Posts Tagged ‘ magic items ’

In Days of Old When Knights Were Bold

A few days ago, I posted D&D 5E stats for the sacred bundle and the thunder bird from the AD&D Deities & Demigods. Today, I return that tome and venture into the Arthurian Mythos for inspiration.

Also, to digress just briefly, it’s the last days of the Spes Magna Games 25th Wedding Anniversary Sale. Huzzah!

Carnwennan
Weapon (dagger), legendary (requires attunement)

White leather wraps this finely wrought dagger’s hilt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Against evil creatures that cast spells, Carnwennan deals an extra 2d6 slashing damage. When this dagger is held, it shrouds you in shifting shadows. Attackers have disadvantage on attack rolls against you, although attackers who do not rely on sight are immune to this effect.

Excalibur
Weapon (longsword), artifact (requires attunement by a good fighter, paladin, or ranger)

This remarkable blade belongs to the Lady of the Lake, an extremely powerful seelie queen. Its most famous wielder was King Arthur.

Excalibur is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It has all the powers of a sword of sharpness (DMG, p. 206).

Random Properties. Excalibur has the following random properties.

* 1 minor beneficial property
* 1 minor detrimental property

Leadership. While Excalibur is on your person, you have advantage on Charisma checks and saving throws.

Sentience. Excalibur is a lawful good weapon with an Intelligence of 12, a Wisdom of 16, and a Charisma of 15. It has hearing and normal vision out to a range of 60 feet. The speaks, reads, and understands Common and Sylvan. Excalibur has the Destiny Seeker special purpose. It is convinced that it and its wielder are destined to rule justly and wisely.

Destroying Excalibur. It does not seem that Excalibur can be destroyed, but it can be removed from the Material Plane by slaying its wielder and tossing it into a lake within a pristine, sylvan setting. The Lady of the Lake then takes the sword back to her realm.

Excalibur’s Scabbard
Wondrous item, artifact (requires attunement by a good fighter, paladin, or ranger)

Decorated with jewels and skillful embroidery, Excalibur’s Scabbard also belongs to the Lady of the Lake.

The scabbard will hold only Excalibur. No other blade can be sheathed in it. Anyone who attempts to sheath a weapon other than Excalibur in the scabbard must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 radiant damage, and the offending weapon is thrown 1d6x10 feet in a random direction. On a failed save, the wielder takes the same damage, and the offending weapon vanishes into the realm of the Lady of the Lake.

While carried, the scabbard protects its owner, who gains resistance to piercing and slashing attacks and to necrotic damage. The owner also gains advantage on saving throws against effects that cause necrotic damage.

Random Properties. Excalibur’s Scabbard has the following random properties.

* 1 minor beneficial property

Destroying the Scabbard. It does not seem that the scabbard can be destroyed, but it can be removed from the Material Plane by slaying its owner and tossing it into a lake within a pristine, sylvan setting. The Lady of the Lake then takes the scabbard back to her realm. If Excalibur is not with the scabbard when this occurs, then Excalibur vanishes from its location and returns to the Lady.

Merlin’s Staff
Staff, artifact (requires attunement by a druid or wizard)

Merlin’s Staff appears to be nothing more than a snarled length of wood, crudely sanded and devoid of decoration or lacquer. It was wielded by Merlin, perhaps the most powerful spellcaster who ever lived. Stories vary on its origin. Some say Merlin made it himself, while others claim the staff was a gift to Merlin from his infernal father.

Regardless, this artifact acts as a staff of striking (DMG, p. 203) that functions up to three times per long rest as if the wielder had expended 3 charges. (Merlin’s Staff itself has no charges.)

Random Properties. Merlin’s Staff has the following random properties.

