This moss originally only grew in areas of high magic, but is occasionally spread by its victims. In darkness, this moss glows bluish-white, and can be seen with the approximate radius of a candle. It usually grows in patches of around 30 square feet, spreading quickly. While it is eerie and quite beautiful, it can be lethal to creatures not aware of its danger. What makes Phosphor Moss so dangerous is that its glow creates tremendous heat which is often dispersed into the stone it grows on, and is not noticed until it drips on the flesh of a creature walking by. While in an affected area, creatures must make a Reflex save (DC 11) or take 1d4 points of fire damage per round as the incandescent moss sears through them. Not even water will soothe this burn, but the damage causes a cumulative -1 damage each round after the first, until a 0 or lower is rolled. A Survival or Knowledge (Dungeoneering) against DC 17 will help someone recognize the strange burned-brick scent which characterizes this strange threat. Samples of this are often kept in ceramic or glass containers or lanterns by deep gnomes, who keep this is an alternative to naked flame, as it is less likely to set off gases. (Originally posted on Game Masters Stash on 31 May 2018) Categories All This copper ring is decorated with a mantra in ancient language, directing thoughts inwards. It is designed to hide the intentions and identity of the wearer. Statistics: the ring draws any Detect [subject] spells towards itself, so the wearer detects for all purposes as if they were a slightly-magical copper ring (not Evil, not Undead, and so on). This can make things awkward if the spellcaster is trying to detect something like precious minerals or living creatures, however. (This makes a good item for lower-level PCs or NPCs who need to hide their alignment or identity, without being as powerful as a Ring of Mind Shielding). (Originally posted on Game Masters Stash on 30 May 2018) Categories All This gleaming harness of ‘alwhyte’ plate armour resists staining, and always has a mirror polish. It appears fastidiously cleaned, no matter how filthy the circumstance.
Statistics: +2 Full plate, cannot be stained or fouled with dirt, much, blood, or any other matter. Magical effects must succeed on a caster level check (DC 15) to affect the wearer. Once per day, when in direct sunlight, the wearer can cause all sighted enemies within 20 feet to make a Reflex save (DC 15) or be Blinded for 1 round and Dazzled for a further 1d4 rounds afterwards. (Originally posted on Game Masters Stash on 29 May 2018) This mythical blade was forged in the heart of a dying Solar, and quenched in the infinite coldness of a Wraith’s heart. It is enchanted with the power of ending all things, and constantly trails little slow-drifting flakes of ash and glowing cinders from the blade as it moves the through the air. Statistics: +5 Ghost Strike bastard sword (can strike incorporeal creatures, and critical hits apply to constructs, objects, oozes, undead, etc.). As a move action, the wielder can hide behind the sheets of ash from the blade, gaining concealment from any sighted creatures who cannot see through magical Darkness. This lasts until the end of the wielder’s next round. (Originally posted on Game Masters Stash on 28 May 2018) Categories All These blades are clearly a twinned pair, and when held together, the wielder feels a thrum of energy and liveliness through their body. They were forged for a wardancer of the Dahar tribe long ago, and have journeyed around the world with various owners. Statistics: two +1 Shortswords. If the wielder uses both of these at the same time, the enchantment bonus increases to +2 each, and the wielder gains the effects of a Haste spell. (Originally posted on 27 May 2018) Categories All Naramonde was a famed sorcerer-king who struggled against a plague of necromancers for his entire reign. They were eventually defeated by his daughters, using a magical orb which Naramonde himself enchanted. Statistics: the Orb’s energy can be tapped once per day, during which it pulses out positive energy for a brief time, instantaneously affecting all creatures within 30 feet with a Cure Serious Wounds spell (Will DC 13 for half), and leaving the area suffused with positive energy for the next minute. Any Necromancy spells cast within 30 feet of the Orb while it is active suffer a targeted Dispel Magic effect as if from a 5th-level caster. (Originally posted on Game Masters Stash on 26 May 2018) Categories All This set was forged for a mighty hero of ancient times to combat a hideous monster. They two items have remained a