Friday, May 30, 2008

Opal Flamebrother - Medium Wondrous Item

Opal Flamebrother: This bead, about the size of a large man's thumbnail, is carved from brilliant orange opal with sparkling yellow flaws inside. It looks like a stylized flame or sunburst on casual examination. Upon close examination, it is revealed to be a flamebrother salamander rolled up in a fiery ball.

Once per day, the bead can be held between thumb and forefinger, and a command word used to activate the bead. It vanishes, leaving soot on it's invoker's fingertips. A flamebrother appears as if it had been summoned by summon monster 4, and obeys the users verbal commands regardless of which language is used. The flamebrother follows orders for seven rounds, then vanishes in a puff of smoke and the opal flamebrother bead reappears in the hand of the individual who invoked it.

If the invoker is a spellcaster, they can cast a spell on the bead, as if the bead were a target creature, in the round before they call the flamebrother. The spell remains on the flamebrother.

If the invoker of the bead has the feat Augment Summoning, the flamebrother is affected by that feat.

Moderate conjuration; CL 7th; Craft Wondrous Item, summon monster 4; Cost 10,000.

NPC Gear: 12th
Treasure Value: 13th

Math:

4*7*1800/5 for summon monster 4 once per day.

Monday, May 26, 2008

Staff of the Donjon - Staff

Staff of the Donjon: This heavy staff is made of cold iron, bound with adamant strips. Soldered to the length of the staff are keys and locks. Attached to the head of the staff is the skull of a devil, its massive horns plated with adamant. The foot is shod with the hoof of a gorgon.

It is said that there is only one Staff of the Donjon, created by the God of Prisons and handed down to his heroes to protect the lands from terrible forces by locking them away. Legend has it that this staff regenerates one charge per year, and that if its wielder dies fighting a great evil, the staff will consume their soul to replace one charge.

This Staff of the Donjon can cast the following spells:

Maze, for 1 charge.
Elemental Swarm, for 1 charge.
Imprisonment, for 2 charges.
Earth Quake, for 2 charges.

Strong Conjuration, Evocation; CL 17th; Craft Staff, earth quake, elemental swarm, maze, imprisonment; Cost 100,000 gp

NPC Gear: 20th
Treasure Value: 21st

Math:
Maze (8th level)8*15*187.5 = 22,500
Earth Quake (8th)8*15*187.5 one quarter cost for 3 charges to use =5,625
Elemental Swarm (9th)9*17*281.25 = 43031.31
Imprisonment (9th) 9*17*375 Half cost for 2 charges to use = 28,687.5

= 99,843.81, rounded up for simplicity

Friday, May 23, 2008

Tongue of Storms - Specific Weapon

The Tongue of Storms: This morning star has a haft made of charred bone bound with gold plated steel. The head is the skull of a shock lizard, filled with lead that has has the heads of ancient spears and daggers implanted so as to serve as wicked looking spikes. When any creature with the reptilian subtype touches it, bolts of lightning spark and arc between the points of the morning star.

This weapon was forged for a high priest of Bahamut by the rebel blue dragon priestess Skyclaw. It was used by the high priests of the lawful troglodytes who served her until her fall at the hands of a chaotic evil kobold cult.

Tongue of Storms is a +1 shocking morning star. Three times per day, as an instant action evoked when the wielder realizes he is about to fail in combat, the wielder can re roll a combat roll to hit.

Strong evocation and divination; CL 9th; Craft Magic Arms and Armor, shocking grasp, true strike; Cost 35,315 gp.

NPC Gear:
Treasure Value:

Math:

+2 weapon enchantment 8,315
3 combat rerolls per day: 3*3*2000 = 18,000
half again for multiple similar

If you are using the Tome of Magic, the item cost should be 26,815
So, I've been looking at how magic items are built in 4.0, trying to reverse engineer the process on limited info.

I built a spreadsheet with the properties of all the items I've seen so far laid out:

Lvl, title, enchancement, Crit, Property, Daily Power, Encounter Power, @ will power.

