Posts Tagged ‘ magic items ’

Horn of Valhalla

Later this month at my new school, I’m almost certainly going to revive Ludi Fabularum, the after-school story game club that I’ve facilitated before. I’m leaning heavily toward starting participants out with M&M‘s third edition. (Nota Bene: That’s an affiliate link.) If I do, I’m likely to use some variation on the Marvel Universe. I figure most if not all of the participants will have seen the MCU movies at a minimum.

The Horn of Valhalla’s echoing note opens a portal to Asgard and calls forth up to four average Asgardians. It is rumored that more powerful Horns of Valhalla summon Asgardian warriors, Valkyries, fire giants, and so forth. The most powerful Horn of Valhalla, held by Heimdall, reportedly summons an entire army of Asgardians.

Horn of Valhalla: Summon 5 (Extras: Active, Horde, Multiple Minions 2 [4 Average Asgardians]; Flaw: Easily Removable) [Cost: 8/rank, 29 points]

Average Asgardian (PL 6 Minion)
Strength 6, Stamina 2, Agility 1, Dexterity 0, Fighting 3, Intellect 1, Awareness 1, Presence 1

Powers

Asgardian
Enhanced Strength 2 (Flaw: Lifting Only) [Cost: 0.5/rank, 1 point]
Immunity 2 (Aging, Disease) [Cost: 1/rank, 2 points]
Protection 4 (Extra: Impervious) [Cost: 2/rank, 8 points]
Regeneration 2 [Cost: 1/rank, 2 points]
Speed 2 (8 MPH) [Cost: 1/rank, 2 points]

Advantages: Diehard, Equipment 3, Great Endurance, Improved Initiative, Power Attack

Skills: Athletics 6 (+12), Perception 4 (+5)

Offense
Initiative: +5
Weapon +3 (Close, Damage 9, Crit 19-20)

Defense
Dodge 6 (3 without Large Shield)
Parry 6 (3 without Large Shield)
Fortitude 8
Toughness 6
Will 4

Power Point Totals: Abilities 30 + Powers 15 + Advantages 7 + Skills 5 + Defenses 9 = 66

September 3rd, 2019  in RPG No Comments »

Tuesday Terror: Powered Armor

Way back in 1980, TSR Hobbies Inc. published one of the better AD&D modules ever written, namely Expedition to the Barrier Peaks. I’ve both participated in this classic as a player and a DM. Most recently, I modified the module for use with the excellent Stars Without Number.

The module is full of great encounters. The hordes of vegepygmies. The deranged physical fitness android yelling motivational phrases. “You’ll never make the team THAT way!” The pack of doppelgangers. The intellect devourer. The mind flayer! The mutant horrors of the botanical gardens. Without an overarching script or plot, the consequences of the expedition are wide open. I remember one group decimated by radiation sickness and forced to retreat. Another group looted technological treasures and departed, intending but failing to return. For a time, the boxing/wrestling android joined a party as an NPC. One group I knew of took the time to create a new magic-user spell by means of which the party’s wizard merged his mind with the computer system, in effect gaining control over the entire “dungeon” complex.

Expedition to the Barrier Peaks reflects very well the gonzo, kitchen-sink style of Greyhawk. So-called purists snarking about “No guns in my campaign!” are welcome to run their game however they want, but AD&D always included at least the possibility of incongruent technologies and cultures. It’s built into the Dungeon Master’s Guide, which hints the possibility of AD&D, Gamma World, and Boot Hill all being part of a shared multiverse. Knights and cowboys versus mutants and desperadoes in The Valley of Gwangi? Yes, please!

(Nota Bene: The links to games in the previous paragraphs are affiliate links. You click and buy, I get a bit of money.)

Powered armor looks like a suit of unusual plate armor. The joints appear to be finely, if somewhat strangely, articulated and an oily, black, leather-like material may be seen at major joints. The armor appears to have been worked to create the illusion of a heavily muscled man. The great helm is unusual in that it has no openings, only a broad glass plate in the front with a piece of glass above this. There are strange plates and tubing at various points and large metal bosses seem to be placed randomly on the suit. On the back of the left hand is a rectangular metal box. From this comes a short projecting rod tipped with a cone-shaped red crystal or jewel. It would seem there must be a man inside, for the armor stands erect although unmoving (Expedition to the Barrier Peak, page 25).

Powered Armor
Armor Class: 20
Stealth: Disadvantage
Weight: 130 lbs.

“The powered armor is opened by pressing two separate buttons concealed in the rear of the helmet beneath its lip. Pressing both buttons at the same time will pop open a seal down the middle of the back of the armor. A person may then climb into the armor, feet first, double over and slip his or her head and arms into the suit. Then, by arching his or her back, the armor will reseal itself. The release catches may be reached while wearing the armor, but it will take” an action “to operate.”

