some new magic items [ed. and some more newer ones]

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Geleg
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some new magic items [ed. and some more newer ones]

Post by Geleg »

folks,

here are some new magic items from my ongoing megadungeon project. My philosophy is to be stingy w/ magic items, but when I do give them out, I try to make them interesting (and powerful, although sometimes with side effects). Feedback welcome!

[cross posted on NG fora and Dragonsfoot]

Amulet of Ptarmis
This copper amulet studded with colored glass is a powerful but cursed magical item. The amulet gives its wearer the ability to control plants, including sentient plant creatures. It imparts a +3 to AC, and will allow the wearer to summon sentient plant creatures (like Mushroom people), if feasible, 3x a day. In settings where no such creatures exist, the effect will not work. Unfortunately once it has been donned, the amulet proves almost impossible to remove (CHA save at +15 difficulty). Over time the wearer will begin to think that he/she is Ptarmis, ancient priest of Thoth who found and cultivated the great fungi forest beneath Arden Vul. Once so cursed, the owner will wish to remain in the Great Cavern, looking after his children and gardens (or will actively seek the Great Cavern if the amulet is found elsewhere). Only a Remove Curse will permit the removal of the amulet once the CHA save has been failed. Currently the amulet is the possession of Trocadero, a wizard who has succumbed to its curse.

Boots of Subtlety
These finely tooled burgundy leather boots (with elaborate designs carved into the leather) will fit any wearer, regardless of size. The wearer will find that they are the most comfortable boots she/he has ever owned. They detect as magic, of the protective sort. The boots are cursed, however, as they actually absorb blood, causing the wearer to think he/she has received 1/3 fewer wounds than he actually has received. Ex: the wearer receives 9 points of damage; the DM announces 6 HP damage but privately records 9. This means, of course, that at some point the DM may have to announce that the wearer has simply keeled over and died. As the wearer becomes injured, the boots color gradually moves from burgundy to crimson. When the wearer dies, the boots are blood-red, and will in fact start to leak blood.

Bachtrian Ring
This simple band is made of stone, with a flattened point on which is sketched a crude squatting toad. If the ring is worn and the phrase Ia! Tsaothogga spoken (50% chance this is inscribed inside the band), one of the effects may be used. 1) Summon a Giant Toad to aid the caster. The Giant Toad is 6 HD, AC 16, Attack: tongue for 1d6 plus poison; possibility to swallow whole. The summoned Toad will serve for 2d4 hours. One toad may be summoned per day. 2) Control Frogs and Toads. The user may use the ring to effectively charm frogs, toads, and bachtrians. This effect may be used 3x per day. Side Effect: long-term possession of the ring will corrupt the user by opening the users mind to the oily thoughts of Tsathogga. Each week of possession inflicts a 10% cumulative chance that the user will switch alignment to Chaotic Evil, with appropriate personality shifts. Once alignment is switched, the user will be unwilling to relinquish the ring.

Horn of Carousing
This ivory drinking horn features elaborate feasting and carousing scenes carved along its length, and a gold cap with a decorative tassel. If anyone hoists the horn and shouts cheers (or the equivalent in his/her native language), the horn will fill with a potent amber ale. If used in social settings, the owner of the Horn receives a +5 boost to reaction adjustments.

Horn of Chaos
These horns are made from exotic, extraplanar tusks and horns, and therefore vary in size, shape and color. They tend to be inscribed with alien glyphs and unsettling non-representational figures replete with tongues, bulging eyes, and long, pointed ears. When sounded, a Horn of Chaos will produce a random effect:

D10 Effect

1 Summon 3-6 Skandik berserkers (Fighters of a level two under that of the sounder [minimum one]); they attack any enemies first, then sounder and allies.

2 Summon 3-4 Giant Frogs; they attack the nearest targets, whether friend or foe.

3 Darkness: produces an inky black cloud which spreads from the horn to cover a radius of 50'.

4 Echoes of Chaos: a series of chaotic utterances in tones both deep and high, in completely alien languages echo with the force of thunderclaps. All but wielder must save vs CHA or be paralyzed for 1d6 rounds.

5 Eye of the Spider: the sounder grows a temporary film over his/her eyes. The film grants enhanced sight, if in an octagonal way. Wielder is +3 to hit for 2 turns, but loses 1d10 HP in fatigue from the alien nature of the film

6 Aura of Fear: the horn sounds a single fell note, which forces all but sounder to save vs WIS (+5 difficulty) or flee in abject terror for 3d6 rounds

7 Kiss of the Gods: the sounder is cured of 4d8 HP, and his/her allies are cured of 1d8 HP. A tattoo of a circle with 8 arrows emanating from it appears on the sounders forehead, and lasts for 3d6 days.

8 Second Sight: the sounder is granted the following abilities for 1 hour: perfect direction sense (cardinal points, distance underground, etc), the ability to detect traps and secret doors, clairovyance, and clairaudience. The downside is that the chances for wandering monsters are tripled.

9 Treasure Sense: the sounder knows instinctively the location of the largest treasure hoard within 250'. The sounder does not necessarily know how to get to that location, as the ability does not reveal secret doors or maps.

