A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

23 January 2017

[Inktober 2016] Day 26—The Warehouse of Amon'ley

I'll be damned if I'll let Inktober 2016 win. I lost enough in 2016 and endured enough pain and heartache to lose one more thing. I don't care that it's 2017. In my map book, it's no longer 2016 but not quite 2017.

 The Warehouse of Amon'ley
(Keyword: box)

This massive warehouse stores countless arcane treasures. The labyrinth of crates and barrels—some stacked 60' high—makes it nearly impossible to catalog the items mixed in with the mundane wares. Only Amon'ley knows where everything is, and he keeps it all in his head.

There is one entrance: through a massive sliding metal door, although Amon'ley has a portal in his small office. Two guard stations with archery slits flank the door.

Amon'ley uses the services of a huge half-demon ogre to lift and move the crates, periodically rearranging the crates to prevent any covert attempts to catalog.

29 September 2016

[The Stronghold 'Zine] Issue #3 Has Hatched!


Baby A'Tuin is Born!

Yep. My own micro-sized version of the World Turtle has arrived. I cannot wait to hear what you think.

The cover of this issue was provided by +Jim Magnusson.
 +Matt Hildebrand  and +Ripley Stonebrook  have kindly  donated interior illustrations.

The first few copies came off the printer last night; the assembly process has begun. The link to buy your own copy is below; still only a print 'zine, in the old-school-style tradition.

**You can see a preview of the contents here. You can still pick up copies of Issues #1 and #2 as well here. --OR-- click on the link below to go ahead and buy #3.**


When you do pick up a copy, please drop me a line, especially if you use anything from Issue #3 in your game.



Rates:


23 September 2016

[The Stronghold 'Zine] Contractions Have Started! Issue #3 Sneak Preview.

Final editing phase on Issue #3 of The Stronghold 'Zine has begun.  Last night, in fact.

Just need to proofread, finish the Introduction, and make sure layout survives the conversion process.

And then I can release it into the cold, cruel world.

What's in store?

Well, besides some fantastic art contributed by +Jim Magnusson, +Matt Hildebrand, and +Ripley Stonebrook, we have the following:
  • A collection of terrific—yet cursed—capes and cloaks
  • A new class: the Warder. A type of protector/bodyguard class for the wealthy and paranoid. 
    • "[A] new kind of protector: one who was talented enough to heal them when injured, to avoid pitfalls when traveling, to detect the poison of a would-be assassin, and to have the strength and fighting ability to fend off a coup."
  • A new NPC: an information collector and thief-master, complete with a couple treasure caches...and a twist.
  • A new locale, The Crag: a neighborhood filled with merchants, inns, and temples, including suggested rumors, sample wares, and brief NPC sketches, all intended to provide some DM seeds. Oh, yeah...a map of the neighborhood too. It's set in my personal city of Coldtreath, but applicable in any good sized city.
  • A series of tables, to be used to create random meals and foodstuffs for both local and roadside taverns. I'm kinda proud of this one. O.K., in all honesty, I'm really proud of this one...mostly because it was birthed in the midst of a dream and survived into waking. Here's a couple random samples:
    • Mystery cakes
    • Roasted snake &  horse stew
    • Shredded pheasant pudding
    • Diced snails & cheese
    • Fried dog hash 
Bonus news: the Warder Class is presented in a 3.X version and a Swords & Wizardy/OSR version. In order to accommodate the OSR version,this issue has been increased from the regular 24 pages to 28 pages.

Keep an eye out; the release is imminent!

17 June 2015

[The Stronghold 'Zine] The Contractions Have Started!

I'm going to catch grief for that title, I just know it.

But the fact remains, birthing pains are increasing, and delivery is imminent on Issue #2 of The Stronghold 'Zine!

Formatting has been finished, copy has been sent to my proofreaders and the cover is being finalized. We're finally fully dilated and ...

O.K., I just can't keep the metaphor going. I'm getting into "sleeping on the couch" territory.

So...what to expect from this issue? Well, honestly, this one is more of a theme issue than #1. A common theme runs through most of the articles, binding them together, but by no means so tightly that it requires using them all together. I've already given a sneak preview of what's in store, but for those who missed the previous post, here's what #2 looks like:

Stats for three new critters; one of these is friendly, one can be friendly, and one is...erm...not so much. While these are 3.x stat blocks, I think they're fairly easily converted to any retro-clone rule set.

