Tag Archives: Pahvelorn

Tangle armor

zedd2

Image source (processed)

I was looking through my blog drafts folder, and came across several unfinished posts related to my Pahvelorn OD&D campaign (which has been on hold for several years now). This is one of those posts. If it feels somewhat out of left field, that is why. This is a fun item though, so I thought it still worth sharing.

In that game, one faction is a group of borg-like demonic invaders. They look like a mixture between Lord Zedd, Giger’s alien, and matte black humanoid crabs. They are highly organized, militaristic, and woven into a psychic mesh which allows telepathic communication. They cannot speak human language but at some point during the game one of the adventurers managed to communicate telepathically with a drone that had been separated from the central consciousness. I described the experience as a series of tangled visual signs and from then on the players referred to the creatures as Tangles. A tangle drone’s exoskeleton can be worn as armor if properly extracted.

There are two varieties of tangle armor, soft-shell and hard-shell.

  • Soft-shell: AC as medium armor, 5 [14].
  • Hard-shell: AC as heavy armor, 3 [16].

(Note that in this game, no AC, even for monsters, is ever mechanically better than plate.)

Anti-Disintegration. Wearers of tangle armor are immune to disintegration.

Rejuvenation. Following combat, tangle armor will heal 1d6 points of damage. This only applies to damage just suffered. This causes a head rush in a human wearer.

Pincer-Claws. Tangle armor appendages count as armaments (standard 1d6 damage). They also have 18 strength in terms of grip (think alligator jaws: easy to hold closed, hard to pry open). These pincers surround hands but do not interfere with standard hand uses.

Creepy. Wearing tangle armor results in a functional charisma score of 3 when interacting with civilized others.

Receptive. Wearers suffer disadvantage (such as -4 penalty) when resisting psychic attacks.

Wearing. To put on a suit of tangle armor safely, cast the bind exoskeleton spell. Otherwise, get naked, slip inside, and save versus stone. If the saving throw fails, roll 1d6:

  1. Armor wearer is psychically attached to the tangle hive consciousness.
  2. Armor wearer becomes unable to perform aggressive acts toward creatures with 4 or 6 legs/arms.
  3. Armor wearer’s mouth and larynx are replaced with a mandible-like mechanism that prevents speech. Spells may still be used though interpretive dance. This result is permanent even if the armor is successfully removed later.
  4. Armor wearer secretes colony spores whenever resting. There is a 1 in 6 chance that the resting place will become a new hive shortly thereafter. This hive is autonomous from the mother hive on tangle world.
  5. Armor wearer becomes a beacon. There is a 1 in 6 chance that a gate will open to tangle world every time the armor wearer rests. The gate will be located in a secluded area within one mile of the rest point and will remain open for one week.
  6. The armor fully infiltrates the wearer’s body, rearranging parts, integrating with organs, and improving resilience. Armor wearer gains one HD permanently and no longer requires oxygen but will collapse into a pile of disaggregated flesh if the armor is ever removed, even with a “safe” spell method.

(It may be enjoyable for the referee to keep this result secret assuming the effect would not be obvious to the wearer. But make a note somewhere to remember the per-rest checks!)

If the saving throw succeeds, putting the armor on has no side effect other than being permanently integrated with an alien exoskeleton.

Removal. Tangle armor may be removed from a human safely only with dispel evil (this destroys the armor) or remove curse (after which the armor may be worn by another). The armor may be removed forcefully or in a nonconsensual manner (if the wearer is restrained). This causes the wearer 3d6 damage (save versus stone for half). Spell-based removal does not protect the wearer from bodily disaggregation based on result 6 above.

Extraction. Defeating a tangle drone in combat damages or destroys the armor. Functional tangle armor can only be extracted from captured, living drones. Extraction kills the drone unless the extractor takes extraordinary measures.


Tangles have stats as hobgoblins with supplementary abilities consistent with the armor description above. In any raiding party, at least one drone will be armed with disintegration weaponry. Mounts and vehicles are hover platforms that can be psychically controlled. Tangles may be remote-controlled using telepathy (drones get a save to avoid, connecting to the hive mind risks alien psychic mental control and insanity).

