A woman was known to carry a sacred staff on her journeys between villages where she tended the sick. She became to be known as Spring Woman, because she was thought to bring renewal, birth and healing. After her death her body and her few belongings were burnt and stored in an urn. Some of those old enough to remember will tell that those ashes then were stolen, or distributed among the villages where they are kept in sacred places to honor her life among the people.
This wooden quarterstaff is a +1 magic weapon. Upon command word it turns into fine crystal dust, and changes into its original and complete shape and form upon another command. When the weapon gets damaged or destroyed it can be repaired by turning it into crystal dust and reassembling it. The command word must be uttered within 15' radius of the staff or particles of its dust in order to have an effect.
1d3 healing spells are randomly stored upon reassembling the staff. They work as if cast by a 7th level cleric. When a spell is randomly determined a magic symbol appears edged into the staff, so the wielder knows which spells are available. The spells are activated by touching the symbol with the intent to heal a specific creature or character.
It was not known what deity granted the magic of the staff. Rumors of the villagers suggest that the Spring Woman herself was a petty goddess.
roll d12 for random spell
1. cure blindness
2. cure disease
3. cure light wounds
4. remove fear
5. purify food & water
6. cure serious wounds
7. remove curse
8. neutralize poison
9. regenerate
10. restoration
11. heal
12. raise dead
Posts mit dem Label magic items werden angezeigt. Alle Posts anzeigen
Posts mit dem Label magic items werden angezeigt. Alle Posts anzeigen
Samstag, 22. Oktober 2016
Sonntag, 7. Dezember 2014
[Wunsch ist Wunsch] Antik&Modern - Ihr Möbelhaus mit exklusivem Service
Ich erfülle Ninianes Wunsch, die sich fragte, welche geheimnisvollen Gestalten und Artefakte wohl in einem Großstadtmöbelhaus zu finden seien. Die Frage ließ sich leicht durch etwas Feldforschung beantworten und so machte ich mich auf, verschiedene großstädtische Möbelhäuser zu besuchen. Fündig wurde ich dann bei Antik&Modern.
Die Spielwerte sind für Risus angegeben. An den Illustrationen arbeite ich gerade, und sobald die fertig sind, gibt es auch ein PDF zum Download und vielleicht noch ein paar Abenteuerhinweise, denn ich glaube, dass ich das mit meiner Spielrunde ausprobieren werde.
Das Möbelhaus Antik&Modern
Antik&Modern bietet diverse exklusive Möbelkollektionen und Kücheneinrichtungen an. Aktuelle Einrichtungen werden mit anachronistischen Elementen aus dem Antikbereich geschmackvoll ergänzt. Der Service umfasst Beratung für das individuelle Wohnambiente der Kunden. Vor einiger Zeit machte das Möbelhaus negative Schlagzeilen, nachdem mehrere seiner exklusiven Kunden Opfer einer professionellen Einbruchserie geworden waren. Eine Verbindung zwischen den Einbrüchen und den Mitarbeitern des Möbelhauses konnte die Polizei nicht feststellen.
Das Bett der Droeselfeen
Ein Bett mit reichhaltigen Verzierungen und feinen Intarsien. Die Bettpfosten gleichen Türmen und das Kopfteil einer Schlossfassade. Tatsächlich wohnen darin mehrere Droeselfeen, die nachts erwachen und ihrem zauberhaften Treiben nachgehen.
Das Bett wirkt als Portal. Wer sich in das Bett zum Schlafen legt, träumt luzide und wandelt in der Droeselfeenstadt, wo er bald in die Angelegenheiten rivalisierender Feen verwickelt wird.
Droeselfeen
Droeselfeen sind winzige Kreaturen mit erstaunlichen Zauberkräften. Sie führen nichtsahnende Menschen in seltsame Traumgefilde und lassen sie dort für sich arbeiten. Meist bewohnen sie Schlaf- oder Wohnzimmer und werden nicht entdeckt, weil sie nur zu den Ruhezeiten der Bewohner hervorkommen und sie bezaubern.
Der Bhruck-Schrecken
Der Bhruck-Schrecken ist ein ungepflegtes bepelztes Monster, das tagsüber im Dachgeschoss des Möbelhauses schlafwandelt und des Nachts rastlos und gereizt durch das Möbelhaus zieht. Der Bhruck-Schrecken leidet unter Schlafstörungen, seitdem er sich in das Bett der Droeselfeen legte und von ihnen verflucht wurde. Unausgeschlafen ist er unaustehlich. Wird der Fluch gebrochen, findet er bald seinen gesunden Schlafrhythmus und er benimmt sich wieder wie ein normales Monster. Bhruck ist sein Name, und er gehört zu den seltenen Wengelriesen.
Als Privatdetektiv wurde er von einer Steinhaushexe angeheuert, die nach der Renovierung ihrer Vier Wände durch den exklusiven Service des Möbelhauses zu einem Einbruchopfer wurde und den Verlust mehrerer wertvoller Artefakte ertragen musste. Da sie sich weder an herkömmliche Detektive und schon gar nicht an die Polizei wenden wollte, beauftragte sie Bhruck damit, der Sache nachzugehen und ihr Eigentum zurückzubringen.
Bhruck schlich sich des Nachts in das Möbelhaus ein und fiel nach langer Arbeit an der Überprüfung der Buchhaltung auf dem Bett der Droeselfeen in einen verhängnisvollen Schlaf. Die Königin der Droeselfeen verfluchte den vertrauenswürdigen Bhruck mit Schlafstörungen, die ihn gänzlich desorientierten und im dämmernden Halbwahn durch das Möbelhaus geistern lassen. Seinen Auftrag hat er vergessen. Er befolgt im Schlafwandeldämmertraum den Befehlen der Droeselfeen und wird auch Anweisungen von anderen befolgen. Nachts ist er verwirrt und treibt sich launisch im Möbelhaus umher, bedient sich im Lager des Restaurants und versucht vergeblich Schlaf in den Betten und auf den Schlafsofas zu finden. In seinen besseren Phasen dekoriert er Teile der Ausstellungsflächen um und optimiert Küchenzeilen.
Bhruck - Verfluchter übellauniger Wengelriese (4), Vertrauenswürdiger Privatdetektiv (3), Findiger Resteverwerter (2) Optimierender Innenarchitekt (1)
Über Wengelriesen
Wengelriesen gehören zu den sanftmütigen Monstern der Alten Stadt. Sie zogen früher in kleinen Gruppen durch die Lande und vertrieben die Finsterfänge, jene unheimlichen Wesen aus den Schatten, die sich in den Gegenden von Menschensiedlungen niederließen und mit bösen Kräften die Herzenskraft der Bewohner entzogen.
Wengelriesen werden bis zu drei Meter groß und furchterregend stark. Sie sind exzellente Kletterer und geduldige Jäger. Sie schmücken ihr gepflegtes Fell mit Knotenbändern, an die sie Symbole befestigen, um ihre Lebenseindrücke und Erkenntnisse festzuhalten. Mit der Zeit nahmen sie auch bestimmte Kleidungsstücke an und schätzen die Handhabung von Gürteln, Rucksäcken und Taschen zum Transport.
