|
Type
|
STR
|
|
1
|
Whale
Oil
|
35
|
Clear
yellow-white light. Oil from the
psychic whales of the Nightmare Sea. Slight but continual whale-song from the
flame. Hypnotic sorrow. If you stop, wait and do nothing, in the absence of
any event, you must save vs paralysis to come to your senses and act. Once an
hour till the lamp runs out.
|
2
|
Candle
lamp
|
15
|
Flickering
yellow. Safe, reliable, cheap, 1 in 6 chance it goes out if dropped or in
high wind.
|
3
|
Carbide
Lamp
|
40
|
Bright,
soft, white flame. Duergar advanced tech. Creates toxic carbide sludge that
must be disposed of every day. Makes tracking you easy and offends wilderness
dweller a great deal.*1
|
4
|
Luminol
Lamp
|
30
|
Eerie
pulsing green. Looks like a tiny water-clock. Two pipes drip luminol and
blood in an alternating rhythm, they mix and activate in a base of hydrogen
peroxide.
|
5
|
Drow
Candle Lamp
|
10/30
|
Dull
barely-lit red in the visible spectrum. Much brighter to those with infravison. Candles are black
honeycombs formed into cones, hexagons filled with strange pungent chemicals.
|
6
|
Amincule
Lamp
|
10
|
Blue-green
sealight. Reliable, safe. Can be poisoned by ammonia to triple STR for 1d6
hours. Then dies.
|
7
|
Squidlamp
|
30
|
Crammed
squid pules with regular patterns dependant on situation outside lamp.
Strobes wildly during combats. Tap the glass to encourage squid to attack
that side and the light becomes directional. Squid will attempt escape.
|
8
|
Dragonfish
Lamp
|
35
|
Unlike
every other kind of bioluminescence the Dragonfish bellies glow a deep dark
red as they circle in their endless hunting pattern. Will cannibalise at rate
of 1 per hour if not fed. STR=Number of fish.2
|
9
|
Cancer
Fulgens
|
25
|
The
most boring form of bioluminescence. Simple molluscs. In an emergency, can be
eaten. Will ody and its emissions glow for a day.
|
10
|
Fungal
|
20
|
Many
varieties, all with the same soft green steady glow. If lamp damaged the
fungus will colonise any open wounds of the holder. The wounds will glow.
Then the veins.*3
|
11
|
Light
of Decay
|
15
|
An
awful lamp. Bacteria growing on the flensed body of an animal or fish carried
on a pole or hung from a chain. Often turned inside out, guts glowing.
Stinks.
|
12
|
Scarab
Lamp
|
10/25
|
The
iridescent green of this cat-sized sleeping scarab glows softly. When aroused
the scarab extends its wings, buzzes loudly and flies up to the end of its
chain. The wings glow a bright gold. Must be fed.
|
13
|
Mondmilch
Lamp
|
45
|
Moonlight.
Heavy lead-bound prison-tank. Insanely dangerous. Forms itself into
nightmares of those who look. Activates lycanthopy.*4
|
14
|
Ultraviolet
Butterfly
|
40
|
A
skull in carried belljar. At first a deep ruby-red, then liquid rainbow, then
a deep blue that forces manic depression.*5
|
15
|
Archean
Lamp
|
D50
|
Each
utterly different works of art. All toxic. Must be carried on the ends of
poles as contact causes 1hp damage each day. In a sealed environment users
must save each hour or take 1hp damage from fumes. Fed metal to work. Cages
usually wood. Very expensive.
|
16
|
Bound
Fire Elemental
|
5-50
|
Varies
from butane-blue to sun-yellow. Essentially like having a political prisoner.
Wards must be continually renewed. All encountered fire creatures will be
hostile. May shrink or grow to confound you. Can be punished. Reliability
depends on negotiation.
|
17
|
Portal
Lamp
|
30-50
|
Strange
lights depending on plane or location reched. A fragmentary portal to another
plane where the light is constant.
Only hand sized but can provide means of communication for creatures
from that plane. They may have demands of you.
|
18
|
Demonic
|
40+
|
Unquenchable.
Registers as evil (though this almost meaningless in Underdark) only ever
traded for specific services and exchanges. Never money or material things.
Never worth it.
|
19
|
Ghostlight
|
40
|
Tiny
bound ghost. Ages whatever it touches, cage must be gold and renewed at
times. If wards fail, will escape and magic
jar its owner.
|
20
|
Lightning
Jar
|
40
|
Bound
micro-lightning in the copper-wired body of a Stromsheep. Tries to escape.
Unreliable weapon. Carrier must be grounded for safety. Don’t break it. Cannot
be turned off.
|
*1 A
D&D character is unlikely to understand the chemistry of this lamp. They
will not have a fundamental comprehension of how it works and will be unable to
fix it. (Duergar have access to mirrored headlamps that work off this system
but will not sell it or use it outside their controlled volumes. Using one is a
sign that you killed one or stole from them.)
*2
Many an unfortunate adventurer has stumbled to safety by the light of a single
remaining fat Dragonfish.
*3 Infection
grows to infect one HD each day and subtracts one hp for each die affected each
night. So if a player had eight hit dice and goes untreated for eight days,
they will lose 8 hit points each night. It takes one heal spell per HD affected
to cure the disease. The same player would require eight Cure Light Wounds
spells in one 24 hour period to be safe. If they only get seven, the infection
is still there and will re-grow as before.
*4.
See Mondmilch entry.
*5 See
Ultraviolet Butterfly entry
Other
rumoured light scources
Quarts
& Uranium Nitrate Maracas
Nightmare
lamps
Psionic
lamps
Light
Knife – casues glowing wounds with STR equal to damage casued.
Holy
Organs
Archean
Flowers
Starlight
Jug – pour this liquid out into a pool and it reflects the stars in a night
sky.
Luminal
Kojo Cigarette – Smoke from these glows like the dawn
Golden
Mask – heavy and bloodthirsty
Skin
of a golden snake - rare
This was great. I particularly liked the Mondmilch Lamp and Scarab Lamp.
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