illustration of Arlinac Town by Jereme Peabody
Here I will put stuff about Arlinac Town, the focal point of the 9P sample setting of Spyragia.
The company Paizo publishes very nice battlemats named Flip-Mats. I own most of them. Perhaps some day I will have created a 9P adventure for each of the Flip-Mats I own.
Investigate the Lost Temple to rescue a baby dragon.
Here are some example PCs. All of them have a total of 40 skill ratings, and only the one initial talent rating granted by their character race.
All of their background stories were created using the brainstorming questions from the genre commentary.
Tvalyn is a Therion girl. She sang a lot, and thought she had the wrong number of freckles: enough to be noticeable, but not enough to be cute. She loved to visit her father's office in Arlinac Town's enormous temple to Maw Lute. He was the temple's chief curator, managing its many collections.
One day, when she was five years old, she was leaving the temple with both her parents. They were once again discussing the collections she had seen that day. As they walked along the street, Tvalyn pointed up at the dragon Langfrad who perched atop the building as its guard and constant reminder of Maw Lute's influence. "When I grow up," she announced, "I will collect dragons."
Langrad, who often looked asleep even when awake, opened one eye. He spread his enormous wings, putting the entire block in shadow. He unwound his tail, nearly as long as the temple was tall, and pointed twice to the intersection in front of Tvalyn. Then he lept from his perch.
Everyone in the intersection hurried to make room for the dragon. Langrad circled twice, then descended. When he landed the ground shook. Tvalyn's parents were trembling, and her mother began an obsequious gesture. Langrad winked at her.
"Little girl," asked Tvalyn, "what is your name?" Her parents recognized the question as a formality. Like all of Maw Lute's temple guardian dragons, he wore a golden ring that let him know the name of anyone he looked at.
"Tvalyn," she replied, stepping out from behind her parents.
"I am Langrad," the dragon said. "Dragons are collectors. We are not part of any collection."
Tvalyn curtsied as best she could. "You just have not tried it. You could be both. If you had parents you woud understand."
Langrad grinned. "Maw Lute is our mother—and father. She created us, sustains us, and shares her wealth with us. What could you, little Tvalyn, do that she does not?"
Tvalyn glanced at her parents, then answered. "Some day, when I am older, I could read you stories before you slept, and kiss you on the forehead for good dreams. And if your dolls needed repair I could sew them."
Langrad watched her, not minding the awkward silence.
Tvalyn thought more. "I could sing to you, to make you feel better. And sometimes when angry it is nice to be able to shout at someone who loves you, knowing they will still love you even after you shout at them."
A mysterious expression flickered across Langrad's immense face. "Everyone will want to cover their ears," he said. Then he turned toward the temple and roared. He did not touch it, but the force of the sound compressed the thick stones of the wall, leaving a concave depression.
He turned back to Tvalyn. "I accept your proposal. When you are older, when you are ready, if retain your desire, I will be part of your collection. Yet it will not easy to to love a shouting dragon. Be ready. Be sure you are ready." Then Langrad leapt up, spread his wings again with a wind that nearly knocked Tvalyn over, and settled gently once more upon the temple's roof.
The next morning, after breakfast, the gifts and requests began. The first was a girl Tvalyn's age carrying a picture-book, who wanted to be introduced to Langrad by "his new friend" so she could tell the dragon her favorite story. The second was a scholar who offered to instruct Tvalyn in dragon lore. Her parents sent everyone away. But more people kept arriving.
At lunch time Tvalyn's parents stopped answering the door, and left the bar across it.
At dinner time the street in front of their home suddenly grew quiet. "Excuse me," a very different voice repeated a few times. Someone knocked on the door, making the house shake.
Tvalyn's father opened the door and saw Arlinac Town's other resident dragon, Harold the Herald, who always reclined in the main town square to answer heraldic questions about coats of arms, lineages, and demographics. Harold was a small dragon, only twenty feet long.
Harold nodded to Tvalyn's father. "I heard your daughter is having trouble," he said. "Perhaps I should collect her. Only for a month. We could travel. I am overdue to take a circuit through the land's kingdoms to visit all royalty and update my heraldic knowledge."
"She is only four."
"Perfect. She is young enough to have no enemies and weigh little on my back, but old enough to use silverware when dining with royalty, and stay in a saddle. The princesses will adore her."
