[New Magic item] Lantern of Law/Chaos

Lantern of Law/Chaos

‘This isn’t going to work!’ snorted Valance in disgust.

‘What’s wrong?’ asked Koram.

‘I can’t hit anything with that lantern of yours shining on me! This is terrible! It makes me itch!’ replied the priest of the Spider God.

‘Maybe you need to just skulk around in the shadows and strike from there,’ suggested Chalk.

‘Not a bad idea! Or was that sarcasm?’

‘A little bit of both…’

The great city of the Gods of Law used to have one of these magical light sources in nearly every home, then, as a cataclysm hit centuries ago the world was plunged into a darker and more grim time and most of these arcane lanterns have been lost, or even worse, corrupted to the service of evil.

Benefit: When lit this ornate lantern sheds a warm glow in a 25′ radius. All within the glow of a Lawful (or good) nature receive +1 to any Constitution or Charisma rolls while the lantern is lit. Those of a Chaotic (or evil) inclination receive -1 to hit and -1 to damage while in the radius of the light due to its wholesome light. These magic items may be corrupted by priests of Chaos or evil sorcerers by casting a Curse upon the magic item. These lanterns of Chaos look a little warped or melted and shed a strange reddish light. All Chaotic individuals in the radius of these foul lights receive a +1 to Strength and Constitution while in this twisted light and those of a more lawful nature are -1 to hit and damage while in this foul glow. Neutral beings are unaffected.

Usable by: Anyone lawful.

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[New Monster] Noftol

Noftol

Koram smiled and looked from face to face for approval, he received cocked eyebrows and questioning looks in return.

‘What are those things?’ Chalk asked.

‘You didn’t pay much for them, did you?’ questioned Valance.

‘Just my size!’ exclaimed Nudge the gnome thief.

Koram frowned.

‘ I thought that we were going into the dungeons to the north and these creatures would make excellent pack animals because they can carry so much,’ the fighter explained.

‘What do they eat?’ asked the priest of the Spider God.

‘Anything they can find, I understand that they are superb foragers,’ came the reply.

‘No feeding costs! I am sold!’ Valance said excitedly.

Noftol

No. Enc.: 1d4 (1d8+2)

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 4

Hit Dice: 5

Attacks: 1

Damage: 1d4 (bite or gore)

Morale: 7

Hoard Class: XX

X.P.: 95

The noftol are scavengers of the highest order, scrounging sustenance from just about anything. This makes these creatures incredibly stout and tough over time and while they are small (about the size of a large dog) these creatures have a thick hide and equally thick bones. Looking like a cross between a rhinoceros and a bear, these two horned creatures make excellent underground pack animals, being able to see in the dark up to 60′ and having no fear of the land under the ground. Domesticated, noftol make excellent mounts and beasts of burden, being able to carry up to 350 lbs without a problem.

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[New Monster] Oathkeeping Imp

Oathkeeping Imp

‘Ouch!’ grumbled Valance as he glared at the hideous creature that had clamped onto his arm with needle-like teeth. ‘Okay, we had better go back and see that the elf is alright!’

‘How did you get into this predicament?’ Koram asked with a huge grin on his face.

‘As if you didn’t know!’ chided Chalk. ‘Gambling with the priests of Law again! And cheating, obviously!’

The priest of the Spider God looked a little more at ease when the group turned back and the strange imp lessened its grip.

Oathkeeping Imp

No. Enc.: 1

Alignment: Lawful

Movement: 90′ (30′)

Fly: 150′ (50′)

Armor Class: 4

Hit Dice: 4

Attacks: 1

Damage: 1d6 (bite) or 1d8 (sting)

Save: F4

Morale: 10

Hoard Class: Nil

X.P.: 125

The result of a strange deal struck between the gods of Law and the infernals that follow laws to the letter (also known as devils), Oathkeeping Imps are vicious creatures that satisfy both sides of the equation: keeping promises and oath and punishing and causing pain upon those who break laws. These small creatures rarely stand above a foot in height and resemble a standard imp, with batlike wings and a stinger on the end of its tail. These creatures may be called upon by clerics or priests or even by magic-users with the appropriate summoning spell on a scroll. This simple summoning calls one of these creatures and an Oathkeeping Imp will obey only one order: making sure a particular subject keep an oath, if the promise is broken this creature will do everything it can to bring misery upon the oathbreaker, including attacking outright, chiding and babbling about the broken promise nonstop and even screaming or yelling at the worst possible of times. The Oathkeeping Imp will remain with its subject for one year and a day or until the oath/promise is upheld.

In combat or when punishing an oathbreaker an Oathkeeping Imp uses either its mouthful of needle-like teeth for a vicious bite or three times per day the creature can deliver a painful sting with its tail that causes damage and injects a poison that causes such pain that the subject has -2 to Strength and Dexterity for 1d4 hours per sting.

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[New Monster] Dintel

Dintel

Valance jerked his head around, seeing creatures out of the corner of his eye. He thought he saw something thin-limbed the last time he spun around. He decided he had better tell the others back in camp. Just then something curled around an ankle and dragged him slowly into the underbrush.

