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Hirelings
Set rate of 100 gps x character level employer paid in advance to Tony's clansmen. Yes, a level five has a better retainer but only in purse-contents required. Never treated as NPCs, these lightweights act as soak-off for damage and saves. Thus, saving a level three say, is harder than a level one and thus the added salary demand. They also each carry 500 gps or five SUNDRY. (Could be more but we have to keep the illusion they are not slaves.) Instead of taking a certain hit or save throw, the player may decide to SPEND one of his henchmen. Decide before roll of damage or save. Also block one PvP attack (if that's ever needed.) No, player does not get back the money as each hireling dies. Worthless vs BREATH attacks, they cower in the rear (out of line of sight). Additional restriction, he may not hire these men if any died the previous adventure. Build from one up to max retainers for Charisma each mission that hirelings live to tell the tale. At level nine this is immaterial, as the character's family starts to contribute loyalists. They still may steal or desert, but typically don't ask for salary.
Loyalty Oaths (D12+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 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 isrolled, 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 he has a fortress.
Expedition Security
Retainers Wagon: 100 gp per adventure, each adds +5% security up to twenty 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 begins as minus thrity percent chance of being ignored. Yet each very event kills one Retainer (on the 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 (4000 gps), the Cart ten (2000 gps). Both are actually relatively cheap, Wagon costs an 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. Stash 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 5% (Elven enchantments will double protection at triple price.)
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 10% (Elven enchantments will double protection at triple price.)
20,000 Strongroom: holds ten chests or trunks. Increases either by 10% (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 strongroom security by 5% (Dwarven Built will allow capacity roll of D4+4 at triple price. Elven enchantments improve security to 20% at triple cost)
Retainers at Fortress: 100 gp per adventure, each adds 1% security up to thousand max guys 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 gear of the party for free.
Note: Elf Chests in Dwarf Strongroom in Elf Fortress w/ 14 retainers = 64% safety from pillage; each Home loss increase risk, but you start at minus 64%. Party Elf and Dwarf do not makes these, so no freebees. Yet soon we will be designing our fortress, adding traps and monsters and stealing from each other in retirement. Your friend is dead won't allow you to take his fortress stuff. So, attack!
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 D6x10% 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 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 adventures 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
1000 Sword +1 (~10% per adventure broken until mended)
1800 Elven Rapier +1, No weight (~5% per adventure broken until mended) (limit one per party)
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)
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 Blood Drinker, +2, creates D4 oil, D4 wine, D4 water at end of each battle (~25% per adventure broken until mended) (limit one per party)
10,000 Sword +3 Cold, +5 vs Fire (~10% per adventure broken until mended) (limit one per party)
20,000 Sword +3 (~10% per adventure broken until mended)
25,000 Sword +3 Dancing (~10% per adventure broken until mended) (limit one per party)
50,000 Sword +3, +5 vs any MOB TYPE (~10% per adventure broken until mended)
90,000 Roos Sword of Sharpness (Natural 19 or 20 slays, ~10% per adventure broken until mended) (limit one per party)
Note: Weakness and failure is intrinsic to most magical items. Swords at least can be repaired at half the cost.
2nd Consignment Magic Armor
2000 +1 Plate (~5% per adventure shattered until mended)
5800 Elven Scale Plate +1, No weight (~1% per adventure broken until mended) (limit one per party)
500 +1 Shield (~5% per adventure shattered until mended)
650 Cornucpia +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) (limit one per party)
5000 Trickster Bonnet, +1 Helm, no weight, carries 300 gold or 1 item (~25% per adventure shattered until mended) (limit one per party)
4800 Dwaven Lobsterpot Helm +1, No weight (~5% per adventure broken until mended) (limit one per party)
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) (limit one per party)
120,000 +3, Invulnerability to Mob Type Shield (~5% per adventure shattered until mended) (limit one per party)
80,000 +3, Invulnerability to Mob Type Helm (~5% per adventure shattered until mended) (limit one per party)
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) (limit one per party)
20,000 Helm of Kings (acts as any Rod, 2D4 uses only) (limit one per party)
20,000 Robe of Queens (acts as any Ring, 2D4 uses only) (limit one per party)
400 Weeping Leather, produces Water, Wine or Oil per adventure (~5% per adventure shattered until mended) (limit one per party)
600 Faery Leather, produces any HERB per adventure (~5% per adventure shattered until mended) (limit one per party)
500 Delver Leather, produces a Rope, Pole, Stake or Spike per adventure (~5% per adventure shattered until mended) (limit one per party)
450 Fatty's Leather, porduces Rations per Advanture (~5% per adventure shattered until mended) (limit one per party)
Note: Don't ask for +1 Chain or Robes; they don't exist. Fighters and clerics wear magical pip armor (period). Armor can be repaired at half the cost.
3rd Consignment Scrolls
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 next player character or use in battle.
