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Alchemical Items of Thurian:; "Alchemical Items for use!"
Topic Started: Apr 9 2012, 04:26 PM (801 Views)
Nialldubh
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The Tower of Alchemy:

"The lore and wisdom of Alchemical Items. Created or from Source-books!"
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Nialldubh
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The Rope of Dead Woman' s Hair:

I believe much needed information was not included in the "Rope of Dead Woman's Hair," Item, this is an Alchemical Item found in two source-books.

1: The Scrolls of Skelos: Page 65.

2: Secrets of Skelos: Page 90.


Within the Skill 'Use Rope,' 'secure a grappling hook,' attempt can only reach to to a maximum of 50 ft. with a DC 20 to successfully attach the weighted hook to a target!

This makes no sense for purposes of the story, 'The Tower of the Elephant,' in which Conan hurl the grappling hook attached to the Dead Woman's Hair 150 ft. up to the top of the tower, if maximum distance can only be 50 ft.



Here is my proposal:

Hemp Rope: Max height: 50 ft. at DC 20. As described in Basic Rules.

Silk Rope: Max Height: 100 ft. at DC 20. Rule states: DC 10 +2/ 10 ft., we will allow silk rope: DC 10 +1/ 10 ft. of distance.

Dead Woman's Hair Rope: Max Height: 150 ft. at DC 20. Rule will be DC 10 +2/ 30 ft.


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Nialldubh
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NEW FEAT:


Master Alchemist:

This feat is based on the Savant variant of the Scholar class. Scholar may take either Knowledge is Power or Master Alchemist on their first level. Master Alchemist allows the Character to choose 1 + Int modifier alchemical recipes. He may then produce them at half the usual cost. A Scholar that has chosen Knowledge is Power may take Master Alchemist using a feat or he many choice to reverse the process and take Master Alchemist first and use a feat later for Knowledge is Power.

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Nialldubh
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Space Mead by Raven

* Craft (Alchemy) check required to manufacture: DC 25

Fortitude save: DC 18
Initial Damage: 1d4 Wisdom
Secondary Damage: Paralysis

Space mead is a magical elixir that allows a terrestrial being to survive the vacuum and cold of the Outer Dark. The elixir tastes like an exquisite vintage of wine or brandy to the imbiber. It is however far too strong a brew for most mortal beings. As noted above a person imbibing it suffers damage as if poisoned. Even if paralysed the Mead still provides protection from the conditions of the Outer Dark.

Should a person remain conscious after tasting Space Mead, they are capable of remaining in vacuum and cold for up to ten hour without penalty per each dose. If using Byakhees or similar mounts this allows a good range to the journeys between the stars, though the riders best be wise enough to carry more Mead for the return trip. While Byakhee can Manifest from the Outer Dark to any world nearby they must manually travel the distance between them though they do so at speed far outstrips the mere speed of light. The intoxicating effect of the mead helps insulate the rider of such a journey from overwhelming sensations such a journey would provide.

If a person is paralysed by the Space Mead and remains in a terrestrial atmosphere there is a curious and unintended side effect. The person becomes subject to dreams and visions of the unseen workings in the worlds about them. Though this usually provides little more than disturbing visions and auditory sensations, an astute person can make a Knowledge [arcana] test every hour to glean some useful information to them. The person must also make a Corruption test at the end of the ten-hour period of hallucinations as their mind has been exposed to the raw potency of Chaos overlong. Some sorcerers ignorant of the nature of the Outer Dark who stumble upon knowledge of Space Mead only learn of this use for the Mead.

Requirements: Two rare minerals, the extract of a nearly extinct plant, one ounce of Byahkee blood, the pollen of an extraterrestrial tree and the water of the river Avernus in the Dreamlands and twenty Power Points expended over the brewing of the Mead.


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Nialldubh
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Carotid Toxin by Raven

* Craft (Alchemy) Check to make: DC 24

Fortitude saving throw: DC 20
Onset time: One day
Initial and Secondary Damage: 1 Con [see below]

Carotid toxin is a venom used by the serpent people when they need to remove someone without raising suspicions. The venom it self is colorless and odorless and will dissolve easily in water, gravy or alcohol without losing its potency. Upon imbibing the venom starts to slowly eat away the wall of their carotid arteries. Each day the person must make a saving throw against the poison’s DC or lose 1 point of Constitution. While the poison is in effect this attribute damage may not be healed naturally. This continues for the duration of the venom’s effect- 1d10+10 days.

