[New Magic Item] Great Club of Grakos Valley

Great Club of Grakos Valley

‘Look out, runt!’ the elf ranger yelled at the gnome illusionist as the beastly bugbear swung the vicious looking club.

The gnome dodged the club and threw a spell at the monstrous humanoid that caused swirling colors to dance before its gruesome face. The gnome then paused.

‘You helped me?’ the illusionist asked the ranger.

‘That club causes Fey creatures more damage, that thing will kill you with a couple of hits,’ the elf replied.

‘So you actually…,’ began the gnome.

‘No, I just think Fellhorn and I need your help. I still want to be around when we lose you eventually,’ the elf replied, coolly cut off the illusionist.

The gnome frowned and cast another spell at the bugbear as it swooned and lurched groggily.

This hefty oaken club has an intricately wrapped leather handle and two bands of four metal spikes each on the business end. Thought to have been owned by a demigod many ages ago, this weapon has a variety of uses and abilities and is whispered of as only a legend.

Benefit: This 3′ long spiked oaken club is devastating in combat, dealing 1d8+2 points of damage in combat (1d10+2 versus Fey creatures due to the cold iron spikes). In addition this magical club can be lit on the top to be used as a torch that burns brightly like a lantern yet the wood is not consumed. This ability can be used for four hours before the torch needs to ‘rest’ for at least two hours. Many Fey creatures are aware of this arcane club and will attack its owner first. If the wielder is disarmed or slain any Fey will steal this club and try to hide it from any who would use it. Commonly dropped off in deep dungeons or on mountain tops.

Usable by: Anyone who can use a great club.

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[New Magic Item] Mask of Dagon

Mask of Dagon

The sorceress saw three lithe humanoid figures swimming swiftly below the water. She looked at the boat the group needed on the far shore and regarded the strange mask in her hand. The dwarf stepped forward to place a reassuring hand on her arm.

‘It will be fine,’ he said.

‘As long as they are not like the last fishmen we ran into,’ she replied shakily.

‘Who knew that there were so many Deep Ones near that coastal town in that strange world?’ the dwarf replied.

The sorceress took a deep breath, put on the mask and stepped into the water. As the dwarf and the others peered into the chilly waves they saw a minor squabble take place then the creatures seemed to calm down and follow the sorceress, even aiding her.

The dwarf sighed in relief.

‘Good, I didn’t want another underwater fight, I can’t swim!’ he bellowed.

This strange stylized fish-man mask looks hideous and of dubious origin, While anyone can use this bizarre magic item, should you?

Benefit: When worn this odd magical mask allows one to breathe underwater effortlessly and to be able to swim at their normal movement rate without hindrance, the real power comes in the ability to be able to command up to 12HD in fish or fish-like creatures of Animal intelligence within a 60; radius with no Saving throw for these fish. The mask also allows one to command 10HD of intelligent fish-like creatures (also within a 60′ radius) which do receive a Saving Throw with a -2 modifier. Commanded creatures will assist the wearer of the mask and/or defend them. Note: if the Children of Dagon, Deep Ones, are in the particular setting and are within radius to be commanded, these creatures receive a +1 modifier to resist falling under the command of the mask’s wearer and are likely to attack the blasphemer.

Usable by: Anyone.

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[New Spell] Sense the Sleepers

Sense the Sleepers

‘Not that one…look out!’ the young illusionist shouted.

The fighter lurched just in time to miss the “slumbering” ogre as it lashed out. Without hesitation the warrior stabbed at the beastly humanoid which barely avoided the blade.

‘How did you know I wasn’t sleeping?’ the beast bellowed.

‘You will be now,’ the wizard said as he stepped forward and cast a Sleep spell at the monster.

Before it could protest the ogre drifted off to sleep. The illusionist stayed the fighter’s hand.

‘Let him live, he will be more embarrassed that way,’ he said.

Sense the Sleepers (Illusionist)

Level 1

Range: 20′ radius+ 5’/level.

Duration: One round per level of caster.

This simple spell allows the caster to determine which living creatures are actually asleep within the radius of the spell, which moves as the caster does for its duration. This manifests as a blue stream of etheric smoke or a slight whistle that only the illusionist can see or hear as the case may be. Obviously only affect creatures that can sleep in the first place.

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[New Magic Item] Troll Bearer Ring

Troll Bearer Ring

‘Troll!’ the dwarf yelled as he grabbed his ax.

