[New Magic Item] Stole of Scales of St Ebbis

Stole of Scales of St. Ebbis

‘What do you think this is worth?’ Vistis the Blue Mage asked Stork as the two regarded a piece of the treasure of the Twisted Tower; a remarkably good looking ermine stole.

A trio of lizard men, upon hearing the two adventurers, surprised them while hunting for the treasure themselves. Instinctively Vistis threw the stole, the only thing in his hands at the moment, at the lizardmen.

Screeching and clawing the three reptilian humanoids dropped their weapons as the stole seemed to writhe over them, squeezing and constricting them, almost as a giant furry snake. The creatures fled and the stole lay there with the rest of the treasure, motionless.

Stork picked up the ermine stole and a grin revealed his shark-like teeth.

‘What is this worth? Rather a lot, I’d say,’ replied the wily sorcerer.

This well preserved ermine stole belonged to the benevolent and kind St. Ebbis, devout follower of the Sun God and Lawful character that had a thing about getting rid of reptilian creatures. Dragons subdued and dropped off in the middle of nowhere or that get a chance to escape often enjoy a long, slow revenge upon those that subdued them.

Benefit: Just being within 30′ of reptilian creatures under 4HD will cause these scaled creatures to recoil and leave the area. Once per day the item’s bearer may attempt to throw the ermine stole around the neck of a larger reptilian or scaled creature (such as a dragon, wyvern, giant turtle, etc). On a roll of 19 or 20 the creature is subdued for three turns, after which time it will shake the stole free and leave the area. Lawful characters, especially followers of St Ebbis only need a 17+ to subdue these creatures.

Usable by: Anyone. Lawful/devotees of St. Ebbis receive a +2 to their roll.

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[New Monster/Encounter] Vobliv of the Balance

Vobliv of the Balance

The adventurers, weary of travel, were looking for a place to set up camp for the night when one of them spotted the thing up in the tree. A cry rang out and the four looked up to where the fifth was pointing. The thing in the tree looked down and made a strange tittering sound.

‘Fear me not, brave adventurers, for I am Vobliv of the the Balance! I mean you no harm. If you approach nicely I may even help you on your journey,’ the odd mixture of jackal and toad said to them.

The elf fired an arrow at it, thinking Vobliv an earthbound daemon. Pointing his staff at the demi-human Vobliv smirked and the elf clumsily fumbled to grab another arrow.

‘Anyone else?’ Vobliv inquired of the remaining four. No others raised a hand to the strange creature and it granted the others boosts here and there that shown almost immediately.

The next morning the thing was gone from the tree, but the elf was still clumsy and the others retained their gifts from the strange old creature.

Vobliv of the Balance: AC 2 [+17], HD 7 (31hp), Att 1 × claw (1d4+1) or staff (1d6 dmg or raise/lower Attribute by 1d3) THAC0 11 [+8], MV 30’ (10’), SV D8 W9 P10 B10 S12 (7), ML 10, AL Neutral, XP 2500, NA 1 (unique?), TT E, G, L, M ▶ Ornclak the Staff of Vobliv: can add or reduce 1d3 to any Attribute, temporarily or permanently, can grant any living creature one Spell-like ability up to the equivalent of a 3rd level spell, usable once per day up to at will.

Mant scholars believe that Vobliv is an ancient, dying god from a long forgotten pantheon. Looking like a cross between a bipedal toad and a jackal this being is part of the Cosmic Struggle and as such he is willing to grant anyone a boon, or a bane of they assault or anger him.There is no charge for a boon from Vobliv, he is no conniving demon or plotting angel, Vobliv simply gives those who encounter him and ask for it a boost. Rumors say that this boon is visible by powerful beings of Law, Chaos and Neutrality and that they may act accordingly. But this is just a rumor, right?

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[New Monster] Skeletal Arcanist

Skeletal Arcanist

Stork stood resolute before the skeletal wizard.

‘You do not fear Xerok the Cruel?’ the undead creature asked, a quartet of armed skeletons standing menacingly in the background.

‘Hardly, I have faced a liche before. Now about trading for some ancient scrolls…’ replied Stork.

‘Ah, yes, I think I can help you, there is a small library just down that corridor and to the right, behind the secret door,’ said the skeletal wizard as he pointed ahead.