 

 

Elves of Pahvelorn

Once elves have been discovered, players may opt to create elf characters.

Summary:

  • Class: magic-user/fighter or magic-user/thief
  • HD as best of either class, but max HD = 6
  • Saves and attack numbers as most favorable of either class
  • Trained in use of medium armor
  • May not use iron or iron-alloy equipment
  • Take an extra point of damage from iron weapons
  • Begin with elf-metal equipment (use standard prices)
  • One fey characteristic
  • Detect magic by taste
  • 2 in 6 search
  • 1 in 6 chance per day of finding an entrance to Faerie in the wilderness
Jean-Léon Gérôme, The Bacchante (source)

Jean-Léon Gérôme, The Bacchante (source)

Elves are inherently magical. As such, they advance as magic-user and another class, either fighter or thief (decide at character creation). XP earned is divided evenly between the two classes. Effective HD is that of the greater of either class, but never rises above 6. Thus, elves progress more slowly, but also accumulate the benefits of two classes. Whatever power it is that grants clerics their spells refuses to treat with elves, and so elves may not be clerics. Elves are hindered by protection from evil effects, and detect as magical and chaotic.

Unlike humans, all elves are magic-users, though they cast spells intuitively rather than following long study. Human magical texts, be they grimoires, spell books, or scrolls, are incomprehensible to elves. Elf spells are determined randomly using the druid spell list on page 17 of Supplement III: Eldritch Wizardry whenever an elf gains another spell slot. For example, an elf that can cast three first level spells will have three first level spells to choose from and can cast them in any combination that adds up to three uses. Faerie fire is replaced by elf-light, which all elves get as a bonus spell at first level. Further bonus spells are gained at third magic-user level (levitation) and fifth magic-user level (invisibility). Elves that have cast all their spells are out of magic and must return to Faerie before any more spells may be cast.

Elves that stay too long in the mortal realm slowly lose their ties to Faerie, forget their enchantments, and become human. At the end of every month spent in the mortal realm without returning to Faerie, elves must save versus mortality. A failure means they lose a magic-user level. Elves that reach level zero in the magic-user class lose their enchantment and become mortal. It is assumed that elves can find a way back to Faerie as a downtime action in most areas. When exploring a wilderness hex, elves have a 1 in 6 chance per day of finding a shadowed glade or other location that exists in both realms simultaneously.

Though elves seemingly live forever unless killed in the mortal realm, their memories become strange and disjointed over time. Elves only gain experience points for treasure spent on artistic works, which is a form of memory creation.

Humans, especially magic-users, hunt elves for their essence, which is sorcery fuel, intoxicant, and the rarest of spices. Elves visiting mortal lands usually disguise themselves to avoid this danger. Legend also holds that elves kidnap human children. This is true, though more commonly practiced by elves of the Unseelie Court, who believe that the mortal realms sap the magic of Faerie and thus seek to annex the mortal realms to Faerie. The Unseelie also sometimes plant changelings as sleeper agents.

Elf-light

Level 1 elf spell. As per standard light spell, though the illumination is strange and lurid. Hidden elf signs are revealed with elf-light, and the power of elf-metal equipment is enhanced. Elf-light is dispelled by sunlight and painful to undead.

Fey Characteristics

Most elves have a distinguishing feature. During character creation, roll or pick.

  1. Devil horns
  2. Pointed ears
  3. Solid black eyes
  4. Skin iridescent under moonlight
  5. Genderless
  6. Antennas
  7. Snake tongue
  8. Antelope horns
  9. Tiger striped skin
  10. Casts no shadow
  11. Fangs
  12. Cat ears
  13. Culture small, blooming plants by touch
  14. Antlers
  15. Small mouths in palms which can sense extra tastes
  16. Skin transparent under moonlight
  17. Deer ears
  18. Multiple pupils, clustered together within the iris
  19. Culture dimly glowing fungi by touch
  20. Cloven hoofs

Elf Metal Equipment

Elf-metal rots in daylight. Items of this strange metal gain a notch at the end of any day during which they were exposed to sunlight. In moonlight or elf-light, elf-metal weapons are +1 to attack and inflict magical damage. Elf-metal weapons can only rarely be found outside of Faerie.

