Archive for November 2011
Although the treasures of the hidden library in the wild world were sealed away inside transparent vaults of the black metal, a party of mighty characters figured out how they could possibly open all forty vault boxes. But even demigods, demigod ascendants and epic characters are sometimes hindered by the puzzles which must be solved in order for the boxes to open. So while taking a break from the treasure seeking, they managed to set off the alarm system which triggered 72 gold golems into action. And while the battle was about to ensue, the contents of 40 boxes glimmered at the adventurers:
1 Epic potion: +1d6 random ability, but lowering 1d3 random ability
2 Epic potion: Improved Fishman
3 *Book: Sharktaming, 2700 pages. Takes 27 days to learn
4 Epic Potion: Lingering Life
5 Epic Tome: Sprinter. Once a day, able to move 10 times your normal speed for one turn (instead of 4).
6 Epic Tome: Disciple of the Sun. Your spells deal double damage (calculate your damage, add bonuses etc., then double it) during the day, but half damage at night. A day lasts from 12:00 to 23:59.
7 Epic Tome: Disciple of the Moon. Opposite from Disciple of the Sun.
8 **Epic Tome: Natural Healer
9 Shirt: Artifact. Impervious to piercing damage.
10 Shirt: Artifact. Impervious to slashing damage.
11 Shirt: Artifact. Impervious to bludgeoning damage.
12 Shirt: Artifact. Half damage from impact/crushing damage.
13 Epic Potion: Wild Green Potion
14 A book about the Stargate
15 Epic Tome: Wild World Survival. Take half damage from all creatures native to the wild world.
16 ***White Crown: Artifact. If Good, +10 hit/dmg/AC, cast one epic spell daily, +5 cha, receive double damage from Evil alignment.
17 Epic Potion: Flaming Red Potion
18 Epic Scroll: Single use. Wild World Mass Teleport Without Error
19 Epic Tome: Wild Dancer Fighting Style. Evasion (DC 40) vs natural attacks from all creatures larger than you.
20 Epic Scroll: Single use. Wild World Heal
21 ****Epic Scroll: Single use. Permanent Alteration
22 Interactive map of the Wild World, displaying the current location of all present demigods
23 A baby cat people in a huge jar. It looks to be 1 day old and alive.
24 ?Grail of the Demigods.
25 ***Green Crown: Artifact. If Neutral, +10 hit/dmg/AC cast one epic spell daily, +5 cha, receive double damage from Neutral alignment
26 Epic Oil: Oil of Armor
27 Epic Potion: Scent
28 ??Guide to Training Smilidons
29 Epic Scroll: Single use. Wild World Resurrection
30 ???300 boks
31 Epic Oil: Oil of Toughness
32 Epic Oil: Oil of Prowess
33 Epic Potion: Improved Spider Climb
34 ????Ring of the Demigods
35 #10 eggs in glass containers
36 ***Black Crown: Artifact. If Evil, +10 hit/dmg/AC cast one epic spell daily, +5 cha, receive double damage from Good alignment
37 ##Epic Scroll: single use. Roar of the Wild
38 ###Artifact: Black Smilidon Armor
39 Epic Oil: Evasive Oil
40 Gauntlets: Artifact. Your hands (but not your weapons) pass through armor, but your damage is halved. No miss chance and double (double of normal, not double of half) damage against incorporeal/ethereal creatures.
All Epic Tomes take 28 consecutive days of reading to learn, but can be reused by someone else afterwards.
*Proficiency: Sharktaming (Cha 30), Able to tame and ride any shark with a successful proficiency check
**All your healing/regen/etc. abilities/proficiencies etc. are doubled. Your healing spells can be casted freely, with no need for memorization/meditation/whatever. They also do not occupy spell slots, and you can cast them unlimited times daily (this also enables your healing/regen/etc. to work in the wild world). Do note, however, that ALL your damage output is halved.
***These crowns cannot be removed. Other effects invoked while wearing them are:
Reroll any one die every playing session, choose best result [Ex]
Opponents of lesser lvl/HD must succeed an opposed CHA check or be unable to attack you [Ex]
The +5 CHA can exceed 25.
****Sacrifice X hit&AC to gain 2X dmg, or X hit&dmg for 2X AC or X dmg&AC for 2X hit
?Requires two hands to use. If you drink from this ever filling grail, you get the effects of a Miracle spell, a Heal spell, Heros Feast and 24 hour Bless. And for the next hour, you gain +1d6 to all stats (roll once, the result counts for all stats). You can only drink from the grail once a day. Every tme you drink from it, you must succeed a DC 30 CON check or lose 1d3 random stat permanently.
??1800 pages. Takes 18 days to learn. Smilidon Training NWP (CHA 35). Proficiency check to befriend a Smilidon (can have a maximum of 1 Smilidon companion pr. 10 CHA). Each Smilidon can learn 1d6 tricks.
???A collection on creating intelligent, trainable, Huge sized Tyrannosaurus Rex. Each book is 300 pages long. It takes 900 days to read all the books and an INT check DC 50 is needed to learn how to create these dinosaurs. But you also need a lab suited for creature creation to do this.
