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

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.

23 November 2017

Known World Magic Items: Culinary Magic

I always like fun and interesting new magic for the game, things the players least expect. I had some notes on magical food concoctions in my notes, and remembered them while reading about the Chef class in an old issue of Polyhedron magazine. I decided to type up my notes, and convert some of the Chef magic stuff from AD&D to Classic D&D, here's what i came up with.

Miija's Gingersnaps (75 gp for 6 cookies)
The crunchy and tasty cookies, invented by the famous (in the Five Shires, at least) Hin baker Miija Copperkettle, grant the eater the effects of a Haste spell for 1d4 rounds. Attempting to eat more than one per day, however, will cause the eater painful heartburn and debilitating cramps, inflicting 1d4 points of damage that can only be cured by a full night's rest (not even magical healing spells will help).

Miija's Bayberry Tea (10 gp per cup)
This rather bitter tasting brew, common among the woodland folk of Alfheim, acts as a mild healing draught and a full cup will heal 1d4 hp of damage. Drinking a full pot (4 cups) will either heal 4d4 hp of damage, or cure any single non-magical disease or posion.

Miija's Peculiar Pepper Sauce (100gp for one bottle, 6 chugs)
Another invention of Miija Copperkettle, this extremely hot blend of chili peppers from around the islands of the Five Shires and Ierendi allows anyone taking a gulp of it to spit forth a gout of flame with a 15 foot range and causing 1d6 points of damage to anything it hits.
The sauce burns its drinker as well, however, causing 1d2 points of damage for every gulp taken. In addition, for each gulp taken beyond the first each day, the drinker must make a Save vs Death with a cumulative -1 penalty or die from choking.

Miija's Basil Cakes (10gp for one tart)
These vile tasting herbal tarts require a successful CON check to eat without gagging and vomiting, but if kept down, they guarantee  success on any one Save vs Petrification within the next 24 hours.

Miija's Elven Carrot Cake (50gp for one cake, 4 slices)
Eating a slice of this sweet treat grants the eater infravision with a 10 foot range for one hour. Repeated consumption of the cake the same day has no effect.

Miija's Amazing Applesauce (30gp for a 12oz jar)
This thick, sweet and slightly chunky apple sauce is not only delicious, it's extremely filling and nourishing. One 12 oz. jarserves as an entire week's worth of rations.

Miija's Potent Peas (5gp for 12 peas)
Three of these dried peas will create an entire serving of a nourishing, if rather bland tasting, pea soup when placed in a bowl with hot water. One serving satisfies a humanoid of man size or smaller for one day.

Miija's Regiberry Tea (20gp per vial, 3 sips)
Three of these dried peas will create an entire serving of a nourishing, if rather bland tasting, pea soup when placed in a bowl with hot water. One serving satisfies a humanoid of man size or smaller for one day.

Miija Copperkettle owns and runs a small bakery in Leafkindle, where these items (including the two druidic recipes) may be purchased, but she has also sold her recipes to other bakers who promise not to open a competing shop in Leafkindle, so the DM can have the items turn up at a market or bakery just about anywhere.

Miija is also constantly on the look out for new and rare ingredients for her culinary creations, and may serve as a minor patron for PCs looking for work.

21 November 2017

Known World Magic Items: Poor Man's Feast

Whatever poor soul first kept his share of the day's hunt too close to the campfire and happily discovered that putting a char to a piece of meat vastly improves its taste is sadly lost to the fog of prehistory, but in the Shirelands, every Hin worth his or her toehair knows the name Blossom Goldenspoon.

Long ago, in the days when the Hin first learned to tend their fields and keep pantries, cooking became the high art that it is today. One of the earliest, and still most revered Hin cooks of this time was Blossom Goldenspoon. A creative genious in her kitchen, Blossom is still credited with first creating most of the foundations of every Hin's recipe collection, and in fact, telling a Hin that her dish "could've come straight from Blossom's hearth" is considered a compliment of the highest order.

With success often comes the envy of others, and such was the case for Blossom. Many of her peers sought to outdo her skill, and at least one stooped to magical cheating to help, but as the Hin like to say "ye eat what ye cook"...

Cotter Bramblepatch was a well intentioned apprentice cook, at first desiring only to win the praise of his clan by feeding them the best meals he could muster, but he had the misfortune of living in the same town as Blossom, and grew weary of hearing his dishes compared to hers, never favorably, mind you. Frustrated, he traveled east, to visit the Traladara folk and hoped to learn new culinary secrets that would impress his kinfolk.

