Was going through some old files today (slow day at the office, and this sort of thing amounts to my version (late, of course) of "spring cleaning."
Anyway, with the rise of the PC, I realize that the numbers of pen and paper RPGers have thinned out a good bit, but what the Hell....perhaps someone will put the following to good use.
As to the following, it's proof positive that I'm a compulsive writer. I HAVE TO write stuff down. Everything. And what follows stems from one of the numerous games I ran while in college (16 in all during HS and college, with these notes being from one of the last).
Enjoy...
Barron Dhanzler’s Magius Exotica
What follows is a collection of various items and oddities that Dhanzler has discovered during his wanderings in the Lands of Empricol. As Realms go, Empricol is a tiny place, not home to a great number of truly well-known or revered heroes. Because of its relative isolation from other (and more heavily traveled) planes, Empricol has generated a greater than normal percentage of magical items and spells that are unique to her borders, a goodish number of which appear in the pages that follow. Read and enjoy, and may your players always scratch their heads in amazement.... :-) -BD.
****Item Category**** Amulets
Amulet of Chaos: This amulet works unreliably at best, but those who choose to wear them, swear by them. Any time a character suffers massive damage from a single blow (consider massive damage to be 25% of total hit points or 20 points, whichever is the lesser of these), roll d% and consult the following table:
01-05: Double the amount of damage sustained
06-45: Absolutely nothing happens.
46-75: The creature who inflicted the damage upon you takes a like amount of damage with you.
76-95: You take no damage from the attack & your opponent takes that same amount of damage.
96-00: Any damage done to you is added to your hp total instead, and the opponent who inflicted the damage upon you takes double damage.
Amulet of Infinite Spells: This rare item is a prize indeed. All spells which cast at the Wearer have their normal effect, but they also serve to charge up the Amulet. Put one charge counter into the Amulet for each spell level that affects the Wearer. Charges may then be spent to instantly recall one spell, so long as that spell is in the wearer’s spell book. If the spell had been memorized at some point in the preceding 24 hours, then the cost to “re-learn” that spell is one charge per spell level. If the spell has been out of memory for longer than that time, the cost is 2 charges per spell level. The amulet attunes itself to the person who puts it on, and that person MAY NOT remove the device save for a Wish spell. Spells which do not specifically target the wearer (e.g., fireball) still serve to charge it up. (The deciding factor here is “does the spell effect the Wearer?” If the answer is yes, then charges are added. If no, they are not). No one knows the precise number of “charges” the amulet can hold (somewhere between 20-30), but what IS known for certain is that, if the maximum number of charges is exceeded, the Amulet will explode, causing 3 pts. Of damage per charge it contains to the Wearer, 2pts. Per charge to all those within 5’ of the Wearer, and 1pt. Per charge to everyone 5-10’ in distance. There is no saving throw to avoid this damage.
Amulet of Stone: This frankly ugly and unassuming medallion is highly prized for one reason. Those who wear it are VERY hard to hurt. The amulet acts as a modified “Stone Skin” spell, protecting the wearer from all damage caused by physical attacks. When found, these amulets will typically have 4d8 (4-32) “Charges” in them. Every time the character is hit hard enough to cause damage, no damage is sustained, and a charge is burned. When all charges are gone, the item simply goes inert, and at that point, makes a really good pet rock.
Amulet of Useful Magicks: Created under the assumption that low level Magicks are oftentimes among the most useful, this wonderful little item can store low-level spells. The amulet can only store first and second level spells, but it can store up to 12 levels of them! Any spells released from the Amulet are treated as having a casting time of one (1). When these Amulets are found, they will typically have 2-8 (2d4) levels of spells inside.
Assassin’s Amulet: This devastating device has no combat application at all, but in situations where time is not a factor, it is almost the perfect weapon. Wearing it, you need but focus on your intended victim and never let him or her leave your sight. That person will begin to lose one hit point each turn, and begin to feel very tired. Drained. They will lose a point of Strength and Dexterity every hour, and a point of Wisdom every two hours. If they leave your line of site, these effects will reverse themselves at a rate of 1 pt. Per round.....quick enough that the person will know without a doubt that they were under some kind of magical attack. If the person should die, there will be absolutely no trace of the cause of death.