There's a new locale described, with an accompanying new map. Two of the above-mentioned critters are directly associated with the locale, as is the new NPC statted up (3.x) and illustrated by the great +Jim Magnusson. I've also included names and descriptions for nearly a dozen-and-a-half new and system neutral critters. There's another installment of system-neutral random treasure tables included; these can be used with the locale as well as in your own setting of choice.

I've also drawn up a series of new wondrous magic items; I tried to make them fairly system-neutral or as easily imported as possible.NOTE:  these are NOT associated with the locale and the "theme" of the rest of the issue.

The cover art was donated by a young lady of my acquaintance who is working on her artistic talent and, I think, amazing potential. I'm proud to have been given what she terms "my best one yet" for the cover of Issue #2.

Finally, even though the random nose-picking article was not a big hit with some readers last issue, my philosophy is that every game needs a little bit of humor. Accordingly, and due to the joint fault of +Tim Shorts and +Jason Zavoda, there's another useful (I think) set of random tables to add a little bit of humor and ...erm... flavor to your game. No, really...I think thre's some great role-playing potential with this article. I guess we can discuss and debate once the issue is released into the world.

So...prepare yourselves. Spread the word. Issue #2 is coming. A birth announcement and purchase links will be forthcoming...SOON.

18 May 2015

[The Stronghold 'Zine] The Countdown Begins to #2

That's right, boys and girls. I'm officially starting the countdown to Issue #2 of The Stronghold 'Zine. I'm just waiting on one more piece of artwork and one more bit of info to finish up an article, then it's Foreword and Table of Contents time.

After that, it's a trip to the office supply store for a new color of cardstock for the cover.

Then the fun begins anew.

What's in store? Well, let's see.... Where's my draft ToC?

O.K. First, we've got some stats for three new critters; one of these is friendly, one can be friendly, and one is...erm...not so much.

There's a new locale, with a new map. Two of the critters are also associated with the locale, as is the new NPC I've included. In addition to the statted critters, there are nearly a dozen-and-a-half new and system neutral critters described. There's another installment of system-neutral random treasure tables included; these can be used with the locale as well as your own setting.

NOT associated with the locale are a series of new wondrous magic items; these are fairly system-neutral as well. And finally, even though the random nose-picking article was not a big hit with some readers last issue, my philosophy is that every game needs a little bit of humor. Accordingly, and due to the joint fault of +Tim Shorts and +Jason Zavoda, there's another useful (I think) set of random tables to add a little bit of humor and ...erm... flavor to your game.

Keep watching for the roll-out announcement and purchase links to be coming soon!

26 April 2015

[A to Z April] V is for V is for Vile Portal (item)

http://www.a-to-zchallenge.com/
The Vile Portal is a legendary relic of a former time, and an evil religion. Also known as the Portal of Jiranah, this relic, like other portals, transport all those who enter its boundaries to another place. Jiranah, the God of Sorrow and the Blinding One, is inconstant and vindictive. The portal bearing her name is equally inconstant and vindictive.

It is rarely found in the same location twice, and if there is a pattern to where the portal sends its users, no one has discovered the secret. Once through the portal, the user must either use normal, physical means to return to their original location (or normal magical means) or the user must call forth the powers of Jiranah, calling out her name and performing an act of worship. If Jiranah is appeased, the creature will be returned to the starting point.

In addition, unless the user is of Chaotic Evil alignment, traveling through the portal will cause a shift in alignment one degree toward Chaotic Evil. The shift is cumulative; the return trip--if any--adds an additional degree shift. This is the price Jiranah exacts for the use--or abuse--of her power. The only way a creature can counter that shift is through an atonement spell and performing a ritual or quest for their personal deity.

Legend has it that there exist relics of Jiranah that control the portal; some are said to be able to locate the portal and others are said to summon the portal to their location. bel: a stylized bat surrounded by runes from various languages, all meaning "bat." Some barkeeps will remove the label--which is easily done--in order to hide the beverage from all but the most discerning, knowledgeable customers.


