Showing posts with label desert. Show all posts
Showing posts with label desert. Show all posts

Monday, 22 July 2019

Duryan's 405 Perfidious Perfumes

About Duryan the Gardener 


Duryan was an adventuring wizard before finding his true passion in gardening. Now, he has no interest in discussing spell-lore, having patience only for the language of plants. His garden is filled with flowers of shifting hues, trees bearing strange fruit, and grasses that seem to move with intelligence.

Of course, there are things he wants from you to make his garden even greater. For example: go find a black lotus from a place with a strong presence of death, then take the flower to a druid to have its necrotic energy neutralized, so that Duryan can safely plant it. When you complete any such task for Duryan, he will present you with a new perfume distilled from the good things from his garden.
 

Random Perfume Tables


Duryan produces only 1d4 doses of perfume each time. Each perfume has unique properties when applied to a subject’s skin, but the properties’ nature can only be discovered through experimentation.

When a perfume is first applied, the referee rolls for a random duration, effect and name for the new scent.
 
d6
Perfume Duration
1-2
6+2d6 hours
3-4
1d6 days
5-6
2d6 days

d10
Perfume Effect
1-5
Potent Pheromone
6
Awful Allergy
7
Signature Scent
8
Magiphobic Coating
9
Flammable Fumes
10
Utter Ecstasy

Potent Pheromone: Roll twice on the creature type table. The first creature type is enamored by the scent; the second is revolted. Treat reaction rolls with enamored creatures as an automatic result of 12 (enthusiastically friendly), and with revolted creatures as an automatic result of 1 (hostile, non-civilized creatures immediately attack and civilized creatures treat you as if you just loudly soiled yourself in front of them).

If the same creature type is rolled twice, then the scent is physically harmful to that creature: people will suffer violent nosebleeds and run away in terror, undead are destroyed or dispelled, etc. If the subject to which the perfume is applied happens to be on that type, then it’s bound to be bad: they take one die of damage per round until the perfume is washed off.

d20
Creature type
1
Human males
2
Human females
3
Dwarves
4
Elves
5
Halflings
6
Goblinoids
7
Orcs and trolls
8
Kobolds and lizardfolk
9
Lizards and snakes
10
Dogs, wolves, werewolves, bears, badgers, etc.
11
Cats, tigers, weretigers, hyenas, gnolls, mongooses, etc.
12
Rodents and monkeys
13
Horses, donkeys, camels, deer, etc.
14
Birds
15
Dragons, hydra, wyverns, etc.
16
Insects and spiders
17
Fish, amphibians, toadmen, etc.
18
Corporeal undead 
19
Spectral undead and elementals
20
Oozes and octopi

Awful Allergy: The perfumed skin begins to redden and itch distractingly, increasing odds of the subject being surprised by 1 in 6 and giving a penalty of -1 in 6 to picking locks. Intermittent sneezing gives a -1 in 6 penalty to Stealth. The swelling grows for the duration, until at the end of it, the bulb of skin harmlessly falls off. It animates as a skin tag golem (stats as a homunculus) that cannot speak but obeys its “progenitor”. The golem lives for 1d6 days.

Signature Scent: All who meet the subject become keenly aware of the shortest path to the subject and can track them unerringly until the end of the duration.

Magiphobic Coating: The subject has +2 to saving throws against magical effects and becomes invisible to elves and fey creatures.

Flammable Fumes: The subject becomes harder to hit, gaining +2 AC. The subject automatically fails saving throws against fire. The next time they take fire damage, the damage is doubled, and the effect then ends.

