Showing posts with label Magic items. Show all posts
Showing posts with label Magic items. Show all posts

Wednesday, July 22, 2026

Magic Sandal Generator

All pairs of Magic Sandals start with;

  • Two identical, mostly-indestructible shoes that fulfill all the function needed for basic footwear.
  • Count as "Magic" 
  • Advantage to rolls when dealing with slippery terrain, crossing over ground-based hazards without hurting yourself (like pools of acid or caltrops), and rolls to avoid getting caught in quicksand, slipping on grease, or in snares.
  • Deals 1d4+1 Magic Damage Kicks with a Hard Sole OR Grants +2 to Stealth Rolls with a Soft Sole 
  • +1 AC 

The Sole- Roll d12 (Odd is Hard Sole, Even is Soft Sole)
[1] Gold (+2 to Saving Throws & Reaction Checks) Ornate, fit for a King or High Priest.
[2] Reptile Leather (Waterwalking, +25% Running Speed) Stylish.
[3] Wood (Can walk on Fire, Kick Holes in Flame Walls) Thick sides painted with bold symbols.
[4] Bamboo (+1 To-Hit & AC) Made for a Samurai. Somehow, decently protective.
[5] Stone (Deals 1d6+1 Kick Damage, Deals 2d10 if you jump on someone's head) Loud footsteps. 
[6] Magic Leather (+2 to Max HP and +1 Strength Modifier) Supple, spartan, earthen tones.
[7] Green Copper (Standing still grants Unmovable, +1 Constitutions modifier) Patina surface of ancient metal which has been cast-forged into a foot-like shape. Weirdly comfortable.
[8] Straw (Encumbrance Limit +25%, Immunity to desert Heat) Made for long treks.
[9] Glass (Can walk on Light, Kick destroy Illusions) Can stand on glowing bands of light, magical auras, on a laser beam if you dodge it, and so on. This can include your own spells.
[10]Palm Leaves (+2 to rolls to climb trees, move thru underbrush, immune to Entangling Roots) Any amount of foliage can support your weight. Surprisingly tough yet very flexible.
[11] Bone (Grants +1 Caster Level when casting Necromancy Spells, Kick can Turn Undead, Charisma modifier -1 while worn) What creature had feet like this?!
[12] Rubber (1d2+1 Improvised Weapon, Causes Fear) Made of some artificial, strange-smelling material that won't be invented for many centuries. Despite its light weight and lack of sharpness, brandishing one as a weapon in your hand spreads fear into your enemies.

The Straps - Roll d10 (Made of the same material for a Soft Sole Sandal)
[1] Thin (Running Speed increased by +50%, -1 AC) Digs into the flesh with fast movement.
[2] Gladiator (+1 to Saving Throws & Sandals can't be removed by anyone else) Secure.
[3] Magic Beads (Kick have +1 To-Hit and causes Save or Fall Prone) Rattles like a rainmaker.
[4] Silver (Grants extra Saving Throw or Immunity to Hold Person) Mystically breaks hypnosis and spells to keep one from moving. Could be lined with silver thread or actually pounded flat silver.
[5] Mesh (Immune to Arrow Pining and grants +1 AC vs Ranged Attacks) Makes it hard to see what way your foot is turned. Mule-style sandal with a thick strap. 
[6] Wand Loops
 (Can Store a wand parallel to the foot, activates stored spell upon Kick) Just remember, whatever spell comes from that wand will be cast point-blank...
[7] Toe-Ring (Can Swap with a Magic Ring to wear it on your toe, one per shoe) Sandal's straps converge around the big toe with a simple metal ring, giving the toe an air of importance.
[8] Knife Sheathes (Never surprised, +1 To-Hit on first attack) Can hold a medium sized dagger or throwing blade on one shoe. Also has a reservoir tip that keeps poison poured inside fresh.
[9] Complex (Grants +25% Magic Resistance) Complicated strap pattern wraps over the foot to create a mystic symbol. Need an Intelligence modifier of +1 or else you won't know how to take them off and need someone else to help you.
[10] Guillotines (Sandaled feet can detach from body and act independently) For the cost of one Hit-Point, you can tighten the straps to cut off your feet which can act separate from your body and walk around or kick. You cannot stand up or walk without aide while your feet or attached, and your body does not benefit from the magic of your sandals. Assume your feet have 10% of your maximum HP and cannot hear or see anything, but can make kick attacks, dodge and run as fast as you could while attached.

Accessory / Sandal Power / Extra - Roll d8
[1] Ankle Wings (Fly as fast as you can run) Classic for a reason.
[2] Shield Charm (Grants +4 AC for attacks against your legs) Cute & protective accessory.
[3] Mouse Hole (Can summon 1 Hit-Point Mouse which can pick basic locks) Will work for cheese.
[4] Heel Cymbals (Dispels one ongoing magic effect, takes a round) Click your heels for the chime.
[5] Spurs (Grant move speed bonuses to your mount & +1 Handle Animal checks) Riding gear.
[6] Toe Mirror (Reflects Slow or Hold Person Spells, Kicks can penetrate Shield spells) Useful for thieves to see under doors and to kick nerd Wizards. Also unbreakable, but easy to scratch.
[7] Gemstones (Can Store one spell up to 3rd Level, one per foot) Mystical reserves which have an internal glow when loaded with a spell. The gems hold great value on their own and could be pried off or used as spell-components.
[8] Sorcerous Depictions (Curses depicted enemy over time) Insole of canvas. If you draw someone you know on them, each time you take a step a tiny bit of magical damage is sent towards the victim; which they only feel as a subtle pressure. Each day does very little but with enough time or miles traveled will deal damage to their Charisma score as their face caves in or distorts as though trod upon over and over.

Tuesday, February 24, 2026

10 Vampire Adventurer Items

Vampires are incredibly powerful magical creatures; however they have several unique traits that sets them apart from other fantastical beasts like dragons, ogres, beholders, and so on. That being that they are intelligent, humanoid and/or ex-human, capable of using tools, similar in size to a standard adventurer, and have a limited ability to blend in with normal humans. Depending on the exact mythos they may also be able to control themselves when it comes to feasting on blood; either as a rule or as long as they are kept well fed. For these unique traits vampires are among the most common types of monsters that might actually become adventurers, and may even be driven to do so given the more inclusive nature your average band of misfits instead of superstitious townsfolk or for those unfortunate vampires not rich enough to impersonate a long line of (strangely similar looking) landed nobility throughout the generations.

Consider adding this loot table for vampire player characters to find which help mitigate some of their vampiric weaknesses. Alternatively, if you end up slaying a traveling vampire, they'll likely have at least one of these along with them as a bit of worldbuilding and a fun item you yourself may find a use for.

10 Vampire Adventurer Items
[1]
 Unrequited Invitation
Gold trimmed silk envelope containing a very fancy looking piece of perfumed paper within. Upon opening the letter and reading it it will be a very clear invitation to whatever event or household the person receiving this letter is a representative of; addressed to the owner of the invitation. This does not allow the vampire to enter the premises freely, as they have not been invited, but can trick a door guard to silently open it or call for a servant to take your coat which then count as having been invited. Even to non-vampires, this can make it much easier to enter a party uninvited or with lax security.

The ink is enchanted and takes about an hour to "defrost" and disappear. If accidentally handed to the wrong person can also reveal its a trick. For example, if a lowly stable boy handles the letter first it may instead read "COUNT SO AN SO IS FORMERLY INVITED TO THE SHIT SMELLING HORSE STABLES ON THE DUKE'S LAND!" because the stable boy isn't really considered a resident or having access to the party himself. Because the paper within and the envelope are enchanted together; after using this item you will need to recover the invitation and preferably before the ink disappears revealing your scam.

[2] Telescopic Parasol
Dark gray and black umbrella with red highlights on its bottom side. Styled to look like a vampire squid. Designed to slide open as a modern umbrella and protects the user from the sun. Any vampire standing under this parasol while its open during even the brightest day takes, at maximum, one Hit-Point worth of damage per hour of being awake in the day. Arrows or attacks that cut holes in the parasol can negate this protection and naturally getting pushed out from under it will cause the unfortunate vampire to take full damage from the sun when their protection is gone.

By pressing the buttons along the handle you can expand the parasol up to 9 squares/size of a small campsite. At this size it's very unwieldy and requires both hands and can get blown away by the wind; but can be planted in the ground with an optional soil spike at the far end of the handle which can also be used as a d4 hidden weapon. Close inspection of the parasol does not reveal any enchantment or magical effects; it is simple a work of very high quality and mechanical complexity. Any repairs or modifications would require the greatest of skilled craftsmen.

[3] Heartfelt Stakeguard
Small piece of dull gray metal fastened with a long black satin strap. Shaped into a stereotypical Valentine heart. Designed to be worn around the chest underneath other clothing or armor. It never comes loose, slips, or chaffs and isn't apparent the wearer is wearing it unless you touch their chest directly and feel the hard spot where it is fixed. Provides +1 AC in combat and protects you from being staked in the heart; crucial for vampires but also effective for mortals as they usually don't enjoy getting stabbed in the heart either. "Heartseeker" arrows, vampire slayer stakes, or similar instant death attacks prioritizing the heart instead are either deflected, do maximum damage but are not lethal, or grant an additional save vs death bonus; whichever is most fitting to the attack.

