Wednesday, January 29, 2025

Manuals

Manuals

Manuals allow characters who can read them to learn new skills and techniques. If a manual is present in a hoard, roll 1d100 on the MANUALS table.

Roll Item
1-4 Apothecary I
5-7 II
8-9 III
10-13 Engineering I
14-16 II
17-18 III
19-22 Fieldcraft I
23-25 II
26-27 III
28-31 Locksmithing I
32-34 II
35-36 III
37-40 Navigation I
41-43 II
44-45 III
46-49 Physic I
50-52 II
53-54 III
55-56 Language Iolan
57-58 Kyrian
59-60 Ancaric
61-62 Tauruh
63 Koha'u
64 Tainish
65-69 barbaric
70-74 High Art
75-79 Tuning I
80-82 II
83-84 III
85 IV
86-90 Daemonology I
91-94 II
95-96 III
97 IV
98-99 Ignifer Mixing
100 Lightning Evasion

Apothecary I: Contains instructions for working with chemicals and mixing various substances, including cosmetics, drugs, acids, and poisons. Allows a character unskilled in apothecary to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Apothecary II: Contains instructions for working with chemicals and mixing various substances, including cosmetics, drugs, acids, and poisons. Allows a skilled apothecary to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Apothecary III: Contains instructions for working with chemicals and mixing various substances, including cosmetics, drugs, acids, and poisons. Allows an expert apothecary to become a master with a season’s uninterrupted study or a year’s regular reading while adventuring.

Engineering I: Contains instructions for building, maintaining, and operating machines. Allows a character unskilled in engineering to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Engineering II: Contains instructions for building, maintaining, and operating machines. Allows a skilled engineer to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Engineering III: Contains instructions for building, maintaining, and operating machines. Allows an expert engineer to become a master with a season’s uninterrupted study or a year’s regular reading while adventuring.

Fieldcraft I: Contains information about edible plants and fungi, advice on hunting and finding shelter, and instructions for purifying food and water in the wilderness. Allows a character unskilled in fieldcraft to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Fieldcraft II: Contains information about edible plants and fungi, advice on hunting and finding shelter, and instructions for purifying food and water in the wilderness. Allows a skilled survivalist to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Fieldcraft III: Contains information about edible plants and fungi, advice on hunting and finding shelter, and instructions for purifying food and water in the wilderness. Allows an expert survivalist to become a master with a month’s uninterrupted study or a season’s regular reading while adventuring.

Locksmithing I: Contains instructions for crafting and opening various types of locks. Allows a character unskilled in locksmithing to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Locksmithing II: Contains instructions for crafting and opening various types of locks. Allows a skilled locksmith to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Locksmithing III: Contains instructions for crafting and opening various types of locks. Allows an expert locksmith to become a master with a month’s uninterrupted study or a season’s regular reading while adventuring.

Navigation I: Contains information about the movements of celestial bodies. Allows a character unskilled in navigation to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Navigation II: Contains information about the movements of celestial bodies. Allows a skilled navigator to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Navigation III: Contains information about the movements of celestial bodies. Allows an expert navigator to become a master with a month’s uninterrupted study or a season’s regular reading while adventuring.

Physic I: Contains information about human and raun anatomy and instructions for treating various injuries and ailments. Allows a character unskilled in physic to become skilled with a month’s uninterrupted study or a season’s regular reading while adventuring.

Physic II: Contains information about human and raun anatomy and instructions for treating various injuries and ailments. Allows a skilled physician to become an expert with a month’s uninterrupted study or a season’s regular reading while adventuring.

Physic III: Contains information about human and raun anatomy and instructions for treating various injuries and ailments. Allows an expert physician to become a master with a season’s uninterrupted study or a year’s regular reading while adventuring.

Language: A primer on a language. Allows a character to become half-fluent in that language with a month’s uninterrupted study or a season’s regular reading while adventuring. For dead languages, uninterrupted study takes a season and regular reading takes a year, and instruction is only for translating the language’s script into modern tongues.

High Art: Contains instructions for performing techniques of the High Arts of War. Allows a character to gain a Hit Die, up to a maximum of 4 Hit Dice, by studying it uninterrupted for a season or regularly for a year while adventuring. After absorbing the manual’s contents, the reader must undertake a perilous adventure described within it to solidify their understanding. If they fail or do not attempt the task promptly, they lose the Hit Die gained and can never learn this manual’s techniques.

Tuning: Contains instructions for casting spells, which a Tuner can learn by reading. The different tiers of Tuning manuals are classified by the number and power of the spells within, as shown.

