Deadly Dungeons 30 / Magical Marvels 29: The Treasure Chest Card

There are two rooms, empty, with identical features. They share a ~3’ thick common wall. The only entrance to either room is on the wall opposite the common wall. Ideally, there should be no obvious path from one to the other. After players find the first room, they should need to pass through several unrelated areas before they can reach the second one.

The common wall between the two rooms has a slit in it. It’s 1’ long horizontally, and 2” wide vertically. Big enough for an arrow to fit into perhaps, but not an arm or a spear. The slit goes all the way through to the adjacent room.

When characters look through the slot, there appears to be a chest sitting in the center of the other room. However, when they reach that room, they’ll find it just as empty as the first room was. But if they look through the slot from this room, they’ll see that the same chest now appears to be in the opposite room. If there are players in both rooms, they’ll both see the chest in the room opposite the one they are in, but will not be able to find it in their own room.

Spells such as “True Seeing” or “Detect Magic” will reveal nothing, because there’s absolutely nothing magical about any of this. The chest is a sophisticated, but completely mundane, optical illusion. In the center of the slit between the two rooms is a tiny card with a chest painted onto both sides of it. If the card is fished out and examined, the ‘lid’ opens like an envelope. Inside is a 2” x 3.5” white card. In bold printed letters it reads “This card is proof that the task has been completed.”

If the card is given to anyone who has assigned a task to the players, that person will accept it as incontrovertible proof that the task was completed. No amount of logic will ever convince this person that the players failed. Their brain will fold over on itself to find ever more ridiculous explanations for evidence to the contrary, and they will go completely insane rather than believe the task remains incomplete. Further, anyone they show the card to will similarly agree that it incontrovertible.

If the king points to his adviser standing 5’ away and says “I want you to bring me my adviser’s head on a plate,” and the players instead hand the king this card, the king will say “Excellent! My adviser’s head on a plate! Exactly what I wanted. Here’s the reward I promised you.” All the while, the adviser is still standing 5’ away shaking in fear. If this is pointed out to the king, he’ll assume he’s seeing his adviser’s twin brother, or his adviser’s ghost. He may be annoyed that he now needs to hire a ghost hunter, but that’s not really the PC’s fault, now is it?

The card only works once. If the players endeavor to steal the it back, then whomever they give it to next will still view it as proof of whatever first task it was used for. So if the players were to give it to a farmer who needed his lost child rescued from orcs, he would be horrified when the players handed him the royal adviser’s head on a platter.

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.

Magical Marvels 27: Swordaxe and Scroll on Pink Paper

I don’t know when I drew this. I would estimate about 6-8 years old. Thought it would be fun to make a magic item out of it.

The Swordaxe of Bath’un Ra

It was very sad when the town smith went mad. He’d been kind, well liked, and exceptionally skilled. Then one day he began babbling loudly at all hours, and throwing himself into walls. The man had no family, and there was some discussion about whether he ought to be locked up, or given a merciful death.

Then it was discovered that if he was allowed into his workshop, his babbling ceased. He moved about like his old self, working steel as competently as he ever had. He didn’t speak at all, but he seemed happy and competent enough, so the townsfolk kept an eye on him and hoped he’d come out of his dementia eventually. No one paid particular attention to the sword he was crafting, festooned with half the gems and precious metals he had in his stores.

What the others had taken for madness, was in fact a horrific possession by a dark thing that had survived from when the world was young. A creature called Bath’un Ra that had enslaved man before written history, and which had only now grown powerful enough to do so again.

Before leaving  to inhabit the swordaxe, the spirit of Bath’un Ra forced the smith to throw himself upon his creation so that he could not reveal Bath’un Ra’s secrets once the spirit had left him. The next day the smith was found dead beside the swordaxe, along with a scroll covered in incomprehensible symbols. The village buried all three together, well outside the edge of town.

Powers

The swordaxe of Bath’un Ra is a one handed weapon that deals 1d8 damage. Bath’un Ra does not immediately reveal its presence to the wielder, but subtly communicates the weapon’s magical properties to whomever holds it.

If they wish, they may make an attack roll against an opponent with a +2 to hit roll. If the attack hits, no damage is dealt, but the weapon bursts into flame. Each time the wielder does this, the weapon charges up further, and the flame grows larger.

Once the swordaxe has been charged 3 times, the character can spend the charges to make an auto-hit attack dealing 3d10 damage. After the swordaxe has been charged 5 times, the wielder can spend the charges to make an auto-hit attack for 5d12. (Additional charges after 5 merely add an extra 1d12).

Note that the charges can only be spent on the specific foe they were gained from. The spirit of Bath’un Ra is learning the weaknesses of their soul during each non-damaging attack.

