Showing posts with label item. Show all posts
Showing posts with label item. Show all posts

Monday, April 12, 2021

Pimp cloak from the Renaissance

I don't know how right now, but I'm gonna figure out some reason for my next Magic-User to be pimped out with these dope threads.  The matching hat, I lack words.


Source & Info if you like, want to learn about art and history and stuff.

Tuesday, February 19, 2019

Swanhelm "Gift of the Elves"

aka "two friends get drunk and ask each other why D&D doesn't have a beer hat magic item"

Overly large, overly ornate, mithral helm of the finest elven craftsmanship. Styled in the form of a swan. With folded articulated wings and long articulated neck. Close inspection will reveal a cleverly concealed "butt plug". When removed, it reveals an empty cavity within "body" of the Swan. Which appears able to contain a fare amount of liquid.

Something like this first image but with equally large and obnoxious wings. Or, second image but four times larger. The opposite of practical/cool/macho/elegant.




That second drawing from "Middle Earth something or another" forum which has a lot of amazing concept art. Worth checking out.

If liquid is in the Swanhelm when the command phrase is spoken "I have the Swan Power!"  the swan neck bends around and down. Its swan beak opens and squirts that liquid towards wearer's mouth hole whether bearer is ready to receive or not. About one dose of a potion or a big, manly gulp of ale per invocation.

Alternatively if "I bestow (insert name here) with the Swan Power!" is spoken, the chin strap will disconnect, the wings will spread open and the entire helm will "fly" to named person and deliver a squirt of liquid as above. It does not fly back.

If either phrase is spoken when swan is empty, the wings flap agitatedly and swan honks disapprovingly in front of wearer's face. Obstructing view for a round or two and possibly attracting wandering monster. 


Most scholars agree this item was created by elves weary of their boorish human allies too crude to comprehend elvish sophistication.

Wednesday, April 3, 2013

Wondebus

[I had forgotten where I first sawWonderbus, from Sorcerer Skull.]

This odd, gleefully embellished blunderbus has a brass dial affixed to its side, within handy reach of a "trigger".  Something most blackpowder weapons lack and which allows the Wonderbus to be fired without a punk. This dial my be turned by action of the thumb to one of with two settings:

"Magic" which is used to expel, considerably further afield than one may throw, Boom Boom Balls (mundane black powder grenades, area effect damage, blast open doors, etc).  Or, if blessed with possession of such, to fire the scarce and extraordinary ammunition constructed particularly for this singular arm. These shells have the appearance of large, 1", marbles of varied hues and patterns. Colloquially known among baser adventures as "balls".

"More Magic" a selection, I implore, the wielder make only after rigorous deliberation with their compatriots who will likely be pressed into handling the aftermath of its emanation.  Or, alternatively, every freaking chance you get.  Numerous effects of this stupefying setting have been cataloged.  Most are jovial or amusing nature, many adversely impacting the target, only a few alarming or dangerous to oneself.  The single, reoccurring outcome is the conjuration of copious glee within the Referee.  Roll d1000 and consult your local "Chart of a 1000 Ridiculously Entertaining Magical Effects" 


Some known Wonderbus "Balls":

  Red, Fireball
  Blue, Lighting
  Green, Stinking Cloud
  White Threads, Web
  Black, Sphere of Annihilation
  Purple / Yellow Spiral, Confusion
  Translucent Whiteish, ice-storm
  Clear Hollow, Sphere of Force / Stasis (traps target)
  Multi Colored Sparkles, Chromatic Rays

More Magic effects seen in Gold & Glory campaign.

  Time Stasis everyone but wielder with in 30'. Which was all of party, but not pack of 25 or so Pygmy Lizards busily charging.
  Pack of Pygmy Lizards having irresistible urge to swim upstream and spawn.
  Fleeing doppleganger's last meal being forcefully expelled from its body, in both possible directions.  (The disgorged Pantherman parts, fortuitously tipped off party who this gang of shapchangers ate and replaced, thus avoiding souring an advantageous alliance).
  Spewing several chickens, non-blessed, at the urbane ghasts of Dwimmerhold. Who found it rather borish behavior.
  Caused several slimes to cavort merrily.




Tuesday, April 2, 2013

Wand of Awesome



The Wand of Awesome looks totally rad (way more rad than the image I googled in 30seconds and in egregious violation of someones copyright, posted above). Every wizard covets it. Anyone who has it, desperately craves to use it (even non casters, which it works for, that's just how awesome it is!).  In the dungeon, while visiting his lordship "The frequently Not Amused" Baron of Bogomips, on a hill, in their underpants, everywhere and anywhere.  All times are the best time to use the Wand of Awesome.

When used, roll the mini spur d4, d6, d12, d20.  d12 determines the particular spell, d4 the spell level, and d6 the spell college from G&G Grimoire of the effect that occurs, adjudicated as necessary using d20 to  interpret the Awesomistiy of any result requiring such interpretation.

Adjust as needed to fit your rule set and / or whimsy.

Monday, April 1, 2013

Goblet of the Pegasus



The Goblet of the Pegasus is one in a series of beastly cups.  Each one follows the pattern; make sacrifice (hit-points, life, etc. depending on goblet), it fills with blood, drink the blood, gain fleeting power symbolic of goblet's animal.

 As might be guessed, this particular goblet grants flight. For how long depends on how much sacrifice and how many share the sanguine drink.