* 2 minor beneficial properties
* 1 major beneficial property
* 1 major detrimental property

Spell Absorption. When holding the staff, you have advantage on saving throws against spells. You can use your reaction when another creature casts a spell that targets only you. If you do, Merlin’s Staff absorbs the magic of the spell, canceling its effect and gaining a number of points equal to the absorbed spell’s level. You can use a bonus action when you cast a spell to expend a number of points equal to the level of the spell you’re casting. If you do so, you do not expend that spell slot. Merlin’s Staff can never have more than 18 points stored at any given time. If absorbing a spell would cause Merlin’s Staff to exceed this limit, the spell is not absorbed and takes effect normally.

Spell Storing. Merlin’s Staff can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can’t hold the spell, the spell is expend without effect. The level of the spell determines how much space it uses. While holding Merlin’s Staff, you can cast any spell stored in it. The spell uses the slot level, spell DC, spell attack bonus, and spellcasting ability of the original caster, but is other treated as if you cast the spell. The spell cast from the staff is no longer stored in it, thus freeing up space.

Destroying the Staff. Merlin’s Staff can be destroyed by taking it to the Shining Forest on Olympus. There the staff must be planted and watered with seven gallons of holy water from each the Sacred Springs found on the Seven Heavens, the Twin Paradises, Elysium, and the Happy Hunting Grounds. This opens a portal to the infernal realm ruled by Merlin’s father, after which the staff must be ground to sawdust beneath the eighty-one wheels of the Hellgrinder.

May 30th, 2018  in RPG No Comments »

Roar of the Thunder Bird

All Spes Magna Games products are still on-sale this month for at least 25% off their regular prices so that I can help you help me celebrate my 25th wedding anniversary. Huzzah!

But I digress.

Earlier this week, I pulled my AD&D Deities & Demigods off the shelf. What a great book, but also a strange book. Much ink, virtual and real, has been spilled over the idea of giving gods and goddesses stat blocks, as if they were a new category of monster to be defeated by adventurers. While I agree that the idea of any group of adventurers facing down the likes of Odin or Ares in combat is absurd, I also cannot ignore the examples in myth of mortals facing down deities and living to tell the tale. Diomedes, for examples, injures Ares in battle, stabbing the god of war in the belly with a spear. (Yes, yes, I know that Diomedes had divine assistance in this task.)

Deities & Demigods also includes several magic items, some on the level of artifacts and relics, as well as more traditional monsters that could serve as foes or allies for adventurers. I remember our characters fighting minions of Set during part of (I3) Pharaoh (one of the best AD&D modules ever published).

Flipping through the pages of Deities & Demigods inspired me to write what follows. Enjoy!

Sacred Bundle
Wondrous item, legendary (requires attunement by a barbarian, fighter, paladin, or ranger)

Only a tribal priest aided by a summoned spirit can create a sacred bundle, and each sacred bundle is created for a specific warrior. The sacred bundle appears to be a satchel made of animal hide, decorated with beads and embroidery. It contains 1d6+4 items, all but one chosen by the summoned spirit. The tribal priest creating the sacred bundle chooses the final item in the satchel. The warrior for whom the sacred bundle is made must collect the items, and they’re all dangerous or difficult to acquire. For example, the warrior may have to collect “a rattle from a cave of giant snakes, a feather from a high nesting giant eagle, or the hair of 13 enemies killed in battle”. When all necessary items are collected, the tribal priest places them in the satchel and sews it shut.

As long as the warrior carries the sacred bundle, he makes all saving throws and Wisdom (Perception) checks with advantage. All melee and ranged weapon attacks against the warrior are made with disadvantage. Furthermore, the warrior has resistance to bludgeoning, piercing, and slashing damage.

And, now, a new legendary monster: the Thunder Bird!

Immortal. The thunder bird cannot be killed. Even if slain, it appears again, ready to fight evil anew.

Omen. The thunder bird’s appearance warns of great evil, and the thunder bird itself often takes part in the battle against this evil.

Servant of None. The thunder bird cannot be summoned or compelled to act. It is its own creature.

