metallurgy and alchemy.
  45. Iota’s Energia Mystica – a book on spells of force.
  46. Theresia’s Telekinaesthetics – a book on telekinetics.
  47. Cooking Clerics, by W. Itch – a book of potion recipes for the budding witch.
  48. De Orbis Malefex – a book on curses and evil eyes.
  49. Tellurian’s the Mastery of Puppets – a book on voodoo and curses.
  50. Riding the Lightning, by I. Stormborn – a book of electric spells and magics.
  51. A Rare Light, by McFilinda – a book of light spells.
  52. Principiae Lucens en Spectrals – a book on spells of the electromagnetic spectrum.
  53. Channelling for Chumps, by U. Krum – an advanced book on war magic.
  54. The Death Dealer – a semi-autobiographical book on battle magic.
  55. Hippie Hexen Herbarium – a compendium of herbal potions and decoctions.
  56. Opus Herbata – more herbal spells.
  57. The Clock of Fate – a book on trapping elemental souls in clockwork cages.
  58. Vaporous Layaboutry – a book on steampunk magic.
  59. The Clockwork Goblin, by S. Tubbins – a book on automata.
  60. Origen’s Exothermonomicon – a book on magical bombs.
  61. Shilben’s The Perversions of the Mind – a book on psionic spells.
  62. Handel’s Tabulations of the Razor – a book on domination and mind control.
  63. Sachsen’s Magic Axe – a book of heavy metal bard spells.
  64. The Thunder of the Gods – a book of loud sonic spells.
  65. Karver’s Resilience of Rust – a book on the rust monster and the replication of its powers.
  66. Cyclopedia Golemica – a book on the manufacture of golems.
  67. I, Golem – a semi-autobiographical magic book on golem programming.
  68. Wyrding for Women – a book on divination.
  69. The Scissors of Life – a tome on astrology and curses.
  70. The Seven Forbidden and Hidden Tomes of Unknown Contents: the Skin Book of Innumerable Eyes, Ulrik’s Gazes Beyond the Void, the Six Tongues of the Fast Stars, Origen’s The Stars Like Dust, Curiosites of de Vooid, Handel’s Calculations of the Immortal Mind, Krasius’ Rips in the Sail of Time.
  71. The Perpidexicon of Knaardge - insane geometry and esoteric poetry (Chris Tamm)
  72. Mysteries of True Form: A pamphlet on the regular solids and their magical connections to higher planes of existence. (Grey Knight)
  73. Agamu's Matters Relating to the Care of Rulers: A carefully-worded treatise useful for those wishing to become an éminence grise.  Without going so far as to directly state anything incriminating, to the discerning reader the tome gives tips on controlling from behind the throne, including some subtle spells which superficially appear beneficial to the recipient. (Grey Knight)
  74. A Booke of Babie-Catching - a lavishly illustratted twoe kolor toom desined fore de expert midwyf hoe woudde improewe haar skilles with severale jusefull spelles and ointments for Healing, de Easing off Paines, de Blessinge of Chinderens ande de Skaring Awaye off Eville Spiritts. (LR)
  75. Deringle's Spelling in Spelles: a treatise on the importance of properly archaic spelling for maximum magical magnificence. (LR)
  76. On The Discovery of Changelings : a worn folio illuminated manuscript describing the methods of finding out children and adults whose forms have been replaced by faerie creatures. None of the spells actually work or do anything. The book radiates subtle magic a la Nystul's Magic Aura (Noah Stevens)
  77. Riobalt's On the Permutations of the Elements - a weighty alchemical tome on ways to transmute gold into other, less valuable metals and ores through the application of time and effort. (LR)
  78. This collection of scrolls is marked with an ancient glyph for PROTECTION, and, on the inside, the words for BANISHING and DESTRUCTION in beautiful illuminated script. It seems at first reading a series of instructions for managing safety from various entities ranging from bothersome to evil. Upon closer reading, it is just that, only it's talking about ways to effectively secure your house from a variety of household pests and nuisances. Some of the suggested tactics are magical, others mundane. (Shoe Skogen)
  79. Kaasandra's Tome of Prophecies Ignored - a pseudo-autobiographical work detailing the woe that befell those who did not heed the prophecies of Kaasandra of Nuurt. Among the dross are several useful spells for making people forget small things, like where they left the keys yesterday, as well as a rare version of the ancient Sumoninge of Sockes, which is a curse that removes one sock, never a pair, from the target's luggage, baggage, chest or wardrobe. :) (LR)
  80. Fulster's Transnominacon - a tome with a lot of name magic, including spells for permanently altering the true names of other wizards, weakening their spellcraft. (LR)
  81. Cereth's Manual of Nothing: creative uses for voids, holes, and absences of things.  Includes instructions on how to build your own "hole box", with which to collect holes from things.  Cereth recommends taking the keyhole from your house with you when you go out — you can even leave the key behind to confuse burglars a bit more!  Advanced topics include how to sew several holes together to make a net. (Grey Knight)