Monday, July 2, 2012

Slithering Stalker

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.]

Evil cultists, witches and sorcerers may learn the profane rituals required to create Slithering Stalkers, a sort of undead snake assassin. Any snake or snake like creature can be turned into a Slithering Stalker. Source creature's Hit Dice determine stalker's HD and must less than or equal to the HD/level of the ritual's performer. The ritual requires days of preparing ingredients, cursings, vile acts, and the like.

Ingredients required to construct Slithering Stalker

  • Snake skeleton
  • Hair, personal item, etc of victim
  • Blood of Elf
  • Hag's head (the monster not a crotchety old lady)
  • The usual, relatively easy to acquire bat wings, grave soil, etc.

Being Stalked

Once completed the Slithering Stalker will relentlessly seek out its victim. Supernaturally able to track them over any distance. Stalkers are masters of silent movement and concealment. Stalkers generally ignore distractions, but if forced, will attack and kill anything preventing it from reaching its victim.

Stalkers are undead constructs and have the typical immunities and resistances of those creatures. Assume Thief skills as level equal to twice Stalker's HD. Higher HD 6+ proly get to be invisible or ethereal, etc. A single touch by stalker will slay it's victim (PC's proly should get a save) or perhaps use assassination mechanics. Other stats should scale by HD, the source snake stats good place to start. AC should be on high side.

In my Temple of Elemental Evil campaign the party unwittingly provided Screng the Witch of Nulb with the ingredients required to construct a giant (from 30' boa constrictor) Slithering Stalker. [This was one of my greatest DM deceptions, spanning half dozen sessions over more than 6 months real world time ;)]. The party learned of their culpability and sent warning just before this stalker murdered The Arch-Cleric of Veluna. Casting Veluna's war with Iuz into further chaos. Something like this (background machinations, time pressure (warn victim before snake gets there), etc), rather than just straight up "kill the monster" is what stalker is good for.

Friday, June 29, 2012

Bottle Ship

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.  This item recovered from Sea Hag's treasure hoard in my Temple of Elemental Evil campaign.]

The HMS Resource

Is a 28 gun frigate of the Royal Navy.  Orded in response to the American Situation.  She was completed in 1778 at Deptford Dockyard.  Armed with 24 × 9-pounder guns amidships and 4 x 3 pounders on the quaterdeck.  Her compliment of 200 includes 9 officers and 24 Royal Marines.

In April 1781, subsequent to several hours of exchanging cannon fire, HMS Resource recaptured the 20-gun post ship Unicorn off Cape Blaise.  Completing transfer of the prize crew, HMS Resource continued south.  Five days later encountering a bizarre tropical storm.  In reality she had sailed (or been lured?) into a bottle.  Trapped within the bottle, ship, and crew traversed space and time.  Ending up as part of a Sea Hag's treasure hoard and from there into the hands of a somewhat bumbling party of adventurers.
Art by balint4 
Peering into the bottle ship the party could see miniature sailors manning a strange looking miniature ship.  They immediately shook the bottle causing a week long, raging storm for the hapless souls on HMS Resource.  Stymied by the unremoveable cork they argued for hours.  Finally with much DM prodding, a frustrated Paladin of Bahamut smashed it against some rocks.  Luckily this occurred near a large water feature for in less than a minute the miniature ship grew into 120' of Royal Frigate.  

The magic of bottle ships is such that whoever releases its ship has influence over captain and crew. Similar to Charm or Suggestion spells.  In this case, the captain is a commissioned officer of the Royal Navy and acts accordingly.  But, is happy to help out.  For instance ferrying the boatless (theirs having suddenly sunk) party and their Soggy Sea Chest ;) up river to Nulb.

Shortly thereafter HMS Resource's first action on Oearth was bombarding Sithogy's Mound NE of Nulb. Due to ever worsening leaks (the acid spewing dragon might have been also been an influence) she withdrew down the Imeryds Run. Making it as far as the great Velverdyva before the flooding forced Captain Fotheringham to order her run-aground. Officers, crew, and contingent of musket armed royal marines have found work in the City State of Dyvers while searching for a way back to King and Country.

Tuesday, June 26, 2012

Soggy Sea Chest

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. Item recovered from Sea Hag's treasure hoard in the Temple of Elemental Evil campaign I run ever other week. It led to the sinking of a comical amount of ships. Also, I found this very cool chest while looking for pics.]

Cursed Sea Chest of Sinking

This small chest has obviously spent many years underwater. Remains of barnacles and bits of seaweed dot it's aged and waterlogged wood. The metal straps and fittings are corroded but intact. No matter the environment the chest never dries out and drips a small puddle wherever it rests.

Opening the simple clasp reveals a blue velvet lined interior. Perfectly dry and in like new condition. As much as the exterior remains ever soggy the interior is kept magically dry. Even if the chest is submerged or liquids splash into interior.  Wet things placed within will rapidly dry out. Note: liquids in bottles or other containers are safe.

Surely a useful item to have onboard!  Except any boat, ship, or other water craft on which the Soggy Sea Chest spends more then a few minutes will sink. The sinking occurs slowly, starting with a few leaks, which gradually grow more frequent and larger. Depending on efforts to of crew it may take up to a week for a large ship. Once sunk the ships wood, rigging, sails will rapidly rot and it's metal fittings will quickly corrode.  This process is inexorable, continuing even if the chest is removed. If vessel is beached, dry-docked, or similar the materials will still slowly decrode until there is nothing left.
Fun to fill with cheap treasure and give to your least favorite local pirate.