‘Vistis!’ Stork said and strode away.

The masked illusionist handed the skeletal spellcaster a small pouch of coins as he passed him and nodded in appreciation for the information.

Skeletal Arcanist: AC 6 [+13], HD 3 (13hp), Att 1 × claw (1d4+1) or Magic: Two 1st level, 2nd level and 3rd level spells and one 5th level spell; Animate Dead as a Special Ability. THAC0 16 [+3], MV 60’ (20’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 475, NA 1 (1d4), TT V ▶ Causes Fear upon sight of any creature that has knowledge of the Liche monster. Those who fail a Save vs Paralysis flee the area for one day and see Attacks for Special Ability.

The result of a spectacular spell-induced death, skeletal arcanists are very intelligent undead creatures that resemble skeletal wizards, this makes some believe that these lesser creatures are liches, which a skeletal arcanist will definitely use to their advantage, not that a liche a few levels down would not use to their advantage too. When and if it is realized that this thing is weaker than a liche the tables sometimes turn against them. Animate Dead is a popular spell for these creatures and they often have 1d6+2 animated skeletons in their company. Turned as a 4HD creature.

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[New Magic Item] Shield of Balance

Shield of Balance

Narrox the Feral strode confidently through the ruins and then he saw the quartet of halflings sitting around their campfire. The dog-headed Champion of Chaos snarled and drew an axe that seemed to snarl itself.

The halfings jumped into action, one in particular face off against Narrox with a shield that seemed to glow softly.

Narrox struck the shield and howled in confusion.

Now there were only two halfings.

Something sharp pierced the side of the Champion of Chaos. His next howl was one of pain.

‘Horkel the Lawful, at your service!’ came a voice somewhere beside Narrox. The Chaos Champion lashed out again, and this time a short blade bit into his other side.

‘And Kirel the Just, at your service!’ was heard at Narrox’s other side.

A half dozen pathetic mutants lurched into view and grabbed their bleeding leader only to carry him off into the shadows.

A piece of armor so hated by some in the Cosmic Struggle that armies have been diverted to avoid the one bearing it. Many a Champion of Law or Chaos has been laid low by this shield.

Benefit: In combat this enchanted shield adds +2 to the bearer’s AC and, in addition, those of Lawful or Chaotic alignment that strike the shield cannot see those of their opposite alignment for one round per level of the one striking the shield. For example, a 4th level chaotic fighter that hits the shield cannot see any Lawful beings around them for four rounds while a 1st level Lawful cleric that strikes the shield cannot see Chaotic individuals or creatures for one round. There is no Saving Throw as this shield is meant to encourage parley, although in reality it rarely does. Those of Lawful or Chaotic alignment that pick up this shield suffer 1d4 hit point loss per round.

Usable by: Those who can use a shield of Neutral alignment.

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[New Magic Item] Click and Bang Stone

Click and Bang Stone

‘Do we dare use this stone again?’ one of the halfling wardens asked another.

‘Just be careful with it. The last time we lost Sibos. It is useful magic, but dangerous,’ replied the other halfling.

The six halflings set up camp, complete with a fire as night fell. One of the little folk balanced a rune covered stone on its edge and instantly strange noises surrounded them. They were used to the noises now and could fall asleep without fear or hesitation despite the random clicks and scrapes and mewling sounds.

At the edge of the light cast by the campfire a small creature lurched into view. The small skeleton inched towards the fire, his cape and metal cap told the others it was their companion lost four nights ago to creeping undead things.

‘Sibos has returned!’ one of the halflings said.

Yet Sibos was undead now himself, and answered only to a master in the darkness. Without emotion the skeleton raised its short sword to its previous companions.

A very simple, yet effective magic item for those who do not wish to be disturbed at night. The side effects could cause further entanglements though, use with caution.

Benefit: A rune-covered enchanted oval stone that, when balanced on its edge will produce eerie sounds in a 35′ radius. Creatures of animal intelligence will not enter the area, with the exception of vermin (rats, mice, insects, etc) while those of Semi Intelligence plus must make a Save versus Paralysis or flee the area for 1d4 hours. Those who make their saving throw are still -1 to hit and damage due to the strange and unnerving noises. There is a 10% chance that any ghost, ghoul, animated skeleton, poltergeist or similar undead will be attracted to these sounds and will try to add to the chaos if possible.

