Monday, August 2, 2010

The Magic Eight Ball

Adrienne collects magic eight balls, so this one is for her. Hi Adrienne!

And now, an insidious magic item for your campaign:

That Accursed Eight Ball

The Magic Eight Ball is an item with a storied history, associated with great successes and mishaps throughout history.

When you consult the Magic Eight Ball about some action, roll 1d8.
  1. "Outlook Bad" Receive -1 to your next dice roll

  2. "Yes" Character receives +1 to dice rolls as though under the effect of a bless spell

  3. "No" The next significant action the PCs attempt will fail if it is at all reasonable for failure to occur.

  4. "Absolutely" The next time the PCs attempt something dangerous, their attempt will fail in an unreasonable and apparently random fashion, as though someone had cast a wish spell to bring the failure about.

  5. "Death" The consulting character immediately drops to 0 HP.

  6. "Kaboom" The Eight Ball explodes, causing 3d6 to anyone close. The Eight Ball will appear again in another dungeon 1d100 miles away soon after.

  7. "Answer unclear" Nothing happens. For the next 1d20 hours, this is the only answer that can be obtained from the Eight Ball

  8. "Ask again" Character receives -1 (cumulative) to next dice roll, plus effects of any future Eight Ball rolls.

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Tuesday, July 6, 2010

Four Potions

  1. Gorilla Glue: This magical substance, applied to any surface other than glass immediately becomes a powerful adhesive that cannot be dissolved or removed by any means short of destroying or damaging the things it’s stuck to. Amusing mishaps associated with attempts to identify this substance are the mainstay of fireside stories at many adventuring taverns.

  2. Potion of Healing: The preparation of these potions requires significant care and attention and a sacrifice of the maker’s blood, hair, or skin. This potion cures 1d8 points of damage and will also heal non-magical diseases. Anyone who accepts a potion of healing as a gift may not harm or act directly against the maker(after drinking it) without first saving against spells, which is why these potions are sometimes offered freely by temples or alchemists to select "friends".

  3. Theseus Draught: Found under as many names as there are heroes, this draught imbues the drinker with great courage and aggression, making them immune to effects of fear, charming, and immobilization for as long as they continue to fight enemies or until they rest; however. Afterwards the user must rest for an hour before they can undertake any strenuous activity.

  4. White Lightning: This powerful draught blesses the drinker with a sudden burst of terrific speed, as if effected simultaneously by jump and expeditious retrest. The ability to dodge arrows or run across a pond without sinking have been reported. The drink also causes severe hangovers in all but Halflings.

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Tuesday, June 8, 2010

Four Cursed Items

Dullard’s Blade

The Dullard’s Blade is named for King Wenclas the Dull, famous for his cowardice. The Dullard’s Blade provides +1 to damage, however on a natural 1, the weilder must save versus spells or attempt to flee from combat if possible. If the wielder is already surrounded and unable to flee, they will drop their blade and put their hands in the air.

Holey Shield

They say these shields were forged by the Eyrines before the dawn of civilization. Each bears a different sigil, some of which may be known to the very knowledgeable. The shield provides +1 armor protection over and above the normal shield bonus; however, whenever an opponent rolls a 20 in combat, they will strike through the invisible magical flaw in the shield, doing double damage. These shields have an unlucky aura to them.

Icarus Draught

This potion is indistinguishable from a potion of heroism except through powerful divination, and has all the effects of that potion. However, it's imbiber also becomes subject to bezerk rage and must save vs. petrification to do anything other than attack the nearest target until the potion's effects wear off. If there are no targets visible, the drinker will immediately fall into an exhausted sleep for 1 hour.

Potion of Trust

Not strictly cursed, this potion is prepared in using hair and skin from a particular individual. When given as a gift by that individual and drunk immediately, it prevents the drinker from acting directly against the giver or lying to the giver. Doing so causes intense abdominal pain and requires the drinker to save versus poison, or collapse in helpless pain for 1d10 minutes.

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Thursday, June 3, 2010

Four Magic Armors

Drake Chain

Forged by a legendary race of highly developed lizardfolk in a previous age, this +1 chainmail has a slimy feel and greenish cast. However, it is nearly weightless in water, providing no hinderance to movement. The owner may not harm any lizardfolk while wearing it.

Meteoric Shield

Few of these were ever made, owing to the rarity of meteoric iron. In addition to the regular effects of a +1 shield, a meteoric shield provides +1 protection against any hot, cold, or acid attack and an additional +1 to saving throws where these elements are involved.

Terrance’s Spectacular Helm

This +2 helm never belonged to Terrance but was forged in imitation of his legendary headgear, the Borealis Helm. Terrance’s helm produces an unwavering light from gems set around the rim, illuminating up to 30’. This light cannot be extinguished by magic or any other means. If the wearer removes the help or hides its light in a way that the help deems cowardly, it disappears from their possessions to find another master.

Wildwood Leathers

While many armors go by the name “Wildwood leathers”, true items of this name allow their owner to hide in shadows as a theif of their own level. If the character is already a thief, they may become invisibe with a successful hide in shadows attempt.

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