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

Friday, March 16, 2018

D20 Pirate Treasures (Low Fantasy Magical/Cursed Items)

 Here are some random artifacts for your crew to find in chests on half-sunken islands guarded by skeletons or anted up at the Liar's Dice table by that shifty looking dude. Since my Revenge campaign is semi-historical and low fantasy, a lot of these objects are moreso based on sailor's myths, sea shanties, and the like.

1. Satchel of Winds: Simple burlap bag tied with a blue ribbon. Used once to move ship 3 hexes instantly.
2. Skeleton Key: Brass key with a menacing skull face. Can be used to pick one lock.
3. Floating stones: Set of four pedi sry looking stones in a black velvet bag. If placed on an object underwater will allow it to float to the surface.
4. Sextant of True-Seeing: Solid gold instrument with an intricate design of a fish tailed unicorn on the side of it with three rings upon its back to hold the eyepiece steady. Sees things how they really are. +1 to Seafaring through fog.
5. Ship in a bottle: Just add water.
6. Wondrous Ram: wooden ram figurine with the words "Truth" and "Lie" carved into each side of it. Telling only truths turns it into an ordinary ram that will follow basic commands. Telling only lies turns it into a sloop. If the PC starts telling the opposite it'll turn back into a figurine.
7. Wisp's Lantern: soft glowing blue light illuminating from an ornate looking lantern. Glows brighter when enemies are near. Throwing the lantern creates an explosion of blue fire, dealing 3d6 damage.
8. Portrait of Orlando: A beautiful painting of someone of the opposite sex. Looking closer the features kind of resemble the  PC. If they die, the  PC is revived wherever the painting is kept but as the opposite sex. The painting will no longer have anyone in it.
9. Ethereal Mug: A stone tankard inscribed with glowing runes. Drinking a liquid from this mug allows the PC to become completely immaterial and immune from harm. However, in this ghostly form they cannot attack or pick things up.
10. Atlantean Tunic: Ancient scalemail shirt (+1 or 2 AC) that grants the wearer the ability to turn into a mermaid for 1d6 hours. Same abilities/drawbacks as mermaid class.
11. Voodoo Clay: Easily moldable earth found in a cloth pouch. It can be formed into 1 human-shaped figure that acts as a voodoo doll towards it victim. Can do damage but never kill.
12. Devil’s Fiddle: Playing this mahogany instrument cuts everyone’s Sorrow in half (rounded down) and gives +1 morale for Day. Crew will lose next battle. The devil himself will also be hunting it down. 
13. Stone Parrot: Ancient Aztec tape recorder. Parrot effigy carved out of granite with a button on the chest. Once pressed can recall up to one minute of noise. Cannot fly. 
14. Gold Statue of Famine: Solid gold statue of Aztec goddess with ruby eyes. Can be sold at a port for Insta-level up. First day on ship spoils all Provisions. Second day Munitions are ruined. Third day Wood is too damp to make repairs. Invites all manner of creatures and enemy ships to current hex.
15. Spyglass of the Eagle: Can roll Wis to scout out nearest Hex to the bow of the ship, previewing what encounter lies there. 
16. Poisoner’s Cabinet: 1d8 vials of various poisons: Knockout powder, Spider venom, Widow’s Woe, Madcap mushrooms, Beserk balm, Fighters Respite along with 1 Antidote.
17. Mask of Perfect Masquerade: instant disguise as a person you know that lasts an hour. 
18. Everlonging Perfume: use to Charm one person. 
19. Ishmael’s Incense: burning this incense at night gives the Whaler insight into where a nearby Adult or Monstorous whale is located. They get a +2 on attack’s against this whale 
20. Blarney Tankard: Automatically win CHA checks but extremely drunk, failing all DEX checks. Make a CON check before engaging in anything too crazy, fail and be violently ill the rest of the night

BONUS: Brawler's Bear: tattoo enchantment. Once per island, PC can challenge stranger to an unarmed brawl. The loser is compelled to give the winner one of their powerful belongings (roll Treasures for NPC). At 5th level, the PC also gains +1 to unarmed fighting. At 7th level, the winner loses half their Madness rounded down, loser gains that much.

Monday, February 23, 2015

Jilted Jewelry - Rejected Magic Item for LotFP

This was written for the LotFP Magic Item Contest, but it didn't make the cut. I realized it could use some work shortly after submitting and revised it a little since then. Feel free to comment on what you think.
  
The Originator’s Cube


The necklace consists of a silver cord with a 5-inch brass cubical ornament that is perfectly smooth on all sides but one, which has an elaborate floral design of beyond imagination. Touching the cube feels like organic material and leaves impressions like clay, but after 3 seconds it will slowly return to its original cubical shape. The ornament reacts differently according to how it is interacted with.

If the wearer asks where something is, the cube will shift into a triangular shape and point the way. The route is not always direct and the ornament will shift back into a cube after a few moments. (1d4 hours)

When the cube is touching leather, such as leather armor for example, it will sound as it is breathing heavily when danger is approaching. If someone other than the wearer touches the cube they will feel a sensation similar to static cling (make a Save versus Magical Device). Failing results in their skin being torn like parchment off of their body and falling to a flakey mess on the ground. From the pile of flesh, a naked, flightless baby bat will crawl out, seeking the victim as its mother.

If the ornament touches wood, it will begin to melt. The wood around it begins to bend and crack as it reverts slowly back into the state from whence it came, returning to its form as a tree, then sapling, and finally settling as a seed or nut where it once was. Re-planting the seed will sprout a towering tree instantly with wicked, upward curving branches that sprout 1d8 eyeballs. The fragile eyes grow to the size of apples and can be eaten for the feeling of a full nights rest.

Striking the ornament causes it to explode in a writhing mass of thorny, humanoid appendages grasping at the air. The appendages will immediately wrap around the wearer if there is any kind of danger. (giving a +8 Armor bonus) However, they will be unable to move and the thorns will harm them. (1d4 damage each round.) until it passes. Afterwards, the appendages wriggle and break free from the cube and dissolve within seconds.

Throwing the necklace and it will disappear in midair, only to begin growing painfully out of the collarbones of the person standing closest to the thrower. (Save versus Magical Device or take 1d6 damage.) The cube then acts normally as above. If there is no one next to the thrower, they will begin to feel the necklace emerging around their neck instead.