Der Sekretär der Zofelmine
Ein Sekretär der geheimnisvollen Tochter eines Großmagiers. Zofelmine schrieb Tagebücher an ihrem Sekretär: die Tagebücher anderer Leute. Der Sekretär erlaubt es, im automatischem Schreiben Tagebuch zu Personen zu führen, deren Namen man kennt oder von denen man persönliche Gegenstände als Fokus hat. Es wird entweder der aktuelle Tag beschrieben oder, sofern man ein Datum auf das Papier setzt, der Tag zu dem das Datum gehört.
Wenn man sich an den Sekretär setzt und zu schreiben beginnt, verfällt man in eine Schreibtrance. Ohne Anweisung schreibt die Person den aktuellen Tagebucheintrag zu sich selbst.
Samstag, 31. Mai 2014
[magic item] Throne of Judgement
Among the ancient elven lords there had been one who was renowned for fair judgement, and wise counsel. He was called Krimka the Balance by humans, and Eylonder by his own people. Many sorcerers worked for him, and his messengers travelled far away lands to gather knowledge, and lore about the ways, and the laws of the various people inhabiting the known world. The throne of judgement was a powerful artifact. Eylonder used to set special dates once a month for giving counsel, granting audience, and other affairs. During times of war Eylonder never left the throne room.
This is the kind of magic item rulers will send loyal heroes on quests to retrieve; after the fall of Eylonder, and the demise of his realm the throne was lost. Rumors have it reclaimed by elven warriors, dwaren lords, and human wizards. It has never been found again by the living, though.
According to the writings of one of the sorcerers in Eylonder's service the throne could be enchanted with new spells rather easily. She also wrote about an eerie presence of a larger entity surrounding the throne. Her writings are kept in the Library of Harmony.
Throne of Judgement
The throne stands 7' tall, and weighs about 350 pounds. It grants those who sit on the throne several magical powers.
All spell-like powers work as if cast by a 12th level caster.
The following spells work continuously while the character sits on the throne:
This is the kind of magic item rulers will send loyal heroes on quests to retrieve; after the fall of Eylonder, and the demise of his realm the throne was lost. Rumors have it reclaimed by elven warriors, dwaren lords, and human wizards. It has never been found again by the living, though.
According to the writings of one of the sorcerers in Eylonder's service the throne could be enchanted with new spells rather easily. She also wrote about an eerie presence of a larger entity surrounding the throne. Her writings are kept in the Library of Harmony.
Throne of Judgement
The throne stands 7' tall, and weighs about 350 pounds. It grants those who sit on the throne several magical powers.
All spell-like powers work as if cast by a 12th level caster.
The following spells work continuously while the character sits on the throne:
- Detect Magic
- Detect Evil
- Detect Invisible
- Read Languages
- Speak All Languages
- Protection from Evil (10' radius)
- Protection from Normal Missiles.
- Ventroliquism
- Light
- Bless
- Read Magic
- Hold Person
- Hold Monster
- Charm Person
- Charm Monster
- Dispel Magic
- Remove Fear
- Anti-Magic Shell
- Geas
- True Seeing
- Heal
- Confusion
- Commune
- Speak with the Dead
- Raise Dead
- Reincarnate
- Regenerate
- Disintegrate
Samstag, 29. März 2014
[magic item] Canoe of the Spirit Journey
Canoe of the Spirit Journey
This artifact is of unknown origin. It is a sturdy old canoe of normal size. There are no visible signs of its supernatural powers. Detect magic spells will yield no positive results.
Although worn by use it cannot be destroyed by normal means, nor by magic unless the caster is of level 12 or higher.
Travellers in the canoe are not affected by any kind of magic (apart from the canoe's powers.) Hit points heal at a rate of 1 hp every hour, and 3 hp for every hour of sleep. The aging process is slowed to a tenth of the usual rate.
The canoe allows travelling to the spirit world. However, no command word, or ritual is known to activate the power. There are rumors of an old man who made a journey to the spirit world in his youth. He entered it during the transition of day to night, and returned at dawn. He learned of many things there, and changed his way of life afterwards.
This artifact is of unknown origin. It is a sturdy old canoe of normal size. There are no visible signs of its supernatural powers. Detect magic spells will yield no positive results.
Although worn by use it cannot be destroyed by normal means, nor by magic unless the caster is of level 12 or higher.
Travellers in the canoe are not affected by any kind of magic (apart from the canoe's powers.) Hit points heal at a rate of 1 hp every hour, and 3 hp for every hour of sleep. The aging process is slowed to a tenth of the usual rate.
The canoe allows travelling to the spirit world. However, no command word, or ritual is known to activate the power. There are rumors of an old man who made a journey to the spirit world in his youth. He entered it during the transition of day to night, and returned at dawn. He learned of many things there, and changed his way of life afterwards.
Montag, 9. Dezember 2013
[magic item] Skuddels Wintermütze
Skuddel ist ein grummeliger Zwergenpriester, der meist allein durch die Lande zieht und einer alten Queste folgt, die ihm, so sagt er, die Göttin Aldruste in seiner Kindheit auferlegt habe.
Skuddel erhielt die Mütze als Geschenk von einer Magierin, die er vor schauerlichen Untoten schützte. Fortan ward er nie mehr ohne seiner Mütze gesehen. Er trug sie sogar im Sommer - bis er sie irgendwann verlor. Er redet nicht gerne darüber, murmelt nur leise etwas von "Fliegen müsste ich könne - oder wenigstens klettern..."
Die gräulich braune Mütze ist mit Mustern und magischen Symbolen bestickt und sitzt ausgesprochen angenehm, ohne zu verrutschen oder zu kratzen.
Skuddels Wintermütze
Die Mütze ist mit einem permanenten Widerstand gegen Kälte-Zauber belegt, der dem Träger zugute kommt.
Außerdem wird berichtet, dass die Mütze bei Nacht leuchte, wenn ein entsprechendes Zauberwort gesprochen wird.
Weitere Effekte sind nicht bekannt.
Dieser Artikel ist Teil des RSP-Karnevals im Dezember 2013, initiiert von Callisto. Der Eröffnungsartikel ist hier und weitere Artikel sowie Diskussion dazu sind im RSP-Forum zu finden.
Skuddel erhielt die Mütze als Geschenk von einer Magierin, die er vor schauerlichen Untoten schützte. Fortan ward er nie mehr ohne seiner Mütze gesehen. Er trug sie sogar im Sommer - bis er sie irgendwann verlor. Er redet nicht gerne darüber, murmelt nur leise etwas von "Fliegen müsste ich könne - oder wenigstens klettern..."
Die gräulich braune Mütze ist mit Mustern und magischen Symbolen bestickt und sitzt ausgesprochen angenehm, ohne zu verrutschen oder zu kratzen.
Skuddels Wintermütze
Die Mütze ist mit einem permanenten Widerstand gegen Kälte-Zauber belegt, der dem Träger zugute kommt.
Außerdem wird berichtet, dass die Mütze bei Nacht leuchte, wenn ein entsprechendes Zauberwort gesprochen wird.