So, reluctantly, Tvalyn's parents allowed her to travel with Harold. She did return in one month, as promised. But she left again the next day. Maw Lute created a new dragon to be Arlinac Town's official herald. Tvalyn grew up spending weekends at home, and her other days visiting either royalty or other town herald-dragons to whom Harold provided up-to-date heraldic information.
One weekend she returned home and asked her parents what to do about a prince that had requested the promise of (in quite a few years) her hand in marriage.
Another weekend she returned home wearing a thin golden circlet. A king who ruled numerous small islands had appointed her "Princess of Violet Bay", an unoccupied tiny but pleasant isle on which he had constructed a vacation home for her and Harold.
Another weekend she returned home crying, for Harold had been summoned for heraldic duties as two kingdoms went to war. She had stayed at his side as he ferried diplomatic messages from king to king. (No one worried about tampering if a document was delivered by a herald-dragon.) Then she had stayed at his side after each battle ended as he accompanied the surviving soldiers who worked to identify their fallen comrades.
One year her parents retired, and moved to Violet Bay with some of their friends.
"I think I have taught you all I can," Harold said one afternoon as they drank tea. (She loved fine tea.) "Perhaps you should have some adventures without me. You are not getting any closer to collecting Langrad."
A week later Harold gave Tvalyn a pouch of coins and jewels, outfits appropriate for a traveling princess, and one last, long flight during which she sang until her tears stopped and she stopped missing him so much before he even left.
Harold is spending several months at Violet Bay. She will travel there to visit her parents and her best friend. But first she will prove that she is ready for her own adventures.
She will start in Arlinac Town. She has trustworthy friends there, and can visit her grandparents. The Powers are about to host several contests there. She wants to start a new collection, and perhaps visiting the museum floors of the temple she so enjoyed as a child will inspire her.
Osme has a complicated family.
Osme's father, Danvel, has held the post of Elder Consul of the Illuminated district for a dozen years. He is a respected leader, reknown painter, and generous patron of the arts. He is a Bergtroll, but does not favor his race in his political decisions or artistic patronage.
Osme's mother, Melsnie, is a Therion. When teased about how Danvel will become so much taller, she laughs and says she likes having a tall husband. She avoids politics, but is a famous weaver. She and Osme arrived in Arlinac Town when Osme was an infant.
Osme is sometimes teased at school. Interracial families are rare. Being both kind and wealthy can be awkward.
It is a complicated family! And that is just the lie.
The truth is that Danvel and Osme are Ogres. As Osme grew up, each breakfast included two sips of a potion made by Danvel in a secret basement laboratory. The first suppressed the Ogre's Hunger. The second altered Osme's semblancy so that when Osme touched their cook, Osme took the cook's form at a very young age. Family mantras included "Be polite to strangers", "Strong children eat their vegetables", "Priviledge is often how the lazy pronounce the word accomplishment", and "Good Ogres do not eat people".
Once, as an older child, Osme asked his parents why they kept being an Ogre secret. Danvel usually dismissed the question. But this time he replied, "Dear one, I am a nice man. I am a wealthy and generous man. This means that almost everyone in the Illuminated district likes me. The district council re-elects me each year, and follows my leadership, because most people in Arlinac Town respect me. Most people respect me. For those few who do not, it is helpful that they are surprised I am an Ogre. You must never ruin that surprise. Then one of my political rivals—none of which are as widely loved as I am—would lead the council. Our family would lose its influence. How sad it would be if our community was no longer led by someone most people respected and loved. How sad if you no longer lived like a prince or princess."
So Osme grew up focused on art and school. And there were secret lessons outside of town and in their secret basement, to study combat and alchemy. He was taught how to make his breakfast potions. "If something happens to me," Danvel explained, "perhaps you can remain hidden".
Osme was happy, until last night.
"Come," Danvel had said after dinner. "You are old enough to learn more answers."
A new studio had opened in their district. The owner was a Dweorg who had only recently arrived in Arlinac Town. Someone had suggested this Dweorg pay protection money, so his studio would be safer from thieves and vandals. But the Dweorg had refused.
Early the next morning Osme fled from home. Somehow, frightened and confused, Osme ended up at one of the belvedere gazebos slightly uphill from Arlinac Town. Osme, still shaking, looked down at the town and the vast ocean beyond it.
In the gazebo were two young girls, playing a game with marbles. One said farewell and ran back towards town. The other looked up as Osme entered.
"I like your hat," she sad.
Osme's eyes got big. "Are you Little Humble?" The hat was shared.