  1. 1d4 spells of the 1st Circle.
  2. 1d6 spells of the 1st Circle, 1d4 spells of the 2nd Circle.
  3. 2d6 spells of the 1st Circle, 1d6 spells of the 2nd Circle, 1d4 spells of the 3rd Circle.
  4. 2d6 spells of the 1st Circle, 1d10 spells of the 2nd Circle, 1d6 spells of the 3rd Circle, 1d4 spells of the 4th Circle.

Daemonology: Contains descriptions and summoning names of daemons, which a Tuner can summon and bind using the appropriate spells. The different tiers of daemonology manuals are classified by the number and type of daemons they describe.

  1. 1d4 sprites.
  2. 1d6 sprites, 1d4 sandestins.
  3. 1d6 sprites, 1d6 sandestins, 1d4 espers.
  4. 1d8 sprites, 1d6 sandestins, 1d6 espers, 1d4 aeons.

Ignifer Mixing: Contains instructions for a skilled apothecary to make the potent chemical incendiary weapon known as ignifer. Combine one bottle of naphtha with resin, saltpeter, and powdered sparkskipper carapace (proscribed). Mix and distill using the process described within. Make a skill check with apothecary or similar. On a failure, the mixture explodes; save vs. flame. On a success, one bottle of ignifer is created. A thrown bottle of ignifer creates a pool of flame with a 5’ radius. All creatures caught in the initial spray or entering the pool must save vs. flame.

Lightning Evasion: Describes a technique for dodging lightning attacks. The name is technically a misnomer—lightning itself cannot be dodged by any known being. However, when Tuners conjure lightning, they do not merely unleash it to do as it wills, but rather channel it along invisible tethers of Dust that conduct it to the intended target. Through precise movement patterns, a warrior can sometimes throw off these tethers before they take hold, preventing the lightning that follows from finding its mark. A character who has studied this manual for a month uninterrupted or regularly for a season while adventuring suffers no damage on a successful save vs. lightning.

Tuesday, January 14, 2025

Trade Goods and Artifacts

Trade Goods

If a treasure hoard includes trade goods, 1d6 types of goods are present. Roll 1d100 for each type. Values given are averages when sold to an interested buyer; actual prices will vary. The goods listed are those most likely to be valuable enough to interest relic hunters. More common goods, like grain and textiles, may also be present.

Values for most goods are given per item slot. A character normally has 5 item slots on their belt and 10 more in their pack. A pack with 6 or more slots filled is heavy and contributes to encumbrance. A small sack has 6 slots, can be carried in one hand when full, and adds to encumbrance. A large sack has 12 slots, takes both hands, and adds significant encumbrance. Dust, used by the upper classes of the Tower Lands as standard currency, can be carried 100 Đ to an item slot.

Roll Item Description Price
1-2 Gold - 1,000 Đ per slot
3-5 Silver - 100 Đ per slot
6-9 Copper - 10 Đ per slot
10-12 Tin - 10 Đ per slot
13-16 Iron Rusts. 10 Đ per slot
17-18 Gemstones - 1d100*50 Đ per stone, 100 stones per slot
19-20 Silk Ruined by moisture. 50 Đ per slot
21-23 Furs - 1d10*10 Đ per pelt, 1 slot per 10 Đ
24-26 Leather - 10 Đ per slot
27-28 Sparkskipper powder Flammable, proscribed. 100 Đ per slot
29 Ivory - 1,000 per slot
30-31 Incense Pungent, perishable. 50 Đ per slot
32-33 Rare wood - 50 Đ per slot
34-37 Salt - 5 Đ per slot
38-39 Spice, powdered semmec Earthy, savory. Perishable. 25 Đ per slot
40-41 Spice, ghel salt Smoky flavor, mild stimulant effects. 100 Đ per slot
42-43 Spice, ground cazin Hot and spicy. Perishable. 50 Đ per slot
44-46 Mellsap sugar Made from the sap of the mellsap tree. 50 Đ per slot
47-49 Anath bark A key ingredient in Halish medicines. Perishable. 15 Đ per slot
50-53 Wine Fragile, perishable. 3 Đ per jar, 1 jar per slot
54-55 Spirits Fragile. 10 Đ per jar, 1 jar per slot
56 Naphtha Black oil that bubbles up from beneath the earth. Fragile, highly flammable if broken. 50 Đ per jar, 1 jar per slot
57-58 Hagga root Cheap drug, dried and pressed for smoking or snorted as powder. Hallucinogenic, often causes bad trips, addictive. Proscribed, pungent, perishable. 10 Đ per dose, 10 doses per slot
59 Black lotus powder Expensive foreign drug, traditionally smoked with long pipes. Induces euphoric hallucinations. Proscribed, perishable. 100 Đ per dose, 10 doses per slot
60-61 Makeup Fragile, perishable. 50 Đ per slot
62-64 Perfume Fragile, pungent if broken, perishable. 100 Đ per bottle, 1 bottle per slot
65-66 Musical instruments Fragile. 100 Đ per instrument
67-68 Historical texts Ruined by moisture. 100 Đ per book or scroll
69-70 Poetry Ruined by moisture. 100 Đ per book or scroll
71-72 Heretical scriptures Ruined by moisture, proscribed. 100 Đ per book or scroll
73 Seashells Fragile. 10 Đ per slot
74 Preserved flowers Fragile. 10 Đ per slot
75-77 Weapons - See equipment
78-80 Armor - See equipment
81-83 Ammunition - See equipment
84-87 Preserved meats Pungent, perishable, attracts predators. 2 Đ per slot
88-91 Fine cheeses Pungent, perishable, attracts predators. 2 Đ per slot
92-95 Preserved fruits and vegetables Fragile, perishable. 2 Đ per slot
96-98 Ceramics Fragile. 5 Đ per piece, 1 piece per slot
99-100 Dyes Fragile. 20 Đ per jar, 1 jar per slot

