[New Magic Item] Mystical Elixir of the Alchemists of Zaarak

2009 November 20

Mystical Elixir of the Alchemists of Zaarak

Metal vials clanked in the dusty merchant’s threadbare pouch as he rooted about for some particular potion.

“Ah, this one!” the merchant said, holding a strangely marked copper vial aloft.

“Will it work?” Vistis the Blue Mage asked.

“All of my potions and elixirs work!” the merchant insisted.

Stork looked unconvinced. Or as unconvinced as someone could look with a donkey’s head instead of their normal visage.

“How much?” asked Vistis the Blue Mage.

“Let’s say five thousand gold zelas?” the merchant said.

“Five thousand golden zelas! How about three thousand?” countered Vistis the Blue Mage.

“Four thousand,” the merchant said.

“Vistis, I have the head of a donkey. Would you stop haggling! We can afford the damned elixir!” Stork said.

Stork and Vistis pooled their available coins and purchased the metal vial from the merchant. Stork eagerly drank the contents. Within moments he was back to normal.

“You got a bargain because he isn’t a Blue Mage, like yourself. I would have merely laughed at you if you were the one under the curse of the spell,” the merchant replied as he picked up his walking stick and started off down the lane.

Vistis considered casting a spell, but Stork held his arm firmly.

“Never mind that old codger, he sold us the elixir,” Stork said, quite gratefully his head was back to normal.

“Only one of the Alchemists of Zaarak would have dared to say something like that to me,” Vistis said, seething under his strange mask.

There are many types of potions and elixirs created by alchemists and meddling wizards. The Mystical Elixir of the Alchemists of Zaarak is a truly a wondrous potion to stumble across when the need is great. The Alchemist of Zaarak were not known for their warm and welcoming ways, being a council mainly of mischief minded alchemists and experimenters is magical and mystical areas. Their greatest accolade was when they rebuffed the Invasion of the Blue Magi from the country of Thram, their most despicable act was aiding the necromancers of Zazi-Vola against the elven town of Meslinothi, which resulted in the conjuring of the dread elves from the depths of the earth. Second to repelling the Invasion of the Blue Magi was the creation of their Mystical Elixir, with will instantly cure any magically induced physical malady, including magical deafness, blindness or paralysis. In addition, this elixir will cure lycanthropy if given to the afflicted before their first transformation. If splashed on someone who has been turned to stone by the gaze of the basilisk or medusa, or having been affected by a wizard’s Stone to Flesh spell, one vial of this elixir will reverse this effect and restore the person to their proper form. If given secretly to creatures using a polymorph or shapechange spell, or those using these spell-like abilities (like a doppleganger, for example), those who drink the potion will resort to their original or natural forms.

Benefit: Removes th effects of magical curses and spells of all kinds, including those that affect a person’s physical self, as well as those that affected their mentality or world situation (such as a streak of magically induced bad luck). Will also reveal those who have magically had their shapes altered by magic or natural ability. Cures lycanthropy if given before the first transformation.

Usable by: Anyone who needs it and can find it, extremely rare and ridiculously expensive.

[New Magic Item] Necromancer’s Ring

2009 November 19

Necromancer’s Ring

 

“Yet another ring, Gnybaro?” Chalk asked, surprised.

“Apparently,” the thief replied, “and another dubious looking ring at that.”

“Valance, know anything about this one?” Chalk inquired of the priest of the Spider God.

Valance took the strange ring. It was of some strange metal, with a stylized skull symbol on its face.

“In the temple of the Spider God we were taught a lot about magic items, rings like this were no exception. It is a villainous artifact, to be sure, made by a group of dwarfs who dedicated their souls to an infernal overlord. You could wear it, Chalk, but it would make you a necromancer in time,” the priest said.

“Not interested,” Chalk said, “Koram, what do you think we should do with it?”

The fighter eyed the ring.