Little Humble said nothing. She smiled at the view. She smiled at Osme.
"What do I do?" Osme asked.
"Doing is over-rated," replied Little Humble. "It is not the child's job to properly raise the parents."
"Where do I go?" Osme asked.
"I would instead wonder, 'Who do I go to?'" replied Little Humble. "What friend or friends can you really trust? Or who can you trust to befriend an Ogre?"
"I just want to be safe, and have a nice family, and be an artist!" said Osme.
"Worthy goals," agreed Little Humble, returning Osme's hat.
A talent is rated 1 as
Chax, relaxing in the hot spring, was surprised when Gnash entered and sat down opposite him. He was not sure how he knew the stranger was Gnash, but he was sure. No one else was nearby.
Gnash looked like a more handsome, muscular version of one of Chax's uncles. He smiled but kept his lips closed.
"I admit I am surprised by your appearance," said Chax.
Gnash shrugged. "I can explain."
Chax hesitated. "I am sure I cannot afford whatever your secret costs."
Gnash grinned, revealing just a little of his disconcerting teeth. "For the best secrets, their information changes you. Knowing the secret is the cost."
Gnash continued, "But this is not one of the best secrets. It does have a cost. I tell you freely. My appearance conforms to your expectations and experience with ruthlessness. To the fearful and timid, who see themselves as prey, I look like a devouring predator with too many maws and claws. To those trying to establish a secure home and legacy, while constrained by the lie that all selfishness is a vice, I look like an attractive tempter, or something internal wrapped around their heart with too many eyes and tentacles. But to you, I am an attractive yet temporary traveling companion—a stronger and older relative from whose shadow you one day will escape."
Chax shrugged again.
Gnash grinned again. "I know of your pain. You were a young boy spending the summer with your grandparents. The village they lived in was sacked by Ezward to Brigand King. They were taken to slave away in a despot's transmutery pits. Your older brother was slain by Ezward. He made you watch. Then he cut off your thumb and left you behind, the only survivor."
Chax's expression grew stormy as Gnash spoke. But he dared not interrupt.
Gnash continued, "You have promised yourself to avenge your brother. You have spent years studying swordsmanship and archery, despite your young age. You have worked long hours chopping wood, to afford lessons. You have stolen, to pay for more training. But you do not know where to find Ezward. You do not know where your parents went when, after receiving the report that you were both slain, they fled the home that had too many memories of you. But tonight I have an offer for you. I can temporarily make you forget your brother's voice. Every song he sang. Every prayer he said before sleeping. And his screams as Ezward took him from you. Not until you slay Ezward will you be able to remember his voice."
Chax closed his eyes. He was quiet for a long time. Then he said, "That cost is indeed a double-edged sword. Yes, I will pay it."
"Good," said Gnash. "My followers do not have nightmares. They cause them." And it was done.
"A second free gift," said Gnash. "Your parents are in Arlinac Town."
"Thank you," said Chax.
Gnash chuckled. "Do not thank me. Who do you think suggested to Ezward that fear of his name would spread faster if he left in every village one young survivor, missing a thumb?" Gnash wiggled one of his thumbs at Chax. "Find the others after visiting your parents."
Chax scowled. "You delight in double-edged swords."
Gnash nodded. "Yes. But Ezward's brigandry was not from me. His cruelty was his own. Your quest has just as much ruthlessness, and is far more praiseworthy. And if you trust no one, you will live to enjoy your revenge and escape my shadow."
Here are some example NPCs that either appear in multiple sample adventures or have not yet found their way into any sample adventure.
All of them were created using the brainstorming questions from the genre commentary.
Boxley is a Therion who runs her own business. Boxley's Discreet Courier Service is known to seurely transport valuable items in Arlinac Town at an appropriate cost. Her motto is "Trustworthy in every sense of the word."
Money is tight for Boxley. Her business is not very profitable. The rates she charges are expensive, but so are her costs. She buys special equipment such as invisibility potions and smoke bombs to help her safely transport secrets and treasures. Or perhaps she does not always need those items. On many nights she eavesdrops on the nobility from the rooftops. That is her favorite way to relax and unwind, on or off the job. Perhaps some day she could become a noblewoman! With fine clothes and entire closets full of smoke bombs!
Boxley is very skilled at moving undetected and fleeing from danger. Her Therianthropy allows her to take the shape of her pet mouse. When forced to fight, she dodges and taunts until she can disarm her foe.
