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ADVENTURING GEAR<br />
GOLD COINS<br />
10-Foot Pole 1<br />
12 Man Tent 25<br />
12-Foot Pole 2<br />
20-Foot Pole 4<br />
5 Spikes 1<br />
A <strong>Level</strong> 100 x <strong>Level</strong><br />
Adventure Insurance 15<br />
Alacrity 5<br />
Backpack 5<br />
Bedroll 9<br />
Beer 2<br />
Body Piercings/Tat<strong>to</strong>os 15<br />
Boots of Elflingkind 200<br />
Cigarettes 3<br />
Cloak of Elflingkind 200<br />
Food (any) 1<br />
Garlic 1<br />
Guaranteed Treasure Map 38<br />
Hair Dye 8<br />
Hat of Holding 215<br />
Healing 20 x <strong>Level</strong><br />
Henchman 100 x DL<br />
Holy Symbol, Basic 25/*<br />
Holy Water, Vial 8<br />
Leg Irons 3<br />
Lock Picks 15<br />
Magic Carpet 430<br />
Magic Staff, Generic *<br />
Mount 100 x DL<br />
Pick/Shovel/Tool 8<br />
Potion, Generic Healing 30<br />
Potion, Growth 80<br />
Potion, Poison 35<br />
Potion, Prescription Healing 50<br />
Ring of Fur 261<br />
Ring of Invisibility 378<br />
Silver Mirror 15<br />
Treasure Sack 1<br />
Waterskin 1<br />
Psychoanalysis 25<br />
Gear descriptions<br />
Adventure Insurance: A hedge bet that the Adventurer won’t be coming<br />
back from your most recent trek in<strong>to</strong> the unexplored depths of Aurora intact.<br />
For a measly 15 gold pieces, if she gets hurt while on this adventure, she is<br />
protected with all of the advantages of +Blue Ankh/Blue Shield. Isn’t peace<br />
of mind for you and your loved ones worth it? -Single Use.<br />
Boots of Elflingkind: Allows your Adventurer <strong>to</strong> move without making noise,<br />
granting a Bonus Die <strong>to</strong> all HIDE & SNEAK rolls.<br />
Cloak of Elflingkind: Grants your Adventurer the benefits of power<br />
+COWER, but only in wilderness settings.<br />
Holy Symbol, Basic: In the hands of any Adventurer, this will give her +2 <strong>to</strong><br />
all DEFENSES when fighting the undead. A Holy Symbol is needed <strong>to</strong> PRAY,<br />
just as a Magic Staff is needed <strong>to</strong> CAST.<br />
Holy Water Vials: Can be used as a Ranged Weapon that does 2d4 DAM <strong>to</strong><br />
undead, devils, and demons. -Single Use.<br />
Healing: Res<strong>to</strong>res your Adventurer <strong>to</strong> full HITS. The cost of Healing is 20 GC<br />
times the level of the character being healed. -Single Use.<br />
Magic Staff, Generic: This is your basic every day magic staff (also counts as<br />
a weapon).<br />
Potions of Prescription Healing: Res<strong>to</strong>re 2d10 HITS <strong>to</strong> an Adventurer. -Single<br />
Use.<br />
Potions of Generic Healing: Res<strong>to</strong>re 2d6 HITS <strong>to</strong> an Adventurer. -Single Use.<br />
Ring of Fur: Allows your Adventurer <strong>to</strong> turn in<strong>to</strong> a hamster at will. –<br />
Charged.<br />
Potion of Growth: Called “Potion de Via Gras” in the haunting dialect of<br />
Elflingkind, it gives your Adventurer 2 BONUS DICE <strong>to</strong> HOW ATTRACTIVE<br />
rolls for 1d6 turns. -Single Use.<br />
Potion of Poison: Deals 2d10 DAM <strong>to</strong> anyone who drinks it. The imbiber<br />
makes a STRENGTH roll against DEF XXXX , taking only half damage if he<br />
succeeds. -Single Use.<br />
Psychoanalysis: You pop in<strong>to</strong> the confessional, lie down on a headshrinker’s<br />
table, or possibly just bend the ear of the bartender till he tells you <strong>to</strong> quit