“If it causes more problems than it is worth, why don’t we leave it somewhere for Stork and Vistis to find? Let those two fight over it,” Koram replied.

“Great idea!” Valance said, plucking the ring from Koram’s hand and setting it in a nearby wall, trying to make it look as if he were attempting to conceal the ring.

“They will come stumbling along behind us soon enough, they always seem to,” Valance said with a sinister grin, “let them stumble upon that vicious little bit of jewelry.”

 

The Ring of the Necromancer is believed to have originated in the forges of the Damned Dwarves of Mount Deskellos when these fiends were in the employ of the necromancer Jastor Xule. Granting the wearer powers over and aiding the undead, this ring also takes a toll from the living. Although there are rumors of several of these being made, there is only ever one encountered at a time, although the wide variety of necromancers who have worn this ring suggests that if there is only one of these items, it certainly changes hands quite often.

Benefit: The wearer of the Ring of the Necromancer enjoys many benefits if they are interested in and keep company with, the undead. Each day the ring is worn the wearer may roll 1d6 and consult the chart below:

1-2 Skeleton, armed with sword and shield 8 hit points, turned as a 2HD undead creature

3-4 Ghoul, claws and bite (3 attacks) do 1d6 damage, 20 hit points, turned as a 4HD undead creature

5-6 Skeleton Mage, claw attack does 1d8 damage, casts fireball (4 per day) for 1d8 damage, 25 hit points, turned as a 5HD undead creature

Note: Due to the strange nature of magic and necromancy in particular, it is not unknown for other undead creatures, like wraiths, spectres or vampires to appear, although this is much rarer than the above creatures.

These summoned undead come from a variety of places and accrue, a necromancer may have an army of this to mix in with regular undead for an added surprise. However, there is a price to pay for this boon. Every 30 hit points worth of these magically summoned undead will require 3 hit points worth of vitality from the living per day. Any living minion(s) of the necromancer will do to sacrifice this life essence, if the necromancer is surrounded by the undead then he must find this from somewhere, himself if no other living creature is around.

Usable by: Anyone who can control the undead and keep up with the requirements of the ring.

[New Spell] Soul of Chaos

2009 November 18

Soul of Chaos

Chalk knelt beside the sitting archmage, Narlistephos, who was in some sort of trance.

I think I can reverse your friend’s malady,” the ancient wizard croaked.

At any cost,” Chalk said.

Narlistephos raised an eyebrow.

There is a rare flower that grows in the valley of the Screaming Monolith, I would have one of those plants, brought to me, still living,” the archmage said.

Consider it done,” Chalk replied.

Muttering a few words and having Koram drink a couple of potions and the fighter seemed to be free of the madness that had gripped him, compelling him to evil acts.

He’s fine now,” Narlistephos said.

Just like that?” Chalk asked, surprised.

Yes, just like that,” the archmage replied.

And we need to go half way around the world to recover a plant for you?” Chalk inquired.

That is the price you must pay for the skill. I will provide all of your necessary travel equipment and expenses,” Narlistephos said.

I could use a nap,” Koram said groggily.

Make it short, chum, we need to take off and cross the world to pay for getting you out of the spell that Stork and Vistis somehow cast on you,” Chalk said.

 

Soul of Chaos (Arcane)

Level 5

Range: 30 feet

Duration: Special, see below

A rather insidious curse, Mind of Chaos causes those afflicted to have to resist Chaotic acts or fall into the hands of chaos and madness. Once each day someone under the effect of this spell must make a Save versus Spells and Spell-like Devices at -2 to resist committing an evil or Chaotic act. Failure obviously means that the act was committed. If the cursed one fails this roll every day for one week, then they have completely fallen into the path of Chaos, if, however, one can successfully resist these urges then they have shed the curse and no further attempts to resist Chaotic acts need to be made. Anyone fallen to Chaos then must make a similar save to do an exceptionally good act.