She owns a magic belt pouch that her father obtained in the Enchanted Forest. It is small, but its magic interior is as large as a quiver.
Her most steady and reliable friend is a Pixy barber named Old Steel. Each time he cuts her hair, he remarks, "You step quietly. Except for your freckles you are quiet to look at. You sure you want such a plain haircut?"
Boxley trusts her alchemist, Gilt Stillridge, too much. He once whispered that Boxley should pass a few "easy tests" to prove she is worthy of access to his "special goods".
Unfortunately, Boxley recently and accidentally accepted an "especially exciting job" from a mysterious group she later found out was named The Assassination Club. Rumors in Arlinac Town are only sure that the group has at least two members, has been hired at least once by a nobleman, and is opposed by a rival group named The Silent Enforcers. Should Boxley try to back out of her contract? Should she try to contact The Silent Enforcers in case The Assassination Club has plans for her after she completes the contract? For now she ponders and tries to avoid showing her face in Arlinac Town. She is very worried that she will not have her eyes open when she needs to.
Boxley learned shadow use from a famous thief named Ravl Mistpatch. Yesterday he returned to Arlinac Town, on a mission that opposes The Assassination Club. He wonders if his old student is still in town, but has not yet had time to find out.
Vroy is a Dweorg treasure hunter. After several tragic setbacks he almost feels like life is under control again. His last quest paid well. But that was weeks ago.
A week ago Vroy won an annotated map while gambling. The map has two locations, both simply labeled "treasure". One is near Arlinac Town. So Vroy has come to Arlinac Town to look for an old friend, Safuel Stuckclever the Kobalt guard-broker. Perhaps Safuel has a job to help Vroy earn some money to buy more adventuring equipment. Or perhaps that wily Kobalt can recommend a partner for the expedition. Not that Vroy trusts any partners besides his sword and shield.
Vroy does not consider himself a warrior, despite being very capable with his tempered weapons. He prefers to keep alert and walk away from trouble. But he refuses to be bullied, and is willing to fight back when conflict is personal.
His voice is surprisingly low: about a half-octive lower than what is expected.
Five years ago, Vroy had a partner named Gevin Crumblerum. They worked as caravan guards. But Gevin was actually a cultist of Frosty Kostkey, who betrayed him when the caravan was raided by one of Frosty Kostkey's squads. Vroy had to work for two years to pay off the damages to the merchant who owned the caravan. The merchant still collects biannual "damage payments" as blackmail to not report the event to the guard-brokers of major towns and cities. Vroy has not seen Gevin since.
Watching that mechanized squad attack the caravan (and trap Vroy in thick nets) gave Vory an appreciation for machinery. He dabbles in machinery by reverse engineering machines finds or buys. He is unaware that some of Frosty Kostkey's machines are designed to be a trap when reverse engineered.
For most of last year he worked as a guard at the customs office of a small island. The work was boring, but paid enough to support his coffee habit and let him buy bits of machinery to work with. Vroy believes that job is now completely in his past. But a few of the ships he helped inspect held incriminating secrets whose significance he did not recognize, which would put him in danger if he ever visited certain towns.
During his time at that customs job he went treasure hunting on the weekends. He left the job when he found his great-grandfather's enchanted warhammer. But it broke a few days after he found it, while he was fighting off a group of muggers. Was the warhammer a fake? Were the clues that led him to it? Or had it simply weakened during the centuries it was buried?
Then Vroy had another failed assignent. It is his most secret and deepest source of shame. A month ago a young noblewoman named Celody Sunnystream asked for his help fleeing from cruel parents who had arranged her marriage to a wicked man. Vroy confirmed that her story was valid, and agreed. They traveled towards a town where her aunt lived. But a bugaboo ambushed them, and slew the noblewoman before Vroy defeated it. Vroy hopes her family never finds out about her flight or his faied assistance. After he slew it, and was cleaning his sword, the noblewoman turned into a copy of the monster. Vroy has a recurring nightmare about the noises "she" made, and needing to slay "her". He still has her jewelry and purse. He will not sell them. Perhaps if her family discovers his involvment, he can seek out that aunt and give her the jewelry and purse in exchange for help appeasing the Celody's parents.
Like many Dweorgs, Vroy hopes to eventually become a famous weaponsmith. But he insists on working alone, and thus cannot craft treasures worthy of great fame without first accumulating great wealth. Treasure hunting for now!
His Therianthropy would allow him to take the shape of a bear, but the opportunity has never arisen.