Friday, June 22, 2012

Dragon Swords

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. These swords come from my semi-weekly Temple of Elemental Evil OSRIC Campaign. A player rolled up a Paladin of Bahamut we decided he was searching out the fabled Dragon Swords. Tracked down party cause the Scimitar of Dragon Control was in fact one of these Holy Weapons. Another Hateful Seeker, was nearby in the black dragon, Sithogy's hoard.]

Long ago the progenitor races (human, dwarve, elf, orc) crafted holy weapons of great power to bring about the end of the Dragon Age.  The orc and elf swords have survived.

Hateful Seeker - Orc Dragon Sword

Despite lack of artistic skill I make cards for all magic items.
Large two-handed sword of supreme orcish make. Pommel is carved dragon's head, grip is wrapped in red and gold dragon skin, the cross guard is made from two actual dragon claws.

A +2 sword. In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage
  • +5 to hit and +10 damage vs Dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic
  • Dispel magic in 5'r at will
  • Slays dragons on natural 20 to-hit roll
  • Detects gems, precious metals, and other treasure 120'

Restraint - Elf Dragon Sword

Old business cards make handy magic item cards.

Elf style mithral scimitar. A stylized coiled, dragon forms the cross guard and continues up around the blade which is etched with it's fiery breath weapon.

A +2 sword, with limited ability to "control" dragons (as Suggestion spell).  In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage.
  • +5 to hit and +10 damage vs dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic.
  • Dispel magic in 5'r at will.
  • Subdue one dragon, save at -4 to negate.

Saturday, May 26, 2012

Pantaloons of Puissance

DCC RPG Backcover

The Pantaloons of Puissance aka Bellbottoms of Bad-assery

These red and white vertically stripped male lower body garments will only work for humans and dwarves. Elves and halflings lack the requisite firmness of character. No female of any race has survived a donning attempt.

When worn, with pride, the bearer of these mighty man pants may shout out.
"Look, just look at how awesome these are. See how they are tight up top around my package, but down below they flare out at the ankles.  I dare you to imagine a better pant. But, I must caution you, many greater than thou have tried and were rendered sniveling, sobbing,weak things. 
That person behind me, my pants have overcome her and she imagines she is drawing an invisible bow. Or, is it that she dropped her handbow in shock and awe at the sight of my manly legs bedecked in bloodstained stripes? Perhaps both, as my pantaloons prance between all possibilities save those where they aren't outstandingly awesome as that is clearly not possible."
And so on. For as long as he extols his pantaloons (1 round minimum) all intelligent creatures of lessor level and regardless of whether they understand speaker's language will be enthralled as they ponder his pants. If speaker pauses, stutters, misspeaks or his words are simply weak and unworthy of the pantaloons might the mesmerized should be afforded a saving throw, -1d if currently pantless.

Friday, October 28, 2011

Three Minute Magic Items

Roleplaying Tips Weekly newsltter/blog posted great article http://www.roleplayingtips.com/gm-techniques/how-to-create-great-magic-items-in-just-three-minutes/  Here are a few items I just created.  The best advice I can give is use a crazy random name generator (several are linked in above article).  At least for me it spurs the imagination and leads to things I wouldn't have come up with otherwise.


Bloodstained Maul

Appearance - Large, two-handed, iron shod oak maul. Wood is weathered, gouged, and bloodstained. Iron shows rust where it's not caked with blood.

Benefit - On critical hit or killing blow the target's blood seeps into wood and down shaft along now visible pulsating veins.  Invigorating wielder with healing or bonus hit points.

Drawback - Automatically contract any disease, lycanthropy, etc target had.
Lore - Prior to the Battle of the Mounds a lone Barbarian prayed for victory, his god responded with this maul.

Twist - Over time, develop insatiable thirst for blood.


Illuminated Medallion

Appearance - 4" circular gold medallion, inner recessed surface covered in intricate cloisonné

Benefit - 1/day after 1min concentration the cloisonné will alter to depict current view of known or nearby area e.g "other side of this door"

Drawback - There is 1 in 20 chance of user becoming trapped within cloisonne picture.

Lore - Created for Czarina Aneska who worried excessively over and wanted to keep eye on here many children.

Twist - When user becomes entrapped, previous victim is released.


Device of Lighting
Appearance - 2' dia copper/silver Tesla coil on 4' rosewood pedestal and stable iron base.  Thick, stiff 15' cable attaches pedestal with matching 2' rosewood box.  Attached to side of box is large hand crank.  On top of it is large metal contact blade switch.

Benefit - After one round of cranking electricity crackles around the coil.  After the second or any subsequent round of cranking the switch may be thrown releasing a Xd6 bolt of lighting where X is the square of the # rounds cranked. 2rnds 4d6, 3rnds 9d6, 6rnds 36d6.  Bolts may fork to multiple targets, e.g. a 9d6 bolt may fork to 4 targets doing 2d6, 2d6, 2d6, 3d6 to them.  Max range is unknown definitely further than the 15' cable.

Drawback - Big, clumsy.  Overloads, friendly fire, rain, water/damp ground.