While wearing the armor, the person inside has a speed of 20 feet. The wearer’s jump distance is tripled, and the wearer is treated as if he or she has a 19 Strength for purposes of jumping, grappling, and lifting and carrying. The armor has a “laser pistol built into the right arm” above the hand. The laser pistol fires when the “chin lever” is depressed. The laser pistol is a ranged weapon that has a range of 30/120 feet. It inflicts 2d8 points of fire damage. The laser pistol will not fire more than 2 times in a round.

The suit provides protection from the environment. “The powered armor is completely sealed and will withstand vacuum or pressure equal to 1,000 feet of water. Air system provides oxygen for 8 hours of continuous use, recharging at 1 hour per hour of non-use. No gases or viral contaminants can enter the suit.”

The powered armor has a force field that absorbs “50 hit points damage before shutting down, restored at 1 hit point per round”. Without the force field, “damage sustained is taken by the armor itself.” The armor has 50 hit points. “When the armor reaches 0” hit points, “it is non-functional in all systems. Damage accruing beyond this point goes to the person inside.”

“The anti-grav system in the armor allows the wearer to become weightless and float upwards or downwards” with a speed of 20 feet. “The wearer can carry carry up to 500 additional pounds of weight when so doing. Anti-grav will function for” 1 hour, or 30 minutes “if carrying additional weight, of continuous operation. For each round of operation, it must recharge” for 10 minutes. “When power is down to” 10 minutes of operation, “the suit will issue a low pinging sound, and a small orange panel will light up; pinging will recur every round thereafter, and the panel light will flash during the last round of operation before the power fails.”

“The armor will immediately fall, but a small reserve charge will prevent injury to the wearer, although the powered armor itself will sustain damage equal” to the damage inflicted by the fall.

“Powered armor has built-in atmosphere with a readout panel above the vision area; it also has built-in language translators.” Treat this as tongues. “Hearing in the armor” is augmented. The wearer has advantage on Wisdom (Perception) checks related to hearing. The armor also has “infrared visual sensors” that grant darkvision out to 120 feet.

“The wearer of the suit does not become fatigued as normal. Continuous operation for periods as long as 8 hours is possible. Powered armor does not use power discs. It is only rechargeable at specialized terminals.”

June 25th, 2019  in RPG No Comments »

Seal of the Traitor King

Archaeological evidence of specific persons and events from the ancient Near East is spotty and some of the time sketchy. For example, the Seal of King Ahaz. If memory serves, the Seal is now part of a private collection, and, as it was acquired via the antiquities market, its provenance is difficult to demonstrate conclusively. That said, the Seal is likely authentic. It bears an inscription that indicates it belonged to Ahaz, son of Jotham, and king of Judah.

Ahaz was king of Judah circa 732-716 B.C. He rejected an alliance with Pekah of Israel and Rezin of Damascus to oppose the Assyrians. Acting against the advice of Isaiah, Ahaz allied with the Assyrian king Tiglath-Pileser III. Israel and Damascus both fell to the Assyrians. Ahaz swore fealty to Tiglath-Pileser III and the Assyrian gods, and he defiled the Temple and even sacrificed one or more of his sons to Moloch. Ahaz died at about the age of 36. His son Hezekiah became king, and Ahaz was refused burial in the sepulchre of kings. Hezekiah had the priests and Levites repair and reconsecrate the Temple. According to rabbinic literature, Hezekiah was saved by Abi, his mother, who annointed him with salamander blood, thus making it impossible for Moloch’s fire to harm him.

In the seventeenth year of Pekah son of Remaliah, Ahaz son of Jotham king of Judah began to reign. Ahaz was twenty years old when he became king, and he reigned in Jerusalem sixteen years. Unlike David his father, he did not do what was right in the eyes of the Lord his God. He followed the ways of the kings of Israel and even sacrificed his son in the fire, engaging in the detestable practices of the nations the Lord had driven out before the Israelites. He offered sacrifices and burned incense at the high places, on the hilltops and under every spreading tree. (The Second Book of Kings 16:1-4)

Seal of the Traitor King
Wondrous item, very rare (requires attunement)

This stone seal possesses dread magic. When smeared with blood and pressed against a surface, it invokes certain powers, depending on the type of blood used. In all cases where applicable, targets of one of the seal’s effects must make a DC 16 saving throw. The seal has 3 charges. Each use of the seal expends 1 charge. The seal regains 1d3 expended charges daily at dawn.

Beast Blood: The seal protects wards up to 2,500 square feet of floor space with the seal in the center of the warded area. This power duplicates the effects of guards and wards.

Monstrosity Blood: The seal creates explosive runes (see glyph of warding) as if cast using a 6th-level spell slot.

Humanoid Blood: The seal protects an area as a glyph of warding, but a creature who triggers the seal is targeted by bestow curse as if cast using a 6th-level spell slot.