Usable by: Anyone.

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[New Spell] Szark’s Ropeweight

Szark’s Ropeweight

Bakra-do looked at the small stone that the rope in his hand was tied to then looked at the wizard.

‘It will hold your weight, if you quit dawdling before the spell elapses!’ Nordwid the Neverlate told the mercenary.

The mercenary took a deep breathe and descended over the edge of the cliff. He breathed a quick sigh of relief and started to lower himself. Wizards were tricky and he was always wary of their spells.

Nordwid simply leaped over the side of the cliff and slowly floated to the ground like a feather.

‘You don’t trust your rope?’ Bakra-do asked when they both got to the bottom of the cliff.

‘Not with this ring that slows my falls,’ the wizard replied. ‘Only problem is that the ring doesn’t allow me to fall up.’

Szark’s Ropeweight (Arcane)

Level 3

Range: Touch.

Duration: Three rounds per level of caster.

This spell allows the caster to alter the weight of anything tied to the other end of it up to plus or minus ten times. With it a 3 lb jug tied to one end can be swun around and strike a target as if it were 30 lbs, dealing much more damage. Or a 30 lb rock can become a 300 lb anchor for climbing or descending in a pinch. Works on living creatures and constructs too. If a magical rope has this spell cast upon it the caster must make a Save versus Paralysation with a -2 modifier. If the magic-user fails they are stunned for 1d4 rounds, if they make the Saving Throw then the spell can be ‘piggybacked’ onto the enchanted rope for the spell’s duration.

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[New Magic Item] Wand of Lock Attunement

Wand of Lock Attunement

Vistis the Blue Mage searched frantically through the pockets of his robes.

‘Quickly! Someone is coming!’ urged his adventuring companion, Stork the sorcerer.

‘We really need a thief….here’s one!’ Vistis said and he held a key in one hand and touched a lock wih another then he proceeded to open the lock with the newly altered key.

‘Let’s go!’ the illusionist shrieked to the sorcerer just before the guards arrived.

The door clanged shut in the face of the captain of the guardsmen.

‘Key!’ he shouted.

Yet for some reason no key could be found on the master keyring, even when the frustrated captain searched himself.

By the time the guardsmen were through the two wily spellcasters were long gone.

A simple enough magical wand that can overcomplicate things in time. And don’t get caught with one on your person by the constables!

Benefit: This enchanted wand will cause any one key in hand to attune itself to a lock touched by the bearer with the wand. This allows the lock to be opened and closed with no problem. This also causes a situation in which another key for this lock (quite often the closest), if one exists, takes the form of the key used to open the lock current lock. Each wand can hold three charges and one charge will replenish itself per week.

Usable by: Thieves and illusionists.

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[New Magic Item] Weird Keys of Klond

Weird Keys of Klond

The cat investgated the room with great intent, looking high and low for something in particular.

Suddenly the lock jiggled and the animal ran towards the door.

Too late, the key slipped from the lock as the thief picked it and fell with a thud to the wooden floor and the door opened just as Stork, who had been the inquisitive cat a few moments ago now grasped for the door handle in vain.

‘Who are you?’ the thief asked in surprise.

‘I could ask the same,’ Stork replied with a hiss as he snatched his key from the floor.

The thief shut the door as he drew a dagger.

Stork grinned and drew a wand.

‘Are you the wizard Stork?’ the thief inquired with wide eyes.

‘Yesssss,’ Stork replied with evil delight as the thief tried to escape.

These keys stand out in that the bow (the end of the handle) of the key is in the shape of a stylized animal. You may not open any locks with these keys, but you can find other ways to get passed a lock with one.

Benefit: Insert one of these keys into any lock on a thing (a door, chest, window, etc), basically, not a padlock itself, but a lock that locks something specific and the one turning the key will become a typical version of the animal represented in the bow of the key. Normally these are mundane animals, such as cats, dogs, bats, rats, weasels, etc and the person transforming retans his or her mental attributes and has the animal’s physical attributes. This change typically lasts for one hour per level of the person with a half hour maximum for zero level characters. If the key is removed by anyone, including the transformed, intentionally or not, the magic is over and the person regains their normal form. All clothing and gear transforms with the person and it is common for one trait of the person transformed to be seen in the animal shape they take (hair/eye color, limp-which does not affect physical Attributes in animal form, etc).