Weitere Effekte sind nicht bekannt.
Dieser Artikel ist Teil des RSP-Karnevals im Dezember 2013, initiiert von Callisto. Der Eröffnungsartikel ist hier und weitere Artikel sowie Diskussion dazu sind im RSP-Forum zu finden.
Dienstag, 27. August 2013
[magic item] Magic Message Marbles
An apprentice of the Northern Forest Magic School got tired of his errand runs through the labyrinth of the underground libraries, and by forging a witty letter, and sending it to the Dwarven Sorcerers of the South, had them create a crate full of magical items. He was immediatley kicked out of the school when the package arrived, but took a sack of the magical items with him, leaving the crate half empty.
The magical items he asked for are Magic Message Marbles, and have some useful properties. They work with command words, can be enlarged, or shrinked, and travel magically (by rolling on the ground) to any chosen destination. However, setting the correct destination is tricky. The sender may have to know the location, and be able to recall a strong mental image of it, prior to giving the command to travel.
Magic Message Marbles
The marbles can be enlarged to a globe with a 1' diameter, and then inscribed with a message. Either marble, or globe-sized they will travel upon command and find their destination unerringly. They travel at a speed of 120'.
The magical items he asked for are Magic Message Marbles, and have some useful properties. They work with command words, can be enlarged, or shrinked, and travel magically (by rolling on the ground) to any chosen destination. However, setting the correct destination is tricky. The sender may have to know the location, and be able to recall a strong mental image of it, prior to giving the command to travel.
Magic Message Marbles
The marbles can be enlarged to a globe with a 1' diameter, and then inscribed with a message. Either marble, or globe-sized they will travel upon command and find their destination unerringly. They travel at a speed of 120'.
Donnerstag, 15. August 2013
[magic item] Knife of Wand-Whittling
The travelling wand-whittlers of Arcath Lea not only make the finest wands and prepare them for various enchantments; they are known to work with knives that some claim allow for the magic to transfer better into the wands. However, since some of the travelling wand-whittlers recently set up a knife business, these rumors could have been spread intentionally to further their sales.
The rumors regarding the Arcath Lea Wand-Whittling Knife describe it as having the following properties.
Knife of Wand-Whittling
The rumors regarding the Arcath Lea Wand-Whittling Knife describe it as having the following properties.
Knife of Wand-Whittling
- The wielder never cuts himself.
- Any magical effect placed on the wand gets an additional +1 (or +5%) bonus. E.g. a wand of healing restores an additional hit point of damage.
- Wands created with the knife are especially durable, and can contain 25% more charges.
Dienstag, 6. August 2013
2 clips and an Ares Predator
After the previous post images of survival knives, and guns in the Shadowrun game flashed before my inner eye.
Shadowrun has catalogs full of equipment, although the differences between the several heavy pistols are rather minor the fluff has its charm (and its price).
Buying equipment for the characters was a part-time job for Shadowrun gamers, and we used to browse through the books, stare at the simple silhouettes of the pieces and compare game stats, just as if browsing through any other catalog with pictures, short descriptions and prices - say a guitar shop's catalog.
Equipment lists raise attention, grab it, bind it, torture it. Even with short lists as in the Basic Fantasy game. I'm glad my players yet didn't stumble over the magic item section in their rule books...
Did anybody write a Shadowrun equipment app for smartphones, or pcs? Would be much nicer to scroll through the stuff, and have an option for side by side comparison.
2 Clips And An Ares Predator
When I was game-mastering Shadowrun (2nd Edition) I used to design the runs so that it was possible to get through them (presuming wits on the side of the players) with one heavy pistol and 2 clips of ammo. We had seriousfirefights street-wars with some GMs, and while that cinematic-over-the-top-style was good fun, I also liked a different approach. At least, I planned so the players had an option of doing stealth runs.
'When it comes to Shadowrunning nothing ever goes according to plan.'
Why pick up a light pistol, anyway?
In rp games conflicts often (and very quickly) escalate to deadly combat. I find that even with inexperienced gamers: as soon as they play their character they start to roam, and pick fights as if most of the inhabitants of the game world were enemies placed there for combat experience.
This might be true for a series of computer rpgs - and I've yet to find one with reasonable character interaction options. However, when it comes to encounter design, which implies thinking about those options, conflict, and physical conflict is just one of them. (Read: there are other options, too!)
I know that monster descriptions say 'monster will attack PCs on sight', and 'fight to the death', and so on, and so on.
Back to those light pistols. And the intimidation skill. Have you ever noticed that intimidation skill? Have you ever used it? Because I can't recall a situation when we did.
Intimidation Skill
'So, how does a Shadowrun character draw a light pistol on his opponent, and tell him to leave him alone? Yeah, he does so while his other hand levels that modified Ares Predator with his opponent's crotch and pulls the trigger.'
Intimidation with a light pistol alone does not work, because the opponent is likely to have a bigger gun. (Think of that meme-worthy Crocodile Dundee scene.) And the players know the stat blocks. A light pistol within SR2 was a joke, and if it wasn't our GM would have made it one. It could hurt, do some damage, but that damage would be shrugged off, and even if it hurt so much as to cause a wound, the characters would heal and bounce on. (I read SR 20th Anniversary Edition, and light pistols seem to be a little more dangerous here.)
'Shadowrun simulates the gunfire exchange by the clunk and clutter of those many six-sided dice. Otherwise its matrix-style slow-motion.' (That's out of context, but I like it.)
Intimidation (in rpgs) is a bit of acting, skill display, maybe weapon display, and mostly communication. If characters want to tell somebody to leave them alone, they could just ask them, and that somebody may consider the request. If that somebody is smart he'd observe the situation. He might feel intimidated even if no intimidation effort is made on the side of the characters.
The Intimidation Skill becomes necessary if that somebody is feeling lucky in that situaiton, but the characters want to convince him that leaving is the better option.
The reason why I designed the runs according to the 2C/1AP principle was that I wanted the players to explore those other options of interaction, communication, and sometimes intimidation. In a way it's kind of old school. You get XP for resolving the encounter - stealing the treasure from the dragon, or defeating him, or tricking him into giving you its treasure, (as if that would ever work,) or by getting away alive.
Anyway, this was meant to be a follow-up on the magic weapons post. But there are few magic weapons in Shadowrun. There are plenty of cool fluff weapons with fancy names and few differences.
I'd like to play SR4 (or the upcoming SR5) to see how it feels today. The last runs I GM-ed were done using the Saga System.
Shadowrun has catalogs full of equipment, although the differences between the several heavy pistols are rather minor the fluff has its charm (and its price).
Buying equipment for the characters was a part-time job for Shadowrun gamers, and we used to browse through the books, stare at the simple silhouettes of the pieces and compare game stats, just as if browsing through any other catalog with pictures, short descriptions and prices - say a guitar shop's catalog.
Equipment lists raise attention, grab it, bind it, torture it. Even with short lists as in the Basic Fantasy game. I'm glad my players yet didn't stumble over the magic item section in their rule books...
Did anybody write a Shadowrun equipment app for smartphones, or pcs? Would be much nicer to scroll through the stuff, and have an option for side by side comparison.