Notches

A weapon with 6 notches is ruined. System based on this thing from Logan. Elf-metal equipment may be repaired, but only in Faerie.


Some of this material is adapted from a previous post of mine on my old blog: Another Approach to Races.

OD&D FLAILSNAILS

Recently I have been thinking that it might be fun to try running some FLAILSNAILS games using my interpretation of 3 LBB OD&D as a base. Were any players interested in such adventuring, here is how I might run it.

  1. Ability scores do not provide bonuses, other than +1 to missile attacks from dexterity scores of 13 or higher and +1 HP per hit die for constitution scores of 15 or higher.
  2. Magic weapons do not add modifiers to attack or damage, though some monsters can only be damaged by enchanted weapons.
  3. The best AC is 2. It should be obvious whether a given visitor counts as unarmored (AC 9), lightly armored (AC 7), moderately armored (AC 5), or heavily armored (AC 3). Shields grant another further bonus of one.
  4. A per-session HP total using OD&D hit dice should be rolled. OD&D hit dice only use six-sided dice, with bonuses for partial steps (for example, a second level magic-user gets 1d6+1 HP).
  5. Death & dying is handled as a saving throw at zero HP, with success indicating unconsciousness and failure indicating death (there are no negative HP).

Other than the HP totals, none of these considerations should require any real work. For example, an AD&D paladin in full plate with a magic sword and shield would be AC 2, deal 1d6 “magic” damage with the sword, and use the fighter’s attack matrix values.

Enemy numbers follow the same rules (limited range of ACs, hit dice using six-sided dice, etc). Even dragons have no better AC than 2.

I generally have PCs re-roll HP per session to represent recovery, so rolling hit dice is something everyone does at the beginning of the session.

Some magic items may function slightly differently. For example, in my interpretation, continual light enchantments cannot be placed on objects. These would need to be handled on an ad hoc basis.

A summary of OD&D ability scores can be found here.

Pahvelorn initiative

Back in June, I discussed potential rules for what happens when magic-users wear armor. I ended up settling on a d6-based individual initiative system, which makes armor increase the chances of spells being disturbed by penalizing initiative. I have been using this for the past three or four months now, and it has worked out well, though we still sometimes forget to enforce the declare spells step. From here on out though: if the initiative die has been thrown, but no spell has been declared, no spell will be cast! This is, of course, true for NPCs as well.

The procedure is as follows.

  1. Declare any spells
  2. Each player rolls 1d6 (including the referee)
  3. Subtract 1 for a dexterity of 13+
  4. Add armor penalty (see below)
  5. Referee counts up (so lower is better), and players act in turn
  • Armor category: heavy (plate) = 3, medium (chain) = 2, light (leather) = 1
  • Armor skill: fighter = 3, cleric = 2, thief = 1, magic-user = 0
  • Armor penalty = armor category – armor skill, minimum 0

That is a complicated way of saying that if you are wearing more armor than your class uses normally, you take an initiative penalty equal to the difference.

Magic-users or clerics casting a spell must chant and gesture, and are thus natural targets. If the character is disturbed before the spell resolves, the spell is interrupted, and a saving throw must be made or the spell is lost.

All retainers (or NPCs being controlled by a player) act on that player’s initiative number, and most of the time all hostiles act on the referee’s initiative number (though occasionally the referee may use multiple initiative dice for different groups of NPCs).

Armor penalty also applies to physical ability checks, physical saving throws, thief abilities, and other similar rolls. For example, even outside of combat, a magic-user wearing heavy armor will take a -3 penalty to attack rolls, strength checks, saving throws versus dragon breath, and so forth.

If a thief “wins initiative” (that is, acts before all hostiles), the option to hide in shadows while in melee is available (requiring the standard thief skill check). This allows thieves to then either retreat without chance of pursuit or take actions in future rounds with surprise (including backstabs). Thieves may always attempt to hide in shadows when not in melee.

