[New Spell] Vegetal Toxicity

Vegetal Toxicity

Darsh the druid felt a firm grip on his upper arm as he wandered through the town market. Turning quickly he recognized an old rival from the druidic circles he used to roam about in.

‘Ah, Darsh, so good to see you. Let’s let bygones be bygones, shall we? Life is too short for such quibbles as we’ve had in the past. Come, tonight is a feast for our grove provided by these good townspeople for protecting the surrounding woodlands. Please, come as our guest,’ Nizeni offered warmly.

Darsh’s stomach growled, either with hunger or apprehension, he did not know which, so went with the former.

‘I’d be glad to, thank you, Nizeni,’ Darsh replied.

‘It is my pleasure. Come, this evening and savor the best fruit and vegetables for miles and miles and miles,’ the other druid said with a grin that Darsh probably should have interpreted as sinister, yet he did not.

Vegetal Toxicity (Druid)

Level 3

Range: Self or Touch.

Duration: One day per level of caster.

When cast upon a living creature this spell causes all vegetation, or plant life, eaten to be toxic to the one eating it. Normal vegetables poison the eater to the effect of 1d6 points of damage for 1d4 rounds and a -2 on all rolls for 2d4 rounds thereafter due to the effects of the spell. Normally poisonous vegetation, if eaten while under the effects of the spell, deals 2d6 points of damage for 2d4 rounds and the victim is -3 on all rolls for 3d4 rounds afterwards. While meat can be consumed normally, ANY fungus eaten, even highly toxic, will be edible and nutritious to the diner.

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[New Magic Item] Belt of Gems and Jools

Belt of Gems and Jools

‘I’ll not wear the thing,’ grumbled Wrilk the dwarf.

‘Why not? I can’t wear it, I am the one they will suspect of treachery, not you,’ replied Bakra-do.

‘It is a gnomish thing. I will not be caught wearing sucha belt, it is garish!’ the dwarf snorted.

‘Okay, fine, you get sixty-five percent of the take,’ the mercenary offered.

‘Done. Good lad,’ Wrilk exclaimed as he tied the burgundy belt on. ‘Afterall we dwarfs and gnomes are just cousins of a sort.’

Bakra-do was about to say something snarky about that, yet decided to swallow his words and focus on their caper.

A deep burgundy belt that is made of sturdy material. No problem keeping the trousers up! Not difficult to keep as long as it isn’t recognized by jealous thieves. Thought to be a gnomish invention because gnomes do that sort of thing.

Benefit: This enchanted belt has two small pockets on the inside a either hip that will, on the utterance of a command word, teleport any small gems or jewels within sight into one of the two pockets. The belt can carry up to two pounds of gems and/or jewels (not jewelry) an the command word works twice per day. The value of course depends on the actual cut and value of the stones being pilfered. Being caught in possession of one of these magical belts is a crime in many large cities.

Usable by: Anyone.

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[New Magic Item] Crossbow of the Longer Lived Adventurer

Crossbow of the Longer Lived Adventurer

Krogak looked grimly at Nizzam then Arzax.

‘This may be it, down in this forgotten dungeon, where we die,’ the fighter told the thief and wizard.

‘What about that magic crossbow that you are always crowing about?’ Nixxam asked.

‘Oh yeah, I forgot about that,’ replied Krogak as he retrieved the weapon from where it was slung across his back, loaded and fired it upward. A rope extended down towards the adventurers as they climbed out of the way of the wave of green slime moving towards them, the end of the rope smoking ominously as the deadly underground hazard touched its tip.

A well made crossbow that seems to bear both elven and dwarven runes, intertwined in strange patterns. Clearly a weapon from a different time.

Benefit: In combat this enchanted light crossbow is +1 to hit and each bolt deals 1d6 damage. In addition, there is a command word that will allow the weapon to do the following once each day:

  • Turn the bolt into a grappling hook and rope that has a 90% chance of catching on a nonliving target within 75′ and either being able to climb the rope effortlessly or bring the object (if light enough) towards the bearer of the weapon.
  • Cause the bolt to catch on fire and hold that fire until it hits its target, dealing an extra 1d4 fire damage.
  • Multiply the loaded bolt so that one attack can hit four targets, one target four times or any combination of these up to four.
  • Transform one bolt into a signal flare that burns bright and falls very slowly, allowing all in the area plenty of time to see where the shooter is.

Usable by: Anyone who can use a crossbow.

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[New Spell] Fog of Undead

Fog of Undead

‘The peasants have all run off in fear,’ Jharka reported to Arzax the magic-user who now looked like some dreadful liche upon his skeletal steed. Having left the eerie fog, Jharka looked like a living human, so he pulled his hood down to attempt to fool any onlookers.