Heartstone: Another amulet, this one fashioned of silver fittings and ruby stones, arranged in a heart shape. It is the corollary to the Amulet of Stone, in that it negates all damage done by non-physical attacks (i.e., a fireball). Any such attack will burn one charge off of this item, and reduce damage to zero. Like its first cousin, it will typically be found with 4d8 charges in it.
****Item Category****Figurines
Daern’s Instant Porta-John: Brought to you by the same guy that created Daern’s Instant Fortress, this was one of the pre-cursors to it, created while he was but an apprentice....it’s functionality and usefulness are entirely self-evident.
Laurana’s Laughing Leprechaun: This tiny figurine stands every bit of two inches high. It is ornately carved of sandstone and painted with bright colors. When set upon the ground and the command word spoken, the figuring animates, becoming a humanoid approximately 3’ tall (and strongly resembling an overgrown Leprechaun). Despite its smallish size, it is extremely loud, and it’s laughter and insulting gestures act as a Taunt spell to all opponent’s within 30’. The Leprechaun itself is very quick (AC 0), and has 20 Hit Points. If it is reduced to zero hit points, the item must save vs. Crushing blow to avoid destruction. (No modifiers for this item). If the save is successful, it will revert to statuette form until a “Mending” spell is used to repair the damage done to it (A “Mending” spell will restore d8 of the Figurine’s Hit Points). If an attempt is made to activate the item and the Leprechaun’s hit points are zero or less, the item simply crumbles to dust. The item may be called on up to three times in a 24 hour period (and will remain in active form for no longer than three turns at a time), with each usage requiring an 8 hour recharge time.
Toy Soldier: These miniature soldiers come in all shapes and sizes, and are made from a variety of materials. They range in size from two to ten inches, and regardless of what they are made from, the level of detail in them is always striking. They look almost lifelike. And when the toy soldiers are set upon the ground and the command word spoken, the “toys” grow to Dwarven-Sized Warriors (about 4’10”) in a single round. Consider them as 3rd level fighters, under the direct control of the item owner and will do as directed, assisting with an attack or defense. They remain in this form for up to an hour, or as long as there are enemies in their line of sight, whichever is the shorter of the two. The Soldiers cannot speak, but they can understand simple commands (and as such, can be directed to attack a specific enemy, coordinate attacks, etc.). They have no skills beyond combat, and in the absence of enemies, they will revert to form in one turn. The soldiers will vary in Armour and Weapons but a typical soldier is detailed below:
AC 5
HP 17
Damage: d8
If the soldiers are “slain” they must make a save vs. Crushing blows (with a +2 modifier) to avoid being destroyed. If they make their save, they revert back to figurine form and cannot be used again until they are mended via the Mending spell. This spell acts as a cure light wounds upon the soldiers, healing d8 points of damage they had previously received. There is a button on the back of each soldier which enables the owner of the item to reset the command word. Simply press the button and whisper the new word into the soldier’s ear. In this way, if several soldiers are owned, they can all be set to the same command word. If the soldiers change hands, they will not work for 48 hours (it takes them that long to attune themselves to their new owner). And they can only be used a maximum of three times per day.
****Item Category**** Globes
Globes: Magical Globes come in all different varieties. They are fragile, but potent items of magic. Several of the more commonly seen types are detailed below. As to appearance, globes are approximately 6” in diameter and filled up with all sorts of different stuff. They are (generally) designed to be hurled at an opponent and they shatter on impact.
Globe-Grenade: These explosive devices are highly sought, though they can be as hazardous to the person carrying them as they are to their targets. These globes explode violently on impact, causing 4d4 damage to all creatures within a 5’ radius. You don’t have to be a good shot with these things, just throw and watch the festivities.