Thunder Bird
Large celestial, chaotic good

Armor Class 22 (natural armor)
Hit Points 202 (27d10+54)
Speed 45 ft., fly 90 ft.
Ability Scores STR 22 (+6), DEX 23 (+6), CON 15 (+2), INT 18 (+4), WIS 16 (+3), CHA 17 (+3)

Saving Throws STR +11, CON +7, WIS +8
Skills Perception +8
Damage Immunities lightning, thunder
Senses passive Perception 18
Languages Auran, Celestial, Common
Challenge 16 (15,000 XP)

Independent. The thunder bird is immune to any magical effect that would influence its emotions, thoughts, or will. Charisma checks made to influence the thunder bird are made with disadvantage.

Keen Sight. The thunder bird has advantage of Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day). If the thunder bird fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it dies, the thunder bird returns to life in 1d6 years and regains all of its hit points. Not even a wish can prevent this trait from functioning.

Actions

Multiattack. The thunder bird makes two attacks: once with its beak and once with its wings.

Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage plus 5 (1d10) lightning damage.

Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) bludgeoning damage plus 11 (2d10) lightning damage.

Lightning Breath (Recharge 5-6). The thunder bird exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The thunder bird can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The thunder bird regains spent legendary actions at the start of its turn.

Detect. The thunder bird makes a Wisdom (Perception) check.

Thunderclap (Costs 2 Actions). The thunder bird strikes its wings together, creating a powerful clap of thunder. Each creature within 250 feet of the thunder bird and able to hear the thunderclap must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.

Whirlwind (Costs 2 Actions). The thunder bird surrounds itself with roaring winds. Each creature within 10 feet of the thunder bird must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage and is flung 30 feet away from the thunder bird in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet thrown. If the target is thrown at another creature, that creature must succeed at a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

May 16th, 2018  in Spes Magna News No Comments »

Days 19 & 20: Sweets & Guests

As every adventurer learns, often the hard way, the “magical mixtures and compounds which comprise potions are not always compatible” (1E DMG, page 119). Mixing two potions, whether externally or internally, may cause devastating results. Everyone has heard about how Grunner the Gluttonous exploded after he imbibed both a potion of dragon control and a potion of fire resistance in rapid succession. If only he had eaten one of Mely’s Munificent Morsels before quaffing that second potion.

1E Stats

Mely’s Munificent Morsels: Usually found in a simply decorated wooden box about 1 foot wide, 1 foot long, and 3 inches think, Mely’s Munificent Morsels appear to be a selection of 10-20 fine chocolates that radiates magic if such can be detected. The candies are tasty and do not melt or spoil so long as they remain protected by their box. A creature already affected by a potion should consume a morsel before imbibing a second potion. If the creature does so, the d% roll on the Potion Miscibility Table (1E DMG, page 119) is modified by +25% if the dice score is less than 26. If the dice score is 26 or higher, the morsel has no effect (although it is tasty).

5E Stats

Mely’s Munificent Morsels
Wondrous item, uncommon

“A character might drink one potion while still under the effects of another. …. The strange ingredients used in creating potions can result in unpredictable interactions” (5E DMG, page 140), but these magical morsels can mitigate the possible negative effects. By consuming a morsel before drinking a second potion, the d100 result of the Potion Miscibility table is modified by +25% if the d100 result is less than 26. Otherwise, the candy has no effect other than pleasing the palate. Mely’s Munificent Morsels are usually found in a simple wooden box that preserves the chocolates from melting or spoiling. Such a box typically contains 2d6+8 chocolates.

Many cultures, especially those dwell in extreme environments such as the arctic or burning deserts, often place great emphasis on the importance of hospitality, even hospitality to strangers. Refusing a traveler lodging for the night during the winter months may be tantamount to a death sentence. At the same time, appearances can be deceiving. That haggard, sunburnt traveler may be some sort of monster in disguise. Such malevolent creatures violate the rules of hospitality, spreading xenophobic caution that has more than once caused an otherwise good person to refuse shelter to one in need. More than once, the one rejected has gone on to die of exposure, sickness, or hunger.