Cotter was quickly dismayed at the fact that Human cookery was far inferior to that of the Hin. He had almost given up on his quest when he met a a young Traladaran magic user who promised to help him achieve his goal in exchange for 10 years of service as the magician's personal cook. You see, although Cotter's skills in the kitchen didn't wow his peers, to a human, his dishes were divine. He faithfully completed his decade of service, at the end of which, his master presented him with a fine silver soup bowl, "Cotter, my lad" the old magician said, "any you serve from this vessel will find it the grandest meal they've ever eaten." Cotter took the bowl skeptically and returned home to the Shires.

The grandest meals ever, indeed. Hin flocked from miles around to have a taste from the table of Cotter Bramblepatch! Word around Eastshire, and beyond, spoke of meals fit for the Immortals themselves, selflessly offered to any who came asking. Cotter reveled in his newfound fame.



Cotter's soup bowl, enchanted by his Traladaran friend, whose name is not known in these tales, did exactly as promised, every meal served from it was thought to be the finest that diner had ever tasted! So great was its power that even burnt, spoiled and rotten dishes were greedily slurped up, to the very last drop or scrap. The bowl's power proved to be Cotter's downfall in the end.

Cotter was very generous, far preferring fame and praise to coin, but after a while, his money purse ran low and he could no longer afford fresh, wholesome ingredients for his recipes. You probably see the bowl's folly already. Although a dish served from it tastes like the finest fare one has ever eaten, the actual quality of the food is not affected at all. Thus, a meal that is burnt, undercooked, spoiled, or even poisoned will still cause heartburn, sickness or even death to those consuming such tainted fare.

Thus it was that Cotter's peers began to question his methods, despite enjoying his meals as usual, and continuing to praise his skill, quiet doubts began to accompany the cramps and achy bellies that were sure to follow. Colter himself eventually used the bowl to liven up some improperly preserved salted pork loin one lonely and hungry afternoon, and lacking a competent healer nearby, died from food poisoning the very next day.

Poor Man's Feast (aka Cotter's Bowl)
Cotter's bowl is a footed soup bowl crafted from fine silver beaten into a pattern of flowers and knotwork. The dish always feels comfortably warm to the touch, with a faint aroma that most who have examined it describe as fondly reminiscent of "mum's own kitchen".

Any food or drink placed into the dish and then served will taste to those eating or drinking like the single greatest thing they've ever had the luck to experience. Even the coldest campfire gruel will seem to be a meal fit for a king, and the foul tastes of minor spoilage, weevil infestations and the like will become undetectable.

The downside of using the bowl is obvious from Cotter's tale. Poisons in the food or drink in the bowl become extremely difficult to detect, gaining a 50% chance (1 or 2 on a d4 roll) of evading notice by magics intended to detect poison.

Also, because the user is so fooled by the pleasant taste of the fare from the bowl, he will tend to gobble or slurp up the very last bit, making it more difficult to avoid the ill effects of a poison one would normally spit out due to the foul taste. All creatures poisoned by fare from the bowl receive a -2 penalty to their saving throw against that poison.

19 November 2017

Known World Magic Items: Druid's Honey Mead


Druid's Honey Mead

The druids long ago mastered the techniques of fermenting honey from beehives into a potent and tasty beverage that is popular across the known world even today. Though the meads vary a little from region to region, the general theme is the same. Honey is harvested and prepared in the autumn and allowed to ferment over the winter, reaching maturity in early spring and brought out as part of the spring planting festivals. For most creatures drinking this beverage, it is simply a thirst quenching and slightly intoxicating elixir.

For the druids and their followers, however, there is a potent effect to be gained by drinking these meads during spring celebrations as part of their festivities. In game terms, any character who raises a toast to the gods of nature before consuming their mug of ale will be healed as if they had imbibed a lessened strength Potion of Healing, recovering 1d4 points of damage. This benefit may only be gained once per day, and may only be used during relatively calm, quiet moments of introspect and piety, thus the drinking of honey mead during battle will have no beneficial effects.

It is important to point out that although the druids know of this blessing from their gods, they do not explain it to persons buying or trading the mead from them. They prefer that people discover the gods' gift through an honest and sincere display of faith and respect, which in many cultures of the known world is expressed in the form of a toast or dedication of libations to the nobles and deities important to the local people.

17 November 2017

Known World Magic Items: Mask of the Eagle's Talons

Mask of the Eagle's Talons

The Eagle's Talons are an old, well established thieving guild based in Specularum, though the exact location of their guildhouse is a closely kept secret. Despite many attempts, including recent ones by Duke Stefan, the secrets of the guild, and the identity of its headquarters remains unknown to most of the city's residents.