Here are some example Monsters that either appear in multiple sample adventures or have not yet found their way into any sample adventure.
Big hungry rats!
A PC with sufficient Animals/Wilderness skill will know more:
A bramble blight is a humanoid tangle of leafless branches about one meter tall. It attacks any person it sees by scratching with its barblike claws.
A bramble blight that notices potential prey approaching will try to remain motionless until it can attack.
Someone who has never heard of a bramble blight will mistake the first one it meets for a tangle of brambles unless he or she has a Perception skill rating of 5, an Identify skill rating of 4, or an Intuition skill rating of 3. After learning about these creatures, the target numbers all decrease by two.
A PC with sufficient Identify/Lore skill will know more:
Here are some example special items that have not yet found their way into sample adventures. Most are based on effects commonly found in fantasy stories and RPG adventures.
These example special items are designed using the special equipment rules. Remember that elusion requirements appear in square brackets.
Note that all prices below are retail prices. A character who crafts such items himself or herself would only pay half price.
Recall that special equipment crafted with machinery, tempering, and musing can be recharged for half the retail price. A character who recharges such items himself or herself would only pay one-quarter retail price. Batches of the same alchemy item also use the recharging pricing: the first item has normal cost and the rest of the batch is half price.
|Peacock Pendant of Magical Defense||60||four|
|Mokte's Magical Magnifying Glass||15||one week|
|Sticky Grip Wrestling Gloves||15||one week|
|Cummerbund of the Careful Tongue||20||one|
|Knock Knock Nodules||40||one|
|The Very Big Axe of Vlod||15||one month|
|Springy Knee Wraps||20||one|
|Felidia's Furious Fan||75||one|
Remember that impact 1 is for the basic special items that only allow a character to "cheat" slightly by using a new kind of skill bonus that stacks with the types of bonuses from the core rules.
Peacock Pendant of Magical Defense
The statues Barrowers create using fortunosity are sometimes small enough to be worn as necklace pendants. This one is shaped like a beautiful peacock. Once activted, it protects the wearer against harmful magic for one minute. When thrown to the ground it turns into a life-sized peacock creature that can squawk loudly but is not very useful.
Statue-Monster: the peacock creature has Melee/Press and Block/Dodge skill ratings of 1.
Effect: 2-point reduction to magical penalties for one minute
Retail cost (four uses): 60 coins = (10 impact + 5 two-point bonus) × 4 uses
Mokte's Magical Magnifying Glass
The Dweorg merchant Mokte uses tempering to create a small hand lens that helps him recognize magical items. Once activted, the lens works for one week. Its metal handle is decorated with engravings of two Dweorgs exploring a crypt.
Effect: 2-point equipment bonus lasting one week when using Identify/Lore about magic
Retail cost (one use): 15 coins = 10 impact + 5 two-point bonus
Sticky Grip Wrestling Gloves
The Park Runners of Arlinac Town use these tempered gloves to help their grip when scampering up walls or vaulting over railings, but they say the gloves were historically used for Dweorg wrestling contests.
Effect: 1-point equipment bonus to the Acrobatics and Wrestle skills, lasting one week
Retail cost (one use): 15 coins = 10 impact + 5 multiple skills
Cummerbund of the Careful Tongue
Bergtroll nobles use musing to enchant a piece of their young children's clothing to help the children remember their manners. If the child is about to make an egregious mistake in etiquette, the piece of clothing constricts slightly as a reminder. An astute observer can notice the clothing move to realize the "well-behaved" child is actually needing magical assistance.
Effect: 1-point special item bonus to the Etiquette skill for one hour [Perception 2]
Retail cost (one use): 20 coins = 10 impact × 2 hours not minutes
Knock Knock Nodules
Black market alchemists prepare these tools by injecting a alchemical liquid into the nodules that grow on pea or bean roots. The nodules begin to flex and crack after being roughly shaken. This causes taps and creaks that sound remarkably like footsteps. Burglars and spies use knock knock nodules to distract guards. They "shake" the nodules by dropping them from the rafters into a shadowy corner, or by attaching them to a dart and throwing the dart under or behind furniture. Few guards have enough experience with these items to recognize that the noise is not footsteps.