And so one evil causes another that gives rise to a third, a gwrthod, an undead monster motivated by conflicting desires to find acceptance and to terrorize those who offer hospitality to others. Gwrthods are not common monsters, but they are almost always encountered in communities. They hide during the day in lightless places, emerging at night to terrorize and murder.

1E Stats

Gwrthod
Frequency: Very rare
No. Appearing: 1
Armor Class: 8
Move: 9″/9″
Hit Dice: 6+6
% in Lair: 50%
Treasure Type: D
No. of Attacks: 2
Damage/Attack: 1-4 plus 1-4 cold/1-4 plus 1-4 cold
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 30%
Intelligence: Very
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: VII/1,075 XP + 8 XP/hp

A gwrthod appears to be haggard, emaciated humanoid with distorted features and twisted limbs. Its eyes are lightless holes. It prefers sleeping victims, but its gaze causes sleep capable of affecting creatures up to 8 Hit Dice (no saving throw). A sleeping victim can be simply murdered. Against conscious foes, a gwrthod attacks with its supernaturally cold claws. A victim who suffers cold damage from a claw attack must make a saving throw against death magic or lose 1 point of Wisdom and become slowed. The Wisdom drain is permanent, and a creature whose Wisdom drops to 3 or less becomes obedient to the gwrthod (as if affected by charm monster). A creature remains slowed for a cumulative 1-4 rounds per failed saving throw.

Once per day, a gwrthod can use phase door as if it were a 14th-level magic-user. It uses this power to gain access to victims as well as to riddle its lair with invisible portals. A gwrthod is immune to sleep, charm, and fear. It takes no damage from fire and cold, and it cannot be harmed by nonmagical weapons. A gwrthod can be turned as it were a spectre.

5E Stats

Gwrthod
Medium undead, chaotic evil

Armor Class 12
Hit Points 55 (10d8+10)
Speed 25 ft., fly 25 ft. (hover)
Ability Scores STR 11 (+0), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)
Skills: Perception +5, Stealth +4
Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 15
Languages Any languages it knew in life
Challenge 3 (700 XP)

Innate Spellcasting: The gwrthod’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.

At will: charm person (only against a target damaged by its cold touch), misty step

Magic Resistance: The gwrthod has advantage on saving throws against spells and other magical effects.

Sleep Gaze: When a creature that can see the gwrthod’s eyes starts its turn within 30 feet of the gwrthod, the gwrthod can force it to make a DC 13 Constitution saving throw if the gwrthod isn’t incapacitated and can see the creature. If the saving throw fails, the creature falls unconscious (as if affected by a sleep spell). Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the gwrthod until the start of its next turn, when it can avert its eyes again. If the creature looks at the gwrthod in the meantime, it must immediately make the save. Undead and creatures immune to being charmed are not affected by this ability.

Actions

* Multiattack: The gwrthod makes two attacks. It either uses its claws twice, or it makes one claw attack and one cold touch attack.

* Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) slashing damage plus 7 (2d6) necrotic damage.

* Cold Touch (Recharge 5-6): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage.

December 23rd, 2017  in RPG No Comments »

Days 15 & 16: Sleigh & Reindeer

According to legend, a famous bishop of a distant land earned the love and respect of the people through his unstinting generosity and unwavering commitment to justice. Where the customs and laws of his land were hostile to true law and good, he took bold action to help the downtrodden and oppose tyranny. After his death, new tales told of his benevolence delivered to the needy from beyond the grave.

1E Stats

Silver Sleigh and Reindeer: These figurines of wondrous power, cast from purest silver, depict a tiny sleigh and four reindeer. Upon speaking the command word, they transform into a full-sized sleigh and four clockwork reindeer. The sleigh and reindeer can be used a maximum of 1 day each week, either continually or in any combination of periods totaling 24 hours. At this point, or when he command word is repeated, the sleigh and reindeer return to their original form.