????This ring has 10 settings, and you must pick one which applies to you. This setting cannot be changed:
1 Immune to critical hits
2 Immune to non-epic spells
3 Immune to non-epic weapons
4 Immune to natural attacks and natural/magical abilities of non-demigods
5 Immune to all natural and magical (non-epic) diseases and curses
6 Immune to all poisons
7 Triple base movement
8 Bypass critical immunity up to and including demigods
9 Immune to all non-magical energy damage
10 Immune to all damage and effects caused by one chosen non-demigod individual
At the beginning of every playing session, the DM rolls a d100. There is a cumulative 1% chance that you have lost the ring before the session starts. If you lose the ring, you will never find it again. If someone else finds it, you can never own it, regardless. Also, once you lose it, you also lose the ability you gained from it, along with 2d6 random ability score.
#These eggs are dinosaur eggs, ready to hatch. Once hatched, they will take 1 year to grow to adult, Huge size. They are trainable, intelligent Tyrannosaurus Rex, 5 of each sex.
##Permanent effect. Roar as a free action [Ex]: All friendlies within 5 feet pr. lvl gain +5 hit/dmg
###The armor is created from the black metal: +50 AC, +50 DR/All, +50 hit, +50 dmg, +100% MR, double base movement
An alchemist is an individual specialized in alchemy, chemistry and the marvellous world of potion making. Any class can choose to become an alchemist, although wizards might be best suited since a lot of the alchemist’s work depends on his intelligence.
Requirements:
INT 18
WIS 15
Secondary Skill: Scribe
Alchemy, Chemistry, Reading/Writing
Bonus:
Advanced Alchemy, Advanced Chemistry
Once an alchemist learns how to make potions, he can add 20 to the DC in return for being able to research and create potions while adventuring, as long as he has brought a portable travellers lab kit. Such a kit costs 10 times its actual worth in order to function properly, but also reduces the creation cost of potions by 50%, and will not run out of resources.
Example: Tim, the adventuring alchemist, has brought his portable kit in order to create Healing potions. A Healing potion costs 200g to create and demands at least a kit worth 200g (in order to research the actual potion, Tim needs a kit worth 2.000g, but let’s assume that he spent 2.000g worth of resources at his lab to do just that). A kit worth 200g costs 2.000g to create, but once Tim has such a kit, the cost of every Healing potion is only 100g, and those costs are taken from his copper/silver/gold/platina/gems, NOT his kit. So the kit will never decrease in value, although Tim might run out of actual gold to pay for his potion making.
Lvl Abilities
1 Add class level to Int based proficiency checks
2 Transformation: Copper
3 Bonus INT based NWP
4 Transformation: Silver
5 Able to Take 10 on any Int based NWP
6 Bonus INT based NWP
7 Transformation: Gold
8 Transmutation: Copper
9 Bonus INT based NWP
10 Add WIS bonus to INT based proficiency checks
11 Transformation: Platina
12 Brew Potion Feat, Potion Maker NWP
13 Transmutation: Silver
14 Transformation: Gems
15 Bonus INT based NWP
16 +1 Intelligence
17 +1 WIS
18 Bonus INT based NWP
19 Transmutation: Gold
20 Eureka!
25 Transmutation: Platina
30 Transmutation: Mithril
35 Transmutation: Adamantite
40 Transmutation: Starmetal
Transformation: This ability allows the alchemist to transform certain metals and objects into materials useable for his own research and creations, reducing his need for obtaining obsure materials. The maximum worth he can transform every day equals his class level in the various metals (a lvl 3 Alchemist can transform 3 copper daily, a lvl 4 can transform 4 silver and a lvl 14 can transform 14 gems).
Transmutation: The alchemist gradually discovers how to make precious metals out of seemingly nothing and anything as he advances in level. Once he learns transmutation, he can create his class level in kilos of the various metals pr. month (A lvl 20 alchemist can manufacture 20 kilos of metals monthly, and chooses himself how much of that will be copper, silver or gold).
Eureka!: The alchemist disovers the hidden secrets behind potion making and do no longer create broken potions on a natural 1 (although 1 is still a failure and 20 is success). This means that the player rolls all Potion Maker proficiency checks himself from now on. In addition, whenever the alchemist creates a potion (any potion, even epic ones), he creates 1d4 potions instead of just 1. In addition, the alchemist is granted Augmented Alchemy epic feat for free. The alchemist is also the only class who can benefit from this feat when it comes to creating potions.

Advanced Epic Potion Maker (Int DC 100)
Requirements:
5 slots in Epic Potion Maker NWP
Character level 30
Int 25
An advanced epic potion maker is able to create potions which are not only epic, but also regarded as epic items. These potions are hard to make, take a long time to research, but once completed, can do almost anything. The base DC of learning and creating a potion is 100. The time spent learning the recipe equals the DC, and the cost is 1.000g per day spent (while the xp gained from learning it is ten times the gold cost). Creating the potion takes 1 day pr DC and the cost is 100g pr day spent (while the xp for creating it equals 1 pr. gold cost). If you fail a learning or creation roll, you get a new roll after DC days, but with a +1 to your roll. Repeat this until you succeed (this means that an advanced epic potion maker WILL succeeed eventually). However, a natural 1 is not an automatic failure, and a natural 20 is not an automatic success.