The reverse side of the Stakeguard (the side you're supposed to have pressed against your chest) is scratched with the names of a hundred vampire lovers; either their human lovers or ones found after death. The oldest scratching are written in hieroglyphs that slowly progress to the modern language. Despite how many cold hands this object has passed through, there is always just enough room to scratch one more name on the back of the metal plate.

[4] Bloodstow Ring
Golden ring with a large brilliant blood red ruby inlaid within. Very close inspection while swirling the ring around reveals it is actually liquid; the gem is actually a very cleverly designed glass vial set in the ring with a tiny needle that can pressed to rapidly inject its blood into the finger of the wearer (if full) or drain some of their blood to fill the ring's vial (if empty). The ring is enchanted and can store a bit more blood then it appears, and the blood within never goes bad and is perfectly preserved, but it's still only a ring. In gameplay terms, activating the ring will cause the vampire wearing it to receive a blood injection equal to about as much blood they could feed from a human in a single combat round with a successful bite attack; restoring that amount of HP, stamina, vampire power points, granting the benefits of a fresh feed, etc. The benefit of the ring is you can feed your vampire nature in secret and it count as a bonus or free action; not requiring the danger of trying to grapple and bite an enemy.

Secondly, as a store of blood, it can also be very useful for keeping a piece of a party member even if they would otherwise be totally devoured or eradicated for a revival; or even as a way to keep an elder vampire's blood stored safely to turn yourself into a vampire without needing to submit to a vampiric sire and so on.

[5] Sanguine Scrying Dish
Deep bowl made of a dark, stained silver with bat motifs. Regular scrying bowls can be used by Wizards to spy on distant places or people, usually requiring something of personal importance to the person or a pinch of something natural from the location and filling the bowl with clear water. The level of the practitioner is used to scry more details more clearly and to see things that are attempting to be "hidden", such as individuals who change their names or move to a big city to go unnoticed.

The Sanguine Scrying Dish allows vampires to exercise the same power as diviners; except using blood instead of water and substituting their vampiric status and age instead of MU level. It is especially good at finding victims or people of special bloodlines, though it would require a drop of blood of someone related to them to show the image correctly. Using this, you can locate with great certainty any living, mortal individual.

[6] Dawnstone
Wrapped in black silk; this white stone looks as though it came from a holy place. One side of the stone is flatter then the other and has natural veins of golden ore within it that exactly match the symbol of a rising sun. This artistic symbol naturally occurring is clearly the sign of a divine miracle; and this stone is consecrated with holy power meant to prolong the day and ward against the coming night. However, it was stolen from priests or paladins of a holy order, and is being used for its opposite intended purpose. It is wrapped in many layers and handled carefully as it is still holy and deals 1d6 damage to vampires when touched; but it must be carried to have any effect.

Whenever sunlight is created from the result of a magic spell, released from a vial or jar, or created by "upgrading" another light source (like a torch), it is instead drawn into the Dawnstone, safely containing it. The Dawnstone can also prevent sunlight from entering a small room through windows or a crack in a cavern wall for one turn; safely absorbing the rays into itself until reaching maximum capacity. This would give a vampire time to find a dark place to hide before the morning comes and slays them. It cannot do anything about the sunrise itself, as it is simply too much light for it to handle, so being caught out in an open place as a vampire grants no protection. Every night at Dusk, the Dawnstone releases all of its stored up light around itself becoming a true sunlight lantern for 1d6 turns. By placing it in a sealed box or behind several closed doors by a trusted servant the Dawnstone can be safely discharged each dusk while carried around at night to offer some small protection against sunlight magic.

[7] Tickwand
Magic wand shaped like a pair of spiraling eels with several fattened ticks and maggots carved into its handle. While held, the user may convert any prepared spells/one mana point/one daily use power slot/etc. into a casting of Magic Missile which appear as little red hardened blood crystals which fly out to damage your foes. Despite shooting hardened blood crystals the projectiles created by this wand "taste stale" and have no nutritional value for vampires.

Alternate ability; fires actual magic ticks that seek the target, latch on for one turn before dealing damage, then return to the caster in another turn (floating slowly enough to get knocked out of the air since they're fat with blood). I kinda like the idea of this being a way to steal blood in combat at a distance but I also think an edgy vampire wizard would just outfit their magic wands and staves with bats, leeches, mosquitos, and other cool blood-sucking animals because they think it's cool. Maybe they got turned as a teenager so they stay in that mindset for all eternity. Maybe you could rework this into a cool "raid boss" mechanic where the ticks heal the vampire lord for 1d4 hp so if you swat them out of the air before they reach her you can prevent her healing during this phase or whatever.

[8] Nosering Ward
Magical nosering. It's a septum piercing that installs itself; dealing 1d2 damage the first time you bring it within a hand's distance of your face. After that, it deals no damage and can be removed or placed in your nose whenever you want. When worn, the Nosering Ward provides the user an additional saving throw against toxic or poison gas, miasma, stench of decay and so on by dulling the sensation of smell and protection the nose from foul magics.

Vampires are already mostly immune to those things and just use it to prevent smelling garlic.

[9] Portable Bridge
Appears as a small golden stick. If you place one end of it sticking out over a chasm, it will slowly grow out and become larger and larger until it touches the other size; at which point it will thicken up and become a bridge. Slowly it grows from a simple fallen log style bridge, to a basic wooden bridge with even footing, to something with extra supports and a wider path and parapets on the sides; until it eventually gains lanterns that glow and a wide, strong path that can support heavier and heavier weights. Placing this over a river is an easy way to cross one.

Each transformation roughly takes one exploration turn and increases the carrying capacity of the bridge by one person or general size/weight class. So one turn one person can cross unsafely. At two turns multiple people can cross unsafely or a heavily armored fighter can cross the rotten beams unsafely; but one person can cross safely. At three turns it has guardrails so multiple people can cross safely and can support the weight of a horse & rider. At four times, you can move a company across it. At five turns, you can move elephants across it, etc.

[10] Riding Mosquito
Exactly what it says on the tin. Flying mount, fragile, and lacks affection towards its rider. Required to drain the blood of a large animal, like a horse or cow (or a few people) to sustain carrying a rider any significant distance; the creature will end up as a shriveled husk and the bug will be gone by morning. If you try to ride this creature two nights in a row or a very long distance without accounting for its source of blood it will turn its proboscis on you instead. Wears a harness of black leather and red heraldry belonging to some far off vampire clan. 

Matching heraldry can be found on a little bone whistle shaped into a skull. Sounds like an Aztec Death Whistle or makes a high pitched sound too high for humans to hear which makes dogs go crazy and horses stampede; whichever you think sounds cooler. Blowing this calls the beast to you, but it can only come to open outdoor areas and only at night. This is what you actually find on the adventurer, with a little note that reads "his name is Eustace and his favorite food are elephants".

Thursday, August 1, 2024

12 Shawls & Scarves that are actually cool creatures

Free Hireling (w/ random rolled stats)

12 Neck-Pets
[1]
Pocket Ferret. Playful and cuddly. Sleeps on your shoulders but can be coaxed into crawling on people and stealing things straight out of their pockets. Very smart and well trained, but greedy for treats.

[2] Seadragon. Looks like a leafy bit of seaweed or kelp held around the neck, but will put its head up and shoots explosive 1d4 damage bubbles that knock people back if it's master is threatened. Can't survive out of water without a good spell on it.

[3] Feathered Serpent. Bites the end of its tail like a clasp around the neck, otherwise looks like a feather boa. Can fly and spits feverish poison that turns your whole body red and cooks the hair off your scalp. You can survive it by being submerged in water but it'll boil anything smaller then a pond.

[4] Caterpillar. Not good for much but awfully cute and lovable. Keeps you warm in cold climates, consider it as good as a heavy winter coat. After 2d6 seasons of feeding and taking care of it, it inexplicable curls into a hardened cocoon, emerges in 2d6 days, and gives one last look of recognition of its owner being flying off into the sky. You will never see it again.

[5] Vine-strangler. Covered in flowers and green vines which look more like oiled threads. Wraps tightly around anyone else who doesn't smell like its owner, so no touching.

[6] Paper Chain. Looks like the classic people holding hands but will "flip" its appearance and color based on the situation. May looks like villagers dancing one minute, but the next time you get into combat it will look like a bunch of orcs and skeletons slashing each other with axes. The wearer can't be Charmed or Confused while wearing this; the little papers take the brunt of the spells, turning into kissing (or fucking) paper doll figures or dancing around with mugs like some demented craft project.

[7] Living Poppet. Shawls of simple, frayed cloth at the ends, plush head and hands that flatten in fear, clutching close to its owner. You probably made this as a kid and it came to life, even if you don't remember it. Too wholesome to steal or fight anything, but can talk in a tiny whisper (but only to you), usually whatever it is afraid of at the moment is right around the corner. +1 to not be surprised.

[8] Flamingo. Really, really skinny. Beak can break open tough shrimps and crabs, probably works on locks too.

[9] Spiderweb shawl. Looks like something a Drow would wear. Can be used as rope and a net with strong and sticky strands. The "creature" that lives in the web isn't actually a spider, it's a poor little moth that was cursed to be trapped in this spider web and can't get out no matter what you try. Probably made by a Giant Evil Spider.

[10] Sky Ray. Silky gray leather cowl that is actually a magical flying version of a manta ray. Can't actually attack, but getting one of these things loosed at your head is a really good way of interrupting rival magic users while you blast them.