2 Clips And An Ares Predator
When I was game-mastering Shadowrun (2nd Edition) I used to design the runs so that it was possible to get through them (presuming wits on the side of the players) with one heavy pistol and 2 clips of ammo. We had serious
'When it comes to Shadowrunning nothing ever goes according to plan.'
Why pick up a light pistol, anyway?
In rp games conflicts often (and very quickly) escalate to deadly combat. I find that even with inexperienced gamers: as soon as they play their character they start to roam, and pick fights as if most of the inhabitants of the game world were enemies placed there for combat experience.
This might be true for a series of computer rpgs - and I've yet to find one with reasonable character interaction options. However, when it comes to encounter design, which implies thinking about those options, conflict, and physical conflict is just one of them. (Read: there are other options, too!)
I know that monster descriptions say 'monster will attack PCs on sight', and 'fight to the death', and so on, and so on.
Back to those light pistols. And the intimidation skill. Have you ever noticed that intimidation skill? Have you ever used it? Because I can't recall a situation when we did.
Intimidation Skill
'So, how does a Shadowrun character draw a light pistol on his opponent, and tell him to leave him alone? Yeah, he does so while his other hand levels that modified Ares Predator with his opponent's crotch and pulls the trigger.'
Intimidation with a light pistol alone does not work, because the opponent is likely to have a bigger gun. (Think of that meme-worthy Crocodile Dundee scene.) And the players know the stat blocks. A light pistol within SR2 was a joke, and if it wasn't our GM would have made it one. It could hurt, do some damage, but that damage would be shrugged off, and even if it hurt so much as to cause a wound, the characters would heal and bounce on. (I read SR 20th Anniversary Edition, and light pistols seem to be a little more dangerous here.)
'Shadowrun simulates the gunfire exchange by the clunk and clutter of those many six-sided dice. Otherwise its matrix-style slow-motion.' (That's out of context, but I like it.)
Intimidation (in rpgs) is a bit of acting, skill display, maybe weapon display, and mostly communication. If characters want to tell somebody to leave them alone, they could just ask them, and that somebody may consider the request. If that somebody is smart he'd observe the situation. He might feel intimidated even if no intimidation effort is made on the side of the characters.
The Intimidation Skill becomes necessary if that somebody is feeling lucky in that situaiton, but the characters want to convince him that leaving is the better option.
The reason why I designed the runs according to the 2C/1AP principle was that I wanted the players to explore those other options of interaction, communication, and sometimes intimidation. In a way it's kind of old school. You get XP for resolving the encounter - stealing the treasure from the dragon, or defeating him, or tricking him into giving you its treasure, (as if that would ever work,) or by getting away alive.
Anyway, this was meant to be a follow-up on the magic weapons post. But there are few magic weapons in Shadowrun. There are plenty of cool fluff weapons with fancy names and few differences.
I'd like to play SR4 (or the upcoming SR5) to see how it feels today. The last runs I GM-ed were done using the Saga System.
Montag, 5. August 2013
The cool weapons are magical
Why I like 1d6 damage for all weapons
The formula higher price equals more damage in combat is - I think - not valid. In some instances a high price resembles the cost and effort to produce a weapon of high quality. Scarcity is a factor, too; and when it comes to social status not every weapon might be available to everyone. Some weapons are decorative, and very expensive, but not made for combat use.
A character can pick up a rock and use it as a weapon. Or a heavy stick to have longer reach, and better leverage. Are the properties of these tools reflected in the damage code? No. So, why - in an abstract game system - should the difference between knife, dagger, two-handed sword, long sword, or any other weapon be of any concern? Because some players feel the cool weapons ought to get better damage dice? (They feel they ought to win, too...) *Well*. What about skill?
Old school games like Basic Fantasy do not simulate combat realistically, they use abstract combat rules; so you have to be careful about applying house-rules to the system, or you might unbalance it. And I'm not talking about character-power-game-balance. If you add detail to one part of the system, you might want to consider why you would omit detail in other parts. Rules for character emotions, mental health, diseases, infections, allergies are, if at all, only implemented as abstract as possible. Because you wouldn't want to have your characters mess around with soap, would you?
Obviously, it is cool to get a better weapon
I agree, and that's what magic weapons are there for. There is no need to fuss about the different qualities of metals, or grinds used for knife-making. You, and your GM may consider it for fluff and descriptions, even for story purposes (find out about the Secret Metallurgy of the Lunta Dwarves, for example), but in game stats it is still a knife, dagger, whatever and inflicts 1d6 points of damage. Allow for a +1 bonus to attack, if the weapon is of exceptional (non-magical) quality; even consider +1 damage, if you're keen on it, but let it not be the norm. And the weapons need to be maintained in order to keep their edge, might break because of abuse, get lost, or stolen.
The cool weapons are magical, and they have either to be given to you, or you have to aquire them through purchase, quest, or dumb luck.
Choose the right tool for the job
The reason why I write about this much-written-about-topic is this: I considered buying an outdoor knife. (Something I have no real use for, but wanted ever since I was a kid)
During my research I learned a lesson: not only do guitarists talk and blah about their equipment, roleplaying gamers about their systems, but outdoor-friends, and part-time experts do the same about their knives, and stuff; (but more about knives than stuff.) Often to the extent that equipment talk, and viral marketing becomes more important than the activities the equipment was made for.
To make a long story short, I chose a Mora Companion; simply because the Mora of Sweden knives are affordable, and I like the concept (design, color, production). I'd like to add, that I love the Flaxwood guitars made in Finland, too. Seems to me, the Scandinavians have a knack for innovation, and design. There's even this nice old school game called Lamentations of the Flame Princess from Finland.
So much for the equipment talk, and viral marketing.
Move along, now. Play a game. (You may want to use some of the magic items found on Mad-Kyndalanth.)
The formula higher price equals more damage in combat is - I think - not valid. In some instances a high price resembles the cost and effort to produce a weapon of high quality. Scarcity is a factor, too; and when it comes to social status not every weapon might be available to everyone. Some weapons are decorative, and very expensive, but not made for combat use.
A character can pick up a rock and use it as a weapon. Or a heavy stick to have longer reach, and better leverage. Are the properties of these tools reflected in the damage code? No. So, why - in an abstract game system - should the difference between knife, dagger, two-handed sword, long sword, or any other weapon be of any concern? Because some players feel the cool weapons ought to get better damage dice? (They feel they ought to win, too...) *Well*. What about skill?
Old school games like Basic Fantasy do not simulate combat realistically, they use abstract combat rules; so you have to be careful about applying house-rules to the system, or you might unbalance it. And I'm not talking about character-power-game-balance. If you add detail to one part of the system, you might want to consider why you would omit detail in other parts. Rules for character emotions, mental health, diseases, infections, allergies are, if at all, only implemented as abstract as possible. Because you wouldn't want to have your characters mess around with soap, would you?
