Low Fantasy
The Shifting Sands Desert, known for its unpredictable sandstorms covers thousands of square miles. It is home to the Desertborne Humans, who live nomadically, following the desert's weather patterns. The desert also contains hidden oases, caves and ruins of old cities. On the frontiers of the desert, poachers sometimes threaten the balance, and some bandits roam the desert. The tribes mantain most of the time peaceful relations but thrive for power.
Author's Note: WORK IN PROGRESS, feedback on Discord is really apreciated, as the CI's and some things are still being tested.
There is some special mecanics in this campaing (which obviously you can deactivate):
-Water and Food supplies matter. There is a counter that shows your daily supplies, the food water counter shows how many days you have, including the current. So having 1 suplies means that tomorrow you will starve. Any day that you are at 0, you will be poisoned and loose 20% of your health.
The maximum storage is determined by your gear. There is gear to store supplies for 3 days, and gear for 7 days.
-There is a maximum of hours you can travel. Upon reaching it you must rest before continuing. I advise to specify the direction and the number of hours you wish to travel.
Franz usually keeps track of this two counters well, but as always, sometimes you have to manually correct it.
Thanks to Rhetorici for the amazing work done with items and spells, I just cloned nearly all, and I'm currently trying to overcome a bug that doesn't let me import them.
https://play.fables.gg/profile/Rhetorici
Played | 112 times |
Cloned | 13 times |
Created | 41 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Alchemist's Fire (Flask)
Uncommon•Gear (Standard Gear)
Weight1.00 lb.
Cost400.00 Silver Pieces
Description
Alchemist’s Fire is a potent concoction. Sticky, adhesive fluid bursts into flame the moment it contacts air, clinging to surfaces & igniting with terrifying intensity. As an action, you can throw the flask up to 20 feet, targeting a creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns as the burning fluid adheres to skin, armor, or gear. The flames persist until the target uses its action to beat them out, requiring a successful DC 10 Dexterity check.
Details
Type | Gear |
Category | Standard Gear |
Rarity | Uncommon |
Weight | 1.00 lb. |
Cost | 400.00 Silver Pieces |