10 Roll twice.

The Horn may be blown once per day. The first use of the Horn has a 10% chance of summoning a major demon who will assault the sounder. This chance increases by 2% each time the horn is blown by the same owner.

Staff of Fermentation
This powerful wooden staff is carved with grapes and grapevine images, and can be used to cause several effects, each with a cost in charges. 1) Water to Wine: changes any non-alcoholic liquid into a potent golden ale (1 charge); 2) Instant Courage (2 charges): causes the blood of a living creature to be affected as if by strong alcohol, +1 STR, -6 WIS, -3 DEX, +1 CHA; lasts 1d6 turns, with a saving throw every turn after the 2nd or else pass out for the remainder of the effect; 3) Belligerence (1 charge): subject makes save at WIS -3 or begins argument with anyone nearby and, after 3 rounds, provokes physical attacks (second save to avoid this effect); 4) Rapid Ripening (3 charges): instantly ages and weakens any organic substance; this will rot all provisions (no save), foul water and other beverages (no save), cause leather and clothing to weaken and rot (save prevents), and age a living subject by 6 years, causing 10 hp of damage in so doing (save to avoid aging; no save vs HP loss); 5) Drunkards Fog (2 charges): causes a golden haze to appear in a 15' radius around the staff, causing those viewing the staff -wielder to lose sight of him/her, and effectively allowing the wielder 3 rounds of quasi-invisible movement.

[edited for formatting]
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Post by clavis123 »

I like! I especially appreciate the drawbacks on the items, as I feel that they force the PCs into making difficult (and interesting) decisions. Perhaps the Boots of Subtlety should have a side benefit, for instance making the wearer immune to pain (even magically-induced pain). Then the player would really have to think about if he wants to wear the boots or not. Also, nice touch with the Chaos symbol in effect #7 of the Horn of Chaos!
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Post by Geleg »

Thanks, Clavis!

I like your suggestion about the boots. I may incorporate that idea.
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Post by Go0gleplex »

Interesting.
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Post by Treebore »

I like them. I like the extra story given to an item. Not a history, but an effect or three that can effect play in somewhat subtle, or not so subtle, ways.
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Post by Geleg »

@Treebore

you're thinking like me. Two of the items (Horn of Carousing and Staff of Fermentation) were dreamed up for the same encounter area, where the PCs will meet a spirit of drunken mischief. I was feeling goofy, I guess, when I drew up that room, and I still worry a little that it detracts from the overall gestalt of the dungeon, but I also think it's okay to give players a break from the routine every once in a while. If they can find the tomb of Ugo Berrydraw, whose chaotic spirit still inhabits the place, then they're in for some fun .... and potential disaster. The items are meant to embody the personality of the encounter in this case.
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Re: some new magic items

Post by Geleg »

here are some more magic items from my megadungeon

Insidious Bone Flute
This horrific object is made from a leg bone of a mammal that has been enchanted by evil necromancers. It possesses six finger holes. Most Insidious Bone Flutes are also carved with obscene images or glyphs. Any multi-note song played on the flute will be perceived as a series of atonal, obscene pipings; these emanations act as a Confusion spell on all those within 20' (friend or foe); even the player of the flute must save vs WIS or be affected. Playing a single note produces different effects, depending on the note which is played. After one day, the effect of each note will be re-randomized; that is, each day the DM should re-determine the effect of each note/hole.
d6 Effect
1 Clarity: all invisible or ethereal creatures are revealed, for 1 turn
2 Rage: all creatures, friend or foe, within 20' roll WIS save or attack nearest
3 Charm: one creature (wielder’s choice) is subject to Charm Person/Monster at -5 Saving Throw
4 Chaos: all creatures in 20' radius save wielder must save vs WIS or perform random act (roll d6): 1: run for 1d4 turns in random direction; 2: attack nearest enemy; 3: attack flute wielder; 4: destroy one random personal item; 5: Gain +3 to hit and +5 HP for 1 hour; 6: immediately devour 1d3 days’ rations
5 Aid: summon 1d4 Giant Frogs which attack wielder’s enemies; if no enemies, attack wielder’s friends
6 Stasis: all creatures in 20' radius save for wielder are frozen for 3d4 rounds

Golden Mask of Ptoh-Ristus
This is the death mask of Ptoh-Ristus, companion of the heroes Arden and Vul, and first High Priest of the Temple of Thoth in Arden Vul. It appears as a thin, beaten gold helmet (with soft leather interior) to which is attached a beaten gold mask on which appear the features of Ptoh-Ristus himself. [think of Agamemnon’s mask] Facial features are indicated by subtle shaping of the gold, as well as by strategic application of a durable paint. The mask is valuable for its materials and antiquity (1000 gp), but is also a powerful magical item. If worn, the mask imparts Darkvision 60' on the wearer. It also allows True Sight once per day (as the spell), and enhances the wearer’s ability to detect lies (+3 to such rolls) and illusions (+5 to disbelieve illusions). Finally, the mask also raises its wearer’s WIS by one (+1) for so long as the mask is worn. The mask does have some negative effects: it instantly and permanently changes the wearer’s alignment to LN (even if the wearer removes the mask); it produces in the wearer an intense, visceral hatred for batrachians which causes the wearer to act impulsively and possibly foolishly around frogs and toads and other such beings; and for every occasion on which it is worn for at least a turn, it produces a 5% cumulative effect that the wearer will come to permanently believe him/her-self to be Ptoh-Ristus.

