565 lines
26 KiB
Plaintext
565 lines
26 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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----------------------------------------------------------------------
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THE (MORE OR LESS) COMPLETE GUIDE TO AD&D HYGIENE
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FOR ADVANCED DUNGEONS & DRAGONS
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BY
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REID BLUEBAUGH
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Even from the body's purity, the mind
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Receives a secret, sympathetic aid.
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--- Thomson
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Let thy mind's sweetness have its operation
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upon thy body, clothes, and habitation.
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--- Herbert
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-----------------------------------------------------------------------
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@ COPYRIGHT 1992 REID BLUEBAUGH
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TABLE OF CONTENTS
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PREFACE
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WHEN DO ADVENTURERS GO TO THE BATHROOM?
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DIRTY ADVENTURERS AREN'T LUCKY
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PALADINS AND CLEANLINESS
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CLERICS AND WASTE
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STATE-OF-THE-ART WASTE DISPOSAL
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A MONSTER THAT KEEPS THE HOUSE CLEAN
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EVEN A MAGE DOES LAUNDRY
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STORY BOOK THEATER
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SPECIAL THANKS
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UPDATE: 08/15/92
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-----------------------------------------------------------------------
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PREFACE
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On the ADND-L Bitnet list (an electronic mail forum for AD&D) a
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small discussion began on waste disposal in an AD&D campaign. The
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discussion was among the following people:
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Paul Duggan (DUGGAN@SIAM.ORG)
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Lord Baylor Ironsbane A.K.A. Robert D. Butler (RBUTLER@UTARLVM1)
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Randi at I.U. (RBARNES@IUBACS)
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Jeff (WFREEMAN%UA1VM.bitnet@UTARLVM1)
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Vicki A.K.A. Morgaine (USEREDUC%UBCMTSG.BITNET@UTARLVM1)
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J.K.W. (JWALTON@INTEL9.INTEL.COM)
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Morgan Blackheart of Chaotic Realm (ECZ5TAN%UCLAMVS.BITNET@UTARLVM1)
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Darkheart Soulreaver (ZA9ZA03@SYSA.COMPUTING-SERVICES.MANCHESTER...)
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(SOCJOHN%UMCVMB.BITNET@UTARLVM1)
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(GTV@BOUW.TNO.NL)
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(ST102427%BROWNVM.BITNET@UTARLVM1)
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(WISH%URIACC.BITNET@UTARLVM1.UTA.EDU)
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From their discussions, I created this small guide. Some things are
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useful and others are not. I personally do not plan on using certain
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rules in this guide because I find them cumbersome and not very
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practical. This is my opinion as I'm sure it is for others, but some
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people might enjoy certain sections. Of course, its nice to add things
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like stuff presented in the guide to campaigns, but they can become
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cumbersome and slow down the play of the game. So DMs and players
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should decide what to use and what to leave out. Most things were
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discussed so it was put in this guide.
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For those that do receive this guide, I ask that the material is
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unchanged. If you have any ideas, suggestions, comments, criticisms,
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additions, recommendations, or complaints; I would be very interested
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in hearing them. The guide is far from complete, but it isn't really
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necessary to add more unless people want more. The only way the guide
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can get better is for everybody to contribute in one form or another.
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At the very least I would be like to be informed of the usefulness of
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the guide (and add it to the story section). All help would be
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appreciated.
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I would appreciate that my name as well as those in the Special
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Thanks section are not removed, changed, or altered since we are the
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ones who deserve credit our names should remain with the guide. Of
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course I can't really stop anybody from doing what they want. I just
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ask that you respect those who made this guide possible because I'm
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sure that they will continue to make great material for AD&D.
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I would once again like to thank those that discussed the subject
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of hygiene. From their transcipts, the majoirty of the guide was
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created. Thanks!
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Reid Bluebaugh
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-----------------------------------------------------------------------
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WHEN DO ADVENTURERS GO TO THE BATHROOM?
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There are two forms of waste to consider with regard to standard
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beings (i.e. humans, dwarves, elves, halflings, gnomes, etc.). These
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forms are liquid and solid. When a person must excrete waste is depend
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on Constitution and sex. Multiple the person's Constitution to the
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multiplier from Table 1 to get the number of hours apart the person
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goes to the bathroom.
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This rule assumes that the person is consuming a normal quantity
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of food and drink. A dehydrated person or staving person will not be
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producing waste as quickly. Furthermore, a person eating and drinking a
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lot may go twice as much. Therefore, the DM should make appropriate
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adjustments.
