Magical Marvels 31: Getting Weird with the Classics 3

This shit is way too entertaining to ever stop doing it. Same thing as last time. Three randomly determined magic items from the AD&D Dungeon Master’s Guide. One roll on the rings table, two rolls on the miscellaneous tables. The items are modified to suit my own sensibilities. This isn’t an attempt to “update” or “fix” anything, since none of them are broken. They’re just not my style.

Ring of Spell Turning

This ring distorts the three normal dimensions with respect to magic spells directed at its wearer. Any spell cast at an individual will usually rebound, in part or perhaps in whole, upon the spell caster. The distance between, and area occupied by, the victim (the ring wearer) and the spell caster are not as they seem when the magic activates the spell turning ring.

Ring of Spell Divergence

Spells cast by, or at, the wearer of this ring have something like the opposite of their intended effect. These aberrant magics are conjured from the imagination of the referee on the spot, and he or she bears no responsibility for making these new spells any better or worse than the originals. The ring is no guarantee of safety from magic, and the wearer takes full responsibility for the risks of wearing it.

Whatever illogical weirdness the referee comes up with when pressured to invent a new spell on the spot is unassailable law. They are not bound to remember precedent, or make their aberrant spells consistent in any way. The spells produced in the spur of the moment may or may not be available to be researched on their own in the game world, determined by the referee on a case by case basis.

Any attempt to argue with the referee, even to simply suggest a more reasonable ‘opposite’ spell effect, causes the ring to explode and take the wearer’s entire hand with it. Any anachronisms in the referee’s thinking on this subject are not a bug. They are a feature. They are the infinite impossibilities of magic folding backwards onto themselves, and producing something spontaneous, and terrifyingly beautiful.

Thus “Fireball” may become “Water Cube.” Or it may trap you inside a giant hamster ball of fire. Or it may force you to sing Katy Perry’s “Firework,” replacing the titular word with “Fireball.” Every referee will come up with a different way to reverse any given spell. The wearer must hope that these will work out in their favor more often than not.

Bag of Tricks

As is usual, a bag of tricks appears to be a typical size for sacks, and visual or other examination will not reveal any contents. However, if an individual reaches inside, her or she will feel a small, fuzzy object. If this is withdrawn and tossed 1′ to 20′ away, it will balloon into one of the following animals, which will obey and fight for the individual who brought it into being until the current combat terminates. The animals inside a bag of tricks are dependent upon which sort of bag is found. Roll 1d10 to determine which type.

(Type 1: weasel, skunk, badger, wolf, Giant Lynx, Wolverine, Boar, Giant Stag. Type 2: Rat, Owl, Dog, Goat, Ram, Bull, Bear, Lion, Type 3: Jackal, Eagle, Baboon, Ostrich, Leopard, Jaguar, Buffalo, Tiger)

Only 1 creature can be drawn forth at a time. It alone exists until it is slain or 1 turn has elapsed and it is ordered back into the back of tricks. Another animal may then be brought forth, but it could be another just like the one which was drawn previously. Note that only one roll is made for type of bag, but type of creature is rolled for each time one is drawn forth. up to 10 creatures maximum may be drawn from the bag each week.

For real, the Bag of Tricks is already pretty weird. I could easily see myself including this in a game nearly as-is, with only a few minor tweaks. Perhaps you’d need to coax an animal into the bag before it could be pulled out. But that isn’t really worth writing up, so I’m gonna jump a little off base with this one.

Cat in a Bag

A small burlap sack with a cat inside of it, closed tight with a knotted drawstring. The cat doesn’t particularly like being inside the bag, but it’s content enough that it doesn’t struggle or mewl constantly. It doesn’t need to be fed, but it can be harmed by attacks or by drowning, so some care must be taken to protect the bag.

Anytime the cat is let out of the bag, it will brush up against someone’s legs before running off to enjoy its temporary freedom. That person must reveal the most relevant secret they have. Whatever it is that they would most wish to keep hidden from the people who will hear them speak, is exactly what they must now reveal.

When the bag is opened, the owner should indicate a target to the cat. This cat is unusually obedient, so there is a fully 60% chance it will brush up against the indicated target’s legs. Otherwise, the cat’s target should be randomly determined from among everyone in the room, including the owner of the bag.

If the person has no obviously important secret to reveal, roll 1d6 to determine an appropriate sort of secret.