It looks like a simple stacking mechanism. Wizards has given us some clues as to how it's done already. Ferinstance, items up to fifth level have a +1 bonus. Up to tenth a +2 bonus. And so on.

But it looks like the other powers are kind of laid on in stages. For instance, a second level item seems to have a bonus associated with it, and something else: a crit bonus or a daily power for instance. A third level item has a bonus and two powers, or one power that's more powerful. I hope there is a simple way of gauging level appropriate powers.

Will I make magic items for 4.0? Almost definitely. I'm already itching to provide a lower level Holy Avenger:

Holy Avenger
Level 25+
The most prized weapon of any paladin.
Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a healing surge
Property: A holy avenger deals an extra 1d10 radiant damage when the power you use to make the attack has the radiant keyword.
Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.

Why should high level characters have all the fun?

Here's what I'm thinking:

Radiant Avenger
Level 5+
The most prized weapon of any paladin.
Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp
Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a healing surge
Property: A holy avenger deals an extra 1 radiant damage when the power you use to make the attack has the radiant keyword.
Level 15 or 20: extra 1d6 radiant damage.
Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +1 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.

There. That seemed easy enough.

This stacking mechanism makes me think it will be very easy to level up magic items. For instance, when your PC's fighter turns 15th level (or sixteenth, or whatever), you say: the dragon's blood coat's your blade and causes the flames to burn brighter.

For instance, when your fighter reaches

Tuesday, May 20, 2008

Hacking 4.0 Monsters

So about a month ago, 4.0 published an article about how to hack monsters.

The same day, they published a cool new monster called the Phane. It's right up my ally: it's creepy and weird looking, it has time manipulating powers. But it's a 25th level creature!

I'm not going to be running at that level any time soon.

The monster hacking guidelines say that: "This process works best for adjusting a monster’s level up to five higher or lower. Beyond that, the monster changes so much that you’d do better to start with another creature of the desired role and level range."

But frankly, 4.0 is so stripped down that it looks very easy to skin and reverse engineer. So I used the decreasing level method anyway.

"Decreasing a monster’s level works like increasing it, but in reverse. For each level down, reduce the creature’s attack rolls, defenses, and AC by 1 and drop its hit points based on its role. For every two levels, also reduce its damage by 1."

This is what I came up with:

Low Phane
Level 5 Elite Controller (-21 levels)
Large immortal magical beast
XP 18,000

Initiative +2 Senses Perception +4; darkvision
HP 72; Bloodied 37
AC 20; Fortitude 17, Reflex 20, Will 17
Resist insubstantial
Saving Throws +2
Speed 10, fly 10
Action Points 1

Temporal Touch (standard; at-will)
Reach 2; +8 vs. Reflex; 1d8 + 5 damage, and the target is slowed until the end of the phane’s next turn. The phane shifts 4 squares before or after making this attack.

Wizening Ray (standard; at-will)
Ranged 10; +8 vs. Fortitude; 1d4 + 4 damage, and the target is dazed and weakened (save ends both). Aftereffect: The target is weakened (save ends). The target appears elderly until the effects of the wizening ray end.

Wizening Tempest (standard, usable only while bloodied; at-will)
Close burst 1; phanes are immune; +8 vs. Fortitude; 1d4 + 5 damage, and the target is stunned (save ends). Aftereffect: The target is dazed and weakened (save ends both). The target appears elderly until the effects of the wizening tempest end.

Temporal Fugue (minor; at-will)
By moving backward and forward in time, a phane can remove one effect afflicting it.

Alignment Unaligned Languages Supernal
Str ?? (+0) Dex ?? (+2) Wis ?? (+0)
Con ?? (+0) Int ?? (+1) Cha ?? (+0)

I took the hit points from a fifth level wizard ("controller") and doubled them because a phane is "elite."

I haven't thought much about the ability scores.

The caveat is this:

If you apply the guidelines straight, you get some ridiculous things when it comes to damage, like a fifth level phane that does 2d8 - 10 damage with an attack, or -8 to 6 points.

