From Dinosaur Adventure 3-D |
[1]
Hatching Crystal. Helps speed up hatching baby dinosaurs; if three
are placed around an egg they will hatch it instantly and consume the
crystal. Using these crystals can circumvent the need for the egg's
mother to watch or incubate it. There are no ill effects to the young
dino.
[2]
Inversion of the Natural-Order. Functions as a reverse of alignment;
meat eaters become more peaceful and rational, where as plant eaters
become violent and psychopathic. Affects those who look through the
crystal. Lasts for 3d6 turns.
[3]
Fire Crystal. Focus light. After 1+1d4 Exploration turns, can light
dry leaves and dead plants on fire. Each extra crystal used at once
decreases time by -1 turn.
[4]
Hardening Crystal. If eaten by a dino, grants +2 AC and +1 to hit and
damage for up to a full day.
[5]
Backwards Amber. It has a tiny, strange creature trapped within. The
creature has a weird fuzzy material covering its skin, a long thin
tail without spikes, and feeds its young weird white blood. The
creature will one day be freed from this amber in the future as it
melts apart- reverse amber. If opened early this draws The End of the
dinosaurs 1d6 days closer.
[6]
Vibrating Crystal. Hitting this crystal reverberates noise, and if
spun or carefully rolled it can store noise to be replayed every time
it is struck for the future. Can be used to store knowledge, which
will almost certainly be lost at The End, each Crystal stored in the
darkest, deepest cave you can find has a 1 in 12 chance to survive
The End.
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