Below are the PCs' haul of books, plus two more to round out the list; hopefully you'll find them useful in your own game. Roll 1d4-1 and 1d10 to randomly select one:
- Commentary on The Court of the Omniscient Illusion, sacred text of the Initiates of the Acerbic Crystal, an apparently evil cult none of you have ever heard of. A month's careful, devoted study, along with the text itself, gives a character knowledge of the Initiates' jargon so that, if the jargon is used in an encounter with the Initiates, a +2 is granted to the reaction roll.
- Darm's Guide to Hard Liquor. If using this book as a reference, 75% chance to identify and appraise the value of any distilled alcoholic beverage.
- Manual of Maladies, Murmurs and Measles. If used as a reference, 25% chance to identify a disease and, once identified, 25% chance to identify and acquire cure.
- Tasty Brains, cultural anthropology text on Mind Eaters. Using book as a reference will allow character's player to ask 7 questions about Mind Eaters.
- The Transmogrifakticon, magical text on Transmutation magic. Contains spell Massmorph.
- Benevolent Edicts of Tworma, book on ethics which seems to advocate execution as the only moral response to societal discord. Vigorous study for a month will give a character 10 point advantage in securing a desired outcome in a court that uses the Edicts as law.
- Map of local area. Very old, and so out of date.
- The Book of the Hadeharians of the United Faculty, an Alchemical text worth 62 silver towards a library. (Libraries worth over 1000 sp halve research and transcribing times.)
- Enchantments for the Common Man, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify a magic effect.
- Foriglorn's Condescension to Mortals, adds three pips to Ancient Lore skill when used as a reference by non-Magic Users to identify Nature Magic (Druid spells) effects.
- The Soldier's Medical Manual, if used as a reference, allows character's player to ask 10 questions about ways to cure diseases with herbs and potions.
- Lead to Gold: An Introduction, if used as as reference, allows character's player to ask 7 questions about alchemical effects encountered.
- Wizards: Nasty People Who Steal Your Brain, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify an enchantment effect.
- The Chirurgeon-Soldier, a month's careful, devoted study allows 2 extra attempts to stabilize a critically wounded creature before they die.
- Tzu-Zun's Pacificator, if used as a reference before a battle, 20% chance to predict a portion of the enemy's strategy; if that is successful, 5% chance to predict most of enemy's strategy.
- Gwarba's Opus, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify an Illusion effect.
- Plussing and Minussing, if used as a reference, allows 25% chance to be able to do own accounting.
- Chills and Shivers: Nasty Things Wizards Do Two, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify a cold or poison magic effect.
- Quarg's Rules, allows +10 towards obtaining desired outcome of court case in a Troll court that uses the Rules, if used as a reference.
- Sparkles and Burns: Distractions of Vile Wizards, if used as a reference, allows reader to treat magical burns as if they were mundane burns for the purposes of healing.
- Engines of War, diagrams reduce cost of building 5 types of siege engines by 10%.
- MAGIC!!, if used as a reference, allows character's player to ask 8 questions about alchemical creations or effects. Surprisingly helpful.
- Nasty Places and How Wizards Send You There, if used as a reference when examining a magical gate, allows character 50% chance to know whether the destination will be generally benevolent, malign or neutral towards them.
- Boogah-Boogah-Boogah!, a month's careful, devoted study will give a character a second chance to save against magical fear and confusion effects.
- The Attendants of Bwerm, a month's careful, devoted study will give a character a chance equal to 10% times character level to increase their Wisdom score by one.
- Woody Flora, if used as a reference, allows character's player to ask 8 questions about trees and wood.
- The Annotated Book of Greshcanth the Obstructor, a month's careful, devoted study gives a character a 25% chance to correctly provide all passwords demanded in an encounter with a cultist of Greshcanth.
- The Healing Art, if used as a reference, allows character's player to ask 10 questions about ways to cure diseases with herbs and potions.
- Keepin' Power!, if used as a reference, allows character's player to ask 3 questions about goblin political workings and psychology.
- The Court of the Omniscient Illusion, sacred text of the Initiates of the Acerbic Crystal. Useless without commentary.
- Maps of a city none of you recognize called "Thelak-Nu"
- Flame and Siege, teaches the building of siege engines which are able to fire flaming projectiles for an extra 10% of the cost.
- Sizzlin' Serfs!, contains Fireball spell
- The Cohorts of the Cogent King, sacred text of Dwarves
- Giving Voices, contains Magic Mouth Spell
- Flowers, text worth 42 sp towards your library.
- Vile and Terrible Beasts, if used as a reference, allows character's player to ask 6 questions about creatures of unnatural origin.
- The Ways of the Fair Folk, a month's careful, devoted study will give a character a +5 on reaction rolls by elves.
- Selected Theatre of the Lizard-Men, an anthology of some of the very best Lizard-Man plays; a month's careful, devoted study will give a character a +5 on a reaction roll when conversing with educated Lizard-Men.
- Rough Eatin', if used as a reference, gives a character a 25% chance to find food in environments where no obviously edible animals or plants exist.
awesome. Ganking this now.
ReplyDeleteVery nice! Consider it stolen.
ReplyDelete