‘No, relax!’ the gnome illusionist shouted as he and his companions entered the small border town with a lumbering troll in tow.

The dwarf eyed the strange quartet suspiciously.

‘The gnome found some ring that gave him a troll to carry our things,’ the elf said.

The gnome grinned ear to ear as the troll shielded itself from a nearby peasant’s lit lantern.

‘You may pass, but you are responsible for the creature and will be hunted down if it causes any problems,’ the dwarf said gruffly, still unsure of letting the monstrous humanoid in.

‘It will be the gnome, not the druid or I!’ protested the elf ranger.

A strange magic item to be sure, of unknown origin, possibly made in ages lost when trolls and humans or goblins or dwarves worked together, if such a time ever was. Valuable, yet with its own drawbacks too.

Benefit: This magical ring will summon one troll that will be neutral towards the ring’s wearer and his or her companions. The troll will act as a bearer, able to carry up to 700 lbs of weight. The troll will be average in physical traits and abilities, yet will be smarter than the average troll. This creature will serve loyally until dismissed and will not attack on behalf of the ring’s wearer, yet the creature will defend them and can wield Large weapons and wear Large sized armor. After one month the owner of this magical ring can make a Wisdom attribute check to try to summon an additional troll. No more than two trolls can be summoned in total. While handy in civilized areas this magic item often proves problematic.

Usable by: Anyone.

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[New Spell] Pouchgrab

Pouchgrab

‘That was a shifty person that just bumped into you,’ Chalk said to Valance.

‘Since word got out that we are couriers I have noticed that the thieves have gotten thicker around us,’ the priest of the Spider God replied.

‘Should I tail him?’ Navnen offered.

‘No need, the goods are safe,’ Valance said with a smile.

Koram held aloft the pouch at Valance’s side.

‘Empty!’ the fighter said looking for the thief.

A bloodcurdling scream could be heard down a nearby alley.

‘That was the pouch I keep my spiders in,’ Valance said with a grin.

Pouchgrab (Arcane)

Level 4

Range: Touch.

Duration: One hour per level of caster.

When cast upon a Small or Medium sized pouch when it is empty this causes the pouch to become enchanted so that when the container next touches a similar sized pouch the contents will transfer into the enchanted pouch. No save is available, yet there is a chance (determined by the situation and the LL/DM/GM, base 27%) that the one stolen from will notice the lightened load.

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[New Magic Item] Grasping Grass Seeds

Grasping Grass Seeds

Valance struggled to free himself from the table that had suddenly been covered in blue grass. To his horror he was stuck fast. His opponent was gathering the money from the table to beat a hasty retreat.

‘I will find you, and I will have spiders with me,’ the priest of the Spider God told the other gambler.

‘Yeah, and I will be long gone when you break free,’ quipped the gambler-thief as he nodded to the cleric and left.

Valance whistled. A strange green spider appeared that was about the size of a small dog.

‘Go get Chalk and the others,’ he said.

The arachnid scurried off as Valance kept struggling to break free.

Thought to be of alien origin and of extreme value, Grasping Grass Seeds are very useful for both dungeon delvers and those who would thwart them. Just a pinch goes a long ways.

Benefit: A pinch of these strange tiny blue seeds will react with the air and when landing on any horizontal surface waving blue grass about six inches high will suddenly appear. This alien flora will slow the speed by half of anyone walking through it, even charging through it will slow one’s charging speed down by one quarter and the length of the charge will be diminished by one half and requires a Dexterity check. Those who fail are prone and held fast by the sticky, pawing grass. If sprinkled on a table a Strength check is required to break free. Fire will also cause this strange grass to disappear, either by sacrificing a lantern (a torch is too slow burning) or a Fireball spell to cause it to wither and become blue dust This alien grass lasts for 1d4 hours before dissipating into a harmless blue dust. Affects an area roughly 40′ in radius or 65′ down a five foot wide corridor.

Usable by: Anyone.

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[New Spell] Shared Effect

Shared Effect

‘We’ve got this. Cast the spell on Koram when we get inside the courtyard,’ Valance suggested to Chalk. The wizard nodded. The fighter and cleric dashed into the courtyard. Koram suddenly grew in size as Valance mumbled a prayer to the Spider God. Then the priest also grew in size.

