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

Thursday, 5 April 2018

Artefacts Sought by the Lord of Oblivion

High up in a wind-blasted plateau over the Blackfang Mountains stands the tower of the archwizard Thuzziak. The old master of the arcane hasn't left his abode in over a century. Reportedly, his collection of magical items includes the legendary Staff of Power. The mountains are plagued by demon-worshipping orcs and wyverns, while the plateau is home to an enigmatic tribe of satyrs, whose pipes inflict madness upon mortal men.

In the misty Mirror Realm ruled by Mal-Lam, the Fearful Symmetry lie many ancient artefacts. Among them is the sought after Mask of Lunacy. This pocket dimension is accessible through a number of magical mirrors found in places where the dimensional boundaries have been weakened by potent magics.

The powerful Gauntlet of Doors is said to be kept in the Floating Palace of Medusa the Opulent. The palace constantly changes its location, but it returns to Aigos Island once every month. The isle is ruled by Queen Bellatrix and her merry women, but the jungles are home to more feral dangers, such as vicious raptors, burrow-dwelling utu, and rhino-sized grey leopards.

The craters of Luna hold more than just the moonsilver mines of the grey folk: one of the massive tombs of interdimensional raider gods is believed to contain the Sword of Annihilation, the deadliest weapon ever wielded in combat.

The Tablet of Stars is known to be hidden in the Inverted Pyramid of Madness found in the hot and dry Red Desert, home only to crazed dervishes, fearsome nomads, and ungodly scorpion-men. The treasures in the pyramid are guarded by nefarious traps and deadly magic.

Saturday, 23 January 2016

Ten Magic Items

Ebony Bow: Shooting an arrow with this ebony dark short bow makes absolutely no sound; however, while in hand, it also makes its user completely mute and deaf.

Hammer of Thor: This huge two-handed war hammer should be treated as a +2 maul whose attacks make a deafening blast. Unless countermeasures are taken, the target hit and everyone in a 10 feet radius must make a Save vs. Paralysis or becomes disoriented for the next round (-2 penalty to rolls and AC), and the Referee should immediately check for wandering monsters.

Head of Habram: If a gold piece is put in the mouth of this decapitated head, Habram animates for an exploration turn. He is able to converse in all languages and he detects every lie; however, he is rather moody, so a separate Reaction roll is made each time.

Mirror of Truth: This handheld mirror shows the true reflection of everything, essentially revealing shapeshifting, illusions, and invisibility of any kind.

Not So Lucky Handkerchief: Protects its bearer from four harmful spells. For each spell blocked, however, the handkerchief's bearer becomes enamoured with the next acquaintance they make.

Ring of the Emperor: This magical ring makes its wearer's equipment (including their clothes) invisible to the eye.

Sword of Hunger: The guard of this large two-handed sword depicts a demonic face with a gaping mouth, as if the monster was about to swallow the blade. It functions as a -2 magical weapon, but upon a killing blow it transforms into a +3 sword for as many rounds as the killed creature's Hit Dice.

Vials of Capricious Fate: Three vials containing fluids indistinguishable based on colour, consistency, or scent. Their effects if drunk are the following:
  • grants superhuman strength for an hour; it also dulls the mind, meaning during this time no spells can be cast and one can only speak one's mother tongue
  • grants immunity to all magic for an exploration turn, while dramatically increasing perspiration (-2 reaction and double chances of random encounter)
  • turns one into an incorporeal shadow for an exploration turn; spells and and enchanted weapons may still affect the recipient

Wand of Sickly Green Lightning: Green lightning strikes out from the wand hitting the target automatically and dealing 2d6 damage. Every 1 on the damage roll means the wielder momentarily loses control over the dark forces and is dealt 1d6 damage.

Witch Steel Armour: The arcane symbols on this chain mail grant its wearer +2 bonus versus physically harmful spells (e.g. Fireball) but -2 penalty versus those affecting the mind (e.g. Charm Person).