‘Okay, let’s move together and loot this place, and hurry, we have about an hour,’ the wizard replied.

‘Hurry?’ Jharka asked.

‘Yes, once this spell wears off and we look like ourselves again the torches and pitchforks are going to come out. Get someone to collect food, some wood for burning, the rest of us will look for treasure,’ Arzax ordered and Jharka prodded his own horse and quickly gathered the bandits into a ragtag group of scavengers while the wizard nervously bit his lip and tried to find the sun to figure out the time as he noticed a few stray skeletons joining them, standing guard with who they considered other undead.

Fog of Undead (Magic-user)

Level 4

Range: 250’+25’/level.

Duration: One turn (ten minutes) per level.

This magic-user spell conjures a strange, sickly green fog tat envelops the caster and their companions and then projects the illusion that these individuals are all powerful undead. After this, as long as those participating stay within the fog they will look undead and true undead will believe that these living are dead like them (intelligent undead may receive Save to disbelieve) and will generally join this group, creating a formidable force of undead creatures that are -1 to hit while within the fog and have a Morale of 11 if they did not before.

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[New Magic Item] Tunic of Survival

Tunic of Survival

Viski the adventurer bumped into an old rival, Bhorka the explorer. The two eyed each other, each began to fumble in the pockets of their respective tunics until they realized that they wore similar tunics.

As the air began to crackle ominously the two adversaries stepped away from each other, arms outstretched, palms facing the other. More steps until the electricity in the atmosphere faded and a faint scent of ozone remained in the air.

‘Next time,’ Viski growled.

‘Oh yeah, next time, you will be sorry,’ Bhorka threatened as the two kept backing away from each other and faded into the crowd on either side of the market center.

Practical and very useful for adventurers or those that go ‘Out There’. Once it is rumored that one of these is in a town the search is on.

Benefit: This simple tunic has several pockets, one contains a day’s worth of rations and a enough water to keep one alive for a day in a large cup. Another pocket has tinder, flint and a small amount of wood shavings, enough to start a fire. Yet another pocket contains a bedroll while the final pocket will produce a dagger that is +1 to Hit and deals 1d4+1 damage. Maybe a hidden pocket in a sleeve contains 2d20 gold pieces that can be called upon once per day, yet must all be spent before more coins appear. Not to be relied upon fully, yet very handy to have ‘just in case’. Note: if two or more of this magic item come within 25′ of each other they explode within three rounds, dealing 3d6 damage to each wearer.

Usable by: Anyone.

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[New Magic Item] Writ of Level Leaping

Writ of Level Leaping

‘Bugbears! A lot of them!’ Krogak shouted.

Nixxam the thief raised her hand and read the sheet of paper in her hand followed by the word, ‘down’.

‘Trolls! Quite a few of them!’ Krogak yelled.

The sheet of paper burst in flames in the thief’s hand which monentarily caused the lumbering trolls to shrink back before advancing, teeth and claws ready for battle.

Sages will speculate that the difference between this and a magic scroll is that scrolls can be used only by a few and anyone literate can use this magic item. Use with caution and as either a last chance option or something when you know where you are going.

Benefit: When this magical writ is read aloud it transforms the reader and their immediate party one level up or one level down in a building or subterranean setting. In the case of buildings the person or group might find themselves on a roof if ‘Up’ is the choice and the party is on the top floor. If in an underground environment and ‘Up’ is solid rock with no level then the party finds themselves two levels ‘Down’. If there is no further ‘Down’ no movement is made. In all other circumstances the individual or party moves one level up or down if, for example, in a dungeon setting. Writ is destroyed upon use. Know your map, trust your allies.

Usable by: Anyone.

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[New Magic Item] Mask of the Witch Queen

Mask of the Witch Queen

‘Where is that mask!’ shrieked an exasperated Atki as he went through the various drawers and cupboards of the small cottage.

‘What is wrong?’ Vogda the dwarf asked as he drained another mug of ale from the small cask at the table.

‘The chief recruiter for the thieves guild is coming by th visit soon and I am not a wizard,’ the thief replied.

‘Is that a problem?’ inquired the dwarf.

Atki removed his hood and Vogda looked shocked as he gazed upon the face of a cold hearted killer.

‘It is if I am wearing his face,’ the thief replied.

‘I’ll be down at the pub,’ the dwarf said as he hurriedly got his boots, cape and axe on and headed for the door just as an ominous knock caused both to freeze in place.