The solution is this:

Lowering the size of damage dice by one "step" is roughly equal to lowering the damage by one point on average. So, you divide the amount you need to lower the damage by 2. In this case, a twenty level reduction requires a ten point damage reduction. Then you give the creature a -5 penalty to damage, and lower the die type by five steps.

Wallah.

Is it right?

I dunno. It looks right compared to many of the monsters I've seen. I won't know if it is right until I use it in a playtest against my halpless players sometime in July or so.

Monday, May 19, 2008

Treacherous Kukri - Specific Weapon

Treacherous Kukri: This compact, easy to hide Kukri has an oily looking, blackened steely blade that flashes indigo rainbows. The inner edge is wickedly serrated. The pommel is made of ebonwood, and usually carved to resemble a snake with amythyst eyes. It is often used by mid level cultists of darkness.

The Treacherous Kukri has a couple of tricks. First, once per day, you can re-roll a single charisma or dexterity based skill check. You can do this with an instant mental command, as you realize you are about to fail an action you are taking. You must take the second roll as final.

Second, once per day, a command adds +1d6 sneak attack damage, as appropriate for a sneak attack bonus. This stacks with other sneak attack damage, and lasts for one minute.

Weak enchantment and divination; CL 3rd; Craft Magic Arms and Armor, True Strike; Cost: 1,600 gp

Treasure Value:
NPC Gear:

Math:

One reroll per day: 1*1*1000 = 1,000. +1d6 sneak attack damage is a +1 bonus, /5 for once per day, or 400 gp *1.5 for multiple different.

If you are using Tome of magic, cost is 200 gp less

Friday, May 16, 2008

4.0 Giddies

I was following the 4.0 news kind of dispassionately until I saw this 4.0 excerpt about treasure on the 14th. Now I've got a case of the "hurry up alreadys."

This may be because I have finished by big 3.5 game, and am looking for something else to capture my attention.

But...

3.5 Broke for me at higher levels. I don't know if I mentioned this before, but it specifically broke around equipping NPCs.

I loved creating complex magic items for my games, and or the blog. I hated the endless process of equipping NPCs.

The above article breaks the process of awarding treasure into simples steps. One treasure per of a certain value per encounter. I could have done that in 3e. In fact I did for awhile. But when you threw in NPC gear, it got hella messy. Too much to keep track of.

In 4.0, it looks like NPCs/monsters aren't really supposed to have big fun treasure. I'll have to wait to see what the articles on creatures with PC classes as opponents looks like, but this article seems to indicate that if you give a monster a magic item, it may boost it's challenge a little depending on how strong the MI is. But that's it.

I like this. Include a treasure, change the creature's abilities and boost the challenge and XP awarded some what, and because treasure is not awarded by value per encounter, no fidgety math!

Can I hear Yee! Can I get a Ha-ah!

All right. I'll settle down.

Also: 4 items for the four higher levels plus a set gp amount per level of adventuring. Not per encounter. Per level of adventuring. I don't have to balance different levels of treasure for higher or lower level encounters. I can keep a straightforward log of treasure awarded.

Man, it looks smooth. Like dat.

And easy to hack. The article gives suggestions for hacking your economy: no magic stores? That's easy: Strip off the extra charges for enchanting items. There's a rule set for taking the magic off unwanted items and turning it into new magic items. I've been fiddling with that forever.

I'm thinking of hacking it by removing one of the magic items given as treasure and replacing it with gold, in addition to removing magic vendors. This will give it a more low magicky feel.

So, of course, in my excitement, I've started trying to deconstruct how magic items are made.

Wednesday, May 14, 2008

Robe of the Petimagi - Minor Wondrous Item

Robe of the Petimagi: This normal-appearing garment can be white (01-45 on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.
  • +1 armor bonus to AC.
  • +1 resistance bonus on all saving throws.
  • +1 damage to all damage dealing spells cast.

Weak varied; CL 3rd; Craft Wondrous Item, Spell Focus, mage armor or shield of faith; Price 4,000 gp; Weight 1 lb.

