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OSR/NSR Tabletop Roleplaying Games

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Whither Reddit? In the meantime, here’s a place to chat up old school revival (OSR) and new school revolution (NSR) style TTRPGs.

My name is Todd aka Hexed Press and I am the current caretaker (have I always been the caretaker?). Here are some other places to find me, if you are so inclined:

founded 1 year ago
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download the word file https://docs.google.com/document/d/1i_Tdbi-mCSjYdn73Qw64AAgJXDqyZJFv/edit?usp=sharing&ouid=116188176803554642399&rtpof=true&sd=true

Converting Red’s White Box to Fantastic Medieval Campaigns (FMC) Sandbox and Dungeon Set up for FMC You will need an Outdoor Map – Good Place to get one https://www.reddit.com/r/osr/comments/14b22oj/outdoor_survival_map_for_hexcrawl/

Also Note - Greg Gillespie’s Megadungeons are set to the Outdoor Survival Map.

For Outdoor See FMC Page 134

Part One – Char Creation

This is a game of Adventure, Hacking, Slashing, and Casting Spells in a Dungeon that is actively trying to kill you. It is alive and does not like you. Get rich and Retire in Wealth if you survive that is. Recommended for Levels 1-14.

I suggest using 4d4+2 instead of 3d6 down the line - feel free to experiment.

Additional Encumbrance Weights and Cost Rope - 70 10' Pole 100 1 torch 30 mallet & stakes (3) 80 Lantern 70 Iron Spikes (12) 100 bunch of garlic 30 wolfsbane 50 belladonna 20 small mirror 40 standard ration 130 iron rations 110 Leather Boots cost 12 weight 90 Leather Shoes cost 5 weight 70 Bag of 100 marbles cost 1 weight 130 Pouch of Pipe Weed cost 4 weight 70 *10 good smokes Halfling Smoking Pipe with Cleaning Tools Cost 22 weight 60 *Never proven in a court of law that these tools are thieves tools - Never Ever! Crowbar cost 3 weight 140 Cloak cost 8 weight 90 Lock Picks with Leather Case cost 18 weight 30 *must be purchase from another thief or guild Small Metal File cost 2 weight 20 Drafting Set with Brass Compass, Protractor, Triangle, and Ruler – Comes in Leather Case Cost 10 weight 90 2 Drafting Pencils cost 1 weight 10 Ink Quill Pen and Brass Ink Pot cost 3 weight 30 Artist Sketch Pad with 20 pages cost 4 weight 40 Leather Bound Accountants Ledger cost 7 weight 50 Graph Paper Notepad with 75pages cost 3 weight 30 Leather Bound Journal with Locking Clasp & Key 60 pages cost 15 weight 50 Tin Finger Paint Palette with assorted colored paint cost 4 weight 40 Small Fine Artist Paint Brush cost 2 weight 10 Box of Colored Chalk cost 1 weight 30 Pail of Paint (usually red other colors cost extra) cost 3 weight 200 Large Paintbrush cost 2 weight 100 Large Wooden Bucket cost 1 weight 250 Box of Carpenter Nails cost 1 weight 110 Box of Roofing Tacks / Nails cost 1 weight 110 Carpenters Hammer cost 5 weight 130 Glass Jar of Wood Working All Purpose Glue cost 2 weight 90 Other Misc Equipment weight 80

SUNDRY refers to any item in the inventory. HERBS is a generic term for any of three: Wolfsbane, Belladonna or Garlic. Best to have a variety of gear to exhaust.

I'm nice and I don't count read magic as a spell – just the character must have the ability to cast 1 first level spell or prayer to read magic.

Mages and Elves may learn new spells from scrolls. This counts as using the scroll. Must have ability to cast the level of the spell to add to spell book. **Takes one whole night to add the spell to the spell book. ***Must be done at night under the light of the moon and stars. ***The special ink requires moon & starlight to work. Most Mages do this at the top of their towers to insure the purest moon & starlight. Elves climb to the top of their trees of course.