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Previous "V"s:
2014: V is for Vaena Shieldbadger (npc)
2013: V is for Varra Turnskull (npc)
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth

22 April 2015

[A to Z April] S is for Stumble Soul (potion)

Stumble Soul
Aura faint abjuration; CL 4th
Slot none; Price 500 gp; Weight --

DESCRIPTION

Occasionally it is useful to hide one’s alignment from others discernment, but dangerous to have one’s alignment concealed. It may also be occasionally useful to appear as a different alignment for purposes of infiltration or concealment.
 

http://www.a-to-zchallenge.com/
A single dose of this potion temporarily changes the alignment of the imbiber. The user’s alignment will shift to its opposite; a neutral alignment may choose which direction the shift may take. For example, a Lawful Good creature will temporarily become Chaotic Evil. A Chaotic Neutral creature will become Lawful, and may choose whether to become Good or Evil for the duration of the potion. 

Only one dose of the potion may be taken at one time; a second dose will have no effect on the user’s alignment, but will sicken the imbiber for the duration of the second dose. The alignment shift will have a negative effect on any creature’s alignment-based abilities, powers, or skills for the duration of the potion.
 

The potion must use absinthe as a base and must be contained in a crafted glass bottle or decanter, shaped to resemble a humanoid skull. The glass stopper is hollow, and will measure out one dose. The effects of one dose will last for 1 hour per two caster levels. The effects can be overcome or negated by dispel magic or any degree of restoration spell. Atonement, hallow, or unhallow may also negate the effects of the spell. Those who typically carry such a potion with them will also carry a potion or scroll with a negating spell, just in case.

CREATION
Brew Potion, absinthe, skull-shaped decanter, undetectable alignment, Cost to create 200 gp

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Previous "P"s:
2014: S is for Spark, Primordial (spell)

2013: S is for Suffocation, Immediate (spell)
2012: S is for Snake, Howler
2011: S is for Sheriff

21 April 2015

[A to Z April] R is for Razor, Hell's (item>


Hell’s Razor+3 dwarven waraxe
Aura moderate necromancy; CL 13
Slot none Price22,330 gp Weight 8lbs
DESCRIPTION
Hell’s Razor is a massive dwarven waraxe forged by the Duergar Forgemage Murghol Spiritkiller. The haft is made of walnut with knotted red leather forming the grip. The blades are a black steel inlaid with brass outlining archaic runes. The weapon feels cold to the touch regardless of the environment.

Hell’s Razor was the apex of Murghol’s art, the masterpiece of his life. Knowing he would never craft anything greater, he imbued the axe with his very soul, granting evil sentience to the weapon. It is most comfortable in the hands of a duergar or dwarf, particularly one who is of lawful evil alignment. This +3 dwarven waraxe may communicate with its wielder through speech; it speaks Common, Abyssal, and Undercommon, as Murghol did in life. Any lawful evil wielder may summon forth the axe’s darkness casting and deathwatch powers. For any other wielder it is simply a +3 weapon with intelligence.

If Hell’s Razor gains control of its wielder, it will force the commission of various acts that would have a serious negative impact on a non-evil wielder’s alignment.
STATISTICS
http://www.a-to-zchallenge.com/
AL LE Int 15, Wis 11, Cha 17, Ego 10
Senses 30 ft.; Communication speech
Powers: deathwatch continually active; darkness 3/day


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Previous "R"s:
2014: R is for Read This Book!

2013: R is for Rest
2012: R is for Rage Hawk (monster)
2011: R is for Real Life

16 April 2015

[A to Z April] N is for Nightshine Spectral Malt (potion)

http://www.a-to-zchallenge.com/
This potion comes in a small vial sewn from treated canvas with a cork stopper. The vial holds a single dose of the potion. The vial typically has a maker’s label sewn into one seam.

The fluid itself is a sparkling brown color which bears a very strong smell of dust. The taste, however, is of a mild vinegar. The potion takes effect in 2d4 rounds and grants the imbiber the ability to see in the dark, as darkvision with a 60-foot range. To creatures who already have the darkvision ability, it grants an additional 30-foot range. While the darkvision is in effect, the imbiber’s facial muscles twitch randomly and uncontrollably.

Each dose costs 250 gp and lasts one hour.

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Previous "N"s:
2014: N is for Nestspirit Caverns (map)
2013: N is for Nalicon's Plague (spell)
2012: N is for Noises in the Dark (table)
2011: N is for Nano-dice

11 April 2015

[A to Z April] J is for Jewel, Fuddle (item)

http://www.a-to-zchallenge.com/
The dwarf moaned and stirred. His eyes opened, bleary, to see his friend, Seandi, sitting next to him washing her hands with one of her cleansing salves.
 