What kind of potion do you want to create? You can choose from the following list of effects, and choose your own as well (as long as the DM approve them):
*Wild Shape Ability (+10 DC)
**Shape Change Ability (+20 DC)
New Form (+1 DC pr. 1k xp – if your Wild Shape or Shape Change alters you into a 975xp creature, the DC is +1, and it it is a 100k xp creature, the DC is +100)
+1 Ability (not above 25) (+2 DC)
+1 Ability (above 25) (+10 DC)
+1 Initiative (+4 DC)
+1 hit (+2 DC)
+1 natural AC (+2 DC)
+1 hp (+2 DC)
+1 physical dmg (+2 DC)
+1 all damage (+10 DC)
+1 Regeneration (+4 DC)
+1 Fast Healing (+2 DC)
+1 DR/All (+2 DC)
+1 SR/All (+2 DC)
+1% MR (+1 DC)
+1 all saves (+2 DC)
+1 encounter reaction vs specific types (+2 DC)
+1 universal encounter reaction (+4 DC)
+10% Base Ground Movement (+4 DC)
+10% Base Movement (+8 DC)
Low-Light Vision (+1 DC pr. 60 feet)
Infravision (+2 DC pr. 60 feet)
Darkvision (+4 DC pr. 60 feet)
Darkvision, no range (+50 DC)
Heal automatically at the beginning of every round (+100 DC)
Able to cast a spell once a day (+2 DC pr. spell level – being able to cast a lvl 3 spell once daily adds +6 DC)
Able to cast a spell more than once a day (+3 DC pr. spell level and +1 DC pr additional casting – being able to cast a lvl 3 spell 3 times daily adds +11 DC)
Able to cast a spell at will (+5 DC pr. spell level – being able to cast a lvl 3 spell at will adds +15 DC)
Permanent spell effect (+5 DC pr. spell level)
WP/NWP/Proficiency/Feat (+10 DC)
Epic Feat (+20 DC)
*Wild Shape is a move action, and the new form must be an animal from the MM. On top of your own stats, you add the animal’s AC, movement, hit, damage and MR. You also gain its abilities, attack types, number of attacks, special attacks and special defenses. See also the New Form DC.
**Shape Change is a move action and the new form must be from the MM. On top of your own stats, you add the creature’s AC, movement, hit, damage and MR. You also gain its abilities, attack types, number of attacks, special attacks and special defenses. See also the New Form DC.
Modifiers to the potion DC:
If you decide to make a potion whose powers only manifest while you are Wild Shaped or Shape Changed, the DC of the powers is halved.
You can also add some cons to the potion, which will lower its DC:
Survive an ability check when drinking potion or die (-1 DC pr DC of check)
-1 Ability (-1 DC)
-1 encounter reaction vs specific types (-1 DC)
-1 universal encounter reaction (-2 DC)
Restrictions to your Wild Shape/Shape Change ability:
Alignment change during wild shape or shape change (-5 DC)
Only useable at specific times (-2 DC)
Possible Fatigue (-2 DC)
Possible hit/dmg/AC loss (-3 DC pr combined hit/dmg/AC lost)
Possible movement penalties (-1 DC pr. 10% penalty)
Possible penalties to saves/ability & proficieny checks (-1 DC pr combined penalty)

Epic Potion Maker NWP (Int DC 100)
In order to choose the Epic Potion Maker NWP, you need:
Brew Epic Potions Feat
Character level 20
5 slots in Potion Maker NWP
For every additional slot in Epic Potion Maker NWP, you add +4 to your roll. There is NO maximum amount of slots you can dedicate to Epic Potion Maker NWP.
The base DC of learning and brewing epic potions is 100. The research required to learning a new epic potion recipe costs 100 gold per day of research. In addition, the time spent equals 1 day pr DC of the potion. A successful discovery grants 1k xp pr. DC of the potion. If you add more days to your research, you do not get any modifiers to your roll. Creating an epic potion takes 1d100 days, and spending more days creating it does not add any modifiers to your roll either.
The cost of potions is the cost besowed upon the imbiber, not the brewer. Non-specific costs such as 1d3 etc. mean 1d3 of a random ability score. Potions can be imbibed, while Oils are meant for items. Unless otherwise noted, all effects are [Su] or [Sp], and can be turned off and on at will (as a free action), but will not be affected by anti-magic zones. They will, however, be neutralized in dead-magic zones unless the player is powerful enough not to be affected by such zones. The [Ex] effects cannot be turned off.