The slow effect of the venom often causes people to mistake it for a disease though a Heal check of DC 25 will confirm that the person is in fact not sick. If the initial dose is no sufficient to kill them the person may recover normally though their lowered Constitution may cause that to take to some time to return to full health. The serpent however may just administer another dose to the victim to finish them off. After all given the now weakened state of a victim, few question such a ‘relapse’.


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Nialldubh
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Domination Serum by Raven

* Craft (Alchemy) DC to create: 30

Fortitude saving throw: DC 21
Initial Damage: 1d4 Wisdom
Secondary Damage: Domination [see below]

Domination serum is a colourless serum made from the milk of the serpent people’s own venom. It is colourless and has a faint taste of raspberries. The effect of the serum is to make a person highly susceptible to the verbal suggestions of the serpent people. While under the effect of this substance a person is treated as if they are under the domination spell with regard to any orders given to them by the children of Set. This is only in regard to serpent people or the sentient Sons of Set and no other races. It has been theorized that something either in the tone of their voices or their smell that triggers the serum’s effect.

The serum is very potent and metabolises very slowly- ten drops of the serum is sufficient for one dose and it will last 1d10+10 days. Serpent people use it to keep their slaves in line. Most serve it to their thralls in weekly ceremonies to ensure their continued compliance.

Requirements: Ten doses of serpent person venom, Craft (Alchemy) 10 ranks.


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Nialldubh
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Alchemical and Herbal Products By Raven

Note: There maybe duplication with other Posts, take note and chose what suit best for you!


Revised Herbal Product

Woundwort

Identification DC: 10 [Knowledge (Nature)]
Search DC: 20 [temperate forest]. 25 [any other non-arctic or desert environment]
Craft [Herbalism] DC: 15

Requirements: 5 ranks Craft [herbalism], 5 ranks Heal

Description: A green plant with small yellowish flowers, woundwort is a common herb used by healers the worldwide. Correctly prepared a single dose of woundwort can do one of the following:


* Give a +2 check on a Heal roll for Short or Long Term Care.
* Add +1d4 to the total hp restored by a successful Short Term Care treatment.
* Add +2 to the Fortitude check of a patient suffering from disease or poison.

Cost: 50 silver luna.



New Herbal Preparation

Talameri

DC to Gather: 15
Location: Brythunia, Northern Nemedia and Turan, Southern Hyperborea
Craft [Herbalism] DC to manufacture: none/15

Description and Effects: A common flowering plant found in Hyboria’s northern climes Talameri is folk remedy used to cure hangovers and other overindulgence. Eating the leaves from a single plant will recover a character 1 point of Wisdom attribute damage by stimulating the heart. If the leaves are smoked and dried properly the effect is concentrated. Each leaf will restore 1d6 points of Wisdom attribute damage but the character consuming the dried leaf must make a Fortitude DC 12 save or suffer 1d3 points of temporary Constitution damage from cardiac overstimulation. If the dried leaves are taken prior to taking Wisdom attribute damage from a drug such as alcohol or Yellow Lotus Mash, the leaves give a +10 saving throw against the drug’s effect. The character must still make their saving throw against Constition damage upon ingesting them.

Price: 1 silver luna raw, 15 silver luna dried and processed.



New Alchemical Product

Yellow Lotus Mash

* Craft (Alchemy) DC to manufacture: 20 in solid form; 25 in powdered or gaseous form [incense]

A derivative of the Yellow Lotus, Yellow Lotus Mash is a mixture designed to deaden the will and render a subject completely susceptible to suggestion. Despite its name the Mash can be in solid, powdered or gaseous in the for of incense. For each dose of Yellow Lotus Mash a character is exposed to they must make a DC 20 Fortitude save or take 1d8 Wisdom damage. If a character’s Wisdom is reduced to zero in this manner then their willpower is eliminated and they become little more than living automations subject to the suggestions of anyone around them. They are completely unable to act themselves- they must be told to eat, sleep or even go to bathroom. In addition the affected character will automatically fail their save against any spell of the Hypnotism sorcery style. The character is completely unaware of their surrounding and what they are doing while in this state. They will even commit blatantly suicidal acts if commanded to. Victims are able to fight or commit complicated actions if commanded to but must be monitored constantly while doing so.

