SUNSHAPERS 30SPF Sun Cream and Hot Cream for Women | Sun Protection plus Super Concentrated Cellulite | Tan Developer and Fast Fat-Burning Formula | Flat Belly, Slim Waist and Legs | 200ml

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SUNSHAPERS 30SPF Sun Cream and Hot Cream for Women | Sun Protection plus Super Concentrated Cellulite | Tan Developer and Fast Fat-Burning Formula | Flat Belly, Slim Waist and Legs | 200ml

SUNSHAPERS 30SPF Sun Cream and Hot Cream for Women | Sun Protection plus Super Concentrated Cellulite | Tan Developer and Fast Fat-Burning Formula | Flat Belly, Slim Waist and Legs | 200ml

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Price: £9.9
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Little scraps of tissues that attach directly to your eyes (remember that removing a graft leaves a rash? my eyes are watering just thinking about it). A pair of lenses grants you the ability to see twice as far while still being able to see close up equally well. Before Glerran took over that role Yihn-Tol was the village that most suited climbers. Now its smaller (only 1,800 people) and no longer as important. It is the lowest halfling village and therefore the closest to the swamp and the effects of Rajaat's Curse, so mutations are especially common here. And of course the swamp is full of death-monsters who are quite happy to try and climb up the cliffs to eat some halfling faces. It is also the first target of the Reggilids (you'll find out about them later) and assaults by the thri-kreen empire to the west.

These are large life-shaped creatures intended to perform "industrial" scale work. They don't appear to be rhulhisti artifacts so presumably they can still be constructed. Finally, if you're creating a rhul-thaun you have to roll 1d8+1d12 to determine your social status...I'm no probability wiz, does that actually produce a distribution any different from 2d10? Just curious. Rhul-thaun are assumed to be interested in searching for Sahl to find his secrets, either for their own purposes or because they've been hired by a sponsor interested in his secret. A combination trash-can and toilet, it takes the form of a large pod with a hole in the top. It dissolves all organic materials to both feed itself and create pith. The first is climbing. It's easy to find the path the bartender described and pretty much requires a professional climber and probably requires all of the PCs to at least have the mountaineering skill. It takes 2 days to climb down (a day and a half if everyone is a climber).This was touched on in the last Fatal and Friends entry for Dark Sun but for those who don't know (and just to torment those who do know all over again), the Revised edition of Dark Sun came with a whole new and much longer history of the planet. Life Shaping: The halfling bio-engineering skill. Exclusive to members of the Life Shapers guild and grants the knowledge to create life-shaped creatures and repair them. post-apocalyptic. This "true" history of Athas is deeply tied in with the halflings, because they are actually the precursor to most other intelligent species.

Like a cyberpunk dystopia "height" in a city is also associated with wealth and value. The elite and wealthy live higher up in the city with the lower classes living near the base. The combination of vertical orientation and heavy fogs that rise up from the base of the cliffs means that the halflings are used to dealing with things at relatively short distances and to them they consider things to be farther away than most other species (much like normal humans consider a 20 foot walk a trivial distance but 20 feet in the air quite high). We're also told that life-shaped creatures need rest as well, resting at least as much time as they spend working and no single creature can work for more than 24 hours straight. So an engine that spends 8 hours grinding, pumping or pushing needs at least 8 hours of rest. If this is violated then they lose 1d4 hit points every 4 hours of additional work. This is also where we're given our first glimpse into how life-shapers shape-life. The process largely involves a substance called "pith" which is carefully mixed with other raw, primordial ingredients according to ritual traditions which usually take 3-10 weeks (or longer for bigger organisms). The Pristine Tower could take power from the sun. Not in the sense of a giant solar power plant (or a literal plant), but in the sense of actually They can climb walls and "dance over bridges" (why only bridges?) at triple normal speed for 2 minutes per point of constitution. They also, for some reason, get a +10% to move silently and +5% to hide in shadows...but no bonus to climb walls.Some possible rumors are the discovery of the High Lord's mummified remains, a super powerful life-shaped artifact, the source of Rajaat's Curse or the plans for a huge invasion by the thri-kreen. Continuing the list of weird, life-shaped items. Moving on from weapons and armor to more general gear.