Lore - Bennie Frankinbottom, the infamous Gnome tinker is blamed for inventing this device.  It is said to be the primary cause of Sultan Al-Dinsur's defeat at Bugbear Grove whose army was operating the device.

Twist - Those in full metal armor with helmets are insulated from damage (bolts pass harmlessly to ground)

Monday, November 1, 2010

Magic Items Should be Magical [repost]

[Magic Items Should be Magical originally posted Dec 25th, 2008!  A good post, edited and shortened a bit.]

Magic Items Are Special
Create a 3x5 note card for each item to give to the lucky new owner (keep a separate card or notebook for secrets about the item the player has not learned yet). Providing something tangible that the player receives, can hold, point to, wave in the air, throw across the room when it fails, and is missed when taken away is a bit of psychological trickery. But trickery that, from personal experience, creates heaps of fun. Unfortunately, it takes no small effort esp if like me you draw pictures too. 

The card provides space for descriptions, pictures, history and the like. Occasional additions to or outright replacement of the card should be made as the player discovers the item's secrets. Reserve the back of the card for player notes; where they keep it, thoughts on how it works, great deeds accomplished with it, whatever.  In manager speak you want to facilitate player "ownership."

Never flat out tell the player what an item does. Do not include mechanics in your descriptions. Never out loud for the whole group to hear, provide them privately. Allow the owner an opportunity to roleplay item's explanation and usage.  The same way scary movies slowly hint at what's so scary the mysteries of magical items should be slowly revealed.  Provide one detail in an epic floor-to-ceiling mural, another in a bard's song several sessions later. 

Even if you want the players to know everything upfront don't just blurt out "It's a Horn of Blasting, can demolish doors, walls, small structures and does 6d6 to constructs." At the very least say in your best fabulous voice "Aha! You have found the legendary Trumpet of Droog. A single note of which shattered the stone guardians of Thool. A sustained blast from this legendary horn will crack and crumble city walls and utterly demolish lesser structures." Pass the game mechanics to the owner in a note, or hey on that 3x5 card you made for this item.

Some rules expect there to be plenty of accessible "plus items". Which really makes it hard to maintain the mystic of magic. Solution; items that only provide a plus bonus aren't magical!  They are legendary masterworks.  "You, lucky sir, hold a Montoya Blade forged more than 300 years ago when the Golden Caliphs still ruled."  You could keep them magical and do the same thing.  But, +1 hit/damage seems like the effect of a master craftsman.  Something magical should be so much more...


Magic Items Are Unique
When describing an item describe that particular individual item. Describe in specifics, don't neglect sounds, tastes and smells the item possesses or generates. Depending on how magic & morality work in your world there might be other detectable emanations. "Before you is a 5' long smooth metal staff capped on one end by a large translucent bluish-white crystal.  It crackles with arcane power." Not "Found a Staff of lighting, they are from 5-6 feet long and often have crystals incorporated in their construction."

Focus on one or two signature details. Not just "a crystal" but "a large translucent bluish-white crystal." Consider making items other than scrolls and potions literally unique. It's pretty awesome to know there is exactly one Rod of Lordly Might and your character gots it.  If a player asks a leading question "What's in the crystal?" Roll with it! "The multi-faceted crystal captures your attention. Within its depths the torchlight's feeble orange light is reflected and amplified into the purest white. You drift off into pleasant memories of moonlight sparkling off the frost white snows of your long missed homeland." Maybe that's too fluffy... but, hopefully you get the idea.

Getting your players accustomed to specific traits being associated with particular magics creates opportunities for atmosphere and immersion. From frequent past usage everyone knows that invisibility potions smell strongly of lemon. While in the Dungeon of Dark Despair the scout makes a detect hidden check. Instead of blurting out "There's an invisible bugbear behind you."  Lean forward, sniff the air and whisper "Something familiar, a smell you can't quite place.  It gets stronger, you know this smell. It's lemon! From behind you and quite close."


Magic Items Are Important
Once a player has the item, don't let them forget about it. Reinforce how rare, magical and amazing it is. Peasants, followers, and hanger-ons will beg to see it. Collectors will offer to buy or try to steal it. The characters will hear songs that mention it.  Perhaps the heir of the original owner believes it rightly belongs to them and takes their claim to the authorities.  Does it need maintenance?  Perhaps a magical fungus starts growing on it. "Brave sir Hadley what is that fuzzy brown stuff on your Holy Avenger?".

If they carry it on their person it should be in danger; of being broken, getting rained on, pick pocketed, drained of magic, dropped into a volcano. Players keeps it safely stored "at home"? The place should be broken into and ransacked but the item was fortunately not stolen, this time!  Let them overhear how a great conflagration burnt down the characters home town. Make them fret over whether or not their hoard is so much melted junk.  If it fits the character, encourage them to roleplay misplacing it for a few days "Oh, here it is, in my other robes."

Don't make every event negative. It shouldn't be a constant burden just to own a magic item. Positive encounters persist even longer in players' memories. An artist or sculptor might desire to see it, even pay for the privilege. Perhaps a great wizard asks to study it. Having a wizard owe you a favor should be worth something. Events involving the characters' magic items shouldn't come up every five minutes either. Occasionally when you need a plot pick up or if the players complain about there not being enough phat lootz.