Since most of the guild's activities take place at night, and their membership is primarily human, vision has long been a problem for the Talons, who like most thieves abhor the thought of needing to carry a torch or lantern along with them while they work. To resolve that dilemma, the guild has long secretly employed the services of Specularum's Magic User's guild to create these magical masks, which grant them a limited ability to see in the dark like their demihuman peers.

These Masks are lightweight half-masks, made from fine black leather, shaped to resemble the face of an eagle. An adjustable buckle on the rear of the mask allows it to fit any wearer of Hin to Human size. The masks are stylish enough to be worn around at night without causing one to look out of place, but doing so in Specularum is risky, since most of the city watch instantly recognize one as the mark of a Eagle's Talon thief.

When worn, the masks grant their wearer Infravision to a range of 30 feet. If worn by a creature that already has natural infravision, they instead bestow a bonus 15 foot range to the existing Infravision. Magical Infravision, from any other source, is negated for the duration that the mask is worn, providing only the mask's 30 foot infravision range, though the magical Infravision will return upon removing the mask, unless its duration has expired, of course.

The Masks are fairly rare outside of Specularum, and are worth about 1,500 gp on the black market. Any non-guild member who is caught with one of the Masks is usually beaten severely and robbed of it, with a stern warning about the consequences of opposing the Eagle's Talons. Repeat offenders will be subject to attempts by the guild to kill them.

The wearing of festive masks by nobles (and wannabe nobles) while socializing is considered a statement of style in Specularum, despite the fact that the city isn't really all that cultured, compared to the wealthy cities of Thyatis, but some of the petty nobles there like to act fancified, so in the nicer parts of town, wearing masks out at night is considered acceptable.

06 October 2017

House Rules - Magical Wands (Includes New Known World Magic Items!)

New enchanted wands for your Magic User PCs, and some thoughts on Basic D&D's 'evolving' rules on wands.

As you may have noticed, the different editions of the Basic Rules have different notes on how many charges a wand has:

Original D&D (Book 2, Monsters & Treasures): 100 charges (1d100/d% when found)
Holmes Basic: 100 charges (1d100/d% when found)
Moldvay Basic: 10 charges (1d10 when found)
Cook Expert: 20 charges (2d10 when found)
Mentzer Basic: 10 charges (1d10 when found)
Mentzer Expert: 20 charges (2d10 when found)
Mentzer Companion: (DM's option) 30 charges (3d10 when found)
Rules Cyclopedia: 20 charges (2d10 when found) and DM's option 30 charges (3d10 when found)
"Challenger" (Post RC) Basic: 10 charges (1d10 when found)

To reconcile these differences, I simply use 4 classifications of wands:

Minor Wands have 10 charges, 1d10 remaining when found as treasure or purchased/traded
Standard Wands have 20 charges, 2d10 remaining when found as treasure or purchased/traded
Major Wands have 30 charges, 3d10 remaining when found as treasure or purchased/traded
Epic/Legendary Wands have 100 charges, 10d10 remaining when found, purchased or traded

The different classifications of wands otherwise function as described in the relevant rule book. Roll d%/d100 to determine which class of wand is found:

d100   Wand Classification
0-25   Minor
26-70  Standard
71-95  Major
96-00  Epic/Legendary

When a PC or NPC wizard is creating a wand, minor wands halve the time and money required to complete the task, and major wands double the time and money required. In addition, the DM may require the creator (or her PC customer) to procure a rare, exotic or magical material to be used in the creation of a major wand, sometimes requiring a side quest by the party.

Epic wands are the stuff of legends, created in the distant past or on the exotic planes of the Immortals and otherworldly beings. Such items are beyond the ability of mortal magic users of the Known World to create.

It is important to remember that the classification of a wand has nothing to do with its powers, it reflects only the number of charges the wand is capable of holding.

For all types of wands, unless specifically noted in the description of the item, each use of one of the wand's powers costs one charge, and a wand may only be used once per round. Note that in both the Moldvay and Mentzer basic rules, in the general notes on all magic items with charges, it clearly states that unlike other (advanced or d20ish) versions of D&D games, in Classic D&D, charged items may not be recharged. Though many DMs will surely houserule and override this, I will present this material in compliance with "canon" rules-as-written. In any case, even if you do bend the rule and allow PC or NPC magic users to recharge wands, Epic/Legendary wands may never be recharged, for the same reason they cannot be created by mortals of the Known World.


NEW WANDS
These are standard Classic D&D items, a couple of which are tied to the Known World setting. Don't need to use my Casting & Components stuff to use them!

