Posts Tagged ‘ magic items ’

Grammimond

Few villains inspire as many lurid tales as Chernubles of Munigre, which is odd considering how little is known of him. Munigre cannot be found on any reliable map. Chernubles’s crimes are so many and varied as to be contradictory. Piecing together commonalities, we learn that Chernubles possessed the strength of four beasts of burden and that he never cut his hair. Consequently, his black hair reached the ground, sweeping it behind him as he walked.

Munigre’s descriptions seem even more improbable. This benighted realm is said to be a desert waste. There the Sun never shines, and no rain ever falls. No plants grow there. The rocks that litter Munigre’s barren terrain are all completely black. Given these details, and assuming their accuracy, many claim Chernubles was a devil rather than a man.

Numerous tales about Chernubles also speak of Grammimond, the villain’s magic sword. Several enchanted blades have been called Grammimond, but perhaps a black, gold, and silver scimitar has the strongest claim. None who have seen this Grammimond in action have reason to doubt its power. Most who have wielded this Grammimond have regretted their association with this sword.

When you attack with Grammimond in melee, roll+STR. *On a 10+, you deal your damage +1d6 to the enemy and avoid their attack. At your option, you may choose to do +1d8 damage but an ally is exposed to the enemy’s attack or has something unfortunate happen to them. *On a 7–9, you deal your damage +1d4 to the enemy, but choose 1.

* The enemy makes an attack against you.
* The enemy makes an attack against an ally.
* Something unfortunate happens to a nearby ally.

December 8th, 2014  in RPG No Comments »

Lirram’s Inequitable Fastigium

Favored Magnate Lirram, Archpriest of Tourr, enjoyed manifold blessings from his goddess. When he died, the faithful buried Lirram with all due pomp and circumstance. Years later, his remains were exhumed and cleaned. His bones were fastened together with gold wire and dressed in regal finery. Gold, silver, and jewels decorated his skull. The fabulously ornate skeleton, displayed in the Grand Cathedral, reminded Tourr’s followers that their goddess does reward those she favors.

Then the Merciless Throngs swarmed from the northern wilderness, their rapacious eyes filled with visions of pillage and slaughter. They laid siege to the capital, which quickly fell due to treachery from within. Barbarians surged through streets and into homes and public spaces. Even the Grand Cathedral did not escape the defiling touch of the invaders. One of the Throng snapped Lirram’s skull from its body, hauling away the prize as a trophy.

Since that dark day, Lirram’s Inequitable Fastigium, as the Archpriest’s skull has come to be called, has passed through many hands. Its sacred powers serve the self-serving well, at least for a time. When Tourr’s favor is withdrawn, however, the relic’s owner faces catastrophe and loss.

When Lirram’s Inequitable Fastigium is visible during negotiations of any sort, the relic’s owner has leverage and enjoys +1 forward to parley. In addition to the normal results of parley, *on a 10+, choose 2. On 7-9, choose 1.

* The other party does not later plot against you.
* You do not attract the attention of Tourr†.
* Word of the relic reaches interested ears.

Tourr: The Goddess of Abundance and Fate. Tourr chooses who prospers and who doesn’t. She rewards her faithful as she sees fit. It is the faithful one’s task to grapple with and to accept the consequences of Tourr’s decisions.

November 24th, 2014  in RPG No Comments »

Gettin’ Stuff Done

As my summer vacation winds down, I’m finally getting some new products on the Interwebz for you to purchase. This week, I’ve finished Ean Illiam’s Cavern Stores for Dungeon World and Aquatic Depths & Denizens for Swords & Wizardry. The links in that last sentence take you to DriveThruRPG where you can read the product descriptions. The rest of this post includes content excerpts from both PDFs.

From Ean Illiam’s Cavern Stores

Groitzarr’s Vile Menagerie (1 weight)
This common bamboo bird cage holds five scabrous, repulsive birds, each about the size of a parakeet. They perch silently, their rheumy eyes watching their surroundings with disturbing intensity. When you feed one of these foul birds a drop of your blood, roll+CHA. *On a 10+, the bird squawks out a clear, useful prediction of the near future. *On a 7-9, the bird’s prophecy is puzzling and riddlesome. Take a cumulative -1 forward each time to you use the birds more than once per day.