Option: If cast on a person or monster of a naturally Chaotic mindset, then the spell will work in reverse, therefore, for example, a bugbear could be a shining paragon of virtue if they couldn’t resist the temptation to do one good act a day for a week.

[New Magic Item] Manticore Hide Robe

2009 November 17

Manticore Hide Robe

 

Chalk sat on a rock outcropping in the afternoon sun, watching the autumn leaves blow lazily about. The wizard was concealed in a large elderberry bush, keeping an eye out for any danger that would threaten the camp of the group of explorers. And then he saw a strange thing.

“Stork, your sorcery-filled days have ended!” shouted Erlan Cless, a wizard sometimes allied with Chalk and his companions.

Stork the gaunt wizard turned slowly, as if he wasn’t surprised at all. As if he knew that Cless was sneaking up on him. The odd robe that Stork wore was a new addition to his repertoire of evil, Chalk noted.

Before Erlan Cless could cast a spell Stork raised the palms of his hands towards Cless. Something shot from his hands and struck Cless in the face. He howled in pain and rage. Stork raised his hands to cast a spell himself while the other wizard was distracted.

Suddenly there was a scuffle in the trees behind Stork, something big was thundering through the undergrowth. Without looking back Stork looked frightened and began to run, leaving Erlan Cless to pull the barbed spikes from his face. A creature appeared. Huge. Ugly. Bat wings and wicked claws, the face of an evil man with a shaggy mane that ran down the lion-like body. The creature roared and Stork sprinted. The beast pursued him, ignoring the wounded Erlan Cless.

Koram walked up to the elderberry bush that Chalk was hiding in, idly munching an apple.

“Why do these things always play out around us?” Koram asked.

“While entertaining, I am not sure,” Chalk replied.

Koram tossed his apple aside and prepared to descend the rocks.

“We’d better go get Cless out of his mess and patch him up, he is a good wizard to have around at times,” the fighter said.

“Right behind you,” Chalk said, crawling out of his hiding place.

 

A few idle speculators believe that these magical robes were first created by hobgoblin or bugbear shamans, certainly first originating in the Mountains of Dwyre, where the manticores are more plentiful and their hides are more varied than anywhere else in the world. Looking a bit like a mismatched patchwork robe, many people dismiss these treasures as second rate rubbish and set them aside when the treasure is being sorted out. While maybe not worth a king’s ransom, a Manticore Hide Robe proves itself handy in a pinch. Due to the different sizes of humanoids in the Mountains of Dwyre, these robes have been found that will fit halflings to half-ogres and everyone in between. Sometimes the smell does make certain social situations a bit dicey, but the robe is definitely a useful magical item to have around. Although manticores can smell the robe from some distance and detest the existence of these magic items.

Benefit: These strange robes grant the wearer several odd abilities. When worn, a strange, milky eye will open in the back of the robe, watching for danger (the character wearing a Manticore Hide Robe is surprised on a 1 on a 1d6). In combat the robe offers an AC of 4 and the wearer of the robe can throw six wicked looking barbed spikes, twice per day. These six inch long projectiles are effective up to 40 feet and a group of six does 2d4 damage, if all twelve at one target the large group of projectiles do 2d8+2 damage to the target. Usable by: Anyone that the robes fit.

[New Spell] Messengers of the Forest

2009 November 16

Messengers of the Forest

Maustelin is expecting us and has a feast prepared,” Mavnor said dryly.

You can tell this from a warbler?” asked Gnybaro.

The ways of the druids and the forests hold many secrets,” the druid replied.

I guess so!” the thief said.

My bones are aching and my stomach is growling, let us find Maustelin and rest,” Koram urged.

I agree, these last few days have been rather harrowing and I think we have lost Stork and Vistis, at least for the time being,” Chalk added.

Pushing on the group of adventurers found the secluded glade that Maustelin tended and rested and refreshed themselves, leaving the cares of the world behind them for a few days.