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A person may wish to go to the bathroom at a certain time. To do
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this, a normal Constitution check is made. Females get a +1 modifier.
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This check can be made once every three turn.
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Alternatively, a person may wish to postpone going to the
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bathroom. To do this a normal Constitution check is made. Males get a
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+1 modifier. This check can be made once every three turn. Of course,
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there is some discomfort in this state and the character suffers the
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following: -1 to hit, -1 Dexterity, -1 Strength, -2 on all saving
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throws.
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Table 1: Multiplier
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Males Females
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Liquid x .5 x .25
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Solid x .1 x .5
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Due to many hands-on experience of women, it was decided that
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females usually go to the bathroom twice as much as males. For those
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that disapprove of this, they can adjust the rules accordingly.
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-----------------------------------------------------------------------
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DIRTY ADVENTURERS AREN'T LUCKY
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Sure adventurers are great heroes that trek through the lands
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facing great challenges in monsters, dungeons, and deities. But
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adventuring is a dirty job, and few tough adventurers have the desire
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to bath on a regular basis. In fact, many wear the same yechy clothes
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day after day. But does this have an effect on there adventures?
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For each day after the 1st day an adventurer goes unbathed, he/she
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suffers the following cumulative effects:
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-2 comeliness
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-1 to charisma
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all creatures get +5% tracking bonus when searching for adventurer
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-----------------------------------------------------------------------
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PALADINS AND CLEANLINESS
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Some DMs may allow paladins to have some special abilities with
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regard to cleanliness. Below is a list of abilities. The DM may allow
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the paladin to have only one ability OR allow the paladin to gain an
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ability every 3 levels (one at 3rd level, one at 6th level, etc.).
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Abilities:
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Paladin has an anti-dirt aura.
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Paladin gives off a natural flowery scent.
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Paladin does not need to "go" at all. Once a year, the paladin
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must make a system shock or explode from the boughs for 1d20
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points of damage.
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Paladin urinates pure holy water.
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-----------------------------------------------------------------------
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CLERICS AND WASTE
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Some clerics may cast Purify Food & Drink on waste. Well, this
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spell can be cast on solid and liquid waste. If a character wants to
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eat or drink this cleansed waste, then he/she must make a system shock
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or vomit. No further attempts can be made to eat or drink it again.
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-----------------------------------------------------------------------
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STATE-OF-THE-ART WASTE DISPOSAL
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"Yeah, waste disposal is my specialty. It's been my life for over
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40 years. I've worked my way up from a young sewer cleaner to Master
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Guildsman of The Sewers Union. I've seen just about everything with
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regards to waste disposal. Some of it's fascinating, some of its
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disgusting, but all of it serves a purpose: To Keep Our City Clean.
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A mark of a thoughtful architect is an adequate waste system. An
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old saying in the Builders' Guild is 'Sure its nice on the outside, but
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where do ya shit?'
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I've been in cities where there wasn't much of anything. People
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would throw there waste into the street gutters and wait until the rain
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washes it away. This form of waste disposal (if you can call it that)
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is very primitive. Besides being gross, it is extremely dangerous.
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Cities with poor waste disposal facilities end up with sickness,
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illness, and plaques.
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Most cities have the standard sewer system of pipes, drains, and
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cisterns where water flows through carrying waste to far away streams
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and rivers. Unfortunately, this pollutes the waterways. Fortunate
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cities have underground waterways where they can dump their load. The
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only creatures that could be affected are the dreaded underworld
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monsters like the Drow (but who cares).
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I've seen a plumbing system used by elves in which a waterfall was
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routed into a castle. Then the water goes through a magic water
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purifier. Those elves are rich with magic.
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There is one lawful good city in which clerics purify the waste
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before it is departed into open waterways. Supposedly, this works well
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and is better than nothing, but I'm sure its expensive (monetary and
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religiously).
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Some cities access great magical power and have there waste
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deported through gates to the elemental planes of water, air, or fire.
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The only problem is that an occasional unhappy visitor from an
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elemental plane will come out of the gate to reek havoc.
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For personal waste systems, the norm is a latrine (hole in the
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ground) that connects to the nearest sewer system. Latrines can be
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found inside or outside; the latter being preferred because of the
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smell. Some houses prefer chamber pots that can be used indiscreetly
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inside and then dumped into the sewers. The best chamber pots are found
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in the rich metropolitan areas. They actually teleport their acquired
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waste products to the local sewers where it can be taken care of by
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some lower class workers. The really expensive chamber pots have a
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permanent disintegrate spell in it that disposes of waste properly.