"Wand of Panic" - When used, this wand causes extreme fear and dread in the target creature. If the target fails a save vs. RSW, it will panic and immediately flee from the wand's user via the most direct route available. After 1d4 rounds, the panic fades a bit, and the creature may once again approach the wand's user, but after a failed save, subsequent saves against the same wand are made at -2.

Non-Intelligent creatures, constructs, mindless undead, and similar monsters are unaffected by the wand, and a Remove Fear spell will instantly nullify the wand's effects, including the penalty to subsequent saves.


"Wand of Paranoia" - Conjuring within the targets mind visions of whatever it is he fears most and leading him to mistake the creature nearest to him as the object of that fear, this wand causes a target who fails a save vs RSW at -2 to immediately attack the nearest creature (PC, NPC or Monster) to him for 1d3 rounds, or until that creature is slain. The DM should determine which creature, enemy, ally or neutral, is closest if miniatures are not used.

A Remove Fear spell grants the affected creature a second save vs RSW, without any penalty, to remove the effect of the wand.


"Wand of Intense Magic" - This wand is used in conjunction with spellcasting, and causes the spell cast to be extra-potent, causing a -2 penalty (or -10% to magic resistance or anti-magic) to any saves against it. At the user's option, two charges may be spent, doubling the potency of the spell to provide -4 to the save (or -20% MR or AM).


"Wand of Reach" - This wand similarly empowers spells cast while it is used, allowing the range of the spell in question to be doubled. Only spells with an actual range are so empowered. Personal, zero-range spells and those requiring the caster to touch the target may not be so enhanced.

---The above two wands were created in part to satisfy players with a background in 3rd edition/d20 and later editions and variants of D&D who are fond of 'meta magic' feats which allow tinkering with the ranges and other variables of spells by the caster. Given the limited charges of most wands, and the fact I have intentionally left out a wand that flat out increases the damage caused by a spell, I don't think they unbalance the game too much, and let the magic users have a little fun for once---


"War Wand" - Created by human magic users for use when their daily spells were used up, these wands grant one of the following boons, chosen at the time of activation, to the user for 1 + user's level rounds:

+1 to all to-hit rolls
+1 to Armor Class
+1 to all damage rolls

Only one boon may be active at any time.


"Eirak's Frost Wand" (Unique item, major wand) - Eirak the white was a self styled 'frost mage' from Noslo island, in Ostland. Adept at blending into the snowy terrain during winter raids with his band of brigands, Eirak lamented being easily seen when tromping through dungeons or out on rare spring and summer expeditions. After years or research and trial and error, he created the wand that bears his name, to hinder those who would see the face of their foe.

Eirak's wand creates a 20 foot diameter cloud of wet, icy mist anywhere within 100 feet of its user. Any flame based, non-magical light sources within the cloud are immediately extinguished, and more importantly, any creatures within the mist cloud who rely on infravision to see must make a save vs. RSW or be blinded for 1d6 rounds by the sudden shift in temperature around them.


"Andreja's Coffin Spike" (Unique item, minor wand) - The young magic user known only as Andreja is a newcomer to Specularum, having fled the terror filled rumors of Vandevicsny village. Having seen her family killed by the restless dead that stalk that sleepy town, Andreja now lives and studies magecraft in the city, hoping to gain the knowledge and power to rid her home of its undead scourge. Sadly though, her prized possession, a self made wand she calls Coffin Spike, has been stolen!

If the PCs are in Specularum, they may be approached by Andreja, seeking help in recovering her wand from the thieves who robbed her of it, otherwise they might come across the wand in any usual fashion as the spoils of conflict in their adventures.

Andreja's wand is aptly named, having been crafted from an ash stake once used to destroy a vampire near Vandevicsny. The wand must be activated by touching the undead target, requiring a to-hit roll against the target creature (though AC is calculated at 10 - magic and dex bonuses, if any. Armor is ignored for this 'attack'.) A successful hit deals the creature 1d8 points of damage per hit, using one charge. A failed attack roll means no charges are spent.


"Wand of Introspection" - These wands are rumored to have been created by the mischevious but kind hearted pixie folk of the Alfheim woodlands. The fact they tend to be only 6 or 7 inches long gives credence to that rumor (though that size would still make them a staff to a pixie who wielded one). While causing no direct harm to a creature, and designed merely to incapacitate a foe long enough for the fey folk to escape, the lingering effect of the wand's magic could put a target creature in temporary grave danger.