Globe-Trotter: One of the only re-usable types of globes. These little gems actually have a map etched onto the surface of the globe. These globes float at chest level to whomever owns them and can travel with the user at a speed of up to 10”. Touching a location on the map and speaking a command word will teleport the user to that location, though some of the sand inside the globe will drain out when this happens. There is enough “sand” in the globe to allow for 8d10 such uses, after which time, it’s a pretty souvenir, and that’s about it (though even when empty, it still floats). The globe can only teleport one person and up to five hundred pounds of non-living matter. The globes can contain maps of any scale, and have been found ranging from planet-wide to a single, very exclusive neighborhood....go figure.
Globe of Glittering: Has the same effect as the Dust of Dazzling. In fact, it’s probably Dust of Dazzling, shoved inside a hollow glass ball.
Globe of Glowing: Another “floaty-globe” (see Globe Trotter). These provide soft white illumination. Some rare globes have been found to provide light of a different, or even slowly changing colors, but these were mostly designed by hippie mages. There are rumors even of something called a lava globe (also designed by a hippie mage), but so far, none of these have been found. The light can be adjusted by command to serve as mood lighting, a night light, or a reading lamp, but no brighter than that. It can also be ordered up to 20’ from the owner.
Globe of Green Goop: This globe is dangerous indeed. It contains a derivative of Green slime, and as such, when it hits, it begins to immediately corrode whatever it lands on, causing all items to save vs. Acid every round and also causing 2-5 (d4+1) points of damage per round. It is not green slime per se, and has only a short life span when exposed to open air. It will last for 2-5 (d4+1) rounds after breaking. Needless to say, anybody affected by this stuff isn’t gonna be doing anything but hopping around and trying to get it off.
Globe of Pain: This globe contains scorpions, kept in some kind of stasis until the globe shatters. Like the Grenade, you don’t have to be a particularly good shot with this one. Of course, a heavily armoured person won’t find much trouble, but almost everyone else will. The scorpions aren’t picky either, so if you drop this one, they’ll be more than happy to loose their venom on you.....be careful! (Game effects: Consider that there are approximately a dozen scorpions in the globe. Anybody in a 3’ radius is all but guaranteed to get stung, probably repeatedly. This will only cause 1-4 points of damage (figure one point per sting), but it will also cause 2pts of damage per round until something is done! (Lancing, sucking the poison out, etc.). To a maximum of one turn! (20 pts)(more than enough to kill a normal human) Additionally, since the toxin is so fast acting, victims of this device will begin to suffer the effects immediately. Due to swelling, pain and disorientation, anyone so affected will suffer a -2/-2 penalty on all combat rolls, and will automatically lose initiative. If left untreated in some way, the penalties will not subside for a full week, and additionally, the person so affected will not get any strength or dexterity bonuses he normally would be entitled to.
Vermin Globe: This globe releases tiny mites upon impact, which grow into a horde of rats! Invariably, these creatures are ravenous, and will crawl over/chew on whatever they happen to be close to. Collectively, this horde has an ac of 6 and will withstand 20 points of damage before disbanding. They do not need to make a “to hit” roll (there are so many of them, one of them will surely hit anyway, and will inflict 1-4 points of damage per round. For every point of damage inflicted there is a cumulative % chance that some kind of disease will be contracted. Tally the damage totals and check each round, adding the previous round’s total to the last. Check until a disease is contracted, or until the effected parties are dead. Note that the vermin swarm is not very fast 6” and can likely be outrun unless released into a confined space, and the smoke from several (4+) torches will disband them, so it is useful, but not devastatingly so. (As to maximum number affected, the horde will have its effect on anyone within a 10’ radius of where it lands).
Escape Globe: This handy little tool has a couple of different effects, all designed with your escape in mind. Simply toss it down and run like hell, the globe will do the rest. First, it creates a thick, billowing shroud of fog (equal to the spell of the same name, and lasting d4+1 rounds, unless dissipated by some other means), useful for concealing which way you’ve headed. Next, it creates a zone of silence in a five foot radius from the point of impact. This silence lasts only 2 rounds, but that should be enough time for you to be long gone. Third, at the moment of impact, it produces a really brilliant flash of light, causing all those looking at you to save vs. Magic or be blinded for 1-2 rounds, again, giving you time to get away. Finally, if anyone recklessly charges through the fog after you, they’ll find the caltrops that were inside the globe, and it’ll cost them d4+1 of their hit points as well! All in all, a very handy tool to carry with you!