"What happened, Seandi?" The dwarf tried to roll over to stand, then sucked air loudly through his teeth. He winced and fell back to the floor at the pains in his hip and in his head. "I've a powerful headache. And what's wrong with my leg?"
 

"What's the last thing you remember, Alakin?" The woman placed a cool, soothing hand on his head.
 

The dwarf shook his head. "The last thing I remember is Deand, looking through that new magic gem of hers at that chest we found. 'Trying to learn if it's trapped,' she said. Then nothing until I saw you here." Alakin reached up and took her hand away from his brow and held it tightly. "I assume from the salve that you just finished healing me. From the pain I would guess it was my head and leg?
 

Seandi smiled. "Your hip, actually, Alakin. The other way around, too: your hip and then your head." She reached down with her free hand and resumed stroking his forehead. "And I'm truly sorry for whatever pain you still feel. It's been a long day; I'm tired and could muster little more strength than this for prayers tonight. A night's rest will help you--will help us both--then I will try a little more in the morning. I've already laid out your blankets for you." Alakin nodded and the woman continued.
"Deand gazed into her gem, then went still. Far too still and unnaturally so. I should have realized something was wrong. All you did was place a hand on her shoulder; she screamed, drew her mace, and laid one solid blow across your side. Shattered your hip. It was an ugly wound--dropped you right to the ground. Then she came back around on the backswing and caught you on the top of your head."
 

"Good thing I was wearing my helm, then."
 

Seandi smirked down at the dwarf. "'Helm' nothing. It was simply that hard head of yours that saved you. Deand clearly wasn't in her right mind or she'd never have tried to kill you in such an impossible way."
 

The dwarf smiled up, ruefully, and then chuckled. "Hah. 'Hard headed dwarf.' That's original. But that's what knocked me out?" Seandi nodded again.
 

"You were out cold. She turned and started toward me. Alakin, She had murder in her eyes. If it wasn't for Flakim and his quick hands, I'm sure I would have joined you witless on the floor. We'd both be there still."
 

"Where is Deand now?" the dwarf asked. Seandi gestured over Alakin, to the far side of the room. Groaning at the pain, the dwarf rolled slightly to look where Seandi pointed. There was Deand, a halfling, face down and trussed, bound, and gagged. Alakin thought Deand looked like nothing so much as a pig on the day before a Nameday feast. As he watched, the halfling shook and rolled, screaming around the gag in her mouth, as she tested her bonds and tried to free herself. Sitting against the wall at Deand's side was Flakim, the massive seven-foot-tall human, his feet propped on Deand's back.
 

"Flakim looks much too pleased with himself," Alakin said, gently rolling back onto his back, grunting as he did so.
 

"He should be," answered Seandi. "It has been far too long, he says, since he was able to practice his hog-wrangling and -tying skills. But Deand isn't hurt and, were I to guess, will be back to sanity in the morning."
 

"By the Stones, he'll be insufferable for a week or more. Come, Seandi, help me crawl to my bedroll. I think I'm going to need all my strength to put up with him."

Fuddle jewel

DESCRIPTION
This palm-sized gem is a clear crystal, that seems to change colors deep inside as it moves in the light. It is mounted in a pendant on a chain. At first blush it appears and identifies as a gem of seeing. Indeed, most of the time its magic operates as such. However, each round it is used there is a 10% chance that, instead, it casts confusion on the wielder. Each consecutive round it is used, the 10% chance is cumulative.
CREATION
Magic Item Gem of Seeing


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Previous "J"s:
2014: J is for Jade Temple (map)

2013: J is for Jade Skull (item)
2012: J is for Jalbion's Liquid Jewel (spell)
2011: J is for Juniper Ale








06 April 2015

[A to Z April] E is for Everclear (beverage)

http://www.a-to-zchallenge.com/
Everclear has been called “The Poor Man’s Invisibility” as well as “Sucker’s Blur.”

This potion grants to its drinker the effects of concealment (20% miss chance) by turning their body transparent. (As blur, CL 3.) This is not the same as invisibility, as the outline of the drinker is still visible and discernable in certain circumstances (such as full sunlight) and has been known to shimmer in certain types of flickering light. The effect lasts for 1d4 minutes.

The potion, because of its nature, is always packaged in a small glass vial, each vial containing a single dose. The vial is rarely labeled, but the vial always has small ridges running horizontally, to resemble a humanoid rib cage. A glass stopper is required, again because of the ingredients involved.

