Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

Wednesday, February 4, 2015

Make a Loot Table based on stuff in your Own Home



50 Mundane and Minor Magical* Loot, based on weird stuff in my bedroom

1. Hardwood drum with bronze filigree and dino skin
2. Apeman of brass, contemplating a Zeta Reticulan skull
3. Phosphorescent Phostwood bansai in primitive clay pot
4. Mummified claw wrapped in gold wire w/feathers
5. Polychromatic beetle in crystal sphere
6. Mug of crystal, heats/cools any beverage*
7. Farlite crystal*
8. Beaker of Freshness keeps any liquid in Stasis*
9. Steel dodecahedron
10. Chalice of crimson jade, carved with serpents
11. Small coffer of stone holds beating heart*
12. Canopic jar with Cursed Seal*; roll again for contents...
13. Candle of Warding, burns 24hrs*
14. Telescoping 6’ metal pole, six 1ft sections
15. Iron smithing tongs, never get hot*
16. Ring of brass keys, skull shaped
17. Spring steel leg clamp game trap
18. Maracas made of iridescent insect carapaces
19. Mini steel and brass campfire coffee pot
20. Gnarly blown glass nug jar with 1d% black pills, ea restores 1HP*
21. Juju stick adorned with garnets, gold tacks, tiny bones
22. Box of gnargosaurs, carved from jasper
23. Stein of carven stone with vines of gold, emeralds, and etched pewter lid
24. Tiny Gnargoyle buddy*
25. Brass pipe in shape of lizard smoking a brass pipe
26. Bag of Runestones
27. Porcelain box of ruined and broken jewelry
28. Yellowed tusk with scrimshaw of ancient battle, tipped with platinum
29. ‘Ergot’s Alchempendium’
30. Blackwood box with gold clasps, carved with skulls, eyes are amber, empty
31. Five foot staff topped with bronze skull, emits Light from eye sockets*
32. Gnarly twisted staff will root and grow into a tree, gaining 1’/rnd, max 30’ *
33. Leather bandolier filled with darts, 3d4 ‘hypo tips’
34. Belt pouch with six padded compartments, incl. six color-coded vials
35. Skull with runes and removable top contains carved bone dice
36. Black pillar candle burns like torch for 72 hrs*
37. Corroded pail; steel hammer, metal saw, pliers, prybar
38. Ivory box of fine pens and inks, and cheap wooden box of rainbow chalks
39. Mechanical ‘venus flytrap’, catches & grinds bugs*
40. Glass jar of tarry goo with wick; creates 10 cubic ft of smoke for 1d4 rnds
41. Massive, resealable glass jug with copper handle, contains 1 gallon fine oil
42. Rainbow mini serpent with horns resides in glass bottle ‘terrarium’  *?
43. Pewter and bronze serving tray, etched scene of imperial orgy
44. Ornately beaded gourd hookah
45. Candle support of entwined snakes, carved from single trunk of tiger wood
46. Stoppered vial; gold dust, 3d30 GP
47. Mead stein carved from auroch horn
48. Copper tin contains clay jar with runic wax seal*, holds 3oz living Black Pudding
49. Everlasting ‘Ice’ Cube*
50. Golden whistle on silver chain, tiny rubies


  UNRELATED LINK of the DAY: https://incompetech.com/graphpaper/hexagonal/

Friday, August 8, 2014

Talisman of the Traptripper


Magical gimcrack with these effects, when dealing with 'Traps' only, whether Magical, or Mechanical:
- if there is a Save to determine full/half damage, it is bettered to 'half/none'
- if there is No Save to avoid &/or lessen damage/effects (effect is Automatic), a Standard Save is granted, resultant effects as per DM
- all 'Saves vs Traps' are at +2

Also, the bearer is affected with a specific delusion, and believes himself an expert at finding and disarming traps, and will insist on being the first to search for and attempt to deactivate any suspected traps, although in reality he is no better or worse at such endeavors than the average layman.  (I usually allow a 1 in 6 chance for your average adventurer to find/identify mechanical traps, and another 1 in 6 to deactivate/disarm, failure meaning the trap has been triggered.)

{for 'Tarkas Traptripper', damage dealer/taker extraordinaire, and all-around quality adventuring companion}

Monday, May 26, 2014

A Dozen Magic Items, Why Not?