(to be continued....)
Anyway, with the rise of the PC, I realize that the numbers of pen and paper RPGers have thinned out a good bit, but what the Hell....perhaps someone will put the following to good use.
As to the following, it's proof positive that I'm a compulsive writer. I HAVE TO write stuff down. Everything. And what follows stems from one of the numerous games I ran while in college (16 in all during HS and college, with these notes being from one of the last).
Enjoy...
Barron Dhanzler’s Magius Exotica
What follows is a collection of various items and oddities that Dhanzler has discovered during his wanderings in the Lands of Empricol. As Realms go, Empricol is a tiny place, not home to a great number of truly well-known or revered heroes. Because of its relative isolation from other (and more heavily traveled) planes, Empricol has generated a greater than normal percentage of magical items and spells that are unique to her borders, a goodish number of which appear in the pages that follow. Read and enjoy, and may your players always scratch their heads in amazement.... :-) -BD.
****Item Category**** Amulets
Amulet of Chaos: This amulet works unreliably at best, but those who choose to wear them, swear by them. Any time a character suffers massive damage from a single blow (consider massive damage to be 25% of total hit points or 20 points, whichever is the lesser of these), roll d% and consult the following table:
01-05: Double the amount of damage sustained
06-45: Absolutely nothing happens.
46-75: The creature who inflicted the damage upon you takes a like amount of damage with you.
76-95: You take no damage from the attack & your opponent takes that same amount of damage.
96-00: Any damage done to you is added to your hp total instead, and the opponent who inflicted the damage upon you takes double damage.
Amulet of Infinite Spells: This rare item is a prize indeed. All spells which cast at the Wearer have their normal effect, but they also serve to charge up the Amulet. Put one charge counter into the Amulet for each spell level that affects the Wearer. Charges may then be spent to instantly recall one spell, so long as that spell is in the wearer’s spell book. If the spell had been memorized at some point in the preceding 24 hours, then the cost to “re-learn” that spell is one charge per spell level. If the spell has been out of memory for longer than that time, the cost is 2 charges per spell level. The amulet attunes itself to the person who puts it on, and that person MAY NOT remove the device save for a Wish spell. Spells which do not specifically target the wearer (e.g., fireball) still serve to charge it up. (The deciding factor here is “does the spell effect the Wearer?” If the answer is yes, then charges are added. If no, they are not). No one knows the precise number of “charges” the amulet can hold (somewhere between 20-30), but what IS known for certain is that, if the maximum number of charges is exceeded, the Amulet will explode, causing 3 pts. Of damage per charge it contains to the Wearer, 2pts. Per charge to all those within 5’ of the Wearer, and 1pt. Per charge to everyone 5-10’ in distance. There is no saving throw to avoid this damage.
Amulet of Stone: This frankly ugly and unassuming medallion is highly prized for one reason. Those who wear it are VERY hard to hurt. The amulet acts as a modified “Stone Skin” spell, protecting the wearer from all damage caused by physical attacks. When found, these amulets will typically have 4d8 (4-32) “Charges” in them. Every time the character is hit hard enough to cause damage, no damage is sustained, and a charge is burned. When all charges are gone, the item simply goes inert, and at that point, makes a really good pet rock.
Amulet of Useful Magicks: Created under the assumption that low level Magicks are oftentimes among the most useful, this wonderful little item can store low-level spells. The amulet can only store first and second level spells, but it can store up to 12 levels of them! Any spells released from the Amulet are treated as having a casting time of one (1). When these Amulets are found, they will typically have 2-8 (2d4) levels of spells inside.
Assassin’s Amulet: This devastating device has no combat application at all, but in situations where time is not a factor, it is almost the perfect weapon. Wearing it, you need but focus on your intended victim and never let him or her leave your sight. That person will begin to lose one hit point each turn, and begin to feel very tired. Drained. They will lose a point of Strength and Dexterity every hour, and a point of Wisdom every two hours. If they leave your line of site, these effects will reverse themselves at a rate of 1 pt. Per round.....quick enough that the person will know without a doubt that they were under some kind of magical attack. If the person should die, there will be absolutely no trace of the cause of death.