The main ingredient of everclear is Essence of Gelatinous Cube. Alchemists pay handsomely for the remains of a gelatinous cube whenever some are available. Despite its name, the fluid is an iridescent orange, a by-product of the treatment of the Essence necessary to make it potable and non-lethal. It retains a gelatinous texture. Everclear has been said to have a milk smell, although only the most sensitive noses can detect the smell. The taste is something similar to wasabi.

Each dose requires 1d4 rounds to take effect. Furthermore, because of its innate instability, there is a 10% chance per dose that the effect merely causes the drinker’s flesh to become transparent, allowing her internal organs, musculature, and skeleton to become visible to the viewer. This effect causes any viewer--friend or foe--to take a Will save (DC 15) or become frightened for the duration of the potion. The viewer may make a new Will save each round; a successful save means the viewer has overcome its initial disgust and fear.

Cost: 175 gp per dose.


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Previous "E"s:
2014: E is for Eroutoa's Arms (map)
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus

03 April 2015

[A to Z April] C is for Cactus, Skull (item)

http://www.a-to-zchallenge.com/
The skull cactus is a species of cactus indigenous only to the Ashwastes. To most, they have little to no value. Their skins are incredibly thick and hard and their spines are mildly poisonous; most creatures find the small amount of moisture within completely undrinkable. They are a subspecies of barrel cactus; when small, the dimpling and wrinkles make the plant resemble a humanoid skull--uncannily so.

One race has found a use for these succulents; the Ashwaste Dwarves carve these cacti and treat them with certain spells in order to create for themselves a type of spiked helm. The dwarves that wear these helms use them in conjunction with a wild, headlong charge at their targets. This special attack is only possible as part of a charge, as it requires the specific, directed force that results from this  maneuver.

The red, barbed spines on the crown of the skull cactus helm break off in their foes, causing 1d2 points of damage and injecting the mild hallucinogenic poisons into the target’s bloodstream. A failed save (DC 20) versus the poison causes an immediate 1 point of temporary (1d6 hours) Wisdom damage, thereafter confusing the target for the 10-round duration of the poison’s effect, or until a successful save.

Such an attack is possible 1d4 times per day, as a number of the colored spines magically re-grow each day.

Skull cactus helm
1d2 + poison (skull cactus sap, injury, DC 20 , 1/rd. for 10 rds. (Initial: 1 Wis, thereafter confused).)

Minor transmutation, Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, plant growth; Market Price: 6,000 gp; Cost to create: 3,155 gp +241 XP


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Previous "C"s:
2014: C is for Cradle, Exotic (spell)
2013: C is for Cleft Helm (item)
2012: C is for Charred Brimstone Mist (beverage)
2011: C is for Chiala Ereand

28 April 2014

[A to Z April] W is for Weak Essence of Alcoholic Retreat (beverage)

This alcoholic beverage, often called "Speed Wine" by its users, is marketed in a large flask cunningly crafted from large reptilian scales of unknown origin. Each flask holds up to 12 doses, and costs 500 gp per dose. Due to some quality inherent to the scales, the labels quickly fade to near illegibility. The flasks are traditionally sealed with a plug of tree sap; unfortunately, this seal is imperfect and leads to reduced freshness in nearly 50% of all bottles, especially if one or more doses have already been used.

The liquid itself is watery and of a sparkling gold color. A hint of curry wafts up from the liquid, which actually tastes like sherbet. Within 1d2 rounds of drinking a dose, the drinker gains an additional 5' to her movement for 4d6 rounds. Reduced freshness reduces the duration of the effect to 1d6 rounds. Once the "speed" effect has worn off, the imbiber becomes sickened for 4d6 rounds, suffering a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


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Previous "W"s:
2013: W is for Wild Drip
Crater (locale)

2012: W is for Wyrm, Slimeclaw (monster)
2011:W is for Waulker (npc)

27 April 2014

[A to Z April] U is for Undyrglade (item)

The origins of this hammer are lost to the mists of time.

When wielded in battle, Undyrglade appears to be a +2 hammer. However, if electricity is applied to the hammer, its true, cursed nature reveals itself to an especially watchful character. (DC 20 spot/perception check.)