The target of this wand must succeed at a save vs. RSW or be overcome by feelings of peace and introspection, causing her to simply stand (or sit, or lay, if already doing so), smile and ponder how great and wonderful life on Mystara is. The victim becomes oblivious to everything around her except for actual damage to her person, which immediately ends the magic's effects. While in the trance, though, she suffers a -2 penalty to all saves, loses any dexterity bonus to AC, automatically fails any ability check and is incapable of any actions up to and including combat. The trance ends after 1d10 rounds, or upon physical HP damage to the victim.


"Wand of Procrastination"
- The target of this wand's magic suddenly becomes lethargic and unmotivated unless a save vs RSW is made. If the save is failed, the target automatically waits till the last possible moment to take any actions, causing him to automatically go last in initiative order for 1d6 rounds after which the magic fades.


05 October 2017

House Rules - Magical Staves (Includes New Known World Magic Items!)

New enchanted staves for your Magic User PCs, and some thoughts on Basic D&D's 'evolving' rules on charges for a staff.

As you may have noticed, the different editions of the Basic Rules have different notes on how many charges a staff has:

Original D&D (Book 2, Monsters & Treasures): 200 charges (2d100/2d% when found)
Holmes Basic: 100 charges (1d100/d% when found)
Moldvay Basic: 10 charges (1d10 when found)
Cook Expert: 30 charges (3d10 when found)
Mentzer Basic: 10 charges (1d10 when found) Implied but not clearly stated
Mentzer Expert: 30 charges (3d10 when found)
Mentzer Companion: (DM's option) 40 charges (4d10 when found)
Rules Cyclopedia: 30 charges (3d10 when found) and DM's option 40 charges (2d20 when found)
"Challenger" (Post RC) Basic: Not stated. This 'edition' also (erroneously?) states that staves are only usable by clerics, so I consider it irrelevant for this topic

To reconcile these differences, I simply use 4 classifications of staves:

Minor Staves have 20 charges, 1d10 remaining when found as treasure or purchased/traded
Standard Staves have 30 charges, 2d10 remaining when found as treasure or purchased/traded
Major Staves have 40 charges, 3d10 remaining when found as treasure or purchased/traded
Epic/Legendary Staves have 100 charges, 10d10 remaining when found, purchased or traded. Consider also that many Staves of this magnitude would be considered proper Artifacts, and governed by the different rules for items of that type, explained in the Master Rules.

The different classifications of stavess otherwise function as described in the relevant rule book. Roll d%/d100 to determine which class of staff is found:

d100   Staff Classification
0-25   Minor
26-70  Standard
71-95  Major
96-00  Epic/Legendary

When a PC or NPC wizard is creating a staff, minor staves halve the time and money required to complete the task, and major staves double the time and money required. In addition, the DM may require the creator (or her PC customer) to procure a rare, exotic or magical material to be used in the creation of a major wand, sometimes requiring a side quest by the party.

Epic staves are the stuff of legends, created in the distant past or on the exotic planes of the Immortals and otherworldly beings. Such items are beyond the ability of mortal magic users of the Known World to create. Again, many Staves of this magnitude would be considered proper Artifacts, and governed by the different rules for items of that type, explained in the Master Rules.

It is important to remember that the classification of a staff has nothing to do with its powers, it reflects only the number of charges the staffis capable of holding.

For all types of staves, unless specifically noted in the description of the item, each use of one of the staff's powers costs one charge, and a staffmay only be used once per round. Note that in both the Moldvay and Mentzer basic rules, in the general notes on all magic items with charges, it clearly states that unlike other (advanced or d20ish) versions of D&D games, in Classic D&D, charged items may not be recharged. Though many DMs will surely houserule and override this, I will present this material in compliance with "canon" rules-as-written. In any case, even if you do bend the rule and allow PC or NPC magic users to recharge staves, Epic/Legendary staves may never be recharged, for the same reason they cannot be created by mortals of the Known World.

New Staves

"Stone Staff of Mirabilis" (Unique Item, standard staff)
SPOILER WARNING: This item assumes that the events in the (revised Green Cover edition) adventure module B3: Palace of the Silver Princess have transpired and been brought to a successful conclusion; in other words, Haven is freed from Arik's curse and most of the folk of that land and Princess Argenta's palace have been restored to life, with one exception, it is assumed that the palace magician, Mirabilis, did not recover from being petrified and perished. If you plan to use that adventure in the future in your campaign, wait until afterward to introduce this item, or change the background to suit events in your campaign story.

When the curse of the vile immortal Arik fell upon the valley of Haven, only the courage and swift actions of heroes freed the land and restored the doomed citizens of Princess Argenta's court from eternal petrification, but no hero is perfect, and a small handful of the folk of Haven perished during that sad affair. Lady Argenta's trusted court magic user, Mirabilis, was one of those lost souls.