Any character that has not yet taken a turn and is not casting a spell may attempt to intercept an attack directed at another character, as long as the action makes sense in terms of fictional positioning. Fighters may attempt one intercept per round without sacrificing their standard action. Retainers that have been directed to defend may need to pass a morale check before they will attempt an intercept, depending on the situation. Succeeding in an intercept attempt requires making an attack roll and hitting a better AC than the attacker (this is essentially a contested attack roll).

The formal hide in shadows rule is new. The intercept rule has been active for a while, but is one that we tend to forget about. It is worth remembering though, because it makes fighters and hired bodyguards more useful.

Echo of Fitzwalter

Echo of Fitzwalter

Echo of Fitzwalter (personal sketch)

Summary:

  • +1 to hit, bolts fired from it inflict magical damage
  • Cumulative damage bonus of +1 per hit, max +6, resets after combat

This arbalest is said to have once been a standard light crossbow, of wood and steel, before it was taken into the Vaults of Pahvelorn during the time of the Order of Gavin. It was wielded by the adventurer Fitzwalter, warder of Eraria the Sorceress. Fitzwalter fell defending his mistress, but the energy released by his heroism in that cursed place bound something forever into the weapon, perhaps the soul of the fallen warrior or maybe the shades haunting that place. The crossbow’s wood was warped to dark ebony, the steel of the bow twisted into an amalgam of bone, and the tip became a grinning skull. The weapon is chill to the touch. When loaded, shadow seems to bleed from the aperture, which appears like dark, wispy drool from the skull’s mouth.

The Echo of Fitzwalter is a light crossbow +1 to hit that charges bolts with dark energy (counts as magical damage). Each time it inflicts damage during combat, it gains a cumulative damage bonus of +1. So, the first shot that hits does 1d6 damage, the second 1d6 +1, the third 1d6 +2, and so forth, up to +6. This damage bonus resets following combat.

Light crossbows may be loaded and fired in the same round, but don’t have a bonus against armor. (That is, they follow my crossbow rules from before the weapon properties post.)


I have so far avoided “plus” style magic weapons in my ongoing Vaults of Pahvelorn campaign, mostly out of a desire to rein in numerical inflation. However, Green Devil Face 5 (also available from RPGNow) has d30 critical hit and fumble tables that we have been using. Last session, this result was rolled:

18. If this attack is the killing blow, your weapon acquires a permanent +1 bonus to hit.

Further, it was indeed the killing blow. This just seemed like a golden opportunity to break my rule. So this is the first +1 Pahvelorn weapon: a bound spirit fused to a crossbow and sealed with the death of a retainer.

A report about the session that spawned the Echo can be found at Dungeon of Signs.

Shamans of Pahvelorn

In addition to the ancient mystery religion of the lost True Empire (to which traditional clerics belong), numerous spirits and powers are worshipped by the folk in the lands around Pahvelorn. Here is one example of a shaman class, which calls on Legatus Rattus, servant to the Mother of Thousands, rat goddess often worshipped by the poor and oppressed.

Shaman: HD, combat, armor, advancement as cleric. Prime requisite: charisma.

Proper obeisance is required each morning. Doing this lets a spirt (such as the mother or one of her high ranking servants) into you and makes the spirit’s spells available. While you have the spirit in you, you detect as chaotic. You turn as an undead of your own HD, but a successful turn drives the spirit out rather than causing fear or anything else (you must find a sanctuary and perform the proper rites, as in the morning).

Chant in High Murine (which sounds high pitched but echoey, like thousands of rats chanting in a draughty hall) and roll 1d20 and add level to activate a power. Beat the target by 5 and get some extra effects. Miss by 10 or more and there will be consequences. 1 is always a failure, 20 is always a success. Spells must be maintained after cast (meaning you can’t have more than one spell active at once, but you can take other actions after the initial casting).

Target numbers proceed spell descriptions.

Spirit: Legatus Rattus

  • 11 Speak with Rats: self explanatory.
  • 12 Sticky Feet: climb rough vertical surfaces at half movement, no chance of falling (save might be required if you take an arrow or something).
  • 13 Psychic Swarm: target is afflicted by a swarm of shadowy psychic rats swarming over them. -2 penalties to AC, saves, and attack. Further, save versus magic or must use actions to either attempt to flee or claw madly at the illusionary rats.
  • 13 Fever Bite: grow long ratlike incisors for one encounter/exploration turn. Hits require a save or the target becomes afflicted by a wasting disease that automatically does 1 HP damage per round. Ineffective against huge creatures or those with more than 6 HD.
  • 14 Hole Spotter: spend a turn and perform a smoke ritual that may reveal hidden hidey-holes. Only hidden things with gaps that smoke could find are discoverable, so some sophisticated secret doors might not be located, even on success. The smoke seems to take the form of thousands of tine, questing rats.
  • 15 Summon Dire Rats: 1d6 semi-corporeal rats materialize. 1/2 HD, 1d3 damage, +1 damage for each hit beyond the first if they gang up on an enemy. Semi-intelligent. Rats disperse following combat or one exploration turn. If slain, they may not be summoned again until the proper rites have been performed (that is, the next day).
  • 20 Summon Legatus Rattus: Miss by 10 here, and the Legatus will likely be hostile.
    HD 10, AC 3, attacks 3, Sv 5, Mv 24/12 (climbing)

Regarding more spells: other spirits can be discovered in play. Then before a session you can pick which you want to invoke. Basically, it is preparing a set of spells as a group rather than one by one.

Weapons Revisited

Update: I recommend using the slightly simpler approach to this same basic idea described in the Weapons Quick Reference post.

Image by Piranesi (source)
Image by Piranesi (source)

I started work compiling various blog posts into a Vaults of Pahvelorn Player’s Guide, and the very first thing I decided to look at was my old weapon properties post. This is one of those topics that I think would really benefit from the accessibility of being included in a player’s document, because despite being designed mostly as bonuses, in play we still often forget many of the weapon features. One of my ongoing personal design goals is to make weapon choice just as interesting as spell choice, without relying primarily on variable damage dice (which promotes an overly numerical approach that I find lacks interesting trade-offs).

Of course, rather than just copying the old rules into the document and moving on, I immediately start to significantly revise them. Since I wrote the original version, I have been exposed to Apocalypse World and Dungeon World, which both take approaches to weaponry that have influenced me substantially. I think weapon tags are a wonderfully efficient way to remember the various features, and while yes you need to read the definitions once, it seems like once you know that dangerous-1 means backfire on a natural roll of 1, you are unlikely to ever need to look that up again. I think this version below is much improved over the original, and many of the rules have also been simplified (for example, riposte just automatically deals damage to attackers that miss and roll poorly rather than requiring another attack roll).


Weapon damage is 1d6 by default. Some weapons have additional benefits, as described below.

WeaponProperties
Axemelee, damage: re-roll 1, shield-smasher
Daggermelee, quickdraw, throwable, range-2, concealable, grapple
Macemelee, penetrating-2
Swordmelee, quickdraw, riposte
Two-handed swordmelee, two-handed, damage: 2d6 take highest
Pole armmelee, two-handed, interposing, damage: 2d6 take highest, reach, awkward-2
Quarterstaffmelee, two-handed, parry (melee)
Spearmelee, throwable, range-3, interposing, reach
Javelinmelee, throwable, range-5
Clubmelee
Shieldarmor-1, parry (missile), damage: 1d3
Bowmissile, two-handed, range-7, reload-0
Crossbowmissile, two-handed, penetrating-2, range-6, reload-1
Slingconcealable, missile, insignificant, missile, range-4, reload-0, versatile ammo
Oilbombdangerous-1, flaming, immolating, penetrating-2, range-1, reload-1, unreliable-3
Powderbombarea, damage: 2d6 take highest, dangerous-1, flaming, range-1, unreliable-3
PropertyEffects
Areano attack roll, all enemies in area of effect take damage, save for half
Armor-N+N armor class
Awkward-N-N attack if not used at reach
Concealableeasy to hide in standard clothing (will not be noticed without a search)
Damagedamage inflicted is modified as stated
Dangerous-Nbackfires (damages wielder) on natural rolls of N or less
Flamingdeals fire damage and flammable targets must save or be lit up
Grapplefuture attacks auto-hit if a dexterity/strength contest is won
Immolatingsave or ignite, continuing damage, additional save per round
Insignificantdoes not count as an item for encumbrance purposes
Interposingmelee enemies must save to attack wielder, and on failure take damage
Meleemay only be used when engaged in melee (essentially, range-0)
Missilerequires ammunition
Parry (type)save to deflect one attack per round that hits (limited to type, if given)
Penetrating-N+N attack versus targets with armor
Range-Nweapons of higher range afford a free attack round as enemy closes
Reload-Ntakes N rounds to reload (reload-0 fires every round)
Ripostedeal damage if enemy misses and rolls 5 or less
Shield-smasherdefender with shield must save or have their shield destroyed
Two-handedrequires both hands to use effectively
Quickdrawmay ready and attack in the same round
Unreliable-Ndoes not function on rolls of N or less (overridden by dangerous)
Versatile ammomay use any small hard object (coin, rock) as ammo

Further Notes

  • “Mace” includes warhammer and military pick.
  • Wielding two weapons (where one is not a shield) grants +1 to the attack roll (credit to Philotomy).
  • A flask of oil may be used to coat a weapon and then ignited to give a metal weapon the flaming property (likewise, arrows). This is a reload-1 type operation. On attack rolls of 5 or less, the fire goes out. Such flaming weapons will also go out after one exploration turn (or after combat).
  • Target of a grapple may spend an action to attempt to free themselves (this is another dexterity/strength contest).
  • Ranges: bomb < dagger < spear < sling < javelin < crossbow < bow
  • Ranges are not measures, but are only used in relative comparisons.
  • Shooting or throwing into melee: determine target randomly.
  • Crushing/bludgeoning damage is sometimes important (skeletons, living statues, and so forth), but I decided that this is probably clear enough contextually, and thus doesn’t require a property (Google Plus discussion). I may change my mind on this, though.
  • A strength/dexterity contest means: both contestants roll either a strength or dexterity check (their choice). This is a less than or equal to d20 check, and the one that makes it by the most wins the contest (ties go to the defender).
  • I kind of want to add a great axe and maul (two-handed varieties of the axe and mace), but that would probably necessitate giving the two-handed sword an added benefit, and I haven’t been able to think of anything that I like.

Thanks to Robert G. on Google Plus for suggesting the property name interposing.

For ease of future reference: G+ threads on flaming oil: here and here (and Philotomy).

Barbarians of the ruined colonies

Hercules (source)

Image by John Singer Sargent (source)

Castle Pahvelorn was once the mightiest stronghold on the edge of the western colonial frontier. Before the giants were driven back and Pahvelorn was built, the old kingdoms settled colonies on the coast of the Mirnilask Gulf, which lies to the east of Zorfath and Shem Nabar. Several generations ago, those colonies were overrun by savage warriors that swept down from the southeastern hills. The warriors fought fearlessly, and drove of interlopers from their colonies back to the sea, plundering the wealth of the colonies before retreating to the hills from which they came.

Some of their warriors still venture forth from their clans in the hills. Here is a class for their raiders. Hit dice, saving throws, attack, XP progression, and weapons as fighter. See below regarding armor.

When making a death saving throw in response to being reduced to 0 HP from combat, barbarians roll two dice and take the highest result.

A barbarian gains a rage point when the character:

  • Scores a hit on an enemy in combat
  • Takes damage during combat
  • Rolls a natural 20 on an attack roll
  • Slays an enemy in combat

These conditions are cumulative, so slaying an enemy with a natural attack roll of 20 gains 3 rage points.

Rage points may be spent to:

  • Add +1 to an attack roll
  • Add +1 to a damage roll
  • Add +1 to a saving throw
  • Improve AC by 1 (no better than 2 [17])
  • Improve a nearby companion’s AC by 1 (no better than 2 [17])
  • Save to shrug off damage from a mundane missile
  • Decrease damage taken by 1

Points must be spent for bonuses before dice are rolled. At the end of combat, all rage points are lost. AC improvements last until the end of combat. Companion AC improvements are only active when the barbarian is nearby. No more than six rage points can be spent at once on any given type of bonus.