pair, and stay in good condition despite their age. The shield allows the wearer to ‘absorb’ a supernatural attack, like dragons’ breath or petrifying gaze, and then emit the same attack from the golden dragon mounted atop the helmet (at the same save DC). Statistics: +5 heavy steel shield, absorb an attack as a reaction once per day. The helm grants a +2 sacred bonus on all saving throws, and allows the wearer to emit the absorbed attack again, once per day as a standard action. (Originally posted on Game Masters Stash on 25 May 2018) Categories All These arrowheads can be mounted on the shafts of regular arrows, given a small amount of downtime. They are powerfully enchanted to slay evil creatures, and though they can be re-used, it limits the amount they can be used within any single combat. There were originally a dozen of these arrows, but nine have been lost to time and space. It is told that they were forged to combat Rakshasa, powerful other-planar monsters. (In game terms, a foe who falls down a bottomless pit or into a river may ‘lose’ another of them) Statistics: +2 Holy silvered arrow. (Originally posted on Game Masters Stash on 24 May 2018) Categories All Bangari is located in a deep canyon, protected from its enemies. It is a lush jewel in the rocky wastes that surround it, with fabulous wealth, water aplenty, and education for all its citizens. Those who stumble upon, or are carefully led to, the city rarely speak of it to outsiders, for fear that it will be lost and damaged. From the outside, all that can be seen is the waterfall descending into the canyon, as the lone road leading down the walls is well-disguised. This has led enemy raiding parties to surmise that travelers simply vanished into the ground as they were pursued. From the cliff edges, though, the city can be glimpsed, its six main spires rising from the floor hundreds of feet below, to nearly reach the height of the watcher outside. Thin wisps of fragrant hardwood smoke dissipate into the air, and the waterfall descends in a shimmering curtain to the lake below, being diverted into several aqueducts along the fall. The floor is covered in small buildings that seem to be dripping green, and the spires have seemingly flimsy bridges stretching for dozens of feet between them. The inhabitants of Bangari are insulated, but not insular, and welcome travelers who have tales to tell or goods to trade. Water is plentiful, and all citizens and travelers are welcome to drink from the many fountains and decorative pools. The ceramic bricks that pave their roads are painted in a dazzling array of colours, matching the clothing of the citizens. They are especially eager to trade for steel weapons and armour, as they have no metal industry to speak of. Their hardwoods make fine weapons, however, and they do not lack for defense. Bangari can be used as a Wakanda-style secretive nation for your PCs to come from (animal-themed superpowers and all, if you like!), or just a safe place to find in the middle of the rocky desert. (Originally posted on Game Masters Stash on 23 May 2018) Categories All These dice were cursed by a powerful Warlock who was cheated in a game of chance. Forever afterwards, the dice of the gambler who cheated him would grumble, curse at him, and return to his pocket, no matter how he disposed of them. After his eventual death as an outcast vagrant, the dice made their way into the pocket of another cheater... and have continued in their crusade against cheaters and gamblers. Anyone so cursed by the presence of these dice takes a -1d6 luck penalty on any d20 rolls (roll a new d6 each time they roll a d20), and when actually rolling dice (in universe), they roll one smaller die size than usual for the result (or one larger, if smaller numbers would benefit them- so a cursed adventurer rolling two 6-sided dice would get the results of 2d4, or 2d8, as appropriate). This can result in ‘impossible’ results- the dice physically change to display these numbers, and may cause some concern from people they’re gambling with. From time to time, the dice may animate and form faces, eyes, tentacles, and so on. This results is a Cause Fear Effect for anyone viewing them (Will DC 11). Unless the dice are taken by another cheater, a Remove Curse effect is required in order to ‘lose’ the dice. (Originally posted on Game Masters Stash on 22 May 2018) Categories All Swarms can be an interesting and dangerous threat to throw at your players. They don’t generally have, or need, any motivation. By sheer volume of numbers, they have no fear. And they’re hard to injure! Swarms can occur “naturally” in the