NPC Gear: 8th Treasure Value: 9th

Math:

Armor bonus: 1*1*1000
+1 resistance bonus: 1*1*1000 plus %50 multiple different
+1 damage to all spells that deal direct damage: 300*2, as masterwork bonus doubled for breadth of utility, +50% for multiple different

2,600 gp if using prices as per Magic Item Compendium

Monday, May 12, 2008

Star Glass Weapon - Weapon Quality

Star Glass Weapon: The artisans of Novanomopolis have so perfected the art of glass making that they can make tools from glass that are both baroque and lovely and deadly functions. Anything from walls to armor, scalpels to weapons can be made.

When powdered star crystal is added to the mix, the inherant magic sometimes does wierd things to the resultant device. One of the most common effects is to store up energy and release it in a burst of enchantment that causes the glass to turn into raw starlight.

Starglass is often used to make scimitars and falchions, curved weapons that hold a sharp edge. The glass can be clear or tinted in colors ranging from black to smoke, from solid jewel tones to rainbow gradients.

A starglass weapon has a one in six chance, each time it is used to make an attack, to become a brilliant energy weapon. The player whose character is using it throws a d6 along with the d20 to hit. If it comes up a one, the weapon shimmers and bursts into radiant light, functioning as a brilliant weapon for that strike.

An exceptionally pure varient of weapons grade star glass called pure glass will has a 1 in 4 chance to ignite into brilliance for a strike.

Star glass weapons are often masterwork, but don't need to be.

Craft Arms and Armor DC 30, Craft Alchemy DC 30; Cost + 5,300 gp, +8,000 gp (pureglass)

NPC Gear: Masterwork Starglass Falchion

Treausre Value: Masterwork Starglass Falchion

Math:

+4 bonus, 32,000 gp.
/6 for one in six chance of functioning = 5,333
/4 for clean glass

Sunday, May 11, 2008

Game 5

Yay! My fledgling game system's first TPK!

Sniff, I'm so proud!

Our heroes follow the canyon to a valley. At the front of the valley are two abandoned towers. The one nearest them has a great crack in it.

The far end of the valley is a field of glittering rubble and bizzare mist that has killed all the vegetation. Strange, luminescent blobs can be seen moving in the mist.

As the characters head towards the cracked tower, the come under fire. Great blobs of energy rain from the cracked tower, blasting the ground around them. Most of the characters take cover, but Cheeze bravely forges on towards the tower. Running up the stairs carved into the face of the tower, Cheez encounters ogres with strange sineals.

Cheez gets destroyed by the ogres while the rest of the party pretty much gets obliterated by the sineal cannon fire from the tower. Putkin survives by virtue of his player not being there.

So ends the first iteration of the Celestial Wastelands. La. Life is intervening with continuing before we start playing 4.0, so I hope to pick this up later. I have decided, however, that I don't like writing a blow by blow of my game. Never have been able to get into it. So I need to do something different with Celestial Wastelands when I start it again. I will probably scrape these entries into the Rosy Rod blog and close this down in the future.

Thank you for reading.

Friday, May 09, 2008

The Platinum Medallion - Minor Univeral Item

The Platinum Medallion: The Platinum Medallion is a fifty year old piece of technological marvelosity that came out of black ops in the 1950s. It is a cybernetic hand that transfers mental impulses into electrical impulses.

The medallion must be implanted on the stump of the wrist, requiring surgery, 10 or more ranks in Knowledge Earth and Life Science, and a Treat Injury check of 30.

The medallion grants the following abilities to a psionic it is attached to: +2 to Computer Use, Craft (Electronics and Mechanics), and Repair skill checks.

The user can expend 2 power points to provide power to an electrical or mechanical device that does not have a power source but is otherwise functional. This effect lasts for 10 minutes. The device functions exactly as it normally would if it had conventional power.

The medallion can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger devices cannot be powered with this spell.

The user can power a energy weapon by expending two power points per die of damage the weapon does per shot.

These powers can only be used if the medallion touches the item it is powering, but the item is otherwise used normally.

