Next to the entry of the city markets is the marvellous and well-famed store The Cutting Edge, run by Master Johannes Vermeulen. This store boasts an armoury of well over a thousand knives, swords, and other weapons of excellent manufacture. Master Johannes is pleased to offer only the very finest and most balanced weapons, and prides himself on being able to assess a prospective client from their gait and bearing, and to offer them the perfect weapon for their needs within three guesses.
Here are some of the finest offers he has available, even before entering the curtained-off area where he stores magical weapons: 1. Thrashing Mace (45 gp): This light mace is made with a flexible wooden shaft, able to wobble and strike unpredictably. This mace has the Finesse quality. 2. Iron-banded Quarterstaff (25 gp): This tall staff is decorated with several iron rings nailed into its length. This quarterstaff allows the user to reroll any 1s rolled for damage, and gains the Heavy quality. 3. Great Flamberge (75p): This gigantic wavy-bladed sword, a favourite among highly-paid mercenaries, is a greatsword with the Reach quality. 4. Main-Gauche (25 gp): This dagger has a basket hilt, and is made for dueling. This dagger grants the user a +1 bonus to AC against melee attacks while wielded in conjunction with another melee weapon, and loses its Thrown quality. 5. Keen sabre (75gp): This curved and single-edged blade is made for striking cuts. It functions as a rapier that inflicts slashing instead of piercing damage. 6. Arming Sword (60gp): This slim, straight-bladed sword is considered acceptable for nobles and courtiers to bear in the presence of royalty, and is lavishly decorated. It functions as a short sword and is usually allowed even if the wearer should shed their weapons. Also posted on Game Masters Stash on 11 June 2021. When you go to a restaurant or roadside inn, they're not a McDonald's- each will cook food based on what's been available nearby, local palates, and might even have their own house specialty or specialty of the day. You can use this to bring out details of the local culture and your worldbuilding details (and if you like, you can link these to game mechanics to encourage people to go for them).
Here are some options if you'd like some different pre-generated specials of the day, and some related mechanics. These should all be covered under the 'comfortable' (2gp/day) living expenses or higher, and you can only gain the benefit of one dish at a time. 1: Egg and Pastry Soup. This hearty and rich soup comes with a hard-boiled egg and two small dense pastries floating in it. People who eat this soup regain an additional 3 hit points the next time they spend a Hit Die to regains hit points within the next 24 hours. 2: Sausage Noodles. This regional dish includes a heavily-peppered sausage sliced into thin discs, scattered through warm noodles and a side dish of runny cheese. This is said to bring you luck in love. People who eat sausage noodles have a +2 bonus on saving throws to resist Charm effects. 3: Flower Cakes. These beautiful honey cakes have a creamy icing, with delicate and tasty wild flowers pressed into the top. They store well if wrapped in waxed paper or cloth, and are great for energy on the go. People who eat flower cakes can regain a 1st-level spell slot, or an additional 1d6 hit points, the first time they take a short rest in the next day. 4: Stuffed Steak. This dish features a steak slit open down the middle and filled with a sweet rice paste before being wrapped in puffy pastry and baked. This is often eaten on holy or celebration days to bring health. People who eat a stuffed steak gain a +1 bonus on Constitution saving throws for the next day. 5: Sticky Ribs. Made with a distillation of the Gelatinous Cube stored in the basement for rubbish disposal, these meaty ribs have a sweet, slightly acid, light green sauce which tingles pleasantly on the tongue and acts as a 'health cleanse'. People who eat sticky ribs ignore the first 5 points of acid damage they would take in the next day. 6: Honey Apple Tart. This sweet dessert is made from a cored apple soaked in a honey mead marinade, and imbues them with an alcoholic sweetness before wrapping it in a crumb tart case. These are said to keep evil spirits away. People who eat a honey apple tart gain a +2 bonus on saving throws to avoid being Frightened in the next day. Also posted on Game Masters Stash on 1 June 2021. The Silver Pegasus Smithy is well-known for the quality of its wares, and the respectable wait time for custom orders. The Smithy is run by Heggar, the master-smith as well as his two apprentices, and his three daughters, who are genius designers and have invented many of the specific pieces sold by the smithy. Any item bearing the smithy-mark of the Silver Pegasus can easily be sold for an extra 20% due to its durability and origin.