  1. The cat’s target must reveal a major crime which those present will want to punish them for committing.
  2. The cat’s target must reveal a minor crime which those present will want to prosecute them for committing.
  3. The cat’s target must reveal a shameful indiscretion from their past, which will alienate those around them.
  4. The cat’s target must reveal a taboo and disgusting preference, which will alienate them from those around them.
  5. The cat’s target must admit that they changed their identity, and provide a new name and 1-3 sentence backstory.
  6. The cat’s target must admit that they secretly produce embarrassingly bad art under a pseudonym.

Anytime the cat is let out of the bag, it will take some time to find the cat. There is a 1-in-6 chance of encountering it each hour the players spend in the same area if they are not specifically looking for it. A 3-in-6 chance per hour if they are specifically looking for it. Once found it can be reliably coaxed back into the back with 10 minutes of effort and a ration’s worth of food.

Javelin of Piercing

This weapon is not actually hurled, as when a command word is spoken, the Javelin of Piercing launches itself. Range is 6″, all distancves considered as short rangte. The javelin is +6 “to hit” and inflicts 7-12 hit points of damage. (Note this missile will fly horizontally, verticvally, or any combination thereof to the full extent of its range.) From 2-8 will be found. The magic of the javelin is good for only 1 throw.

The Snapshot Musket

For most magic items, ownership and possession are functionally the same thing. However, very nearly the whole point of the Snapshot Musket is to get other people to use it. Thus, ownership is granted to whomever most recently held the rifle while being fully cognizant of its magical properties.

The musket does not stand out among other weapons of its kind. It is a battered thing. Functional, but not beautiful. Any time the owner snaps their fingers, the weapon will fire. It does so whether or not it is loaded.

If the barrel pointed at a target, attack rolls are made normally without any bonuses or penalties. If the barrel is resting directly against something, a hit is automatic. If the barrel is not directed towards anything in particular, it probably won’t hit anything, but the referee may choose a random target at their discretion.

In any event, a gun going off unintentionally will certainly startle its wielder, and probably anyone nearby. The shot will be audible from a significant distance, and may attract unwanted attention.

Magical Marvels 30: Getting Weird with the Classics 2

I thought this was super fun, so I’m doing it again. These were more or less randomly generated from the 1979 Dungeon Master’s Guide. (One roll on rings table, two rolls on the miscellaneous tables).

The modifications aren’t an attempt to “update”or “fix” these magic items. It’s just me altering them to suit my particular sensibilities. I love magic items, but I’m not a big fan of plentiful, standardized, unambiguously useful ones.

Ring of Protection
A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +1 ring raises AC by 1, say from 10 to 9 and gives a bonus of +1 on saving throw die rolls.

The Ring of Protection From…?

A fickle sort of magic that protects its wearer from whatever it feels like at any given time. The ring of protection is a silver band with a large seal. The seal is made up of a half dozen concentric rings, each of which have embossed lines and twists on them. Each time the ring activates, these rings spin round one another, causing the lines and squiggles to form a new word, indicating what the wearer will be protected from next.

When the ring is found, roll 2d6 on the table below to find out what it is currently protecting its wearer from. The next time that thing would cause the wearer suffering, the ring activates. This protection takes whatever form seems simplest at the time. You might think of it as a kind of limited Wish spell; it’ll get the job done, but the way in which the job is done varies. If the player is protected from rocks, and rocks fall on them, then perhaps the rocks will disappear, or perhaps they’ll bounce off the character like they were made of Styrofoam, or maybe the character will teleport out from under them. The possibilities are limited only by the referee’s imagination. Just remember not to be a dick about it. No “protecting” them right into harm’s way.

2. Sadness
3. Torture
4. The opposite sex.
5. The Law
6. Social Awkwardness
7. Being too healthy (Take 1d4 damage, reroll)
8. Rocks
9. Falling
10. Reptiles
11. Blades
12. Death

Orb of Might

According to tradition, great items of regalia were constructed for special servants of the deities of each alignment when the gods were contending amongst themselves. Who among them first conceived of the idea is unknown. The champion of each ethic alignment–Evil, Good, Neutrality–was given a crown, an orb, and a scepter. These items have been scattered and lost over the centuries of struggle since they first appeared. These 3 complete sets bestow great powers.

Each Orb has an ethic alignment determined as follows:

01-06: Evil
07-14: Good
15-20: Neutrality

If a character of another ethos touches an Orb different from his or hers, a saving throw versus magic must be made to avoid death and from 4-24 hit points of damage will be taken if the save is successful. If the character so touching an Orb also possesses a Crown and/or Scepter, surviving the saving throw versus magic will invoke a malevolent effect from table IV. Each Orb is of platinum, encrusted with gems, and topped with a device of precious metals and stones, so as to be worth 100,00 or more gold pieces on the open market. Each orb is equal to a Gem of Brightness and also has [two randomly rolled Minor Benign Powers, and one randomly rolled Minor Malevolent Effect].