The bandits turned away from the two giants to see a herd of giant spiders advancing from the other side of the courtyard, summoned earlier by Valance. The leader of the bandits turned towards the two giants and shrugged. He tossed the bag of loot at the feet of the giants.

‘Win some, lose some,’ the bandit leader said.

‘Should I call off the spiders?’ Valance asked Koram.

‘I don’t know, these guys made us chase them over a lot of ground,’ the fighter replied.

‘Hey!’ the bandit king said as Valance waved his hand and dismissed the raging arachnids.

Shared Effect (Cleric)

Level 3

Range: Touch.

Duration: As per shared spell.

If cast within three rounds of another spell this divine spell allows the caster to share the effects of any spell of level 1-4 cast upon another. This could be a healing spell, a spell that affects another, such as Enlarge, or even a curse, which the Shared Effect caster uses to endure the same curse as another as penance or proof of endurance.

Option: An Advanced form of this spell can easily cover higher spell levels.

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[New Magic Item] Amulet of Voices

Amulet of Voices

Human druid, gnome illusionist and elf ranger snuck up to ambush the obvious goblin talking to itself in the underbrush.

The burly ogre stood up, placing an amulet around its neck that the gnome spied, recognizing it and instantly fixated on the small magic item.

Even after they ran from the lumbering humanoid the gnome tried to convince the others that they should go back and conquer the beast.

Created by a wily Grand Illusionist, this strange amulet is highly sought after by many tricksters, thieves and other questionable folk. Be careful when using this magic item lest one of these scoundrels tries wresting it away from you.

Benefit: Once per day this amulet can be used to mimic any species’ voice type (living or undead, no constructs or animated objects) with 85% accuracy. A squeaky goblin, a deep voiced troll, a maniacal gnoll, the voice is convincing, especially so if one knows the language of the creature as well. Can be used to mimic voices of those the same species as the bearer of the amulet (for example a dwarf could mimic another dwarf’s voice) with 95% accuracy.

Usable by: Anyone.

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[New Monster] Onarv

Onarv (Donkey-headed Beastmen)

Navnen returned to his adventuring companions.

‘He wants to go with us as far as the city of Droosk,’ the thief told the others.

The donkey-headed creature regarded the others with a hopeful face.

‘He knows the myths and folktales of the land?’ Chalk asked.

‘I do, with great precision,’ the onarv said in a deep voice.

‘He’s in,’ Chalk said. ‘What’s one more oddball in the bunch?’

The group welcomed their new spellcaster and scholar.

Onarv
The Onarv, known as the Donkey-headed Ones (a bit of a misnomer as female mule beastmen also exist) are a very mysterious race of beastmen that seem to eschew the natural beastly tendencies of most beastmen types and often hire themselves out as mercenary spellcasters, although they must ‘borrow’ the spells from those around them. Their ability to absorb knowledge of myths and legends makes these creatures invaluable loremasters in wild and untamed areas. Despite being neutral these creatures are usually quite loyal if treated well.


Onarv: HD 2+4; AC 5[12]; Atk: By weapon, Kick (1d8); Move12 ; Save 13; AL:N ;CL/XP 3/250; Special: Spell-thief: Can duplicate any spell cast within 40′ up to 4th level, magic-user, illusionist, or druid. Spells are retained for three days and may be cast two times each per day with a maximum of six spells total per day. Area knowledge: Onarv instinctively know myths and legends in the immediate vicinity with 75% accuracy.

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[New Spell] Shimmering Shower of Silver

Shimmering Shower of Silver

Koram returned with a frown.

‘I don’t see any water and we were so close to catching that wily illusionist for the bounty,’ the fighter said.

Valance laughed as he regarded his baggage.

‘What is it?’ Chalk asked.

The priest of the Spider God held a coin pouch aloft then drank from it.

The rest of the party did the same.

‘So in escape he has provided us with hopefully enough water to catch up to him,’ Navnen the thief commented.

‘I’m sure that wasn’t his goal, but we can run with it,’ Chalk replied.

Shimmering Shower of Silver (Illusionist)

Level 5

Range: Self.

Duration: Instantaneous and see below.

When cast this illusionist spell allows the illusionist to teleport safely to any known area within 200′ of the current location, at which time the spot where the caster was standing suddenly is filled with golden light and a shower of silver coins, equal to 200 silver coins per caster level, which clink and clank and scatter, often dazzling and distracting a crowd. After 1d4 days these coins become water and this usually ticks off some folks.

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