Monday, April 28, 2008
Wearing it protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 20 (as if the caster had cast nondetection on herself).
The glamour weave pattern adds a +2 circumstance bonus to all bluff checks made by someone wearing the robes.
Major Abjuration; CL 5th; Craft Wondrous Item, nondetection; Cost 40,600
NPC Gear: 17th
Treasure Value: 18th
3*5*2,000 = 30,000
Multiply by 1.25 (ad hoc, less that 10 min duration, less than 24 hour duration)
+600 for glamorweave bonus
+50*50 for expensive material component
(+2 to bluff, 35,600 K)
Sunday, April 27, 2008
Sending Doc closer to reconnoiter, he found a group of the human barbarians with the black arrow tattoos squatting in a ring of old mudbrick huts. Thinking there were only three, he reported back to his group.
They attacked the huts, only to find out that there were 7 barbarians, one a spell caster who blessed his tribesmen and summoned astral constructs to bolster their numbers.
With cover on their side, the barbarians defeated our heroes and dragged them into a mudbrick hut. They wanted to store the kobolds alive to keep them fresh, and figured they could sell the remaining interlopers as slaves somewhere. Every body was unconscious except BC, who realized they were sharing the hut with a kobold merchant, also being saved as supplies.
Over the next two days, the adventurers came conscious. Cheez snuck out one night to search for their equipment, but only found a healing spell scribed on a tablet in the the rubble of a hut.
Then Doc awoke, and used his arcane prowess to heal everybody. Sure that the tribesmen weren't going to wait any longer to start making dinner out of the kobolds, they snuck out of the hut and attacked the sleeping barbarians. After a titanic battle, culminating in one of the tribesmen running away and the spellcaster being charged in his hut, our heroes triumphed and took all their stuff back, as well as the tribesmens. Good times!
Friday, April 25, 2008
Inside, the wagon is comfortably appointed, with a long cabinet that mattresses could be placed on, and lots of cabinets and drawers built into every surface and corner. Although not magical in and of themselves, there are so many secret compartments and hidden crannies here that all sorts of curios can be found. Every time a thorough search is made, the characters searching may find something left behind by one of the previous owners. The DC check for this is 30 the first time, and 2 points higher each additional time.
The wagon can comfortably sleep four people.
Once per month, under the light of the full moon, the wagon and anyone inside or touching it up to about 2000 pounds can Greater Teleport.
This trip takes 1d3 minutes to accomplish no matter how far the distance traveled, and puts any creature in or touching the wagon into a fugue state wherein they feel as if they are gazing upon an infinite silver plane. Rarely, they glance a shadowy movement in the distance.
Traveling through moonlight, and gazing upon the infinite, can be hazardous to mental health. Each mortal character doing so must make a will save (DC 15) or take 1d3 temporary wisdom damage. A critical failure results in an extra point of permanent damage (perhaps after witnessing something particularly huge shifting in the distance).
Major conjuration; CL 13th; Craft Wondrous Item, Greater Teleport; Cost 1,613 gp.
Type: Wondrous Item (magic); Caster Level: 40th; Prerequisites: Create Wondrous Item, teleport without error; Purchase Difficulty Check 36; Weight: 600 lbs.
NPC Gear: 4th
Treasure Value: 5th
Things that can be found in Cowboy Po's Wagon:
Corroded silver sickle.
Wax paper packet of dried rose petals.
Clove of dried garlic.
Bottle of castor oil.
Polaroids of yeti.
Crystal phial with one dose of Cowboy Po's Miracle Moonlight Tincture (see below).
Piece of petrified wood carved in the shape of a buffalo.
Scroll with a protection from evil spell written in Chinese.
8 silver bullets enchanted to fit any gun.
Sprig of dried wolvesbane.
Small brown glass bottle of mustard seed.
7 ash wood stakes.
Cowboy Po's Miracle Moonlight Tincture: A viscous elixir stored in a hand blown glass bottles. The lable, yellowed and age burnt, has the title Cowboy Po's Miracle Moonlight Tincture printed in absurd block letter. In smaller, unreadable text is a list of conditions that the Tincture will supposedly cure. A snake oil mixture, it includes castor oil, ginseng, nightshade, radium, cocaine, psilocibin, tobacco, opium, and distilled moonlight, with an alcohol base. It was often stored in bottles lined with a thin layer of lead to keep out daylight. Folktales have it that Cowboy Po made a moonlight still with the help of an elemental spirit of the moon he met while chasing werepumas on the high desert.
Each dose of Moonlight Tincture does one point of temporary wisdom damage to the user.
In addition, each dose incurs one of the following effects, in the order listed, under the circumstances given:
1. If ingested and the character is diseased, it will remove disease.
2. If ingested, it will allow an additional save for a character infected with lycanthropy to throw off the curse.
3. If this save fails, a dose will allow a character to be cured of lycanthropy by a remove curse or break enchantment as if it were cast during a full moon. Regular distilled moonlight also has this effect.