When the Swordaxe deals a killing blow, roll 1d12. On a roll of 1, Bath’un Ra’s spirit has grown powerful enough to place the wielder under a Geas. (save v. magic to resist). If the save is successful, and the character continues using the swordaxe, the referee should continue to roll 1d12 to determine when Bath’un Ra can attempt his Geas again. If the save fails, then disobeying the Geas is punished by death. (No save)

Those under Bath’un Ra’s spell must uncover an ancient temple from eons past, which has been buried beneath millennia of desert sands. Within they must find the demon king statue, and place the Swordaxe in the statue’s hand. Once this is done, the statue will turn to flesh, and Bath’Un Ra will return to the world.

The scroll found with the swordaxe is written in the nonsensical language of maddness. Because it was only ever understood by a single person (the smith,) Comprehend Language as cast by a 3rd level magic user is required to decipher it. Written there is Bath’un Ra’s true name, and the words of binding that will keep him subdued. Reading this scroll allows the wielder to use the swordaxe without any risk of being placed under a Geas.

Magical Marvels 26: Raggi’s Rejects 6: The Tragical History of the Life and Death of Doctor Faustus

A tattered manuscript of Christopher Marlowe’s play “The Tragical History of the Life and Death of Doctor Faustus.” The text has little in common with other surviving versions of the play. In fact, those copies were forged by church censors. They secretly distributed the texts to satisfy heretical curiosity about the banned play, without revealing the true depths of Marlowe’s sin. Marlowe himself was quietly put to death for his abominable work. This is the only surviving copy of what he truly wrote, written in his own hand. A note, hastily scrawled on the first page, reads:

“Will that the noblest of magics might flourish, and God’s abominable sorcery might perish.”

In this version of the play, Lucifer and Mephistophilis treat Faust fairly. God is depicted as an interloper. He attempts to reassert His will over Faust after being rejected. God even goes so far as to send an angel to steal Faust away, but is defeated when Lucifer sends one of his own servants to protect Faust. The play culminates in an orgy with Faust, his friends, a number of demons, and several nuns and priests who have been convinced to turn away from God.

The entire play is filled with unusual phrasings and invented words. In particular, the scene where Faust makes his pact with Lucifer is completely nonsensical when read. However, if actors memorize the lines properly, then during the performance of the play they will be compelled to improvise. The scene is different each time, but always conforms to the plot and style of the play. During this scene, shameful secrets of audience members, and bizarre prophecies are incorporated into the narrative.

When a performance of the play begins, anyone within 20 miles who has been baptized in the Christian faith feels compelled to stop the performance by any means. God has suspended free will to prevent this sin from occurring. Characters who wish to renounce their baptism may make a saving throw vs. magic to resist the compulsion. The referee is encouraged to be creative about renouncing God in His time of need. Performers and audience members are shielded from this compulsion.

To this day, the play has not been performed in full. If it is completed successfully, which requires 3 hours and 11 minutes, then God is banished from the world for 100 years. Clerical magic will disappear entirely during that time. Meanwhile, magic users and elves will feel as though they can think more clearly. As though their minds had been clouded during all of their life before now. For the purposes of learning or casting, all spells will be treated as 1 spell level lower than normal for the duration of God’s banishment. Magic users will begin using the fighter’s experience table, and elves will begin using the magic user’s. All characters, even the lowliest of peasants, will have a 30% chance of knowing one random 1st level magic user spell.

Magical Marvels 25: Raggi’s Rejects 5: The Trifold Parchment

A thick, trifolded parchment. The exterior has been decorated with a colorful sketch of humans doing battle with a muscular demon holding a wickedly curved sword. The interior is scrawled with baffling tables and calculations. At the center of the parchment’s interior are the words “Reject what occurs. Defy the cosmos. Cry out. “That doesn’t happen!””

At any time, the players may use this phrase (“That doesn’t happen!”) to reject the most recent ruling of their referee. When they do this, the paper bursts into flame, and the character holding it must save v. breath or take 2d6 damage.

The referee is now obligated to change the call to which their players objected. They must, in good faith, change their ruling to one that is more favorable to the players. But the referee is under no compulsion to respond in any specific way that the player’s desire.

The trifold parchment cannot overturn the results of a die roll, even if the players did not see the roll. Only deliberate decisions made by the referee can be affected. So the players cannot, for example, reject which monster appears after the referee rolls on the encounter table.

Attempts to use the parchment incorrectly don’t destroy it, but they do occur in game.

Magical Marvels 24: Raggi’s Rejects 4: The Doll that Loves Every Child


The above art was provided by +Moreven Brushwood. She is available for commissions at surprisingly low rates given the quality of her work. You should hire her for your tabletop project, or other project that requires art for some reason.

-The Doll that Loves Every Child-

A ragged toy, so worn that it’s little more than a human-shaped bit of padded cloth. As long as a character possesses it, any children that character sees are marked by the doll. This can include anything from the character’s own children, to a child the character caught a glimpse of in a large crowd.