This item eliminates the glove and ring item slots of the hand it replaces. The metal cannot interact with the user's aura in order to connect to magic or psionic items.

Minor Psychokinesis; ML 3rd; Craft Universal Item, +7 ranks in computer use and Knowledge (Earth and Life Science); Price 1,200 gp.

Modern Stat Block

Type: Wondrous Item (psionic); Manifester Level: 2nd; Purchase DC: 30; Weight: -.

Treasure Value: 4th
NPC Gear: 3rd

Math:

3 +2 skill bonuses: 2*2*100=400, *3 = 1,200
Power Device: A first level d20 modern spell = 1*1*2,000, but requires power points to use *.5 = 1,000
replacing one magic item slot: -1,000

Monday, May 05, 2008

Masterwork Sextant - Special Equipment

Masterwork Sextant - This masterwork piece of equipment. A curved metal contraption with a tiny telescope attached, it is designed to allow the user to determine the precise location of the stars. They can be used in navigation and astrology.

If used to determine the precise location of the Brass Star while casting conjuration spells, it adds a +1 bonus to the caster level and turns casting into a full round action.

Craft DC 30; Cost 500 gp
NPC Gear: 1st
Treasure Value: 2nd

Math: The limited +1 caster level is equivalent to a +1 weapon bonus. Turning spellcasting is a huge drawback, ad hoc 75% reduction in item price.

Sunday, May 04, 2008

Game 4

Our heroes travel with PonPon, the kobold merchant, to Glassfang, the kobold capital. On the way there, they are attacked by a large feral mutant, and manage to slay him and take his hide and arcane infused skull and spine.

There are fully 500 residents in the seething metropolis of Glassfang. Our heroes turn in the heads of the bandits for bounty, buy new gear with the booty they have amassed, and Doc gets a large glass claw implanted on one of his hands.

They are summoned to an audience with the leader of glassfang, an eccentric kobold wearing a lensed hamlet, whose fingers have been replaced by surgical tools. He tells them that he had heard that they want to find asterial crystal, and gives them a guide who can take them to the starfall. He also tells them that if they can liberate the starfall from the Pasha who guards it, he will enrich them greatly.

They head into the Baelatian Peaks. Along the way, they come across glowing oozy energy creatures that shock them with lightning and fatigue them.

In the mountains, they come across a giant with a massive spike of crystal sticking out of his skull. He blocks the passage that leads to the pasha. Noting that he looks ill, with spongy flesh, bones that creak under his own weight, and loose skin, they also see that he is slowly wandering down the passage. They climb the cliff walls and look for loose boulders to pelt him with.

Eli uses stomp to dislodge a boulder on the giant as he passes below them, hitting him squarely. Enraged, seething with strange magical energies, the giant blasts them even as they rain death down on the. BC loses her footing, and swings with her ax while swinging on the end of her rope. Eli stomps the side of the mountain, bringing down more boulders. The giant tries to climb the side of the canyon, bashing at them with his club, but missing them.

They finally slay the giant, whereupon he dissolves into a puddle of black sludge.

Shard Mutated Giant: CR 4; Huge Giant; hp 35; Init -1; Spd 50 ft.; AC 13 (-1 Dex, -2 size, +5 Natural); BAB +7; Grapple ; Full Atk +4 melee (2d6-1, huge club); Face 15 ft.; Reach 15 ft.; SA Vomitous Discharge; SQ DR 3/Stone sonic/cold/electricity/acid resistance 5, regeneration 1; AL CN; SV Fort +6, Ref +2, Will +3; REP (Class+ Cha); Str 9, Dex 9, Con 9, Int 3, Wis 10, Cha 12.

Skills – Alertness (+3), Athletics +7 (-1), Sneak (-9), Survival +6. Feats – Skill Focus (Alertness).

SA- Vomitous Discharge: Each round, the shard mutated giant has a fifty fifty chance of letting off a 3d6, 50 ft. line of force damage at a random creature in reach and any creature directly behind the initial target. Reflex save for half (DC 14). The blast erupts from his eyes, and looks painful and uncontrolled.