[11] Furry Longspider. It's a more "cute" and "approachable" type of arachnid with long fluffy legs and a small little fat body and a cute little set of horrifying eyes. It's body can fit in the palm of your hands but it's legs are about as long as your arm. It's venom causes paralysis on a bite or poisoned blade after 1d4 turns of application; evolved to bite itself to go to sleep after meals which is why its so limp and fine with being carried around on someone's neck.

[12] Flatbear. Exactly what it sounds like.

Friday, April 12, 2024

8 Legendary Lockpicks (Magic Thieves Tools)

When it comes to fantasy roleplaying; the "cool" loot is not created equal. You have an absolute ton of magic weapons and armors for the fighters, barbarians, and paladins of the party. On the flipside, you have magic wands and staves, orbs, and the entire concept of spell-scrolls and spellbooks for the magic users; but what about the Rogues? The Thieves or Specialists? Perhaps because they aren't as iconic as the standard fantasy fighter, but don't have that obvious supernatural element that Magicians do. 

It's rare you get magic items for characters like this. Aside from magical leather or light armor, which is already pretty uncommon, maybe a magic cloak or dagger if you're lucky, and rings of invisibility or magic winged sandals (that anyone could theoretically use) you really don't get a lot unless you make them yourself. This blogpost is kind of meant to remedy that.

As for "Thieves Tools", we're going with the modern day D&D description of being a small packet or bundle of metal tools and implements used to disarm traps, pick locks, open up wedged doors, and other tricks of the trade for Roguish characters. This is a type of abstraction I'm fine with. For generic high fantasy adventures, this level of abstraction is about right for me. But if you were doing a more serious resource-management dungeon crawler, keeping track of individual numbers of lockpicks, files, etc. may be a better fit for that kind of campaign. In that case, you'd have to adjust the rules to fit this table, which is more meant to be like a form of "equipment" that Rogues use to do stuff and are semi-permanent items, as long as they aren't stolen or thrown down a ravine or whatever.

Treat each of these items as a standard set of Thieves Tools but Magic, meaning they will be protected from your average run of the mill magic traps or barriers that destroy lockpicks put into them and they can't be destroyed by rust monsters or if you accidentally fall into a slime.

8 Legendary Lockpicks
[1] The Elvish Ivory
(+1 to Proficiency Bonus / X in 6 chance)
This set of tools are of a beautiful pearl white, carved and engraved with tree patterns. They look incredibly delicate, but are as strong as standard iron tools, and can still be used to force open and finesse locks and clasps. Because they aren't made of metal, these tools cannot be effected by magnetic forces and as such can be used to disarm magnetic traps or special locks that would fling away traditional tools.

The name is also not merely for the sake of appearances; these tools are actually made from the bones of a single beautiful elvish woman. Legends say that she was the love of the original master-thief who created them. They have changed hands many times and have become somewhat infamous among the world of high-class criminals for their grace and beauty.

[2] The Woeful Set (+0 to Proficiency Bonus / X in 6 chance)
These cruel tools are hooked with barbs and spikes and are made from a very dark, dense metal. Dried blood has set in the grooves that were cut their intentionally for that purpose. The creator of these believed that prying secrets from a prisoner was no different then clicking the tumblers of a stubborn lock.

These tools double as implements for torture. Whenever you use these to torture someone to extract information from them, you can use your lockpicking skill/bonus in the place of intimidation or whatever other social skill is called. Additionally, the set has a strange set of tongs that look like a pair of hands. If you pull someones tongue out of their mouth, you can force them to confess to the last lie they told. This action requires the individual to be helpless or unable to resist given how finicky it is to grab and pull out a slippery tongue- even with magic tools.

[3] Dolphin's Delight (+1 to Proficiency Bonus / X in 6 chance)
Held in a light gray pouch, supposedly made from dolphin leather. The pouch always feels a little damp on the outside, but is always dry on the inside. It's waterproof and can be used to store various notes or dry goods without worry of them getting soaked and destroyed for underwater adventures. 

When someone new gains ownership of these tools, they have a dream that night of swimming in the ocean with a dolphin, before turning into a dolphin and swimming down into the depths of the ocean. After this dream, the thief has the inexplicable ability to hold their breath for up to two exploration turns (twenty minutes)- more then enough time to pick stubborn underwater locks in sunken ships and drowned temples. Also, you can use a special pearl-encrusted tension tool on the mouth of any sea clam and it'll open up, giving you just enough time to grab its pearl before it closes up again.

[4] Juritovi's Dancing Knives (+1 to Proficiency Bonus / X in 6 chance)
Selection of knives held in a roll, lined with fine fox fur. The knives are all very finely made, with well carved wooden handles, and runes carved onto the flat of each blade. Despite being a collection of knives, they are fine, flexible, and strong enough to be crammed into locks and used as prybars for small locked containers and so on.

While not technically thieves tools, these enchanted knives have been the envy of many thieves. When placed out on a roughly table-sized area, they can be verbally commanded and magically dance, hop, and slide around to their owner's wishes- doing whatever is commanded of them. They can slice up vegetables in preparation for a feast, perform some surgery, or commit genocide on a colony of rats. Despite their strength and apparent ability, the knives are absolutely terrible for combat purposes and would rather hide down their owners pant legs then fling themselves at people and attack.

[5] The Knucklebones (+3 to Proficiency Bonus / X in 6 chance)
This set of very old and beat up tools is remarkable for its long legacy. There are many stories about these thieves tools, especially among pirates. Despite their worn appearance, anyone who has laid hands on them will swear by their usefulness and that they must be magic. The name of this set come from the pair of dice always kept with them, which despite what everyone says, are 100% fair and don't guarantee your fortune if you go out and use them to gamble.

This set of dice has the unusual quality of stealing away the skills of experience of thieves who use them. At first, it greatly enhances your abilities and makes you extremely deft, but slowly those who use them find their fingers getting more and more clumsy and more absent-minded, eventually leading to them misplacing the tools and having them stolen by the next victim. Every time you use these tools, there is a 1 in 20 chance that you lose -1 to your rank, X in 6 chance roll, or an associated saving throw permanently.

[6] The Mouse (+2 to Proficiency Bonus / X in 6 chance)
This "tool" is held in a small cloth pouch that is filled with a few small knick-knacks, some straw, and a very sleepy fat little brown rodent. The rat is an otherwise unassuming common household mouse that is blessed with a strange intelligence. Anyone looking into its eyes can see how it is much more then a common mouse, and given how tame it acts when handled, it is more a pet then a tool.

The Mouse can squeeze itself into various machines, locks, in the spaces between walls and is seemingly able to disarm, open, or otherwise manipulate the machines from within using internal levers and its own body. Nobody knows exactly how this rodent gained this level of intelligence or knowledge, but seems to just "know" how machines work. It can be easily bribed with a few grains of wheat or a small chunk of cheese, and is otherwise very affectionate. The mouse still has the lifespan of a regular mouse, which means after buying it from its previous owner it probably doesn't have much time left. Roll 2d6 to determine how many months the mouse has left until it dies of natural causes.

[7] Sha & Sira (+1 to Proficiency Bonus / X in 6 chance)
This is not one set of thieves tools, but two. One is made from a green jade, the other from a blue lapis-lazuli. The sets are otherwise identical, with matching decorations, dimensions, and level of quality. The two sets are from a far off desert land, and are bundled in silk with white and black bands to hold them all in place each. The tools smell faintly of cinnamon.

Despite being named after two famous lovers in legend; they act less like a pair of lovers and more like squabbling siblings. Every time these tools are used, you must specify which set you are using. If you use Sha, you will also gain +1d6 coins inexplicably from chance or find them wrapped in the pouch. (Note: this is only if you use the picks "legitimately", as in while adventuring, doesn't work if you just keep opening/locking the same door over and over to farm coins). If you use Sira, you regain one hit point after successfully opening a lock OR restores one light-turn (lantern/torch) to whatever light source your party is using with a sudden gentle kindling of the flames. These magic effects are constant and always "on", but the picks get jealous if you favor one benefit over the other.

If you use Sha three times in a row, the next time you use Sira you are infected with a common disease.
If you use Sira three times in a row, the next time you use Sha, you are cursed and get -2 to your next Save vs Death.

If you use one of the pair five in a row without using the other once; all of the picks of the other color crack. This is your warning. If you use the uncracked one again (six times in a row), then the next time you open the silk bundle all of the picks will be destroyed and turned to dust and pebbles out of grief. The picks being cracked does not prevent you from suffering the curse of the spurned picks- just use them both evenly and there won't be any problems.

[8] Stolen Heart (+2 to Proficiency Bonus / X in 6 chance)
Appears as a knitted human heart made from bundled up yarn. All of the tools are pierced through it, with special holes for each, which makes it look like a pincushion when they're all in place. The "heart" here is actually a voodoo doll's heart of a spurned lover, who can feel the lockpicks and metal bits piercing their heart each time you use this. The witch who made these tools is very upfront about this, as she is very spiteful, and encourages you to store your other sharp needles and pokers in the heart as well.

The tools are carved with circles and anointed with special oils, giving them a strange spell. When you press these tools against a magic glyph or rune, you will be able to manipulate it on the page much like it was a lock. With proper skill, the "enchantment" of any item can be unlocked, which transforms the rune or symbol into plain common text that explains what the enchantment is or does, and remains that way for one minute. Essentially, you can use these tools to Read Magic or Identify Item; using your Lockpicking skill in place of an Arcana or Lore check.

