Date: Tue, 7 Oct 1997 19:58:58 +0100 From: Peredur Glyn Subject: Want a laugh? Want to grow become green? Want to blow up? Call Dibbley... Greetings and thrice hail from the hovel. Yes, I *am* back, and here is an idea that should (ahem) liven up your adventures, as long as you dig exploding people and replicas of Noddy, that is... Oh, and having an Arabian Gipsy with a few bottles of Potions to hand out is seriously bad for your health. You *have* been warned. ============================= DIBBLEY THE CLINICALLY INSANE and his SHOP OF MANY POTIONS As you can guess, here is a shop that the warriors can visit in a town or a city or indeed a village, since Dibbley TCI is constantly moving about 'cause his shop is really a cart pulled by cows (I said he was insane) which moves around a lot and may be anywhere! You can find hin on a 2D6 roll of 10+, no matter which settlement in which you are. This represents the fact that he may be there when you least expect it. Once you find Dibbley TCI and his shop your warriors can visit his shop any day. However, roll a D6 at the start of every day: on a 1 Dibbley has set off during the night to go onwards, and your warriors cannot re- visit his shop again this visit to town. Stock rolls (always 2D6) and costs are dealt with exactly as with normal shops, albeit you can buy mighty strange things in Dibbley TCI's wagon... "Dibbley The Clinically Insane (as he is known) jumps down from the wagon as he sees you, and runs towards you with open arms. He passes you and hugs the cow that sits chewing its cud by your shoulder. Dibbley, a small, crazed man with a long pink beard that changes colours constantly, suddenly notices that you are there, and smiles inanely. "Hullo, madam" he greets, "How can I help you today? Can I interest you in any potions? Lots and lots of potions here; green ones, red ones, pink ones, yellow ones, nice tasting ones, bad tasting ones and even lethal doses of water, which you can kill yourself with if you feel the urge to play the lyre twice after dinner." Dibbley is obviously staying true to name and you think it better to choose which potions to buy and make an exit before he takes you for his long lost octopus..." ITEM STOCK PRICE Potion 2 150 Super-potion 6 200 Frothing liquid 8 100 Sweet drink 4 75 Empty bottles 3 25 Item descriptions ================= Potion: You can never tell what potion you buy, even if Dibbley tells you what it is when he gives it to you. Each bottle has only one dose, and when you drink it you realise what the effect is. When a warrior drinks the potion, roll on the Random Potion Table to see what happens. Discard the potion after use (unless you want to keep the empty bottle). Super-potion: Dibbley is proud of his super-potions, since he claims they are fantastically invigourating and good for you. Whether or not you believe that, there is a slightly better chance that a Super-potion is more reliable, because it doesn't change colour as often. If you drink from a Super-potion, you may make two rolls on the Random Potion Table instead of one, and choose which one to apply (but you must apply one). Discard Super-potion after use. Frothing liquid: This is a phial of frothing liquid (really?) which might be a potion and might be something completely different. When you drink the Frothing liquid, roll a D6 on this table to see what effect it has. Discard after one dose: 1 = Poison! - You feel a horrible pain in your stomach as the potion is really a poisonous brew. Lose D6 wounds with no modifiers, treating it as fatal damage. 2 = No effect! - It just gives you a nasty stomach cramp a few hours later. 3 = Yummy! - Treat the liquid as a Sweet Drink. 4-5 = What the...? - Treat the liquid as a Potion. 6 = Something's happ... - Treat the liquid as a Super-potion. Sweet Drink: A delicious-tasting drink that refreshes you when you drink it. A warrior who is not on 0 wounds may drink the Sweet Drink. When drunk, roll a D6. On a 1, nothing happens. Otherwise, heal 2 wounds onto the warrior. Empty Bottle: Just what it says. This can be useful to store magical liquid encountered in dungeons. Or it can be used to smash across your best friend's head in a bar-room brawl. Rumble! Random Potion Table (D66) ========================= 11: The warrior convulses a few times, sticks his left leg in the air, and then falls down dead. Don't say we didn't warn you...The warrior is knocked down to 0 wounds. 12: The warrior cries out in pain as something invisible jabs him repeatedly in his right eye. He staggers to the floor. He loses D6 wounds unmodified, and is treated as prone this turn and can do nothing while he is standing up. 13: The warrior takes a deep breath and his hair rises in the air, several inches above his now bald head! This gives him a chill which costs him 1 unmodified wound. 14: The warrior suddenly sprouts two pointy ears, his nose shrinks to be small, round and shiny, and a blue cap with an annoying bell plonks itself on his head. It's....NODDY!!!!!!!!!!! It's so embarassing, that everyone laughs at him, and he has to go last in moving and attacking next turn. 15: The warrior feels a great nausea grow inside him, and he suddenly wretches and barfs all over the floor and all over those near him. He loses 1 wound if not on 1 or 0 wounds, and any models next to him are at -1 to hit this turn because of...well... 16: The warrior's voice becomes squeaky all of a sudden, and people have trouble keeping a straight face. All monsters and warriors are at -1 to hit next turn because of the giggles. 21: The warrior burps a few times, gives three hiccups, and then sings a few verses of "When I was a lad". When he is finished, he finds that he has mislaid his turkey drumstick. Hmmm... 22: The warrior coughs and hacks and out of his mouth pops an object. He bends down and picks it up. It's a gold coin. Lucky you. 23: The warrior finds that his hand has grown all hairy, which he can use to scare off his fellow warriors to let him go first. Next turn, this warrior counts as being the Leader (although he doesn't get the lantern unless he had it before). 