# Name Duration Cost
1 Comprehend Languages Permanent 1 CON
2 Detect Evil Permanent 1 CON
3 Detect Invisibility Permanent 1 CON
4 Detect Magic Permanent 1 CON
5 Infravision 120 feet Permanent 1 CON
6 Protection from cantrips Permanent 1 CON
7 Protection from Evil Permanent 1 CON
8 Protection from normal missiles Permanent 1 CON
9 Read Magic Permanent 1 CON
10 Tongues Permanent 1 CON
11 Unseen Servant Permanent 1 CON
12 Enlarge Permanent 1 CON
13 Invisibility Permanent 1 CON
14 Chill Touch Permanent 1d3
15 Detect Undead Permanent 1d3
16 Feather Fall Permanent 1d3
17 Spider Climb Permanent 1d3
18 Ventriloquism Permanent 1d3
19 Blur Permanent 1d3
20 Oil of Deeppockets Permanent None
21 ESP Permanent 1d3
22 Oil of Fool’s Gold 10 years None
23 Know Alignment Permanent 1d3
24 Locate Object Permanent 1d3
25 Oil of Magic Mouth Permanent None
26 Pyrotechnics Permanent 1d3
27 Blink Permanent 1d3
28 Clairaudience Permanent 1d3
29 Clairvoyance Permanent 1d3
30 Fly Permanent 1d3
31 Non-detection Permanent 1d3
32 Water Breathing Permanent 1d3
33 Wraith Form Permanent 1d3
34 Detect Scrying Permanent 1d3
35 Fire Shield Permanent 1d3
36 Teleport Instant None
37 Oil of Stone to Flesh Permanent None
38 True Seeing Permanent 1d3
39 Teleport Without Error Instant None
40 Vision Instant None
41 Mind Blank Permanent 1d3
42 Oil of Symbol As spell None
43 Astral Spell As spell None
44 Shape Change As spell None
45 Time Stop As spell None
46 Wish As spell As spell
47 Pass Without Trace Permanent 1d3
48 Sanctuary Permanent 1d3
49 Speak with Animals Permanent 1d3
50 Negative Plane Protection Permanent 1d3
51 Free Action Permanent 1d3
52 Plane Shift As spell None
53 Heal As spell None
54 Regenerate As spell None
55 Restoration As spell As spell
56 Resurrection As spell As spell
57 Wind Walk As spell None
58 *Fishman [Ex] Permanent 1d6
59 Negate first killing effect [Ex] Until triggered 1d6
60 +20 hp [Ex] Permanent 1d6
61 **Birdman [Ex] Permanent 1d6
62 +5 hit [Ex] Permanent 1d6
63 +5 all dmg [Ex] Permanent 1d6
64 +5 natural AC [Ex] Permanent 1d6
65 +20% MR [Ex] Permanent 1d6
66 +20% Spell Penetration [Ex] Permanent 1d6
67 +5 DR/All [Ex] Permanent 1d6
68 +5 SR/All [Ex] Permanent 1d6
69 +5 all saves [Ex] Permanent 1d6
70 +5 Fast Healing [Ex] Permanent 1d6
71 Bypass +5 DR [Ex] Permanent 1d6
72 +5 DC on saves [Ex] Permanent 1d6
73 +1 Crit Range [Ex] Permanent 1d6
74 +5 Initiative [Ex] Permanent 1d6
75 +50% Base Movement [Ex] Permanent 1d6
76 Current HPX10 [Ex] 1d4+1 rounds 2d3
77 +100% MR [Ex] 1d4+1 rounds 2d3
78 +100 natural AC [Ex] 1d4+1 rounds 2d3
79 +100 DR/All [Ex] 1d4+1 rounds 2d3
80 +100 SR/All [Ex] 1d4+1 rounds 2d3
81 +50 all saves [Ex] 1d4+1 rounds 2d3
82 +25 all ability checks [Ex] 1d4+1 rounds 2d3
83 +100 Fast Healing [Ex] 1d4+1 rounds 2d3
84 +50 Regeneration [Ex] 1d4+1 rounds 2d3
85 Immune to Critical hits [Ex] 1d4+1 rounds 2d3
86 Immune to non-epic spells [Ex] 1d4+1 rounds 2d3
87 Immune to non-epic weapons [Ex]1d4+1 rounds 2d3
88 All damageX10 [Ex] 1d4+1 rounds 2d3
89 +100% spell penetration [Ex] 1d4+1 rounds 2d3
90 +100 hit [Ex] 1d4+1 rounds 2d3
91 Bypass +100 DR [Ex] 1d4+1 rounds 2d3
92 +50 DC on saves [Ex] 1d4+1 rounds 2d3
93 +25 DC on ability checks [Ex] 1d4+1 rounds 2d3
94 +10 crit range [Ex] 1d4+1 rounds 2d3
95 +20 Initiative [Ex] 1d4+1 rounds 2d3
96 +1d6 random ability [Ex] Permanent 1d3
97 ***Improved Fishman [Ex] Permanent None
98 ****Lingering Life [Ex] Permanent None
99 ?Wild Green Potion [Ex] Permanent None
100 ??Flaming Red Potion [Ex] Until triggered None
101 ???Oil of Armor [Ex] Permanent None
102 ????Scent [Ex] Permanent None
103 #Oil of Toughness [Ex] Permanent None
104 ##Oil of Prowess [Ex] Permanent None
105 ###Improved Spider Climb [Ex] Permanent None
106 ####Evasive Oil [Ex] Permanent None
*Grow gills and skin between fingers and swim at double land movement.
**Sprout wings and fly at double land movement.
***Grow gills when immersed in water and survive dives down to lvlX1000m
****Able to survive and keep on fighting/staying concious until – lvl hp. You automatically stabilize, and only die at -lvl+1 hp. You cannot be healed by spells or spell-like abilities until you return to 0 hp or more.
?Your magic works normally in Wild Magic zones (including the Wild World)
??A flame in a bottle. Drink the flame and the first time you die, you burst into flames and ashes until you reappear from the ashes the next round, fully restored.