In addition, the life-shapers of Sahr-tosh do not even keep up the pretense of political neutrality as the city administrator is also the head life-shaper. The life-shaping sanctuary is far larger, relative to the village's size, than any other and the life-shapers take the opportunity provided by being basically the rulers of the city to perform their most dangerous and morally questionable experiments here. They even have their own life-shaped assassins called the ghav-nosh (takers of life) that they use to eliminate their enemies. While Pareth is the village for windriders, Glerran is the village for climbers (because apparently you've got to have a theme). The village is home to about 2,500 inhabitants. Beyond catering to climbers it really only has two notable features: Basically, Yihn-Tol is the canary of the Jagged Cliffs, its there to hold the line against all the horrible stuff and once it finally gets torn off the cliff-face everyone else knows shit has gotten real bad.

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The name pretty much says it all. Trained fighting dogs that have prehensile tails and flexible claws to help climbing. Their senses are twice as keen as an ordinary halfling. But you know...I think this is the first time "dogs" have been referenced in Dark Sun, Athas is kind of notable for not having ordinary domesticated animals like horses or dogs. It's also odd that all the guardians have translated names, unlike the transports. This is a species that lives only in the swamps at the base of the Jagged Cliffs. They resemble ugly, elongated elves with an extra finger on each hand. No one knows their origin, even they don't know because they simply seem to have no desire to pass down or preserve their own history. The only thing that they care about is arcane magic, which they are very good at. All reggelids are wizards or fighter/wizards, born with magical abilities from the effects of the swamp and increasing in power as they get older. They have an innate talent with magic items, having a 75% chance to increase the effect of any magic item they use by 25% (rounded up). Although life-shaping, in general, isn't that amazing compared to what's possible with normal materials one area they excel at is medicine. They're still not as great as a templar, cleric or druid but the medical knowledge of the rhul-thaun is much broader and more easily applied to day-to-day life (for instance, they understand germ theory and sterilization). They also have a few medically specific life-shaped creations. must have proficiency in the dagger and the garrote. I'm beginning to think that the chahn doth protest too much...

This creature looks like a bowl and can draw moisture from the air, collecting it inside of its bowl (its a big bowl, containing 50 gallons). It can cover itself with a flap of skin to prevent evaporation. This respect for life is one of the reasons that the rhul-thaun don't have much respect for psionics or elemental magic: they consider the forces of life the most powerful things in the world and thus life-shaped technology must be the highest achievement (ignoring of course that magic and psionics are actually quite a bit stronger in most cases). breeze sprites". Big wasp-like bugs that can carry one rider and 25 lbs of cargo. They're quite fast, flying up to 75 mph. They're also very maneuverable, able to hover, turn in place or fly straight up and down. They have a small stinger (1d4) for self defense but it has no poison.

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which grows into the desired shape and then, essentially, dies and solidifies into its new form. The second (and much more expensive and valuable) is rahn-rath. Rahn-rath buildings remain alive after being grown and thus can be altered later on with careful manipulation and maintenance and it can repair minor damage to itself. However, if a living building starves (or dies due to fire or disease) then it'll become brittle and crumble. You can't neglect a living house. Haste: works on the lifeshaped. It claims it helps with things like Flashlances as well...but its not clear how. The ancient halflings learned that they could transform living things into tools, servants, and even buildings and vehicles. Of course it notes that they respected life (they totally didn't) and refused to think of the organisms they created as mere tools (they totally did) and would never take their power for granted or abuse it (they totally would). soar-whale". Basically huge organic blimps (supposedly working just from self-warmed air. They can carry a bit over a ton of cargo and flies at 30 mph. The thing has no built in means of self defense and taking more than 1/4th their hp means they begin to deflate and have to descend. These are the most common windriding mounts since they're essential for transporting materials between villages. More cloaks! Unlike the rest of the 'cloak series, this one is not self-explanatory. Neither is it actually a rhulhisti artifact. Darkcloaks are actually an accident where a living cloak has gained psionic abilities which it uses to defend its wearer, giving them a mental AC of 5. It apparently also grants a physical AC of 5...but whether this functions like armor, more like Bracers of Protection or what exactly is unclear. It's not entirely clear on whether or not the improved protection is a psionic effect or simply a result of the cloak being very tough.



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