When the doll is thrown, one of the marked children randomly falls ill. Their bodies absorb all of the heat around them. They become too hot to touch, and their skin blackens and flakes. Meanwhile, everything around them becomes cold enough to frost over. During their illness, the children aren’t aware of their surroundings. They only mutter constantly. They repeat a physical description of the doll’s owner. Or, if they know it, the doll owner’s name. They blame the character for their illness, saying things like “The peg legged woman did it. Why is she hurting me?” This condition lasts for a full day, after which the child dies.

Wherever the doll lands, a child identical to the dying one will appear. The PC should recognize the child as one they’ve seen before, even if they don’t recall where. The duplicates have a child’s understanding and physical ability, but no personality or will of their own. They will perform any single task they are given, then fall down dead. The body is, in every discernible sense, identical to the body of the other child. Save for its lack of mutilation from illness.

Each child the character has a personal relationship with has a 1% chance to appear when the doll is thrown. If none of these children appear, assume the victim was only glanced in passing during the character’s travels. If a hireling sees the child appear after the doll is thrown, they have a cumulative 1-in-12 chance of remembering seeing the child themselves. They will interpret this as magical kidnapping, and their loyalty should be checked.

The referee should keep track of how frequently this item is used. When the player returns to a place they have visited before, the referee should check to see if anyone in town recognizes the player from the description muttered by a dying child. If they do, a lynch mob will form quickly.

Magical Marvels 23: Raggi’s Rejects 3: The Arm of Saint Lawrence


The above art was provided by +Moreven Brushwood. She is available for commissions at surprisingly low rates given the quality of her work. You should hire her for your tabletop project, or other project that requires art for some reason.

-The Arm of Saint Lawrence-

While not actually the arm of the third century saint, this artifact was once used by a cult devoted to him. The church purged the heretical cult long ago, but this artifact escaped destruction. The arm is covered in the dark red splotches of a burn victim. The skin is well preserved, and held rigid by its original bones. It is filled with a viscous, smelly fluid which makes it appear bloated. The arm is mounted on the end of a four foot iron staff. It is extremely heavy, and if used as a weapon suffers a -2 to hit.

The wielder of the arm can touch people with the hand, and invoke a blessing to the saint. Those who experience this feel a vague, but pleasant, sense of serenity and connection to the divine. With this power, it would not take much effort to begin the cult anew, though the church would frown on such activity.

The staff’s wielder is immune to feelings of pain. They are aware of pain, and can interpret its severity, but they are not inhabilitated by it. They can act normally while their hit points are between 0 and -3. (Though, like any character, once they have reached -3 they will die in 1d10 minutes).

If the staff’s wielder falls below 1 hit point, any damage they take after that is divided evenly between themselves, and everyone they have blessed within the last 24 hours. The effect can occur even mid-damage roll. So, if the staff wielder has 2 hit points, and takes 4 damage, they take the first two damage normally, and are reduced to 0. The remaining two hit points are divided between them and the blessed.

If the damage does not divide evenly between the character and the blessed, determine randomly who takes damage. But keep track. No character should take a 2nd point of damage until every other has taken a 1st point.

When the staff’s wielder dies, they and each character they have blessed become powerful revenants with burning hands, which subsist on human ashes.

Magical Marvels 22: Raggi’s Rejects 2: The Scepter Prison of Thing No Thing

A 4-sided, 2′ long wheststone, shaped to serve as a scepter. It is capped with bronze at each end. A large ring at the top contains a lens, and standing atop the ring is a curly horned ram. At the base are four faces carved into the stone. They are plain, with hollow mouths and eyes, and no distinguishing features. The metalwork is detailed, but rough. Clearly this was crafted with much less advanced techniques than are used today.

Blades sharpened on the stone turn a slightly darker color. Anyone touching the blade feels a sharp pain, and wounds caused by the weapon are more painful than normal. This effect has no mechanical benefit. The primary target of the whetstone’s magic is the wielder of a sharpened weapon.

When someone picks up a sharpened weapon, one of the four faces on the whetstone will close its eyes and mouth. As long as they hold the weapon, they will be possessed by one of the four spirits within the whetstone. A scabrous mask will grow over their face, with the same hollow features that are carved in the stone. The character becomes a mute servant to whomever currently holds the whetstone. They retain all of their normal abilities, or gain the abilities of a 2nd level fighter, whichever is better.

Characters may sharpen as many blades as they want, but there are only four spirits. The spirits will automatically choose the strongest four people available to them. Characters who who have been vacated by the spirits recall only that they were possessed, but not what they were forced to do, or how long they were possessed for. The person who sharpened the blades is not immune to this possession. Only the person who currently has the whetstone in hand is able to hold a sharpened weapon without being possessed.

