07 March 2018

Gary Con 2018; For Whom the Bell Trolls

It was about this time last year that a friend and I sent the self proclaimed leader of the OSR free world into a full on tears and hair pulling schoolgirl fit* by daring to speak less than glowingly about his little girlfriends Ernie Gygax and Joseph Goodman and their hijacking of GaryCon '17 (to promote a project that is now 6 months late and not expected out for another 3 months, for the record), and along those lines, I'm now open to suggestions or requests on what GaryCon topics you'd like to see me vent about this year!

I thought about the fact that a Frog God rep. at the con is using his blog as a platform to attack WotC and Magic: The Gathering organized play regarding sexual harassment complaints, despite the fact that Frog God's owner and CEO was himself accused of and admitted to assault and harassment at Paizo con a few months ago, but that's a lazy attack of opportunity on an easy target.

Stay tuned, and really, if you have any GaryCon weirdness to report, the comments are open.

* I was once a schoolgirl, I know a hissy fit when I see one.

27 November 2017

Known World Magic Items: Avrine's Lockpicks

Avrine's Lockpicks
New Magic Item

Avrine Nimblefoot is a legendary figure among the folk of the Five Shires and western Karameikos, especially the Hin. She lived about 50 years ago, and was a daring swashbuckler of a lass, living a life of wild adventures and daring deeds. Among the stories told about her are the tale of how she retrieved the jeweled crown of Penhaligon from a bugbear bandit who accosted the Baron on the Road on a trip to Specularum for a tourney, and a wild yarn about a game of dice with the gods which lasted the entire harvestfest holiday week and earned Avrine the enchanted lockpicks that now bear her name when she tricked the god into admitting defeat (even though he was obviously winning, the storytellers add with a knowing wink and grin).

Avrine's lockpicks are a set of exquisitely crafted thieves tools made of platinum decorated with diamonds of various colors. When used by a non-thief, they grant the user the ability to Open Locks af if he were a thief of 1/2 his current level. Example: Giano is a 4th level halfling. When using the lockpicks, he can open locks as if he were a 2nd level thief.

In the hands of a thief, they are even more powerful, granting a bonus of +3 effective class levels when calculating the Open Locks chance on the tables. For example, Magwell, a 7th level thief, steals the lockpicks and then tries to unlock a door with them. Using the lockpicks, he has the Open Locks chance of a 10th level thief!

The lockpicks are a unique item, and worth about 5000 gold pieces if sold.

25 November 2017

Known World Magic Items: Saudamard's Club

Saudamard was a strange and unique hero, an orphaned Hin (the name halflings use for themselves) raised by animals in the wilderness. Saudamard himself claimed that he was raised in a nest of rust monsters in the Cruth mountains, but for the majority of his life, this was not taken seriously.

Saudamard didn't take offense, and though he remained wild and uncouth for a Hin, he gained some popularity among the locals as a vigilante of the backroads, sometimes showing up to aid travelers beset by bandits or monsters.

When the Hin of the Shires began to resist the abuses of the Black Eagle barony, a corrupt fief of Karameikos, Saudamard was in the thick of things, wearing his usual battle worn and trail dusty leather armor, but carrying only a simple club. A fitting end to a people's hero, Saudamard fell a the battle that freed a band of his kin from the atrocities of their wicked neighbor, but odd stories began to spread, tales that during the battle, enemies hit by Saudamard's club saw their armor and swords crumble apart into ruin, and were forced to fight defenseless and without arms or flee the field. Dismissed at first, the tales became so common and popular that Saudamard's old stories of being raised by the rust monsters started to be taken seriously.

Saudamard's Club appears as a well made but battle worn club, about 2 feet in length, with the handle wrapped in stout leather and stone rings, etched with tribal art style depictions of rust monsters, where a normal club might have rings of metal.

The Club is foremost a Club +1, granting its bonus to the wielder's hit and damage rolls. In addition, any successful hit on non-magical metal (including armor, weapons, etc) causes the target to Save vs. Paralysis or have that metal item immediately crumble away into rusty dust. Unlike a real rust monster, the club has no affect on magical metal.

Due to the chaotic bumping and jostling of combat, there is a 5% chance per combat (not per attack) encounter of the wielder accidentally striking his own armor or possessions, invoking the club's power.

This flaw is realized by the weapon's owners rather quickly, and is the reason none have kept the club very long since Saudamard's death. It might currently be found around the Five Shires or Karameikos, abandoned or sold by its last owner.