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Many nasty things feed off of waste. Some brilliant people
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cultivate the growth of these creatures as a means of waste disposal.
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The use of oozes, slimes, and jellies is one of the most popular forms
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of waste disposal; especially with the rich. Ochre jelly isn't very
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popular because it has the ability to travel on walls and ceilings.
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Ochre jelly is usually used in large subterranean areas where few
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people move and total annihilation of everything everywhere is desired.
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Gray ooze is more popular with toilets because it cannot climb walls
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and give a user an unpleasant surprise. Care must be taken with gray
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ooze because it tends to reproduce and gray ooze toilets must keep the
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ooze at a safe level. Crystal ooze is more popular then gray ooze
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because of its clear and thus "cleaner looking" color. Crystal ooze is
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also home in water which allows the toilets to have a cleaner nature to
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them. However, the same precautions taken with gray ooze reproduction
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are necessary with crystal ooze. Green slime is the least popular due
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to its fast growth and dangerous being.
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A gelatinous cube is by far the most sheik waste disposal. Its
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square shape is preferred over other jellies and oozes since the square
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shape does not allow it to slither into other areas in which it is not
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desired. A gelatinous cube is usually placed in a hole and kept from
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moving while drains empty all waste onto it. Some places allow the cube
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to roam in corridors beneath the dwelling where it can gather waste.
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Even some communities have employed a cube to roam the sewer systems.
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Puddings are another interesting form of waste disposal. They are
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more destructive than oozes, slimes, and jellies but they can live
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easier in harsh climates. Thus, there value for waste disposal is
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there.
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Many spells are useful in waste manipulation. Fire based spells
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will break down waste, but will create terrible air pollution. Some
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spells can turn the waste to stone, thereby giving a valuable natural
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resource.
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Some waste disposal systems aren't what they seem to be. A few
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times, I've come across a water weird hiding in the water. Plumbing
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sure ain't what it used to be. However, I've come across valuable stuff
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too. Toilets make excellent hiding places for treasure (kept in a
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water-tight container). Whose going to search a toilet?
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Well, I hope you better understand waste disposal. I gotta go back
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down to the underworld of THE SEWERS. See ya!"
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--- Miren Tihsecaf
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-----------------------------------------------------------------------
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A MONSTER THAT KEEPS THE HOUSE CLEAN
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Scrubble (Scrubbing) Bubbles
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CLIMATE/TERRAIN: Any
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FREQUENCY: Rare
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ORGANIZATION: Solitary
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ACTIVITY CYCLE: Any
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DIET: Any
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INTELLIGENCE: Non- (0)
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TREASURE: Nil
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ALIGNMENT: Nil
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NO. APPEARING: 1 (1-4)
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ARMOR CLASS: 10 (what'd ya think bubbles would be)
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MOVEMENT: 12
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HIT DICE: 5
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THAC0: 10
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NO. OF ATTACKS: 1
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DAMAGE/ATTACK: 1d4
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SPECIAL ATTACKS: See below
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SPECIAL DEFENSES: See below
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MAGIC RESISTANCE: Nil
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SIZE: S-L (3'-8')
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MORALE: Special
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XP VALUE: 500
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Scrubble bubbles were created by a wizard who wanted to keep his
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dungeon clean, but didn't want to work at it. Scrubble bubbles are
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composed of groups of cell colonies that scurry around getting rid of
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dirt and grime. They have the ability to analyze material structure
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from a distance of up to 60 feet to determine if something is dirty.
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They attack filth on sight, so weary adventurers better watch out.
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Scrubble Bubbles are immune to acid, cold, and poison. Lightening
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bolts and blows from weapons divide them into smaller groups of
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bubbles, each able to attack exactly as the original. Fire causes
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double damage, as do magic missiles. They can be dissuaded with large
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volumes of water.
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Scrubble bubbles can roam through cracks that are at least 1 inch
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wide and can travel on ceilings and walls at the same speed as on a
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level surface.
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Combat: Scrubble Bubbles are more an annoyance than anything else, but
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they can be painful. Upon encountering a creature like an adventurer,
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Scrubble Bubbles will seep in though armor and CLEAN! The sensation is
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not unlike being attacked with a million stiff toothbrushes that
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inflicts the 1d4 points of abrasive damage.