Heartstone: Another amulet, this one fashioned of silver fittings and ruby stones, arranged in a heart shape. It is the corollary to the Amulet of Stone, in that it negates all damage done by non-physical attacks (i.e., a fireball). Any such attack will burn one charge off of this item, and reduce damage to zero. Like its first cousin, it will typically be found with 4d8 charges in it.
****Item Category****Figurines
Daern’s Instant Porta-John: Brought to you by the same guy that created Daern’s Instant Fortress, this was one of the pre-cursors to it, created while he was but an apprentice....it’s functionality and usefulness are entirely self-evident.
Laurana’s Laughing Leprechaun: This tiny figurine stands every bit of two inches high. It is ornately carved of sandstone and painted with bright colors. When set upon the ground and the command word spoken, the figuring animates, becoming a humanoid approximately 3’ tall (and strongly resembling an overgrown Leprechaun). Despite its smallish size, it is extremely loud, and it’s laughter and insulting gestures act as a Taunt spell to all opponent’s within 30’. The Leprechaun itself is very quick (AC 0), and has 20 Hit Points. If it is reduced to zero hit points, the item must save vs. Crushing blow to avoid destruction. (No modifiers for this item). If the save is successful, it will revert to statuette form until a “Mending” spell is used to repair the damage done to it (A “Mending” spell will restore d8 of the Figurine’s Hit Points). If an attempt is made to activate the item and the Leprechaun’s hit points are zero or less, the item simply crumbles to dust. The item may be called on up to three times in a 24 hour period (and will remain in active form for no longer than three turns at a time), with each usage requiring an 8 hour recharge time.
Toy Soldier: These miniature soldiers come in all shapes and sizes, and are made from a variety of materials. They range in size from two to ten inches, and regardless of what they are made from, the level of detail in them is always striking. They look almost lifelike. And when the toy soldiers are set upon the ground and the command word spoken, the “toys” grow to Dwarven-Sized Warriors (about 4’10”) in a single round. Consider them as 3rd level fighters, under the direct control of the item owner and will do as directed, assisting with an attack or defense. They remain in this form for up to an hour, or as long as there are enemies in their line of sight, whichever is the shorter of the two. The Soldiers cannot speak, but they can understand simple commands (and as such, can be directed to attack a specific enemy, coordinate attacks, etc.). They have no skills beyond combat, and in the absence of enemies, they will revert to form in one turn. The soldiers will vary in Armour and Weapons but a typical soldier is detailed below:
AC 5
HP 17
Damage: d8
If the soldiers are “slain” they must make a save vs. Crushing blows (with a +2 modifier) to avoid being destroyed. If they make their save, they revert back to figurine form and cannot be used again until they are mended via the Mending spell. This spell acts as a cure light wounds upon the soldiers, healing d8 points of damage they had previously received. There is a button on the back of each soldier which enables the owner of the item to reset the command word. Simply press the button and whisper the new word into the soldier’s ear. In this way, if several soldiers are owned, they can all be set to the same command word. If the soldiers change hands, they will not work for 48 hours (it takes them that long to attune themselves to their new owner). And they can only be used a maximum of three times per day.
****Item Category**** Globes
Globes: Magical Globes come in all different varieties. They are fragile, but potent items of magic. Several of the more commonly seen types are detailed below. As to appearance, globes are approximately 6” in diameter and filled up with all sorts of different stuff. They are (generally) designed to be hurled at an opponent and they shatter on impact.
Globe-Grenade: These explosive devices are highly sought, though they can be as hazardous to the person carrying them as they are to their targets. These globes explode violently on impact, causing 4d4 damage to all creatures within a 5’ radius. You don’t have to be a good shot with these things, just throw and watch the festivities.
Globe-Trotter: One of the only re-usable types of globes. These little gems actually have a map etched onto the surface of the globe. These globes float at chest level to whomever owns them and can travel with the user at a speed of up to 10”. Touching a location on the map and speaking a command word will teleport the user to that location, though some of the sand inside the globe will drain out when this happens. There is enough “sand” in the globe to allow for 8d10 such uses, after which time, it’s a pretty souvenir, and that’s about it (though even when empty, it still floats). The globe can only teleport one person and up to five hundred pounds of non-living matter. The globes can contain maps of any scale, and have been found ranging from planet-wide to a single, very exclusive neighborhood....go figure.