On the round immediately following the application of electricity to the hammer (from any source), if Undyrglade lands a successful melee attack, 1d4 ghosts will appear (2d4 on a successful critical hit). Each spirit that appears does so within a 10'-foot radius from the wielder of Undyrglade. Each of these spirits takes the form of a character that was slain by Undyrglade. It is unclear whether the ghosts are the actual spirits of the creatures or simply spirits taking the form of those creatures.

The spirits will usually move to attack (eventually) any creature that is opposing Undyrglade’s wielder. However, there is a 25% chance that any spirit will immediately attack the wielder himself. These spirits act as ghosts in every way; however, attempts to communicate with these spirits (such as with speak with dead or similar spells will fail.


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Previous "U"s:
2013: U is for Ulah of Kaitus (npc)
2012: U is for Upper Snarl (locale)
2011: U is for Urosh, Temple of (map)

15 April 2014

[A to Z April] M is for Marsh Blade (item)

Forged at the behest of the Venerable Tirai Derus II centuries ago, the blade now known as the Marsh Blade was a beautiful scimitar. Its entire surface–hilt and blade–was crusted with engraved designs and precious stones. Needless to say it was purchased for a small fortune.

The blade itself was imbued with magic sufficient enough to be considered a +1 weapon. An error was made at the forge, however, and the magical infusion was never correctly concluded. As a result, when Tirai Derus II was killed in the Ghoulbourn Fen and the newly-forged scimitar sank into the disgusting marsh waters, it began to absorb the qualities of the swamp around it.

Newly re-discovered and dubbed the Marsh Blade, the scimitar is now more deadly than Tirai Derus II ever considered. The centuries of submersion in the marsh has imbued the sword with diseases from the water. When wielded, the sword literally drips with filthy marsh water.

On a successful critical hit, the blade attempts to infect the target with one of six diseases commonly found in the foul waters of Ghoulbourn Fen, as if it was a poisoned blade. On the roll of a natural 1, however, the wielder of the sword is targeted by the possible infection. (Note: despite the infection methods and incubation periods normally associated with these diseases, upon wounding with the Marsh Blade, the target must make a successful save against the disease’s DC. Upon an unsuccessful save, infection and damage occurs immediately.)

Marsh Blade Effects

d6 Roll
Disease
1
Blinding Sickness
2
Cackle Fever
3
Filth Fever
4
Mindfire
5
Shakes
6
Slimy Doom


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Previous "M"s:
2013: M is for Middlemurk Church (map)
2012: M is for Myth Voice (feat)
2011: M is for Maerl Dardar (npc)

15 November 2013

Found Item Friday: At The Potion Merchant's Cart

"Dilil, would you stop touching things? You have no idea where those things have been!" The female halfling slapped at her brother's hand just before he touched the oddly-shaped bottle on the merchant cart. Whispering, she continued, "Plus, if you break it, he's going to make you buy it. And you, brother, are a klutz."

Dilil sucked on the side of his hand and muttered, "Shiloru, you need to have more faith in me. And I'm not a klutz; put a sword in my hand and I'll show you." He waved his arm in a broad gesture, sweeping his cloak out of the way. The weighted edge of his cloak swept across the front row of bottles. Several fell to the ground, shattering, and leaving a variegated puddle.

The merchant smiled a cunning, toothy smile. "I'll just total up your receipt shall I, little master? Mayhaps you ought to listen more closely to your sister. Unfortunately, you chose a couple of the more rare items to, ahem, sample. If you wish to take them home with you, little master, I do have some – undamaged – bottles of the same draughts. I can just add them to your bill." Shiloru glared at Dilil and shook her head as the merchant walked around the corner of his cart, whistling happily.
  • Bottle One: Nectar of Life
    – This potion is contained in a glass conical bottle. The bottle itself is sealed with a screw-on lid covered and made air-tight with blue wax. On the side of the bottle, a single strange rune is painted; the rune is from a very rare language and names the potion. Through the glass, the potion is seen as a turquoise color. If opened, it smells reminiscent of rhubarb. If consumed, it is a very thick liquid, much like yogurt, and has a very sour taste. If the entire bottle is consumed, it causes leaves to grow on the drinker’s body. The leaves last for 5 minutes. If consumed in full sunlight, it acts as either a heal or restoration spell. MSRP: 3300 gp