Special Items for sale at the Silver Pegasus: 1 - Master-forged smithing tool kit: This functions as a Smithing Tools kit, including a variety of hand-forged and polished steel hammers, each bearing the smithy's mark. While making Smithing proficiency checks using this kit, you gain a +2 bonus. 2 - Master-forged climbing kit: This kit functions as a climbing kit, including work-hardened steel pitons and a forged-steel grapple hook, as well as a variety of cleverly-designed pulleys. The parts of this kit have resistance to damage from weapon attacks and cold. 3 - Master-forged weapons: The weapons designed and built by the Silver Pegasus are of incredible quality, their parts fitting perfectly and polished to a mirror shine. These weapons are rarely nicked or worn, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks and effects, making them last much longer in pitched combat. 4 - Master-forged armour: The steel plates used by the Silver Pegasus Smith are made with a rare water-powered trip-hammer made by a Gnomish artificer, and have near-perfect flatness and thickness to them. The many fittings and adjustments required over a series of weeks grant the armour a bonus of +1 to AC. 5 - Acid-etched steel blades: With the assistance of a well-paid copper dragonin the region, the Silver Pegasus makes beautiful blades of acid-etched composite steel. The blades have resistance to acid damage, and cannot rust. The blades have incredible appearance, and bearing one of these blades is a sign of incredible prestige. 6 - Cold-worked iron weapons: The Silver Pegasus has an almost-secret line of cold iron weapons, forged to battle against the fey. Heggar once suffered some form of curse from a powerful fey creature, and has been known to make a gift of one of these very rare daggers to someone who wins a battle against them. These weapons inflict double their base damage against any creature with the Fey type. Also posted on Game Masters Stash on 18 May 2021. Travelling merchants only have space for limited inventory, often taking on bits and pieces wherever they travel, rather than an organized set of wares. That said, a travelling merchant who walks the roads might have all sorts of interesting things to trade, Here are a few examples:
- A set of halfling-sized full plate armour, the left leg rent and torn terribly, with some rust-marks (650 gp) - A small paper twist of diamond dust, wrapped in a velvet bag bound with silver wire (280gp) - The taxidermied head of a Manticore, improperly-preserved but able to be mended (120gp) - Three stakes of iron about half an inch thick, each with the face of a different devil sculpted at one end (5gp the lot) - A longsword with a leaf-shaped blade, the veins of the which are traced in silver on the surface (50 gp) - A battered game-board with lovingly hand-painted pieces and cards, unknowingly once the property of the Prince of a nearby city (20gp) - A shattered lance, painted with winding golden leaves and studded with decorative brass pieces, which can be refitted with some work (5gp) - A coil of silk rope, the thread waxed for better grip (10gp) - A thick rug looted from a cult's headquarters, depicting diabolically depraved acts (300gp) - A silver locket belonging to a kidnapped girl, sold to the merchant by three travellers going the other way (20gp) - A belt made of braided leather, stamped with the smiling face of a Green Man (10gp) - A battered steel shield bearing a faded coat of arms, which can be identified as having once been the bulwark of a famous blackguard and traitor (5gp) - A hand lantern with one glass pane cracked, and a single lens inlaid with gold wire, which can be used to See Invisibility for up to 1 hour per day in a 30-foot cone, currently unidentified (10 gp) Also posted on Game Masters Stash on 5 May 2021. Treant Joe's is a fabled location deep within the woods, but for those who make their way there, and are willing to pay the price asked by the friendly and creaking Treants who ply their trade, exotic treasures can be had. They pride themselves on the They often ask for water or seeds from exotic places as payment, or for their customers to plant their own seeds in far-off places.