1. Medallion of the Berserking Bear; if wearer reaches negative HP, goes into Berserk rage and attacks nearest opponent. Bonus of +2 TH, Damage, Initiative, but still loses 1 HP/rnd and immediately falls dead at -10 HP

2. Potion of Wing & a Prayer; magnificent angelic wings and halo appear, effects as per Prayer Spell, and Flight, for 1 turn + 1 rnd/lvl, 'Good' Guys only, please

3. Ogre Powder; Magic Dust which grants equivalent of 18/00 or 19 STR -whatever-  when inhaled, dur. 2d6 rnds, 1d4+2 doses/pouch, must rest for one full turn after effects wear off

4. Living Rope; a rope which can understand and obey simple verbal commands, be made to slither, climb, knot, secure, etc, is if alive, like a snake or worm.  Moves far too slowly to be used to attack or ensnare.  Rope cannot defy gravity, but can climb vertically up to one half its length.  Must consume a (normal, organic) rope of equal length 1/mo, like a king snake eating a corn snake, at a rate of 10'/hr

5. Potion of Suicide Clones; causes 1d4 mini-clones to 'bud' on the body of the imbiber, ea costs 1HP to produce.  Within 1 turn the fawning, grotesque 6" charicatures detach, and will follow simple commands until they shrivel and die after 24 hrs.  Only form of attack is to get really angry and hurl themselves onto a target and explode for 1d4 damage, which is, of course, a one-time-only kinda deal

7. Howard's Signet Ring; adorned only with the raised initials H.P.  (backwards, reversed)  One additional HD, as appropriate to system, is rolled ea day, and the result is added to HP for that day.  Simple, and dearly loved

8. Cuneiform Codex; heavy slab of basalt with twisting, animated hieroglyphs engraved upon it, committing to read it for 12hrs, uninterrupted, followed by a full rest, grants reader the ability to Read &Write any one language (or similar system) of their choice.  Learn 'Bullywug' in a Day!

9. The Green Cream; when applied to any living tissue, imparts a greenish tinge, permits photosynthetic healing, ea hr spent in sunshine Heals 1d4 HP, lasts 24hrs, 2d4 applications/crock

10. Quicksilver Capsule; appears to be a metallic jellybean, when swallowed, take 1d4 damage, and be overcome by fatigue and nausea for 1 turn, whereupon certain Spells already cast that day are restored as if they had not been expended.  The total # of Spell Levels regained is equal to XP Level.  One specific Spell of Player's choice  may be regained, the remainder are determined randomly

11. Philosopher's Rod; transmutes a quantity of metal no greater than one cubic foot into a metal of greater value, according to this progression: iron/steel<copper<silver<gold<platinum
Only affects a single item; one lock on a wooden chest, a sword, a portion of a set of standard donjon jail bars, one burial mask, etc.  Req. touch, or successful TH at +1, 3d4 charges

12. Silver Whistle; summons a Ghostly Hound, which must be fed some kind of reasonably edible meat, and will then stand watch, in one area, for up to 12 hrs.  Detects Invisible, Concealed by smell, cannot be Surprised (except possibly by Teleport or Phasic Travel) is incorporeal, cannot track or attack, but will warn of any approach or intrusion




Friday, May 23, 2014

Chewy Mummy



Magicked Tiny (12") Jade Sarcophagus is Cursed to Paralyze, and also place into an indefinite Stasis, anyone touching it; the victim has a chance to avoid this if they can answer a Riddle of DM's choice.  Tell the Players that only this PC knows it,slipping the Player the Riddle on a piece of scrap,  and they cannot reveal it or ask for help from anyone.  Their answer must be written privately on the scrap and returned to the DM.  If the answer is incorrect, they will assume cross-armed Mummy posture, clutching the sarcophagus to their chest, utter the Riddle aloud, and the Curse will take effect.  Only way to end Paralysis is for another to voluntarily touch the thing, being aware of the consequences, of their own will, whereupon the Curse is transferred to the new victim, or by consuming the mini-mummy inside, which tastes like spicy chicken jerky.  Sarcophagus will only open if Riddle is answered.  Eating the mummy is probably bad for you, too...