  82. Zuiker's Pyscathonomica Profunda - seventeen different fish based magics and a guide to how to catch a fish without actually cheating very obviously. (LR)
  83. The Loosening of the Arrow - a mystical work that describes archery and its practice, as well as several enchantments and evocations that aid the teaching and firing of arrows from a bow. (Noah Stevens)
  84. Il Sas Domine by Peotra the Second - a tome on the properties of divine stones and the uses of standing stones in divine magic. (LR)
  85. Beyond the  Studies of the Vermicelli Mentali or Mind Worms, sometimes translated as Mind of the Flying Spaghetti Monster  - those magics so corrupting that merely reading them lodges them in the magic users brain, where they corrupt him and drive him toward malign Kaos. (LR and Keith J Davies)
  86. Lo! Apprehension of the Great Noodley One – a book of magic tricks, biology and numerology. (LR and Keith J Davies)
  87. Biblia Pastariffica - over thirty-seven fully fledged pasta based magics, including the ritual for summoning Tensorio's Floating Plate of Pasta, capable of carrying up to 33 pounds of pasta, as well as Pelatio's Instant Pesto, which automagically transforms available ingredients into a thermally treated purée perfect for adding to cooked pasta. (LR) Teratic/Mythos version: including living creatures... but you are compelled to eat heartily. (Keith J Davies)
  88. Kompendio Kompetitivo de Mensen Pugnalant - a compendium of spells to incite greater competitiveness in testosterone fuelled competitors, written in execrable vulgate by the Ringmaster Iu Dauron. (LR)
  89. Movements of the Ents and the Magical Properties Thereof : a work in low Entish, or perhaps Sahaugin (in the 2nd edition) that describes a single spell that may be learned by studying the prolonged mating dances of Ents that sometimes take up to a thousand years to observe in their entirety (Noah Stevens)
  90. The Temporal Compendium to the Movements of the Ents - includes a short discourse on trans-temporality and a spell for the chronopetrification of the participant, allowing him to observe an entire entish mating dance in the form of a petroglyph inscribed upon a cliff or other large, flat surface. (LR)
  91. Zwibli's Schweinmenschen und Vogelfrauleinen - a short volume on defensive polymorphication and the determination of compatible animal forms for opponents.
  92. Ariog od Tamakau's The Way of All Flesh - a grossly padded and voluble volume detailing magics for the creation of flesh golems and electrick zombies.
  93. Sambana's Swordes of Soursery - a fascinating volume on all the different magical swords you will never possess as well as a recipe for crafting a sword +1½.
  94. Elrick's of Yon Coult of de Blaue Oeyster - a treatise on planeswalking, limbo, black blades and the summoning of coultosauroses.
  95. Historie of Daemons & Wizards, an Illustrated Compendium - a guide to different daemon summoners and what happened to them, also includes a do-it-yourself summoning ritual. Guaranteed safe or your money backe.
  96. De Waggone Withoute Horses - a story by the half-mad wizard Necropius dealing with time-travel and meeting the "ghost in the shell".
  97. Visshalt's Kompendium Delique Portee - a tome on the portals into the fae realms and certain fae spells.
  98. Oeilburforse's Vilis a Levioribus Tractandis Hora Prandii - dealing with rapid and effective spells against liches as well as magic to keep dinner warm while you go adventuring.
  99. Oot's Giokando Per Vintere - a tome of wine magic and how to regularly win while gambling, forbidden in most casinos.
  100. Piniped's Eminently Useful Tome - a magical tome of numerous spells for dealing with poisons, digestive issues and other similar afflictions. Comes with fifty magically replenishing empty, thin, soft sheets of paper in the back of the book.
  101. Bursting of the Chest - a guide to the many ways that the heart may break through love.
  102. Two-hundred Names for Snow - a book that purports to summon the soul of snow.
  103. A Tale of a False Horse - a tome dedicated to the transmogrification of the horse into the false horse.
  104. The Naming of the Wrom - a collection of scrolls penned by the half-dyslexic wizzard Monomorphos of Mestemium, which may help bind a worm to the summoner.
  105. The Bonding and the Beast - a treatise on the creation of an inhumane bond between warrior and warbeast, akin to the link between wizard and familiar, but more profoundly manly and warrior-like.
  106. The Blade-Book of Mechthonos - a chtonic codex engraved on thirty-three copper daggers dedicated to the arts of blade-ah-sutra.
  107. Nirvana for Nyarlhotep - a short collection of binary beads that provide enlightenment to extra-prismatic beings descending to the third dimensional plane.
  108. The Zen of Motor Maintenance - a magic tome that teaches a cycle-wizard to power their cycle through sheer will, even after the body of the cycle has died.
  109. Kolok's Cockles by V. Twine - a strange book on the soul-cycles of the common cockle vendors of the port of Kolok.
  110. The Eleventh Age and the Comportment of the Psychopomps - a guide to how to behave around the guides leading the soul into the twelfth age. 