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Scrubble Bubbles may also secrete a mild acid to get rid of tough
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stains. If they use it on a living being, the creature will suffer 2d4
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points of damage.
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Habit/Society: They are usually found in closed passageways and rooms,
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and roam about dungeons cleaning walls, floors, and furniture.
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Ecology: They reproduce by fission. They adapted to live in a wide
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variety of climates. Scrubble Bubbles starting with 11-30% of maximum
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possible hit points are 3 feet to 4 feet in diameter; with 31-50% of
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full hit points are 5 feet wide; with 51-70% of full hit points, 6 feet
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wide; with 71-90% of full hit points, 7 feet wide; with 91-100% of full
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hit points, 8 feet wide. If Scrubble Bubbles are split up so it becomes
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less than 3 feet wide, it becomes thinner but retains its 3-foot
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diameter.
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The only things Scrubble bubbles consume are water and soap.
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|
-----------------------------------------------------------------------
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|
|
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|
|
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|
EVEN A MAGE DOES LAUNDRY
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|
|
|||
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|
Here is the laundry list of cantrips, of the most mysterious and
|
|||
|
powerful secret magical college known as the Most Righteous Ceremony of
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|||
|
the Grand Lodge of Thirteen Stars and Kal-Gon's Scrubbing Bubbles Too
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|||
|
III, known (by those who dare) as the August College of Laundry Magics.
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|
These are standard cantrips as found in the Player's Handbook.
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|
They are somewhat dangerous if used as an offensive weapon so DMs
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|||
|
should be careful in giving them out. Remember there from a powerful
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|
college of magic.
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|
There are two places that must be known before looking over the
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|
cantrips. They are:
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|
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|
Planar Gate to Dimension of Other Socks -- Little is known of this
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|||
|
dimension. Access to it is one of the most ardently desired prizes for
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|||
|
magical researchers, and while gates to this dimension have, on a few
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|||
|
occasions, opened spontaneously, little was learned except for the
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|
absolute requirement for the traveler to this dimension to shield his
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|||
|
nose from the vile odor of a universe filled with moldy, unwashed Other
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|||
|
Socks, stiff with perspiration and toe-jam.
|
|||
|
|
|||
|
Planar Gate to Dimension of Wire Hangers -- little is known of
|
|||
|
this dimension. It *must* be extremely unpleasant judging from the
|
|||
|
quantity of wire hangers which flee to our dimension from it.
|
|||
|
|
|||
|
|
|||
|
Cantrips
|
|||
|
|
|||
|
Ancient Chinese Secret -- The veil of mystery which cloaks this cantrip
|
|||
|
of legendary, godlike power from modern research has only parted enough
|
|||
|
to reveal to magical historians the single magical word, "Kal-Gon",
|
|||
|
which adorns the official secret name of this most mysterious of
|
|||
|
magical orders. What does it mean?
|
|||
|
|
|||
|
Banish Other Sock -- Note: There are two sorts of socks, the Self Sock,
|
|||
|
and the Other Sock. The difference is a mysterious one, but real
|
|||
|
nonetheless. The Self Sock, A.K.A. Sock, is native to our universe, and
|
|||
|
the Other Sock native to an Other universe. This cantrip known as
|
|||
|
Banish Other Sock sends Other Socks back to the dimension from which
|
|||
|
they came. It is believed that an awesome magical fumble in the misty
|
|||
|
depths of ancient prehistory caused this mighty Curse to be cast
|
|||
|
permanently upon our entire universe. Luckily, the spell has decayed
|
|||
|
enough so that it does not always take effect immediately when one
|
|||
|
obtains an Other Sock. Still, the inevitable nature of this Great
|
|||
|
Curse is beyond doubt.
|
|||
|
|
|||
|
Banish Wire Hanger -- This cantrip sends wire hangers back to the
|
|||
|
dimension from which they came.
|
|||
|
|
|||
|
Bleach -- This cantrip covers laundry with a mild (not really) alkaline
|
|||
|
solution which leaves it looking really white and clean, no matter what
|
|||
|
color it started out. Any unfortunate person wearing the laundry when
|
|||
|
the spell takes effect will be similarly affected, with hair, skin, and
|
|||
|
teeth turned as white as the pillsbury (tm) dough boy (tm), and eyes
|
|||
|
and mucous membranes irritated to pink tenderness by the bleach, to the
|
|||
|
tune of 1d6 noxious chemical (acid) damage.