Shortly after the heroes defeated the minions of Arik and broke the curse, Mirabilis's apprentice, Shaylee, returned from an errand in Velders, a small town on the border with Glantri that she'd been sent on by her master a few days before the curse struck. Shaylee was horrified to find the broken shards of stone that had once been her mentor, and gathered them all for an honorable burial in the palace cemetery, saving only one small sliver of stone, from what had been her master's heart, to craft into a magical staff to help prevent anyone suffering a similar fate in the future.

The staff Shaylee created is made from oak and stands a full 7 feet in length, beautifully carved with images of flowers and subtle runes related to peace and protection. The head of the staff appears crafted of stone, in the (literal, anatomical) shape of a humanoid heart, a striking contrast to the beauty of the rest of the staff. The staff head is actually the petrified heart of a medusa, purchased by Shayla for a small fortune from a band of adventurers who had slain the gruesome creature in some lost ruins in the Malpheggi swamplands. Embedded unseen into the wooden shaft just below the headpiece is the sliver of stone from Mirabilis's heart.

PCs who visit Haven, or one of the nearby towns (The original, orange covered version of the B3 module contains a map of Haven and its surroundings, on the western border of Glantri. This document was included in the free pdf library on previous incarnations of the Wizards.com/dnd website, and may still be available via dndclassics.com or other online sources.) may hear the troubling rumor of thieves and assassin's loyal to the cult of Arik who returned to Haven to finish their work. Though most of the cultists were killed or captured during their unsuccessful mission, a handful escaped, taking the stolen staff with them! Recovering the staff from the small band of brigands is left to the DM to work out, but if the party does recover it and returns it to Shaylee in Lady Argenta's court, she will be eternally grateful and reward them with what minor scrolls or potions the DM decides she has access to. In addition, since Shaylee herself hasn't the heart of an adventurer, she will insist that any apparent lawful or neutral PCs keep the staff, to use it in battling the wicked monsters of the world that employ petrification magic.

The Stone Staff has the following powers:

Functions as a quarterstaff +1, +2 vs creatures with an innate ability to petrify opponents, such as a Medusa or Basilisk. This aspect of the Staff functions for any wielder, regardless of class, though only a MU or Elf (or variant PC class capable of using MU items) may use the other powers.
May cast Flesh to Stone, as the spell, once per day, costs 2 charges, requires a touch 'attack', target is entitled to a save vs P/P to avoid.
May cast Stone to Flesh at will, costs 1 charge
The staff's abilities all become inert once the charges are spent.

Note: The astute reader might recognize this as a Known World adaptation of the White Staff of Meldorf, from Teutonic myth, as it appeared in the Role Aids rpg supplement Fantastic Treasures, vol. 2 (Mayfair Games, 1985) My apologies to the source myths for any liberties taken in this adaptation.


Staff of Lordly Magic
In the days of Alphaks I, Imperial court wizards held lofty positions of power and influence in the imperial government of Alphatia (and still do, to a lesser degree), and many would craft mostly ceremonial staves of great beauty and grandeur to denote them as high mages of the empire. Though the practice of creating staves like these has long since fallen from general use, a few of these ancient staves are known to yet exist, scattered throughout the Known World over time.

The wielder of a Staff of Lordly Magic inspires feelings of respect and admiration in those around her, with the following game effects:

+1 to wielder's CHA ability (18 max) when the staff is actually held
Verbal Understanding - By spending a charge, the wielder of the staff may speak with any one creature within 10 feet of her for 10 minutes, regardless of shared languages. Treat this as the 1st level MU spell Read Languages, but applied only to verbal, not written, communications.
Charm Person - As the spell (treat as 8th level for spell variables), costs 2 charges
The staff's abilities all become inert once the charges are spent.

These staves are highly sought after by current Alphatian magic users, who will sometimes pay as much as 5000 gp for an example with charges remaining (Half that for minor versions of the staff, double for major versions. No known Epic/Legendary examples have ever existed.)

23 September 2017

The Known World Setting- A Few New Druid Magic Items

In Classic D&D, and pre-AD&D Mystara, druids are powerful clerics, given to the protection of the natural world. Unlike druids in other incarnations of the game, Known World druids have a respectable career as a cleric already behind them, and should be capable of great works of faith-magic. Sadly, the material for the setting reveals few examples of this, leaving druid magic as an afterthought unless a PC decides to take that path as their cleric rises in level.

With that in mind, I decided to share a couple examples of druid magic from my home game, in the form of magic items so they can be used by lower level PCs, or in campaigns where the druid class isn't used.