Items to be found for sale may include: - Ironbark plate armour (takes one week to be grown, during which the wearer must be present for fittings; as hard as steel plate but made of living bark). - A punnet of Goodberries (6 Goodberries in a box made of pressed and hardened moss). - Potion fruits of healing (luscious and fresh fruit which work as a potion of healing, and taste wonderful). - Fastgrow Seed (this large seed pod functions as a Quaal's Feather Token - Tree when planted into dirt) - Grownwood weapons (take about one wek to be grown, made from steel-strength wood and often incorporating stone elements, have a natural appearance) - Cidersap (fermented fruit sap made with water from a babbling waterfall, lightly aerated and alcoholic) - Myconal leather (this leather-substitute is made from mushrooms prepared by the treants, and can be grown in nearly any colour imaginable) - Stickysap (this glob of ultra-sticky sap hardens on contact with a pollen supplied in a small bag, and can be use either as manacles or a hunting trap, as required) Also posted on Game Masters Stash on 29 April 2021. Weapons made of materials like fire-hardened wood or bone can often deliver much messier wounds, but can be more fragile and given to breakage.
As an optional rule, the GM may allow a character to use these vicious weapons, especially if they are from a culture or region which does not have access to metals. These weapons gain the [vicious] property, in addition to any other properties which they already possess. The cost for these weapons is reduced to one-tenth of the listed price from the Player's Handbook. Vicious. This weapon can re-roll any damage die which results in a 1. On a roll of 1 to hit, the weapon breaks, and cannot be used any longer. How you can use vicious weapons in your game: - Goblins or other 'horde' enemies could use these weapons, which might prevent your player characters stocking up on a pile of short swords to haul back to town. If they're not worth anything, they're even less worth looting. - Old-school Dark Sun players would remember a world where everything is made up of bone, stone, wood, and obsidian. Steel weapons are practically unbreakable and almost worth a Sorcerer-King's ransom. - If your PCs are fighting in an arena or similar place where exotic weapons can be experimented with, you can give them vicious weapons so that swapping weapons out is expected and required. Edit: This post was originally titled 'savage' weapons, and was changed after discussion and consideration. Words have all sorts of connotations, and these grow with their history. It's important to remember that some words have been historically used to suppress and dehumanize people, and although we're dealing with fantasy worlds, it's important that we aren't part of that. Also posted on Game Masters Stash on 19 June 2020. This imposing weapon is made of elegantly-shaped and machined steel, whirring from within. When held by an artificer, it activates and becomes a dangerous engine of destruction and creation, able to deliver mighty blows as well as reveal secrets of new infusions.
These weapons are crafted only by master artificers, and each is a work of mechanical art. Their manufacture is a secret of artisanry and infusion with powerful magics. Statistics: A Staff of Domination is a quarterstaff which grants a +2 magical bonus to attack and damage rolls when used in combat, and also acts as a set of masterwork artisan's tools when used for repairing mechanical devices or for an artificer's spellcasting. When holding it, an artificer gains a +1 magical bonus to Armour Class and saving throws. The staff has 10 charges, and regains 1d6+4 charges at the start of each day. If the last charge is used, roll a d20. On a 1, the staff shudders to a halt and then fractures apart into a pile of springs, gears, and metal shards. While holding the staff, you can expend 1 or more of its charges to immediately gain access to a new infusion, up to 1 level per charge expended. This lasts until the next time you take a long rest. Also posted on Game Masters Stash on 8 November 2019. This old spellbook, in the possession of a mercenary mage, is a sinister-seeming book with heavy steel corner guards and thick, soft brown leather covering. Its front bears a raised face, with the lips seemingly sewn shut. This is only a warning of the book's contents, and has no effect in itself.