Final Thoughts
sirlarkens mentioned the "It's Sort of Like a Wand" article from Dragon Magazine. Looking it up I'm damn sure that some 19 yrs ago this is the article that got me started.  Garry Coppa, where ever you are, I owe big.  More recently I've gleamed sage advice from the most excellent Roleplaying Tips newsletter. Oh hey, look what they have done there.

I challenge every DM to make it a personal goal that every magic item your players pry out of you will be notable and prized by the character who obtains it.  Invest as much time detailing items as you do on NPCs.  Give them names, colorful descriptions, histories, previous owners, secrets.  Make them mysticalwondrous, and exciting.  It is likely that characters will have more interaction and a longer relationship with their items than they will have with most NPCs.

Thursday, October 21, 2010

So, what have I missed?

I took a long (multi-month) hiatus from blogging and reading the deluge of great material all the peeps in the blog roll to the right produce.  The choice between playing and reading/writing about playing is what separates "bloggers" from "gamers".  Me definitely in the gamer camp.  I've luckily been doing more gaming.  So the blogging suffers.


Not quit ready to jump back into the 2-6 hours / day reading I was doing before.  But, I'm curious what big things have I missed?  I just ordered FO! #9 and #10. Doesn't seem to be a newer than #4 Knockspell which I got.  Gamma World has been shat out by Hasbro.  Their use of Dungeon Majesty / Awesomist D&D video ever in selling the 4ed Red Box (esp commercials on hulu.com) almost got me to buy it, just barely made my save on that one.  [btw, does anyone know are the makers of that video getting any credit / compensation or did Hasbro just rip it off with a clause in their contest rules "we get to use your stuff anyway we like"?]

Anything interesting happen in commercial RPG world?


But, I'm more wanting to know what OSR/blogger stuff I've missed.  Seemed like every few months there'd be some colossal shitstorm over NOTHING.  Proly missed a couple of those, eh?  Proly better off for it.  Who are the up and coming bloggers, who's gone on "hiatus"?  Any new community projects of note?

So, what are the top posts of last few months I should check out?


I live in Texas, so the bars have chairs made of cow horns...
Replace that cow skin with some Dragon hide and it looks like a barbarian throne to me.  Or, perhaps a giant's chair made from Mastodon tusks.  Whatever, it should surely be irresistible to curious characters and thus deviously trapped.

Friday, May 14, 2010

The Chainclaw


The ChainClaw or as Black & Decker call it, the alligator lopper.

Whatever you call it, it's what no Mutant Future style robocrabs should be without.  Also if there's ever a Evil Mutant Dead movie I expect "the stranger" to upgrade to one of these.

It's perfect! Things can get away from a chainsaw and while a claw can grab that's about all it does.  The ChainClaw grabs'em and saws'em up into to bite sized pieces.  Really the only improvement I can think of is if lasers shot out of the alligator's eyes.

Thursday, February 18, 2010

Does More Than 1d4

The Lost Fort is one of my favorite non-RPG blogs. Check out these real Roman Daggers. What struck me was how wide the blades were. Hence title, those suckers do more than 1d4 in damage!

Monday, February 15, 2010

The Grand OGL Wiki

The Grand OGL Wiki is pretty bloody awesome. It's a wiki that aims to collect all the open game license content that exists. A tall order, one they need volunteers to complete. But they already have compiled a pile of content from an impressive list of publishers and titles.

Of course, a lot of it's d20ish and thus not that exciting outside the d20/3.x crowd. Still there's lots of ideas to mine. Anyone should be able to convert a magic item from 3.x to any of the lighter systems on the fly. There's plenty of generic goodness too.



Potent Portals
by Creative Mountain Games
Open Game License

A book full of magical...

Archways and Gates
Bars and Shutters
Coverings and Curtains
Doors and Trapdoors
Knobs and Knockers
Latches, Levers and Locks
Skylights and Windows



Swords into Plowshares
by Sean K. Reynolds Games'
Open Game License

Book full of unique magic weapons. Such as...

Trust in Fate

This heavy flail is made of pale yellow wood and partially plated in gold. The haft is bound in steel bandings and carved with shield spells on its entire length. The head bears many symbols of broken shields interspersed among its points.

This weapon was made for Dal Akan, the captain of the guard of a great temple of the goddess of fate. Dal Akan had a strange sense of prophecy—he awoke every morning knowing what harm would befall him that day, if any. This strange gift of the goddess made him a natural choice for leader of her temple guards, and secure in his knowledge of his life or death he faced down dangers to the temple that none thought could be defeated. When one day he awoke knowing he was going to die, he suspected a similar fate might befall the priests of the temple and convinced them to leave before the attack came. Guarding the temple door with only his most loyal soldiers with him—those that would rather face death than abandon their beloved captain—Dal Akan was attacked by evil cultists desiring secret prophesies said to be stored in the temple. All defenders were slain, Dal having been turned to stone by a medusa cultist. The attackers found no prophecies (as they had been spirited away by the fleeing priests) and had to be content with valuables left in the temple, including Trust in Fate.

The flail was used to defend the cultist’s lair and was taken as spoils when they were destroyed by a rival cult of necromancers. The necromancers gave the weapon to a ghoul priest in exchange for his services, and when the necromancers turned on each other in their paranoia the ghoul left with the weapon.

Trust in Fate is a +3 defending heavy flail. Once per day the wielder can invoke a true strike spell as a standard action. When the true strike is activated, the end of the flail shines with a clear, yellow light, illuminating a 30-foot radius. The light fades when the true strike effect ends.