Elves may have Dagger, Sword, or Mace in one hand & shield the other to cast spells. Elves do not require hand gestures to cast spells. ******Elves may not cast spells in armor heavier than Elven Chain. ***Elves may wear Elven Chain, Leather, and hold a shield to cast spells.

***Cleric must have the holy symbol in hand to turn the undead. Words must be spoken and the holy symbol brandished about as if casting a spell.

****All Natural Healing and Recovery of Spells / Prayers must be done topside. Is not possible down inside the dungeon.

Halflings can Hide, Move Silently, Detect Trap, and Remove Trap on a 1-2 roll d6 – also gain +1 with sling, +2 to AC in combat against Human Size Opponents, against Giant Size Opponents gain +3 to AC. Halfling Movement Pg 62 as Pixie on Ground Movement equals 9 -Armor Restriction to Leather. Max Encumbrance 1200 Coins. ***Halfling may move full movement and fire Sling.

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[–] fredzBXGame@lemm.ee 1 points 1 year ago (1 children)

Part 6 Tradepost and Townhome – Welcome to Seer’s Catalog

Hirelings Set rate of 100 pieces of gold times the character’s level must be paid in advance to Henchman's Clansmen. Never treated as NPCs, these act as Veterans (1d +1 HD) Heavy Foot for damage and saves. Thus, saving a level three say, is harder than a level one and thus the added salary demand. They may also each carry and additional 500 gps or five SUNDRY. (Could be more but we have to keep the illusion they are not slaves.) Armor is generally Chain, Helm, + Shield. Weapons generally are Pole Arm, Sword, Dagger, Bow & Quiver. They are equipped for WAR. Instead of taking a certain hit or save throw, the player may decide to SPEND one of his henchmen. This must be decided before roll of damage or save. May also block one PvP attack (if that's ever needed.) These Henchmen may still be able to steal or desert, but typically don't ask for salary.

Loyalty Oaths (D8+Depth>1 +loyalty Base) 1-7 Shaken but not stirred from his role. 8 Steals, loses or neglects SUNDRY (D8) 9 Steals, loses or neglects SUNDRY (D8) + Sacks (D4) 10 Lashes out in frustration; hireling is slain. Delivering first a D6 damage x Depth to employer or lowest level of group (50-50). Ratio changes as tests are made toward the employer, +5% per incident. 11+ Deserts, lose SUNDRY (D8) + Sacks (D4)

Note: These tests are declared by the Ref in response to stress and fairness -- wealth gained, loss of life, terrors revealed, etc. You can't lose what you don't have in gear or sacked gold. Regardless, every time this table is rolled, the loyalty base of the henchmen declines.

Wardogs or Pets Never allowed. Rules were odd and exploited and lacked compassion. Player does receive monstrous guards upon reaching level nine, provided the character has a fortress.

Expedition Security Retainers Wagon: 100 gp per adventure, each adds +10% security up to eight max teamsters wondering if you're dead or will tip in a good haul. DO NOT COUNT against Hireling limit above. e.g. six guards means any Wagon event has a sixty percent chance of being ignored. Every Wagon event kills one Retainer (on surface).

Wagons and Cart The party can bring mules, horses and extra storage; these are left at the surface, guarded by retainers or not. The wagon will hold an additional twenty Sundry, the Cart ten. Both are actually relatively cheap, Wagon costs and extra 250 gp to bring, the cart 100 gp (for party). Do not define the objects contained. These can be used to resupply the party. Pick them as you wish to refill your team; subtract each generic object taken from this reserve. However, the stuff up-top is not 100% safe. besides total loss caused in the tables, every time an Obstacle below is resolved, one Sundry of the Wagon or Cart is also expended. Why? Why not! Panic borrowing, let's say. So count them down, like a bucket w/ a small hole. Refill next adventure. I also like stashing coins up there, but there is that chance of catastrophic loss.