2016/01/31

Animals. PCs are Buying Animals.


  1. Standard Issue Mule (10 silvers), carries 20, AC: 10, HP: 11 (2d8+2), Speed: 40', sure-footed (Adv. Dex and Str saves), Melee: +2 kicky hooves 1d4+2,
  2. Heroic Mule (60 silvers), carries 30, AC: 11, HP: 14 (2d8+5), Speed: 40', sure-footed (Adv. Dex and Str saves), ornery (Adv. Wis saves), tough (Con save on 0 hp to still have 1 hp), Melee: +4 killer kicky hooves 1d6+2,
  3. Pony (30 silvers), carries 10, AC: 10, HP: 11 (2d8+2), Speed: 40', shkraet-lover (shkraets are blood-bound to ponies and have advantage on animal handling checkis with them, ponies have advantage on Charisma checks against shkraets), Melee: +2 sharp kicky hooves 2d4+2,
  4. Bill the Special Pony (10 silvers), carries 10, AC: 9, HP: 5 (2d8-4), Speed: 30', undying (Adv. on Con save to survive at 0 hp), no attacks.
  5. Horse (75 silvers), carries 20, AC: 10, HP: 13 (2d10+2), Speed: 50', tasty (potniks and kentauri regain 1 extra hit point when resting while eating horse),  Melee: +2 kicky hooves 2d4+3,
  6. Burdenbeast, David Model (600 silvers), carries 40, AC: 11, HP: 45 (6d10+12), Speed: 40', regenerating (regains 2 hp per night), mindless (immune to fear and mind-affecting abilities), toxic (flesh is inedible, 5% may cause mutations), no attacks.
  7. Mountain Dog (50 silvers), carries 5, AC: 12, HP: 5 (1d8+1), Speed: 40', tracker (gives Adv. to masters who can track), pull-down (creatures hit in melee must save on DC 11 Str or be knocked prone), Melee: +3 bitey teeths 1d6+1,
  8. Cute Doge (100 silvers), carries 1, AC: 12, HP: 5 (1d8+1), Speed: 40', cute (gives Adv. to master on Charisma checks), pull-down (DC 10 Str or knock prone), Melee: +3 bitey teeths 1d6+1,
  9. Wolf Hound (!Divyak) (100 silvers), carries 1, AC: 13, HP: 11 (2d8+2), Speed: 40', pull-down (DC 11 Str or knock prone), master's pack (Advantage on attack vs. master's melee target), Melee: +4 very bitey teeths 2d4+2,
  10. Fox (!Divyak) (50 silvers), carries 0, AC: 14, HP: 3 (1d6), Speed: 40', cute (gives Adv. to master on Charisma checks), alert (gives Adv. to master saves vs. surprise), bravely runs away (fights only if cornered), Melee: +4 sharp teeths 1d4,
  11. Hunting Bird, Orelski Eagle (200 silvers), carries 0, AC: 12, HP: 3 (1d6), Speed: 60', regal and impressive, hunter (gives Adv. on hunting survival checks), Melee: +4 slashy talons 1d4+2,
  12. Musk Ox (50 silvers), carries 40, AC: 11, HP: 19 (3d10+3), Speed: 40', sure-footed (Adv. Dex and Str saves), charge (extra 2d4 damage and DC 13 Str or knock down), Melee: +4 head butt 2d4+3,
  13. Cow (10 silvers), AC: 10, HP: 11 (2d8+2), Speed: 40', charge (extra 2d4 damage and DC 12 Str or knock down), Melee: +2 head butt 2d4+2,
  14. Sheep or Goat (1 silver), AC: 10, HP: 5 (1d8), Speed: 40', sheepish or goatish, Melee: +2 head butt 1d4,
  15. Chicken (2 coppers), AC: 11, HP: 1 (1d4-1), Speed: 40', chicken and egg, Melee: +1 peck 1,
  16. Pig (3 silvers), AC: 10, HP: 5 (1d8), Speed: 40', eats anything, pull down (on hit DC 11 Str or knock prone), Melee: +2 gore 1d4,
  17. Yummy Pig (10 silvers), AC: 8, HP: 6 (1d8+1), Speed: 30', fat, eats anything, yummy, Melee: +1 sit 1,
  18. Burdenbeast, Ozric Model (500 silvers), carries 10, AC: 12, HP: 24 (4d10), Speed: 50', single-rider model, mindless, toxic mutagenic flesh, Melee: +3 kick 1d8+1,
  19. Burdenbeast, Isabel Model (1000 silvers), carries 60, AC: 12, HP: 45 (6d10+12), Speed: 30', regenerating (regains 2 hp per night), mindless, toxic mutagenic flesh, sure-footed, no attacks,
  20. Eye of Observation, Floater, Floating Eye, Eye of Alert (!Viladrine) (200 silvers), carries 0, AC: 14, HP: 3 (1d6), Speed: 40', regenerating (2 hp per night), mindless, toxic mutagenic flesh, telepathic alarm signal, image projection, Ranged: +5 scorching heat ray of marking 1d4 50/150, Spell: silent image,
Burdenbeasts are created biomantically from beast egg masses. They can be healed with source cylinders or by plugging their umbilicals into organic nutrition source exchange creation kits (ONSECKs).