|
|||
|
|
|||
|
Dry Clean -- This cantrip presses fine clothes and steams them with a
|
|||
|
noxious chemical. Any schnook so unfortunate as to be wearing the
|
|||
|
laundry when this happens takes 2d6 damage from being stamped flat by
|
|||
|
an industrial strength mousetrap and save vs. poison or take an
|
|||
|
additional 3d6 damage from the poisonous, noxious chemicals.
|
|||
|
|
|||
|
Hang Dry -- This cantrip snaps clothes dry and hangs them on a steel
|
|||
|
core wire, securing them with hat pins and five pound alligator clips.
|
|||
|
Any unfortunate so unlucky as to be wearing the affected laundry takes
|
|||
|
2d6 from strangulation on the wire and 1d6 from being clamped and
|
|||
|
pinned.
|
|||
|
|
|||
|
Launder -- This cantrip soaps, soaks, scrubs and spins clothes. Anyone
|
|||
|
so unfortunate as to be wearing the affected laundry takes 1d6 damage
|
|||
|
from abrasion and irritating detergents and is dizzy and nauseated for
|
|||
|
20 - constitution rounds.
|
|||
|
|
|||
|
|
|||
|
Press and Fold -- This cantrip presses and folds all clothing in the
|
|||
|
area of effect. Any poor, unlucky slob caught within the targeted
|
|||
|
laundry takes 4d6 damage from being smashed flat, scorched, and folded.
|
|||
|
|
|||
|
Remove Tough Stain (A.K.A. Shout it Out!) -- This cantrip drenches
|
|||
|
laundry in detergent, scrubbing it with brushes and lava soap, then
|
|||
|
covers with another layer of detergent and sprays it with a high
|
|||
|
pressure stream of ice-cold water. Any unfortunate caught in the
|
|||
|
laundry will take 2d6 damage from the irritating detergent and frigid
|
|||
|
ice-water, will be left soaking wet, and make a Constitution check - 4
|
|||
|
or catch the grippe.
|
|||
|
|
|||
|
Sort by Color -- This cantrip gathers laundry and sorts it into piles,
|
|||
|
one pile for light clothes, one pile for brightly colored clothes, and
|
|||
|
one pile for dark clothes. Anybody so unfortunate as to be wearing the
|
|||
|
laundry at the time will be stripped and placed in the appropriate
|
|||
|
color pile (colors if embarrassed, because he would be red).
|
|||
|
|
|||
|
Sort Socks -- This cantrip piles socks into two piles, one for Socks,
|
|||
|
and one for Other Socks. In our universe, cursed by the vile curse of
|
|||
|
Other Sock Banishment, the pile of Other Socks has a 75% chance of
|
|||
|
being banished en masse. Any unfortunate caught wearing socks in the
|
|||
|
area of effect will be stripped of one sock and left with another one.
|
|||
|
There is a 50% chance that the Other Sock will be stripped from his
|
|||
|
feet and a 50% chance that it is the sock that remains upon him. If
|
|||
|
anyone should be so unlucky as to be wearing his Other Sock when it is
|
|||
|
banished as a result of this spell, he will be sent to the Dimension of
|
|||
|
Other Socks, there to die a most horrible death by asphyxiation and/or
|
|||
|
poisoning (save vs poison, if you fail you die, if you save you fall
|
|||
|
into a coma until rescued).
|
|||
|
|
|||
|
Starch -- This cantrip covers laundry with a noxious chemical solution,
|
|||
|
and pounds it with 16 ton weights, leaving it flat and stiff as a steel
|
|||
|
plate. Any unlucky stiff so misfortune as to be wearing the laundry
|
|||
|
will take 4d6 damage from being crushed by large, heavy objects, and
|
|||
|
will be left unable to move because of joint-lock and overall
|
|||
|
stiffness.
|
|||
|
|
|||
|
Summon Other Sock -- This cantrip summons the matching Other Sock to a
|
|||
|
Sock from the dimension in which Other Socks reside. Anyone currently
|
|||
|
wearing the summoned Other Sock will also be summoned as a side effect
|
|||
|
of this powerful ritual.
|
|||
|
|
|||
|
Summon Wire Hanger -- This cantrip summons a wire hanger from the
|
|||
|
terrible dimension in which they dwell. A backfire with this spell,
|
|||
|
similar to the Great Curse of Banishment of the Other Sock, is believed
|
|||
|
to be the second Great Curse of our universe.
