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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8557063" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 92: February 1994</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Arabian Wonders: As hinted on the cover, it's time for another load of magic items, this time with an Arabian theme. There's no shortage of weird items in the 1001 nights, so whether these are direct conversions or merely inspired by, hopefully that's enough info to draw upon to keep the right flavour. </p><p></p><p>Potions of Begging make you extra pitiful so you can easily make a living on the streets. Given the cost of making even cheap potions, they're more frequently used by spies and conmen than people genuinely in need. </p><p></p><p>A Bag of Flaming Stones superheats rocks and lets you throw them without hurting your hands. Pretty decent force multiplier as long as you aren't facing fireproof enemies. </p><p></p><p>Beacons of Fate are brooches give you runs of extreme luck, both good and bad. If you want the life of a swashbuckling hero who's always getting into near death situations then getting out of them by amazing co-incidences, pin one of these on your clothes. If you don't, give it to someone else, because holding down a regular job might be tricky.</p><p></p><p>Agate Buraqs are the first in a whole bunch of figurines that transform into their respective animal. They're very good at providing fast getaways, but not so great for combat or long-haul trips. Stealing their tailfeathers is an absolute no-no. </p><p></p><p>Amber Camels have a bit more stamina, but still only work for a week per month. Save them for the trip home from the dungeon, when you suddenly have a lot more encumbrance than you did going in. </p><p></p><p>Emerald Winged Serpents are another short duration one, only putting in an hour's work per week. Wouldn't it be nice to have a job where you can get away with that. </p><p></p><p>Jasper Hyenas are vicious combatants, and can put in a full day's dungeoneering a couple of times a week. Good thing Pride Rock isn't that large and complex to explore.</p><p></p><p>Jet Wasps become giant firebreathing, ridable wasps. If you're up against a giant who's brewed up giant-sized jars of jam, what better companion could you have?</p><p></p><p>Gems of Genie Delight are pretty valuable to anyone, but genies in particular will pay ridiculous sums or trade wishes for them. Mind you don't look too weak, or they might just kill you and take it without paying. </p><p></p><p>Gen Crystals let Sha'irs store more than one spell at a time without updating to 3e rules. Very handy if you want them to actually be any good in a fight instead of casting one spell and spending several minutes running away until their gen arrives with another one. </p><p></p><p>Instruments of Legend store your memory of a song and it's context, and let any other bard holding it play that song straight away. This is actually quite effective as a means of preserving information down the centuries. If you have a bard in your party, it could provide clues to all sorts of potential adventures. </p><p></p><p>Wooden Horses don't come to life, but fly just as they are if you can master their controls. They only seat two, so you still can't beat a good carpet for flying long distances in comfort.</p><p></p><p>Weapons of Prowess let you do spectacular stunts of spinning, trick shots and juggling to intimidate people and make money on street corners, but are no more effective than regular ones in an actual fight. Do not try against cynical heroes like Indiana Jones who'll shoot you before you even finish the show.</p><p></p><p>Bagh Nakhs of Punishment let you rip into evildooers with great gusto, but also attract trouble and leaves the stench of darkness on you, making you into the kind of antihero who's almost as dreaded as the fiends you fight. Whether this makes you sit on rooftops brooding at night is up to you. </p><p></p><p>The Apple of Curing is one of those near indestructible artifacts that seems pretty handy at first, but will bring about your downfall long term. Just smelling it heals damage and cures diseases, but eventually you become too chaotic good to function in society and set out on an epic voyage you'll disappear mysteriously in. Like many artifacts, the owner is incapable of giving it up willingly, so you may have to take it before it gets to that stage, and hope someone else will save you in turn. What a dilemma to deal with if you find it in a treasure hoard. Another collection full of effects far more interesting and mixed in positives & negatives than another plus to hit & damage.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8557063, member: 27780"] [b][u]Polyhedron Issue 92: February 1994[/u][/b] part 3/5 Arabian Wonders: As hinted on the cover, it's time for another load of magic items, this time with an Arabian theme. There's no shortage of weird items in the 1001 nights, so whether these are direct conversions or merely inspired by, hopefully that's enough info to draw upon to keep the right flavour. Potions of Begging make you extra pitiful so you can easily make a living on the streets. Given the cost of making even cheap potions, they're more frequently used by spies and conmen than people genuinely in need. A Bag of Flaming Stones superheats rocks and lets you throw them without hurting your hands. Pretty decent force multiplier as long as you aren't facing fireproof enemies. Beacons of Fate are brooches give you runs of extreme luck, both good and bad. If you want the life of a swashbuckling hero who's always getting into near death situations then getting out of them by amazing co-incidences, pin one of these on your clothes. If you don't, give it to someone else, because holding down a regular job might be tricky. Agate Buraqs are the first in a whole bunch of figurines that transform into their respective animal. They're very good at providing fast getaways, but not so great for combat or long-haul trips. Stealing their tailfeathers is an absolute no-no. Amber Camels have a bit more stamina, but still only work for a week per month. Save them for the trip home from the dungeon, when you suddenly have a lot more encumbrance than you did going in. Emerald Winged Serpents are another short duration one, only putting in an hour's work per week. Wouldn't it be nice to have a job where you can get away with that. Jasper Hyenas are vicious combatants, and can put in a full day's dungeoneering a couple of times a week. Good thing Pride Rock isn't that large and complex to explore. Jet Wasps become giant firebreathing, ridable wasps. If you're up against a giant who's brewed up giant-sized jars of jam, what better companion could you have? Gems of Genie Delight are pretty valuable to anyone, but genies in particular will pay ridiculous sums or trade wishes for them. Mind you don't look too weak, or they might just kill you and take it without paying. Gen Crystals let Sha'irs store more than one spell at a time without updating to 3e rules. Very handy if you want them to actually be any good in a fight instead of casting one spell and spending several minutes running away until their gen arrives with another one. Instruments of Legend store your memory of a song and it's context, and let any other bard holding it play that song straight away. This is actually quite effective as a means of preserving information down the centuries. If you have a bard in your party, it could provide clues to all sorts of potential adventures. Wooden Horses don't come to life, but fly just as they are if you can master their controls. They only seat two, so you still can't beat a good carpet for flying long distances in comfort. Weapons of Prowess let you do spectacular stunts of spinning, trick shots and juggling to intimidate people and make money on street corners, but are no more effective than regular ones in an actual fight. Do not try against cynical heroes like Indiana Jones who'll shoot you before you even finish the show. Bagh Nakhs of Punishment let you rip into evildooers with great gusto, but also attract trouble and leaves the stench of darkness on you, making you into the kind of antihero who's almost as dreaded as the fiends you fight. Whether this makes you sit on rooftops brooding at night is up to you. The Apple of Curing is one of those near indestructible artifacts that seems pretty handy at first, but will bring about your downfall long term. Just smelling it heals damage and cures diseases, but eventually you become too chaotic good to function in society and set out on an epic voyage you'll disappear mysteriously in. Like many artifacts, the owner is incapable of giving it up willingly, so you may have to take it before it gets to that stage, and hope someone else will save you in turn. What a dilemma to deal with if you find it in a treasure hoard. Another collection full of effects far more interesting and mixed in positives & negatives than another plus to hit & damage. [/QUOTE]
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