Each dose of Yellow Lotus Mash prevents a character from regaining lost Wisdom for twenty-four hours. At this point the character begins to recover Wisdom normally. Once Wisdom returns to one, they become aware of their surroundings as momentary flashes of confusing images. Once they reach a total of three the character may act normally but is usually disorientated and confused. They will be unable to remember events that occurred while they were under the effects of the drug and depending on how long they were under the drug’s effect they might lose days, months or even years of their life’s memories.

Most alchemists use Yellow Lotus to render an enemy or victim into a temporary compliant state for their own purposes. Only the wizard lords of Aerie use it on a long-term basis, administering the Mash to their slaves on a daily basis. Characters in such a regimen of treatment can make a new saving throw every time the drug is given to them. If they are successful the Mash has no effect for that day and then begin to recover their Wisdom and their freedom to act.

Price: 250 silver luna per dose.



New Drug

Yellow Lotus Dust

Type: Ingested

* Craft (Alchemy) DC to manufacture: 15

Fortitude Save against addiction: DC 16
Price: 50 silver luna
Addiction Rating: Low

Description: Yellow Lotus Dust is a distillate created by the by-products of the process to create Yellow Lotus Mash. The impurities eliminated from the processed Yellow Lotus still possess a narcotic effect. Properly collected and powdered the alchemist can produce a low powered drug used by many people to stave off the effects of boredom or for simple recreation. Characters under the influence of Yellow Lotus Dust gain a mild euphoric feeling that takes the edge off boredom, but suffer 1d6 Wisdom damage due to impaired judgement.

Cost: 50 silver luna



New Poison

Carotid Toxin

* Craft (Alchemy) Check to make: DC 24

Fortitude saving throw: DC 20
Onset time: One day
Initial and Secondary Damage: 1 Con [see below]

Carotid toxin is a venom used by the serpent people when they need to remove someone without raising suspicions. The venom it self is colorless and odorless and will dissolve easily in water, gravy or alcohol without losing its potency. Upon imbibing the venom starts to slowly eat away the wall of their carotid arties. Each day the person must make a saving throw against the poison’s DC or lose 1 point of Constitution. While the poison is in effect this attribute damage may not be healed naturally. This continues for the duration of the venom’s effect- 1d10+10 days.

The slow effect of the venom often causes people to mistake it for a disease though a Heal check of DC 25 will confirm that the person is in fact not sick. If the initial dose is no sufficient to kill them the person may recover normally though their lowered Constitution may cause that to take to some time to return to full health. The serpent however may just administer another dose to the victim to finish them off. After all given the now weakened state of a victim, few question such a ‘relapse’.

Requirements: Eight ranks of Craft (Alchemy) and the extracts of three subterranean plants.



New Alchemical Product

Domination Serum

* Craft (Alchemy) DC to create: 30

Fortitude saving throw: DC 21
Initial Damage: 1d4 Wisdom
Secondary Damage: Domination [see below]

Domination serum is a colorless serum made from the milk of the serpent people’s own venom. It is colorless and has a faint taste of raspberries. The effect of the serum is to make a person highly susceptible to the verbal suggestions of the serpent people. While under the effect of this substance a person is treated as if they are under the domination spell with regard to any orders given to them by the children of Set. This is only in regard to serpent people or the sentient Sons of Set and no other races. It has been theorized that something either in the tone of their voices or their smell that triggers the serum’s effect.

The serum is very potent and metabolizes very slowly- ten drops of the serum is sufficient for one dose and it will last 1d10+10 days. Serpent people use it to keep their slaves in line. Most serve it to their thralls in weekly ceremonies to ensure their continued compliance.

Requirements: Ten doses of serpent person venom, Craft (Alchemy) 10 ranks


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