  • Bottle Two: Oil of Irritation
    – This potion is in a brass container, one shaped to look on both sides like a grinning goblin face. The container is corked and sealed with black wax. There is no label on the container to identify the liquid within. If opened, the potion is seen as a yellow liquid, but is found to be odorless. If consumed, it tastes alcoholic, but with a greasy, oily texture. When consumed, the liquid causes the drinker to hear a high frequency noise for six hours; during this time, all of the drinker’s senses are diminished. MSRP: 300 gp

  • Bottle Three: Tincture of Predictions
    – This crystal flask is sealed with a glass cap, which must be broken off to open. This makes the flask impossible to reuse. On one side of the flask is a glued-on paper label, which describes on ly the general type of potion contained in the flask. The potion is visibly crimson colored. If the flask is opened, a harsh chemical smell is released. The potion itself is bubbly and fizzy when the flask is opened. If consumed, the potion tastes like chicken and grants the drinker a vision of one day into her future. (This is not the full 24-hour span, but simply the actions, situations, etc. a full 24 hours after consuming.) This vision lasts for 1 minute. After the vision subsides, the drinker suffers from drowsiness and mild paranoia for 24 hours. MSRP: 800 gp

17 April 2013

[A to Z April] O is for Omen Wine (beverage)

Often called the “poor man’s divination,” omen wine is a substance that has found its way across the continent from a small monastery hidden high in the desolate Krassmere Mountains. The monks who make this wine are violently protective of the recipe and will take any measures to protect the monastery and the process by which omen wine is created. Rumors persist, however, that omen wine consists in part of griffin blood.

Omen wine comes in single-dose bladders made from some type of animal skin. The bladder is tied shut with a strong but slender cord. A small runestone dangles from the cord; the rune itself is from an unknown language and glows in the presence of divine magic. Each dose costs 375 gp.

The wine itself is a dark green liquid with semi-transparent, silvery swirls. Omen wine smells delicious, like strawberries. However, it tastes of something not unlike spoiled chicken.

Upon drinking a dose of omen wine, the individual must make a DC 25 Fortitude Save. Depending upon the individual’s Save result, omen wine causes different effects.






Save Roll
Initial Effect
Secondary Effect
Less than 15
The individual falls into a coma for 1 hour. This is not a sleep effect, and thus elves are not immune to it.No secondary. During this time, it cannot be awakened by any means short of casting greater restoration on it.
15-20
The individual takes temporary nonlethal damage equaling its current hit points and is staggered for 1d4 rounds, after which the nonlethal damage is reversed.The creature remains shaken for one hour. Heal will negate all effects.
20-25
The individual becomes panicked for 1d4 rounds.The creature remains shaken for one hour. Nothing short of restoration will negate either effect.
26+

Sudden pain sweeps over the individual’s body and it becomes sickened for one hour.
No secondary. The effects can be negated only by a remove curse spell.

Once the initial effects of the omen wine wear off, the individual receives a vision. The result of this vision is comparable to casting divination, with the chance for a correct divination based on the individual’s character level, rather than the caster level.


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Previous "O"s:
2012: O is for Oath of Righeous Magic (spell)
2011: O is for Opening Doors

11 April 2013

[A to Z April] J is for Jade Skull (item)




Aura: Moderate divination; CL: 5th
Slot: None; Price: 30,000 gp; Weight: 11 lbs.

DESCRIPTION


This wondrous item is a replica of a human skull expertly carved from an exquisite piece of solid jade. The skull gives off a subtle glow, even when not in use. There is a slight depression in the top of the skull with a small hole in the very center.

Once per day, the wielder of the skull can apply a small amount of blood--a few drops at the most--into the depression and allow the blood to drip inside the skull. Thereafter, the wielder is able to see through the eyes of the individual from whom the blood was collected for two rounds per caster level. The blood-source is allowed a Will Save to resist the scrying; if the Save is successful, the scrying attempt fails and no scry attempt is allowed on that subject again for at least 24 hours.

The skull amplifies your visual and aural acuity and any magical effects so that your personal visual and aural acuity operates through the subject’s eyes and ears. In addition, the following spells have a 5% chance per caster level of operating through the skull: detect chaos, detect evil, detect good, detect law, detect magic, and message. The skull does not grant the wielder any insight or special knowledge into the thoughts or actions of the subject.

Per the Pathfinder rules for scrying: you can observe through a creature’s eyes at any distance. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature.