Monday, February 6, 2023

[ToM] Guest Kitchen

The guests of the Mozz who were invited to stay at the temple were not merely peasants or hunter-gatherers, even of the lower races. Typically the great ones- the royals, the archmages, and those accustomed to luxury. The Mozz, never to be shown up, always tried to one-up them with showmanship.

The Guest Kitchen is an impressively large room once deemed to cook meals for hundreds of guests. Because of the differences in diets and cultures, those who came to the Temple and lived in the "Guest City" were expected to make their own food here- though the Mozz graciously would supply the ingredients or means.

Within this room are two large marble slabs, opposite each other. The slabs are engraved with a golden runic circle over the top. By placing ones hands on them and gently running your fingers along the circle, clockwise or counter-clockwise, you can generate heat or cold based on the rune. It requires no magical skill or spells to do this, but these slabs have not been calibrated for countless years, meaning that they are unpredictable.

If you touch a slab, it will emit a random amount of its elemental table. 50% chance to touch the Hot slab or the Cold slab at random until you know what each one does. Each slab can only be activated once per turn.

Hot Slab (Roll 1d6)

  1.  No effect
  2. Gentle warmth emits from the circle
  3. Candle-sized flame appears in the center of the circle. Open flame could be used to light a torch, generate some light to read by, etc.
  4. Pillar of intense heat appears in the rune circle; though its cool just outside of the engraving. Anything placed in the circle is cooked at a decent speed- in about a turn.
  5. Fire spews out from the rune circle uncontrollably. Someone has to run in to touch the circle to turn it off! As spell Burning Hands or 1d4 damage randomly fired to someone else standing in the room every round.
  6. The circle explodes with a hellish amount of heat and energy- though no flame is visible- it becomes hot enough to melt skin and fat and char bones to blackness. Deals 5d6 damage to the activator and 2d6 for anyone else in the room, unless they're touching the Cold Slab.

Cold Slab (Roll 1d6)

  1. No effect
  2. Stone feels oddly cool to the touch.
  3. Crisp cool wind emanates from the slab to the rest of the room. Heals 1 HP.
  4. Flash freezes any liquid inside the circle. Water skin or potion vial; frozen solid. If your hand is inside, deals 1d4 damage and a minor case of Frostbite.
  5. Strong cooling effect within the circle that chills and preserves any food item. Every turn it expands by 1 room and gets colder until the slab is touched again or it reaches the entire city- in which case it will start to fade away in an hour or two. This cold isn't strong enough to cause any effects it just feels weird and you'll shiver unless you have a coat.
  6. Circle releases freezing cold winds which lazily float across the room. Anything they touch is instantly frozen, and if touched again or fallen they explode into ice shards which deal 1d6 damage to anyone nearby. You can save to try and move past the clouds OR stand still away from them, but then you can't dodge the ice shards.

If the slabs of stone and marble are removed from the temple their magic remains active. Because they seem to draw power from the elemental planes themselves and are an essentially limitless magic item; they could be sold to a wizard or nobleman for a very high price. Essentially 30k gp at least per slab. Both slabs are very heavy and will activate multiple times if you try to carry them without very special precautions.

Also; in one corner of this room there is a crudely drawn arrow that points to the Bath Chambers.

Friday, January 20, 2023

[ToM] Dim Barracks

Carved out of the soft earth, this burrow was once a living space for cultists. The ceiling is pocketed with gently glowing crystals- giving this room a comfortable atmosphere. Good half of the crystals have fallen out of the ceiling; shattering on the floor into dull bits- only the whole crystals glow bright enough.

These crystals can be pulled out by hand from the soft soil ceiling. They are worth 150 gp each, and there are 3d8 of them here. You can also strap a few of them together on a stick and make an endless, smokeless torch.

The room was divided by curtains for privacy. Round "beds" long since rotted to straw and sludge that curl high at the sides- looking much like birdnests for the Mozz cultists to lay their heads. Each nest is elevated on a stone box, some of which have fallen in, and the box once contained their belongings. It should go without saying these cultists did not much trust each other. Many ancient bird bones remain within these piles.

If you search the room thoroughly, you will encounter two traps.

The first trap is a silver hand-trap shaped like a bird's talon. If you stick your hand under the nestbox it snaps shut, disabling that hand and dealing 1d6 damage. It can't be removed by hand and requires a healer and 1d3 days to fully remove. While you adventure, the talon doesn't do any more damage to you- just makes you unable to use that hand for a bit.

The second trap is an Explosive Rune.

Friday, January 13, 2023

[ToM] Quiet Estuary

The water from the Temple of Mozz travels down a river and feeds the jungle. Along the way, a slow-moving section of the stream has grown into a small oasis. There is a large tree overlooking a cool pond. The fish are docile and have forgotten the ancestral fear of shadows crossing over the pond- a once sure sign one of the Mozz was practicing their hunting skills.

This acts as a landmark and place of rest. If you follow the river towards either the temple or the jungle, this acts as a nice halfway point. Resting here recovers 1 bonus Hit-Point, but you still have to roll for a reaction check.

The tree here stands alone. It stands tall over the fish sanctuary. If you touch the tree, you will feel a supernatural sense of growth and living strength in its trunk. The tree is fed power from a sacred site beneath it; in the aquifer zone below. If you take the Roothand Gauntlet from its altar, this tree will die and the estuary will become quiet and dead- no more little fishes seeking shelter in its aquatic roots.

Tuesday, May 24, 2022

6 Deadly Daggers


[1] Lungpiercer
- +2 Magic Dagger
Stats- 1d4 + 1d6 + 2 "Asphyxiation" Damage

This magical dagger is a fearsome tool for assassins. Every wound made by this weapon seems to pull the breath away from the victim; even wounds cut into the arms and legs. Blood drawn by this weapon bubbles, as though your breath is escaping through each open cut.

Whenever this dagger deals damage, the total value of damage is applied as a magical curse. If the amount of damage an enemy has from this dagger equals their Strength score (or HDx2 + To-Hit bonus of a monster), they are unable to yell or call out for help and can only speak under the lightest whisper. They also cannot run or sprint, as though they just can't catch their breath, or cast spells. Beings which do not need to breathe are immune to this power.

Naturally, those harmed by this weapon are in great danger even if the assassin leaves them before the job is done. Only a healer will know how to open the airway and restore the victim's breath before they go under for good.

[2] Blade of the Barracks - +1 Magic Dagger
Stats- 2d6 + 1 Damage, +2 AC

Broad blade with a gold-leaf decorated face. Barely suitable as a tool of a stealthy killer, but renowned in the world of duelists and armed city officials. While wielding this dagger, you get +2 to AC as it magically aids in deflecting enemy blows and parrying the strikes of others.

The blade is a handsome weapon; and one of the few reasons a stealthy killer might announce their presence to their victim before striking- even giving them time to arm themselves and prepare their guard. It is a tool for a gentleman killer. Even if you get caught by your target before you strike, they will find you strangely approachable despite you planning to kill them and all. Anyone openly carrying this weapon also gains a +1 to their Charisma modifier, improving reaction checks and increasing their loyalty with retainers and making them more likeable.

[3] Medicine Knife - +2 Sorcererous Implement
Stats- 1d4+2 Damage

Made of sharpened antler and inscribed with arcane symbols- this magic item is rarely seen without a sheathe of fox fur and stone beads adorning its side. It is the tool of the shaman and witchdoctor, and may have been the preferred weapon of a very ancient and powerful sorcerer. While any shifty eyed killer could make good use of this knife, its true power is more aligned with the mystic and natural world. It has the aura of ancient, primal magic and is known to be "strong medicine".

The first power of the knife is its mystic ability to penetrate through magic barriers and defenses. AC gained from magic spells is ignored by this dagger. This does not apply to magic armor, whose protection is physical as well as magical. This knife can simply penetrate invisible barriers and magical protective auras; making it an ideal end to sorcerers.

The second, and more deadly power of this knife is that it can "hold" a spell inside it. If a magic user casts a spell on this knife and binds the spell within by cutting their wrist and taking 1d4 damage from the bloodletting- they can imbue this knife with a single magical spell. Later, the knife will activate the spell on the next target that it strikes. The knife could be charged with a powerful offensive spell, dealing direct damage on an enemy upon a successful stab. Or the knife could even be given a healing spell; you make a light scratch and suddenly wounds all over your body are closing. However, the knife will always activate this spell on the next target it hits, so you cannot use the bound spell until you are sure this is the one you want.

[4] Eight of Pentacles - +1 Magic Dagger
Stats- 1d8 + 1 Damage

This weapon looks like it was made by an apprentice blacksmith. Its metal is warped and the forgemarks are still blatant above the metal; but it has a strange power. Every time it takes a life, it seems easier and easier for the blade to be guided for the organs, arteries, and other weak points of a living creature as if it learns within the hands of a killer. It is empowered by occult magic and undoubtedly sadistic.

Each innocent person you kill with this knife gives it 1 minimum to its damage roll. If you kill 8, then it will always do maximum damage. This lasts until the dagger is lost; each owner must score these kills again for this effect.

[5] Polecat Point - +2 Magic Dagger
Stats- 3d4 + 2 Damage, +2 Dex Modifier

Possibly the greatest and most infamous of all magical assassination weapons. The Polecount point is a sharp stiletto with a black point along its light-silver body- not unlike the animals for which it is named. The dagger deals a very reliable amount of damage; and grants its user an increased Dexterity score of +2.