It is thought that the spellbook was once made by a Hag for one of her Witch apprentices, but its true history is unknown. The pages of the book are heavy vellum, and the texture makes a soft susurrus as it rubs on fingers or gloves, lending the tome its name. The book itself contains mainly practical spells, with a few lesser-known and rare prizes within its pages. The arcane spells usually found within the book are as follows: 0-level: Message 1st-level: Alarm, Sleep, Unseen Servant, Ventriloquism 2nd-level: Detect Thoughts, Hideous Laughter, Magic Mouth, Scare 3rd-level: Suggestion 4th-level: Bestow Curse How you can use the Book of Old Whispers in your game: - Adding an extra spell or two from your own setting or from other books can personalize it a little, and may give a Wizard player character an opportunity to learn some interesting and non-damaging spells. - This can also contain some notes or journal entries which might lead your PCs to a secret (like the Halls of the Blind from Diablo I). Riddles or coded entries might hint at the existence of some kind of treasure hidden away with a monster who relies on hearing to hunt its prey (or draw on the classic Buffy the Vampire Slayer episode Hush and terify your players with a city-wide Silence effect...). - The Night Hag who wrote this spellbook may come looking for it, and decide to terrify those in its vicinity before reclaiming her gift. Also posted on Game Masters Stash on 28 September 2019. Like a modern antique store, a Witch-Doctor's shop should contain weird, rare, and unique items.
Here are six you can have for sale which your player characters might buy or trade for: 1- A unpleasant-looking mask, made of an unlucky man's skin. While worn, any spell targeting the wearer specifically (scrying, or a curse, for instance) affects the unlucky fellow whose skin was used to make the mask, instead of the wearer. After three such spells, the mask catches fire while worn, inflicting 2d8 fire damage on the wearer's face, with no saving throw. 2- The shrunken skull of a devout believer (of a particular faith), about the size of a man's fist and browned, wrapped with dirty leather thonging to hold it together. When presented to a person within arm's reach, or touched by someone, the teeth chatter loudly if the target follows the tenets of a different alignment than the faith's alignment. It is not possible to silence this short of magical silence. 3- Jar of ooze. This jar is tightly sealed, and the purchaser is warned to feed it food scraps perhaps once per week, and not to let it get cold. Within the jar is a scrap of Gelatinous Cube, which will grow rapidly if the jar is dropped and it's able to devour something (like a corpse or two) nearby. In the meantime, it makes for an efficient garbage disposal and curiosity. 4- Cursed gold necklace, depicting a jaguar's snarling face, with twinkling amethysts set in the four eyes. This came from a treasure horde stolen from a far-off society a few generations ago. While worn, the wearer does not need sleep, but loses 1 point of Wisdom each night that they do not sleep. If they reach 3 or less Wisdom, they transform permanently into a Displacer Beast with four violet eyes, and become a creature under the GM's control. The necklace drops to the floor, unheeded. 5- Small stone statue of a warrior, about 4 inches tall. The sculpting is quite good, including impressive and super-detailed clothing and armour. On very close examination, the eyes are animated and can be seen looking around in panic. A Stone to Flesh or Remove Curse spell transforms the tiny Pixie back into its natural form, and it may thank or punish its former owner depending on how it has been treated. 6- A box of snuff, from far away exotic lands. Inhaling a pinch of this powder renders the user immune to fear and pain effects for the next minute, as well as gaining Damage Reduction 3/-. Unbeknownst to the user, they also contract Mummy Rot. Take a guess why. Also posted on Game Masters Stash on 10 July 2019. This arcane steel armour harness features a heavy mechanical back which can spring forth into a pair of enamelled wings which can lift the wearer into the sky for a brief period. It is a result of newly developed technology in magical smithing.
Statistics: +1 breastplate, allows the wearer to Fly on command (as the spell) once per day for 5 minutes. The harness does not include any specific way of tracking or being aware of when the spell will end, so remembering to keep track or stay low to the ground will be a wise choice. How you can use a Folding Wing Harness in your game: - For Player Characters who want to take to the skies, this allows them a way of doing so while balancing it with protection. The harness is also striking and stylish! - Disposable enemies equipped with Folding Wing Harnesses could really threaten player characters who are riding an airship or flying creature, and if they're in a rush, such devices won't be recoverable. - Couriers in a city with high spires might use these to travel and protect themselves while traveling. Also posted on Game Masters Stash on 22 June 2019. The Ring of Stars functions as an astronomer's tool, conjurer's aid, and powerful magical boost.