???+1 natural armor to skin or +5 AC [Su] to armor or shield. This bonus is cumulative with any other previous bonuses.
????Scent ability. Able to track anything ground based with 50% certainty. No circumstances will affect this percentage positively or negatively.
#+5 DR/All to skin or +20 DR/All [Su] to armor or shield.
##+1 hit/dmg to skin or +5 hit/dmg [Su] to weapon. This bonus is cumulative with any other previous bonuses.
###Able to climb any surface during any conditions at base land movement.
####Add Evasion to skin or Improved Evasion [Su] to armor or shield.
Potion Maker NWP (Int DC 20)
Requirements for this NWP:
Reading/Writing NWP
Chemistry NWP
Advanced Chemistry NWP
Alchemy NWP
Advanced Alchemy NWP
Brew Potion Feat
Character level 12
Every additional slot in the 4 required NWPs add +2 to the Potion Maker roll, and every additional slot in Potion Maker NWP adds +4. A maximum of 5 slots is possible in any NWP, and the best bonus you can achieve is +48 to the roll. However, Poisons NWP adds +2 for every slot, bringing the possible bonus up to +58.
Lastly, the following NWPs add +1 to your roll regardless of how many slots you have:
Brewing, Cooking, Field of Study (all and any of the required NWPs), Herbalism, Mathematics, Observation, Pharmacy, Scribing, Spellcraft and Wine Making.
Learning a new potion recipe:
Learning a new recipe grants 10xp pr. gold it costs to create the potion. The cost of discovering a new recipe is 10 times the manufacture cost of the potion per day spent researching. When you want to learn a new recipe, you decide upon which recipe you want to learn, and then spend a full day at the lab, paying the relevant cost in materials. At the end of the day you roll a Potion Maker check with the relevant DC (an Animal Control recipe is DC 20 while Tongues recipe is DC 75). If the roll is successful (a natural 1 is always a failure and a natural 20 is always a success), you have learned a new recipe. If you fail your roll, you can continue researching the next day, and pay the same cost again, but now add +1 to your roll. You can continue doing this until you have learned the recipe.
Creating a potion:
Brewing regular potions take one day once you know how to make them. The DC and cost is on the table below. If the DC of making the potion is a bit high, you can decide to spend more than just one day creating it. Decide in advance how many consecutive days you want to spend making it. Once those days are up (and you have spent the same creation cost every day), you get your roll, but with a +1 to your roll per additional day spent creating the potion. Note that this process differs from the recipe learning process, since you only get one roll when creating potions.
Standard Potions (AD&D 2nd Ed)
1 Animal Control, DC 20, 250g
2 Clairaudience, DC 20, 250g
3 Clairvoyance, DC 20, 250g
4 Climbing, DC 20, 250g
5 Diminuition, DC 30, 300g
6 Dragon Control, DC 70, 700g
7 Elixir of Health, DC 35, 350g
8 Elixir of Youth, DC 50, 500g
9 ESP, DC 50, 500g
10 Extra-Healing, DC 40, 400g
11 Fire Breath, DC 40, 400g
12 Fire Resistance, DC 25, 250g
13 Flying, DC 50, 500g
14 Gaseous Form, DC 30, 300g
15 Giant Control, DC 60, 600g
16 Giant Strength, DC 55, 550g
17 Growth, DC 25, 250g
18 Healing, DC 20, 200g
19 Heroism, DC 30, 300g
20 Human Control, DC 50, 500g
21 Invisibility, DC 25, 250g
22 Invulnerability, DC 35, 350g
23 Levitation, DC 25, 250g
24 Longevity, DC 50, 500g
25 Oil of Acid Resistance, DC 50, 500g
26 Oil of Disenchantment, DC 75, 750g
27 Oil of Elemental Invulnerability, DC 50, 500g
28 Oil of Etherealness, DC 60, 600g
29 Oil of Fiery Burning, DC 50, 500g
30 Oil of Impact, DC 75, 750g
31 Oil of Slipperiness, DC 40, 400g
32 Oil of Timelessness, DC 50, 500g
33 Philter of Glibness, DC 50, 500g
34 Philter of Love, DC 20, 200g
35 Philter of Persuasiveness, DC 40, 400g
36 Plant Control, DC 25, 250g
37 Polymorph Self, DC 20, 200g
38 Rainbow Hues, DC 20, 200g
39 Speed, DC 20, 200g
40 Super-Heroism, DC 45, 450g
41 Sweet Water, DC 20, 200g
42 Treasure Finding, DC 60, 600g
43 Undead Control, DC 70, 700g
44 Ventriloquism, DC 20, 200g
45 Vitality, DC 30, 300g
46 Water Breathing, DC 40, 400g
Advanced Potions (3.5 Ed) (these potions mimic the spells described in 3.5 Ed)