Tuesday, December 3, 2013

Wand of Wacky Missiles, plus Wand of Wonder links



A weapon/wand which shoots forth Random Spell, Missile, Ray, or Odd Thing each time it's used.  Range 100', charges 20+1d10.  No effect may be repeated until all 20 have been randomly rolled, re-roll previously rolled effects, thereafter user may choose any desired effect, but only once -no effect will occur more than twice; once randomly, and then possibly a second time by choice (although, see entry 20; this result only 'counts' as a single use, whether random, or chosen!).  Have Player fill out a list as item is used, then check off effects which have been used twice.

1. (1d4) Classic Magic Missiles
2. Super Sleep Pellet bursts into 5' diam. gas cloud, no Save, 1 turn duration
3. Fireball, 6d6
4. Lightning Bolt, 6d6
5. One +5 Magic Arrow, roll TH 
6. Sticky 'Silly String', -1 to AC, AT, Saves until scraped off, highly flammable (dbl fire damage)
7. Live Chicken, does 1 HP damage, squawks around for 1 turn, disappears in puff of smoke
8. Oily stream of multicolored, self-applying, permanent, circus clown face paint
9. Slow Ray, 2d4 round duration
10. Cream Pie, (d4): chocolate, banana, coconut, peanut butter
11. Swarm of angry Bees, does 1d4 damage/round for 2d4 rounds, Save for half ea. round
12. (1d4) Brightly colored, neurotoxic frogs, bite/splatter on impact, Save vs Paralysis for ea.
13. Random Limb Polymorphing Ray, (d4): lobster, mantis, squid, manatee, until Dispelled
14. Corrosion Ray, all metal items on person, magic items get Save vs Disintegration
15. Black sphere rolls out, rapidly increasing in size/mass to 5'diam/500lbs, roll TH, Crushes target
16. Hypodermic needle, flesh-dissolving bacteria, Save vs Poison or lose 1HP/turn until dead/cured
17. High-Pressure stream of Water, 1d4 damage, plus thrown back 20 ft.
18. High-Velocity stream of 100 Coppers, 1-50 damage, coins are real, collectible
19. High-Temperature stream of Fire, 2d6 damage, flammables ignite
20. Three Random Rolls, in succession... try real hard to roll three 20s in a row!

----------------------------------------------------------------------------------------------------------------------------
 
 Penultimate Wand o' Wonder Effects Generator (d6)

 1.  Greater Rod of Wonder Effect Generator

 2.  DMG-A1_Wand of Wonder.pdf 

 3.  The RPGNet Wand of Wonder! [Archive] - RPGnet Forums

 4.  100 uses for the Dangerous Derv Wand of Wonder

 5.  Alacrity's Wand of Wonder - presented by the Red Dragon Inn

 6.  Tenkar's Tavern: The Tenkar's Tavern Wand of Wonder - First 63 Possible Results  

Wednesday, November 27, 2013

(d12) Looking into the Magic Mirror


Altered Reflection Seen, Effect
1. Cleaned Up, +1 CHAR
2. Beaten with Ugly Stick, -1 CHAR
3. No Face, 24 hrs
4. Face of last opponent slain, 1d4 days
5. Big grin, 24 hr smile is disconcerting, renders immune to any other emotional state
6. Instant Facial Hair, (d4): handlebar 'stache, ZZ Top beard, Zappa soul patch, evil twin black goatee, immediately re-grows if cut, until Dispelled
7. Something creeping up behind, this thing does just that w/in 1d6 days, automatic Surprise
8. Partially Invisible, appear as (d4): skinless, circulatory/nervous system only, skeleton, eyeless face (side effect: see Invisible), 1d4 days
9. Blurry, Displaced 24 hrs
10. Medusa Morph, Save or be stone unto you, if Save, gain ability to assume Medusa face for 1 round, once only
11. No Reflection, never casts one again, Immune to Scrying
12. Near-Infinite Reflections, view self looking into a mirror, viewing self looking into a mirror, viewing self looking into a mirror... transfixed until forcibly removed, whereupon 1d4 Mirror Images emerge, following until struck as per Spell

UNRELATED LINK of the DAY:
https://rpgcharacters.wordpress.com/

Wednesday, March 13, 2013

Magic Item Re-Skins



Get out yer Treasure Tables and roll something up!
(d4)
1. Random Ring, but in form of a Potion, determ. duration (10+1d10r ?)
2. Random Potion, in form of a Scroll that affects 1d4+1 beings, &/or 10’ radius
3. Random Scroll, in form of Ring of Spell Storing (recharge?), anyone may use
4. Random R/S/W, but in form of a one-shot Scroll  (“Scroll of Wonder!”)