Usable by: Anyone.

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[New Spell] Animate Clay Thing

Animate Clay Thing

The trio of adventurers sauntered into the small village and were immediately amazed by what appeared to be the occupants of the place; small, strange beings of clay that seemed to go about their business with a type of purpose, yet their expressions were blank as that of any simple clay sculpture. Just as the elf ranger was about to say something pithy a human appeared, falling out of a tavern window.

‘Oi! I spilled my drink!’ he exclaimed. The yokel pointed to one of the clay menagerie and made a drinking motion. It dropped its broom and walked to the bar and made the same gesture to another clay figure that poured a drink, handed to the first clay thing and it walked it back to the drunkard.

‘What sort of place is this?’ the elf asked aloud.

‘Welcome to the village of Burusk, where we love our priest of the goddess of ale and wine!’ the yokel stammered.

Fellhorn the druid turned to his companions.

‘This is why I dislike society as a rule,’ he whispered to them.

‘How about you?’ the elf asked the gnome illusionist. ‘This sort of sloth seems to be your thing.’

The gnome crossed his arms and eyebrows and scowled, although secretly he thought these people seemed to have it rather good.

Animate Clay Thing (Cleric)

Level 3

Range: Touch.

Duration: One year and a day. Maybe be cast again upon same object.

This prayer animates a small sculpted clay being. The image may be of anything and must be no larger than a medium sized dog. This animated clay can act as a beast of burden, bearing up to 500 gold pieces in weight, a torch bearer, butler or even combatant, fighting as a 2+2HD creature dealing 2d4 damage with a pummel attack. Not needing to eat, sleep, drink or breathe the resulting creature may be given simple commands and may be sent into dangerous areas although it cannot speak and if submerged in water for longer than 24 hours it may begin to dissolve, losing 1 HP per hour after one day submerged, this will heal naturally if exposed to air before being destroyed. If this spell is successfully cast upon the same figure three times within three days of the spell elapsing there is a 75% chance of the creature gaining a spark of divine life and receiving a 2d6+4 Int as well as other Attribute points as an NPC. The enchanted clay may be kept by the caster or bonded to another at the time the spell is cast.

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[New Encounter] Pond of Krognol

Pond of Krognol

Koram emerged from the strange waters of the enchanted pond and looked around. The fighter breathed a sigh of relief when he saw Valance and Chalk.

‘He’s wiser than I thought,’ the priest of the Spider God admitted.

‘We cannot afford to lose anyone else,’ the wizard Chalk said. ‘I am glad we all made it safely….because…..’

He jerked a finger behind him at the strange four-armed entity that was brandishing three swords and a scepter.

‘State your business in this land,’ the monstrous humanoid bellowed in a deep, booming voice.

‘We are here to find the thief city of Vorgiss, said to be in this lands,’ replied Chalk.

‘And your coins? I do like collecting coins from other worlds,’ the ogrish thing said.

They each produced a smattering of silver and gold coins and offered them to the creature who seemed delighted.

‘You may pass. And your path home will not be challenged from here,’ the guardian said.

‘And where may we find Vorgiss?’ asked Koram.

The green skinned thing pointed a sword in three different directions and the scepter in the fourth as it grinned.

The trio of adventurers all smirked and headed East for no good reason.

In most worlds the Pond of Krognol appears as a small pond with a mirror-like smooth surface, almost as if it was made of mercury. Anyone with access may enter the still water and try to enter another world, which may be another Prime Material plane or even an Outer Plane. No Inner Plane versions of this pond are known to exist.

In the game: The Pond of Krognol may be used to access other worlds, keep in mind that some worlds do not want visitors and this magical pathway may have several guardians around it, some may naturally not get along yet have forged an alliance temporarily to help each other to repel intruders. A Wisdom attribute roll must be passed by each one who seeks to travel in this way and those who enter within one turn and succeed with this attribute check will emerge from a similar pond at their desired destination although there is still a 14% chance of extra-planar interference. Those who fail their attribute save are dropped off at random somewhere in the multiverse where there is another enchanted body of water like the Pond of Krognol. Once submerged in this pond one will not drown as the magical waters grants Water Breathing as the magic-user spell.

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