Home Security Bank 1000 Locking Trunk: holds 10,000 coins/gems or individual items replacing 2000 of capacity. We wrap even small things like wands very carefully (in coffers). Reduces risk of loss by 10% (Elven Enchantments will double protection at triple price.)

[–] fredzBXGame@lemm.ee 2 points 1 year ago* (last edited 1 year ago) (1 children)

5000 Solid Chest: holds 5,000 coins/gems or items replacing 2500 of capacity. Upgrade only from trunk, not Russian nesting dolls. Reduces risk of loss by 15% (Elven Enchantments will double protection at triple price.)

20,000 Strongroom: holds ten chests or trunks. Increases either by 15% (Dwarven Built will double protection at triple price.)

100,000 Fortress: Holds 2D4 Strongrooms (and a few cots); roll capacity only after purchase. Maximum one Fortress per Character. Increases the strongroom security by 15% (Dwarven Built will allow capacity roll of D4+4 at triple price. Elven Enchantments improve security to 25%) -Advise Players at Level 7 to begin considering a Fortress of some kind. Several classes require a Fortress at Level 9.

Retainers Fortress: 100 gp per adventure, each adds 1% security up to fourteen max soldiers debating when you're dead and how to split your crud. The cost is free at level eight+ when they become family. DO NOT COUNT against Hireling Limit. 

50,000 Craft Services, unlimited Sundry replacement from Home, no shoppe fees. Reload Sundry gear for the party for free.  ***Note: Elf Chests in Dwarf Strongroom in Elf Fortress w/ 14 retainers = 99% safety from pillage! Party Elf and Dwarf do not create these, so no freebies. Yet soon we will be designing our fortress, adding traps and monsters and stealing from each other in retirement. Your friend is dead and did not will you in to take his fortress stuff. Thievery is always an option.

Seers Catalog (Trades and Cash Value) Purchase prizes at prices listed. Salvage policy sell to Seer for 2D4x10%, no take backs. Sometimes its better to sell the rare and gear-up the party. All prices and items subject to change w/o notice. No exchange results in xps; only raw treasure or gems from dungeon adventures do that.

Gems & Jewelry to amaze and hoard wealth. Hand over any amount and receive a gem professionally valued in later cash value at D6 x10% of surrendered value. Do this in one wager or several. Gems are good portable wealth, in the pocket or adorn ear, that are never lost in Wagon or Home events. (See obstacles.)

2000 Bag of Holding (10,000 coin or 5 items, ~1% accumulating per adventure bursts open and inert w/ lots of copper to pick out of road dust)

Seer's Grand Vault Requires cash in advance. Each of these items arrives after a delay of a D4 adventure after purchase.

Sped-Up Prize Map Rumors Option For half the value, you will be told of a Dungeon rumored to have the item. 50-50 chance correct. These self-initiated quests still have Main villain, just seldom a bounty besides Quest Item. Half a chance 50-50 of a Patron coming forward w/ full bounty or find a Patron to agree to half the REWARD bounty for any shared goal locales. But, gang-up and find several magical Boons in one place (perhaps).

1st Consignment Magic Swords (2d8) • 1000 Sword +1 (~10% per adventure broken until mended) • 1800 Elven Rapier +1, No weight (~5% per adventure broken until mended) • 1200 Sword +1, +2 vs Orcling (~10% per adventure broken until mended) • 1500 Sword +1, +2 vs any other Mob (~10% per adventure broken until mended) • 2500 Sword +1 Flaming (~10% per adventure broken until mended) • 2000 Sword +2 (~10% per adventure broken until mended) • 3000 Sword +2 Healing - Mitigate 2d8 Sundry for 1d4 healing (~10% per adventure broken until mended) • 3500 Sword +2 Charm Person - take 1HP Damage to cast Charm Person (~20% per adventure broken until mended) • 4000 Sword +2, +3 vs Orcling (~10% per adventure broken until mended) • 5000 Sword +2, +3 vs Undead (~10% per adventure broken until mended) • 8000 Sword +2, +3 vs any other Mob (~10% per adventure broken until mended) • 10,000 Sword +3 Cold, +5 vs Fire (~10% per adventure broken until mended) • 20,000 Sword +3 (~10% per adventure broken until mended) • 25,000 Sword +3 Dancing (~10% per adventure broken until mended) • 80,000 Roos Sword of Sharpness +3 (Natural 19 or 20 slays, ~10% per adventure broken until mended)

Note: Weakness and failure is intrinsic to most magical items. Swords at least can be repaired at half the cost.