Possessions – Giant star shard in forehead, Huge Club.



Totally kludged. The discharge happened too often. I might change his discharge power to read:

SA- Vomitous Discharge: The first round he is in combat, the shard mutated giant lets off a 3d6, 50 ft. line of force damage at a random creature in reach and any creature directly behind the initial target. Reflex save for half (DC 14). The blast erupts from his eyes, and looks painful and uncontrolled. Each round after the first, he has a 1 in 4 chance of letting off another blast.
Or you could change it to 3d4 damage.

Feral Mutant: CR 3; magical beast [augmented animal (# ft. tall or long); HD 3d8+6; hp 19; Init +4; Spd 40 ft (8 squares), climb 20 ft.; AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11; BAB +2; Grapple +5; Full Atk Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1); Atk Bite +6 melee (1d6+3); Face 5 ft.; Reach 5 ft.; SA Improved grab, pounce, rake 1d3+1; SQ Low-light vision, scent; SR 13; AL N; SV Fort +5, Ref +7, Will +3; Str 16, Dex 19, Con 15, Int 2, Wis 14, Cha 10.

Skills Balance +12, Climb +11, Hide +8*, Jump +11, Listen +7, Move Silently +8, Spot +7. Feats Alertness, Weapon Finesse.

Improved Grab (Ex): To use this ability, a feral mutant must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a feral mutant charges a foe, it can make a full attack, including two rake attacks.

3/day—defensive precognition, empty mind, mind thrust; 1/day—force screen.

Naturally Psionic: A feral mutant gains 1 bonus power point.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Feral Mutants have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Feral mutants have a +8 racial bonus on Balance and Climb checks. A feral mutant can always choose to take 10 on a Climb check, even if rushed or threatened.


The Feral mutant is a leopard with the phrenic template attached.

Saturday, May 03, 2008

Other game posting

I posted on my personal blog, giving some of the stats of the ongoing campaign that I just wrapped up.

I also started a new blog, a sort of game diary with stats for a low level 3.5 variant. I'm calling it the Celestial Wastelands, or my "Thundar the Barbarian" game. High fantasy post apocalyptic gaming.

The variant uses the generic classes and spell points from Unearthed Arcana and merges a lot of psionics with the spell and feat systems. I'm working on stripping down the "stuff" system from 3.5, as I honestly think that's the biggest problem with running 3.5: the record keeping associated with how treasure is awarded and how much stuff NPCs need.

Friday, May 02, 2008

Hag Loogeys - Alchemical Device

Hag Loogeys: Made by sea hags, the Hag Loogey is potentially the most disgusting magical aid known to the prime material plane. Unfortunately, in a pinch, they are the cheapest way to adventure underwater.

Sea hags are a magical and magically adept race. Some, who practice alchemy, develop a way to control their metabolisms so that they can distill their own magical abilities into a portable form. For instance, the ability to breath water. Most people first see a hag loogey fresh from a hag's throat, and become painfully aware of the arcane series of snorts, grunts, hawking coughs, high pitched musical hums, and other grotesque noises the hags make before depositing the loogey in their own hand. If someone had really angered the hag, she will often tell them that she has to deposit the loogey directly into their mouth for the magic to work.


Hag Loogeys can actually be stored in a sealed glass container.


They appear rather lovely. About half an inch long and a quarter inch in diameter, a hag loogey has the appearence of a shivering bolus made of clear gelatin. They can be lightly squeezed and still maintain their magic. If crushed, they dissolve into grey ooze with the consistency of snail slime. On the tongue, they have the same gelatinous texture, and sometimes causes imbibers to choke. You may impose a Fort save or Con check with a DC of ten or higher to swallow


Once a creature has choked down a hag loogey, they have the ability to breath underwater for ten hours.

Craft Alchemy DC 20, Sea hag race; Cost 200 gp


NPC Gear: 1st
Treasure Value: 1st

Math:


3*5*1000 = 15,000/40 for single use item = 375 ½, *.5 for reduced utility (only usable on one individual) = 187.5