Messengers of the Forest (Druid)

Level 2

Range: Three miles per level of druid

Duration: One day per level of druid or until dispelled

This spell causes a message, of up to twenty words, to be sent out among the creatures of the forest, passed from bird to bird, mouse to squirrel, wolf to bear and so on, crisscrossing through the deep woods. While the animals do not understand the words at all, another druid may easily hear and understand the communication. This can be a warning, a plea for help or an invitation to a celebration, the message will naturally be understood, whether warbled, sang, chattered, bleated, barked, etc to another druid. Any other accompanying persons will not understand this secret code of the forest unless they are druids as well. Humanoids, however (including goblins, orcs, ogres, trolls and the like) have a chance (a roll of 1 on a 1d6) to intercept such a message, understanding it due to their bestial tendencies and animal-like ways.

[New Spell] Lackadaisical Haze

2009 November 15

Lackadaisical Haze

Stork and Vistis the Blue Mage had been stalking Chalk and his companions for weeks, and now they had them right where they wanted them. With a gang of vicious orc thugs to back them the two wizards prepared an ambush for the unsuspecting dungeon explorers as they plotted their next delve.

The orcs crept nearer and Stork began casting a spell while Vistis the Blue Mage waited to ambush anyone who came his way with a nasty spell of his own.

As Stork sneaked through the undergrowth with the orcs he saw a strange mist descend upon them. Before he had time to crawl away the strange fog enveloped them. The wizard tried to shake the cobwebs from his head but somehow couldn’t. He retreated back with the now sluggish orcs.

What happened?” Vistis the Blue Mage demanded.

Stork’s face was blank, he looked dazed.

I don’t know, we were closing in then, somehow we just decided to come back, it seemed like too much work,” the other mage replied. The orcs all nodded in agreement lazily.

Dere wuz da bloo haze, bosswizard,” one orc said.

Oh, true,” Stork said in agreement with the filthy pig-faced orc.

Vistis the Blue Mage was beyond angry. They were so close to getting the drop on Chalk and his smarmy friends.

Ghervule flitted away silently from her hiding place, laughing quietly to herself. She told Chalk about the proposed ambush and how she thwarted it.

Excellent work!” Chalk said happily, “I think that we need to disappear before they come out of their daze. Stork will be furious when he wakes up fully.”

 

Lackadaisical Haze (Arcane)

Level 2

Range: 100 feet

Duration: Ten minutes per level of mage

When cast, the Lackadaisical Haze spell conjures a strange bluish mist that the wizard can control. Those touched by the mist must save versus spells and spell-like devices or be -2 to strike in combat and add 1d4 to any initiative rolls. This arcane mist causes all within to feel sluggish and uninspired, however, this should not just be a combat oriented spell, this can affect social situations and other dealings (for example, a forger could lose interest in a job, as could an artist or someone giving a speech). The spell affects 1d6 persons/creatures per level of the magic-user, however, a wizard can elect to cast this on just one individual, who will be -2 to resist this spell on their saving throw, very handy when dealing with the leaders of opposing factions. This spell will slow those under the Haste spell down to a more normal pace.

[New Monster] Spider-folk

2009 November 14

Spider-folk

I will handle this,” Valance said, rolling up a sleeve. Tiny spiders scuttled for the warm folds of the cleric’s robes as soon as they were exposed to the open air. Chalk and the others shivered a bit.

The priest of the Spidergod strode forward into the web covered town before them. A great scuttling and chittering could be heard, but the adventurers could not see beyond the webs that wrapped around the ancient mud-brick structures. Then a face appeared. A horrid spider’s face that peered around a corner. A leg stuck out and waved them forward.

Oh, I don’t know about this,” Gnybaro said nervously.

That wily cleric has really outdone himself this time,” Chalk added.

Cautiously the band of dungeon explorers moved forward as the shadows of the day lengthened. A great scuttling could be heard ahead.