Example: (~10% per adventure - broken until mended) - roll percentile dice at end of adventure if 11% or higher the item still works. The Character will need a 21% or higher after the next adventure as it goes up 10% every adventure until broken.

[–] fredzBXGame@lemm.ee 1 points 1 year ago* (last edited 1 year ago) (1 children)

2nd Consignment Magic Armor (4d10) • 2000 +1 Plate (~5% per adventure shattered until mended) • 1800 Spider Silk Armor – no weight treat as Leather +1 Additional take 1hp of damage and climb as a spider - for 2d8 rounds (~3% per adventure broken until mended) • 2500 +1 Elven Chainmail – no weight + take 1hp damage and double movement for 2 Turns (~2% per adventure broken until mended) • 5800 Elven Scale Plate +1, No weight (~1% per adventure broken until mended) • 500 +1 Shield (~5% per adventure shattered until mended) • 650 Cornucopia +1 Shield, creates rations per adventure (~10% per adventure shattered until mended) • 800 +1 Shield of Abundance, creates Sundry (~10% per adventure shattered until mended) • 2000 +1 Helm (~5% per adventure shattered until mended) • 2500 +1 Helm of Tavern, creates wine per adventure (~10% per adventure shattered until mended) • 3000 +1 Helm of Thieves – Pick a lock, Move Silently, or Detect a Trap on 1-3 d6 roll (~15% per adventure shattered until mended) • 4500 +2 Helm of Secret Door or Trap Detection 1-3 d6 roll (~15% per adventure shattered until mended) • 5000 Trickster Bonnet, +1 Helm, no weight, carries 300 gold or 1 item (~25% per adventure shattered until mended) • 4800 Dwarven Lobster Pot Helm +1, No weight (~5% per adventure broken until mended) • 2500 +1, +3 vs Mob type Plate (~5% per adventure shattered until mended) • 750 +1, +3 vs Mob type Shield (~5% per adventure shattered until mended) • 2400 +1, +3 vs Mob type Helm (~5% per adventure shattered until mended) • 5000 +2 Plate (~5% per adventure shattered until mended) • 2000 +2 Shield (~5% per adventure shattered until mended) • 5000 +2 Helm (~5% per adventure shattered until mended) • 7500 +2, +5 vs Mob Type Plate (~5% per adventure shattered until mended) • 4000 +2, +5 vs Mob Type Shield (~5% per adventure shattered until mended) • 8000 +2, +5 vs Mob Type Helm (~5% per adventure shattered until mended) • 30,000 +3 Plate (~5% per adventure shattered until mended) • 18,000 +3 Shield (~5% per adventure shattered until mended) • 30,000 +3 Helm (~5% per adventure shattered until mended) • 85,000 +3, Invulnerability to Mob Type Plate (~5% per adventure shattered until mended) • 120,000 +3, Invulnerability to Mob Type Shield (~5% per adventure shattered until mended) • 80,000 +3, Invulnerability to Mob Type Helm (~5% per adventure shattered until mended) • 5000 Boots Fight Speed (double attack rolls, ~1% accumulating per battle use becomes inert) • 10,000 Gauntlets Strength (double damage, ~1% accumulating per battle use becomes inert) • 20,000 Helm of Kings (acts as any Rod, 2D4 uses only) • 30,000 Robe of Queens (acts as any Ring, 2D4 uses only) • 400 Weeping Leather, produces Water, Wine or Oil per adventure (~5% per adventure shattered until mended) • 800 Faery Leather +1, produces any HERB per adventure (~5% per adventure shattered until mended) • 1200 Delver Leather +2, produces a Rope, Pole, Stake or Spike per adventure (~5% per adventure shattered until mended) • 1100 Fatty's Leather +2, produces 1wk Rations per Adventure (~5% per adventure shattered until mended)

Note: Don't ask for +1 Robes; they don't exist. Fighters and Clerics wear magical pip armor (period). Armor can be repaired at half the cost. There are Rings for MU’s.