Obviously, it is cool to get a better weapon
I agree, and that's what magic weapons are there for. There is no need to fuss about the different qualities of metals, or grinds used for knife-making. You, and your GM may consider it for fluff and descriptions, even for story purposes (find out about the Secret Metallurgy of the Lunta Dwarves, for example), but in game stats it is still a knife, dagger, whatever and inflicts 1d6 points of damage. Allow for a +1 bonus to attack, if the weapon is of exceptional (non-magical) quality; even consider +1 damage, if you're keen on it, but let it not be the norm. And the weapons need to be maintained in order to keep their edge, might break because of abuse, get lost, or stolen.
The cool weapons are magical, and they have either to be given to you, or you have to aquire them through purchase, quest, or dumb luck.
Choose the right tool for the job
The reason why I write about this much-written-about-topic is this: I considered buying an outdoor knife. (Something I have no real use for, but wanted ever since I was a kid)
During my research I learned a lesson: not only do guitarists talk and blah about their equipment, roleplaying gamers about their systems, but outdoor-friends, and part-time experts do the same about their knives, and stuff; (but more about knives than stuff.) Often to the extent that equipment talk, and viral marketing becomes more important than the activities the equipment was made for.
To make a long story short, I chose a Mora Companion; simply because the Mora of Sweden knives are affordable, and I like the concept (design, color, production). I'd like to add, that I love the Flaxwood guitars made in Finland, too. Seems to me, the Scandinavians have a knack for innovation, and design. There's even this nice old school game called Lamentations of the Flame Princess from Finland.
So much for the equipment talk, and viral marketing.
Move along, now. Play a game. (You may want to use some of the magic items found on Mad-Kyndalanth.)
Donnerstag, 11. Juli 2013
[RSP-Karneval] Ausgepresst - Der Saft der Erkenntnis
Dieser Artikel ist Teil des RSP-Karnevals im Juli 2013 und wurde initiiert von Bombshell. Im RSP-Forum findet der interessierte Leser weitere Beiträge des Karnevals zum Thema "Ausgepresst".
Der Saft der Erkenntnis ist für Rollenspiele alter Schule gedacht und kann leicht für andere Systeme angepasst werden.
Der Saft der Erkenntnis
In den urzeitlichen Wäldern der östlichen Inseln, so sagt man, hüten die dort ansässigen Blaugnome das Geheimnis einer seltenen Frucht, die auf bestimmte Weise zubereitet und zu Saft verarbeitet, dem gesegnete Genießer wunderbare Wirkung verheißt. Die Frucht selbst wird geheim gehalten. Es ist nicht bekannt, um welche Frucht es sich handelt, wo sie vorkommt, wie sie gezogen werden muss. Bekannt sind nur Kristallfläschchen, in denen der Saft der Erkenntnis aufbewahrt und in seltenen Fällen verkauft wird.
Der Saft wird beschrieben als dunkel und dickflüssig, süß auf der Zunge, scharf im Abgang.
Es wird erzählt, dass denjenigen, die davon trinken, die Welt in Licht aufgehe und sie für die Wirkungsdauer des Trankes keine normalen Farben wahrnehmen, sondern lediglich Licht und Dunkelheit.
Etwa eine Stunde nach Einnahme des Trankes wird den Figuren übel und sie werden von starkem Brechreiz geplagt.
Ein Schluck vom Saft der Erkenntnis hat folgende Wirkungen auf das Subjekt:
Folgende permanente Nebenwirkungen können (bei 1-2 auf W6) eintreten. Die Nebenwirkung wir mit 1W12 ermittelt.
Der Saft der Erkenntnis ist für Rollenspiele alter Schule gedacht und kann leicht für andere Systeme angepasst werden.
Der Saft der Erkenntnis
In den urzeitlichen Wäldern der östlichen Inseln, so sagt man, hüten die dort ansässigen Blaugnome das Geheimnis einer seltenen Frucht, die auf bestimmte Weise zubereitet und zu Saft verarbeitet, dem gesegnete Genießer wunderbare Wirkung verheißt. Die Frucht selbst wird geheim gehalten. Es ist nicht bekannt, um welche Frucht es sich handelt, wo sie vorkommt, wie sie gezogen werden muss. Bekannt sind nur Kristallfläschchen, in denen der Saft der Erkenntnis aufbewahrt und in seltenen Fällen verkauft wird.
Der Saft wird beschrieben als dunkel und dickflüssig, süß auf der Zunge, scharf im Abgang.
Es wird erzählt, dass denjenigen, die davon trinken, die Welt in Licht aufgehe und sie für die Wirkungsdauer des Trankes keine normalen Farben wahrnehmen, sondern lediglich Licht und Dunkelheit.
Etwa eine Stunde nach Einnahme des Trankes wird den Figuren übel und sie werden von starkem Brechreiz geplagt.
Ein Schluck vom Saft der Erkenntnis hat folgende Wirkungen auf das Subjekt:
- Gesinnung erkennen (wie Böses/Gutes erkennen) für 1W6+2 Tage.
- Immunität gegen Bezaubern (charm spells) für 1W6+2 Tage.
- Befreiung von Abhängigkeiten (z.B. Spielsucht) bei erfolgreichem Rettungswurf gegen Todesmagie und Gift; +5 Bonus.
- Wechsel der Gesinnung* ohne Verlust von Erfahrungspunkten oder Stufe. Der Wechsel kann freiwillig als ein Ergebnis der Selbsterkenntnis geschehen. Es besteht jedoch eine 5% Chance (1 auf W20), dass ein unbeabsichtigter Wechsel eintritt.
Folgende permanente Nebenwirkungen können (bei 1-2 auf W6) eintreten. Die Nebenwirkung wir mit 1W12 ermittelt.
- Der Figur wachsen sämtliche Haare gold-silbrig schimmernd und leicht durchsichtig nach. (Die Haare sind nicht sofort verwandelt, sondern wachsen so nach. Für immer.)
- Die Figur erhält die magische Fähigkeit (W6) 1-2: sämtliche gehörte sprachliche Aussagen grob thematisch zu verstehen; 3-4: sämtliche gehörte sprachlichen Aussagen inhaltlich zu verstehen; 5-6: sämtliche gehörte sprachliche Aussagen exakt zu verstehen.
- Die Figur erhält einen zusätzlichen 10% Bonus auf gesammelte Erfahrungspunkte.
- Die Figur erhält Weisheit (wisdom) 16. Besitzt sie bereits einen Wert von 16 oder höher, steigt der Wert um einen Punkt.
- Die Figur entwickelt im Laufe der folgenden Wochen paranoide Wahnvorstellungen, die sie ihr Leben lang nicht los wird, obgleich sie Phasen der Klarheit erleben wird (1 auf W6 pro Tag/Nacht.)
- Die Figur verliert jeglichen Appetit und wird bei der Nahrungsaufnahme aggressiv. Unbehandelt wird sie auf natürliche Weise verhungern. Ein Zauber wie Fluch Entfernen (remove curse) kann die Figur retten.
- Die Figur verliert jegliches Interesse an Kämpfen und beginnt mit Studien über Flucht, präventive Maßnahmen zur Konfliktvermeidung, De-Eskalation in Gesprächen u.ä.; +15% Erfahrungspunkte bei vermiedenen Kämpfen (Spielleiterentscheidung).