This mask bears a few jewels yet is otherwise smooth and looks like delicate porcelain with two holes for eyes and two for nostrils. Few use this that aren’t up to no good. If you thought witch kings were bad, their counterparts can be just as devious.

Benefit: In addition to holding Charm and Sleep spells that may be cast once per day this enchanted mask will also hold up to three ‘faces’ for its owner. These must be the faces of a sentient non-divine being that the mask’s owner has encountered before. The magic of the mask transforms the face of its wearer so that when the mask is removed the face IS the same as that of the being encountered before, the magic is now gone from the person and while the mask will still radiate magic the person’s face will cannot be seen as an illusion because it isn’t, it is an exact replica of its target. This effect lasts for three days or until dispelled, by either changing the face in the mask with another or with Dispel Magic.

Usable by: Anyone.

Only 19 more posts until…3000!

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[New Spell] When the Arrow Hits the Bone

When the Arrow Hits the Bone

Three riders sat outside of the town on their horses, waiting in the early morning sun.

Suddenly the wizard Arzax twisted in his saddle, looking East and raising his hand.

‘The prince is dying, now we storm the castle,’ Fwen the Outlander said confidently as he saw the magic-user give the signal from up on the small hillock with his lackeys.

‘I hope Arzax was worth the gold,’ muttered Grolki the dwarf as he readed his axe next to Fwen.

‘If not we hunt that wizard down and make him wish he had never been born,’ replied Fwen.

Arzax did get into a situation in which he regretted his birth, yet it had nothing to do with this day, just the meddling of wizards.

When the Arrow Hits the Bone (Magic-user)

Level 2

Range: Touch.

Duration: Instantaneous.

Magic-users use this spell as a ward on arrows or other missile weapons. When the arrow strikes either a target with less than half of their hit points or hits with a 19 or 20 (or one causes the other) the one who cast the spell instantly knows who was hit and their location anywhere on that particular world or plane.

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[New Monster] Roving Maiden

Roving Maiden

They attacked without warning, a quartet of iron maidens that floated just above the ground, and they seemed to be focused on Bakra-do, doors opening ominously as they tried to catch the bounty hunter in their embrace. As Frimbik the wizard’s spell failed to affect the roving maiden before him the doors suddenly shut on the trapped wizard who screamed in agony as the external spikes drove themselves inward, puncturing the spellcaster dozens of times. Bakra-do swallowed hard and for the first time in ages, spun on his heel and fled the fracas.

Roving Maiden: AC 6 [+13], HD 2+4 (13hp), Att 2x claw (2d6), engulf (4d6), THAC0 16 [+3], MV 120′ (40′), SV D8 W9 P10 B10 S12 (8), ML 11, AL Neutral, XP 250, NA 1d4, TT E+ 2000gp ▶ Surprise: On a 1–4, due to appearing floating above the ground. ▶ Grapple: If a victim is hit by both claw attacks in the same round (17+ on To Hit attack), they are seized and suffer automatic damage (4d6) each subsequent round or merely trapped inside to be carried off to another destination taking damage once or not at all depending on the ‘job’. ▶ Mundane damage immunity: Can only be harmed by magical attacks. ▶ Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.

These strange automatons are thought to be an odd form of golem resembling a floating iron maiden that has a bit of sentience and works for others with their ability to engulf one human sized victim. Those trapped inside may be carried to a destination or attacked on sight if the roving maiden decides to plunge the spikes on its outside inward. There is no warning with a roving maiden or a small group of them, they relentlessly hunt their quarry.

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[New Mechanic] The Caper

[New Mechanic] The Caper

Note: This post was inspired by a dream last night in which I was in a humongous game and book store somewhere that does not exist and most of GWAR was explaining this idea to me while Balsac kept distracting me by showing me cool stuff throughout the store. It is just a speculative mechanic at this point that I will try out.

Premise: This is a ‘game within a game’ that the players initiate with the consent of the person running the game.

The Setup: The players propose a caper/’job’/heist/etc and write out a short, reasonable plan. This must be within the current setting and situation, i.e. a hit on a magic shop will not work while in a dungeon. Each member of the group then decides two tasks that they will do during the event. It may be class or attribute related or just something that they want to contribute.

A reasonable goal or prize is decided upon by all, including the game’s referee.

Players then each make THREE Saving Throws, one for each task they chose and one to elude any guards/traps/dangers. One Save must have a -1 modifier while the other two are normal Saves. Each failed task Save reduces the prize or endangers the goal in some way. A failed Save to elude danger results in 4d6 Hit Points of damage or….Death (50% chance of each).

Does it make sense? I don’t know, it was a dream that I fixated on for hours and the books in that bookstore were amazing. Complaints? Go tell GWAR, they don’t care.

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