3rd Consignment Scrolls (d4) • 2000 Scroll Resurrect • 1000 Scroll 1st Level magic (50% discount placed directly in spell book) • 3000 Scroll 2nd Level magic (25% discount placed directly in spell book) • 5000 Scroll 3rd Level magic (10% discount placed directly in spell book)

No scrolls from 4th level up; all that magic must be discovered by questing. Quests could revolve around improving spells. See Sped-up Prize Rumors for details. At a price of 3D8 in thousands gain a clue to a scroll location in any adventure.

Loot sale of recovered high level scrolls based on 3rd level prices. Maybe best to save them for the next player character or use in battle.

[–] fredzBXGame@lemm.ee 1 points 1 year ago (1 children)

4th Consignment Potions (2d8) • 100 Potion Heal (D6 recovery HPs) • 200 Potion Speed (two for one actions in any battle) • 300 Potion Invisibility (escape a battle) • 250 Potion Strength (double damage or +1000 coins if used at end to reach home) • 250 Potion Hot Flash, restores a spell to memory • 1000 Potion Protection (+1, +3 saves) • 400 Potion of Spider Climb – climb as a spider for 2d20 rounds. • 700 Potion of Thievery – Detect Trap, Pick Pocket, and Pick Lock 1-4 d6 – duration 3d20 rounds • 800 Potion of Polymorph turn into animal / monster of choice for 2d20 Turns • 100 Potion Silver Oil (coats party weapons to help defeat undead) • 150 Potion of Transformation, changes a D4 gear to some other desired object • 300 Potion of Alteration, changes a weapon or armor pile into a pile of gear, 1 per Mob or sacrificed party accouterments • 1000 Full Restoration, brings HPs back to max • 3000 Luck Potion, mimics any other potion per desire • 600 Potion Hype, drink and gain ability to cast a single spell 1-3rd Level or Cleric Prayer 1-2nd Level

Weird Potions (subject to availability; in this style play many of rules might never prove useful)