Laoreigh's Brooch
A few centuries ago, before the explorations of Karameikos by the Thyatians began, the area had grown wild and untamed after long years of Traladaran collapse. Many of the small bands of humans struggling to survive in the wilderlands looked to their druids as protection from the dangers of the woodlands, and the farmers subsisting on the shores of Lake Windrush, in the shadow of the ruins of Castle Gygar were no exception, often seeking the aid and counsel of the cicle of druids who lived in the hills near modern Eltan's Spring.

One of druids, a kindly old woman named Laoreigh had quite a reputation in the area for being a master of plant lore and was esteemed for her skill in healing the unfortunate souls who fell victim to rashes or illnesses from contact with some of the nastier flowers and herbs found around the lake. Laoreigh was no glory hound, and demanded no payment or honors from her neighbors for her aid, and having no skilled student to carry on her work, she crafted the magical brooch that bears her name in hopes that it would be used to soothe the suffering of future peaceful folks.

In the time since, the druids of the Eltan's Spring circle, created a few copies of Laoreigh's brooch, one of which is kept by the druid Bertrak, the soul remaining druid of the Eltan's Spring circle. If the party participates in the adventure "The Sound of Madness" from the Karameikos: Kingdom of Adventure box set, or in some other way performs noble deeds in the service or alliance of Bertrak, he may bestow the brooch upon one of them as a reward. The other brooches, including the original, have faded into the fog of history, and their current whereabouts are unknown.

Laoreigh's Brooch is made of brass in the shape of a fan of three leaves of the pixie's tear, a rare herb sometimes found in the wooded hills around lake windrush.The trinket is about an inch tall and an inch and a half wide, with a thickness of about a quarter inch. The replicas are sometime made of bronze or copper, but are otherwise identical and bear the same magic.

When pinned to the wearer's clothing, the brooch provides protection the dangerous plants of the world, offering a +2 bonus to saving throws vs poison from plants and plant based monsters, and a bonus of -1 AC against attacks from plants and plant based monsters.

Those of neutral alignment who wear the brooch displayed openly are entitled to a +1 bonus to reaction checks when encountering druids, this bonus increases to +2 if the wearer has the original item and not a replica.

Bertrak does not know the process for creating these items, but a PC druid who earns his trust and access to the hidden "vault" (actually just a well concealed cave near his grove) where he has stashed most of the relics and records of his circle will be able to do so given 1d4 months of study and creation time.

Rod of the Windrush
In the dry summer months of north-eastern Karameikos, wildfires are a constant danger, threatening the farms and homes of the folk who live there. In the infamous summer of AC 873 in fact, the town of Threshold was nearly wiped from the world when a savage fire roared down from the hills to the east and engulfed the town, destroying most of the buildings and claiming hundreds of lives.

During the rebuilding effort, Flindemar, then leader of the Eltan's Spring druid circle, who had all assisted in the doomed effort to fight the fire, presented the mayor of the town with a bundle of Windrushes, the the ubiquitous reed that grows along the shores of the lake and gives it its name, woven into the shape of a stout rod and magically preserved and hardened to a stone like strength. Flindemar promised that the rod would ba a great boon to fighting future fires. The mayor and his successors treasured the rod, and kept it safely in the town's vaults when it wasn't needed.

Sadly though, when the town came, albeit peacefully, to be under the rule of the Karameikos dukes, a wave of crime temporarily swept through Threshold, and even the old city vaults were plundered at least three times. During one of these raids, the rod vanished, and its current owner and whereabouts are unknown.

The Rod of the Windrush may be used by any druid, or a cleric of L or N alignment, presumably to aid in fighting fires, but in actuality any time its power may be useful.

Once per day, the Rod may duplicate the Create Water spell as a 14th level cleric with the exception that the water source may be created floating in the air and has a range of up to 100 feet from the caster instead of the normal parameters.

In addition, up to three times per day, it may also protect the bearer according to the Resist Fire spell.

Note: Do not repost or redistribute this material on any forum, website, archive or social media without express prior consent from the author. 

22 September 2017

The Known World Setting - A Few New Minor Magic Items

After a while, the limited lists of magic items in the BECMI rulebooks can get a little boring, and I often end up creating new things to amuse the players. I've found that when you're giving out mysterious, unique things, they usually don't have to be super powerful to catch the interest of the PCs, and minor magics can be just as fun and interesting as relics and artifacts, without the risk of unbalancing a campaign.

So this will be the first in a series of articles featuring some new magic items of low to medium power to spice up the treasures found by PCs in a Mystara game.