A single reindeer pulls the sleigh at a 12″ movement rate either over ground or flying. Each additional reindeer used for this purpose increases the speed by 12″, for a maximum speed of 48″. A single reindeer has an air maneuverability class of E. Each additional reindeer improves the air maneuverability class by one category (two reindeer equals D, three reindeer equals C, and four reindeer equals B). A reindeer can carry 280 pounds, and the sleigh can carry up to four man-sized creatures with a combined weight of 1,120 pounds. Reduce speeds by -1″ for each additional 14 pounds carried.

The clockwork reindeer can detach from the sleigh in order to fight or obey simple commands (AC 5; MV 12″/12″; HD 6 (27 hp); #AT 1; D 2-12; SD half damage from nonmagical weapons, immune to effects that require a living target; INT semi-; SZ M). A reindeer reduced to 0 hit points cannot be brought back from statuette form for 1 full week.

5E Stats

Silver Sleigh and Reindeer
Wondrous item, very rare

Upon command, this set of silver figurines of wondrous power becomes a full-sized sleigh pulled by four clockwork reindeer. They can be used for up to 24 hours in a one week period. Each reindeer has a carrying capacity of 280 pounds, which means the team can move up to 5,600 pounds when the sleigh is full (see page 155, PH). The reindeer pull the sleigh at a speed of 30 feet, plus 15 feet for each additional reindeer after the first (for a maximum speed of 75 feet either over ground or flying). The clockwork reindeer can detach from the sleigh upon command in order to fight. If a clockwork reindeer is reduced to 0 hit points, it immediately reverts to figurine form and cannot be used again for one week.

December 19th, 2017  in RPG No Comments »

Day 11: Candles

The Oneiric Order serves the deity of dreams in both the waking world as well as in the shadowy realm of Morpheus. The order’s clerics and paladins make use of dream candles to communicate with each other over vast distances. Some say that more powerful dream candles can alter reality and reveal secrets.

1E Stats

When lit, a dream candle sheds light as normal for a candle and burns for up to 8 hours. The one who lights the candle must sleep in the candle’s light for not less than 8 hours. While sleeping, the one who lit the candle may dream in such as way to shape reality, causing one of the following effects 1-4 hours after the dreamer awakens:

* Full recovery an individual’s lost hit points.
* Restoration of a lost body part. Restoring a lost head does not restore life as well.
* Learn the location of some object or creature not heavily guarded by magical wards and protections.
* Discovery of a means of ingress or egress.
* Location of a safe path through a wilderness.
* Approximate strength of enemy forces. Note that creatures with 7+ or more Hit Dice may make a saving throw versus spell to avoid detection.

No single creature can use a dream candle more than once per week. Attempting to do so not only fails automatically, but ages the user 1-10 years.

5E Stats

Dream Candle
Wondrous item, rare (requires attunement)

This magic of this candle, dedicated to the deity of dreams, activates when the candle is lit, which requires an action. After burning for 8 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the the time it burned in increments of 10 minutes from the candle’s total burning time.

When lit, the candle sheds dim light in a 10-foot radius. The attuned creature rests (short or long) within the light of candle. Its magic shapes a creature’s dreams. Choose a creature known to you. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by means of a dream candle. You enter a trance state, acting as a messenger. While in the trance, you are dimly aware of your surroundings; you make Wisdom (Perception) checks with disadvantage. Also, you cannot take actions or move.

If your target is asleep, you appear in the target’s dreams and can converse with the target as long as it remains asleep, but for no longer than the candle burns. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect early. The target recalls the dream perfectly upon waking. If the target is awake when you activate the candle, you know it, and can either end the trance or wait for the target to fall asleep, at which point you appear in the target’s dreams.

December 16th, 2017  in RPG No Comments »