Whenever a non-evil creature attunes to the seal, it must make a DC 16 Charisma saving throw. On a failed save, the creature’s alignment shifts one step closer to neutral evil, moving from lawful or chaotic before moving from good or neutral. For example, a lawful good creature who fails the saving throw becomes lawful neutral. A chaotic good creature who fails the saving throw becomes neutral good. Whenever the attuned creature expends a charge from the seal, the creature must make a DC 16 Charisma saving throw or suffer the same effect.

June 10th, 2019  in RPG No Comments »

ThursdAD&D: Sword of Clear Understanding

Better with the blogposting and what not this week, so hurray for me. Still, nowhere near as productive as I ought to be, so boo for me as well.

Jethro Tull doesn’t quite qualify as prog rock. I’m not sure what Jethro Tull qualifies as. The band has drifted in and out of different styles over its decades of musical output. Yesterday, driving to a tutoring gig, I listened again to some Jethro Tull’s greatest hits. There are these words from Tull’s fourteenth studio album’s sort-of title track:

“I see a dark sail on the horizon / Set under a black cloud that hides the sun. / Bring me my broadsword and clear understanding. / Bring me my cross of gold as a talisman.”

And so we have another magic item.

A Sword of Clear Understanding performs as a +1 weapon. When carried or wielded, the sword increases its bearer’s wisdom. The overall increase equals 4 points if the bearer’s wisdom is 6 or less, by 2 points if at 7-13, and by 1 point if wisdom is 14 or higher. Furthermore, the bearer enables non-thief characters to read languages as if he or she were a 4th-level thief. If carried by a thief of sufficient level to read languages, he or she increases the normal chance by 10 percent.

70% of these swords are broadswords, 20% are longswords, 5% are short (small) swords, 4% are bastard swords, and 1% are two-handed swords.

April 11th, 2019  in RPG No Comments »

ThursdAD&D: Candles of Life and Mortids

Well, I’ve not done a very good job keeping up with this blog, my writing, et cetera, over the past two or so weeks. Not sure why. No excuses. Here I go again.

First up is a magic item inspired by The Moody Blues, probably the first prog rock band. The song is “Candle of Life” from To Our Children’s Children’s Children.

“Something you can’t hide says you’re lonely. / Hidden deep inside of you, only / It’s there for you to see. Take a look and be. / Burn slowly, the candle of life.”

Candle of Life: A candle of life is a magical taper that bolsters the life force of the one who lights it. The candle illuminates a 15-foot radius, and it will burn for 4 hours. It is possible to extinguish the candle by typical means, but it can be placed in a lantern or otherwise sheltered to protect it from drafts, et cetera. While the candle burns, the one who lit it must remain within the its radius of illumination to gain the following benefits. The user regenerates 1 hit point per turn so long as he or she is not dead. The user gains a +4 bonus to saving throws against disease, death magic, energy drain, poison, and aging. If one of these effects would not allow a saving throw, the candle‘s user is entitled to a saving throw, but with no special bonus.


Next up, how about a new monster by a talented artist? Visit this site and check out a few creatures created by Lukaz Jaskolski. The monster below is inspired by his bug horror entitled “Predator Creature 1”. Enjoy!

Mortid
Frequency: Rare
No. Appearing: 1-6
Armor Class: 2
Move: 15″
Hit Dice: 8+8
% in Lair: 40%
Treasure Type: J-N, Q (x2)
No. of Attacks: 5
Damage/Attack: 1-6/1-6/2-5/2-5/1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,200 + 12/hp

The mortid is a horrific undead creature with a thick carapace and a skull-like visage. It scuttles about on four legs, and it attacks with its four claw-like appendages and its jagged teeth. Like most undead, the mortid hates the living, especially all types of elves.

This monster is stealthy and expert at camoflauge. It surprises prey on a roll of 1-4 (out of 6). The mortid can leap 3″ upon prey in order to attack. Its upper limbs strike with scimitar-like blades. Its lower striking appendages are blunter but still effective weapons. The mortid’s bite is not especially strong, but it has a powerful negative force that drains 1 life energy level from the victim, complete with corresponding losses in hit dice, ability level, attack level, et cetera.

The mortid is affected only by magical weapons. It regenerates at a rate of 3 hit points per melee round, but is destroyed if brought to 0 hit points. Sleep, charm, and hold spells do not affect the mortid. Neither does poison or paralysis, and it takes only half damage from spells based on cold or electricity.

Holy water splashed upon the mortid causes 2-7 hit points of damage per vial-full that strikes the monster. A cleric can turn the mortid as if it were a vampire.

Any elf drained of all life energy by the mortid becomes a half-strength mortid under the control of its slayer. This transformation takes place 1 day after the elf is buried, but only if the elf is buried. If the mortid which slew the elf is itself killed, the mortids created by it become free-willed monsters.

April 4th, 2019  in RPG No Comments »