- Die Figur beginnt sich für Bücher und Bibliotheken und die Sammlung von Wissen und Erkenntnissen über die Welt zu interessieren. Das Interesse wächst mehrere Jahre über die Leidenschaft bis zur Obsession. Die Lerngeschwindigkeit ist durch die intrinsische Motivation der Figur stark erhöht. Mit den folgenden 1W6 Stufenanstiegen erhält die Figur einen +1 Bonus auf (W6) 1-3: Intelligenz oder 4-6: Weisheit. Fertigkeiten (secondary skills) werden entsprechend der neuen Interessen vertieft und neu gelernt.
- Die Figur beginnt manisch eine ihrer Fertigkeiten (secondary skill) zu üben, sucht Lehrmeister auf, stellt sich Proben und Herausforderungen und steigt mit den folgenden 1W4 Stufen um jeweils ein Fertigkeitsniveau auf (z.B. Anfänger, Fortgeschrittener, Experte, Meister, Großmeister.) Dies gilt nicht für Spezialfertigkeiten, die den Charakterklassen zugeordnet sind. Gültige Fertigkeiten sind z.B. Tischlerei, Kochen, Schmieden, Sternenkunde, Schneidern, Reiten usw.
- Die Figur verliert ihren Orientierungssinn sowie die Fähigkeit, sich rational für eine Richtung zu entscheiden. Sie benötigt Leitung auch durch die Wege im Alltag. Ist sie allein auf sich gestellt wird ein Rettungswurf gegen Paralyse fällig (-2). Mißlingt der Wurf, fällt die Figur für 1W6 Runden in eine Starre. Sie kann bewegt werden, ist selbst aber so am Zögern und Hadern, dass sie nicht in der Lage ist, eigenständige Schritte zu gehen. Der Zauber Fluch Entfernen von einem mächtigen Magier gesprochen (Stufe 7+) kann den Fluch brechen. Die Figur ist bei all dem in der Lage im Nachhinein akkurate Karten aller Wege, die sie in Begleitung gegangen ist, anzufertigen.
- Die Figur entwickelt eine unberechenbare Listigkeit und erhält einen +2 Bonus auf sämtliche Angriffe und einen +3 Bonus bei Interaktionen mit anderen Figuren (z.B. Reaktionswürfe). Gleichzeitig entwickelt sie eine irrationale Angst und entsprechende Probleme im Alltag (Spielleiterentscheidung.)
- Die Figur entwickelt eine psychische Abhängigkeit vom Saft der Erkenntnis und will den Genuß des Saftes unbedingt wiederholen.
Dienstag, 9. Juli 2013
[magic item] Ring of Rulership
There have been rumors regardings its source, and the craftsmen who made it. Among those who travel the northern paths of the Westlin Mountains an ambitions man is mentioned, who after being consumed by self-hatred and loathing against the world sought the help of forces from beyond and received the ring as part of a pact. Those traveller keep their silence when asked what he offered in return.
Ring of Rulership
It has been described as a fine golden ring with set-in diamonds, then as a ring wrought of green metal in the shape of vines. There may have been rings of similar properties and powers. This one seems to be made of silver with marks of magic cast upon it.
The ring grants the wearer a modifier of up to 6 on reaction rolls, that can be applied in either way (added, or subtracted). This mirrors the power to manipulate people and their reactions.
The ring does work on creatures of magic, demons, and dragons, and even on the undead.
Other powers granted are a +3 bonus on all saving throws, +2 on attacks, and the maximum number of retainers is doubled, their morale being boosted by +4.
Ring of Rulership
It has been described as a fine golden ring with set-in diamonds, then as a ring wrought of green metal in the shape of vines. There may have been rings of similar properties and powers. This one seems to be made of silver with marks of magic cast upon it.
The ring grants the wearer a modifier of up to 6 on reaction rolls, that can be applied in either way (added, or subtracted). This mirrors the power to manipulate people and their reactions.
The ring does work on creatures of magic, demons, and dragons, and even on the undead.
Other powers granted are a +3 bonus on all saving throws, +2 on attacks, and the maximum number of retainers is doubled, their morale being boosted by +4.
Montag, 20. Mai 2013
[magic item] Manuals of Lasra
After Lasra had received a magic quill by an elven witch he did not write poetry, only. A collection of manuals is attributed to his authorship, as well. These manuals had been written by device of the quill and enhanced with several obscure enchantments that allow students of the manuals to make rapid learning-process by following the given instructions, affirmations, and exercises. Powerful mind-altering magic is said to be at work here, casting the reader into a realm of altered dreams, and daydreams where he is confronted with different tasks to solve in order to practice his skills, and gain higher understanding of the cosmos and its laws, and the perception of the self within and the connection to others.
The manuals are written on fine enchanted papyrus, and leather-bound as books. There exist several copies of most of the manuals. Each one is highly sought-after. Some of the guilds want them out of circulation. The Library of Harmony is rumored to have many volumes of Lasra's manuals stored in its vault.
A Selection of the Manuals of Lasra
Students of the manuals often took notes, tested problem-solving strategies beforehand, and pondered the mistakes of previous attempts at the tasks. These notes are quite precious for those who seek quick and easy progress with the manuals. But the eager student be warned. It is reported that cheating students were afflicted by some kind of curse, and rarely made profit of their skills. Or maybe it was only because of shame that they never put their aquired skills to much use.
In the Game
Most of the skills aquired by using the manuals are secondary skills. So, the manuals after extensive use and study, will grant the player characters new secondary skills, or allow mastery of those they had previously learned.
In some cases an Attack or Damage Bonus might be applicable, e.g. after studying the Fine Art of the Quarterstaff. Special maneuvers for use with the Hit Points as Currency Rule can be used, as well.
The dream realms created by the enchantment of the manuals can be explored as a mini-adventure.
The manuals are written on fine enchanted papyrus, and leather-bound as books. There exist several copies of most of the manuals. Each one is highly sought-after. Some of the guilds want them out of circulation. The Library of Harmony is rumored to have many volumes of Lasra's manuals stored in its vault.
A Selection of the Manuals of Lasra
- Geometry, Cartography, and the Great Cities, and their Temples
- The Fine Art of Fencing
- The Fine Art of the Quarterstaff
- The Good Recipes for Feast, Lunch, and Campfire
- The Bestiary of Woods, and Hills
- Sailing Sea, and Swimming River
- Elven Runes, and Dwarven Riddles
- Writing Anecdotes, Witty Songs, and Love Poems
- The Art of Music
- Of Gods, and Godlings, and the Hierarchy of the World
- Seven Engineers: Building Ship, Bridge, Fort, and Town
Students of the manuals often took notes, tested problem-solving strategies beforehand, and pondered the mistakes of previous attempts at the tasks. These notes are quite precious for those who seek quick and easy progress with the manuals. But the eager student be warned. It is reported that cheating students were afflicted by some kind of curse, and rarely made profit of their skills. Or maybe it was only because of shame that they never put their aquired skills to much use.