Artifacts

If an artifact is indicated in a hoard, roll 1d20, or 1d10+10 for divine-type hoards.

Roll Item Description Value
1 Skull of a hero Broken by the wound that ended them in legend. 1d4*100 Đ as an antiquity,1d10*100 Đ to descendants or worshipers.
2 Thunder beast horn Touching it makes one's hair stand on end. 1d10*100 Đ as an antiquity.
3 Gilded war prosthesis Awarded to one who gave of their own flesh for their liege. 1d6*100 Đ as an antiquity, 1d4*100 Đ for materials.
4 Jasper bull idol A legendary beast symbolizing strength and virility. 1d6*100 Đ as an antiquity, 200 Đ for material.
5 Divine Beast mask Elders of barbarian raun tribes are said to treasure these masks above all. 1d4*100 Đ as an antiquity, 1d6*1,000 Đ to raun traditionalists.
6 Iron Circle collar When Sariel led her rebellion, she sought to shatter every one of these shackles. This one survived. 1d4*100 Đ as an antiquity, 3,000 Đ to the Beast Court.
7 Gravestone Glows with the blue phosphorescence of the Dark Moon. 1d6*1,000 Đ to Grave cultists.
8 Petrified egg A promise of new life, never to be fulfilled. 1d6*50 Đ as an antiquity.
9 Dessicated Kindred Eyeless, insectlike, the size of a spread hand. Said to be sacred to the Zoah and their Black Blades. 1d4*100 Đ as an antiquity, 1d10*100 Đ to Zoah sympathizers.
10 Treason bell A brass hand bell, cracked down the middle and bereft of tongue. All that remains of an ill-fated plot. 1d10×100 Đ as an antiquity, double to heretics.
11 Sentry top Small black top. Always stands upright. 1d10*100 Đ as an antiquity.
12 Prattlemouths Pair of green funnels. Noise in either one will be emitted from the other if within 100’. 1d10*100 Đ as an antiquity.
13 Maiden's friend Silky pink ovoid. When squeezed, vibrates steadily until squeezed again. 1d10*100 Đ as an antiquity.
14 Meditation stone Smooth, pale blue disc. Induces calm when rubbed. 1d10*100 Đ as an antiquity.
15 Divine songbird Small metal songbird sculpture, incredibly lifelike. When shaken, flies in circles singing sweet melodies. 1d10*100 Đ as an antiquity.
16 Rainbow tablet Dark palm-sized mirror. Swiping on the surface draws colorful shapes, cleared by shaking. 1d10*100 Đ as an antiquity.
17 Lover stones Pair of stone orbs, one red, one blue. When clicked together twice, attract one another strongly within 50’ until clicked twice again. 1d10*100 Đ as an antiquity.
18 King's riddle Pyramidal golden puzzle box. Each time it is solved, it reconfigures, somehow never the same way twice. 1d10*100 Đ as an antiquity.
19 Cloudbreather Jade-green bowl. Produces sweet-smelling steam when water is poured in. 1d10*100 Đ as an antiquity.
20 Archon Heart Though made of no natural flesh, it is warm to the touch, and seems to beat. 1d10×100 Đ as an antiquity. Priceless to Archon Aspirants—they will kill to take it.

The Unusual Hoon

A legendary beast of the Tower Lands. It has the head and back legs of a vorn, the body of a horse, a long, serpentine neck, the forelegs of...