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On 26th November, 1476 – Vlad III, otherwise known as Vlad the Impaler, became the ruler of Wallachia for the third time. Vlad III is the 15th century Prince upon whom Bram Stoker based his 1897 gothic novel ‘Dracula’. Vlad was born sometime between 1428 and 1431, probably in Sighişaora, Transylvania. His patronymic, ‘Dracul’, means Dragon, derived from his father’s membership to the Order of the Dragon. In 1448, Vlad first took the Wallachian throne, but was overthrown in the autumn of the same year. However, he regained his throne in 1456 and remained the Prince of Wallachia until 1462. In 1462, the Ottomans, under Mehmed II invaded Wallachia, but were driven back by Vlad’s use of guerrilla warfare and terror tactics – he impaled and put on display some 20,000 people outside the city of Targoviste as a deterrent to the pursuing Ottoman forces. Vlad’s triumph did not last long, however, as Mehmed II left Vlad’s brother, Radu, with the task of subduing Wallachia. Despite winning a couple more victories against the Ottomans, Vlad was soon short of cash and sought the help of the Hungarians, but on his way to Wallachia he was ambushed and thrown into prison. He would only be released from captivity 12 years later. Radu’s sudden death in 1475 enabled Vlad to claim the Wallachian throne once more in 1476, but he died in the same year in a battle against the Ottomans. In Western Europe, Vlad III is remembered as a tyrant who took sadistic pleasure in torturing and killing his enemies. In Eastern Europe, and particularly in Romania, however, he is celebrated as a national hero for defending the country against the invading Ottomans.
On the high seas, an encounter
with an alien merchant ship leads to a brisk battle, after which the victorious
party examines the cargo hold to determine their booty. This
captured treasure can turn out to be either highly valuable or next to
Small merchant ships can hold up to
twelve units of cargo, while large merchant ships can hold up to thirty
units. Roll 1d12 for each kind of treasure possible. The DM should determine how many units will be awarded to the playing characters based on the size of the ship.
HIGH SEAS CARGO CHART (1d12)
- COOKING SPICES: Bags of Pepper, Cinnamon, and Cloves worth 500 gold per unit.
- SILK: Rolls of fabric worth 1000 gold per unit.
- PRECIOUS STONES: Small sacks of Amber, flint, jade, marble, and emeralds worth 1000 gold per unit.
- TEAK: Bundles of precious wood worth 300 gold per unit.
- BARLEY TEA: Barrels of tea leaves worth 350 gold per unit.
- COTTON FABRIC: Bolts of fabric worth 250 gold per unit.
- FLOUR: Bags of fine flour worth 200 gold per unit.
- BITTER ORANGES: Baskets of oranges worth 250 gold per unit.
- CABBAGE: Baskets of cabbage worth 150 gold per unit.
- COOKBOOKS: Boxes of these books worth 750 gold per unit.
- HERRING KIPPERS: Boxes of seafood worth 350 gold per unit.
- SALTED MEATS: Hung by hooks, this meat is mainly Peafowl worth 300 gold per unit.
These items are for use with characters using psionic powers. For more information, refer to this PDF about the Mystic, version 3.
This mask grants the wearer the ability to speak, understand, and write five different languages. The wearer proficiency with each as if it were a skill. It draws upon the wearer’s internal reservoir of energy, Psi Points to fuel the power. The mask drains 1 Psi Point every hour of use. As a Bonus Action, the wearer attunes her mind to the knowledge of the five chosen languages.
CITRINE POWER STONE
Mystics and other psions can you can draw vigor from Power Stones. The citrine stone must be attuned to the user as with a Magic Item per the DMG. Once the psion is attuned to the stone, the stone begins to function. The Citrine Stone will begin to function doin g what is called “Flushing.” This flush removes naturally occuring Psi Points from the stone. Once it is fully flushed, the stone must regenerate its power for a full 24 hours.