4. If the character has taken ability damage, he will be cured of all temporary or permanent ability score damage to his most damaged score.
3. If the character has taken hit point damage, the character is healed of all hit point damage.
4. The character gains DR 10/slashing until touched by daylight..
If rubbed onto a shirt that has been worn by the character sometime within 24 hours, wearing the shirt again gives the character a DR 10/slashing until it is touched by daylight.
If rubbed on a weapon that has been touched sometime during the day, the weapon gains a +2 enhancement until touched by daylight.
Each sealed bottle will have five doses. If unsealed, the doses inside will evaporate at the rate of one per year.
Nonmagical; Alchemy DC 30; Cost 1,000 gp/dose.
Type: Wondrous Item (magic); Caster Level: 11th; Prerequisites: Create Wondrous Item, Alchemy 14+; Purchase Difficulty Check 33 per dose, 39 for a full bottle; Weight: 1/2 lbs.
NPC Gear: 2nd
Treasure Value: 4th
Greater Teleport once per month: (7*13*2000)/5 for once per day, further divided by 30 for once per month = 1,200
plus 400 gp for the value of the masterwork cart
I suppose there is some associated cost for horses.
Frankly, the wagon is so limited in it's scope of use, it probably wouldn't be worth all that much to the average player in the average game.
This is especially if they are playing in a fantasy game. At that value, every group of halflings would own one.
It makes a nice set piece, though, so by GM fiat one would probably declare that there is only one Cowboy Po's wagon. That almost makes it an artifact.
Longtime readers might notice the similarity of Cowboy Po's Miracle Moonlight Tinture to Distilled Moonlight. The math is pretty much the same.
Tuesday, April 22, 2008
I don't know who is still reading Rosy Rod. I'm getting ready to pack it in, for the most part, on June 13th, 2008. I had hoped to average 2 magic items a week for 2 years, and I'm pretty sure that I will make it. I have some articles about weird experiments that I tried in 3.5 ready to post after 6/13. I never posted them because I was always half sure I'd have the time to do a sourcebook of some kind. Oops.
I loved making magic items in 3.5 because there was a sort of puzzle to it: How can you give a PC a neat effect for cheap, without making them crazy powerful? How do you price unusual effects? I even made math games out of this: for instance duel items, where both sides of an enchantment had to do radically different things but equal each other in value.
However, having just finished a high level (APL 18th) 3.5 game, I know how much work the system is over the long haul. I'm okay to move on to 4.0 (mostly).
I am hoping to run a mini campaign: a rules light 3.5 variant game that I am fooling with, called the Celestial Wastelands. Something futuristic. And a 4.0 game. Celestial Wastelands is an equipment light game, but some of the items I create for that would be suitable for this blog. Maybe the futuristic game, too, depending on what rule set I use.
So I've posted a poll in the corner, with some ideas about what to do with this blog. Please take the time to answer if you have any interest in what goes on with the material here.
I'll leave the poll up until 6/13, and figure out what to do about it later.
Monday, April 21, 2008
Deck of Many Things: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
A character with a deck of many things who wishes to draw a card must announce how many cards he will draw before he begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than he has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.
Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.
Plaque: Summary of Effect
Balance: You are geased to aid your next intelligent opponent.
Comet: You gain a permanent, inherent +1 bonus to hit.
Donjon: You automatically fail the next roll to resist any creature or effect that would restrain you.
Euryale: –1 penalty on all saving throws henceforth.
The Fates: Avoid any situation you choose . . . once.
Flames: The next creature you try to befriend attacks you as soon as they have the advantage.
Fool: Lose 10% of any experience points gained so far this level.
Gem: Gain knowledge of a great treasure (up to 50,000 gp, and it must have a EL 18th guardian).
Idiot: -2 to a random ability score.
Jester: You may cast a random effect from a wand of wonder as a supernatural ability, once per day.
Key: You receive the inspiration and resources to create a magic item worth up to 25,000 gp.
Knight: Gain the service of a CR 4 Outsider.
Moon: You are granted 1 limited wish.
Rogue: Allies refuse to aid you for the duration of one combat.
Ruin: An organization started by you, led by you, or that you belong to loses 25,000 gp worth of resources. Alternately, you take a permanent, inherent, -1 modifier to your leadership score.
Skull: You gain -10 penalty to all attacks against the next foe you face. That foe gains a +10 bonus to all attacks against you.
Star: Immediately gain a +2 inherent bonus to a random ability score.
Sun: The next time you make a request of an NPC, it is granted.
Talons: Next time you are affected by an area spell, you fail your save and so does one of your magic items.
Throne: An organization started by you, led by you, or that you belong to gains 25,000 gp worth of resources. Alternately, you take a permanent, inherent, +1 modifier to your leadership score.