Orb of the Crusader

A gold sphere, richly appointed with gems and inlays, and topped with an ornate cross. This orb was crafted by the Pope Urban the II himself, and was meant to be wielded in the crusades by Adhemar of Le Puy.

If the orb is touched by one who is not a Catholic in good standing, their hand will wither to a shriveled black thing, dealing 1d8 damage to their maximum hit points.

The orb’s wielder is endowed with all the powers of a priest. Not a cleric, mind you, but a priest. The wielder may hear confessions, perform the mass, administer sacraments, etc. If the wielder encounters any non-catholic, or catholic heretic, they must call on that person to convert immediately. If the person refuses, the wielder must save versus magic or be compelled to seek that person’s destruction on the spot.

When held, the orb provides the same defensive benefits as a shield. It does not deflect attacks or projectiles, but those attacking the wielder find their technique becoming sloppy. The light gets in their eyes, or their arrows are diverted by an errant gust of wind.

The wielder’s hirelings have their loyalty raised to 12. They will gladly risk their lives for their employer, accepting nearly suicidal commands so long as there is even a moderate chance they will survive.

In addition, each wielder of the orb gains the ability to perform one of Jesus’ miracles. The miracle is randomly determined when the wielder first touches the orb, and can never be changed after that. The miracle can only be performed while the orb is held.

  1. Change water into wine.
  2. Calm stormy weather.
  3. Cast out any spirits that are possessing a person.
  4. Cure deafness.
  5. Cure blindness.
  6. Cure muteness (even disrupting a silencing spell).
  7. Cure leprosy.
  8. Restore missing or destroyed limbs.
  9. Use “Turn Undead” against demons.
  10. Transform a small amount of food into a feast.
  11. Rise from the dead after 3 days. (Once, and once only).
  12. Raise others from the dead. (3 times total).

Boots of Levitation

As other magical boots, these soft footgear will expand or contract to fit giant to halfling-sized feet. Boots of levitation allow the wearer, at will, to ascend or descend vertically. The speed of ascent/descent is 20′ per round (minute). There is no limitation on usage. The amount of weight the boots can levitate is randomly determined in 14 pound increments by rolling d20 and adding the result to a base of 280 pounds, i.e. a given pair of boots can levitate from 294 to 560 pounds of weight. Thus, an ogre could be wearing such boots, but its weight would be too great to levitate. (Cf. second level magic-user spell , levitation.)

Airwalker Boots

The wearer is able to walk right off of a ledge without falling. It appears as though there is an invisible floor beneath their feet, at the same level as whatever surface they stepped off of. They cannot rise or ascend vertically, but they can move about freely on a horizontal plane.

The magic of the boots only lasts for 10 steps, or about 20′. After that the character can remain still to prevent themselves from falling, but if they move their feet at all, they will suddenly realize they’re standing on nothing. Like an oldschool cartoon character, they will plummet to whatever more substantive surface awaits below.

Magical Marvels 28: Getting Weird With the Classics 1

Randomly generated magic items from the 1979 DMG, rewritten to suit my current playstyle a little better.

Ring of Invisibility

The wearer of an invisibility ring is able to become invisible at will, instantly, This non-visible state is exactly the same as the magic user invisibility spell (q.v.), except that 10% of these rings also have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he or she breaks all silence features in order to do so.

Ring of Imperceptibility

The wearer of the Imperceptibility ring cannot be detected by anyone they are aware of. The wearer themselves still reflects light and produces sounds and smells, but so long as they’re aware of a person’s presence, that person is completely unable to detect any of those things.

If anyone the wearer is unaware of is nearby, they can see, hear, and smell the wearer as normal. If they notice the wearer before the wearer notices them, they are immune to the ring’s magics until the wearer manages to hide from them normally, remove the ring, and put it back on again.

If the wearer does anything that is difficult to ignore, the ring struggles to maintain the illusion that the character is not present. In these instances, the player must make a saving throw versus Magic, or the ring will erase itself and its wearer from reality in order to maintain the illusion that no one was present. If, for example, the wearer opens a door in full view of individuals that the ring is deceiving, and there isn’t any wind to blame it on, then the save must be made.