Each stone has 6d4 Psi Points when it is fully recharged. It possesses a barely detectable interior glow if it holds a low-level of points. A stone charged with more points glows more brightly, but never enough to provide illumination in its own right when fully charged. When a Stone regains its charges (after 24 hours) the user must pick it up and “connect” with it again. At this time, the player must made a roll of 1d20 and a roll of “1” indicates that the stone overloads, exploding in the psion’s grasp. At this time, the psion experiences “Brainburn” as the power stone improperly manifests the stored energy. The resultant psionic surge will knock the Psion off her feet, causing her to become Prone. This surge deals 1d6 points of damage per Psi Point (6d4) in the stone.
Citrine Stones provide access to the following powers:
Avatar of Healing (5 psi)
You project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0.)
Step from Sight (3 psi; conc., 1 min.)
bonus action, cloak yourself from sight. You can
target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you.
Each target turns invisible and remains so
until your concentration ends or until
immediately after it targets, damages, or
otherwise affects any creature with an attack, a
spell, or another ability
Mend Wounds (1–7 psi)
As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent
Truesight (5 psi; conc., 1 min.)
As a bonus
action, you gain truesight with a radius of 30
feet, which lasts until your concentration ends.
According to the Dungeon Master’s Guide, Every adventure holds the promise—but not a guarantee—of finding one or more magic items. A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
The gauntlet has 7 charges for the following other properties. The item regains 1d6+1 expended charges daily at dawn.
Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
The item regains 2d4 expended charges daily at dawn
A charred bejewelled skull to be worn like a helmet. This helm is made from the skull of a fallen Hag.
The wearer may mentally command any undead creatures (up to 3HD in number) at any range. Other powers imbued in the wearer are “Death Ward” and “Animate Dead”, and these two powers
may be used at the rate of 1 charge per spell use . The wearer will regenerate from Slashing/Puncture damage
at the rate of 5 points/turn, even if killed (unless beheaded.)
These are enchanted eyes obtained from a witch’s human victims. They are usually found in a box, and it typically contains about 40-50 eyes.
They are endowed with a strong aura of Evil.
To use the Eyes, the user must be a spellcaster and attuned to them.
In flight they will move at Speed 10 and can travel way from the user at a distance of Level multiplied by two. As a Bonus Action, the user may see through the eye.
The eyes are normally
invisible and immaterial, allowing them to penetrate any solid barriers, but they must become visible to attack.
To attack they become visible and hover in from of their chosen victim,
and anyone accidentally meeting their horrid gaze may not look away. At this point, the user may use a Bonus Action to use either Web or Ray of Enfeeblement on the victim. After the spell is cast, the Eye disintegrates permanently.
If for any reason, the spell fails to work, the victim has one
turn to try killing the eyes before they turn immaterial and returns to the
spellcaster using them at a speed of 20.
Scab Red- Red Spice
Blood Red-Red Apple
Blazing Orange-Pumpkin Orange
Bad Moon Yellow-Yellow
Scorched Brown- Burnt Sienna
Bestial Brown-Nutmeg Brown
Bubonic Brown-Carmel Candy
Bleached Bone-Antique White
Dark Flesh-Chocolate Bar
Vermin Brown-Goose Feather
Bronzed Flesh-Fresh Apricot
Elf Flesh-English Lace
Liche Purple-Wild Iris
Tentacle Pink-Bubble Gum
Midnight Blue-Night Sky
Regal Blue-Too Blue
Ultramarines Blue-Neon Blue
Enchanted Blue-Colbat Blue
Ice Blue-Bright Blue
Hawk Turquoise-Viking Blue
Dark Angels Green-Forrest Green
Snot Green-Woodland Green
Scorpion Green-Green Apple
Goblin Green-Leaf Green
Rotting Flesh-Lemon Chiffon
Camo Green-Country Tan
Scaly Green-True Teal
Shadow Grey-Blue Stoneware
Space Wolves Grey-Dolphin Gray
Codex Grey-Pewter Gray
Fortress Grey-Country Gray
Graveyard Earth-Burnt Sienna
Desert Yellow-Country Tan
Catachan Green-Hunter Green
Tanned Flesh-Brown Oxide
Mithril Silver-Metalic Silver Sterling
Chainmail-Metalic Silver Sterling
Boltgun Metal-Metalic Silver Sterling
Dwarf Bronze-Kings Gold
Brazen Brass- Pure Gold
Burnished Gold-Pure Gold
Shining Gold-Kings Gold