Vizier : The next time you cast or consult a spellcaster for a divination, it automatically succeeds and you gain the maximum effect.
The Void: You suffer the effect of a maze the next time you are in combat, sharing your imprisonment with a succubus.
Strong, all schools; CL 20th
This version of the Deck of Many Things can probably put into a game at any level. Any effect that has a gp total attached to it can be adjusted up or down if the GM worries about in game effects. Use a treasure value equal to average party level +3 to determine the maximum value of an award, or your own judgment, whichever you trust more. Effects that change the nature of encounters with NPCs should probably be applied quickly, or they will be forgotten.
Friday, April 18, 2008
Once per day, the wearer of a bracelet of the unseen strike gains a +20 insight bonus bonus with a single attack roll. For that attack, they do not suffer the miss chance that applies to attackers trying to strike a concealed target.
Major divination; CL 9th; Craft Wondrous Item, Quicken Spell, True Strike; Cost 18,000 gp.
NPC Gear: 14th
Treasure Value: 15th
Quickened True Strike = 5*9*2000= 90,000/5 = 18,000
Monday, April 14, 2008
When the first bottle of Glaucus’ Glory™ is drunk, the drinker must make a check on a d20, with no modifiers. If they roll over their current charisma, they gain a permanent +1 inherent bonus to their charisma. Every bottle they drink thereafter allows them to make a similar check, until they are successful.
Thereafter, the number of bottles required to gain another inherent bonus is usually equal to the square of the bonus. One is needed to gain the +1 inherent bonus. 4 for +2. 9 for +3. 16 for +4. 25 for +5. If the required number of bottles is drunk, a check against the character’s current score must be made to raise the inherent bonus gained by one. If the check is not made, the required number of bottles must be drunk again.
As a consolation prize, every bottle drunk reduces a character’s physical age by 1 year to a minimum of the lowest year of the age category below the character’s current age category. For instance, a man of 60 pounding back Glaucus’ Glory can reduce his physical age to 35.
If a character drinks more than 3 bottles in a hour, they are considered drunk and suffer 1d4 constitution, dexterity, charisma, and wisdom drain. If their Con reaches 0 they die. If any other stat reaches 0, they throw up and pass out, and have to start over again later. Woo Hoo.
Weak transmutation; CL 5th; Brew potion, eagle's grace; Cost 1,000 gp.
d20 Modern stat block
Type: Weapon (magic); Caster Level: 9th; Prerequisites: Create Magic Weapon, Polymorph; Purchase Difficulty Check 36; Weight: 2 lbs.
NPC Gear: 3rd
Treasure Value: 4th
Math: A +1 bonus is worth 1*1*1,000. An "inherent" bonus is supposed to be more, but there is a chance that the bonus won't take, so I figure that evens everything out. The fact that you need to make a higher roll to gain a higher inherent bonus, and the cost progression for the number of bottles needed to gain a bonus multiple times, will cover the cost of higher inherent bonus.
Saturday, April 12, 2008
I wanted a giant commander that had a little more pizaz than your average big guy with an ax, someone I could add some class levels to, and after thinking about it, decided to average the statistics of a fire giant and a storm giant.
I think it came out well, and the creature, with a few levels of sorcerer thrown in, was a highly mobile encounter that challenged my party. He probably works better as artillery, throwing rocks and lightning bolts from behind a phalanx of hill giants and then wading in with his massive greatsword damage.
Half Fire/Half Storm Giant: CR 12; Huge Giant; HD 17d8+85; hp 246; Init +0; Spd 50 ft.; AC 25 (-2 size, +12 natural, +5 +1 chain shirt), touch 8, flat 25; BAB +12; Grapple +32; Atk +22 melee (1d6+12, slam) or +23/+18/+13 (4d6+18, greatsword) or +10 ranged (2d6+12, rock throwing); Face 15 ft.; Reach 15 ft.; SA rock hurling, spell like abilities; SQ fire and electricity resistance 20, freedom of movement, low light vision; AL CN; SV Fort +20, Ref +5, Will +6; Str 34, Dex 10, Con 30, Int 12, Wis 12, Cha 14.
Skills- Alertness +20 (+1), Craft +20 (+1), Intimidate +20 (+2). Feats - Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Power Attack.
SA-Rock Throwing (Ex): The range increment is 120 feet for a half fire/half storm giant giant’s thrown rocks.
SA- Spell like abilities: 2/day –Levitate, 1/day - Call lightning. The save DCs are Charisma-based.
SQ- Rock Catching (Ex): A half fire/half storm giant gains no bonus on its Reflex save when attempting to catch a thrown rock.
SQ- Freedom of Movement(Su): Half fire/half storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the half fire/ half storm giant can create it again on its next turn as a free action.