This weapon also grants the speed and flexibility of the mink. Anyone who wields this weapon becomes extremely flexible, and can move at a full running speed while crawling, climbing, or stooping under things. This ability extends beyond the simple increase to Dexterity when wielding this weapon- the most lumbering will become almost contortionist-like in their flexibility. Once, this weapon was the signature tool of a great killer-for-hire, who could hide within the smallest spaces to await the right moment to strike.

[6] Rainbow's Edge - +1 Magic Dagger
Stats- 1d4+1 Damage

This neochrome dagger constantly shifts and changes its color. While the dagger alone only hurts the same as a slightly enchanted dagger would; its true power is in the colors of its blade.

Whenever this dagger is unsheated, it turns a random Normal Color. The dagger passes through anything of the same color as it as though it wasn't there. If you strike an opponent wearing a bright red tunic, for example, and the dagger is red, it is counted as an automatic critical strike as it passes through their skin and muscle and strikes the organs within. Every attack hit with this dagger against a creature wearing or of the same color as it takes enough damage to drop to 1 Hit Points remaining, or an automatic killing blow if the attack roll is a 20.

If you aren't sure the color matches, roll a d6 with an x in 6 chance of it passing through, with X being how close the colors are to each other.

Saturday, February 26, 2022

8 Magic Pirate Items


[1]
Lobster Plate - +1 Magic Armor
Bright red and orange, knobby, worn over the torso. This offers exceptional protection the back especially; sneak attacks can only deal normal damage against whoever wears this armor- no critical strikes can hit them. Also, magic or skill-based powers that can remove this armor don't work, unless the wearer is at least halfway submerged in water. This armor is as protective as plate armor, with +1 AC.

Once worn by a paranoid captain who feared a mutiny.

[2] Ivory Putty Jar
Carved from the base of a great whale's tusk- this smooth container has a well fitting cap to keep out air. Inside, it contains a great few fistfulls of wood colored putty which can be smeared onto wood and breaks in a ship's hull. The putty merges with the boards there, gaining their woodgrain and becoming indistinguishable from the natural wood that once made up whatever it is repairing.

The jar magically regrows the putty inside over time; it only greats a spoonful or so every turn, meaning it will take a long time to recharge. But with this jar, a ship can be repaired much easier and with needing less stops. If a full jar is used during a ship to ship chase or combat, you can recover a ship's hull by 1d6 hit points over an exploration turn of patching the worst leaks and breaks.

[3] Green Gel Lantern
Silver framed glass egg filled with green goop. The goop is inert unless heated by a flame- the tiny fixture for placing a small candle underneath must be lit for the lantern to function. The lantern is always carried with a thick wool bag that can be thrown over it to cover up its light.

The goop emits a massive amount of ghostly green light- the gel lantern essentially multiples the amount of light given off by a flame by a hundred times over. The green light is enough to act as a beacon to other ships, or to illuminate the entire deck from the poop- use a baseline of 80 feet of bright light. The lantern also grants magical protection- anyone carrying it gains +2 to spell saves against any spell cast on them within the green light.

The gel inside the green gel lantern has a secondary power. If heated, the glowing goop can be consumed by a creature to make them shed light of 10 feet and become immune to all magical spells and take half damage from magical blasts, damage from weapons, and dragon breathe for the next six combat rounds. Every time some of this gel is consumed in this way; reduce its bright-light radius by -5 feet permanently.

[4] Scarf of Tailwind
It's a long waving red scarf. Whoever wears it can control which way the wind blows; the scarf's tail always majestically waving towards the wearer's new desired direction. The strength of this wind is between a cool breeze and stiff blowing- perfect for sailing, but it cannot beat a storm. It can also quell the wind, causing the scarf to hang down limply.

There is no "cooldown" or curse associated with this magic item. That's probably why some obsessed pirate captain beheads anybody who is wearing a scarf and steal them for his collection- he's trying to find the "one".

[5] Rock of Rismorses
This rock is shaped like a small step pyramid, but more smooth. It was apparently formed by natural forces, except with a few small ridges of tiny notches curved along its surface. This rock must be owned by a pirate captain who can cast spells; because this rock is actually a spellbook.

The rock has three spells etched into it, requiring a small meditation ritual of about a turn to read & prepare by tracing your finger along.

Gulp of Sand - 1st level Conjuration
Causes a mouthful of sand to "come up" from the mouth of whatever the caster points at. It can be a statue, a person (causing them to cough and wasting an action), an animal (making them spit out anyone they have caught in their jaws), and so on. The amount of sand is enough to fill the mouth of the "mouth", and as such a massive statue or huge creature could eject a massive dune of sand.

Anchor - 2nd level Transmutation
Makes anything in the water burdened as though weighed down by an "anchor". This anchor will adjust for the size and weight of the target, but will be roughly enough to keep it from being blown away by the wind, but not enough to cause it to sink. Things with little buoyancy may be dragged under instead. This anchor weight is invisible, but will always hang from the central bottom point of the floating object, and could be "cut" by a magic sword or another spell.

Any aquatic creature or vessel moves as though heavily encumbered, damaged, or having no wind in its sail. You must be within shouting distance to cast this spell on something.

Cant of Survival - 3rd level Abjuration
This spell is a hymn that effects everyone who can hear it. The caster must chant the words without stopping, and can perform no other actions but casting this spell while it is active. While listening to this song, taking damage that would kill you instead reduces you to 1 Hit Point. Every round somebody should have died, the caster must make a saving throw vs magic to continue the spell, else it stops. Every time the caster succeeds this save; make it +1 harder on the next roll until this casting of the spell ends.

These spells are mostly incidental for this stone to have- it's real value as a magical treasure is that it is a rock that floats! It isn't hollow or anything- it just floats in water, so you won't lose it when it gets thrown off the side of the ship.

[6] The Everlemon
An eternally bitter, sweet, juicy lemon. You'll find this as a half of a lemon; it never "heals" itself but it doesn't dry out or lose its flavor- it is always exactly as fresh as a ripe lemon sliced down the middle. If you suck on it, protects you from scurvy. You can also juice it once per day to create another "scurvy ration" for somebody else, or store it to make a lemonade base for potions.

The first half is owned by a pirate somewhere- somebody you rob. The second half is being ever-digested in the belly of a kraken somewhere else.

[7] Godless Finger
Finger of an renowned atheist, thief, war profiteer, and temple-sacker. It is kept in a small box and wrapped in black cloth. The finger never rots, but never bleeds either. If the finger is touched to a holy object, it sizzles and burns, letting you identify items consecrated or blessed with divine power. If the item is demonic, the finger might caress it instead.

Additionally; the finger (index finger of the left hand of a human) can be cleanly stitched to your own hand if you remove the matching finger. The moment you do this, you gain its powers and can identify holy or unholy items. You also gain all of the thief skills of a 3rd level thief, and can use their saves in any category if they are better then yours. If you are already a Rogue/Thief, you treat all of your skills and saves as though you were one level higher. However, you can no longer benefit from divine magic- you cannot be healed and conjured food or water turns to dust in your mouth.

[8] Ballast from the Bay
Not one magic item, but an uncountable many. The "ballasts" are grains of sand from a yellow beach in some part of the world, long since forgotten and unimportant. These grains of sand obey the words of the owner much like a dog. They hate to be separated and the sand will form into a cloud or slither like a large snake over land to be reunited with their "owner". The sand can rapidly duplicate itself or shrink in number; going from a small dune to a powdery handful in about one turn worth of shrinking or duplicating. 

You can also order the sand to "attack" people, which it does mostly be just rushing at them or pouring over them- it has no concept of choking people or sand-blasting their eyes. It can do a maximum of one damage per round, but it could weigh somebody down pretty heavily if it got into their bags. It is terrified of water and will never intentionally sink a ship, and cannot fly over any standing water- even a few droplets make it scared. If told to defend you, it would grant +1 AC vs melee attacks and +3 AC vs ranged attacks or magic blasts, except electricity. Any electrical blast that hits this sand causes it to fall to the ground and wiggle and dune-about in a spasm. This is apparently similar to rubbing a dog's belly, but for sand.

Due to its separation anxiety, and inability to actually help any bloodthirsty pirates who come to posses it, it is usually told to stay on the bottom of the ship and act as a ballast, hence the name. Even so, using it for this purpose is enough to grant a big advantage- any ship with a ballast like this would require no anchor, can turn on a dime, and can quickly lose weight to gain speed faster then crewmen dumping cannonballs or less important crewmen off the sides of the ship. Treat any ship related rolls or checks as +1 and the cargo space of the ship expanded by a few barrels or crew-space worth.

The ballast is animated sand but has a certain level of animal cleverness to it. It treats whoever has recently sat on it the longest as its master. Masters who mistreat it (trying to make it carry them over water, burning it and sending it at enemy ships as an attack, etc.) are likely to find it abandoning them by shoving a few of its grains into the stitching of another person's pants- so eventually they will have "sat" on it the longest.

Monday, October 25, 2021

Dal'Vastk - Legendary Dwarven Axe

Dwarves have two words for blood. They don't use "blood" as humans do, as a term for lineage, due to the high importance and many social nuances of family and blood-relation in their culture, blood as a word for them is just blood.