Custom Move: Dangerous Woods
When you act as scout while traveling through the woods near the village, roll+WIS. *On a 10+, choose 2. *On a 7-9, choose 1. If you’re known to have harmed local fey creatures, take -1 ongoing.

* No unwelcome attention is attracted.
* No equipment turns up missing.
* No clues to the true nature of the trouble are discovered.

Mastiff
Thick necked, solid skulled. Blunt muzzles. Crushing jaws and sharp teeth. Ean’s mastiffs are every bit as well-trained as his guards.

Group
Bite (d8 damage) | 6 HP | 1 Armor | Close
Instinct: To obey the master

* Drag down a foe
* Go for the throat

From Aquatic Depths & Denizens

Combat in Three Dimensions
Combatants who fight while swimming may jockey for advantageous position. Whenever an attacker wants to attack with a positional advantage, the attacker and the defender both make saving throws.

* Attacker Succeeds, Defender Fails: The attacker gains a +2 attack roll bonus.
* Defender Succeeds, Attacker Fails: The attack suffers a -2 attack roll penalty.
* Both Fail or Both Succeed: The attacker gains no advantage or penalty.

The Referee should describe the aquatic ballet of violence as attacker and defender push and twist against each other and the water as the attacker attempts to gain a momentary advantage.

Bahari
Squat, thick-skinned, hairless, spotted by barnacle-like growths, Bahari enjoy a +4 bonus on saving throws against poison and a +1 bonus to Armor Class due to their tough hides. They can see in the dark (darkvision) to a limit of 60 feet and have a natural swim speed of 6 and an out-of-water movement rate of 6. Bahari who are player characters may be Fighters, Thieves, or multi-classed Druid/Fighters or Fighter/Thieves.

Those Bahari who are not player characters might have abilities and limitations wildly different from those of an adventuring Bahar. The nature of the Bahar race as a whole is entirely the province of the Referee, and might include non-player characters of any class.

Jet
Spell Level Magic-User, 3rd-level; Range touch; Duration 1 turn/level + 1d6 turns

This spell triples the recipient’s swim speed for its duration. The Referee secretly rolls 1d6 additional turns; the recipient does not know exactly how long Jet will last.

Lycanthrope, Wereshark
HD 7; AC 1 (18); Atks bite (2d8), weapon (1d8); SV 9; Special breathe water, lycanthropy, hit only by magic or silver weapons; MV 0//18; AL C; CL/XP 8/800

Weresharks appear have humanoid torsos and powerful arms topped by the head of a shark. The shark’s distinctive dorsal fin grows from a wereshark’s back. Instead of legs, weresharks have a shark’s powerful tail. These monsters prowl shallow waters for prey. Weresharks can control normal sharks.

August 7th, 2014  in RPG, Spes Magna News No Comments »

The Six-Sword Box

If you’ve not supported Matt Jackson’s Wounded Warrior Project fundraiser, please do so. As previously posted, sales from my OSR PDFs go to support this worthwhile project. Item descriptions and discounts for those PDFs are in this PDF. Wheels within wheels!

If you’ve not watched Steven Chow’s Journey to the West, you should. It’s a hoot. Certainly right up there with Shaolin Soccer and Kung Fu Hustle. Journey currently streams on Netflix.

Today’s magic item was entirely inspired by Show Luo’s performance as Prince Important in Journey.

Six-Sword Box

The fabled Six-Sword Box appears to be a finely crafted, lovingly lacquered box of the sort often used by ladies to hold jewelry. Instead of such baubles, the box holds six miniature swords, each carved from hardwood. With a flick of the wrist and a sung command, the box’s holder can set the miniature swords to flying, at which time they transform into full-sized weapons forged from the finest steel. The swords race through the air, turning and flying as directed by the box’s holder, who must maintain line of sight on the swords for them to continue functioning. When a sword draws blood, it returns to the box and reverts to its original wooden form. The Six-Sword Box functions once per day.

