Showing posts with label items. Show all posts
Showing posts with label items. Show all posts

Sep 23, 2020

A cloak of invisibility

A cloak of invisibility - but the cloak is visible.

A joke of invisibility - as long as they laugh, unseen.

Broke of invisibility - I promise man, the money's right there!

A moat of invisibility - hey let's storm this castle it looks easy enou-

A boat of invisibility - Kraken confused.

 

Aug 12, 2015

Instead of hit points: a glass egg

Every person ever born has one hit point. This hit point is contained in a glass container, shaped like an egg. Inside, a semi-transparent gas that pulsates like cloud swept lightning can be seen.

The glass egg is your phylactery.
The gas is your one hit point.

If the egg breaks, the gas disappears and you die.

When you are born, the egg pops into existence somewhere near you. It could be the under the bed, or on a shelf in the castle, or in the well in the town square.

If you travel too far from the phylactery, your body starts to decay, accelerating the further you travel from it. But you won't die, as long as the egg is whole.

This is why many folks never move; they haven't found their phylactery, and the fear of travelling too far makes them stay put.

This is also how undead are made; regular people that travel too far from their glass egg, either driven away by force or ignorance. Remove enough flesh and soon you'll have yourself a zombie.
Pushing on even more, you'll end up as a skeleton.
And then, when the last bone withers away, you'll continue as a spectre; a pale sheet of your former self.

Liches are just powerful wizards that forgot to bring their glass egg with them. They stopped travelling when they got tired of flesh falling of their body.


Dec 28, 2013

Non-physical swords

Ethereal swords that harms spirit and mind, but leaves the body untouched.

Roll to hit as normal, but for target AC use the attribute that the sword targets. 

To create a sword, roll for appearance (two rolls), attribute and effect table (depends on attribute).

Appearance (roll twice; start with a standard sword)
1. S-shaped blade
2. Blade is like a wedge
3. Jagged
4. Blade is swirly, and engraved with a moral story
5. Blade is composed of stacked V:s (e.g. no pointy end)
6. Two thin, parallel blades
7. Filled with letter-shaped holes
8. Blade always seems to be pointing at the viewer, no matter the angle
9. Hilt is a living rodent
10. In windy places, the sword whistles
11. Blade is the length of a dagger, but the hilt is the size of that of a two-handed sword
12. Blade is impossible to sheathe


Targets this attribute (look up exact effect on its table below)
1-2. Intelligence
3-4. Wisdom
5-6. Charisma


Effects on hit: Intelligence
1. Releases one random spell (if applicable; otherwise nothing happens)
2. Target may only speak in verbs
3. Target's next move will be irrational and not very well planned
4. The common tongue is no longer understood by the target
5. Bleeds intelligence points; one point is lost per round (save ends; can't go below 3)
6. Target gets lost in an old riddle s/he suddenly remembers (save ends; unable to speak/react/move unless struck physically)


Effects on hit: Wisdom
1. Target gets a false memory about his/her current whereabouts; s/he will feel very strongly about it
2. Will only notice every other person in his/her vicinity (save ends)
3. Attacker shares one slice of his/her own wisdom, that is diametrically opposite of what the target believes in
4. Lose faith; start crying (save ends)
5. Lacunar amnesia:

  1. Memorized spells are forgotten
  2. Attacker is forgotten
  3. Current objective is forgotten
  4. Own name is forgotten

6. Everyone's a stranger; every new face is a possible friend


Effects on hit: Charisma
1. The next person the target talks to believes s/he is lying
2. One random hireling/henchman of the target suddenly feels disgusted by his/her presence; will leave next night (50 % chance will steal something as well)
3. Turn undead will attract instead of repent
4. Target's party believes him/her to be a traitor of their current cause
5. 1 point of Charisma is spilled on the floor; it materializes into a ghastly rat and runs away unless the target manages to catch it (which will restore the lost Charisma point)
6. Every word that leaves target's mouth annoys the receiver (save ends; annoyance may build up to violence if going on for too long)




Apr 21, 2013

The Swords of Ålrick the Hairy Barbarian

During his lifetime, Ålrick the Hairy Barbarian had him made a lot of different swords, not only due to his high demands and many wars, but also boredom.

On his eighteenth birthday, Ålrick was given a choice of weapon to represent him on the battlefield - the swiftness of a sword, or the might of an axe. Ålrick couldn't decide, and demanded a combination of them both.