 UNRELATED LINK of the DAY: https://www.oglaf.com/age-confirmation/?next=https%3A%2F%2Fwww.oglaf.com%2F

Friday, May 4, 2012

Besmirched with Copious Gore


DUNGEONEER'S SURVIVAL TIPS

1. DON'T PANIC.  Sooner or later, that Character is gonna die.  Keep cool.

2. CARRY A TOWEL.  You will likely be Besmirched with Copious Gore within minutes of the first Random Encounter.  Cost 1-3 CP, Encumbrance 1 GP.  Those lacking towels suffer -2 on Reaction Dice (if they have not washed-up since last combat)


Magic Item: Towel of Absorption 
     Terrycloth gimcrack that completely wipes a character clean in one rnd, leaving no trace of dreck on either the person or the towel itself.  One in Ten have the additional property of Absorbing up to 20 lvls of Magical Spells cast at the user (10+1d10); the Towel will Absorb Mental Spells if wrapped around the head, or Absorb Physical Damage Spells if tied around the neck like a cape, all other types of Spells are covered by wrapping the Towel around the waist like a kilt.  Drawback: Encounters with sentient beings will likely involve the question, "Is that a towel... that you're wearing?"

Friday, April 6, 2012

the Ogre Magi's Ring



Ogre Magi get all the cool magical powers:
  1. Fly (12trns)
  2. Invisibility
  3. Darkness (1"rad)
  4. Polymorph (humanoid, 4-12')
  5. Regenerate (1HP/r)
  6. Charm Person
  7. Sleep
  8. Gaseous Form
  9. Cone o' Cold (8d8)
  10. (Ogre Strength; 18/00)
What if there were a Magic Item, maybe a Ring, that would grant all the abilities & powers of an Ogre Magi? Quite a powerful item... brought to mind the 'Ring of Gaxx', with the "randomly resetting" rotating gemstone, so how about:

The Ring of the Ogre Magi is set with a white gem of nine (or ten, if you incl Ogre STR) facets, each keyed to one of the magical functions, each usable 1/day, but here's the kicker; only one function may be in effect at any time. If the gem is set to Charm Person, the Charm ends when another function is selected, and the gem is turned until a different facet faces the tiny ruby triangle set into the band... if you encounter a barred passage, do you forgo your Polymorph disguise for Ogre Strength, and try to Bend Bars, or do you switch to Gaseous Form to slip through, and save the STR for later combat?...

Somebody's PC just acquired a major arsenal of a Magic Item, so of course there's a catch, right?

Immediately upon putting it on, it permanently drains 1d4 HP, and grafts to the digit for life

Changes to the physiology occur:
-Eyes change color (the MM reads, "Their eyes are dark pupiled with a white center." Does this mean a dark iris and a white pupil? You decide. Maybe throw in Infravision as a full-time bonus)
- Sure you Regenerate, but Magical Healing no longer works on you; no Cure Spells, no Healing Potions, just natural rest and the ring, baby. You're gonna have to set aside some time for your Precious ea day! (And remember - you can Regenerate for as long as you want, but once you switch facets, no more healing for 24hrs!)

Since this gimcrack does damn near everything, no other Magic Rings for you. In fact, I'd even say that any Item under 'Misc. Magic' simply would no longer work for the ring-bearer, or perhaps only those the DM allows.

Other "side-effects" occur: Ogres tend to like/hate you, an Ogre Magi is searching for the Ring, which contains the spirit of his father, must defeat him in single combat (I don't know... somehow or other!), maybe use of the Ring gradually adds further Ogrish physical attributes...

I love the idea of this Item being found as per The Hobbit; just lying there on the ground in an untraveled area, no guards, no Big Boss Battle, not even a locked chest - just right there on the floor, in a dark corridor. And so are destinies made and fortunes assured.

