ORGEWORKS F
DS-SU-01-EN
A SUPPLEMENT FOR DUNGEONSLAYERS
BY CHRISTIAN KENNIG
WEAPONS
NEW WEAPONS:
The following weapons are a supplement to page 13 of the Dungeonslayers basic rule book. Elven bows and Dwarven axes are created by true masters of their craft, explaining the higher stats and very high price.
Weapon
Elven bow* Flail Halberd (2h) Morning Star** Great Axe (2h)* Brass Knuckles War Hammer (2h) Dwarven Axe (2h)
* Too large for dwarves to wield
Weapon Bonus
WB +3 WB +2 WB +2 WB +3 WB +4 WB +0 WB +3 WB +3
Special
Initiative +1; bowstring snaps upon a Ranged Attack critical failure
Price
75GP 8GP 4GP 16GP 20GP 1GP 6GP 60GP
Initiative -2 Initiative -4 Initiative -4 Initiative -6, enemys defense -4 unarmed enemy: no defense bonus Initiative -4 Initiative -1, Defense -2
STEP I: WEAPON CATEGORY
D20 1-5 6-20 D20 1-12 13-20 Weapon Category Ranged Weapon Melee Weapon Melee Weapon Category Bladed Blunt
** Attacker hits self upon critical failure
DETERMINING LOOT: MAGICAL WEAPONS
Magical weapons can be determined by using the three simple steps on the following tables. After determining a weapon category, the specific weapon is determined in the second step. The third step gives the weapon one to three magical enhancements. The first enhancement is always a combat effect, giving a bonus to WB and Initiative and reducing the opponents Defense. The second enhancement confers a talent and the third a spell effect.
STEP II: SPECIFIC WEAPON
D20 1-2 3-4 5-9 10-14 15 16 17-19 20 Ranged Weapon Light Crossbow Heavy Crossbow Shortbow Longbow Elven bow Sling Spear Throwing dagger D20 1-2 3-6 7 8 9-11 12-14 15-17 18-19 20 Bladed
Two-Handed Sword
STEP III: Magical AbILITIES
D20 1 2-4 5 6 7-8 9 10-12 13-16 17-20 Blunt Flail Hammer Quarterstaff* Club* Morning Star
Brass Knuckles
D20 1-15 16-19 20 D20 1-16 17-19 20
Magical Abilities Combat Effect As above + Talent Effect As above + Spell Effect Combat Effect +1 bonus (WB/INI/-Defense) +2 bonus (WB/INI/-Defense) +3 bonus (WB/INI/-Defense)
Dagger Halberd Great Axe Broadsword Shortsword Longsword Battle Axe Dwarven Axe
Spear* War Hammer Mace
* does not break upon critical failure
Talent Effects: Are handled as if the wielder had learned the appropriate talent (ignoring any prerequisites and if the maximum level of the talent has been learned). Spell Effects: Releasing is a whole action (class and level independent). Roll Spellcasting/ Targeted Spells normally, including non spell-users (check value is minimum 10 if the PCs stats dont allow for better values). Determining Weapon Value: The seller would be lucky to even fetch half the price determined here, since a market for magical weapons is practically nonexistant. The nonmagical WB of a weapon is added to the combat effect and then multiplied by 200. If the weapon has a second (or third) magical effect, this result is further mulitplied by 3 (or 4).
Ranged 1-3 4-6 7 8 9-11 12-14 15-17 18-20
Melee 1-2 3-4 5 6 7-8 9-11 12-13 14 15 16-17 18-20
Talent Effect Brutal Strike Tough-as-nails Deadly Shot Lucky Devil Heros Luck Blademaster Parry Armor Training Marksman Fast Reflexes Steadfast Slayerstrike Weapon Mastery
D20 1 2-3 4 5-6 7-8 9-12 13 14-16 17 18 19-20
Spell Effect Greater Healing (touch with weapon) Lightning (from weapon) Firelance (from weapon) Fireray (from weapon) Healing Hands (touch with weapon) Light (from weapon) Arrow of Light (from weapon) Magic Shield (wielder only) Arrow of Darkness (from weapon) Levitation (wielder only) Terror (show weapon to opponent)
Spellcasters can use magical weapons with the spell effect as if it were a magical staff with the appropriate spell.
ARMOR
DETERMINING LOOT: MAGICAL ARMOR
Random magical armor can be generated in three quick steps using the following tables. A differentiation is made between plain magical armor, giving a bonus to Armor Value (AV), and Named Armor, giving special abilites and bonuses, but not necessarily an AV bonus. The base price would have to be paid if the PCs were to purchase it - they would be lucky to receive half of it if trying to sell armor.