Brazier Commanding Fire Elementals

This device appears to be a normal container for holding burning coals unless magic is detected for. It enables a magic-user to summon an elemental of 12 hit dice strength from the elemental plane of fire. A fire must be lit in the brazier–usually 1 round is required to do so. If sulfur is added the elemental will be of +1 on each hit die, i.e. 2-9 hit points per hit die. The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monster Manual for other details.)

Brassiere of Commanding Fire Elementals

A woman’s undergarment that is uncomfortably hot to wear, causing the skin of the breasts to redden, blister, and peel. When a fire elemental is encountered, the wearer may attempt to command the creature by exposing the brassiere. If the elemental fails a save versus Breath, the wearer’s sex appeal is enough to take their breath away.  They become intent on pleasing the wearer, and will attempt to perform any task that is asked of them.

After a task is completed, the elemental will return to the wearer. At this point the wearer may either spurn the elemental’s advances, or give them a new task. If the elemental is spurned, there is a 20% chance per task they completed that the creature will begin a rampage of destruction in a random direction. Otherwise, they will merely return to their home plane in frustration.

For each task requested after the first one, there is a cumulative 1 in 6 chance that the elemental will attempt a lover’s embrace before doing what is requested of it. This will immolate the wearer unless the elemental is destroyed. The brassier itself is fire proof.

Instrument of the Bard #2: Mac-Fuirmidh Cittern

This lute-like instrument is 50% likely to deliver 3-12 hit points of damage to any non-bard or bard under 5th level who picks it up and attempts to play it. A 5th or higher level bard who uses the cittern has a 15% better chance of charming and can sing the following songs once per day which:

1. Cast a barkskin spell;
2.
cure light wounds; and
3. cast an
obscurement spell.

Lower level bards cannot use the cittern even if they do not harm themselves (whether they take damage or not)

The Cittern of Mac-Fuirmidh

A finely made Cittern once owned by the famed Mac Fuirmidh. Any class which makes music as a matter of course may play the instrument freely without penalty. Members of other classes who wish to use it gain the “Music” skill at 0-in-6. The skill can be advanced normally. Anytime they attempt to use the Cittern, they must check to see if they’re able to play correctly. A failed skill check indicates that sour notes have been played, causing the strings to lacerate the musician’s hands, dealing 1d6 damage.

If played correctly, one of these three effects can be produced. It takes one minute of playing before any magic occurs.

  1. Any foes who can hear the music are given pause by its beauty. A new reaction roll is made at +1 to determine how they feel about the party, now that they know the party is capable of producing such beauty. Creatures who are noted music lovers, or who have large ears, react at an additional +2. Creatures who would not normally make reaction rolls, such as animals and unintelligent undead, react at an additional -2. Creatures without ears are unaffected.
  2. The skin cells of the musician’s allies begin to reproduce at an alarming rate. Their skin grows thick, and disgusting cracks form in it to allow them to maintain free movement. While under these effects, the party could understandably be mistaken for monsters. However, the thick skin does grant +2 to their armor class, and +1 to any saving throws made against a physical effect. The excess skin will flake off and shed after an hour.
  3. Once the music’s magic has taken hold, the musician’s hit points become a common pool of luck which any allied character can draw from. Each hit point can be used to reduce an enemy’s attack roll or saving throw by 1, or increase their own attack rolls or saving throws by 1. These are declared after any dice are rolled. So if Alice’s armor rating is 14, and a bandit rolls a 16 on their attack roll, Alice can spend 3 of her Musician friend’s hit points in order to reduce the bandit’s attack roll to 13. This effect ends 1 turn after the music ends.

The Miscreated Creatures Questions Applied to the Axe Beak

As an exercise, I’m going to use  the monster development questions I posted yesterday to flesh out a classic D&D monster. Hopefully this will make the way I use the questions a little more clear.

I’m using the Axe Beak for a few reasons. First off, it’s kinda interesting, but is overall boring enough that it needs further development. Second, I’m almost completely unfamiliar with this monster. I never really read its entries in later editions of the game, and I’ve certainly never read any ecology articles or anything written about it. All I know is what’s written in the AD&D Monster Manual. Which is:

Axe beaks are prehistoric carnivorous flightless birds. They are very fast runners and aggressively hunt during daylight. An axe beak resembles an ostrich in its lower portions, with a strong neck and a heavy, sharp beak.

Can it be unique?

The monster is designed around encountering a herd of 1-6. Best not to make it entirely unique.

If it can’t be unique, can it be a small group?

Yeah, it can easily be a small group. Perhaps when you roll 1d6 to determine how many you encounter, you’re also determining how many exist in the whole world? They’re a dying breed. A darwinian loser, or perhaps something that was never very numerous in the first place? A small group created by some unusual means. Perhaps they’re un-aging creatures, some 100 or so created in ages past, now reduced by the occasional violent death to a mere handful?

