[New Magic Item] Pipe of Tongues

Pipe of Tongues

Many of the patrons of the Snarling Salamander laughed at the joke, Koram was frustrated, not speaking Elvish.

‘Here’, the dwarf adventurer said, handy Koram a pipe full of halfling pipe-weed.

‘I don’t….’ the fighter began.

‘Just try it,’ the dwarf assured him. He then took the pipe and inhaled deeply.

Koram then found himself telling jokes in Elvish, much to his amazement.

This strange wooden pipe is carved so that the bowl resembles an open mouth with a tongue sticking out of it. Appearing to be rude or at least a bit cheeky, this magical pipe is handy for most everyone at some point.

Benefit: While lit and in use with any pipe tobacco (ahem, or suitable smoking substance, but must be something smoked, not like wood chips or paper shreds) this magical pipe allows the smoker to understand all languages being spoken in a 40′ radius, regardless of Int bonus and to be able to speak them in return. Each full bowl lasts roughly one turn (ten minutes) and can be refilled. After three times in a row without a break the smoker has a 70% of feeling sick, with a cumulative 10% chance afterwards until they take a break.

Usable by: Anyone.

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[New Monster] Skull Vulture

Skull Vultures

Stork sat confidently on the boulder as the strange creatures advanced and surrounded him.

‘What do you want, human?’ one of the winged, vulture-headed wolves asked the wizard.

‘To use your services to track an enemy,’ he coolly replied.

A hissing laughter erupted from the quartet of creatures as they surrounded Stork.

‘Or?’ the same creature asked.

‘Or my friend over their unleashes a spell that will tumble all of those bones you have neatly stacked into homes and I will set those bones that you have carefully collected onto fire,’ Stork replied, revealing his shark-like teeth.

A couple of the creatures whimpered in exasperation and their leader conceded.

‘We will work for you if we can have the bones of at least one of those you seek,’ the thing replied.

‘Oh, absolutely!’ Stork replied and they struck a deal.

Skull Vultures
These vile creatures of average intelligence look like vulture headed coyotes or wolves with bat-like wings. Known as Skull Vultures for their obsession with collecting bones of all kinds, but especially skulls to make their lairs out of, carefully stacking and piling skeletal remains of other creatures for reasons unknown. Walking upright or on all fours these clumsy fliers don’t mind revealing fresh skulls from those that they kill and eat. It is rumored that a way to confound these creatures is to knock over their skeletal creations, which will distract them and make it harder for them to concentrate in combat (-2 to hit if a skeletal hut or lair of theirs is destroyed or knocked over). Excellent trackers, these creatures have a 75% chance to track their quarry. Incidental treasure is scattered among the bones, sometimes a rare magic item can be found.

Skull Vultures: HD 4; AC 5[14]; Atk By claw or bite (1d4+2); Move 6 (18 fly); Save 13; CL/XP 5/130; Special: Flyers, 50% Magic Immunity, darkvision; AL Chaotic.

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[New Spell] Familiar Rampage

Familiar Rampage


Navnen returned to the cottage the adventurer’s shared looking ragged and as if he had just taken a sound beating.

‘What happened to you?’ Valance asked.

‘You know that sorceress that lives a few blocks over with that ill-tempered gray cat familiar?’ the thief replied.

‘Yes, I do,’ said Chalk.

‘Don’t ever go to her place unannounced, that cat is a killer!’ Navnen told his fellow adventurers.

‘Binksy?’ Koram asked.

‘It was huge! Savage!’ was all the thief could say.

The other three exchanged glances.


Familiar Rampage (Magic-user)

Level 5

Range: Touch.

Duration: One round per level of caster.


When cast this wizard’s spell causes his or her familiar to become bigger and more dangerous for a time. Any familiar immediately increases in size to Medium, doubles normal movement and suddenly has 5HD and an attack that deals 1d8+2 damage. A Dispel Magic spell will counter this affect and return the creature to normal size. Many magic-users jealously guard this spell so that in a ‘wizard duel’ they may gain the upper edge easily.

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[New Spell] Druid’s Curse: Burned by Rain

Druid Curse: Burned by Rain


‘Look’s like a storm is coming, a bad one,’ the dwarf said as he surveyed the sky.

The young wizard smirked and scanned the nearby landscape. He stopped and seemed to regard a dilapidated old stone building not far away.

‘How long until the rains come?’ he asked the dwarf.

‘Still dodging that druid’s curse?’ the halfling thief asked.

The wizard nodded sadly.

‘I’d say an hour at least, maybe two. We can wait it out in that old building,’ the dwarf answered, his grumbling barely audible.


Burned by Rain (Druid)

Level 3

Range: Touch.

Duration: One month per level of caster or until dispelled.