STEP I: ARMOR TYPE
D20 1-3 4-7 8 9-13 14-17 18-20 Armor type Misc. protective items Robe Runic Robe Leather Armor Chain Mail Plate Armor
STEP II: DETERMINE SPECIFIC ARMOR ITEM
D20 1-15 16 17 18 19 20 Robes Plain Magical* Fire Robe*
Robe of Deep Thought*
Base Price 125GP 250GP 500GP 1.000GP 1.000GP 250GP
D20 1-15 16 17 18 19 20 D20 1-5 6-8 9-11 12-15 16 17-19 20
Leather armor Plain Magical
Hide of the Healer Garment of the Eagle Hunters Vestments
Base Price 250GP 500GP 2.000GP 1.000GP 2.000GP 1.000GP Base Price 250GP 500GP 500GP 500GP 500GP 500GP 1.000GP
D20 1-15 16 17 18 19 20
Chain armor Plain Magical Mail of the Scout Marksmans Mail Rogues Retreat Rangers Mail
Mercenarys Faithful
Base Price 500GP 2.000GP 1.000GP 2.000GP 4.000GP 1.000GP
Healers Robe* Robe of Power* Robes of Thunder*
Wardens Armor Wolfs Cloak Misc. protective items Leather Bracers Plate Bracers Plate Greaves Plate Helmet Wooden Shield* Metal Shield Tower Shield
* does not break on critical failure
* Double the Base Price if runic
D20 1-15 16 17 18 19 20
Plate armor Plain Magical Blood Armor Lions Plate Warriors Plate Bears Plate Sturdy Plate
Base Price 1.000GP 2.000GP 2.000GP 8.000GP 4.000GP 2.000GP
STEP III: AV BONUS
D20 1-15 16-19 20 D20 1-10 11-15 16-19 20 Plain magic bonus AV +1* AV +2* AV +3* Named armor AV +0* AV +1* AV +2* AV +3*
Price (GP) Basic x 1 Basic x 2 Basic x 3 Price (GP) Basic x 1 Basic x 2 Basic x 3 Basic x 4
NAMED ARMOR:
Bears Plate Decorated with a bears hide and claws, it grants its wearer +1 to Strength. Blood Armor Opponents suffer -1 to Defense against the meelee attacks of the wearer of this blood red plate mail. Hide of the Healer Usually fashioned from white fur, this leather armor grants the wearer +1 to Healing spells. Fire Robe A flame-adorned red robe, granting a +1 to Fire spells Garment of the Eagle Usually light beige and adorned with eagle feathers, grants +1 to Mind. Hunters Vestments This greenish-brown leather armor grants +1 to Reflexes.
* No penalty for Dodge, Spellcasting or Targeted Spells; Initiative penalty is reduced by 1 and Speed penalty is reduced 0.5 per bonus level.
Mail of the Scout This chain mail, with brown fur shoulder pads, grants the wearer +1 to Reflexes. Robe of Deep Thought While dull gray, it endows the wearer with +1 to Reason. Healers Robe Plain and white and +1 to healing spells. A classic! Robe of Power This violet robe grants +1 to Mind Warriors Plate This plate armor, with golden embossing, gets a lot of looks and grants a +1 to Body. Lions Plate Plate armor with golden lion heads as shoulder protection. No speed penalty. Marksmans Mail Lined with dark green cloth strips, this chain mail grants +1 to ranged weapon use.
Rangers Mail Reinforced with brown leather padding, it grants +1 to Agility. Rogues Retreat An unusual chain armor, the metal is interspersed with cloth fringes. +1 to Dexterity. Mercenarys Faithful Adorned with blue cloth highlights, the wearer enjoys +1 to Melee Attacks. Robes of Thunder Bluish gray with embellishments of thunderclouds and lightning. It grants +1 to all Lightning spells. Perpetually billows as if in a light breeze. Sturdy Plate This massive plate armor is reinforced with metal inlays. It even covers the neck area and grants +1 to Defense. Wardens Armor Made entirely out of fur, the wearer gains +1 to Agility.
Wolfs Cloak Made from a whole wolfs pelt, the wearer gains +1 to Dexterity. The wolfs head (sans its former content) acts as a cowl.
FORGEWORKS
A Supplement for Dungeonslayers
Translation By
Andreas Bsche Eleazar Joseph C. Wolf Sana D. Cover: Manuela Hoflehner
http://endara.net
2009 Christian Kennig
OUT OF THE FORGE, INTO THE FRAY
WITH HIS BLOOD RED ARMOR EFFORTLESSLY DEFLECTING THE ARROWS, HE MOWED DOWN SCORES OF FOES WITH HIS BATTLE AXE AS CRACKS OF LIGHTNING THUNDERED WITH EACH BLOW... THE CHRONICLES OF SLAUGHTER, VOL. II
GIVE YOUR PARTY THEIR JUST SPOILS! BE IT FIRE SPEWING BLADES, BILLOWING ROBES OF STORMY MIGHT OR THE GLORIOUS LIONS PLATE. ALSO HIGHLY RECOMMENDED FOR EVIL OVERLORDS. THIS FIRST SUPPLEMENT FOR DUNGEONSLAYERS OFFERS YOU TWO PAGES CHOCK FULL OF
- NEW WEAPONS FOR FRIEND OR FOE - TALENTS & MAGICAL EFFECTS FOR WEAPONS - TWENTY POWERFUL NAMED ARMORS - RANDOM GENERATION TABLES FOR MAGICAL ARMS AND ARMOR
HTTP://www.DUNGEONSLAYERS.COM