The Shillyshally. Ålrick's first swaxe


During the Wicked Witch Wars, Ålrick ordered a new kind of weapon that not only would spread fear among his enemies, but also show Ålrick's more compassionate side. A weapon that would allow him to go into gruesome battle with his beloved.

He called it the Handholder.

The Handholder

(Although after recovering from the Wicked Witches Love Won't Tear You Apart Curse, he denied ever having ordered such a strange sword.)

As Ålrick grew older, he ordered more and more strange swords. As an elderman of his tribe, he mostly sat on his throne and occupied his blacksmith with stranger and stranger requests.

One of these turned into the Umlaut, a tribute from himself to himself.

The Umlaut


Apr 1, 2013

Hexenbrachen. Hex 0107

Hex 0107
Unsinkable cursed buckets. Lots of.

This area contains a lot of wooden buckets, floating but not drifting.

A curse of buoyancy keeps them floating, despite being filled with water and fish.

They served as helmets for the gnomes operating the now crashed airship (hex 2208). The creator of these unsinkable "helmets" had a theory that if enough airship passengers wore these helmets, the airship would defy gravity and keep itself floating (since an airborne vessel sinks much like a stone in water - slow, but steady).

It worked perfectly, until the gnomes got drunk one night and started throwing the buckets overboard (hex 0107). They crashed in hex 2208 eventually with the helmet maker as the sole survivor.


See the rest of the hexes over at The Hexenbrachen page here: http://save.vs.totalpartykill.ca/grab-bag/hexenbracken/

Jan 27, 2013

Honest Willard

Honest Willard

What: Small, single story house next to any lonely road. Four rooms of equal size: shop, bedroom, backroom (locked), kitchen.

People: Only Walter Willard, a man with a mustache. Sells curiosities from his shop, dead cheap. Everything's magical. Can't say where he got them from, though.

What's the deal with this guy: Everything he sells is magical - and cursed. There's a spinning, purple vortex in the backroom, connected to a similar shop on another plane, where a tall moon man runs a garbage disposal facility that specializes in cursed items.

What about the vortex: It's possible to enter the vortex, but years of disposing cursed items has tainted the flow, and will permanently curse anyone foolish enough to stick their thick head in there.

What about unhappy customers: Although many have wanted to chop his little head off, Willard is stuck with a Pacifist curse, making it impossible to even start hurting him. He got this many years ago when he stuck his thick head in the vortex.

Oct 3, 2012

Carved rods (expanded from the notebook)

Words carved onto these may have a magical meaning. All effects stack, and are permanent.

  • Lover's name: raises spirit but lowers wisdom
  • Own name: negates all positive effects
  • Nemesis' name: unable to kill any of his/her relatives
  • Mother's name: easily irritated. 25 % risk of picking a fight with anyone
  • Own deity's name: watched. Will be struck down at first sign of breaking any commandment
  • Other deity's name: each night is filled with erotic dreams about the god
  • Reversal of any of the items on this list: same effect, only inverted
  • Any spell name: rod is loaded with a random, non-lethal spell (i.e. not the spell carved). If there's already a spell loaded, it will mix with the new
  • Name of birthplace: wielder is teleported three metres in random direction each time he/she is hurt
  • Names of animals: worships a new item at random each day
  • Words without meaning: rod becomes edible & nutritious for ten seconds, and will feel like a loaf of bread
  • Single letter: rod bends in the shape of the letter, with the risk of grappling the wielder
  • The word "WORD": the rod grows to twice its current size every time the wielder speaks
  • A typical dwarven name: rod turns into obsidian but loses its magical potency
  • A typical elven name: an ear grows out like a leaf. Whispering spells in it is one way to load the rod with power
  • Symbols that aren't letters: the rod takes flight like a rocket and disappears into the sky. It will explode loudly a minute later.
  • Name of a song: the wielder can hear the tune playing repeatedly inside his/her head the next 24 hours. If the rod is used like a lummi stick during this time, a random spell is loaded into the rod of same level as the number of minutes the wielder kept drumming (unless he/she plays out of tune; then the rod starts burning)
  • The word "ROD": random words are carved by an unknown force, each one causing an effect as usual (pick up the nearest dictionary and look up ten words randomly, and consult this list for each one)