Circumstance
Will Save Modifier

No knowledge of the subject
+10

Secondhand knowledge (you have heard of the subject)
+5
Firsthand knowledge (you have met the subject)
+0
Familiar (you know the subject well)

-5
Drop of blood
-10
Subject is on another plane
+5

CONSTRUCTION REQUIREMENTS


Craft Wondrous Item, clairaudience/clairvoyance, scrying; 11 lb. jade block (17,000 gp); Cost: 11,000 gp.

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Previous "J"s:
2012: J is for Jalbion’s Liquid Jewel (spell)
2011: J is for Juniper Ale

08 April 2013

[A to Z April] G is for Grey Spirit Blade (item)




Aura: strong abjuration; CL: 10th
Slot: none; Weight: 1 lb.

DESCRIPTION

This +2 dagger must be used to take a life every day, or else the wielder suffers a negative level, with all the accompanying issues. These negative levels cannot be restored by any means, including restoration spells; the only way to restore the negative levels is through the taking of a life. Note that complying with the terms of the curse cannot increase the wielder’s levels past their regular level.

The weapon cannot be sold or given away, neither can it be simply stolen or obtained through the use of subterfuge; instead, in order to successfully break the curse upon the current wielder, the blade must be taken forcibly from the wielder in order to transfer ownership. In any other case, the “former” wielder will continue to suffer the curse until she recovers the blade from the new owner and an effective transfer of ownership occurs.

The hilt of this weapon is a grey metal, which appears to be constantly in motion, swirling around as if it were a mist or cloud of spirits. Unknown to most, it is currently owned by Lord Enik of Maltrai, residing in the city of Coldtreath.

CREATION

Magic Items: +2 dagger

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Previous "G"s:
2012: G is for Green, Mage (item)
2011: G is for Grick

03 April 2013

[A to Z April] C is for Cleft Helm (item)




Aura: Faint abjuration; CL: 12th
Slot: Head; Weight: 1 lb.

DESCRIPTION


When newly forged, this helm was a simple domed, steel helm including a nose guard. Bands of reinforcing mithral run around the base of the helm and from the top down on the cardinal positions. Heavy rivets appear around the mithral bands holding the bands to the steel. There is a crack that bisects the helm at the top with the right side of the crack bent slightly higher and away from the rest of the helm. The helm is crafted to fit tightly to a dwarven head and lacks any straps or fasteners, relying instead upon common dwarven physiological features to stay on the head.

When worn, the helm grants damage resistance (DR 5/piercing) to its wearer. If the wearer has damage resistance from another source, the amounts do not stack; instead, the source that grants the greater resistance applies.

If a creature other than a dwarf attempts to wear the helm the resistance applies. However, during combat such a wearer must make a Dexterity check (DL 12) every round after any successful attack(s) upon the wearer. On a failed check, the helm slips from the wearer's head to clatter upon the ground.

BACKGROUND


Centuries ago, this helm was owned by the great dwarf, Urthen Kilmalk, a paladin of the dwarven war goddess, Norlydd. During a great battle against an invasion of dark elves from the Undercity of Eryndaedrauth, Urthen led the dwarven forces in a spectacular defense of their home of Therduum. Eventually only the dark elves' champion remained, Berglin'inyon of House Everharn. He strode forward, stepping over the dead and dying bodies of his fellow dark elves, and lashed out at Urthen. The paladin valiantly blocked the elf's blows time after time, but was unable to bring his own waraxe to bear in more than defense. After a lengthy battle, the elf slipped; seeing his chance Urthen swung his mighty blade, slicing the elf's abdomen open. Holding his entrails in one hand, the dark elf retaliated and speared Urthen through the helm with his sword, piercing the dwarf's brain even as the elf slipped to the ground to die in a pool of his own blood.

With his dying breath, Urthen uttered a final prayer to Norlydd. In her mercy, and in recognition of his years of faithful service, Norlydd imbued the helm with a part of his still-living spirit. Urthen's brethren carried his remains behind the gates of Therduum, where he was entombed, still wearing his armor and bearing his axe. At some point, a thief or group of thieves were able to penetrate Therduum's defenses and made off with several sacred artifacts, including the cleft helm of Urthen Kilmalk. It is believed that the helm still glows with Urthen's spirit and that Norlyyd's boon will be granted to the wearer of the helm. However, it is also likely that the divine protection can be bypassed by an attack similar to that of Berglin'inyon's, as it would penetrate through the damaged helm.


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Previous "C"s:
2012: C is for Charred Brimstone Mist
2011: C is for Chiala Ereand

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