Barbarians of Lemuria

Each round, the box’s holder directs the swords and makes 1d6 attacks against visible targets. These attacks are modified by the holder’s Mind. A flying sword does 1d6+2 points of damage with a successful attack. Once the box’s holder has made six successful attacks, the Six-Sword Box ceases to function until the next day.

Dungeon World

Whenever you unleash the Six-Sword Box’s swords, roll+WIS. *On a 10+, you succeed with 1d6 attacks against visible targets with each attack inflicting 1d8 points of damage. *On a 7-9, you succeed with one successful attack against a visible target, inflicting 1d8 points of damage. The Six-Sword Box can make six successful attacks in a single day.

Swords & Wizardry

Each round, the box’s holder directs the swords and makes 1d6 attacks against visible targets. The swords fly with a speed of 36, and they attack as monsters with 6 Hit Dice, inflicting 1d8 points of damage with a successful attack roll. When a sword succeeds with an attack, it flies back to the box, reverting to its original wooden form.

July 21st, 2014  in RPG No Comments »

Atanasija’s Lyre

Dunwick Rossignols sang like an angel, but he had the heart of a devil. He used his charm and music to ingratiate himself into the life of Nafasi, a prosperous village situated near an important crossroad. Dunwick prospered. He also systematically seduced many of the village’s maidens and wives. The wicked bard delighted in the strife caused by his many conquests. He deliberately sowed seeds of jealousy and false hope, plucking on people’s emotions as deftly as his finger plucked his lyre’s strings.

Dunwick played his cruel games too long. His machinations provoked the widow Atanasija into a cold fury. She lured Dunwick to her home with carnal promises. As soon as he entered her home, Atanasija struck him a stunning blow to the head with a bronze candlestick holder. Her cold fury blazed white hot then, and she strangled Dunwick to death, crushing his windpipe with the candlestick holder. Horrified by her crime, Atanasija fled into the night, vanishing into Mabonde, the nearby forested valley. Dunwick was buried, and the villagers made a half-hearted and failed attempt to apprehend Atanasija. Little by little, life in Nafasi resumed something resembling what it was before Dunwick.

Months after Dunwick’s brutal murder, Atanasija, now mad, crept into the village’s cemetary. With ragged fingernails, she clawed Dunwick’s remains free from their grave and stole the bard’s skull. Back in her cave in Mabonde, Atanasija fashioned Dunwick’s skull into a macabre lyre. The mad widow played and sang her most beloved songs by Dunwick. Before the last echoes of her tortured voice faded in the darkness of her cave, Atanasija took her own life.

Decades went by as the widow’s corpse rotted away before a group of adventurers pursuing goblin raiders stumbled into the cave and discovered the Atanasija’s lyre.

Barbarians of Lemuria

A minstrel can play Atanasija’s Lyre and make a tough (-4) mind check modified by minstrel ranks. If the minstrel succeeds, 1d6 corpses within earshot of the lyre’s morbid notes rise up and attack the nearest living creatures, continuing to do so as long as the minstrel plays. If the minstrel’s check results in a natural 12, double the number of corpses that animate. If the minstrel’s check results in a natural 2, one or more of the lyre’s strings break and must be replaced before the lyre functions again.

Dungeon World

Whenever you play Atanasija’s Lyre near one or more corpses, roll+CHA. *On a 10+, several corpses animate as zombies under your musical control. *On a 7-9, several corpses animate as zombies.

Swords & Wizardry

Atanasija’s Lyre is a magical item usable by any non-Lawful character. As long as the holder plays this musical instrument, up to 2d6 nearby corpses animate as skeletons or zombies. Each round this lyre is played, there is a 10% chance the undead slip the musicians’s control and attack the nearest living creatures. In this latter case, the zombies and skeletons remain animated until destroyed.

July 2nd, 2014  in RPG No Comments »