Wednesday, March 21, 2012

+Bonus, Special Effects of Weapons/Armor




ITEM BONUS
(d20, for Weapons & Armor, mostly)
1-12 +1
13-16 +2
17,18 +3
19 +4
20 SPECIAL EFFECT (if Armor, roll on MAGIC RING tbl)

BONUS for SPECIALS (d6)
1-3 +2
4,5 +3
6 +4

WEAPON SPECIAL EFFECTS (d20)
1. NINE LIVES TAKER save vs Death Magic
2. DEFENDER (+4?)
3. DANCING up to one trn duration
4. WOUNDING +1 HP dam/rnd from ea hit, for up to one trn/hit
5. AMPUTATION on natural TH of 19 or 20, random limb
6. DECAPITATION (or other instant death) on natural TH of 20
7. FLAMING negates regeneration, dbl dam vs cold/undead
8. DOUBLE DAMAGE vs SPECIFIC MONSTER (Dragon, Giant, Troll, etc)
9. DOUBLE BONUS vs CERTAIN TYPE MONSTER (Undead, Reptilian, etc)
10. GRANTS IMMUNITY (Specific Spell, Magic Effect, Poison, etc)
11. CURSE/DRAWBACK (Berserking, Must draw blood 1/day, etc)
12. COMPULSION (Urges bearer to slay certain encounters, gain revenge, etc, Save?)
13. SPELL USE random 1st - 3rd lvl spell *
14. as per Random MAGIC RING*
15. INSANITY or STUNNING*
16. SPEED auto gain initiative, OR one extra AT/rnd, Player's choice at any time
17. VENOMOUS * doubles rolled damage, Save vs Poison for half, 3x/day
18. as per Random R/S/W *
19. VAMPIRIC successful hit adds (up to) 1d4 HP (of dam inflicted) to wielder's HP
20. Roll Twice

* 1 to 3x/day, as per DM, usually upon hit

Saturday, March 3, 2012

A Dozen Distinctive R/S/W Descriptions


d12   Appearance/Material/Operation of R,S,W
 1.  Classic: carved talons clutch an apparently living eyeball, gazes around when not in use
 2.  Topped by Plasma Globe which buzzes and arcs when activated
 3.  Unadorned bar of polished steel, works well as a club/baton in melee
 4.  Glassteel dowel topped by multi-pointed crystal star
 5.  Gnarly shaft topped by twisted root cluster grasping a smooth river rock
 6.  Living flowers of various hues bud and bloom at tip each day
 7.  Made from the body of a magically taxidermied albino python w/jewel eyes
 8.  Telescoping/collapsing shaft for easy carrying/storage
 9.  Entire thing softly glows like a fluorescent light tube
 10.  Topped by grotesque Gargoyle head, speaks its own Command Word(s)
 11.   Fires burst of colorful metallic glitter with a loud "pop!" when activated
 12.   Rod made of a stack of Copper Pieces. To activate, another CP must be added to
         the end, to which it immediately attaches, glows, then discharges its magic

Once again, my apologies to The Dungeon Dozen.  All veneration to the Great Dodecahedron!

Saturday, February 25, 2012

GNARN Stones


Polyhedral stones, useable 1/day.  GNARNs do not fall if dropped, but rather hover/float, and will follow after sentient beings.  Activated by touch, GNARNS add a bonus to the bearer’s rolls for one turn.  Roll a d6 twice (ea time used):



(d6)      Bonus, Roll on Tbl 2                (d6) Bonus Applies to…

1.         No Bonus Today!                    1. Saves

2-4.      +1 (ALL categories, no roll)    2. AC

5.         +2 (two categories)*               3. TH

6.         +3 (one category)                   4. Damage

                                                            5. Initiative

                                                            6. Your Pick


*  User gains bonus in rolled category, plus the one immediately before it; roll a 2 and gain +2 to AC and Saves, roll a 6 and gain +2 to Your Pick and Initiative, etc

GNARNORIAN GEMS
GNARNs that have been swallowed by Demons, Spawn of Shog-Gnargoroth, etc.  Transform into translucent gems, and have the power to Raise Dead (alive, full HP) once only, provided a Bless Spell is cast upon them. This drains the stone of all magic.