But there are two words for blood. The first just means blood as a thing. It is blood in your body, on a knife, spilled on the ground. That's just blood. The second is the word for blood, but only blood spilled in defense of the home. This term is, therefore, very special. If you are injured, you have blood, but only if you are injured in defense of your home or homeland, then you are injured with blood.

Then, in consideration of both this fact and the fact that dwarves have a very honor driven, conservative culture; consider exactly what sort of weapon could earn the name of Blood Axe.


Dal'Vastk
- Legendary Dwarven Axe +2
Stats- Deals 1d8+1d6+2 Damage, 1 in 6 chance for Shockwave on miss

The Dal'Vastk is a short hefted axe with a long cutting head, suited for combat. The design is very angular, with a octagonal shaft made of the same enchanted metal the axe itself is made with. The face and head of the axe is inscribed with an uncountable number of runes in geometric patterns lending the weapon additional strength, protection, and power.

This weapon is almost totally invulnerable, and is a symbol of true craftsdwarfship. It is immune to corrosion, destruction effects, disintegration magic, and even planar disjointing fails against the object. Even against divine or otherworldly levels of power, this weapon receives a saving throw to avoid being broken, disenchanted, or unmade. It never loses its edge and is never off balance. Its grip never slips and the blade never chips. The weapon could be left at the bottom of a river for a thousand years and never rust. It is immune to all such lesser forms of decay. The only weapons that have a stronger tensile hardness or ability to scratch it are those made of Adamantine, and even those cannot truly break the weapon, only mar its otherwise flawless exterior.

Whenever Dal'Vastk strikes something with the back of the axehead with vigorous force (as in, used in an attack or smashed against an object), it will fire off a shockwave. The shockwave pushes the target back 10 to 20 feet based on the weight of the target, and deals an extra 2d4 damage if they are flung into a wall or hard floor, with additional damage or death inflicted if knocked into spikes, off a cliff, etc. This shockwave can also be used to do things like blast down doors, knock down a bookshelf in one swing, shatter a stone, and so on. There is no limit to the number of times this shockwave can be activated once per day, but it can only be activated once per combat round. If your character has multiple attacks, you can perform a normal attack with the axe, then flip it around in your hand to hit enemies with the shockwave, and so on. Finally; when fighting regular, armed, and aware opponents, you still get a 1 in 6 chance to strike them with the shockwave ability even on a missed attack. This is because they may raise a shield, the flat may hit them square in the chest but be deflected, the use their sword to parry but the energy is still directed towards their body, etc.

Finally; Dal'Vastk is a powerful artifact and a symbol of dwarven kind. It is an ego weapon. It much prefers to be wielded by powerful dwarf warriors, but as the dwarves themselves would say- it's about how you act, and not what you are. Anyone who has broken a sworn promise without reconciliation, abandoned a solemn duty, or kill members of their own family are unable to wield this weapon. The weapon will also reject those who do not have an Ego equivalent of a Fighter of 6th level or better.

Anyone who fails to meet the requirements of the ego above are flung backwards by the shockwave the moment they try to swing the axe, even for a practice swing, with the axe being knocked out of their hand and flat onto the ground, waiting for a true dwarf to claim it.

Tuesday, October 5, 2021

Bow of Scinarri


Bow of Scinarri
- Magic Bow +1
Stats- 1d6+1 or 1d20+1

This bow is carved of red wood. It's very old, but well maintained with oils harvested from an ancient grove of trees; planted just when the city was first founded. Several simplistic paleoglyphs are burnt into its side; which are the symbols for protection, beast, pierce, and wind.

This power has two primary abilities. The first are related to its glyphs. As long as you carry and have mastered the bow, you may invoke each glyph-word once per day to create simple magic spells. These act as either advantage rolls relating to the word, or as minor coincidences that help you out. For example, you could roll an attack with advantage against a wild animal by firing an arrow at it and invoking Beast. You could change the direction of a breeze using Wind to sneak up on a creature. The power of Protection can be used once per day to reduce the amount of damage you take from any source by -1 point, or by giving you advantage on a single saving throw, and so on.

The second power of the bow is a ritual. In order to perform the ritual, the user of the bow must name and prepare a special arrow; just a standard arrow tied with beads, painted, and pointed to the four winds and such will work. They must save this arrow and use it only once against a specific quarry that the user promises to slay to the bow with this magic arrow. The arrow will strike for 1d20+1 damage on its first and only hit against that target. If this ability fails to kill the target, the bow will lose your favor and you will have to regain its trust in you as a hunter. Also, you get no advantage on the To-Hit roll with this special ritual arrow attack besides the normal +1 this magic bow grants.

The bow is tied to the powers of nature and to hunters. The bow only works for hunters who have never lost a quarry. Contrary to most magic items, it has no problems with an even seems more attracted to those who have never hunted or held a bow before; the inexperienced have much to prove. This weapon does reject those who have attempted and failed a hunt. Failing a hunt in this case is losing your prey over several days of extended chase and losing them for good, giving up, or having the prey die or be taken by something else. This bow also doesn't care about you failing to kill people or other stuff, just things that you specifically set out to kill.

It is possible to earn the bow's favor again (though you cannot use the bow to accomplish this feat, and it must be carried with you instead) by hunting an even more powerful beast or progenitor of the one you failed to catch the first time. So if you tried to kill a white wolf and it escaped you, the bow will not function for you, but if you vow to slay a great wolf Nature Spirit and succeed, bathing the wooden bow in the beast's blood and wrapping the bow in its pelt on the journey home- it will have regained its trust in you as a hunter.

Saturday, October 2, 2021

Glacial Cave Encounters


Glacial Cave Encounters
[1]
An otherwise boring hallway which hides a crevasse past a dip in the floor. If you aren't paying attention or your party has a light source weaker then a torch or Light spell- you won't see it. Anyone who falls through falls 1d4 floors down deeper into the ice dungeon.

[2] This room is the lair of a Bloodwind. The walls are streaked with light pink, light scratches and erosion on the stalagmites of ice giving a hint. There is a 1 in 4 chance it will return if you delay here; treat any wandering monster encountered here as (1).

[3] The party walks onto something dark and mildly softer then the compacted ice in this cavern- if examined closely, they will find it is a giant upturned whale, beached and well preserved onto this glacier many eons ago.

You can dig into and thaw the whale meat- it is still edible, requiring a fire and one turn to melt a ration of meat. For each ration you dig out, roll a 1d20 and if you ever roll equal to or under the number of rations taken from the whale, the next one you cut some giant whale parasite corpse worms that have been feeding on the corpse for all this time pop out and attacks you.

Whale Corpse Worm (5+2 HD, +2 To-Hit, +2 AC, 1d6+2 worm teeth, Blood Coating)
Morale- 11
Numbers- 1d4

These giant white worms are gastrointestinal parasites that have grown to huge sizes over the centuries. Each worm is coated in a bit of blood that has been kept warm for all this time; once they exit the body to fight the party, after 3 rounds the blood on their bodies freeze and turn to icy armor, granting +3 AC unless they are hit with something warm enough to melt it.

[4] The massive fur-coat of a giant. Looks like a pond of fur at first. If you riffle through its pockets you find 2d2 massive gold coins. Each gold coin is almost as big as a standard shield and weighs an absurd amount- takes a crew of people to carry just one of these coins, but worth a fortune. Each coin is worth 20,000c each. The fur coat itself is very difficult to carry unless chopped up into pieces, which would diminish its value. If delivered to a giant; 1000c or he'll crush a castle for you. If chopped up and sold at market price, 400c total.

[5] The heated hand. It looks like a severed hand, in a small "bowl" of ice and water that it has melted since it fell. The hand is always just about room temperature, but to the ice of this glacier, it is only very slowly melting it away. The hand feels like it was just cut off a few seconds ago from body heat and anyone who carries it feels a very bad feeling when they hold it, like it's about to come alive and try to strangle them. However, it is always warm and could help stave off the bitter cold.

The heated hand has two properties. Firstly, it is considered sacred by the Hot Shamans (2), and can be used as a holy symbol by their order. Also, treat any reaction check with the Hot Shamans as the highest possible result; they view whoever finds the heated hand as a blessed person, as they themselves cannot find it. The second property is magic. Whenever you cast an Endure Elements spell or a Fire-Based spell, you can boost your caster level by +1. Each time you do this, one finger on the hot hand is burnt black down one joint. This allows for fourteen (3 on each finger, 2 on thumb) empowered casts. Once all fingers are burnt off, the hot hand loses its heat and begins to rot away like any other chunk of dead flesh.

[6] You find a wall of carvings made into the ice. The carvings were made with a hot knife, and depict (roll 1d6)

  1. The end of an ancient eskimo-like civilization as they are overrun by yeti.
  2. Humorous depiction of a dragon eating a bunch of snow and farting out a steam cloud
  3. Woolly mammoth fighting for its life against several giant saber-cats.
  4. Food, trees, grass, flowers, and the sun. Whoever drew it was pining for better days.
  5. Symbol that roughly means "safe" in draconic. Resting place of local kobolds (2)
  6. Very rough cave map depicting a sleeping giant in a coat. Shows location of [4]

[7] Lair of a giant leopard seal. There is a black hole in the floor that leads to the water underneath the glacier ice. 1 in 6 chance of the seal being here when you visit. The seal is scary but still just a wild animal and will only fight if threatened; instead preferring to just swim out through the floor if you surprise it. The lair also contains a small golden penguin statuette with bite marks all over it. (6000c)

Giant Leopard Seal (6+1 HD, +1 To-Hit, +3 AC, 2d8 bite, slow on land, Blubber, Cold Resistance)
Morale- 9

The Giant Leopard Seal is built for freezing cold water, not land. It is very slow and easy to avoid. It's body is coated by a thick layer of blubber that makes it take half damage from blunt weapons, and it also takes half damage from cold spells and attacks. The leopard seal's blubber can be turned into ~100 units of lantern oil if processed.

