Sunday, February 5, 2012

Looted Libraries

The PCs spent most of their time in the Mews of Methas yesterday poring through a library, searching for useful books. They found quite a few books that could be useful to them, but elected to take only those below. They were generally uninterested in learning things like cosmetology.

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:
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. The Transmogrifakticon, magical text on Transmutation magic. Contains spell Massmorph.
  6. 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.
  7. Map of local area. Very old, and so out of date.
  8. 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.)
  9. 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.
  10. 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.
  11. 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.
  12. Lead to Gold: An Introduction, if used as as reference, allows character's player to ask 7 questions about alchemical effects encountered.
  13. 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.
  14. The Chirurgeon-Soldier, a month's careful, devoted study allows 2 extra attempts to stabilize a critically wounded creature before they die.
  15. 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.
  16. Gwarba's Opus, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify an Illusion effect.
  17. Plussing and Minussing, if used as a reference, allows 25% chance to be able to do own accounting.
  18. 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.
  19. 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.
  20. 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.
  21. Engines of War, diagrams reduce cost of building 5 types of siege engines by 10%.
  22. MAGIC!!, if used as a reference, allows character's player to ask 8 questions about alchemical creations or effects. Surprisingly helpful.
  23. 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.
  24. Boogah-Boogah-Boogah!, a month's careful, devoted study will give a character a second chance to save against magical fear and confusion effects.
  25. 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.
  26. Woody Flora, if used as a reference, allows character's player to ask 8 questions about trees and wood.
  27. 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.
  28. 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.
  29. Keepin' Power!, if used as a reference, allows character's player to ask 3 questions about goblin political workings and psychology.
  30. The Court of the Omniscient Illusion, sacred text of the Initiates of the Acerbic Crystal. Useless without commentary.
  31. Maps of a city none of you recognize called "Thelak-Nu"
  32. Flame and Siege, teaches the building of siege engines which are able to fire flaming projectiles for an extra 10% of the cost.
  33. Sizzlin' Serfs!, contains Fireball spell
  34. The Cohorts of the Cogent King, sacred text of Dwarves
  35. Giving Voices, contains Magic Mouth Spell
  36. Flowers, text worth 42 sp towards your library.
  37. Vile and Terrible Beasts, if used as a reference, allows character's player to ask 6 questions about creatures of unnatural origin.
  38. The Ways of the Fair Folk, a month's careful, devoted study will give a character a +5 on reaction rolls by elves.
  39. 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.
  40. 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.