Sunday, January 27, 2019

52 Weeks of Magic - 5 of 52 - The Cowl of Death

The Cowl of Death is a magical monk's habit with hood. The cowl is imbued with the spell Feign Death like last week's Cloak of Peaceful Repose. It will immediately affect the wearer under one of two conditions:

1) the wearer is rendered unconscious by any means other than normal or magical sleep,
2) the user pulls up the hood and invokes the words, "memento mori".

If either of these two conditions are met, the wearer will collapse to the ground, seemingly dead as per the spell description.

The cowl has two other features. Over a period of an hour, the wearer will seem to rot while actually regaining one hit point (if any had been lost). Normally, the spell would prevent the recovery of hit points, but this item is designed to protect the wearer. The illusion of rot will prevent all but the most hungry scavengers from attacking the wearer. Intelligent creatures are allowed a saving throw vs. magic to ignore the illusion and the resulting implication that something was horribly wrong with the person before being struck down.

The Cowl of Death normally has 20 charges, but charges are only used when the command word is used. Invocation of the command can be verbal or mental. Being knocked unconscious does not use a charge.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Saturday, January 26, 2019

52 Weeks of Magic - 4 of 52 - The Cloak of Peaceful Repose

Last week, we saw an evil weapon. This week, a more pleasant items is available.

The Cloak of Peaceful Repose will cast Feign Death on the wearer under two conditions:

1) the wearer is rendered unconscious by any mechanism except natural or magical sleep,
2) the wearer invokes the command, "Pardon" or "mihi pace".

In the case of being rendered unconscious, this cloak operates differently. The spell lasts 24 hours and the wearer is given the illusion that they've been laid out in a loving fashion. Scavengers will not interpret the wearer as food and intelligent creatures will be loathe to disturb the body. If invoked by the command words, the spell lasts but a single hour. In both cases, the wearer will have one hit point restored.

If the character is moved to a location that would cause actual death, The Cloak of Peaceful Repose sacrifices itself to rouse the wearer. The wearer will be granted all of the hit points they would naturally regain in 24 hours and they will rouse before they are buried, burned, etc. The cloak will disintegrate into a glowing white dust cloud, which will seem miraculous. The risk of death must be eminent, such as being placed in grave or set on on pyre mound.

Being buried at sea or in water provokes a violent response. The wearer will wake immediately and break for the surface with no hesitation. If the wearer loses a hit point to drowning damage, the cloak sacrifices itself by encasing the person in a glowing sphere which pushes them to the surface in a single round while also restoring a number of hit points equal to 48 hours of healing. Any weights, rope or chain wrapped around the character will fall off, undamaged. In this case, the cloak loses all magic but is not destroyed completely. The cloak changes to the color of wet slate and will remain so permanently. It will it will not accept dyes and is not affected by any normal bleaching agents or processes. It is subject to all other forms of damage.

The cloak has 20 charges if invoked by the keywords but functions any number of times unbidden. Obviously, if the cloak turns to dust, it is gone.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Thursday, January 17, 2019

52 Weeks of Magic - 3 of 52 - Emulous Cursed Sword

Emulous is a cursed gladius (short sword) with dangerous powers. This +2 gladius is neutral evil, speaks, has telepathy along with several other magical powers. As implied by it's name, it invokes jealousy through control of the wielder.

Its primary abilities are fairly useful, detecting magic and good or evil at 1" at will.

Emulous has two extraordinary powers, clairaudience and clarvoyance. Since the sword is intelligent and uses telepathy, these two powers are far more dangerous to the wielder than useful. Emulous is able to present these powers, meaning that the sword can force them unbidden on the victim and opportunistically "reveal" information to that person about allies in an effort to drive the wielder to subvert them. The holder of the sword will notice that the effects of these two powers are about a round each, but the sword is able to speak over the images and sounds to work it's evil intentions. It is the king of context shifting.

If the wielder invokes these powers willingly, it is far less likely that Emulous will be able to spin the effects to it's own advantage.

Emulous has an Ego of 11 and intelligence of 17.

Under great duress, Emulous will detect food and water for the wielder and his allies. Only the sword can decide to use this power and food and water are the only objects it can detect. It provides a direction but not a distance. The price of this power is the loss of all other powers including speech and telepathy while retaining the +2 to strike and damage for 24 hours. During this time, Emulous is deaf and dumb to what is happening around it. Its intelligence drops to 3 and ego drops to 2, meaning most healthy people can set the sword aside. Obviously, it is more likely to take this gamble when the wielder is weakened by hunger and thirst.

The sword usually communicates using the common language or telepathy in that language. It rarely uses it's ability to speak neutral evil. It does not like having detection spells cast at it and will hold a caster in disdain if it notices. On the first encounter with the party, the sword will strike up a conversation and offer knowledge of all of it's powers except detect food and water. It will deflect questions of alignment, but will not lie to do so.

While Emulous is evil, it is intelligently so. It will not willingly strike at other player characters during combat with hostile forces. It desires the wielder to take the lead position in the party and will assist in this endeavor. It never requests that the wielder divest him or herself of other magics and will compel the the holder to have defensive magic and good equipment. It is cagey around animals, especially magical animal companions (familiars warhorses, etc.), choosing not to speak aloud in front of them if it can be helped. It views animals as rival intelligences, no matter how low their actual intelligence or paltry their skills are.