Effect: 2-point special item penalty to the Perception skill for one minute [Identify 6 or Perception 6]
Retail cost (one use): 40 coins = 10 impact + 5 two-point bonus + 25 elusion
This ornate but unreliable machine works like a dowsing rod, with the ability to follow a scent. A sample of the scent is placed inside. Then the device is wound up (which takes one turn). For one hour it provides a small bonus when following that scent's trail. Many of these are decorated to look more like a hound. Some are disguised as fancy walking sticks.
Effect: 1-point special item bonus to the Track skill for one hour
Retail cost (one use): 40 coins = 10 impact × 2 hours not minutes × 2 uses
This small tool, crafted with tempering, allows even people unfamiliar with lighting a campfire to be able to succeed in that chore (as long as they have dry wood and kindling).
Effect: 1-point equipment bonus to Wilderness skill when lighting fires, lasting 1 minute
Retail cost (three uses): 30 coins = 10 impact × 3 uses
Most of the guild districts in Arlinac Town provide this common alchemical gas to the officers of their district watch. The vials can be thrown. When they break they release dark gas that slows everyone it touches. After 1 minute the gas dissipates and its effects vanish. The gas loses its potency after one day (or more if made by a more skilled alchemist) so it is too expensive to give to every member of the watch.
Effect: within 4×4 map squares causes a 1-point penalty to Exit/Escape for 1 minute [Acrobatics 3]
Retail cost (one use): 40 coins = (10 impact + 10 elusion) × 2 area
The Very Big Axe of Vlod
A Dweorg named Vlod used tempering while crafting an incredibly imposing battleaxe. He wears it strapped across his back when visiting Arlinac Town. Because Vlod has a Tempering skill rating of 4, his enchantments last up to four weeks. He re-tempers it monthly, which makes him grumpy for four days.
Effect: 2-point equipment bonus to Bargain/Wonder for 1 month
Retail cost (one use): 15 coins = 10 impact + 5 two-point bonus
Springy Knee Wraps
These tie-dyed knee wraps are enchanted with musing to enhance jumping.
Effect: 2-point special item bonus when jumping to the Acrobatics, Dodge, and Escape skills, for one minute
Retail cost (one use): 20 coins = 10 impact + 5 two-point bonus + 5 multiple skills
Some treasure-hunters use Fortunosity to create statue-mice with lockpick-shaped tails. These tools can either help open locks or scurry about to distract enemies. Either use lasts one minute, after which the item vanishes.
Statue-Monster: the small mouse creature fights poorly, so it is usually ordered to lure enemies away. It has Melee/Press and Intuition/Provoke skill ratings of 1.
Effect: 2-point special item bonus to Machinery when disabling or bypassing traps or picking locks
Retail cost (one use): 15 coins = 10 impact + 5 two-point bonus
Shoes whose soles are coated with this alchemical liquid make silent steps.
Effect: 2-point special item bonus to the Sneak/Track skill for one hour
Retail cost (one use): 30 coins = (10 impact + 5 two-point bonus) × 2 hours not minutes
Felidia's Furious Fan
A Bergtroll named Felidia uses musing to give small, decorated, folding fans with the ability to make a room windy. She only uses the fans to get attention. But the winds are strong enough to make complicate archery.
Effect: within 6×6 map squares causes 1-point special item penalty to Shoot for one minute [Shoot 4]
Retail cost (one use): 75 coins = (10 impact + 15 elusion) × 3 area
|Herk's Heat Pump||75||one|
|Prince's Charm Ring||60||two|
|Yrian's Bounding Boots||25||two weeks|
|Wind-Full Wings||25||two weeks|
Remember that special items of impact 2 can do what basic special items of impact 1 do, and can also increase or decrease movement speed by half its normal amount.
These ornate cloaks are enchanted with musing by Bergtroll nobles desiring privacy.
Effect: two charges of an instant 2-point penalty that defends against attempts to magically detect or enchant the wearer [Press 7] which also triggers ×1.5 movement rate for two minutes
Retail cost (two uses): 100 coins = (20 impact + 25 elusion + 5 two-point penalty) × 2 uses
Herk's Heat Pump
This small machine, after warming up for two turns, raises the ambient temperature uncomfortably.
Effect: within 6×6 map squares, for two minutes, causes 1-point penalty to any skill use involving physcal exertion, and half movement rate if wearing armor [Wrestle 3]
Retail cost (one use): 75 coins = (20 impact + 5 multiple skills + 10 elusion) × 3 area
A mischievous Bergtroll has recently started using musing to make cursed confections that cause temporary clumsiness. This work is secret and known only to a few of Arlinac Town's young nobles, who find great amusement in sneaking a few of the "clumsy candies" onto the food tables at fancy parties and then watching those who partake try to walk elegantly or dance. But young nobles have trouble keeping secrets, and rumors about the confections and how to identify them are beginning to spread.