Guests of the spider-folk for the night made everyone except Valance uneasy. Spiders were everywhere! Yet the (mostly) bipedal arachnids were very friendly and offered the humans all sorts of sweet drinks that did refresh and make one feel vibrant. Hours into the revelry Valance indicated a gruesome looking spider-folk that had been fawning around Koram the fighter.

I think she likes you,” the cleric said aloud.

Wonderful!” Koram replied, forcing a smile and patting the hideous bristly arm of the creature. Chalk and Gnybaro both shivered uncontrollably and were thankful that they had no such admirers.

Spider-folk

No. Enc.: 1d4 (2d20)

Alignment: Neutral (with Chaotic tendencies)

Movement: 60’ (20’)

            Web: 120′ (40′)

Armor Class: 7

Hit Dice: 3+2

Attacks: 1

Damage: 1d6 (poisonous bite) or by weapon

Save: F3

Morale: 8

Hoard Class: XVIII

X.P.: 150

Just passed the Towers of Zarga, near the Stairway of Murl lives the largest community of spider-folk, in the small town of Darst-Lago. Standing between four and five feet tall, the spider-folk are rather frightening creatures to look upon, but many are quite helpful and friendly. The spider-folk generally stand on two stout legs, but can run on all eight in a pinch.

Like many spiders, the spider-folk can spin webs, which have the same qualities as the Web spell, except that they are permanent until destroyed. The bite of a spider-folk is poisonous and anyone bitten must make a saving throw versus poison at +1 or be incapacitated for 1d4 days. In combat most spider-folk will be armed with clubs, maces or short swords, some also carry shields, but they are not adept enough at combat with weapons to utilize all of their arms effectively in a fight.

Four or more spider-folk can conjure up a plague of spiders, which is similar to the Insect Plague spell: it lasts for one day and can be cast within 480′ of the group of spider-folk. However, this ability can be used underground, can creep 30′ per round and causes anyone with 3HD or lower to run away. Loss of concentration or an attack that hits on two or more concentrating spider-folk will cause the spiders to wander off.

Fairly peaceable, the spider-folk revere the God of Spiders and usually have several types of spiders of all sizes in their towns and villages. These strange creatures however dislike the ettercap race, and will go to great lengths to destroy the lairs of these monsters.

[Please note: I firmly blame Mr. Jeff Rients for this post. He mentioned spider mutants in his Mutant Future game a few days ago and the idea stuck in my head. A group of spider-headed mining freaks in a bar had me chuckling for some time.]

[New Magic Item] Ring of the Lower Planes

2009 November 13

Ring of the Lower Planes

 

“How strange is this ring?” Gnybaro asked, turning the thing over and over.

“Very,” said Chalk, looking at the ring skeptically.

“Quite sinister,” Koram said, squinting at the odd red ring and trying to make out the creepy design.

“If nobody else wants it, I will take it,” said Valance, tucking an eerie spider in his sleeve.

Gnybaro flicked the ring over at the cleric who caught it deftly and gave it the once over.

“It looks evil,” Chalk said.

“It is, but I won’t use it, I will just keep a hold of it until I commune with my deity,” Valance replied.

The rest of the group shivered at the thought of the God of Spiders and Valance talking within their proximity.

 

This intricately carved ring of a strange, reddish metal appears to be a bit sinister. Although rings sometimes are, this type of ring is a gift from the infernal realms. Trapped within is a lesser demon, put there by a greater infernal lord to aid anyone wishing to wear the ring and to keep tabs on the Material Plane. This imp like creature, though bound within the ring, can whisper answers to questions, cast minor spells for the wearer and, of course, communicate with its dark masters.

Benefit: The wearer of this ring may ask the imp within three questions per day regarding the general area, the lower planes or about ancient wizards and warriors. The bound demon answers the questions truthfully, but always with a bit of vagueness. In addition, once per day the ring can cast one of the following spells for the wearer: Floating Disc, Hold Portal or Luck Runs Dry (q.v.) Usable by: Anyone not afraid to put on a creepy looking ring that seems not quite right.