Barbarians must make a successful saving throw (use most favorable number) to disengage from combat (this save is penalized by the current number of rage points).

Barbarians are deeply suspicious of the dark arts, and gain no rage points if in possession of enchanted objects that are not fetishes from their own homeland. This suspicion is connected to ideas of personal, spiritual purity and does not extend to travelling companions (though barbarians may be contemptuous of the unclean and strange habits of the civilized).

Additionally, no rage points are gained if the barbarian is wearing any armor (though shields are allowed). If not wearing armor, barbarians gain a bonus to AC equal to their HD (for these purposes, treat 1+1 as 2). For example, an unarmored barbarian with 3 HD has an AC of 6 [13].

Barbarians also often have misunderstandings with civilized people, and thus take a -2 reaction penalty. This includes loyalty and morale checks for civilized retainers (though close associates will come to understand and trust the barbarian over the course of successful adventures). Thanks to those that participated on Google Plus in the discussion about this aspect of the barbarian class.

Monstrous armor

Source: Wikipedia

Source: Wikipedia

Wyvern-scale armor. Heavy armor, AC 3 [16]. When properly worked by a knowledgable armorer, wyvern-scale armor is amazingly light. So light, in fact, that it both floats and does not add to encumbrance. Maintaining the armor in fighting condition requires careful and continuous oiling and care, though no special or expensive oils are required. If wyvern-scale armor is not oiled for more than a week, it becomes brittle and begins to fall apart (this process cannot be halted or reversed; the armor is ruined). It is assumed that knowledgeable PCs will maintain their wyvern-scale armor adequately, and this downside will only manifest if the armor is lost or the PC is trapped away from maintenance materials for an extended period of time. When freshly made, wyvern-scale also has a very distinct aroma, undetectable by most humans, but clear to many animals and beasts, making achieving surprise more difficult in some circumstances (the scent may be perceived as either terrifying or aggressive, depending on the creature in question). After proper aging, the scent is said to dissipate, but experts estimate that such an aging processes requires the better part of 1000 years. Crafting cost & time: 1000 GP and 1d6 weeks, assuming access to a knowledgable craftsperson. One wyvern yields the materials for 1-2 suits.

Purple worm leather. Light armor, AC 7 [12]. One part of the dermis of the giant violet worm can be made into effective, flexible, and durable light armor. The armor, if properly made, remains partially alive (though its method of sustenance is unknown), and it slowly leeches alchemical compounds into the wearers body, granting a +2 bonus to saving throws versus poison after the armor has been worn regularly for at least one week. The wearer’s eyes and tongue also slowly take on a purple hue at this time. The armor feels slightly warm to the touch. The worm skin is too bulky to combine effectively with other forms of armor (such as plate + worm skin) but can be worked into heavy rain-capes or coats for those that seek only the poison resistance and cosmetic effects. The poison resistance does not persist when the armor is removed (sages suggest that the skin must release some further compound in response to poison). Most skins result in a vaguely tigerlike pattern of alternating brown and vibrant purple, and the color does not dull with age. Purple worm leather can be killed. Assume the armor needs to make a save versus death if the wearer is reduced to 0 HP by trauma (use the wearer’s save number). It will also mend itself naturally. Crafting cost & time: 100 GP and 1 week. One worm provides materials for a number of garments equal to its hit dice.

Purple Acid Blast

Source: Wikipedia

Source: Wikipedia

Spell, Magic-User 2

Open an extradimensional rift to the acid seas of Erankzix. This causes a blast of violet, sparkling acid. If targetting a single creature directly, this does 3d6 damage, save for half. The 3 dice may also be distributed between several clustered targets (for example, two dice to one target, one die to another). Will weaken most physical objects if cast on them directly, providing a bonus to open doors or similar checks. The acid itself phases slowly back to Erankzix within one exploration turn, leaving a worthless residue of purple dust laced with mica. The acid is resisted by glass, rock, and organic bone.