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

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……