What do Folks Wield? Weapons and Such

What folks use shapes what the world is.

Melee weapons:

  1. Club, cosh, cudgel, stick—1d4 bludgeoning—simple, light (5 coppers, Enc: 1)
  2. Knife, dagger, stiletto—1d4 piercing—simple, finesse, light, thrown 20/60 (2 silvers, Enc: 1)
  3. Great club, war club (!Divyak)—1d8 bludgeoning—simple, two-handed (1 silver, Enc: 2)
  4. Axe, ice axe, wood axe, small axe—1d6 slashing—simple, light, 20/60 (5 silvers, Enc: 1)
  5. Stone mace, mace—1d6 bludgeoning—simple (10 silvers, Enc: 1)
  6. Spear, war spear—1d6/1d8 piercing—simple, thrown 20/60, versatile (5 silvers, Enc: 1)
  7. Staff, quarterstaff—1d6/1d8 bludgeoning—simple, versatile (1 silver, Enc: 1)
  8. Battle axe, war axe—1d8/1d10 slashing—versatile (20 silvers, Enc: 1)
  9. Flail—1d8 bludgeoning (10 silvers, Enc: 1)
  10. Polearm—1d10 bludgeoning, piercing or slashing—heavy, reach, two-handed (40 silvers, Enc: 2)
  11. Great axe (!Divyak)—1d12 slashing—heavy, two-handed (60 silvers, Enc: 2)
  12. Great sword—2d6 slashing—heavy, two-handed (100 silvers, Enc: 2)
  13. Broad sword, long sword, falchion—1d8/1d10 slashing—versatile (50 silvers, Enc: 1)
  14. Town sword, rapier, short sword—1d6 piercing—finesse, light (50 silvers, Enc: 1)
  15. Maul (!Divyak, !Kentaur)—2d6 bludgeoning—heavy, two-handed (20 silvers, Enc: 2)
  16. Lance (!Kentaur)—1d12 piercing—reach, special (20 silvers, Enc: 1)
  17. Flanged mace—1d8/1d10 bludgeoning—versatile (30 silvers, Enc: 1)
  18. Whip—1d4 slashing—finesse, reach (3 silvers, Enc: 1)
  19. Net, hooked net, hunting net—1 bludgeoning—special, thrown 5/15 (1 silver, Enc: 1)
Ranged weapons:
  1. Light crossbow—1d8 piercing—simple, loading, two-handed, range 80/320 (30 silver, Enc: 2)
  2. Heavy crosswbow—1d10 piercing—loading, two-handed, heavy, range 100/400 (100 silver, Enc: 2)
  3. Hunting bow—1d6 piercing—simple, two-handed, range 80/320 (10 silver, Enc: 2)
  4. Long bow (!Divyak)—1d8 piercing—two-handed, heavy, range 150/600 (50 silver, Enc: 2)
  5. Electric wand gun (!Viladrine)—2d6 electric—source, range 30/90 (1000 silver, Enc: 1)
Gunpowder weapons:
  1. Gunpowder keg—7d6 explosive—heavy, keg, radius 10/30 (500 silvers, Enc: 4)
  2. Dynamite stick—3d6 explosive—thrown 20/60, radius 5/20 (50 silvers, Enc: 1)
  3. Pistol, revolver—1d10 piercing—gunpowder, range 50/150, reload 6 (400 silvers, Enc: 1)
  4. Rifle—1d12 piercing—gunpowder, two-handed, range 80/240, reload 5 (600 silvers, Enc: 2)
  5. Shotgun—2d8 piercing—gunpowder, two-handed, range 30/90, reload 2 (500 silvers, Enc: 2)