Effect: once eaten causes a 2-point penalty to all physical skills and half movement rate for 2 hours [Identify 3]
Retail cost (one use): 70 coins = (20 impact + 5 two-point penalty + 5 multiple skills + 5 elusion) × 2 hours not minutes
Prince's Charm Ring
The debonair Bergtroll prince Kelin did not trust his own charisma but used musing to enchant a gaudy ring to ensure extra success in important social situations—and help him flee if diplomacy failed.
Effect: for 2 minutes, a ×1.5 movement rate and a 2-point special item bonus to Bargain/Wonder, Intuition/Provoke, and Etiquette skills
Retail cost (two uses): 60 coins = (20 impact + 5 two-point bonus + 5 multiple skills) × 2 uses
Yrian's Bounding Boots
For a further advantage when park running, a Dweorg named Yrian uses tempering to enchant his boots. He has a Tempering skill rating of 2, so he must re-temper the boots every two weeks, which makes him ill-tempered for two days.
Effect: 2-point special equipment bonus to the Acrobatics skill, and ×1.5 movement rate when running
Retail cost (one use): 25 coins = 20 impact + 5 two-point bonus
When its vial is broken, this alchemical gas instantly fills an area with dense, fragrant smoke. The smoke is so thick that it interferes with sound and well as sight, smell, and taste. People who move more than half their usual speed might fall down. The smoke dissipates after two minutes.
Effect: for 2 minutes, a 2-point penalty to reach effects [Perception 5] and movement rate halved [Acrobatics 5]
Retail cost (one use): 45 coins = 20 impact + 15 elusion + 5 two-point penalty + 5 multiple skills
Some Dweorgish ornithopters are enhanced with tempered components. Ths example is made by a Dweorg a Tempering skill rating of 3, whose enchantment lasts for three weeks. The Dweorg can re-temper it, which causes three days of grumpiness.
Effect: for three weeks the ornithopter has movement rate ×1.5 and provides a 2-point equipment bonus to the Wilderness skill for sailing the device
Retail cost (one use): 25 coins = 20 impact + 5 two-point bonus
|Glacial Darts||60||one each|
|Targeted Sleep Gas||30||one|
|Electric Stun Hat||160||five hours|
Remember that special items of impact 3 can provide an exception to the rules about one of turns, successes, or losses. These items can grant extra movement at the end of a turn, provide extra turns, cause skill use to have automatic success or failure, or make normally successful contested skill use automatically cause enough losses to defeat one opponent.
The famous Bergtroll merchant Warben used musing to make himself a method of emergency defense. He enchanted several ornate darts. Anyone they struck would be slowed, allowing him to either defeat them or safely flee.
Effect: causes creature struck to only act every other turn for 3 minutes [none]
Retail cost (one use): 60 coins = 30 impact + 30 elusion
Targeted Sleep Gas
Small vials of sleep gas can be thrown or used as arrowheads. Because they contain such a small amount of gas, they only cause sleep with a well-placed hit (represented by both a successful Shoot/Throw attempt and the elusion requirement).
Effect: causes creature struck to fall asleep (at zero losses) for 3 minutes [Dodge 3]
Retail cost (one use): 30 coins = 30 impact
Electric Stun Hat
The Obsidian Association hired an unknown machinist to build this "hat" for its district watch, to help when transporting dangerous criminals. The device looks like a colander laden with gears and wires. Attaching it to an unwilling person requires a successful Wrestle attempt. When activated, it paralyzes the person wearing it. After five hours of active use the hat must be repaired, which costs the district 50 coins retail cost. The hat takes five turns to "warm up" before the capacitors are fully functional.
Effect: wearer is completely immoble (at zero losses) while hat is on for up to 5 hours [Wonder 5]
Retail cost (two uses): 160 coins = 50 impact × 2 hours not minutes × 2 uses
This alchemical potion is slipped into a victim's drink. The drinker becomes very agreeable to the next reasonable request he or she hears.
Effect: automatic success for whomever next makes a reasonable suggestion [Intuition 6]
Retail cost (one use): 45 coins = 30 impact + 15 elusion
This alchemical potion makes whomever drinks it invisible for three minutes.