In the Game
Most of the skills aquired by using the manuals are secondary skills. So, the manuals after extensive use and study, will grant the player characters new secondary skills, or allow mastery of those they had previously learned.
In some cases an Attack or Damage Bonus might be applicable, e.g. after studying the Fine Art of the Quarterstaff. Special maneuvers for use with the Hit Points as Currency Rule can be used, as well.
The dream realms created by the enchantment of the manuals can be explored as a mini-adventure.
Dienstag, 14. Mai 2013
[magic item] Sendrick's Box of Voices
There are rumors that Sendrick had stolen the enchantment from the grim dwarves of the white coast, others want to report that he was merely distributing these objects for one of the dwarven apprentices.
The Boxes of Voices caused a similar stir as the Weird Maps of Life-Like Illusion with owners now trapping voices, and using them for all kinds of mischief.
Box of Voices
These rare boxes are cubes (1'x1'x1') made of wood, crude iron, and kept in a leather sling. They rather look like ordinary boxes to collect small trinkets in.
When a command is spoken the sound of a chosen voice is recorded, and can be released (once only) upon command. The released voice has the exact same volume as recorded.
Box of Voice Trapping
However, there are more powerful versions of these items. They are referred to Boxed of Voice Trapping. If such a box is used on a chosen creature, it magically loses its voice which is then stored in the box.
With another command word the user of the box can now speak whenever he or she wants to using that captured voice. The Box of Voice Trapping has to be in the user's vicinity in order to be used (range: 60').
The voice can be released upon command. A 8th level dispel magic spell can be used to free the creature from the spell.
The Boxes of Voices caused a similar stir as the Weird Maps of Life-Like Illusion with owners now trapping voices, and using them for all kinds of mischief.
Box of Voices
These rare boxes are cubes (1'x1'x1') made of wood, crude iron, and kept in a leather sling. They rather look like ordinary boxes to collect small trinkets in.
When a command is spoken the sound of a chosen voice is recorded, and can be released (once only) upon command. The released voice has the exact same volume as recorded.
Box of Voice Trapping
However, there are more powerful versions of these items. They are referred to Boxed of Voice Trapping. If such a box is used on a chosen creature, it magically loses its voice which is then stored in the box.
With another command word the user of the box can now speak whenever he or she wants to using that captured voice. The Box of Voice Trapping has to be in the user's vicinity in order to be used (range: 60').
The voice can be released upon command. A 8th level dispel magic spell can be used to free the creature from the spell.
Montag, 6. Mai 2013
[magic item] Quill of Lasra
Lasra was said to have been a thoughtful, and inquisitive student, aspiring mastery in philosophy and several arts where he explored paths different from those found by students who followed their teachers.
He had, however, great difficulties in writing his thoughts down, structuring them, and completing them as whole readable texts.
When a female elven witch had an affair with him she crafted a magical quill, put her spells on it, and bestowed it on Lasra as a gift of love.
He completed five volumes of poems the following nights called the Wonders of Love, and the Experience of the Divine.
Quill of Lasra
The quill is bound by a golden clasp set with emerald, and black stone. He who wrotes with it has a direct connection to his higher self, and the surrounding, and is able to channel thought, ideas, concepts through the quill into fluent writing.
There is no writer's block. And any work once begun can be finished, either through a long process of finding oneself, or by helping out with the magic of the quill.
He had, however, great difficulties in writing his thoughts down, structuring them, and completing them as whole readable texts.
When a female elven witch had an affair with him she crafted a magical quill, put her spells on it, and bestowed it on Lasra as a gift of love.
He completed five volumes of poems the following nights called the Wonders of Love, and the Experience of the Divine.
Quill of Lasra
The quill is bound by a golden clasp set with emerald, and black stone. He who wrotes with it has a direct connection to his higher self, and the surrounding, and is able to channel thought, ideas, concepts through the quill into fluent writing.
There is no writer's block. And any work once begun can be finished, either through a long process of finding oneself, or by helping out with the magic of the quill.
Sonntag, 28. April 2013
[magic item] Key of Guidance
Key of Guidance
Some keys and locks have a spell bestowed upon them that enables the bearer to find the lock the key is intended for. These magical locks cannot be found normally without the help of magic, and even then the key is necessary to unlock it. The lock can be additionally protected by magic, and traps.
The bearer needs a general idea where to look for the lock. A map can be of help, or a description by another person. Without this and the key the magic will prevent anyone to find the lock thusly protected. If the lock is outdoors, travellers will be led around the area. If indoors, people will fail to notice it at all.
Some keys and locks have a spell bestowed upon them that enables the bearer to find the lock the key is intended for. These magical locks cannot be found normally without the help of magic, and even then the key is necessary to unlock it. The lock can be additionally protected by magic, and traps.
The bearer needs a general idea where to look for the lock. A map can be of help, or a description by another person. Without this and the key the magic will prevent anyone to find the lock thusly protected. If the lock is outdoors, travellers will be led around the area. If indoors, people will fail to notice it at all.
Sonntag, 7. April 2013
[magic item] Weird Map of Life-Like Illusion
Weird Map of Life-Like Illusion
These rare and treasured maps were cut from demon-hide and enchanted by the grim dwarves of the white coast. It is said that, although quite a few had been made, the dwarf who originally researched and created them tried to destroy them after he witnessed some of his apprentices become obsessed with using them, mapping areas and sharing or trading them with other weird map cartographers.
At first glance they contain little more than a few scribbles and drawings, but upon command the map will project a tiny life-like projection of the mapped area as seen when the map was drawn. Trees will sway in the wind, water will flow down the river, maybe animals will hurry by. All shown objects are translucent so that mapped dungeons can be viewed, although the walls of stone will dim the view a little.
These maps can be re-drawn upon command, but the previous map will be lost.
These maps are similar to the Memory Tablet of the Eye. The Globe of Mapping might be of interest to cartographers, too.
These rare and treasured maps were cut from demon-hide and enchanted by the grim dwarves of the white coast. It is said that, although quite a few had been made, the dwarf who originally researched and created them tried to destroy them after he witnessed some of his apprentices become obsessed with using them, mapping areas and sharing or trading them with other weird map cartographers.
At first glance they contain little more than a few scribbles and drawings, but upon command the map will project a tiny life-like projection of the mapped area as seen when the map was drawn. Trees will sway in the wind, water will flow down the river, maybe animals will hurry by. All shown objects are translucent so that mapped dungeons can be viewed, although the walls of stone will dim the view a little.
These maps can be re-drawn upon command, but the previous map will be lost.
These maps are similar to the Memory Tablet of the Eye. The Globe of Mapping might be of interest to cartographers, too.
Samstag, 2. März 2013
[magic items] Sendrick's Utility Belts
Sendrick's utility belts come in different versions, and are usually customized. Some of the properties are due to the selected material and superior craftsmanship, some are magical in nature.
When you find such a belt it is likely to have the powers and belt pouches as described below, though custom orders vary.
Orders can be placed at Sendrick's farm, or via some peddlars and merchants. Albyan and Sorythan an odd half-elven couple travelling the Winding Roads often carry a few items of Sendrick, and offer them for sale.