Can it be smart?

Each Axe Beak makes every other Axe Beak a little smarter. When there was 100+, they were geniuses. Now, with only a few left, they’re barely literate simpletons. They scratch simple symbols in the dirt with their claws to communicate with non-Axe Beaks. They’re also capable of using a roughly 500 word vocabulary of some appropriate human-learnable language.

If it is not unique, what is its culture?

Once, Axe Beaks practiced a kind of utilitarian artwork using the medium of trees. With their beaks, they’d carve still living trunks into complex patterns, leaving enough of the tree intact for it to survive and for the patterns to remain. These patterns carried messages to other groups of Axe Beaks, claimed territory, or told stories of events that had happened. here. Given the now much reduced mental abilities of Axe Beaks, they tend to simply feel the urge to hack at trees every now and again, which they do until the tree falls over.

What is its worldview?

Axe Beaks have always been brutish and aggressive. Confident in their own superiority over other creatures, who they view as ugly. They particularly look down on any creature that can fly. They’re deeply jealous, but that’s not something they would ever admit to an outsider.

Wooden structures made by humans are offensive to them, and will be destroyed with gusto.

Can it be an inverse swarm?

Nooooooooooooooo…

What does it do?

The remaining Axe Beaks believe that they simply need to breed more of their own kind in order to reclaim their greatness. To this end, they obsessively mate with any creature they can. They’ve already determined that mating with one another doesn’t work, and they’re willing to try pretty much anything.

The Axe Beaks have never seen an ostrich. I don’t know if mating with an ostrich would be successful for them or not, but they’d certainly be interested in the extreme.

Why does it do what it does?

Because it knows it’s not smart, and it wants to be smart.

How does it do what it does?

They do what comes naturally. Generally speaking they pursue animals of similar size, or other birds. Though most birds are too small.

Does it make anything?

Axe Beaks are actually pretty good at making simple bridges of wood. They don’t like to get wet at all. Due to their decreased intelligence, they can only cross small rivers with a nearby source of trees. But at their height, they built some marvelous bridges that were studied by human engineers.

Anyone tracking the Axe Beaks will probably come across a simple bridge at some point.

Might it deal peacefully with the characters?

They’re easily agitated and easily insulted, and they’re predisposed to think humans are troublesome and annoying. But they also know that there’s much easier prey than humans. They’re generally willing to parley unless they’re ravenously hungry.

Does it have minions?

Not at present.

What is the creature’s lair like?

Axe Beaks are nomads. They range far and wide in search of mates, marking trees as they go. When it rains, they find what shelter they can until it’s time to move on.

Does the creature’s presence affect its environment?

Not by itself, no.

Does it have any special treasures?

There is a pair of saddle bags which gets passed around between the Axe Beaks. Everyone takes their turn carrying it. Within its pouches are smooth stones, shiny rocks, bits of metal, seashells, and a variety of other things which the Axe Beaks have deemed valuable. There may be a number of gems and coins in the pouch.

How did the creature come to exist?

They don’t know it, but all of the Axe Beaks were once axes, wielded by woodsmen who encroached into the forest of Hellena the Kyphotic, a druid with a wicked temperament. With the first blow of each axe, the roots rose up to strangle the woodsmen. The trees grew tall and strong on their blood. The axes were eventually enveloped by the growing wood, and when the trees grew old and toppled over, the Axebeaks emerged from the rotted wood.

What are the portents of its arrival?

There are none.

What happens to the creature’s victims?

The creatures are carnivores. If a meat-creature is their victim, then they will be eaten.

Does the creature have any special weakness?

They find touching water incredibly uncomfortable. They take no damage from being wet, but they react to being wet the way you might expect them to react to being on fire.

Does anything special occur upon the killing blow being made against the monster?

Each Axe Beak that dies makes the whole dumber. When there is only one Axe Beak left, it will simply topple over. Brain dead.

When the creature dies, what happens?

It has a very boring, natural death. Followed by a boring, natural decay.

Is the dead body useful for anything?

Each creature actually has a woodsman’s axe inside of its body. The head of the axe is at the center of its beak, and their spinal column has taken the place of the shaft. If the spine is reinforced with a metal or wooden rod, then the the axe can be wielded as a +2 battle axe against druids. If used to chop down a tree, the tree will always fall in exactly the direction you want it to fall in.

Related Posts:

The questions themselves.