[8] Chamber with a high, cavernous ceiling. The icicles that hang down tinkle and sway with each motion. If you speak above a whisper here- save or an icicle falls and stabs you for 1d6+1 damage. This also works on monsters; the louder the enemy the better.

[9] Five carved ice sculptures are fit along this hallway. The ice sculptures each have a bowl and tracks that let melted water travel between them. If you fill all five sculpture bowls with water, they unlock a secret passage to a treasure room that contains unbreakable ice tools used for ice/mason work (worth 10,000c to a dwarf) and a collection of water from ancient, secret hot springs.

[10] Witch's Ice Cream. Several metal tubs are placed neatly in this room, each filled with an unusual, very sweet smelling substance. It's ice cream and tastes amazing. If you eat only a spoonful, there are no averse effects. If a character eats enough to count as one ration, they suffer the following effect based on whatever flavor they ate.

Vanilla: Infected with a Random Disease 1d4 turns after eating.

Chocolate: Get drained by 1d2 levels. After being drained, a "chocolate" ghost appears of your drained levels, taunting you. If you can turn undead on this ghost, it will be stunned and you can stuff it back in your mouth and regain the lost levels. Otherwise it phases through a wall and you can't retrieve it.

Strawberry: Your skin starts to turn red or pink. You develop Darkvision, but find yourself getting angry at the smallest things. In combat, you deal +1 damage from pure rage but have a 1 in 6 chance to attack an ally instead of an enemy. The next time you venture directly into sunlight, you take 1d6 damage as the sun burns you and destroys the strawberry's effect in your body.

If you take any of the icecream away for later, you now have a 1 in 6 chance to encounter the Dairy Witch whenever you roll a wandering monster encounter until you get rid of it or kill her.

Dairy Witch (3+3 HD, +1 AC, 1d4 butter hammer, spells, Dairy Items)
Morale- 10
Number- Just one, with 1d4 Lesser Ice Golems

The Dairy Witch is a woman who moved to the icy wastes to practice her magic in the cold- where her milks and cheeses remain unspoiled from the heat. She gets her milk from her snow white goat familiar, random polar bears, and herself.

The Dairy Witch carries around a few magic items in the form of her foodstuffs. The first are pieces of Hard Cheese which grants the consumer +1d6 AC for three rounds and restores the same amount of hit points. The second are small bottles of milk, which consumed grant +2 To-Hit and restore 2 hit points. The Dairy Witch carries around 2d4 units of each which can be looted from her corpse and used if she is slain. The cheese lasts basically forever but the milk bottles remain warm right until they spoil and the magic is lost in 3 days after you take them from her body.

[11] Extremely light, powdery snow has piled up in this chamber from a crack in the top of their glacier. After many years, it has become a great hill. It's just a hill of very light snow, but makes excellent material if you want to roll a giant snowball down it at a monster or maybe make a big slide. You could also dig into it and make a warm igloo shelter but it would take at least 3d3 turns of effort even with a big group unless you use magic. Ice wizards can also take a pinch of the stuff and throw it with any spell cast to grant +1 to the difficulty of their spells saving throws.

[12] Floating in a crack in the ice above you is a strangely rotating blue cube. It has eyes along its sides that make a very rough impression of a face- a cubit cube. If the cube is attacked, spoken to, or if a spell is in effect within its presence (like a Light spell) it will come down and start to boss you around.

Cubist Dominator (2 HD, +2 AC, Command, Must make save to attack)
Morale- 12
Number- Just One

The Cubist Dominator is a strange creature appearing as a cube with a face inspired by cubist art. It speaks in a whiny, multifaceted voice that echoes strangely in the icy caverns. It cannot attack and isn't very strong- but its words carry great power. Its alien voice and circular logic make it capable of commanding others to obey it. It can say STOP to make you stop in place, BLEED to make you take 1d4 damage, or more if you have a weapon in your hand, RUN to make you save or run away, etc. The Cube can issue up to two commands a round, and its unusual commanding presence makes attacking it difficult. You must succeed on a saving throw to attack it for the first time, but once you've succeeded you can attack it as much as you want.

The Cubist Dominator is not aggressive at first and doesn't want to kill anyone; it mostly is just an annoying control freak. Make the wizard carry the pack so he can bulk up, put your potions in this order, keep your sword on the right side so you're symmetrical, and so on. If you let it boss you around for 1d4 turns, it will eventually get bored and go back to where it was. During this time, its commands will give you at least one important roll that will be made at disadvantage. However, in combat, it will generally try to help you over your enemy- causing confusion and damage among the enemy ranks that make it a powerful ally.

Killing the Cubist Dominator will drop a blue cubist key; which looks like a key but is bent at a 90 degree angle and is blue. This key doesn't open anything in this dimension, but a Wizard (or Sage) of 7th level or higher can use this key in place of a spell component for any blink, teleport, or summoning spell; with anything brought there or back being forced to make a save or look like it is a cubist painting. This is permanent unless you get a remove curse cast on you/it. You can also just sell the key for 350c.

[13] Crystal Flowers. Small chamber with an uneven floor with small red and blue crystalline flowers poking up from the snow. They are obviously magical and somehow "grow" from the cold, possibly feeding off magical energy over light and heat from the sun. Each flower is made of crystal; very lightweight but razor sharp like glass. The flowers are highly anomalous however; each one seems surrounded by a slight haze of a distortion field, and the smell of burnt ozone is strong as you come close.

Whenever you put your hand near a flower, you will see it disappears. Somewhere else in the room is another flower with your hand next to it- the flowers are surrounded by distorting teleportation fields. Your only clue is that red flowers only connect to blue flowers, and vice versa. If you try to uproot a distant flower, the flower will pull up but your hand will return to your wrist once out of the first flowers bubble, causing the flower across the room to fly up and then shatter against the floor, dealing 1d3+1 magic damage to anyone standing nearby. Each flower must be very carefully wiggled free remotely (takes 3 turns) and left gently on the snow or all flowers of one color destroyed to remove the distortion for the remaining flowers. Each flower sells for 200c and are incredibly fragile.

[14] Gruesome Gittern. This instrument is caught between a few ice-pillars in this side chamber. The ice pillars are magically enchanted to cause anyone to touch one to fly backwards. If you're nearby another pillar, you slam back into it, but take no damage and can stay standing. If you're on the outside of the pillars, you fly back and slip across the floor. The pillars magic refuels every few seconds, meaning you can only retrieve the instrument by standing with your back to a pillar and moving quickly after the bump- if you get thrown away from the pillars you can't reach it in time before it resets. This feat requires at least a Dexterity score of +1 to get into position.

The Gruesome Gittern is a magic item. With a few pickings of the strings, small holes open in the instrument that release small metal spikes in a spray. These do little damage to man-sized creatures and bigger- 1d4 damage, but do massive damage to hoards of small creatures like rats or insects. The music it produces is scratchy and gives a haunting feeling, and counts as a +1 magic item for any bardic or rogueish feats that use it. It can also be sold for 800c

[15] Spankblaster. It's basically a magical crack in the ice, about waist level, that fires out a blast of kinetic energy. If it hits, leaves a painful red welt through clothing and thin armor but deals no damage. Since people are usually walking away from it when it fires, it tends to hit them on the ass, hence a Spankblast. It goes off once every two or three minutes- so if you try to study it it might hit you in the crotch instead.

The Spankblaster's magic can be drained by sticking a wand or staff inside. The spankblaster becomes inert permanently and the magic implement restores 2d6 charges.

[16] Airy chasm in the glacier that reflects torchlight beautifully. Light tinkling sounds from the wind give it an almost musical quality. This is a beautiful place. Meditating here will restore one sanity, or let an elf recover a 1st level spell slot.

[17] Frozen Foam. This sticky mass of white foam looks like very, very soft snow in the dim light of a torch or lantern. When touched, it will stick to whatever was used to touch it and begin to rapidly cool and freeze the point of contact. If you jump in you'll probably die. Every party "action" used in a situation where the foam is stuck to someone or something causes 1d6 damage of cold damage. If you try to scrap off the foam with an object, that object will start to freeze, if you scrap it off on a wall, ice will grow out of it, etc. You can contain some of this in glass for a minor magic item or treasure to be sold; worth 200c per jar of foam.

[18] You come across a Heatwhore. She's a fat, heavily-wrapped-up woman who trades her body heat for food or coin in this desolate place. She got separated from a different traveling group, and has almost run out of supplies. She'll cling to party members and grant heat whenever you make camp with cuddles in exchange for food and protection; but she doesn't give it for free. Oh and absolutely zero sex by the way, she's not a whore whore.

[19] Cramped side area with holes in the wall and little mounds of some kind of biological material. This is a nest of flightless midges- big black ones about as large as your thumb. These ice-midges excrete antifreeze-jelly from their butts; if you spend time squeezing some you can gather enough jelly to rub over the skin, an item, mix into a potion, etc. preventing them from being frozen into ice in combat. If you spend a turn gathering enough goop, you can slather yourself up and become resistant to cold damage, taking half damage. If more then one person does this however you will carry a gross smell that makes random encounters +1 in 6 more likely.