Effect: automatic failure for opponents' sight-based Perception and Shoot skills, 2-point special item penalty for other skill attempts requiring sight [Intuition 7]
Retail cost (one use): 60 coins = 30 impact + 20 elusion + 5 two-point penalty + 5 multiple skills
|Eathien's Sleep Gas||100||one|
Remember that special items of impact 4 can provide an exception to the rules about both successes and losses. A special item this powerful can make skill use automatically successful and automatically cause enough losses to defeat one opponent.
Eathien's Sleep Gas
A Therion named Eathien is one of Arlinac Town's most successful alchemists, and one of the few who personally explores the caves within the mountains for a valuable alchemical ingredient named glow moss. Her secret-recipe sleep gas is often purchased by Bounty Hunters pursuing a first-offense criminal, because the shelf life of five days and effect of unwakeable sleep is sufficient to help them capture and manacle their quarry without a fight. The gas has the side-effect of staining people's skin slightly green for twenty-four hours.
Effect: within 4×4 map squares causes unwakeable sleep for 5 minutes [Wrestle 6]
Retail cost (one use): 100 coins = (40 impact + 10 elusion) × 2 area
|Spell-Sundering Shortbow||50||five weeks|
|Selective Antimagic Molding||1,680||four|
|Collector's Boomerang||100||two five-week charges|
|Drum of Mass Marching||1,500||five|
Remember that special items of impact 5 allow a character to do something he or she cannot normally do, as long as this new ability does not trvialize the adventure. Many impact 5 special items allow new forms of movement or provide powerful effects such as invisibility, gaseous form, clouds of darkness, or spheres of silence.
Dweorgs use tempering to create spell-sundering weapons. Most are kept for defending the clan's home, but a few are for sale in Arlinac Town. Once activated, they work for five weeks before needing re-tempering.
Effect: a weapon that for five weeks can attack magic effects, ending them after doing as many losses as the effect's impact rating [none]
Retail cost (one use): 50 coins = 50 impact
This expensive alchemical gas drains away all active magical energies. It is sometimes commissioned by Bounty Hunters who are pursuing an Unseemly or Ogre. The gas remains potent for four days. Unfortunatey, the gas cloud smells strongly of sulfur, which might help someone tracking a fleeing criminal but also takes hours to wash out of clothing.
Effect: for 4 minute the gas instantly ends all ongoing magical effects within 6×6 map squares (magical items are not damaged) [none]
Retail cost (one use): 210 coins = (50 impact + 20 elusion) × 3 area
Selective Antimagic Molding
The Arlinac Town bank vault has decorative molding around the top of its four walls, enchanted with musing. As part of the bank's alarm system, the molding's magic is activated and room is filled with a selective antimagic field that allows bank security items to function but cancels all other ongoing magical effects and disenchants all other magical items. The field lasts for four hours. After five uses, the molding vanishes and must be replaced.
Effect: for 4 hours instantly ends enemy ongoing magical effects within 6×6 map squares (enemy magical items are ruined) [none]
Retail cost (four uses): 1,680 coins = (50 impact + 20 elusion) × 3 area × 4 uses × 2 hours not minutes
This tempered boomerang always returns to the person who throws it. Moreover, it can be used to pick up one item, as long as that item is not held or carried by anyone.
Effect: for five weeks it always returns and can pick up one unattended item [none]
Retail cost (two charges): 100 coins = 50 impact × 2 uses
Drum of Mass Marching
This instrument has been enchanted with musing to make nearby people who hear it (aside from the performer) march until the music stops. Marchers can march without tiring. They can do other actions, but perhaps suffer a situational disadvantage because of the constant marching. After five uses the drum vanishes.
Effect: creatures within 12×12 map squares who hear it must march [Escape 5]
Retail cost (seven uses): 1,500 coins = 50 impact × 6 area × 5 uses
|Kazoo of Mass Dancing||2,940||seven|
Remember that special items of impact 7 allow the user to break the GM-Player contract.
Kazoo of Mass Dancing
The most legedary of kazoos, this instrument has been enchanted with musing to make nearby people who hear it (aside from the performer) dance until the music stops. People very knowledgeable about dancing may become immune to the enchantment when they become very offended urges to move in brutish, jerky motions. After seven uses the wax paper breaks and the kazoo vanishes.
Effect: creatures within 12×12 map squares who hear it will take no actions beside dancing [Etiquette 7]
Retail cost (seven uses): 2,940 coins = 70 impact × 6 area × 7 uses