Tuesday, January 26, 2010

D&D Meetup Austin

Finally got back around to some gaming this weekend (would have been last weekend but motorcycle decided it wanted to not work instead). Played AD&D with 8 players plus DM! at the FLGS, BattleForge, hosted Austin D&D Meetup. It was one of the most attended meetups in awhile. There were enough crazed gamers for three more tables, all playing 4ed.

A large group, also known as a 'stink', of gamers.


Thanks to Arthur, our DM, who carried on despite struggling with back pain the whole session and a fun group of players, including one RPG newbie, playing AD&D in first time for many, many years was a lot of fun. Here's my good friend flip having the his wizard search a room for secret doors, alone, before anyone else has had a chance to enter. He did find a secret door, but not before a sextet of spiders found him. Bit him down to half hitpoints before he could run away.

Hypnoticus learns why wizards should stick to the
middle of the marching order.



Some random quotes I remembered to jot down:
"I'm gonna beat on whatever I can get at." The Dwarf.
"I've detected an Aura of Dumb about you." Cleric to wizard after above spider altercation.
"You feel a slight..." DM, interrupted by player "sex change!" Who's comedic value is enhanced by recent issues party has had with a Belt of Masculinity/Femininity.

"Don't take a picture when I'm down!" Prone paladin's player to photographer.
There was also mentioned a Wand of Inappropriate Touching which gave me the idea for the Wand of Touching which either boringly allows one to cast touch spells at range or interestingly allows one to poke, tap on shoulder, nudge, wedgie, etc a living target in range.

4th ed is how this guy rolls.

Wednesday, December 2, 2009

OoE - Dragon Magzine #5 #6 #7

I've decided to take at least one element from every RPG product I own to use in my Gold & Glory campaign. Starting with my CD collection of the Dragon Magazines issues 1-250.

Hey! Just found Held Action Blog has similar idea and a cooler name :(, Read'em 'cause you got'em.

The Dragon Vol 1, No 5 Mar, 1977

Full Index.
Dave Sutherland created this nice "Conan about to be chomped on by a Snake" cover art. Was there a male warrior that wasn't Conan in the late 70's? Also, since we're talking snakes, that old Dragon logo is all sorts of Swords and Sorcery Awesome.

These early issues have more S&S feel than when I had subscription (early eighties). Also back in #001 Tim Kask said "That mission is to publish the best magazine devoted to Sword & Sorcery, Fantasy, Science Fiction and Role Playing gaming." Maybe it means nothing that S&S happened to be listed first. But, I'm really seeing Grognardia's points about S&S and origins of this hobby. I wonder when/why S&S fell out of favor (with the fiction/game buying public)?

Also this issue marks when Dragon went from 6 to 8 issues a year. At the expense "Little Wars" going quarterly, a magazine I never heard of and wikipeadia has no info for me. Anyone?

Witchcraft Supplement For Dungeons & Dragons
by unknown

Clerics are immune to witchcraft (along with Djinn and Efreet, don't get that?) Neat concept though, that men (and women) of god are flat out immune to some kinds of magical shenanigans.

Numerous interesting magic items such as
Mountain Seeds
Similar to Hill Seeds in function but much deadlier. When pitched into the air thee gloves will swell to the size of a castle almost immediately. With one such seed a wizard could crush armies or destroy a town. They are safest when dropped from above, but can be thrown up from the ground if you are able to use teleportation and escape before it comes down.

Creature Feature
Here's and Erol Otus I've not seen before, a water color, not his usual medium?
Number appearing: 1-6
Description: 10-20 feet long, brown chitin overall, pink underside
Armor class: 2 overall, underside class 4
Movement: 12/6 through ground
Hit die: 3-8 (8 sided die)
Treasure: B2
Squirt acid for 1-6 die of damage according to size
Bite for 3-18 points damage
Magic resistance: none
Alignment: neutral
% in lair: 25%

That image is almost full magazine page. Crammed into the bottom inch are the stats (reproduced above). That is the entirety of the Creature Feature. A far cry from the later ecology series, eh?


How Green Was My Mutant
THE APPEARANCE OF HUMANOIDS IN METAMORPHOSIS ALPHA
by Gary Gygax

Random skin color, skin texture, head, neck, body, face hands & feet, fingers & toes, arms, and legs. The uses are legion!


The Dragon Vol 1, No 6 Apr, 1977

Nice cover by Morno.
Full Index.

Almost nothing of use. A (complicated and not as good as B/X) morale system, psionics, Metamorphosis Alpha stuffs (which are cool but dated). How to paint Petal Throne miniatures could come in handy for descriptions.



Sea Trade in D&D Campaigns

by Ronald C. Spencer, Jr.

Nice, simple, somewhat abstract system for sea trade from the "Bardukian Campaign" aboard the USS Benjamin Franklin (SSBN 640). Nice to know the people ready to usher in our nuclear holocaust Mutant Future get to have fun in their spare time.

Buy a cargo(assumed to be available in port) for 10k or 50k gp depending on how big of a merchant ship you have/are hiring. Write captain orders (default assumption is players are investors / merchants and have better things to do then spend weeks at sea. Although, nothing precludes sea borne adventure), pay pilot fees and import taxes. The general mechanic is the more ports you "skip" the bigger risk and bigger payoff you gamble. There's a d100 chart that has profit/loss as percentage of cargo. Ship can also be flat out lost at sea. Instead of taking loss, captain's orders can be to push on to next port and hope for better price there. A few more wrinkles but that is basically it.