5th Consignment Oddball Magic Weapons (d30) • 10,000 Arrow of Slaying Demons and Dragons, usable once (~3% per per adventure becomes inert prior to use) • 1000 Bow or Crossbow +1 (~5% per adventure useless until mended) • 700 Dagger +1, +2 vs Orclings (~5% per adventure broken until mended, even if unbloodied during quest) • 2500 Dagger +2 (~5% per adventure shattered until mended) • 1800 Mace +1 (~5% per adventure shattered until mended) • 5000 Mace +2 (~5% per adventure shattered until mended) • 8000 Blessed Mace +2, creates Holy Water after any battle (~10% per adventure shattered until mended) • 20,000 Mace +3 (~5% per adventure shattered until mended) • 45,000 Mace of Disruption (~5% per adventure shattered until mended) • 60,000 Imp War Hammer +3, throw & return, dwarf only, 2D6 dam (~10% per adventure disappears and lost) • 80,000 Sylvan Sword +3, Magic Save Throw Immunity, elf only (~10% per adventure disappears and lost) • 12,000 Wand of Cold, 6D6 once per adventure, Undead Immune (~8% accumulating per use becomes inert) • 8000 Wand of Fear, escape battle as group, once per adventure, ~3% accumulating per use becomes inert) • 15,000 Wand of Flames, 2D6 to all enemies in any battle of adventure (~3% per use becomes inert) • 20,000 Wand of Lightning, 4D6 to all enemies in any battle of adventure (~2% accumulating per use becomes inert) • 10,000 Speak & Spell Tablet - Mitigation 2d6 Sundry - speaks and translates any language (~4% per use becomes inert) • 12,000 Wand of Paralyzation, D4 uses per adventure, (~15% becomes inert after any use) • 8000 Wand of Magic Mitigation, D4 uses per adventure, (~2% accumulating per use becomes inert) • 5,000 Wand of Need, conjures Sundry, D4 uses per adventure, (~3% accumulating per use becomes inert) • 10,000 Snakebite Staff, 3D6 one victim per battle of adventure (~5% accumulating per use becomes inert) • 30,000 Staff of Gods, restore all Spells / Prayers as if starting the adventure, fully rested (~10% accumulating per use becomes inert)  • 19,000 Staff of Commanding (take REWARD w/o fight once per adventure, (~10% accumulating per use becomes inert) • 4000 Staff of Healing (D6 restoration per OBSTACLE of adventure, (~7% accumulating per use becomes inert) • 40,000 Staff of Pros, combines all the Wand abilities (2d12 Uses Only) • 100,000 Staff of Vizier, mimics any other Staff  (2d12 Uses Only) • 25,000 Rod of Iron, blocks damage in a round up to 4D6 damage (3D6 uses only) • 35,000 Rod of Blind Theft, take REWARD w/o fight (D4 +1 uses only) • 15,000 Rod of Cancellation, acts as any Magic Mitigation (4D6 uses only) • 21,000 Rod of Mighty Nobles, bestows Speed and Strength (3D8 uses only) • 24000 Rod of Resurrection (D4+1 uses only) • Note: Wands MU only, Staff MU or CL, Rods All

6th Consignment Magic Rings (2d12) Special Note on Rings, they might turn evil per rules on Sword Ego, which grows once per adventure by a point. Even if traded to another player, ego remains. Also, Seer will put a ring on layaway. Pay only 2D8 x 100 for 2D4 adventures. Miss payment and item lost. Care to risk or outright buy? • 10,000 Ring Fire Resistance (~3% accumulating per use becomes inert) • 10,000 Ring Invisibility (~2% accumulating per use becomes inert) • 10,000 Ring Many Desires, acts as any other Magic Item (D4 times) • 10,000 Ring Protection, +1, +3 AC if MU (~5% per battle used becomes inert at end) • 10,000 Ring Protection +2, +5 AC if MU (~10% per battle used becomes inert at end) • 10,000 Ring Protection +3, +9 AC if MU (~15% per battle used becomes inert at end) • 10,000 Ring Regeneration, D6 gained per Dungeon OBSTACLE event (2d4+1 Uses Only) • 10,000 Ring Meteors, 5D6 once per adventure (1d4 Uses Only) • 10,000 Ring Spell Storing, D4 any level must specify, roll each Adventure at start (~9% per adventure becomes inert at end) • 10,000 Ring Magic Save Immunity (~3% accumulating per use becomes inert) • 10,000 Ring Breath Save Immunity (~4% accumulating per use becomes inert) • 10,000 Ring Curse Save Immunity (4d6+1 Uses Only) • 10,000 Ring Paralyzation Immunity (~2% accumulating per use becomes inert) • 10,000 Ring Poison Immunity (~2% accumulating per use becomes inert) • 10,000 Ring Vision Beyond Door (2d6+1 Uses Only) • 10,000 Ring of Mana, restores D4 random spells instantly (1d4+1 Uses Only) • 10,000 Ring of Vigor, increases carry by 400 coin or five gear (~2% accumulating per use becomes inert) • 10,000 Ring of Fealty, lowers any hireling desertion or death test to zero (~2% accumulating per test applied becomes inert) • 10,000 Ring of Justice, lowers any potential loss in the Home stash to zero (~3% accumulating per test becomes inert) • 12,000 Ring of Undead Turning - Mitigate 3d4 Sundry to Turn Undead as Level 6 Cleric (~5% accumulating per use becomes inert) • 17,000 Ring of Fairy - take 1 HP of Damage and gain Loyal Fairy Servant for d4 task (~5% accumulating per use becomes inert) • 20,000 Ring of Thievery - Pick a lock, Hide, Move Silently, or Pick a Pocket on 1-4 on D6 roll (~8% per adventure becomes inert at end) • 30,000 Ring of Banking - take d4 Damage and Teleport all Treasure to your Fortress - must have empty storage room (~8% accumulating per use becomes inert)