 

[New Magic Item] The Scarf of Raslimis

2009 November 12

The Scarf of Raslimis

“What do the gnolls want?” asked Chalk.

“Well,” said Erlan Cless, “they apparently want safe passage through the Vale of Whispers and would like you and the party to act as their escorts through that land. They are bearing a message to the leader of another gnoll tribe.”

Koram bristled a little at this.

“They want us to take them through lands populated by elves and gnomes and such? They are gnolls!” the fighter exclaimed.

The wizard Cless adjusted his scarf a little and began talking to the gnolls again. To the others the language sounded like yips and barks.

“They will pay your group thr…two thousand gold for the journey, which should only take two days. That is a thousand gold pieces a day,” Erlan Cless said to Chalk and Koram.

The wizard and fighter gathered the others and talked it over. After a short debate they agreed.

Erlan Cless grinned and made arrangements for the gnolls, netting an extra thousand gold pieces for himself.

Rare magic items that enable the wearer to understand and speak any language that they encounter, these arcane scarves are a boon to travelers in strange lands, but also handy for scoundrels who act as translators, stretching clauses and facts by taking advantage of the ignorance of each party to the language of the other. A Scarf of Raslimis appears to be an ordinary wool scarf, there is no rhyme or reason to the pattern, style or color of the scarf, such was the nature of the wily sorcerer Raslimis. There are rumors of some of these scarves animating themselves to comfortably wrap around the neck of their owner upon command, but this may just be a myth. While quite valuable to those who run into people and monsters that speak other languages, the scarves give the wearer an advantage whenever a third party is involved.

Benefit: The Scarf of Raslimis allows the wearer to magically understand and speak any language that they encounter. Once wrapped around the neck any language within hearing range may be understood and replied to in the same language, even if not known to the wearer. Usable by: Anyone capable of speech with a neck as the scarf must be wrapped around the neck to be effective.

[New Spell] Silent Stride

2009 November 11

Silent Stride

Hill giant! Run!” Gnybaro yelled, scrambling for safety as a massive figure loomed above the party of adventurers. Realizing it was spotted the behemoth humanoid growled and swung a wicked club at the thief.

Koram drew his crystal sword and yelled as he ran at the towering giant. Chalk murmured a spell, as did Valance and Ghervule.

The dull giant, seeing it was outnumbered and going to lose, turned and fled into the depths of the haunted forest from which it came.

How did you know it was here? It was eerily quiet,” Chalk asked the thief.

I saw a shadow out of the corner of my eye. Otherwise it might have had us,” Gnybaro replied, still a bit shaken by the encounter.

I am surprised we didn’t smell it, that giant stank!” Koram exclaimed.

Ghervule wrinkled her nose.

You do realize, you lot don’t smell like a bouquet of roses yourselves,” the sorceress commented.

Koram shrugged off the remark.

We need to find out how that happened, some sorcery is afoot,” Valance said.

From the underbrush Stork and Vistis the Blue Mage watched the confusion that they had sewn among their rivals.

Maybe that caterpillar was a bit slow, but seeing their faces when that hill giant walked into their camp was worth it,” Stork admitted.

I told you I had a surprise tucked away for them,” Vistis the Blue Mage said.

Silent Stride (Arcane/Druid)

Level 1

Range: Touch or Self

Duration: One hour per level of wizard or druid

A handy druid or magic-user spell that magically silences the footfalls of the caster or one person or creature touched by the caster. Duration is one hour per level of magic-user or druid. Anything that walks upon the earth affected by this spell does so absolutely silently. Note that this only affects footfalls and does not silence jangling armor, speech, or other noises. Those under the effect of this spell surprise on a 1-5 on a d6 as long as they make no other sound and sneak up on their victims.