4th Consignment Potions
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 Hotflash, restores a mana spell point
1000 Potion Protection (+1, +3 saves)
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 accoutrement
1000 Full Restoration, brings HPs back to max
3000 Luck Potion, mimics any other potion per desire
600 Potion Hype, drink and spend just one mana for MU, or use a single 1st level spell prayer for clerics, to cerate a second level spell upon cast
Weird Potions (subject to availability; in this style play many of rules might never prove useful)
5th Consignment Oddball Magic Weapons (all limit one per party)
10,000 Arrow of Slaying Demons and Dragons, usable once (~1% per per adventure becomes inert prior to use)
Rusty 1000 Bow or Crossbow +1 (~5% per adventure useless until mended)
500 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)
Sold Out (Flail) 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)
Conrad 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 (~1% accumulating per use becomes inert)
Sold Out Wand of Fear, escape battle as group, once per adventure, ~3% accumulating per use becomes inert)
Sold Out 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)
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, (~1% 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 mana as if starting the adventrue, 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)
Conrad 4000 Staff of Healing, D6 restoration per OBSTACLE of adventure (~1% accumulating per use becomes inert)
40,000 Staff of Pros, combines all the Wand abilities (~2% accumulating per use becomes inert)
100,000 Staff of Vizier, mimics any other Staff (~3% accumulating per use becomes inert)
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 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)
5000 Rod of Resurrection (D8 uses only)
Note: Wands MU only, Staff MU or CL, Rods All
6th Consignment Magic Rings (all zero encumbrance, limit one per party)
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 (~1% accumulating per use becomes inert)
10,000 Ring Human Control (~1% accumulating per use becomes inert)
Conrad Ring Invisibility (~1% 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)
Rusty Ring Protection +2, +5 AC if MU (~10% per battle used becomes inert at end)
10,000 Ring Protection +3, +9 AC if MU (~25% per battle used becomes inert at end)
10,000 Ring Regeneration, D6 gained per Dungeon OBSTACLE event (~5% per adventure becomes inert at end)
10,000 Ring Meteors, 5D6 once per adventure (~5% per use becomes inert at battle end)
10,000 Ring Spell Storing, D4 any level must specify, roll each Adventure at start (~5% per adventure becomes inert at end)
10,000 Ring Magic Save Immunity (~1% accumulating per use becomes inert)
10,000 Ring Breath Save Immunity (~1% accumulating per use becomes inert)
Fred Ring Curse Save Immunity (~1% accumulating per use becomes inert)
Conrad Ring Paralyzation Immunity (~1% accumulating per use becomes inert)
10,000 Ring Poison Immunity (~1% accumulating per use becomes inert)
10,000 Ring Vision Beyond Door (~1% accumulating per use becomes inert)
10,000 Ring of Mana, restores D4 spell points instantly (~1% accumulating per use becomes inert)
10,000 Ring of Vigor, increases carry by 400 coin or five gear (~1% accumulating per use becomes inert)
10,000 Ring of Fealty, lowers any hireling desertion or death test to zero (~1% accumulating per test applied becomes inert)
10,000 Ring of Justice, lowers any potential loss in the Home stash to zero (~1% accumulating per test becomes inert)
Note: Morgan's Rule applies of 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.
Msc Magic Items (all zero encumbrance, Limit one per party)
Sold Out Decanter Endless Aqua, near limitless water for party (~1% accumulating per OBSTACLE use becomes inert)
Sold Out Bowl of infinite Stew, near limitless rations for party (~1% accumulating per OBSTACLE use becomes inert)
Sold Out Laura's Goblet, near limitless Wine for party (~1% accumulating per OBSTACLE use becomes inert)
Sold Out Exxon's Spigot, near limitless Oil for party (~1% accumulating per OBSTACLE use becomes inert)
Sold Out Buckner's Sneaky Mallet, no encumbrance, usable to hammer or converts one-time only to Pole, Rope, Torch, Stake or Spike (comes w/ no damage wittle knife attachment) Wisdom must be nine to use.
Sold Out Wizard's Hat, no armor value but produces Sundry (~1% accumulating per OBSTACLE use becomes inert)
Sold Out Pious Skullcap, restores D4 points of mana after any battle (~1% accumulating per Battle use becomes inert)
1000 Delver Handbook (useable once, intrinscially powered to allow you to change all your gear into something else, total number remains the same)
Conrad 1500 Crystal Ball (automatically discover first D4 Secret Passages and hallway Traps per adventure, ~1% 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 (~25% accumulating per use becomes inert)
300 Skeleton Key, open any chest (~25% accumulating per use becomes inert)
Sold Out 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)
Sold Out Carl's Magic Lantern (useful once per adventure to cover Torch, smell the irony, ~1% accumulating per battle use becomes inert)
Sold Out Claw of Warg (useful once per adventure as spike-stake, and returns at end to pack, ~1% accumulating per battle use becomes inert)
Sold Out Mike's Magic Pole (useful once per adventure as pole, and returns at end to pack, ~1% accumulating per battle use becomes inert)
Sold Out Conrad's Guarddog, completely prevents first Wagon loss per adventure (~1% accumulating per use becomes inert)
1450 Jon's Coinchanger Sack, coverts 500 base coin to gold (~1% accumulating per use becomes inert)
3500 Handiman Gloves, thief only, activate to erase fully an obstacle in the underworld (~1% 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 (~1% accumulating per use becomes inert)
5000 Clockwork Automaton, treated as no morale hireling, retainer or home guard (~1% accumulating per adventure becomes inert)
Sold Out 1200 Bracelet of Gizmo, +25% to Pick Locks & Remove Trap for thieves (~2% accumulating per use becomes inert)
Sold Out Cross of Piety, allows a 25% chance that anytime a cleric uses a spell, his prayers restore the action. He thus might gain the ability to cast many times beyond his limits (~2% accumulating per use becomes inert)
Note: Constantly expanding list as game develops. Looking perhaps to end gameplay of raiding each other's fortress and lairs. Buy a slightly used Wish Well that disgorges skeletons?!?
10,000
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