wild, be called by angry nature spirits, or be summoned/united by spellcasters. You can make swarms of just about any insect-size, or even some larger creatures, like crows or rats. Swarms usually no or minimal damage from weapons, and need fire or other energy effects to effectively destroy or disperse. This means that lit torches suddenly become useful, as well as oil and acid. However, their attacks are so constant and all-pervading that there is no defense against them, and the circumvent an attack roll altogether, just causing damage on anyone whose space they are occupying. This can lead to some great tense battles, especially at low levels (watch The Birds, if you need some inspiration). The 3.5 Monster Manual even included some options for higher-level swarms, like Hellwasps, which would kill someone and then crawl inside the body and animate it as a zombie. This principle can even be carried through to mobs of humanoids, inflicting trample damage if you manage to fall beneath their feet. The question can then be whether to (and how to) subdue the mob without just cutting through them all. (Originally posted on Game Masters Stash on 21 May 2018) Categories All Sir Frederick is a spy and operative for the Queen, and an amazing entertainer and bard. Born overseas, he migrated to the Kingdom and started to become famous for his performance skills, and began touring inns across the country, taking lovers and hearts wherever he went. He was secretly recruited by the Queen’s service, and is now one of their most famed, and least known, operatives. His status as a true “rock star” bard allows him to travel almost anywhere, and gather information in places where most operatives cannot go. For a toothy, mustachioed foreigner, he has unbelievable charisma and presence, and swaggers his way through any encounter. Although he has respect for the crown, his manner is irreverent and often mischievous. Statistics: Chaotic Good 13th-level Bard. Hooks: * Your PCs may be asked to work with Sir Quicksylver on a high-level mission. This is your opportunity to throw in as many song references as you can imagine, and see how long it takes them to get it. (Originally posted on Game Masters Stash on 20 May 2018) Categories All This set of masterfully-made halfling-sized full plate is enchanted to protect the wearer. It was made for a protector of the halfling people, who famously defended a bridge for three days against a Gnoll invasion, and was found under a pile of slain foes, dead from exhaustion but unharmed by weapons. Statistics: Small sized +2 full plate of Invulnerability (DR 5/-). While the armour will resize to fit a wearer, it will not resize to any creature larger than Small. (Originally posted on Game Masters Stash on 19 May 2018) Categories All An old staple, this racial variant can be applied to any Small-sized PC race allowed by the GM, including halflings, gnomes, and possibly goblins or kobolds. Using the time-honoured method of a large coat, done up clumsily, these creatures can then pass for a single Medium-sized creature. Statistics: All the normal racial traits for the race still apply, but the PC is made up of 2-3 individuals sharing the same space. * -2 Dexterity, -2 Charisma (shuffling around on each others’ shoulders is sometimes awkward, and hearing muffled arguments coming from the torso can undermine the PC’s persuasiveness) * +4 bonus on Disguise checks to pass as a single Medium-size creature of an appropriate race (often human, but hobgoblin or elf my also be appropriate) * The PC loses any benefits or penalties from being a Small character (bonus to AC and attack rolls, Hide checks, grapple checks, carrying weight, etc.) and is treated as a Medium character for all purposes (the PC may use Small or Medium sized weapons with no size penalty). * The PC has vulnerability to any damaging area effects they are included in. However, for effects where the PC’s Hit Dice are required (Sleep, Raise Dead, and similar spells), they count their HD as double their level. * If the PC is undressed or revealed somehow, they take a -2 penalty on all d20 rolls until they dress in their trench coat again, or decide to separate permanently. * If the PC separates, or portions of them are slain, the PC loses this template and is treated as a single member of their race, with all the class levels and normal benefits, unless the missing members can be replaced with new willing members. (Originally posted on Game Masters Stash on 18 May 2018) Categories All Although it looks like some wierd kind of Dungeonpunk creation, this is an actual 18th-Century German ‘lantern shield’.