What Do Folks Wear? Armours and Such.

  1. On running the first two sessions of WTF Longwinter, I discovered that a detailed equipment and shopping list is useful. Thus, armors and such:

    Light Stuff:

    1. Padded or Crappy Armor (5 silvers), AC: 11 + Dex mod., D Stealth, Cold: 1, Enc: 1, 
    2. Fur Armor (!Divyak) (80 silvers), AC: 11 + Dex mod., Cold: 2, Enc: 1,
    3. Leather Armor (10 silvers), AC: 11 + Dex mod., Cold: 1, Enc: 1,
    4. Long, Cool, Padded Leather Coat (40 silvers), AC: 11 + Dex mod.,  A Looking Like A Cool Customer, Cold: 1, Enc: 1,
    5. Studded Leather Armor (50 silvers), AC: 12 + Dex mod., Cold: 1, Enc: 1,
    6. Tactleneck Full Spider Mesh (!Viladrine) (2000 silvers), AC: 13 + Dex mod., Cold: 1, Enc: 1,
    Medium Stuff:
    1. Hide and Hair Armor (!Divyak) (10 silvers), AC: 12 + Dex mod (max 2), Cold: 2, Enc: 2,
    2. Chain Shirt (100 silvers), AC: 13 + Dex mod (max 2), Cold: 0, Enc: 2,
    3. Breast Plate (600 silvers), AC: 14 + Dex mod (max 2), Cold: 0, Enc: 2,
    4. Half Plate (1000 silvers), AC: 15 + Dex mod (max 2), Str: 13, D Stealth, Cold: -1, Enc: 2,
    5. Cermalite Cuirass* (!Viladrine) (4000 silvers), AC: 15 + Dex mod (max 3), Cold: 1, Enc: 1,
    Heavy Stuff:
    1. Chain Mail (300 silvers), AC: 16, Str 13, D Stealth, Cold: -1, Enc: 3,
    2. Ironpine Splint Armor (!Divyak) (500 silvers), AC: 17, Str 15, D Stealth, Cold: 0, Enc: 3,
    3. Regal Tsarist Plate (1500 silvers), AC: 18, Str 15, D Stealth, Cold: -1, Enc: 3,
    4. Walker Shkraet Piston Suit (3000 silvers), AC: 18, Con 13, D Stealth, Cold: -1, Enc: 3,
    5. Skyfaller / Deathdealer Suit MkII** (!Viladrine) (10000 silvers), AC: 18, D Stealth, Cold: 1, Enc: 2,
    Shields:
    1. Light Shield (5 silvers), +1 AC, Enc: 1,
    2. Regular Shield (10 silvers), +2 AC, Enc: 2,
    3. Cermalite Shield* (!Viladrine) (500 silvers), +2 AC, Enc: 1,
    Note: all armors impose D to swimming except the Tactleneck Full Spider Mesh.
    *Cermalite gives advantage on saves vs. bullets and energy projectiles.
    **The Suit MkII comes with advanced inbuilt healing magics that heal the user with the life force of other creatures. As an action the user can drain a helpless creature of 1d6 hit points and regain 1 hit point. Every time a 1 is rolled while draining, the suit soul-knitting engine is discharged for the day.