Cursing and spluttering the priest of the Spider God emerged from the bushes a few minutes later, a little disheveled. A half a dozen hideous looking spiders skittered after him and jumped onto his robes, nestling in the folds.

‘What happened to you?’ Chalk asked when Valance returned to the adventurer’s camp.

‘Nothing that six blue nightbiters and I couldn’t handle,’ replied the priest smugly. ‘But there are some little fiends in the woods not far away that are handy with traps and snares, we had best be on the alert, especially at night.’

Dintel

No. Enc.: 1 (1d4)

Alignment: Neutral (Chaotic tendencies)

Movement: 120′ (40′)

Armor Class: 6

Hit Dice: 3

Attacks: 1

Damage: 1d4 (bite or hit) or 1d6+4 (constrict-see below)

Save: F3

Morale: 8

Hoard Class: XIx2

X.P.: 75

Dintel are strange little folk that live in bogs and fens and even into tropical areas where they thrive in deep jungles, anywhere that vines and ropy plants grow is the perfect habit for these mischievous creatures as they have an unnatural affinity for such plants and may control any vine like plant (including natural ropes). Dintel never become trapped or ensnared in any natural vine or rope and they may weave a web (as the Web spell) to throw at opponents (up to 25′). Three times per day a dintel may control all ropes and vines within a 25′ radius, using these to ensnare, bind or constrict. Opponents must make a save versus spell-like devices to avoid these perils. Cutting through any magically animated vines or ropes will take 4 hit points of damage to sever the cord, vine, etc. These creatures have been known to ambush people in urban areas, using pilfered rope. Magically animated plants do not trap or hinder dintel.

Dintel appear as short, brown creatures with spindly limbs and vague facial features.

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A slight interlude

Hello, faithful readers!

Last year I took a week or two off in March, this year will be April. I have a few things happening, including moving house. I will also use this time to get caught up on comments and editing. Will return soon!

 

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[New Magic item] Eggs of Shadow

Eggs of Shadow

With his usual vicious grin Stork held aloft one of the strange enchanted eggs he had just stolen from the lair of the elf adventurer. Vistis the Blue Mage looked unimpressed.

‘This is just one of many!’ he announced proudly.

The sound of an arrow whizzed through the air and the eggshell was broken by an arrow shot with great precision.

A misty, shadowy shape appeared.

‘Attack the humans!’ a voice urged from the direction of the arrow.

‘Great job!’ Vistis snarled as he swung at the shadow with his staff.

Very rare magic items, Eggs of Shadow are little more than common hen’s eggs that have apparently been hollowed out and have a tiny wax seal affixed to them. Magically toughened, these enchanted items can still break easily and cause all sorts of mayhem if not properly handled.

Benefit: Each Egg of Shadow contains a shadow from the Plane of Shadow that has been magically trapped inside the shell and helpless to break out. If the egg takes 2 hit points of damage (or falls from a height greater than 3′) the shell will break, releasing the shadow within. The newly freed creature will obey the one responsible for breaking the egg (even if not the original owner of the magic item) for one hour of time, whether fighting for the one who freed it, running an errand, sending a message, etc. After one hour has passed the creature is free to roam the plane at will. Rumors persist that there is a town somewhere, long abandoned by the living, that these freed shadows congregate to and ‘live’ in. At times other shadow monsters have been insinuated in these enchanted eggs as well.

Usable by: Anyone.

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[New Magic Item] Tendril Pipe

Tendril Pipe

Nudge the gnome thief quietly pocketed the cache of small gems that he found hidden in the larder of the strange halfling adventurer. As the small robber began to climb a barrel and escape through a window he heard a striking sound and saw a small flash out of the corner of one eye. Suddenly something grasped an ankle right before he could get away. The gnome felt himself being dragged towards the center of the room.

‘Going somewhere, thief?’ a low voice asked.

Nudge turned to see a halfling smoking a pipe, a pipe that had smoky tentacles writhing from it.

Curious artifacts from a previous age, tendril pipes are magical smoking pipes that have gotten more than one mischievous gnome or halfling into trouble. Some say that disputes and quarrels have been settled by using these magic items.

Benefit: When the pipe tobacco is lit a Tendril Pipe exudes thin, ropy tendrils of smoke that the smoker can use for a variety of purposes. The 1d4+2 tendrils can be used for picking pockets (45% chance or 20% added to a thief’s skill), to climb up walls and other surfaces (85% chance) or to be used in combat, each tendril dealing 1d3 points of damage or these can be used to grapple, with a 65% chance to pin a target and hold the subject for up to two rounds. These tendrils can also be used to trip an opponent (60% chance) or grab an ankle or arm and draw a subject near (55% chance). Each tendril has a ‘life’ of ten minutes (1 turn) before dissipating unless it takes 4 points of damage, which will also destroy a tendril.

Usable by: Anyone.

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