Kala Chalk
Now and then, traders returning from the mysterious Honor Island, in the island Kingdom of Ierendi, tell tales of the strange and wondrous magics known to the reclusive magic users there. Less often, those traders have a trinket or two from those mages for the curious buyer with coin to spare.

Kala Chalk is one such item that turns up in the markets of port towns from the Shires to Alphatia once in a while, or in the pocket or pack of some rare traveler. Crafted from a slightly oily powder made from stones found on Mt. Kala on Honor Island, the magic users there (and the opportunistic merchant trying to sell the unique item) claim that it harnesses the power of the volcano in order to protect a person from all enemies!

As any seasoned adventurer in the Known World can attest, "all enemies" can be quite a subjective idea, and those who know the mages of Honor Island will understand that the actual power of the chalk is not what the average folk of the mainland might expect. You see, the folk of Honor Island are notoriously chaotic, and given to mingling and working with creatures considered monsters elsewhere...

Kala Chalk appears to be a 3 or 4 inch stick of 1/2 chalk with a reddish tint and a slightly greasy feel to it. Its power is invoked by drawing a circle on the ground, which then protects those within the circle from aggression by lawful creatures. Those protected gain a bonus of +2 to their AC and Saving Throws against attacks by such creatures, and lawful creatures who enter the circle suffer 1 point of damage each round that they remain within. Creatures forced into the circle against their will gain a saving throw vs. death magic to avoid the damage. The protection granted by the chalk circle lasts for 1d6+3 rounds, or until dispelled.

One stick of Kala Chalk is enough to draw a circle or circles to protect 8 creatures, either all at once or in multiple smaller groups.

Archer's Salve
This thick oily substance is said to be created by elusive elven clerics of the immortal Mealiden in Alfheim, to aid that nation's archers in hunting and battle. It is never sold to non-elves, but turns up once in a while in neighboring nations and can be used by any creature normally allowed to use a bow (but it grants no bonus to crossbow bolts.)

The salve is used by rubbing it into the shaft and fletching of a normal arrow, a process that takes 1d2 rounds to properly complete. Once coated, that arrow is imbued with a bonus of +1 to hit, until used successfully (it can be used again if it misses a target but is retrieved). The arrow also qualifies to hit creatures normally immune to non-magical or non-silver weapons. If not used successfully before the dawn of the next day, the salve's magic fades.

Avrine's New Moon Makeup
Avrine Nimblefoot was Hin "thief" known throughout the lands of Karameikos and the Shires for her daring and good-natured spirit. Hin storytellers who extol her adventures often quip that she was the greatest sneak of all the ages, and when she wanted to remain hidden, even the eyes of the Immortals couldn't spy upon her.

What most Hin don't know, or choose not to mention when telling their tales, is that Avrine had a small but potent arsenal of enchanted items to aid in her exploits. One such go to items in her career was a unique type of stage make up, the recipe for which was developed by the diminutive adventurer herself, with the aid of some forgotten Glantrian alchemist*. Thieves and roguish Hin have since copied the formula for Avrine's make up, and it's not all that uncommon in the realms of Karameikos, Ierendi and the Shires to this day.

Each jar of Avrine's New Moon Makeup contains 1d3 applications, which must be applied over the user's entire face to activate. The sticky, slightly sweet smelling goo is utter black, and once applied it bestows a dark, shadowy countenance to the wearer's entire body. When worn by a Halfling, the makeup raises the chance of hiding outdoors to 20% and hiding indoors to 1-3 on a d6 check. Human thieves (and other, nonstandard classes with similar abilities) may use the makeup, with a lessened effect, gaining a bonus of +5% to their Hide in Shadows checks.

New Moon Makeup is spoiled by exposure to bright light, losing it's magic as soon as the wearer is exposed to sunlight or magical light such as a Light spell.

*Oddly enough, in stories about her, the names of Avrine's collaborators and conspirators are always "forgotten".
Note: In my games, the mundane buying and selling of magical items is extremely rare, but for those who want them, here are the suggested retail values of each of the items featured here:

Kala Chalk, 1 stick: 500gp (The seller will usually be very vague about the specific nature of the item's magic and will emphasize the rarity and difficulty of obtaining the chalk, which is more of a factor in the price than the actual effectiveness of the item.
Archer's Salve, 1 vial: 100gp (75gp to an elf buying from an NPC elf) 
Avrine's New Moon Makeup: 300gp (on the black market only, the stuff is illegal in most civilized places)

Note: Do not repost or redistribute this material on any forum, website, archive or social media without express prior consent from the author.