24: The warrior's hair starts growing uncontrollably, and he finds it hard to see. He is at -2 to hit with missile weapons this turn and the next, and all monsters are at -1 to hit him. 25: The warrior feels a sudden urge to make a quick Elvis impression: "Uh-huh-huh". This sudden boost of confidence makes him immune to Fear and Terror this turn and the next. 26: The warrior jumps and gasps and points into the corner dramatically. All the monsters look. There is nothing there. The warrior shrugs and says "sorry" but this sudden distraction has given the warriors time to react. All warriors are at +1 to hit this turn. 31: The warrior sticks out his tongue and finds that it has turned blue. He tucks it back behind his teeth and feels a sudden urge to hit somebody and everybody, just because it is their fault! All adjacent models suffer 1 wound with no modifiers for toughness. 32: The warrior sneezes causing a roof tile to fall down and hit a nearby creature. One monster on the same board section (random) suffers 2 wounds with no modifiers on a D6 roll of 4+. 33: The warrior's teeth start growing until they are fangs, and the warrior feels like biting someone. He may make an immediate attack on an adjacent monster at -1 to hit, causing D6+(Strength) wounds not modified for armour. 34: The warrior sneezes suddenly and a cloud of red gas billows from his nostrils. One adjacent model (warrior's choice) is at -2 to hit this turn. 35: The warrior sneezes suddenly and a gout of red flames erupt from his mouth. One adjacent model (warrior's choice) suffers D6 wounds, modified as normal. 36: The warrior cringes and trembles, and suddenly finds himself growing until he is twice as tall, touching the ceiling! His movement and Strength are doubled this turn, though his Initiative is 1 and he is at -1 to hit, and cannot dodge or use missile weapons nor use treasure. 41: The warrior's blood boils and he goes into a berserk fury and hacks about at everybody. this turn he is at +1 Attacks but -1 to hit. 42: The warrior feels his muscles bulge as the potion heats up his body. This turn the warrior is at +1 Strength. 43: The warrior feels his arms bulging with massive power as the adrenaline surges into his veins. He is at +1 Strength this turn and causes 1 extra damage on a to-hit roll of 6. 44: The warrior feels his whole body becoming light and he finds he can move swiftly and silently. This turn and the next he is at +1 Move. 45: The warrior feels his wits sharpened and his reactions heightened. This turn and the next he is at +1 Initiative. 46: The warrior's hands move about a blur, and his eyesight is improved magnificently. This turn he is at +1 to hit and +1 Attack with any weapon. 51: A colourful dragon-fly buzzes from the warrior's ear. It spins round and round in the air in front of the warrior's amazed eyes, and then darts off towards the nearest monster, slamming in a kamikaze dive into its face. Choose a monster on the same board section as the warrior. That monster takes 1 unmodified damage for each point of toughness it has. 52: A wound on the warrior suddenly closes up and the blood ceases to flow. The warrior heals D6 wounds. 53: The warrior's throat goes suddenly dry, and he is unable to speak. He motions to the warriors but he suddenly finds his voice back again. His voice is, however, the voice that is the same voice as any and every monster on the same board section, and they are confused and think there is another monster. For this reason, a monster will not attack the warrior on a D6 roll of 1 this tun and the next. 54: The warrior's skin goes a nice rainbow colour, and he blends in with the wall behind him. He is at +2 Initiative this turn and the next. 55: The warrior blows out a bubble from his lips, and it floats upwards for a second before exploding in a dynamic flash and a bang. All monsters adjacent to the warrior lose 1 Attack this turn. 56: The warrior's head hurts terribly, and he feels ill. His head spins and his eyes flash wildly. Suddenly he springs to his feet and screams out various howls. When you've finished, you feel envigoured and all pain eludes you. Heal 2D6 wounds. 61: The warrior's form goes transparent and ethereal, and then disappears completely. This turn, the warrior is invisible and cannot be attacked - remove his warrior counter from the cup. He can still attack and do stuff. 62: The warrior's hands suddenly light up with crimson fire, and flames lick from his fingertips. He can cast the Fireball Spell immediately if he wishes, which targets a 2x2 square on the board that the warrior can see. 63: The warrior spins around and around like a tornado, sending dust flying. When he slows down and stops, he is dressed in silk clothes and a low-brimmed hat and is wearing a strange green mask. He makes a few flips and deft punches and kicks, and utters a cool: "Smokin'!". This turn, the warrior's Move and Initiative are doubled and he is at +1 to hit in close combat. 64: The warrior's eyes glow yellow, and he feels the power of nature surge through him. He is healed up to full wounds and cured of any permanent effects such as poison or plague. 65: The warrior thrashes about and gacks and groans, and in a blink of an eye two huge, writhing tentacles have erupted from his flesh beneath his real arms, and they lash out to grab at nearby monsters and squeeze them to a pulp. This turn, the warrior is at +2 Attacks and +2 Toughness. 66: The warrior spreads his arms out wide and his cries rise to a howl and suddenly with a BANG he explodes in a bonfire of flesh, blood and gunpowder. All adjacent models suffer D6 unmodified damage for each of his Battle Levels. He is reduced to 0 wounds. Ouch. =========================== Well, there ya go. Have fun and don't overload on those Super-potions! See ya soon with some more "spruce-up plans". Be good. Cheerio, Peredur -- ####### Peredur Glyn # Cymru am Byth!!! ####### peredur@llonnod.demon.co.uk www.llonnod.demon.co.uk "I want to be young and free, then I want to be middle-aged and rich, and then I want to be old and annoy people by pretending I'm deaf..." -Blackadder III