Freitag, 28. September 2012

[magic item] Sling of the Twilight Priestesses

Sling of the Twilight Priestesses

This is the missile weapon of choice of Twilight Priestesses and sought after by many mages and some scoundrels. The sling transforms normal stones into magical missiles.
On a succesful hit the player rolls 1d6 with the following effects:
1-4: Target suffers 1d4 subdual damage.
5: Target suffers 1d4 subdual damage, and must save vs. paralyzation or is  stunned (is +4 to hit, and at -4 on all ability rolls etc.) for 1d3 rounds.
6: Target is instantly knocked unconscious for 1d3 rounds.

It is useless against creatures immune to normal weapons.

So-called Twilight Priestesses are a relatively young order following a nameless cult leader, who is rarely seen, and wears a mask on all occasions. The cult followers adhere to some code of non-violence which, as rumors confirm, seems to be rather losely interpretated by some. Nevertheless, they use these magic slings that do not harm their targets seriously. Funny though, that so many of their left-behind unconscious enemies are never ever seen again ...

Donnerstag, 27. September 2012

Glückskeks

Der Glückskeks von heute beinhaltete den Spruch "The past belongs to the past." auf der einen Seite, auf der anderen Seite stand: "Neue Besen kehren gut, aber die alten fegen die Ecken rein."

Nachtrag
Glückskekse distribuieren Sprüche aus dem großen Sammeltopf alltäglicher Erkenntnisse der Menschheit. Propaganda vermeintlicher Weisheit, die einerseits leicht als blöder Glückskeksspruch abgetan wird, aber fieserweise doch im Kopf hängenbleibt. Unter anderem weil sofort mit dem Lesen eine Interpretation und Kontextualisierung vorgenommen wird. "Klar, die Vergangenheit gehört der Vergangenheit an!" Ob das nun einfache Tautologie oder schon Zen-Rätsel sei, bleibt dahingestellt, denn es wird vom Leser in den Kontext des eigenen Lebens gestellt. Und wenn auch nur kurz, um es dann als Unsinn zu verwerfen. Aber dieser Moment der Verknüpfung eröffnet Zusammenhänge, die Deutungsmuster auf die eigene fragmentarisch erzählte Biographie legen. Und ehe man sich versieht, werden Erlebnisse und Menschen in die Vergangenheit geschoben - in diese seltsame Anderwelt von Tagträumerei, dort wo die Geister wohnen - obwohl sie dort garnicht hingehören.

[magic item] Cruel Blade of Wrath (fire blade)

Cruel Blade of Wrath

A heavy-bladed falchion with a hand and a half hilt. The blade is of earth-brown color engraved with symbols of magic. Its handle made of wood, and wrapped with leather, features a pommel shaped like a round head with two fierce eyes set with white stones. The short cross-guard flames like hot embers when engaged in combat.

This is a fire blade dealing +1 damage against normal creatures, and +3 damage against creatures vulnerable to fire.
It does not provide an attack bonus but counts as a magical weapon against creatures immune to normal weapons.

It grants resistance to normal cold (snow, winter), and a +3 saving throw bonus vs. cold attacks. Being a fire blade it also grants immunity to fire, and can upon command, or by its own will shed fire light equal to a torch, and ignite normal flammable materials. Other powers are not known.

The blade is kept in a simple leather scabbard.

This is a INT 4 weapon able to communicate with its owner by telepathy.

Mittwoch, 19. September 2012

[magic items] The Pearl of Wondrous Images

Pearl of Wondrous Images

A perfect pearl the size of an acorn, it is said to have been formed by an oyster who picked up a tiny meteor splinter. It was pulled out of the sea by a fisherman, who gave it as a gift to his young daughter, Line, who later became an expert jeweler, and trained in the arcane arts. She gave it away to a wandering monk.

Several other pearls holding a similar splinter may exist, and what strange powers they hold may only be guessed. Go pearl-diving!

The Pearl of Wondrous Images will activate its powers as soon as a bearer has decided to keep it for himself. He will experience vivid daydreams of things that may happen in a given situation, and he will vividly remember situations of the past of how they occurred, and may have occurred had he acted differently. He will have strange dreams at night, of which many will be lucid dreams, and perceive the world, and himself with greater attention. However, the pearl has some other powerful effects on the bearer.
He gains a +3 bonus on all saving throws, but at least once per day he may be so immersed in daydreaming that he will be at -3 on saving throws, AC, initiative, and ability rolls. This penalty will last one turn, or up to the moment he is attacked, or otherwise aroused from the daydream. Roll d4 for the number of strong daydreaming episodes he experiences. The DM decides when these daydreams occur, or alteratively rolls d6 on encounters. A roll of 1 results in a daydream. Note that the daydreams may be pleasant, and help to remember past events. It does not mean he is paralyzed, he is just lacking some attention to the outside world. The DM may rule that the distracting daydreams occur more often the longer the pearl is kept (e.g. for every two levels the character advances with the pearl in his possession the number of episodes per day explodes: d4 during the first two levels, d6 during the following two levels etc.) Or the results could become more severe, e.g. -4 penalty instead of -3 etc.