47 Cure Light Wounds, DC 25, 250g
48 Endure Elements, DC 25, 250g
49 Hide from Animals, DC 25, 250g
50 Hide from Undead, DC 25, 250g
51 Jump, DC 25, 250g
52 Mage Armor, DC 25, 250g
53 Magic Fang, DC 25, 250g
54 Oil of Magic Stone, DC 25, 250g
55 Oil of Magic Weapon, DC 25, 250g
56 Pass Without Trace, DC 25, 250g
57 Protection from (alignment), DC 25, 250g
58 Remove Fear, DC 25, 250g
59 Sanctuary, DC 25, 250g
60 Shield of Faith +2, DC 25, 250g
61 Oil of Shillelagh, DC 25, 250g
62 Oil of Bless Weapon, DC 30, 300g
63 Enlarge Person, DC 45, 450g
64 Reduce Person, DC 45, 450g
65 Aid, DC 50, 500g
66 Barkskin +2, DC 50, 500g
67 Bear’s Endurance, DC 50, 500g
68 Blur, DC 50, 500g
69 Bull’s Strength, DC 50, 500g
70 Cat’s Grace, DC 50, 500g
71 Cure Moderate Wounds, DC 50, 500g
72 Oil of Darkness, DC 50, 500g
73 Darkvision, DC 50, 500g
74 Delay Poison, DC 50, 500g
75 Eagle’s Splendor, DC 50, 500g
76 Fox’s Cunning, DC 50, 500g
77 Oil of Invisibility, DC 50, 500g
78 Lesser Restoration, DC 50, 500g
79 Oil of Levitate, DC 50, 500g
80 Misdirection, DC 50, 500g
81 Owl’s Wisdom, DC 50, 500g
82 Protection from Arrows 10/magic, DC 50, 500g
83 Remove Paralysis, DC 50, 500g
84 Resist Energy (type) 10, DC 50, 500g
85 Shield of Faith +3, DC 50, 500g
86 Spider Climb, DC 50, 500g
87 Undetectable Alignment, DC 50, 500g
88 Barkskin +3, DC 60, 600g
89 Shield of Faith +4, DC 60, 600g
90 Resists Energy (type) 20, DC 70, 700g
91 Cure Serious Wounds, DC 75, 750g
92 Oil of Daylight, DC 75, 750g
93 Displacement, DC 75, 750g
94 Oil of Flame Arrow, DC 75, 750g
95 Fly, DC 75, 750g
96 Gaseous Form, DC 75, 750g
97 Greater Magic Fang +1, DC 75, 750g
98 Oil of Greater Magic Weapon +1, DC 75, 750g
99 Haste, DC 75, 750g
100 Heroism, DC 75, 750g
101 Oil of Keen Edge, DC 75, 750g
102 Magic Circle against (alignment), DC 75, 750g
103 Oil of Magic Vestment +1, DC 75, 750g
104 Neutralize Poison, DC 75, 750g
105 Nondetection, DC 75, 750g
106 Protection from energy (type), DC 75, 750g
107 Rage, DC 75, 750g
108 Remove Blindness/Deafness, DC 75, 750g
109 Remove Curse, DC 75, 750g
110 Remove Disease, DC 75, 750g
111 Tongues, DC 75, 750g
112 Water Breathing, DC 75, 750g
113 Water Walk, DC 75, 750g
114 Barkskin +4, DC 75, 750g
115 Shield of Faith +5, DC 80, 800g
116 Good Hope, DC 80, 800g
117 Resist Energy (type) 30, DC 80, 800g
118 Barkskin +5, DC 80, 800g
119 Greater Magic Fang +2, DC 80, 850g
120 Oil of Greater Magic Weapon +2, DC 80, 800g
121 Oil of Magic Vestment +2, DC 80, 800g
122 Protection from Arrows 15/magic, DC 80, 800g
123 Greater Magic Fang +3, DC 85, 850g
124 Oil of Greater Magic Weapon +3, DC 85, 850g
125 Oil of Magic Vestment +3, DC 85, 850g
126 Greater Magic Fang +4, DC 90, 900g
127 Oil of Greater Magic Weapon +4, DC 90, 900g
128 Oil of Magic Vestment +4, DC 90, 900g
129 Greater Magic Fang +5, DC 95, 950g
130 Oil of Greater Magic Weapon +5, DC 95, 950g
131 Oil of Magic Vestment +5, DC 95, 950g
Brewing a successful (or broken, but not failed) potion grants 1xp pr gold cost of the potion.
The Potion Maker NWP check is rolled by the DM. On a natural 1, broken potions will be created. The exact nature of these potions can only be revealed by an identify spell or better, and they have all the same characteristics of the potion the maker was trying to create. So a failed result is not evident until the effects manifest themselves after imbibing the broken potion. And if the check is merely failed, the materials and time spent creating the potion are lost while the potion itself turns into a grey, watery, foul-smelling substance which has no positive or negative effect should it be imbibed.
Potion of Delusion
Elixir of Madness
Oil of Fumbling
Philter of Stammering and Stuttering
Poison
After resting that night, Mokferuso woke up and felt a bit odd. Slightly confused and slightly dizzy, and now the world was slightly reddish as well. “Probably just a bit uneasy after spending some time here at this wild place”, he thought. He got to his feet, exercised a bit, and went to see the others. He was a bit shocked when everyone looked like zombies, and he felt an urge to kill. Kill someone. Kill everyone. He managed to control himself, and joined the other in their heated discussion.