Note: Morgan's Rule applies to only one ring per hand at a time; takes a round in battle to change out from pocket. Rings seek to be worn; any ring in-pocket at end of adventure ~5% lost on way home. No magic ring may ever be left unattended in a fortress (home) stash.

Miscellaneous Magic Items (2d12) • 250 Decanter Endless Aqua (near limitless water, ~2% accumulating per OBSTACLE use becomes inert) • 300 Bowl of infinite Stew (near limitless rations, ~3% accumulating per OBSTACLE use becomes inert) • 400 Fairy Queen’s Goblet, near limitless Wine (~1% accumulating per OBSTACLE use becomes inert) • 450 Exxon's Spigot, near limitless Oil (~2% accumulating per OBSTACLE use becomes inert) • 600 Wizard's Hat, no armor value but produces Sundry (~1% accumulating per OBSTACLE use becomes inert) • 900 Pious Skullcap, restores D4 Cleric Prayers after any battle (~1% accumulating per Battle use becomes inert) • 500 Gnome King’s Sneaky Mallet, no encumbrance, usable to hammer or converts one-time only to Pole, Rope, Torch, Stake or Spike (comes w/ no damage whittle knife attachment) • 1000 Delver Handbook (usable once, intrinsically powered to allow you to change all your gear into something else, total number remains the same) • 1500 Crystal Ball (automatically discover first D4 Secret Passages and hallway Traps per adventure, ~5% accumulating per use becomes inert) • 35,000 Mirror of Time Travel, set-state at start of adventure, should owner or any hireling of his die, the fallen spawns back at home safe (~20% accumulating per use becomes inert) • 300 Skeleton Key, open any chest (~17% accumulating per use becomes inert) • 100 Magic Rope (useful once per adventure but returns at end to pack, ~2% accumulating per battle use becomes inert) • 175 Magic Vase (useful once per adventure to grow any HERB, ~3% accumulating per battle use becomes inert) • 75 Duracel Magic Lantern (useful once per adventure to cover Torch, smell the irony, ~2% accumulating per battle use becomes inert) • 25 Seer’s Magic Pole (useful once per adventure as pole, and returns at end to pack, ~1% accumulating per battle use becomes inert) • 300 Magic Guard Dog, completely prevents first Wagon loss per adventure (~2% accumulating per use becomes inert) • 1450 Pay Master’s Coin Changer Sack, convert 500 base coin to gold (~1% accumulating per use becomes inert) • 3500 Halfling Queen’s Gloves - activate to erase fully an obstacle in the underworld (~4% accumulating per use becomes inert) • 1000 Buckner's Give a Penny/Take a Penny, automatically pays the fee to restore gear to self and hirelings (1d4+1 Uses Only) • 7000 Lucky Canary - Use to Detect Trap / Mitigate Trap (D4+1 uses only) - comes with cage • 5000 Clockwork Automaton, treated as no morale hireling, retainer or home guard (~2% accumulating per adventure becomes inert) • 1200 Bracelet of Gizmo, 1-3 d6 chance to Pick Locks & Remove Trap for the very lucky (~2% accumulating per use becomes inert) • 3500 Cross of Piety, on 1-2 d6 that anytime a Cleric uses a spell, their prayers are restored at the end of the combat. Thus the Cleric might gain the ability to cast many times beyond normal limits (1d4+2 Uses Only)

Note: Constantly expanding list as game develops.

[–] fredzBXGame@lemm.ee 1 points 1 year ago

made some corrections here and to the download MSWord File