This functions as a buckler, with an integrated short sword, long sword, gauntlet, and dagger (only one of these can be used as a weapon in any round, due to the complexity of operation), in addition to carrying a lantern in the same hand. Cost: 85gp Weight: 5lb. (Originally posted on 18 May 2018) Gharalaan, or ‘Massacre’ in the Common tongue, is a fabled weapon from Goblinoid history. With it, the first Hobgoblin king united his warring tribes and destroyed their oppressors so thoroughly that no historical traces of them can be found This weapon ignites in a purplish fire when drawn, and all Goblinoids feel a great stirring in their heart if they can see the flame. Statistics: +3 flaming unholy falchion, and enemies struck by Gharalaan take a Doom effect (Will DC 12) for the next 5 rounds. This weapon constantly radiates a Prayer spell which treats any Goblinoids as allies. (Originally posted on 17 May 2018) Archives January 2019 Cashnak is a scarred veteran warrior, who roams alone in human lands. He has no interest in waging war on people, unless he is being paid, but is a vicious fighter in search of employment. He wears battered and archaic Hobgoblin armour, complete with weather wings which he repairs as necessary (often from chickens, gathered along the road). Although he respects the rule of law, and the position of guards, he has little patience with “silly human things” like personal ownership (especially of free-roaming animals) or being harassed by people who don’t like goblinoids. Although he’s willing to work with others, he’ll denigrate them and constantly talk about how much more efficiently Hobgoblins would have done it. He doesn’t enjoy sitting down with people after working with them and sharing a drink or two. It is not known why he has left Hobgoblin land, as he refuses to speak of it. He gained the name ‘Faceripper’ once when attacked by a bandit. He is a little ashamed of it, but it certainly increases his reputation for viciousness. Statistics: Lawful Evil Hobgoblin Fighter 5. Hooks: * The PCs may be hired to “move on” the big scary Hobgoblin who’s camping outside town. He has no interest in terrorizing the population or eating children, or any of the other things people are accusing him of, he just wants a job so he can buy some booze. He’s willing to work with the PCs if they’ll pay him and treat him decently. * Cashnak was paid in a treasure map purporting to lead to a fabled treasure of Goblinoid origin. He wants whatever the specific treasure is, but needs assistance, and is willing to let the PCs take whatever else they want from the tomb. The PCs may change their mind when they see what he’s after, though. (Originally posted on Game Masters Stash on 17 May 2018) Categories All Braden is a proud mercenary warrior, who’ll gladly tell you about when he went to that place you need to go to, and wooed the Elven princess to boot. He’s roguish, charming, and utterly disreputable. Although he’ll sell his services, he talks about his superior experience and will overrule members of the party to “go scouting” or “establish a perimeter” when unpleasant tasks like digging trenches, or cooking dinner, or tidying, need to be done. Occasionally, this will also happen when the group comes under attack. Although he won’t be able to be located during combat, he usually turns up afterwards and “armchair quarterbacks” the fight, telling people what they should have done to turn back attackers. If he actually makes it into combat, he’s skilled, but never quite as skilled as he boasts. Physical: Braden boasts a white streak in his hair which he claims is from fighting off a Wraith, but is carefully bleached every few months, and an impressive handlebar mustache. He dresses in well-worn leathers, and carries a hefty falchion. Statistics: Braden is a Chaotic Neutral Fighter 3/Rogue 3. His skills range is mostly in bluffing and cards, but he does actually have survival and stealth skills to back himself up. Hooks: * Braden might be selling his services to help a low-level group through dangerous terrain. * Braden makes an excellent mercenary Guard for an NPC who the PCs need to Guard (or, alternately, abduct/assassinate). His reputation says he’s quite dangerous, but his willingness to take a bribe and look the other way may make a vulnerability in the NPC’s security. (Originally posted on Game Masters Stash on 16 May 2018) Categories All Unless you’ve already got the ‘Infinity Plus One Sword’, chances are you’re accumulating some sort of stockpile of weapons through your character’s career, and will get more as you run across experiences and equipped enemies. So, how to store them? Do you keep some sort of armoury where you store them all? (I fondly remember an issue of Planetary comics where the ‘good guys’ visited a planet that the bad guys had killed to turn into a museum exhibit, where they stored all their epic gear) Or just keep a golf caddy around who can swap in your Flametongue sword when you spot a White Dragon, and pass the Holy Avenger when the demons show up? Or do you just melt them down and make new magic items out of the orichalcum essence? Or you could just equip a bunch of mercenaries with all your spare gear... if you trust them. Any ideas? Let me know what you think... if you’ve got anything I’ve missed, post it here! (Originally posted on Game Masters Stash on 15 May 2018) Categories All This halberd is a mighty and luxurious weapon, forged recently for a King, with the spirit of a furious storm elemental imprisoned inside. It cost the same King’s ransom to forge, and several dangerous quests were necessary for the components and the forging itself. Its balance is perfect, its heft ideal, and it is virtually indestructible. When held in both hands, it thrums with power, and crackles with tiny bolts of electricity, which earth into any foe struck. Statistics: +5 Shock Thundering halberd. While held with both hands, the wearer can absorb any Electricity effects which target them, gaining 1d4 temporary hit points per level of the spell (or 1d4 per two dice of damage of the effect), lasting for up to one hour before dissipating. If the wielder currently has 20 or more temporary hit points from this source, lightning damage from its Shock effect is doubled. (Originally posted on Game Masters Stash on 15 May 2018) Categories All |
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