Ottamata didn’t say much, but everyone understood that his red rash on his hand somehow upset him. Arazaka didn’t have any, and nor did Arthemis, but both Romana and Mokferuso had the same symptoms. “A bit disturbing”, Ottamata said quietly. The ancient plague had once more entered the world, and we were the cause of it. A “remove curse” or “cure disease” spell would temporarily halt the symptoms at ease, and although a miracle spell, which we presently don’t have, would cure the persons infected, -but not remove the parasite from spreading, a demand for a permanent cure will be necessary. In that case, the innocent whale demigod has to be transformed into an antidote. Not an easy decision.
Mokferuso took the hint. The evil dagger demolished in Dreamlands was the cause of his situation; -the evil spirit had finally entered his body. Mokferuso did what he had to do, and performed an exorcism ritual. The evil spirit screamed in vain as he was towed outside Mokferuso’s body, and utterly annihilated.
Mokferuso felt quite normal again and casted a “Hero’s feast” spell. The party gathered in this feast and got clenched from the ancient plague for one day.
Knarg came and joined us in the feast. He told us what he and Anthrax had experienced during the last night. He told a story about stupidity and bravery, of crocodiles and a vicious monster with tentacles, how he almost died and how Anthrax’ skills in medicine had saved his life. After wiping away drops and bits of the excellent wine and the chicken breasts, we followed him through a system of tunnels and a newly prepared hole in a floor, to a huge library. 72 gold golems with wings and spears somehow guarded the site, but didn’t move. “Just a matter of time”, Arazaka though. Anthrax was reading in a huge tome, and didn’t even replay when we greeted him. How rude! Knarg showed us around. The library contained 2048 different vaults. Each shelve was 80 x 5 x 10 meters, and each short side contained ends of 8 boxes, with 5 levers and a button. “A lot of combinations!”, Arthemis concluded. Although we all were excited of all the potential magical stuff found in these vaults, we felt a bit uneasy. “What if we pushed the wrong button”? Knarg was mostly concerned about the fact that there wasn’t an entrance to the room. We ignored him, and studied the levers instead.
5 levers with 2 positions gives 25 = 32 different combinations, exact the number of vaults on each row. We decided to try one combination, and Arthemis pushed the button. Suddenly a timer and a message appeared, and it turned out that we had exactly 5 minutes to solve a riddle. The first one took us by surprise, and we didn’t know the answer. We tried to push the button once more, but nothing happened. Conclusion; “If you fuck up and don’t answer correctly, you will not get a second chance.”
We chose a row which didn’t hold any interesting magic, and tried another combination. To our surprise, nothing happened. Nothing at all! “Strange”, Arthemis mumbled. We tried another, but nothing happened. A new combination was somehow correct, and a new timer and text appeared. But again we managed to screw things up by not knowing the correct answer. “Riddles, I hate riddles”, Arthemis uttered.
We tried one more, and the next riddle we actually managed to solve. One door opened; success!! This inspired us to continue, but the next riddle was hopelessly difficult. After that we had another failure, and then 3 strikes in a row. But still we hadn’t a solution how the levers worked. We tried some more, and when Arthemis finally managed one riddle, we understood how the combinations needed to enter each vault. Finally a success!!! But we still need to answer the riddles in order to enter the vaults, and here lies probably our biggest challenge. Maybe we can find some hints outside this room.
Knarg still whined about the missing entrance, and we went to help him. We started at the pedestal, and searched it one by one. Romana found some buttons under the tome, and we stood in a row to examine it further. We tried to remember coat-of-arms and symbols from outside, but none came to our minds. And we didn’t want to try some, in case we pushed the wrong ones. We discussed it for a while, and Arthemis used some magic to get hints from the past. The only thing he managed was to throw a “wall of fire” around the pedestal, and immediately the golems spread their wings and flew directly in his direction…
Mokferuso, Arazaka and Ottamata
The Hero Party
-Anthrax, reader of books
The library
Knarg and I desided that we wanted to explore the ruins a bit. Wandering around in the old ruins, Knarg suddenly fell through the vegetation. I managed to smash my way through the dense vegetation to try an find Knarg. There was a big pool of some kind under there, so I found Knarg unconcious in the jaws of a ridiculously big crocodile, and there were 11 more of them there. They were though opponents, but i managed to kill most of them. Some of them fled through a tunell near the bottom of the pool. I managed to get Knarg back to the surface, and get him concious, but he was in real bad shape. But the battle wasn`t over. Suddenly lots of huge tentacles shot up from the water, and lashed at us. I managed to fight them of for a while, but with poor Knarg in such bad shape, he was an easy target. One of the tentacles grabbed him, and pulled him under. No way!! I changed into a Tarasque, and plunged straight into the face of the monster below. I gave it a flurry of blows, but I could not kill it, before it escaped in a cloud of inc and blood. But I managed to see that it escaped through the same tunell as the crocs. So I was soon in pursuite. I entered a huge tunelling system, with lots of tunells coming from all directions, but the bloodtrail made the monster easy to track. Suddenly, I came into a huge cave, with a roof of galss, and what lokked like a magnificent library above. And in the corner of the cave, I found the monster, klinging to Knarg, and its life. But no mercy, I had to save my dear old friend. Knarg was in such a bad shape now, that after a quick diagnostics, I found out that I was forced to perform surgery on him, if I was to save his life. Fortunately, the surgery went well.
