[New Encounter] Tome of Books

Tome of Books

“Do we go after this scroll or have them summon it to us? Jaundo asked.

Do you have a spare three thousand gold in your backpack?” Uzeb the Wise replied.

At least we know the scroll is not too far away, the fighter said with a smirk.

Four great oxen with golden fur pull a cart across the land with four mysterious cloaked figures. The cart bears a titanic book, nearly twenty feet tall and forty feet wide when opened. While covered in tarps during inclement weather, the book is wide open for all to see on fair days.

In the game: This enormous book is a list of all books currently on the planet, and their whereabouts. For a fee, the caretakers of the tome can find the current whereabouts of a specific book or scroll. For a much larger fee, they attempt to recall a particular book or scroll with a 75% success rate. Naturally, this causes a bit of ire, and the oxen and caretakers protect the cart as 5HD creatures each that deal 1d6+2 damage, and can Teleport away (up to three miles) if the tome is compromised.

Posted in Encounters, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Magic Item] Poor Knight’s Herald

Poor Knight’s Herald

There was an unintelligible shout in the grove. A dozen goblins and hobgoblins fled from the trees, most of them not even bearing weapons or shields.

‘It looks like our cleric friend is back from making the rounds,’ Wrilk observed lazily.

‘Aye, it does, and just in time, we could use a cleric on our next excursion. Maybe not with that helmet,’ replied Bakra-do, still skeptical of the magic item’s usefulness.

Appears as a dented metal helmet, oval in shape with an absurdly long trumpet-like ‘mouthpiece’ that gives the wearer an almost insectlike appearance. Seen most often as a curiosity until someone tries it on.

Benefit: When worn this enchanted helmet not only grants the wearer and additional +1 to the AC of their head, it also allows the wearer to transmit their voice over long distances, announcing their location or, twice per day, projecting a loud shout that works like a double range Fear spell with a 75% chance of those in its range dropping anything held when fleeing the area.

Usable by: Anyone who can wear a metal helmet.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Encounter] Toasting Vines of Izghar

Toasting Vines of Izghar

Jaundo rolled his shoulders triumphantly.

‘I am ready to take on an army of ogres! I feel unstoppable!’ the fighter exclaimed.

Uzeb the Wise, on the other hand, seemed to find small objects annoyingly sticking to his hands and feet. The spellcaster then recalled an ancient tale and the more recent clinking of wine glasses in an ancient arbor the duo had traversed yesterday.

‘I believe I need to make a few things right before taking on even one ogre,’ replied Uzeb.

This strange encounter is almost never expected, and sometimes not realized at first even after it happens. Curling vines that insinuate themselves in odd vineyards and mystical gardens. One can sometimes hear two glasses clink together on a hot summer afternoon and know that something good will happen.

In the game: The enchanted vines, thought to be the remnant of a goddess of justice, will Bless or Curse individuals (often an entire adventuring party) on a whim, usually based on a character’s adherence to their alignment, faith and beliefs. Blessings are typically temporary boons, while a curse is usually an unpleasant situation. Two glasses clink and the magic happens. Blessings are mostly extra healing or a +1 or +2 to some rolls for 1d4 days. By the time most anyone realizes what has happens the vines are gone, having retracted deeper into the plant.

Posted in Encounters | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Magic Item] Pipe of Many Mes

Pipe of Many Mes

‘Why are there three Thozzes climbing that tower?’ Krugi asked a fourth Thoz and Arakam.

This nearby Thoz, smoking a pipe, only stared at the fighter.

‘It is a long story,’ Arakam said as one of the Thozzes yelled as he fell from the tower and struck the ground only to turn into a puff of smoke.

Nearby Thoz blew a cloud of smoke that became yet another Thoz and ran towards the slippery tower.

This beautifully carved wooden pipe has four laughing faces carved into the bowl. Probably a creation of the Lords of Mischief.

Benefit: When lit the pipe will create a smoke that can create one Clone (as per the spell) each turn for up to three turns, with three clones maximum. These clones will not attack the smoker of the pipe and are, in fact, under their control which takes full concentration. Clones exist for 1d4 days or until the pipe’s owner runs out of tobacco or the pipe is somehow put out, at which time the clones evaporate into a puff of smoke. Each clone has half of the hit points of the original yet is similar in all other ways.

Usable by: Anyone.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | 1 Comment

[New Spell] Cannot Be Silent

Cannot Be Silent

‘WHY ARE WE SHOUTING?’ Wrilk the dwarf asked.

‘I DON’T KNOW, I AM TRYING NOT TO,’ Bakrado replied.

‘I AM SURE THAT SNICKERING IDIOT SPELLCASTER IS BEHIND THIS,’ the dwarf shouted.

Bakrado then switched to hand signals and the two mercenaries began hunting the wayward illusionist as the bandits, almost locating the two, were baffled by the sudden silence.

Cannot Be Silent (Illusionist)

Level 1

Range: Line of sight, one target/level.

Duration: Three rounds/level of caster.

When cast this spell causes all who fail a Save vs Spells to have to shout instead of talk or whisper for the duration of the spell and must find other means fo communicating besides verbal communication. Very useful for hearing vital information or foiling the ambushes of others among other uses.

Posted in Magic Spells, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Magic Item] Klaksnick’s Clanging Cymbals

Klaksnick’s Clanging Cymbals

Uzeb the Wise watched the goblin warband reduce the bandits to their own size and cut the bewildered humans down.

‘What are you thinking now?’ asked a curious Jaundo.