Possessions (9,800 gp): +1 Huge Chain Shirt (1,550 gp), Masterwork Huge Greatsword (500 gp).
Friday, April 11, 2008
With a haft of mellow golden sunring lumber, there is usually some adamantium in the ax blade.
A great ax of biting ignores one point of hardness, making it handy for harvesting lumber and disarming foes.
Weak transmutation; CL 5th; CraftMagic Arms and Armor, greater magic weapon; Cost 820 gp.
Treasure Value: 3rd
NPC Gear: 2nd
Math: I treat the minor bonus bestowed by an ax of biting as a 500 gp mulitplier. So, 1*1*500, plus the value of a masterwork version of the weapon.
Monday, April 07, 2008
The rattlesnake whip is a +1 weapon. Once per day for each point of it's bearer's constitution modifier, as a free action, it can be willed to turn into a fifteen foot rattlesnake for one full round, with its tip turning into its head and its handle becoming the snake's rattle.
The snake can still be used as a +1 weapon with 15 ft. reach, and does threaten any area in which it can make an attack. You can use it against foes anywhere within your reach (including adjacent foes) and can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the rattlesnake to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). All attack and damage modifiers you have with a whip can be used with a rattlesnake. The snake deals 1d4+1 lethal damage plus poison (DC 12, 1d6 initial and secondary damage). It can damage any creature regardless of armor bonus.
Using a rattlesnake as a weapon provokes an attack of opportunity, just as if you had used a ranged weapon. At the beginning of your next action, the rattlesnake become a whip again.
Type: Weapon (magic); Caster Level: 9th; Prerequisites: Create Magic Weapon, Polymorph; Purchase Difficulty Check 36; Weight: 2 lbs.
Saturday, April 05, 2008
Scourge of the Thief: CR 14; magical; location trigger; manual reset; never misses (pass through doorway); trigger disjunction spell (Save DC 23); Search DC 32; Disable Device DC 32.
Abyssal Invective Trap: CR 10; magical; location trigger; never misses; trigger 10d8 damage (half cold, half divine) in a ten foot spread on passing through doorway, reflex save (DC 19) to take half damage.
Chalice room: CR 11; Huge Stone Door, 16 inches thick, hardness 8, Hit Points 240, Break DC 34. When the door is opened, it reveals a pedestal with a glowing ruby chalice on it. The pedestal is surrounded by five trapped arcane rings. Passing over each ring triggers 12d6 of elemental damage, in the following order: Fire, Cold, Electricity, Acid, Sonic, Reflex save DC 12 for half damage. Search and disarm 30 each ring. If the characters bear the brand from area 14, they may walk right over the rings without triggering any of them. Each ring is EL 7 separately. DC 28 to spot and disable the relevant runes in the circles.
Sour Dust (CR 3): This waxy, yellowish looking mold grows on rotted cloth, paper, leather and other dead organic material. If a patch is touched, it explodes in a 10x10’ sour smelling cloud. Any creature within must make a Fortitude save (DC 13 check) or take one point of temporary Con damage.
Any dead organic material caught in the cloud will begin to decompose within an hour, giving off a strong sour smell. Within two hours, non-magical paper will be unreadable. Within three, non-magical cloth will be in tatters and non-magical rope will break if used. Within four hours, non-magical leather will be riddled with holes and hair or fur will be coming out in patches. Within five hours, all such material will be completely unusable, coming apart in one’s hands. Wood items take one point of damage per hour after their initial contact.
Bathing, washing, or soaking affected items in a mild alcohol solution such as beer or wine will halt their rot. That approach has obvious drawbacks for printed material, valuable textiles lose 100 gp of value per hour until they are valueless, and cloth, leather or hide armor will lose one point of armor class per hour.
Magical material saves versus DC 13 to avoid taking damage. When an item has become non-functional, its magic is lost for good.
Characters whose gear and hair are infested will suffer a –3 to Charisma based skill rolls.
Friday, April 04, 2008
The haft of the ax is carved from the femur of a stone giant, and the head is cold forged from an adamant and mithril alloy smelted from the corpse of an ancient Xorn. The Ax of the Imprisoned was gifted to great aurochine chieftans. Then it was picked off the corpse of a rather green young chieftan leading a clan of mixed ogres and aurochine, by a wizard of the Hermetic Order of Knowledge, and has since been used by Hermetic Order bodygaurds to keep their wizard charges safe.
The Axe of the Imprisoned is a Huge +1 Humanbane Greatax. The first time it draws blood in a day, it bestowes 1d10+3 temporary hit points on it's wielder.
Moderate Necromacy; CL 3rd; Craft Magic Arms and Armor, false life, summon monster I; Cost 11,340 gp
NPC Gear: 12th
Treasure Value: 13th
Math: +1 Bane is worth 8,300, Huge Masterwork Great Ax is worth 640, and the false life effect is 2*3*2000/5 = 2,400