I also found a magic potion in the cave. If you drink the potion, you become a white werewolf. But not time for that now, we have a library to plunder.
With the help of spells, we managed to enter the library. All the bookshelfs were protected by some sort of glass. As a result, all the books lookes to be in mint condition. But looking around, I saw that there were dozens of these golden statues in the room. So I figured thet there was som kind of mechanism on the protective glass, that would activate them if not opened correctly. But what also caught my curious eye, was a great tome in center of the room. The label spelled “Codex Of The Demigods”. But something told me that opening the book would be risky, but with potential great reward. I took the chance and soon felt that this was a mighty thome. It nearly killed me. After reading for a day, I learned a lot, but I also felt that this was mentaly exhausting. I read in the book the next 12-13 days, and felt more powerful for each day, but the book was getting mentaly harder for each day, so I dared not read any more, case I felt I was about to loose my mind. So I will leave the book for now, and tell the others about it, so they also can get the opportunity to read. But now I have to figure out a way to open these glasses.
-Anthrax, reader of books.
Hidden in an underground chamber with no evident entrance or exit, a humongous artifact tome was placed on a pedestal in the middle of the room. An adventuring party stumbled upon the chamber when one of them was dragged into an underlying and broken aquarium by a fleeing monster whose intentions were to devour said adventurer as an early snack. The poor svirfneblin was saved and the treasures of the chamber above were up for grabs. Waiting for no one, the demigod of the party, the mighty necromancer Anthrax, approached the tome, opened it and begun his studies.
The Codex of the Demigods is 1,5m tall, 1m wide (2m in opened condition) and 0,5m thick. If you try to open it, it will annihilate you unless you succeed a DC 30 INT check. In any event, you still take 1d20X20 damage. None of these effects can be reduced or affected in any way. Should you survive this, the Codex has deemed you worthy of reading the pages within.
Once you start reading, you need a successful Spellcraft check DC 60 each day. If you succeeed, you gain a new power that day. If you fail the check, the day is spent reading with no effect. However, you must also make a WIS check DC 20 (+1 pr. additional day spent reading) every day or go insane (yet another unavoidable effect of using this artifact). In order to cure this insanity, someone must cast a Miracle spell on you. But your WIS will be permanently lowered by 1d10 afterwards.
Every day you learn a new power, the DM rolls a d20 and grants you a power from this table:
1 +1 STR
2 +1 CON
3 +1 DEX
4 +1 INT
5 +1 WIS
6 +1 CHA
7 +1 epic feat
8 +1 NWP
9 +1 WP
10 +5 hit
11 +5 physical damage
12 +30% MR
13 +30% spell penetration
14 +30 HP
15 +10 natural AC
16 +10 DR/All
17 +10 SR/All
18 +10 Fast Healing*
19 +5 Regeneration*
20 +1 Epic Spell daily**
*This ability works in the Wild World
**Choose 1 spell. This is a permanent choice and the spell cannot be replaced. You may choose a spell you do not already know.
BEWARE:
After learning 20 powers, you will lose 1d6 random ability score pr. additional power gained
We desided to explore the spiders lair, figured it would hold great treasures. But as we ventured through the tunel, all we found was a secret entrance to an old library. There we found some interesting books containing some information of teh black death. It seemed like it was the diary of a doctor, trying to find a cure, before it was too late. It also explained teh symptoms of the plague, wich I will not go into detail about. The book also mentioned that the queen of the catpeople had locked her self up in her chambers. She was also trying to find a cure. She was locked up in a airtight chamber, with air to last for a month. After reading the books, we ventured out of the library, and into the jungle, again. But as soon as we entered the fabulous jungle, with all the marvelous trees, plants, insects and animals, living togheter in perfect harmony. We stumbled upon a sabertooth tiger. We tried to avoid confrontation with it, but he pounced right on Arthemis, giving him no other choice but to defend himself. The tiger soon realised that Arthemis was no easy prey and disapeared into the vegetation in the blink of an eye.
We had a few smaller encounters on our journey through the jungle, but nothing Arthemis couldn`t handle. Then one night we saw some old ruins further into the jungle, we desided to investigate. Mabye there would be some more clues to the plague here I thought, while Arthemis said he was only interested in finding some mighty tresure. That greedy poultry. We explored the ruins, and suddenly stumbled upon what lokked like it could be the queens chambers. Looking for answers regarding the plague, we tried to enter. But it had no handles or anything, it just looked like a solid wall. In the hallway leading to the chamber, therewere also a whole lot of suspicious looking golden statues. So I figured we needed a password, and with the statues in mind, we had to have the correct one at the first try. Arthemis used one of his magic tricks, and aquired the password. How he did it I don`t know and honestly, I don`t really care. The door opened, and there was a big puff of old dust, when the air entered the chaimbers. Inside we found the queen, sitting in her throne, as dead as they come. She had all her battle gear with her, and a big tresure. Before I could get a overview of the room, Arthemis was already digging his greedy hands into the tresure. And suddenly a enormous golden hydra emerged from the goldpile. How could he not have learned?!? But the hydra came to short as most others, trying to outmatch Arthemis. We also found some research writings left by the queen. So we will take a look at them at a later time. Now, the adventure must go on……