It will permanently raise one ability score (roll d6: 1 - Intelligence, 2-3 - Wisdom, 4-6 - Charisma), after it has been worn for at least 6 months or two levels have been advanced, whichever occurs sooner. An additional roll is allowed for every two levels the character advances while keeping the pearl. Ability scores may rise beyond the racial maximum.
It will grant a 10% Experience bonus in addition to other xp bonuses, as long as it is worn, or kept by the bearer.
The bearer will be visited, haunted, and sometimes harassed, or attacked by ghosts and other-dimensional beings, strangers will ask him for help, animals will notice a peculiar aura about him, that some will feel drawn to (for good, or bad intent.)
Depending on the alignment (if used), and personality of the character certain traits may become more prominent over time. This does not necessarily mean that aggressive characters tend to become more aggressive, however, a balancing attentiveness to reason, or compassion may effect him just as likely.
Neither the bonuses (except for the xp bonus), nor the penalties will be lost after the character loses, or puts off the pearl.
He is forever changed.

Note: The Pearl of Wondrous Images is a powerful magic item, but the effects should be role-played, rather than being seen as a source for additional bonuses. It may provide many ideas for adventures, encounters, and character development.

Montag, 17. September 2012

[magic items] For Travellers in 0e Games

Cloak of Warmth

A magic garment that is thick and stretchable for the wearer to wrap himself up comfortably. It keeps the wearer warm enough to survive icy nights in winter. The wearer receives a +2 saving throw bonus vs. cold.

Boots of Long Roads

Comfortable boots for walking and hiking. They wear down slowly, and magically mend themselves during rest. They fit all feet, growing or shrinking as necessary (up to ogre size down to gnome size). Feet never sweat, nor do they get cold in these boots. They can be destroyed by magic, and dragon fire. Although they mend themselves the wearer has to keep them shiny by himself. No magic against the dust of the road.

Backpack of Home & Castle

A rather powerful magic item of gnomish make, and a great gift idea for the restless wanderer.
Upon command the backpack will unfold and set itself up as a full tent with room for up to 5 people. It is furnitured with bed rolls, cushions, and several small containers with a selection of mixed food, water, wine (sufficient for 5 people/day) etc. It cannot fold itself together when people are inside the tent, neither can objects be stored within. Protection from Evil (50' radius) is in effect when the tent is up, and all inside are affected by an Immunity to Disease spell. It can be camouflaged, but is easily detected via Detect Magic spell. It can be destroyed by normal means.

Fare thee well!

Sonntag, 16. September 2012

[magic items] Sword of True Tone

Longsword of True Tone

Another weapon of elven origin made by the magic-user who crafted the Sword of Zabre.
If wielded appropriately this blade will start ringing rhythmic phrases that will tempt foes to move (not only their toes) accordingly.
Foes must save vs. spell or succumb to the rhythm and phrasing dictated by the sword, and thus suffer a +2 [-2] AC penalty, because the wielder can anticipate their moves easier.

Against undead, demons, and similar evil creatures this is a +2 blade. It can shed light of different colors and emit a wide range of ringing sounds.

Dienstag, 11. September 2012

[magic items ] More Quarterstaves for 0e games

Quarterstaff of Hearth

This quarterstaff is finely wrought, and painted with exquisite colours. The ends are metal-shod. It is not a heavy weapon, but flexible and quick. When a command word is spoken it will radiate enough warmth for the bearer to walk through a snow storm, and keep the hands comfy, and cast light up to a 30' radius, if needed. On another command word it will kindle flammable material (takes one round).

Quarterstaff of the Weary Wanderer

Made by a mysterious elven wanderer, this magical quarterstaff has three powers. The first is to cast an Orientation spell that guides it's owner to his destination. The second is an automatic Alarm spell, that wakes, and warns it's owner, when danger is imminent during camp. The third is a +4 reaction modifier on Charisma rolls on any encounter while heading towards a chosen destination.

Quarterstaff of Music

This peculiar curved quarterstaff is wrapped on one end with a magic string that can be loosened and fastend on to the other end. The string can be plucked with one hand and shortened with the other. It is a kind of diddley-bow. Bards may employ it to influence an audience and gain a +1 bonus on any influence rolls. An Amplify-spell guarantees that the music will be heard even over loud crowds at your favourite inn.