These midges will eat basically anything, but aren't fast or aggressive enough to kill living things. If you throw dead body parts, decaying leather items, bones, feces, etc. onto the nest they will associate you with food and start to mass up when you approach; such as letting you squeeze them for their jellies or even following you a short distance from the nest. You can totally offer these to the Hot Shamans (2) as a meal and treat their reaction as a Friendly result.

[20] The ice here is well carved. Following the carving to a passage that looks almost regal; a headless man will be found sitting on a pillar made of ice. His neck is torn open with a black void down in his torso. He only wears a single blue sheet over his body, with a bare chest, arms, legs, and feet- yet suffers not from the cold. He carries a golden staff with a magic orb floating on the end, which lags to keep up with each motion. This being is a Keeper of Ancient Knowledge, and turns away travelers who are not serious about learning the ancient truths from him.

This being is semi-divine and can bestow powers onto mortals. If any 0 level characters, hirelings, or seriously aimless player-characters approach him, he will offer to grant them guidance and purpose. Accepting this means he will touch their forehead with the floating orb on his staff; causing a galaxy symbol to be burned onto their forehead. This grants the character +1d6 Wisdom and causes them to instantly level up if they have at least 50% of their current exp (or just a 3 in 6 chance). This character still retains their free will and abilities; but they simply can't settle down anymore. Retiring, spending a few years of downtime tending a farm, becoming a lord and tending your lands, etc. all become unavailable to this character- they are caught up in a greater destiny now.

If you pick a fight with him, he'll just like teleport away into a nebula cloud or something. He's a badass wizard too you know.


Wandering Monster Encounters
(1)
Bloodwind (4 HD, +2 to hit, 2d6 on hit- armor protects, save to cover, always moving)
Morale- N/A
Number- Just one

The Bloodwind is an invisible creature. It is an animate wind. It does not speak or seem intelligent, but has a certain sense of cruel purpose. The wind cannot be seen but its aftermath can; it blows through sharp icy passages and crevasses while carrying tiny snowflakes and ice-crystals that rend flesh and skin; spraying blood into the wind and leaving a red mist in its wake.

As a wind, it cannot be fought by traditional means. Only magic weapons or spells can harm it. It could be trapped in a magical box or bag of winds; but traditional bags would just rip open from its cutting power. If the wind blows over you, you can make a saving throw to fall to the ground fast enough and cover, meaning it can only deal 1 damage to you. If you fail the save, the wind gets an attack to try and jam its sharpness into you, dealing 2d6 damage on a hit. For each point of AC you get from armor, reduce the damage taken by 1 point from its protection.

The wind is always moving. Once it "attacks" a party member, it then must continue moving and can only attack the next party member in its path, and so on, until it is clear. The wind can turn around and come back around for another pass- this will take a minimum of 3 rounds giving you time to run or prepare for the next attack.

(2) Hot Shamans (1+1 HD, +1 to hit, carved walrus tusk at 1d4+1, +1 AC furs, cast Spells)
Morale- 9
Number- 1d3 with 2d4 Kobolds

The Hot Shamans are a sect of kobold shamans who protect and guide their people through these cold and arctic lands. As kobolds are dependent on heat to survive, their rule is law and the kobolds who fight with them fight with a higher morale of 12. As most of their magic is used to keep their tribe alive in these frozen lands; mostly creating ever-warm stones to carry or magical furs to ward away the winds, they have only limited magic to fight with. Most of their spells are related to fire.

As intelligent creatures; you must roll a reaction check when encountered.

Reaction Table- Roll 2d6

12+: Friendly. Willing to trade and barter, as well as share heat. Ask (politely) to stick their hands into your crotch to share your body's heat- it's not a sex thing, we swear. They won't give you anything for free or help you fight monsters unless if you gave them something valuable from this list or a way to generate more warmth to survive this harsh environment.

11-9: Cautious. The kobolds will willingly trade information for enough fresh linens for three of their kind (one human outfit) or a magic artifact that provides enough heat for their whole group. Under no circumstances will they tell you about anything that grants warmth. They know the location of [16] which is the "pretty place". They can also warn you about the Spankblaster [15] and will also warn you about the Closed Eye Woman (5) - who they say is "very bad for the men-boys and might make your pee pee fall off!". 

8-6: The Shamans threaten and spit curses at you- mostly about getting frozen to death in the near-constant blizzard outside the cave. If you approach, they attack.

5-3: The shamans yelp and assemble their force into a formation. Spears forward, shamans behind, they march towards you- aiming to pin you into a corner. If you run away down a side passage, they'll guard the way for two turns to make sure you've left for good.

2 or less: Instant Attack. The kobolds throw their javelins before charging in to attack with knives made of tusks and polar bear claws. The Shamans will expend their spells on fire spells if they view you as enough of a threat to use them.

(3) Wandering Polar Bears (4+2 HD, +2 To-Hit and AC, two claws at 1d6, one bite at 1d8, dumb)
Morale- 13
Number- 1d2+1

Small group of polar bears. Polar bears are very big and scary, but very stupid. Can't expend energy to the brain when their optimal survival strategy is just to charge straight at anything that moves and attack it. The ones that live here are strangely social; perhaps enchanted by the ambient magics.

(4) Werepeng (5 HD, +4 To-Hit, murder beak at 1d10, webbed feet at 1d4, need silver to damage, ice sickness)
Morale- 10
Number- Just one

Looks like a cute, cuddly little rock-hopper penguin from a distance- this is its camouflage to attract would-be predators towards it. Once it is aware of you and you are within 10 paces, it suddenly starts to grow over the course of 1d4 rounds, giving you a moment to prepare, attack, or run away. The penguin turns into a huge werepeng; an evil bipedal murder-bird. As a werecreature, you need silver or magic weapons to actually harm it.

If you surprise this creature, you'll see it at a distance hopping around on some rocks or something. If it surprises you, it just comes around a corner and fully transforms in one round.

Within its decoy form, it only has 1 HD and no special defenses. Meaning if you shoot it with an arrow at a range, it will just die as though it was a normal penguin. These creatures are dying out from intelligent humanoids- though this is less of a problem because nobody uses bows in the artic wilderness where there are no trees.

While this creatures attacks carry a curse, normal people can't catch this form of lycanthropy (only penguins can), instead you can catch the Ice Sickness. After taking at least one hit from the creature, roll a saving throw to see if you catch the disease (only roll once per character at the end of a combat encounter)- if they catch it, the disease causes them to exponentially get more cold if they are exposed to cold. If you step from the glacial caves into the outside air, get dunked in ice water, struck by a cold spell, etc you must save or get even colder- increasing the damage or penalties by 50% of whatever they were normally. If this causes death, the victim will transform into a pile of snow in their shape and be utterly destroyed, leaving no body behind.

(5) Closed Eye Woman (2+2 HD, +5 AC, 50% Magic Resistance, 1d4 Yin Orbs per round)
Morale- N/A
Number- 1d2

These beings look like the head of a beautiful woman, magically severed, floating along with their long hair twisting in the breeze. There is no gore or blood from their stump of a neck; and the women never open their eyes. The Closed Eye Women sense the world around them through energy, and are seemingly monsters created from isolation and powerful yin energy. These monsters are also heavily resistant to magic; and every spell has a 50% chance to be deflected.

Yin energy is the feminine, destructive force. It is also very cold. Every round, the Closed Eye Woman will open her mouth and release 1d4 glowing silver orbs of Yin energy that seek nearby targets. They always hit unnervingly; but these orbs can be deflected with something hot (torch) or Yang enchanted- one orb per object. When struck, take 1d8 cold damage. If a struck character is a male, they must also save or take a level of level drain as the Yin energy saps your masculine essence.

(6) Arctic Jar-Hares (1 HD, +1 To-Hit, +6 AC, fast, Magic Jar, lucky)
Morale- 8
Number- 1d4

These Arctic hares are clothed in all white fur. They walk bipedally and balance a small glass jar on their head, which bounces around with each hopping step- they seem very precarious but never actually fall from the Hare's own accord. The Hares are very fast and cowardly, but are spiteful and aggressive enough to kick snow at people's faces while dancing at the edge of your spear. If all the hares have used up their jars- they run away. You can't catch them on foot, unless if you got dogs.

Each Hare has a magic jar. Each Hare will use their Jar when cornered, when nearly missed (the attack roll being 1 away from a hit), or when injured in some way. When the Hare is slain, the jar falls down with their body and shatters anyway- unless if the slayer is in melee range and catches it with a hard roll modified by Agility. The exception is if you fight the Hares in a place with very soft powdery snow; like after a blizzard or at [11], in which case the jar falls to the ground but doesn't shatter and can be picked up and used.

Finally; the Hares are lucky. This means they can ignore their first failed saving throw.

Whenever a jar is smashed or thrown, it explodes on impact and releases a wave of prismatic energy from the center point in a straight line in all directions. Everything hit by this become kaleidoscopic, making the colors, textures, and patterns random and oscillating at all times along with an unnatural glow. This makes it nearly impossible to sneak around in a snowy place (disadvantage on stealth). This effect fades on living things over the course of one season, and fades on objects over the course of a few years, in which case a random rainbow vomit pattern will be "stained" onto the object permanently after that point. Each recovered jar could be sold for 400c