I'd add some random tables for cargo types (cause I just know my players will ask me exactly what it is they bought). Maybe a table for how ship was lost at sea, d6 -> 1. storm, 2. kraken, 3. dread pirate roberts, 4. sea nymphs, 5. mutiny, 6. UFO

A minor distraction for players, way to gamble away their coin or strike it rich. Could lead to some adventures and generally fills in some of the vacuum of a world thus making the campaign seem more rich and real.




The Dragon Vol 2, No 1 June, 1977

Cover by another one name chap, Elrohir.
Full Index.

In the editor page, Dragon Rumbles, Tim Kask is hating on poor issue one's cover. He also claims to be the sole staff member (with assistance from Gary Jaquet who is four hours distant). Which's pretty darn impressive and I guess that means Tim gets to hate on whatever he wants.

This issue's Featured Creature, "Prowler", features another full page Otus water color.

This Morno guy has got some nice style going on. Wrote a bit of fiction to go along with his sweet art. More of his illustrations too (saved to my flavor/inspiration folder). Can't find much on him/her, did some Character Sheet cover art. Hmmmm...

Ah ha, I got you now Mr. Morno, or should I say Bradley W. Schenck!

The Internet is so cool.

Unlike issue #7 of The Dragon in which I find not one directly usable thing. The Military Formations of the Nations of the Universe by M.A.R. Barker is full of cool flavor. e.g
"The Oncoming Wings of the Hereafter"
This battle plan consists of a strong centre (variously divided into phalanxes, squares, wedges, etc.) and two long, fast-moving columns of lighter troops on the flanks, sometimes with “warhammer” units in concealment in one or both of the Greave positions behind. As the centre meets the foe, one or both of these columns may attempt to cut off enemy flanking units for annihilation by the concealed “warhammer” units coming along behind, or they may swing out like great wings to try to outflank the enemy and attack him from the rear.
But, I'm gonna be hard pressed to squeeze that into Gold & Glory. Guess I'll use it if the players ever find / enter Portal to Tékumel. Hmmm, they will arrive during major war (civil?) and be thrust into choosing sides / playing them off each other Fist Full of Dollars style. So, now this Portal isn't just "Freak Ass EPT world" it's "Freak Ass EPT military campaign world". See, brainstorming through all my stuffs is working out!

[I'm not 100% certain how I'll work this... Thinking that once players discover and figure out a "major" portals like the EPT one described above I would metagame tell them "hey through this portal is this freaky military campaign kind of game". Want to play that for awhile? No, fine. Don't enter that portal. If yes, then maybe roll up new characters for it? Maybe just a few players want to. Their characters enter portal and players create new characters (or assume control of henchmen) for this this campaign which we continue now. We'll make a side game for the EPT characters, meeting these other days.]

Monday, November 30, 2009

One of Everything - Dragon Magazines #1, #2

I've decided to take at least one element from every RPG product I own to use in my Gold & Glory campaign. To keep it from being a total mess I'll use my Seven +/- Two as guides. Also, I fully expect most everything to never be used/encountered by players, (in alt worlds they may never find portal for, in deep dungeons they may never reach, etc.) So, not spending much time fleshing things out.

Starting with my CD collection of the Dragon Magazines issues 1-250.


The Dragon Vol 1, No 1. June, 1976

I was five years old when this was printed. Cover by Bill Hannan. Full Index. I didn't find much for me in this issue. The spells, monster (Bullette), and wilderness mapping advice have been presented elsewhere. The bulk of the issue deals with wargames.

Magic and Science
by James M. Ward
"I believe it is a real mistake to think that just because there is a world created by D & D type thinking where magic and magical monsters exist, there is no room for technological type devices and all they imply."
Damn straight!

Pistols that shoot colored spheres of various and typical magical effects. Ok, sure.

But, the coolest idea is the Analogic Computer. They have "heat core power source"? and are able to analyze and compute a counteraction to any spell sent their way. Even though magic is "magical" and "unknowable" it's pretty bad ass to have a computer that can calculate a counterspell. These computers follow the Star Trek pattern and self-destruct if faced with logical fallacy / problem they "can't compute." [diverging from article] Each computer can only process a certain number of spell levels per round. Spells in excess of that aren't countered and may cause the Analogic to spark, smolder, and exclaim in 70's computer voice "Warning! Warning! Computation matrix overload. Warning!"


Mapping the Dungeons
Hmmm, list of DM's. I wonder what these guys are doing these days? [addresses redacted]

Robert Dudley, Glenndale, MD
Martin Favorite, Cumberland, RI
Chas Hickock, Harrisburg, PA
Jon Hoskey, St. Pete, FL
Paul Jaquays, Spring Arbor, MI
Joe Marshall, Jr., W Lafayette, IN
Mike McGrail, Midland, TX
David Mumper, Henniker, NH
Jason Saylor, South Bend, IN
James Siegman, IL
Harry Smith, Jr. Columbus, OH
Tony Watson. Las Vegas, NV


The Dragon Vol 1, No 2. Aug, 1976

That cover is bad ass. I dig that leafless tree and Conan's pose. Tom Canty's work, Same dude? I could imagine that cover leading to this style.