Dienstag, 4. September 2012

[magic items] Quarterstaves in 0e Games

Quarterstaff Rules

Staves, and clubs are easy to make, cheap, versatile, and dangerous. Staves can be used to hold an opponent at bay, fight second rank, block doors, sweep enemies off their feet, high jump, and perform other maneuvers.
It is the weapon of choice of magic-users in standard fantasy games (Well, dagger or staff, is a choice, I guess.)
Everybody can use it, or learn to use it. Everybody can make one, if there are trees and basic tools around, some items can be used as a make-shift quarterstaff, and nearly anything can be used as a club.

In the real world quarterstaff combat is a skill that has to be developed like any other. Movement (footwork), engaging and disengaging an opponent etc. Quarterstaves do not cut. They do hurt, break bones, inflict concussion damage, can damage vitals, but they do not cut like a bladed weapon, which makes it a great weapon to practice with, since you do not tend to cut each other up with it. Get your grips on physics, and be careful: this is a dangerous weapon.

But, all of this is of little concern in a role-playing game. The quarterstaff inflicts 1d6 damage. Hit points are abstract. However, you should apply common sense, and realize that even though sword and quarterstaff may have similar damage codes you can't slice bread with a quarterstaff. And that's about it. There is a reach bonus for quarterstaves, possibly, and you may think of nifty combat maneuvers, like pushing an opponent away, or something.

You may apply the rule for non-lethal attacks to turn your successful attacks into some other non-lethal combat maneuver, if the DM so allows.

Magical Quarterstaves
Here are some magical quarterstaves I made up for 0e games. They can be used for other editions, as well.

Quarterstaff of Balance
It allows difficult (well, let's say heroic) tight-rope-walks on 1d6 (1-5) On 6 roll normal maneuver test (e.g. against DEX -2) or fall. Apply falling damage.

Quarterstaff of Roots
A quite powerful magic item for various applications. On command word, the staff grows strong roots (on one, or both ends) that can "grab" a wall, dig into the ground, clutch an item, or hold on to an opponent, and thereby inflict 1d2 damage per round until released per command or the staff is destroyed. It has 8 hp which will self-heal at 1d2 hp per round. There is some strange druidic tree magic about this staff. Maybe there are other powers to it, as well.

Quarterstaff of Vu
It grants the fighter's special ability to attack per round a number of 1HD creatures equal to the wielder's level, but inflicts subdual damage only, never killing instantly. If attacking evil creatures (monsters, undead) normal damage is inflicted. Vu was a wandering priest who cared for the poor, taught them in reading and writing, healed them, and when necessary defended them. But his opponents were never killed. He subdued them, bound them, and preached to them, and many of them changed their lives afterwards.
Clerics can cast cure light wounds and cure disease with the staff once per day. Other powers are not known. To wielders of chaotic alignment this is merely a simple quarterstaff.

Quarterstaff of Zabre
An intelligent weapon, the magic bestowed upon this staff was meant for a great magical blade being forged for the swordmaster Zabre, but the elf-mage who made the weapon, got into an argument with Zabre. Infuriated he then bestowed the magic onto a quarterstaff instead, and cursed the sword (Cursed Sword of Zabre). Zabre cut the elf-mage's throat with a dagger, but was afflicted by the curse, anyway. He died being run over by horses.
The quarterstaff of Zabre is highly intelligent (16), speaks to it's wielder via telepathy, speaks any language, and can (at will) translate to the wielder. It is unbreakable (unless by powerful magic).
It will usually grant the following powers: +1 to hit (magical), one extra attack per round.
Since it wanted to be a magic sword, the quarterstaff can be a little bitchy at times. It is jealous of other long-bladed weapons, and forces the wielder to use it like a two-handed sword in fights against long-blade wielding enemies and large-creatures. Only then it will grant a +2 to hit/damage bonus, and two extra attacks per round.
There are times, however, when it won't grant anything. Fighting boring enemies, for example. It may decide to grant a -2[+2] AC modifier, at times, but rarely will it grant all of its powers at once. The given bonuses means it guides a wielder's hands. It may do so to provoke a possible worthy opponent (making a passing swordfighter trip), or play practical jokes. It may mistranslate on purpose, too. And it may decide to not talk at all, or not to shut up. Which can be annoying ... Ah, this can be so much fun!
Classes who are not allowed to use a two-handed sword get no special penalty when they are forced to wield the weapon this way. They are guided.
Granting powers means: the sword decides, which is another way of saying, the DM decides. But make it comical, the sword quarterstaff is witty, and not evil.

Montag, 3. September 2012

AutoWrite 49 erneut am Anfang

"erneut am Anfang" (ald, gedit)
AutoWrite 49 
(Klick! aufs Bild zur Vergrößerung)

Basic Fantasy Rollenspiel - eine kleine Aktualisierung für die deutsche Übersetzung der 3. Edition

Open source fantasy roleplaying with  basicfantasy.org Für die deutsche Übersetzung der 3. Edition (OGL) von Chris Gonnermans Basic Fantasy ...