‘If we can get in front of those goblin cymbals and yet not engage them in combat we could probably slip into their tunnels and move around freely without banging our heads on the ceiling constantly,’ the wizard replied.

Jaundo took a few moments to ponder this as he realized that when the bandits were shrunk down in size they became frantic and hysterical.

Weatherbeaten and with a fine patina, these cymbals don’t look particularly fearsome, yet they are handy in combat. Noted for being the downfall of the cruel orc warlord Vhangkul-Xab.

Benefit: When sounded, these enchanted cymbals cause all facing the ‘musician’ to make a Save vs Spells or become one size smaller, Large to Medium, Medium to Small, etc. Creatures that are Gargantuan to Huge receive a +2 to their save. Each size reduction halves Hit Dice and Damage dealt. Only one size reduction per turn (ten minutes) is possible, yet the awful cacophony of the cymbals must still be endured. Size reverts back after one day.

Usable by: Anyone.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | 2 Comments

[New Magic Item] Swog’s Slippers

Swog’s Slippers

‘How are we going to catch these ne’er-do-wells?’ asked a frustrated Wrilk.

Bakra-do looked at the ground, tilted his head, closed one eye, walked around in a circle. He then consulted a chart, rubbed a talisman and even offered a prayer to a strange deity of trackers.

‘I have no idea, this is puzzling, there must have been at least…I don’t know, four of them?’ the mercenary replied, scratching his head.

A long pair of comfortable dark blue slippers. Whoever Swog was, their ideas on footwear were pretty amazing.

Benefit: At will, the wearer of these slippers may summon up to four more legs also wearing pairs of these slippers. At this point the wearer’s legs help them move at double their speed and leave a very confusing set of tracks as the feet stamp and stomp at random angles. These slippers also allow an extra attack in combat, a kick for 2d4 damage. If the slippers are removed from an extra pair of feet then the slippers duplicate themselves once per day for two extra pairs. Mayhem often ensues.

Usable by: Anyone.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Magic Item] Bellies Full Amulet

Bellies Full Amulet

Bakra-do saw the dwarf hold up the small talisman they found in a cache out in the badlands. A group of hobgoblins riding wolves were closing in on them.

‘Not wanting to fight today?’ the mercenary asked.

‘Let’s see if we can offer them up for a trade, hobgoblins sometimes have good gear,’ Wrilk suggested.

The duo waited until their pursuers were upon them and Wrilk revealed his amulet. The lead hobgoblin looked bewildered for a moment and then raised his hand to parley.

Wrilk looked over at Bakra-do who smiled and shrugged and approached the small warband.

A small copper cornucopia bursting with bounty. Very useful on long adventures in dangerous places, mostly.

Benefit: Twice a week this talisman can be used to feed all within a 50′ radius that must eat food. However, those fed must either be on the side of the bearer of the amulet OR their opposition, any neutral unintelligent creatures are fed also yet this does not count as a ‘side’. Those that are fed are also satisfied and no longer hungry and must make a Save vs Spells to engage in battle, a failure means that the affected side will try to negotiate rather than fight.

Usable by: Anyone.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | 1 Comment

[New Spell] Gate to the Fey

Gate to the Fey

Jaundo watched the strange door slowly evaporate as he and Uzeb the Wise hurried towards it. The wizard dropped the scroll in his hand.

‘Do we have a way back?’ Jaundo asked.

Uzeb was speechless.

‘That’s what I thought,’ the fighter said.

The adventurers turned to face the intense forest before them with towering mushrooms and thick trees. Small fairy creatures darted about here and there.

‘We will need to find someone to help us,’ Uzeb finally said.

Jaundo sighed as they wandered into the enchanted and eerie forest.

Gate to the Fey (Illusionist/Magic-user)

Level 3

Range: 25′.

Duration: One turn/level of caster or until closed.

This enchantment opens a door to the Fey Realm specifically and is a strong connection to that plane. For the duration of the spell, or until the door is dispelled or closed, travel to and from the Land of Fairy is possible and easy. To avoid getting lost it is common to petition a goblin, pixie, brownie or similar fey being to find a specific individual although sometimes the intention is just to travel into the Fey Realm. Each time the door is open at least 1d6 pixies, sprites, brownies of similar creatures come to the Material Plane to stay. If on the other side of the door when the spell ends then there is no way back as this spell only opens a portal to the Fey Realm and other magic or powerful being will need to send anyone back.

Posted in Magic Spells, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment

[New Magic Item] Bell of Nets

Bell of Nets

The bugbears loomed menacingly before the three adventurers deep in the dungeon.

‘I’ve got this,’ exclaimed Thoz the thief and he produced a tiny bell.

The bugbears laughed at this absurd weapon. Even Arakam and Krugi looked dubiously at the thief.

Suddenly the bell was rung and nets dropped down on the bugbears from out of nowhere and the giant goblins grumbled and cursed as they struggled.

‘Now, we go, quickly,’ suggested the thief as he turned to flee the scene.

A small, intricate silver bell that has a net motif. A non-violent way of trying to deal with unruly crowds.

Benefit: When this enchanted bell is sounded it causes all before it (in the direction the ringer is facing) up to 35′ away to be covered in appropriately sized nets. These nets are not stick like a Web spell yet they are heavy and entangle individuals. To escape a net takes two free hands (at least) and three rounds. Once discarded a net dissipates in two rounds unless it is not dropped on the ground and then it will remain for one turn (ten minutes) and can be used on the bell ringer if they have not run off.

Usable by: Anyone.

Posted in Magic Items, Uncategorized | Tagged , , , , , , , , , , , , , , | Leave a comment