Lots of fiction this issue. The Full Index.

From Dragon Rumbles Tim Kask, editor "the attitude taken by much of the established gaming hobby when fantasy first started making inroads: “It’s a phenomenon. Won’t last long. . .” The evidence today suggests otherwise."

Ha! it's lasted Tim, and it's growing again methinks.


It's Here! ... The Last D&D Supplement!?!

Proclaims an ad for Gods, Demi-Gods & Heroes. Yeah right, the last one.


MONKISH COMBAT in the ARENA of PROMOTION
by John M. Seaton

I've always thought using a system like this with cards for Martial Arts or Swashbuckle type Fencing would work well. Each card represents different moves, stances, postures, etc. At the start of each round players pick X cards and place them down in order (sort of a "programmed" movement) Then they are flipped over and compared (in order). The cards make it more tactile / fun and replace having to write moves down and looking everything up in a table.

Was this article in the Best of Dragons? I actually had those and I'm totally remembering this graphic.

D&D Option: Weapon Damage
by Jon Pickens.

Instead of adding a +x to hit weapon specialization increases the size of damage die rolled. e.g Battle Axe does 1-8 normally but 1-12 in hands of expert. Also two-weapon fighting is considered a specialization and each combo of weapons is a different specialization. I like that part, but probably don't want to use specializations nor damage per weapon. Preferring instead more abstract damage per class.


Hints for D & D Judges Part 3: The Dungeons
by Joe Fischer

"... have the mistaken impression that there is only one
entrance to every dungeon."

Intelligent gold pieces; Scream when taken from the room they were found. Or, throw them-selves en masse at whoever makes the mistake of opening the chest they are in.

Magic items that keep trying get back to their real owner. I've never given that idea much thought (and I spend a lot of time thinking about magic items, how to limit them, make then confounding). The One Ring is a prime literary example.

But this is the best of all. Monster Gems! Idea is the players must make the choice between a valuable gem (money/xp) or getting a monster to do their dirty work for them. Each gem could turn into a particular monster when destroyed. But, I like the articles suggestion that monster is random and indeterminable. So, smash your 1000gp Ruby and gamble that you get a dragon rather than a kobold. The monster obeys smasher's orders as far as they are able (language and intelligence are factors but not demeanor or inclination as the monster is a simulacrum and lacks personality / alignment). The monster lasts for as long as character remains in the Mythic Dungeon. And Monster Gems revert to normal (still valuable) gems if removed from the Mythic Dungeon.

And to answer this question the article contains the Hobbit's Pipe and several magical pipeweeds for it including this one. (I think my teenage sister had some of this pipeweed.)
Pipeweed of Acapulco
It’s easy to see all the fun a judge could have with a player-character who happens to accidentally smoke this: causes the smoker to treat everyone as his friend, stands around in a stupor, not attack and defend at minus 3. Lasts 2-12 turns. If smoked in a Hobbits’ Pipe, allow saving throws.

Saturday, November 21, 2009

Diablo II Magic Item Gnerator

Silly thing found by Chgowiz but none the less produced some interesting names that lead to the following.


Howling Maul - The ends of this giant maul are carved faces that "howl" as the maul is swung in battle.

Garnet Plate Boots - Have similar properties/effects as ruby red slippers. But, manly sized.

Stalking Gauntlets - They wearer of these hard leather gloves will be able to unerringly track the last person/creature struck across the face dueling challenge style with one of these gauntlets.

Halberd of the Sentinel - One holding this polearm will remain alert and never tire. They gain no benefits of rest however and as soon as halberd is let go they will suffer the accumulated effects of sleep/rest deprivation.

Weirdling Pike - The shaft of this pike bends, warps and twists through the air. Striking around shields, obstacles, attempts to parry, and corners.

Shield of the Colossus - Once per day when this 5' tall tower shield is planted in the ground and the word engraved on its face, "thermopylae", is spoken this metal shield will extend left and right upto 20' each direction until it makes contact and merges with a fixed surface (wall, tree, cliff face, etc.). Unless both sides so connect the shield will "retract". Otherwise the shield "wall" remains until the wielder is slain.

Amulet of Excellence - +1 to every roll.

Battle Axe of Simplicity - This large ax is great at chopping things. It is also cursed such that the owner will consider "chopping things" to be the simple solution to all problems.

Elixir of Fire - This liquid catches fire and burns intensely when exposed to air. If the container is thrown and shatters the resulting explosion will match the force of a fireball. If poured onto ground it will create sheets of fire similar to Wall of Fire. Other uses are left to creative players.


More generated names (and a couple I thought of in between) for which nothing particularly interesting came to mind. I'll store them away for now, unless you have an idea for one of them?

Prismatic Ring of the Mind
Drake's Leather Armor of Weakness
Studded Leather Armor of the Vulture
Silver Spear of the Vulture
Indigo Herb
Russet Herb
Crossbow of Pain
Scepter of Slaughter
Raven's Flail
Amber Kris of Unity
Book of Shivers
Amulet of Defiance
Helm of the Lion
Oil of Immunity
Ivory Bracers of Tears
Swift Blade
Lord's Long Staff
Vulpine
Glass Blade of the Cat
Meteoric Halberd
Gold Flag
Platinum Long Sword of Perfection
Bountiful Scepter of Wizardry
Whirling Halberd of Hate
Bored Sword

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