This strange druid’s curse causes all rain and snowfall, magical or non-magical, to burn the target’s skin, causing 1d4 points of damage per turn until the cursed one finds shelter. Only shelter or full plate armor will protect from the burning sensation and damage, although other forms of clothing and armor remain undamaged, these will not protect from the curse’s effects. Shelter means a structure that has been made of wood or stone, or a cave or under an overhang, etc.

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[New Magic Item] Strange Ring of Gistomus

Strange Ring of Gistomus

‘This is so not good,’ Navnen said as he tried wrenching the ring from his finger.

‘We will find someone to remove it,’ Chalk assured him.

‘Why can’t you or Valance have that spell?’ Navnen asked, exasperated.

‘I can solve this,’ Koram said confidently as he drew a small ax from his belt.

‘No, no, no!’ protested Navnen.

‘Why are you so upset?’ Chalk asked.

‘I’m the thief! A thief that can’t touch money without burning! I will be laughed out of the guild,’ Navnen answered.

‘Ah, but a dashing thief,’ added Valance.

Some magic items are a blessing and a curse, such as this one. Made for mischief, this magical ring is sought after and sometimes disparaged by the one wearing it.

Benefit: When placed upon a finger (or toe) this magical ring latches on tight, removable only by a Remove Curse, Limited Wish or Wish spell. The ring’s new owner suddenly adds two points to their Charisma attribute which remain in place as long as the ring is worn. However, the subject also has an aversion to touching coins of any kind. Any coin touching the one wearing the ring will cause a burning sensation that does no damage yet makes that person -1 to hit in combat for up to 1d4 turns afterwards.

Usable by: Anyone.

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[New Monster] Creeping Hand of the Colossus

Creeping Hand of the Colossus

The huge rotting fist crashed down among the adventurers, scattering them in all directions. Standing on three fingers the titanic hand flicked a finger at Koram and one at Chalk, then launched itself and tried to pummel Navnen who darted out of the way before impact.

Trying to catch his breath from the impact of the that knocked the wind out of him Chalk looked at Valance.

‘Why doesn’t it try to attack you?’ the wizard asked.

‘Afraid of spiders?’ Valance answered as he sent several arachnids the size of small dogs to attack the thing.

Chalk smirked at the answer.

Creeping Hand of the Colossus

No. Enc.: 1 (rarely 1d4)

Alignment: Chaotic

Movement: 60′ (20′)

Armor Class: 5

Hit Dice: 4+4

Attacks: 1 or 2 (see damage)

Damage: 1d6+2 (‘flick’ attack, can be done twice) 2d8 (‘pummel’, can be done once)

Save: F5

Morale: 12

Hoard Class: Nil/Incidental

X.P.: 200

Many ages ago a great demigod fought the hundred-handed Colossus and cut off its hands and sent it maimed and bleeding into the void. However the hands retained the will of their owner and while scattered across the land, the evil that they do never seems to diminish. Nowadays many of these gigantic animated undead hands lurk in underground lairs, waiting to kill any Lawful or Neutral creatures that they can to further the cause of Chaos. These undead creatures cannot ‘see’ yet they sense their surroundings as if they could see and hear. In narrow tunnels or shaky ground these things have a flick attack which they can do twice per round or, if they are on higher ground or can project themselves up at least 15′ a Creeping Hand of the Colossus can execute a pummel attacks as a huge fist that deals devastating damage. Immune to Sleep and Charm spells and taking double damage from fire, sometimes evil spellcasters reason with these animated undead and use them as mounts.

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[New Spell] Those Who Fear?

Those Who Fear?


Vistis the Blue Mage brushed against the brash young mage and apologized before slipping into the crowd. Almost instantly the young wizard seemed to be brimming with confidence and made a snide comment to a half-orc that passed by. The brute stopped, almost shocked at the bravado of the spindly spellcaster.

‘You can run now,’ the wizard said, puffing out his chest and standing proud.

The half-orc punched the human hard enough to knock him unconscious.

‘Now that spell is endless entertainment that we can use once we find Chalk and his companions,’ Stork said with a sneer as he watched the “fight”.


Those Who Fear? (Illusionist)

Level 2

Range: Touch.

Duration: One day per level of caster.


This spell causes the target to firmly believe that all enemies of theirs are in complete fear of them and will scare off easily, especially before an encounter. This causes the target to suffer -1 to hit in combat due to the disbelief that an enemy would be brave enough to actually attack, in fact the confidence may cause the affected to shout or scream in an attempt to frighten any enemies. Any enemies with one half of the Hit Dice of the affected or less must Save vs Spells or flee the area, this can bolster the confidence of those under this spell, however creatures with more than half of the Hit Dice of the target of the spell are not so easily convinced.

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