When a possessed character makes the killing blow against an intelligent creature, blood flies from their victim’s wounds, and into the mouth of the scabrous mask. The process of draining their victim of blood requires a full combat round, during which they will ignore any commands they are given. If the spirits perceive that they are intentionally being kept away from tasks that would allow them to kill intelligent creatures, they will return to the stone.

When a player finds the whetstone, the spirits are 2d12 kills away from their goal. If a character looks through the lens at the top of the stone, they will see the number of kills remaining scratched into every surface they look at. Once the possessed characters have killed enough, the whetstone will crumble to dust. Thing No Thing, a spirit of non existence, has been released from its imprisonment within the stone. It is invisible, but will gather the remains of the destroyed whetstone to create a similar mask for itself. The activity of intelligent minds is a maddening cacophony to Thing No Thing, which it seeks to end by the most expedient means available. Thing No Thing is able to create new servants for himself by making a successful attack. Save v. devices to resist.

Magical Marvels 21: Raggi's Rejects 1: The Bonebarrow

Recently James Raggi held an open call for magic items for the upcoming LotFP Referee Book. I submitted 13 different items to him. Two of those were accepted. One of the others was based on a completely useless premise. Raggi was right to reject it. I’ve thrown it out.  Another one is essentially a perfect fit for a module I’m writing. So I’m going to keep that one in my pocket.

That leaves me with 9 of Raggi’s Rejects that I’m happy to share here. I’ll break them up into 9 posts over the next few weeks. I hope you enjoy.

The Bonebarrow

A wooden wheelbarrow, like those commonly used by workers digging a foundation. The sides have been crudely etched with images of skeletons. The scrawls represent only the most basic artistic talent.

If at least one full human skeleton worth of bones is placed in the wheelbarrow, then wherever those bones are dumped, they will animate. The skeletons will begin digging using the wheelbarrow, and any other available tools. They work at the same rate as a human man, as described under “Excavations” on page 33 of the Rules & Magic book. Their hole will be roughly circular, with a diameter of 1′ for every 3′ deep.

Any bodies uncovered by this process will animate and join in the work. Anything other than a body (such as underground structures, buried treasures, or veins of precious metal) will be destroyed by the digging. The skeletons work without stopping. However, each night (or other time when they are least likely to be observed) some of them will take the wheelbarrow to the nearest graveyard to gather more workers. If no graveyard is available, the skeletons will instead harvest fresh bones from nearby settlements. The number of workers will increase by 15-25% each day, with a minimum increase of 1 new worker.

The skeletons will not harm whomever first created them. And they don’t wish to be caught expanding their numbers, so it is often (though, not always) more convenient for them not to harvest their creator’s companions.

The skeletons have 1 hit die, +1 additional hit die for every day since the digging began. The skeletons will dig ever deeper until they are destroyed. Any attempt to stop their project will be met with lethal force. If their creator attempts to destroy them, the skeletons will capture, and imprison that person. If a hole goes deep enough, the referee must decide: do they break through to the core of the earth, or do they open the way to an inner-earth world?

Magical Marvels 20: The Skull Censer

Art by cbMorrie

The Skull Censer was crafted in mockery of the sacred incense censers used by goodly faiths throughout the world. Built by the hands of devil worshipers, and consecrated with the blood of an unbaptized child, it was used during Black Sabbaths to “bless” the faithful.

The chains used for handling the censer are affixed to a human skull–rumors disagree on who precisely the skull belonged to, but it was undoubtedly a man consecrated to the priesthood of a lawful god. Long gold bands mounted within the upper jaw support the incense dish. Oddly, regardless of the incense placed in it, the smoke which rises from it is always brilliantly green, luminescent, and smells of delicious cooking meats.

Though pleasant, this smoke has a predictably nefarious purpose. Those subjected to it for prolonged periods will slowly be drained of their vital essence. It will leave them frail, and they are more likely to succumb to disease or minor injury. Whilst the user of the device grows ever stronger, feeding on their essences before abandoning their congregation to find a new one.

In game terms, anyone who breathes the smoke from this censer for 20 minutes or more will lose 1 permanent hit point, which is transferred permanently to the on wielding the censer. This effect stacks, but cannot affect the same victim more than once per two week period. So an evil priest could use this in a ceremony with 5 other people, and at the end of that ceremony each of those 5 would have 1 fewer hit points, whilst the priest would have 5 more hit points than she had before.

The victims of this censer are entitled to a save v. magic after each encounter, with a bonus to their roll equal to the total number of hit points they’ve lost. If they succeed, they notice that they have grown steadily weaker ever since they’ve been around this censer. (Though it will not grant them specific knowledge of the cause. If they started eating more grains around the same time they started being afflicted, they could easily attribute their weakness to the change in diet).