Tsathogga’s Sweat (Potion)
This liquid is a dangerous extrusion from the demon prince of frogs, toads, and noxious decay. Although quite dangerous, its form is actually deceptive: it appears to be a clear, slightly viscous liquid. It is possible to mistake it for water (INT save), although it is found mostly in locations where its character should rightly be in doubt. The liquid may be ingested (good and bad effects), but it is caustic to human flesh.
If carefully consumed in small quantities (up to 1 flask), Tsathogga’s Sweat grants the drinker the ability to breathe in any environment - air, water, gas, void, etc - for a period of 4-7 hours (the exact length will be unknown to the drinker). If consumed in larger quantities, it is toxic and will produce one or more unpleasant and permanent chaotic effects on the consumer:
d10 Chaotic Effect of Overdose
1 Grow grotesque but useless gills
2 Webbing grows between toes (50%) or fingers (50%)
3 Nose flattens and nostrils become slits: vaguely amphibian
4 All hair falls off body permanently
5 Drinker’s thighs grow disproportionately large and strong (+3 to jumping, leaping, running), but at a cost of hideousness (-2 to CHA)
6 Tongue grows in length and fungibility; possible CHA detriment
7 Body begins to continuously sweat a viscous and highly noxious yellow-tinged sweat
8 User attracts flies wherever he/she may be; always d20 flies buzzing around body
9 User becomes inimical to birds; small birds avoid him/her, and aggressive birds (rooks, crows, raptors) will buzz and/or attack him/her.
10 roll twice, ignoring further rolls of 10
These effects may only be removed by Dispel Magic cast by a 12th or higher level wizard.
Strangely enough, even though the Sweat is safe to drink, it is toxic if smeared on human flesh or thrown as a grenade-like weapon. In either case, it will inflict 1d4 HP of caustic damage per flask of Sweat.

Tsathogga’s Tears
These gem-like objects are solidified extrusions of pure chaos, allegedly collected from the Abyss where Tsathogga and/or his servitors shed tears of rage or joy at the outcome of the demon Lord’s inscrutable plans. A Tear is generally fist-sized, but can take many forms and colors. Some are absolutely spherical and smooth, others are irregular and rough. Some are the purest white, some are translucent, some are deep red, and others take other colors. Tears are sometimes mounted in settings, but are also found as unique objects. Although specific effects may vary (DM’s choice), all Tears convey a beneficial effect and a chaotic effect.
Beneficial Effects. Temporary effects, for as long as Tear is possessed. Roll d8
die Roll Effect
1 +1 WIS
2 +1 CHA in general, +3 CHA for chaotic persons/monsters
3 Magic Resistance, +1 to +3
4 Darkvision
5 +4 jumping and climbing
6 +5 swimming
7 +1 STR
8 +10% monetary treasure yield
Chaotic Effects: permanent effects, even if Tear is lost/given away. Roll d10
1 Ears shrink to slits, -1 on listen checks, +1 Reaction w/Bachtrians
2 Skin slowly transforms into scales; -3 reaction to humans
3 Becomes hairless - all hair on body disappears
4 Grows many green warts on neck and temples
5 Cannot sweat; must pant when hot
6 Attracts amphibians of all sorts whenever conditions permit
7 Mammalian animals fear and loathe person; avoid or attack
8 Skin requires frequent immersion in water; if not, -2 CON
9 Hair changes color and consistency; becomes thicker, stringier, and a greenish color
10 Susceptible to cold; -3 CON in conditions below 50 degrees (F); takes +2 damage per die of cold damage
It also said that Tsathogga’s Tears can be used to activate certain foul and obscene rituals in temples dedicated to the Frog God.
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Re: some new magic items [ed. and some more newer ones]

Post by Omote »

THE DEMONFROG IS RISEN! Love your work Geleg.

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Re: some new magic items [ed. and some more newer ones]

Post by Geleg »

thanks, Omote. It's probably obvious that Tsathogga and his cult are major players in my megadungeon! :twisted:
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Re: some new magic items [ed. and some more newer ones]

Post by clavis123 »

I confess to an abiding love for magic items with strange, random effects. I also have a deep affection for things Cthuloid. Therefore, I really like the "Tsathogga" items (and the Insidious Bone Flute). Good work!
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Geleg
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Re: some new magic items [ed. and some more newer ones]

Post by Geleg »

@ Clavis - I love the strange random stuff too! It's a funny thing. I spent a decade thinking about verisimilitude (and still do - e.g. the 'realistic economy' thread), but when I got back into old school gaming I developed a real love of the random. Nothing like random charts for effects, etc. Plus I find that I love magic items that offer both blessings and curses. Heh heh. One of my favorite sources of inspiration is the Beyond the Black Gate blog. Al, its operator, is a master of cool random charts for rpgs. Link: http://beyondtheblackgate.blogspot.com/
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080

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