Globe of Glittering: Has the same effect as the Dust of Dazzling. In fact, it’s probably Dust of Dazzling, shoved inside a hollow glass ball.
Globe of Glowing: Another “floaty-globe” (see Globe Trotter). These provide soft white illumination. Some rare globes have been found to provide light of a different, or even slowly changing colors, but these were mostly designed by hippie mages. There are rumors even of something called a lava globe (also designed by a hippie mage), but so far, none of these have been found. The light can be adjusted by command to serve as mood lighting, a night light, or a reading lamp, but no brighter than that. It can also be ordered up to 20’ from the owner.
Globe of Green Goop: This globe is dangerous indeed. It contains a derivative of Green slime, and as such, when it hits, it begins to immediately corrode whatever it lands on, causing all items to save vs. Acid every round and also causing 2-5 (d4+1) points of damage per round. It is not green slime per se, and has only a short life span when exposed to open air. It will last for 2-5 (d4+1) rounds after breaking. Needless to say, anybody affected by this stuff isn’t gonna be doing anything but hopping around and trying to get it off.
Globe of Pain: This globe contains scorpions, kept in some kind of stasis until the globe shatters. Like the Grenade, you don’t have to be a particularly good shot with this one. Of course, a heavily armoured person won’t find much trouble, but almost everyone else will. The scorpions aren’t picky either, so if you drop this one, they’ll be more than happy to loose their venom on you.....be careful! (Game effects: Consider that there are approximately a dozen scorpions in the globe. Anybody in a 3’ radius is all but guaranteed to get stung, probably repeatedly. This will only cause 1-4 points of damage (figure one point per sting), but it will also cause 2pts of damage per round until something is done! (Lancing, sucking the poison out, etc.). To a maximum of one turn! (20 pts)(more than enough to kill a normal human) Additionally, since the toxin is so fast acting, victims of this device will begin to suffer the effects immediately. Due to swelling, pain and disorientation, anyone so affected will suffer a -2/-2 penalty on all combat rolls, and will automatically lose initiative. If left untreated in some way, the penalties will not subside for a full week, and additionally, the person so affected will not get any strength or dexterity bonuses he normally would be entitled to.
Vermin Globe: This globe releases tiny mites upon impact, which grow into a horde of rats! Invariably, these creatures are ravenous, and will crawl over/chew on whatever they happen to be close to. Collectively, this horde has an ac of 6 and will withstand 20 points of damage before disbanding. They do not need to make a “to hit” roll (there are so many of them, one of them will surely hit anyway, and will inflict 1-4 points of damage per round. For every point of damage inflicted there is a cumulative % chance that some kind of disease will be contracted. Tally the damage totals and check each round, adding the previous round’s total to the last. Check until a disease is contracted, or until the effected parties are dead. Note that the vermin swarm is not very fast 6” and can likely be outrun unless released into a confined space, and the smoke from several (4+) torches will disband them, so it is useful, but not devastatingly so. (As to maximum number affected, the horde will have its effect on anyone within a 10’ radius of where it lands).
Escape Globe: This handy little tool has a couple of different effects, all designed with your escape in mind. Simply toss it down and run like hell, the globe will do the rest. First, it creates a thick, billowing shroud of fog (equal to the spell of the same name, and lasting d4+1 rounds, unless dissipated by some other means), useful for concealing which way you’ve headed. Next, it creates a zone of silence in a five foot radius from the point of impact. This silence lasts only 2 rounds, but that should be enough time for you to be long gone. Third, at the moment of impact, it produces a really brilliant flash of light, causing all those looking at you to save vs. Magic or be blinded for 1-2 rounds, again, giving you time to get away. Finally, if anyone recklessly charges through the fog after you, they’ll find the caltrops that were inside the globe, and it’ll cost them d4+1 of their hit points as well! All in all, a very handy tool to carry with you!
(to be continued....)
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