|
|||
|
|
|||
|
Take Out the Laundry -- Upon completion of this short ritual several
|
|||
|
skinny demonic figures materialize and stuff all the laundry in the
|
|||
|
area of effect into large canvas laundry bags. They then give the
|
|||
|
master one ticket per bag and require a payment of three "bucks" per
|
|||
|
bag (successful bargaining will bring this down to two and a half
|
|||
|
"bucks" per bag). Any poor slobs caught in the area of effect are
|
|||
|
stuffed into bags, one person per bag, taking 1d6 of pummeling damage,
|
|||
|
and must roll versus constitution or fall unconscious from the lack of
|
|||
|
air. They will wake up later in the local hospital unable to remember
|
|||
|
"wha'appen'?"
|
|||
|
|
|||
|
Tumble Dry -- This cantrip spins clothes while slapping them against
|
|||
|
large, flat stones and blasting them with air as hot as a steel
|
|||
|
furnace. Furs and other fine clothing will be ruined by this treatment,
|
|||
|
as will anyone still wearing the affected clothes, who takes 2d6 damage
|
|||
|
from the intense heat and large, flat stones.
|
|||
|
|
|||
|
-----------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
STORY BOOK THEATER
|
|||
|
|
|||
|
|
|||
|
I have a character who is an elven swanmay. Because she moves
|
|||
|
faster than the rest of the party when in swan form, she was the first
|
|||
|
to reach an evil cleric who was attempting to resurrect a dead dragon.
|
|||
|
He was painting holy symbols on the skull. Desperate to disrupt the
|
|||
|
casting as quickly as possible without getting too close, I told the DM
|
|||
|
that Sasha would fly over the skull and pee on it to run the paint
|
|||
|
(Gross, but it was the fastest thing I could think of and our DM
|
|||
|
doesn't allow debates).
|
|||
|
|
|||
|
--- Randi at I.U.
|
|||
|
|
|||
|
Cleanliness was a really big thing with one group I played in many
|
|||
|
years ago. This was just a minor quirk of that particular party until
|
|||
|
one gaming session when a thunderstorm started. Quickly thinking, we
|
|||
|
decided this was a great opportunity to clean up - we'd been out for
|
|||
|
several weeks and hadn't had a good bath for a while. So off went the
|
|||
|
duds (we were an all female group - actually all females playing too!)
|
|||
|
and we commenced cleaning. We took our time, so the DM rolled for a
|
|||
|
random encounter. Whoa! A half-dozen bore beetles! Boy were we trashed!
|
|||
|
We all survived, but we were certainly more careful and when and where
|
|||
|
we took our showers!
|
|||
|
|
|||
|
--- Vicki <Morgaine>
|
|||
|
|
|||
|
The only time I've ever come across a toilet in an adventure was
|
|||
|
in an Ogre chief's castle. It consisted of a wooden bench placed upon
|
|||
|
the edge of a deep pit, at the bottom of which was a green slime which
|
|||
|
absorbed the waste.
|
|||
|
However, this was in reality a trap. The Chief had a trusted guard
|
|||
|
hidden in a secret closet opposite the seat. If anyone crossed the
|
|||
|
Chief then he would tell the guard. Then when that person next used the
|
|||
|
device the guard would pull a lever, the bench would hinge back and
|
|||
|
slam into the pit wall pitching the poor unfortunate victim 60 ft. down
|
|||
|
into the pit as fodder for the green slime.
|
|||
|
If the victim managed to hang on to the bench somehow then the guard
|
|||
|
would venture out and clobber them until he fell. The Chief's shaman
|
|||
|
kept the slime at bay with the occasional fireball or two to keep it
|
|||
|
nice and small.
|
|||
|
|
|||
|
--- Steve, Darkheart
|
|||
|
|
|||
|
-----------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
SPECIAL THANKS
|
|||
|
|
|||
|
|
|||
|
Loren Miller (INTERNET ADDRESS: MILLERL@WHARTON.UPENN.EDU) for the
|
|||
|
laundry section.
|
|||
|
|
|||
|
Elf Sternberg (BITNET ADDRESSES: elf@halcyon.wa.com, halcyon!
|
|||
|
elf@sumax.seattleu.edu) for his Elf's GameBook (An addendum for AD&D
|
|||
|
players) from which I took the idea of Scrubbing Bubbles and modified
|
|||
|
into my own 2nd edition monster.
|
|||
|
|
|||
|
|
|||
|
|