Utter Ecstasy: The subject experiences infinite pleasure in every moment of existence. No discomfort or mishap can unsettle them. The subject becomes immune to fear, charm, and possession, cannot be surprised, and gains +50% bonus experience. The effect spreads to anyone who touches their lips to the subject. At the end of the duration, the subject and all others affected crash down to reality, which now feels to them as infinite pain. They take 1 die of permanent damage each exploration turn, until they either stop the pain by applying more perfume, or the anguish kills them.

d20
Perfume name prefix
d20
Perfume name suffix
1
Manticore Orchid...
1
...Water
2
Imperial Dragon...
2
...Musk
3
Red-Blooded Rose...
3
...Rain
4
Lemon-Scented Sticky...
4
...Pearl
5
Prismatic Bloom...
5
...Elixir
6
Divine Aloe...
6
...Heaven
7
Cardamom Kiss...
7
...Eternity
8
Tepid Dill...
8
...Allure
9
Midnight...
9
...Fantasy
10
Shimmering...
10
...Sweetness
11
Unforgivable…
11
...Sparkle
12
Uninhibited...
12
...Potency
13
Seduction of...
13
...Heat Ultimate
14
True Heart’s...
14
...Gold Rush
15
Barbarian Thew...
15
...Juice
16
Princess Chamber...
16
...Fire Breath
17
Killer Queen’s...
17
...Sin
18
Romantic Rogue’s...
18
...Love Dew
19
Morgankaiden’s Mature...
19
...Flirtation
20
Lich Prince’s Everlasting...
20
...No. 9



Sample Perfumes


Here are a few sample perfumes to get you started.

Barbarian Thew Gold Rush: For 4 days, a fume haze makes you harder to hit, granting +2 AC. You automatically fail your next saving throw against fire. The next time you take fire damage, the damage is doubled, and the effect then ends.

Morgankaiden’s Mature Fantasy: For 12 hours, you have a powerful pheromonal scent. Wolves, dogs, bears, and related creatures such as lycanthropes thereof, are enamored with you. At the same time, corporeal undead such as zombies and vampires are revolted by you, seeking out to harm you specifically and unrelentingly.

Lich Prince’s Everlasting Potency: For 10 hours, all who meet you become keenly aware of the shortest path to you and can track you unerringly.

Uninhibited Sweetness: For 4 days, you have a powerful pheromonal scent. Cats, tigers, hyenas, mongooses, and related creatures such as weretigers and gnolls are enamored with you. At the same time, human males are revolted by you and seek out to harm you, whether socially or in combat.

Cardamom Kiss Sin: For 10 hours, your presence is physically painful to corporeal undead such as zombies and vampires. They will attempt to flee, and if that is impossible, will begin to take 1 die of damage per round until destroyed. If you are a vampire yourself, you will also take 1 die of damage per per round. The effects end if the perfume is washed off.

Monday, 15 July 2019

Monster: Spell Scroll Mummy


A strange mummy wanders the sandy wastes, not bound to a tomb like others of its kind. Even the burning sun seems to dim in its presence. If you choose to go near it, you notice strange symbols on its wrappings. Magic-users immediately recognize these as spell scrolls.

HD 6
AC 15 [descending AC 5]*
Atk #1 touch (1d12 + spell drain)
Mv 60' (20')
Sv 13+ (or as F6)
Al Chaos
XP 500
NA 1 (1d4)

The spell scroll mummy hungers for magic. It can smell spellbooks and spell scrolls and will hunt down and attack anyone carrying them. It will leave alone travelers that have neither and wander back into the desert, unless attacked.

If the mummy decides to advance, anyone who sees it must save vs. Paralysis or be paralysed with terror until they no longer see the mummy or the mummy attacks someone.

The mummy's wrappings contain 8 spells total: three of 1st, three of 2nd, and two of 3rd level.

Each hit die's worth of cumulative damage the mummy takes destroys one of the scrolls. If the mummy takes fire damage, a scroll explodes, casting the inscribed spell at a random target. The scrolls are not harmed by non-physical damage such as magic missile. Clever players may find other ways to disable the mummy and retrieve the scrolls from it without destroying them.

If the mummy's attack hits a magic-user or similar spellcaster, the spellcaster loses one of their prepared spells, if any, starting from the lowest level slot available. A spell slot absorbed in this way heals the mummy for 1 HD's worth and magically scribes the spell into its wrappings.

The mummy cannot absorb divine (i.e. clerical) magic and has no interest in it.

As an undead, the mummy is immune to poison and mind-affecting spells.

* For ascending AC, I use unarmored = 11. This makes converting old material easy: AC = 20-DAC, base attack bonus = 20-THAC0. A normal human attacks at +0, and most monsters' attack bonus equals their HD.