Powers of the Belt
Each utility belt has one special power and a selection of pouches, and boxes that are usually wooden, and wrapped with leather, though other materials such as hardened glass, or metal are sometimes used, as well.
Roll 1d6 once
The number of pouches varies with each custom belt. Usually there are 1d6 small, 1d3 medium, and 1d3-1 large-sized pouches on each belt. 1d3-1 Extras.
Roll d8 once for each pouch
roll d4
When you find such a belt it is likely to have the powers and belt pouches as described below, though custom orders vary.
Orders can be placed at Sendrick's farm, or via some peddlars and merchants. Albyan and Sorythan an odd half-elven couple travelling the Winding Roads often carry a few items of Sendrick, and offer them for sale.
Powers of the Belt
Each utility belt has one special power and a selection of pouches, and boxes that are usually wooden, and wrapped with leather, though other materials such as hardened glass, or metal are sometimes used, as well.
Roll 1d6 once
- Balance: wearer will not unintentionally lose balance unless forcefully pushed. A favourite among construction site workers.
- Slow Fall: wearer will not fall full speed but levitate down gently. There are some belts that combine the powers Balance and Slow Fall. Normal fall can be activated with a command word. (command)
- Easy Walk: this wonderful belt lifts some of the weight off the wearer's shoulders. Only 25% of the weight carried, and worn counts as encumbrance.
- Focus: wearer will stay concentrated and awake even if tired, fatigued, exhausted. But must rest after two days of wearing the belt, or suffer a system shock (save, or fall unconscious, and sleep for 1d4 days.)
- Climbing: with hooks, and rings to secure ropes, and to help with climbing, and mountaineering. As long as the ropes, or chains hold the stress, these belts will keep you safe. The Icy Fist Mountaineering Club of the old dwarven community up in the north ordered a belt for each of its members.(command/gesture)
- Swimming: magically keeps wearer afloat, and in a safe position no matter how heavy the weather is. The
fearfulfearsome pirates of the Ginger Broad are rumored to have some of these onboard, at least for the captain, the first mate, and the cook. (command/gesture)
The number of pouches varies with each custom belt. Usually there are 1d6 small, 1d3 medium, and 1d3-1 large-sized pouches on each belt. 1d3-1 Extras.
Roll d8 once for each pouch
- Cold Container - keeps stuff cold. You know you're gonna need those snowballs, and ice-cubes some day. Also, if you carry revenge...
- Hot Container - keeps stuff hot.
- Dry Container - keeps stuff dry. Herbs, tea leaves, and chalk.
- Wet Container - keeps stuff wet, and safe. Need to carry rare fish somewhere?
- Empty Pouch - looks and feels empty. Keeps stuff hidden. Items are retrieved via command word. The magic is difficult to detect, but if the pouch is destroyed the items will become visible. This is not to be confused with a Bag of Holding. (command)
- Change Pouch - put in your change, call for the amount needed, and on reaching into the pouch get exactly what you asked for. Some of these pouches had been ordered for a very busy market place in a huge port where cashiers are always in haste to keep up with hurried people.
- Ingredient Pouch - similar to the Change Pouch but works with spell ingredients making it a widely sought after item by wizards, and cooks. Some owners complained about tiny lizard creatures that favoured the pouches as a nest.
- Shiny Pouch - everything put in comes out clean and shiny. Yes, you're going to love this.
roll d4
- Tool Clip: for hammer, axe or other tools. Jump to the wearer's hand on command, and likewise back onto the clip.
- Belt Buckle: Concealable Permanent Light. A favourite with dungeoneers, and kids.
- Floating Disc (once/hour) (command)
- Waterskin of Holding, holds up to 500 gallons of water, or wine, or whatever. Supposedly stored safely in some extra-dimensional pool guarded by lesser spirits.
Montag, 25. Februar 2013
[magic item] Sendrick's Firestarter
Sendrick is a human magic-user who specialized in cantrips, and the domestic use of magic. His utility belts are widely sought after, his tools are praised by many master artisans - and even more so by apprentices. He lives on a farm with his family, and some students in the sunny south near the Old Troll Hills.
Sendrick's Firestarters
Wooden chips of various colors (all hand-painted) with carved magic symbols. When placed near flammable material the firestarter will - on command - ignite a small magic flame that will get a fire going even during a storm. The firestarter lasts for 1d6 minutes after which a non-magical fire will continue to burn until put out.
Sendrick's Firestarters
Wooden chips of various colors (all hand-painted) with carved magic symbols. When placed near flammable material the firestarter will - on command - ignite a small magic flame that will get a fire going even during a storm. The firestarter lasts for 1d6 minutes after which a non-magical fire will continue to burn until put out.
Sonntag, 24. Februar 2013
[magic item] Whip of Infernal Wings
This whip is made of ancient demon hide, the aura of fear still noticeable when touched. The handle is reinforced with rings of metal that has been forged in fires of the underworld then cooled in the fresh spring snow on top of the Lingering Mountains.
It is a +1 magic weapon with special powers that must be activated with command words. It is nigh unbreakable, resistant to spells, fire, cold, and electricity. The command word to bestow the resistance on the wielder has been lost. The commands for the other special powers are simple words from the demonic language of Kth, and can be found in most libraries, and greater spell books. Wether the weapon is intelligent, and the essence of the demon is bound to it, is not known, although there are rumors. Terrible rumors. Rumors that are too easily dismissed once the power of flight is gained...
It is a +1 magic weapon with special powers that must be activated with command words. It is nigh unbreakable, resistant to spells, fire, cold, and electricity. The command word to bestow the resistance on the wielder has been lost. The commands for the other special powers are simple words from the demonic language of Kth, and can be found in most libraries, and greater spell books. Wether the weapon is intelligent, and the essence of the demon is bound to it, is not known, although there are rumors. Terrible rumors. Rumors that are too easily dismissed once the power of flight is gained...
- Flight, similar to the spell, except that only a destination has to be given, and the demon powers of the whip will carry the wielder (if holding on to the handle), and/or anything attached to the whip to the specified destination. Can only be dispelled by 9th level magic, or demon power.
- Cause Fear*, as the spell. See Remove Fear spell (BFRPG).
- Flame, causes fire damage, and additional +1 damage against creatures vulnerable to fire. Can be used to ignite all sorts of flammable stuff, too.
- Strong Grip, the handle sprouts and grows - for example, around the wielder's hand and arm, not letting go until the release command is spoken.
Dienstag, 19. Februar 2013
[magic item] Rod of Powerful Thought Waves
This rod is made of the gnarled wood of an old blood-tree found in the northern marshes beyond the darkscape. Carved bone from the skull of a dragon form the handle, and the head is a ball of rare metal that fell from the sky. The rod can be used as a club +1 (+3 vs. skeletons). One of its powers allows the wielder to send his thoughts out as a wave that travels up to 30 miles. Any sentient, or magical being will receive the thought.
A command word must be thought for the power to work and the rod must be in reach though it needn't be touched . It can be used to command armies, send messages, and drive people insane.
A command word must be thought for the power to work and the rod must be in reach though it needn't be touched . It can be used to command armies, send messages, and drive people insane.
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