Emulous does not view killing animal companions as a particularly good idea as it invokes fear in humanoids and causes them to raise their defenses. Additionally, it does not like to kill children or women unless they are a viable physical threat. It will refuse to strike if it feels justified and will attempt to move to another, more civilized person as soon as possible. Again, while evil, it is not chaotic. It may engineer a heroic and forlorn fight to do in such a vile creature. Of course, it will do so in front of witnesses so that it's fame increases and someone more pliable will take up the sword.

To a degree, it will evaluate equipment and magic items found and try to direct them to the person in the party it feels is the best match, including hirelings and retainers not normally allowed a choice of equipment. It will use oration over out and out demands to do this as only the wielder can be compelled. The sword seeks to dominate the whole party, not just the holder. It desires to be come a legendary sword in the hands of a legendary hero, at nearly any cost.

If granted a quiet moment, it will attempt to eliminate all those who are critical of it's owner or itself, either by revealing information that diminishes them in the eyes of others or more rarely, by murder. It will only engage in murderous ploys once the owner is subverted to its will for a couple of weeks, perhaps months.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Sunday, January 13, 2019

World Building Vignette #2: 'potamus Tarn (renamed 'Potamus bay)

The Tarnian Empire derives it name from a dozens of mountain lakes called tarns. In the north western region of the Empire is one of it's oldest settlements called 'potamus Tarn (now Bay). 

The area's main feature is not a tarn (or bay) at all, but a massive lake. The lake is fed by many tarns to the north and give it its name. The lake supports many types of large animals, the hippopotamus being the most noticeable. Gazelle, wildebeest and lions are found on the north and south sides of the lake, the treed areas host puma, rhinoceroses and deer.

The local inhabitants have built three small walled towns. The plains are home to many fortified houses. These fortifications have solid stone first and second floors but often have ramshackle third, fourth and fifth stories. Their purpose is to protect against the larger animals in the area, especially the unpredictable hippos and rhinos.

In the Century of Chaos, many of these fortified houses were burned to the ground by Elven and Orcish warbands. A few were reconstructed as actual keeps, but most were rebuilt with sturdier but still wooden upper stories.

This map was created using an online editor called Hextml and some details were retouched in GIMP. I'm looking to redo them with Worldographer.

If you are interested, I have a small book called Zero to Hero: Uncommon Commoners which includes farmers and huntsmen as classes for your old school D&D campaign. Priced at pay what you want, every download no matter the price, supports me as an author.

Click this link to read Vignette #1. Later this week, Vignette #3 will be available.

Friday, January 11, 2019

52 Weeks of Magic - 2 of 52 - The Rat Bag

The first magical item created by the sacerdos of Tabletop was "The Rations Bag". The sailors call them "Rat Bags", a name that all clerics hate universally. (See World Building Vignette #1.)

The Rat Bag is an oilcloth belt pouch with a tie down at the knee, much like a holster. In fact, the exterior of the bag has a large flat sheath for a knife or small dagger.  Typical closed dimensions are 12" x 2" x 5", however many different sizes are available based on the size of the recipient. The bag tri-folds, and when opened completely is 12" x 15" x 2". It has three small pockets, two are the size of a deck of cards and the third is approximately the size of a thumb. One pocket is empty for personal goods, the second contains a piece of hardtack and the third holds a spool of fishing line and three hooks. Two loops hold a flask of water and a vial of oil, wine or brandy. The flask is 8 oz. and the vial holds about 1/2 of an ounce.

The magical properties of the Ration Bag are not evident on inspection. Three times a day, the bag will produce one piece of hardtack wrapped in an edible paper-like seaweed, refill the flask with water and the vial with water, wine, brandy or oil. The vial will produce one of these fluids at the request of the holder, at the time of pouring. No item placed within the bag will rot or rust, including the knife or dagger.

Hooks, knives, daggers, and line are not replaced by the magic of this device. They are merely preserved against rust and rot. Sailors have obviously noticed that the device may be used to supplement the ship's stores and it is common to decant liquids into a common pool for emergencies. The hardtack is not often pooled in this fashion as it is not packaged against spoilage or rot.

These bags are produced in pairs for each sailor under the tribune's command and the sailors are required to have them when shipboard. One bag will always have a knife and the other a small dagger. Stealing the bag or it's contents from a sailor is a capital offence as they are so important for the safety of the ship's crew.

Items within the bag are not magical in nature. For example the flask can be replaced with another, as can the vial. However, there must be a flask or vial present to refill. Each ship has it's own design for vials, daggers, knives and flasks but sometimes the sailors swap them for personalized items. They do keep the original items. As a consequence, many sailors have a small, flat box which holds the replaced items as a memento of past ship assignments.

These items are treated as service badges to particular voyages and are passed to next of kin. While not technically illegal, it is taboo to sell these items. In times of hardship the tribune or various religious institutions will pay sailors for the privilege public of display of these trophies. Payment is in wine and grain, in one year allotments. At the end of the year, the items are returned to the sailor or his next of kin. This is an important governmental control on the economy. Generally, next of kin do not receive this privilege, however, exceptions have been made usually based on the outcome of a particular voyage or on the basis of food scarcity in town.

3.5 Craft Item Requirements:
Price: 1,000 gp (per pair)
Caster Level: 7th
Aura: Conjuration
Activation: Open bag, except the vial which requires a verbal command of Oil, Brandy or Wine in any language.
Weight: 2 lbs each
Spells: Create Food and Water, Mending or Make Whole, Dimension Door.
By tradition, the interior of the pockets are lined with either frog skin or fish scales, however inclusion is not mandatory.

If you are interested, I have a small book called Zero to Hero: Uncommon Commoners which includes sailors as a class. Priced at pay what you want, every download no matter the price, supports me as an author.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon