Getting Weird with the Classics 4

Why in the world has it been almost 2 years since I last did one of these? They’re a lot of fun to write, and people seemed to enjoy reading them. I rolled the items for this post forever ago, and they’ve just been sitting in my drafts folder, perpetually ignored.

For anyone who doesn’t remember, here’s how this works: I use the 1979 Dungeon Master’s Guide to randomly generate 3 magic items. Then I reinvent them to be a little weirder, goofier, grosser, and generally more in line with my personal style.

As should be obvious from the title, I’ve done this not once, not twice, but three times before, all back in early 2016.

So, without further yammering:

Ring of Water Walking

This ring enables the wearer to walk upon any liquid without sinking into it; this includes mud, quicksand, oil, running water, and even snow. The ring wearer’s feet do not actually contact the surface he or she is walking upon when liquid or water is being walked upon (but oval depressions about 1 1/1′ long and 1 inch deep appear per 100 pounds of weight of the walker will be observed in hardening mud or set snow). Rate of movement is standard movement for the individual wearing the ring. Up to 1,200 pounds of weight can be supported by a water walking ring.

Ring of Walking Water

A copper band which glows a faint orange. If thrown into a sufficiently sized body of liquid, that liquid will swirl into form around the ring. The process takes only a single round, after which the fluid–now in the shape of a human wearing the ring on their finger–will come to the aid of whomever threw the ring.

Liquid-persons have 4 hit dice. They are as strong, dexterous, and swift as an average human. They cannot speak, but for the duration of the effect, will obey any commands the ring thrower gives them. There is a wide variety of abilities these creatures might have, based on whatever particular fluid they are composed from. Rather than write an anticipatory list that would no doubt be incomplete, I leave it to the individual referee to determine what it means to command a fluid person composed of salt water rather than fresh water, or lava, or fetid water, or beer, or poison, etc.

When they are created, a liquid person has an innate sense of why they were created. The referee should ask the throwing player to specify what that reason is, with the understanding that it cannot be too broad in scope. Anything that would take longer than 30 minutes will need to be broken down into a smaller task.

When the immediate need for them has passed, liquid persons will attempt to flee from their creator. They know the thrower will want their ring back, but the liquid person would rather keep their new life. So, if the player does not wish to lose their ring, then after each use they must chase down and tackle the liquid person, which will fall apart if the ring is taken from them.

Candle of Invocation

Candles of Invocation are specially blessed and prayered tapers which are dedicated to the pantheon of gods of one of the nine alignments. The typical candle is not remarkable, but it will radiate magic if such is detected, and good or evil will be radiated also if appropriate. Simply burning the candle will generate a favorable aura for the individual so doing if the candle’s alignment matches that of the character’s. If burned by a cleric of the same alignment, the candle  temporarily increases the cleric’s level of experience by 2, allowing him or her to cast additional spells, and even normally unavailable spells, as if her or she were of the higher level, but only so long as the taber is aflame. Any burning also allows the casting of a gate spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process. Each candle will burn for 4 hours. It is possible to extinguish the candle as any other, but it can be placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out without affecting its magical properties.

Candle of Embarkation

A large wax candle, of plain make. When lit, the candle conjures a vessel beneath it, appropriate to whatever whatever environment the candle-lighter’s weight is resting in. If lit by someone standing in a river, the candle will conjure a riverboat, while in the sea it will conjure a galleon. On land, the candle might conjure a carriage with a team of of oxen. If the candle is lit while falling (difficult to do, with all that rushing air), it will produce a flying machine. Strange environments may produce strange vehicles.

Whatever the vessel summoned, there are a few similarities. First, the candle will always place itself in an enclosed space, like a ship’s cabin. Second, the person lighting the candle, as well as any creature within 20′ of them, will likewise be moved to the same space the candle occupies. This includes everything, from friends and foes, to badgers and bugs.

The vessel will come with everything it needs for basic locomotion (boats will have sails, carriages will have pulling animals, etc), but will lack anything else. The candle cannot conjure operators, provisions, or armaments.

The conjured vehicle will persist for as long as the candle remains lit. If the candle goes out, the vessel will disappear. If undisturbed, the candle will last for 12 hours.

Boots of Striding and Springing

The wearer of these magical boots has a base movement rate of 12″ , regardless of size or weight. This speed can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours– assume they “recharge” for that period. In addition to the striding factor, these boots also have a springing factor. While “normal” paces for the individual wearing this type of footgear are 3′ long, the boots also enable forward jumps of up to 30′, backwards leaps of 9′, and vertical springs of 15′. If circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he or she has the initiative during a melee round. However such activity has a degree of danger, as there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round; adjust the 20% chance downwards by 3% for each point of dexterity above 12 for the wearer. In any event, the wearer increases armor class value by +1 due to the quickness of movement these boots imbue.

Springs of Booting

A small wooden box, or metal tin, similar to one that might be used to carry tea leaves, ground seasonings, or snuff. In reality, the box contains springs wrapped in cloth sleeves. They’re pressed up against the lid, waiting to bounce out and startle whoever opens the box.

Anyone struck by these is quickly booted from wherever they are, via the nearest exist. If they are on a boat, the will be tossed overboard. If they’re in a building, they’ll go out the nearest openable window or door. If they’re in a dungeon, they’ll be flung back up to the surface. To them, it will feel like their body is attached to a cord, pulling them around at high speed. This pulling is always completely safe–they won’t get dragged through lava, or slammed into any walls. However, that won’t count for much if they’re then tossed out a 20th story window, or over the rail of a ship sailing through lava.

Anyone who opens the box themselves, without specifically pointing it away, will automatically be hit, and dragged off. Characters may also attempt to aim the weapon at a target before opening it, but this will require a successful attack roll against the base armor rating, followed by a saving throw versus paralyzation to dodge.

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