It is made of heavily detailed gold, and features several concentric rings, pivoting on cleverly-concealed pins. When folded out, it bears astrological emblems and carefully-inscribed words of protection for the wearer. Statistics: When worn, the ring grants its wearer Protection vs. Chaos, Evil, Good, and Law, as well as a +2 deflection bonus to Armour Class. When it is taken off and unfolded, the wearer may consult it for a +4 bonus on Knowledge (the Planes) checks. How you can use a Ring of The Stars in your game: -A powerful Astrologer-wizard bears this, and might entrust it to a trusted servant if their mission is important. - The Ring of the Stars is a valuable magic item, guarded by a Death Knight who cannot bear its presence. He seeks out challengers who might be able to end his accursed life, and taunts them with this item. - Adventurers who travel the Planes might seek out a set of these rings to protect themselves from the effects of creatures they will have to combat. Also posted on Game Masters Stash on 3 June 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a Swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the Swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a Swordmite's wielder dies, the Swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the Swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the Swordmite's absence, but feels unalarmed about the situation. Statistics: When unbonded, a Swordmite is a Tiny sized 1/2 HD Aberration, with Intelligence 2. When they have bonded with a host (taking a full round of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type, and function as a masterwork version of that weapon after their first five combats. Swordmites gain in experience when they have been used for particularly impressive acts (slaying a Fire Elemental, for example), and will gain the equivalent of a +1 enchantment or quality, after hibernating for about a week. They also have Intelligence 2, and can sense with sight and hearing within 10 feet, at +1 on any perception-related skills. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A Swordmite gains 5 bonus hp each time it has gained an enchantment quality. A newly-hatched Swordmite sells for about 1,000 gold pieces to a discerning buyer. How you can use Swordmites in your game: - An enemy of renown might use a Swordmite weapon, which would 'reset' and assume its normal shape when the enemy is slain. It might bond to someone able to pick it up. - A Swordmite that has gained some qualities might try to influence its wielder to assist in finding an appropriate cavern for it to lay its eggs in. This hatchery might even have other Swordmites present, if the crystal radiation influences their growth... and Drow soldiers are coming to harvest the crop for this season. Your PCs might have to fight them off, without their faithful Swordmite handy to help out. - Swordmites are a good way for enemies to have additional powers which don't transfer to the PCs as treasure when defeated, although the Swordmites themselves have some value. Also posted on Game Masters Stash on 19 April 2019. Sometimes, you’ll find gear that’s brilliant... but not in great shape, or incomplete somehow. It might be worn or imortant family or social reasons, or just because you like the aesthetic, but something’s wrong with the armour, and it doesn’t work quite as well as it should. Or sometimes people want to mix and match different suits, combining a plate pauldron with studded leather, or other combinations. This also lets you give what would normally be expensive armour like full plate to a starting character, but they don’t end up overpowered for their level. Statistics: Allow the armour to function as normal for the highest-level (or whatever is closest in function- adding plate components to anything else likely results in maximum of Breastplate effectiveness armour), but with the wearer’s maximum Dexterity bonus to Armour Class at 1 point worse than normal, and their check penalty on movement-related skills 1 point worse than normal. The armour can be repaired to function the same as a regular suit, losing the Imperfect quality, for half the cost of a regular suit of the same style, or with Craft checks and another similar suit. Total value: should be about one-third the value of the highest-rated set, or if you want to give some Militia-Grade full plate to a starting character, make it like 150 gold (affordable but still most of their money). Ways you can use this in your game: • A starting character who wants full plate armour might have a battered old set which their church, family, or military has allowed them access to. This means they still have a drive to complete the set and make it better, but have the aesthetic to match the picture or miniature they’re fond of. • NPCs in Militia-Grade armour may be a way of indicating unprofessional or rag-tag opponents like bandits or mercenaries, meaning your players will pay more attention when the goons wearing fitted and polished full plate turn up. • Another option is to allow any armour taken from someone killed to gain the Militia-Grade quality, unless they’re particularly killed in a way that reduces physical damage to the suit (particular spells, surprise attacks, or at the GM’s discretion). This means your players are more likely to buy (or commission) a suit of armour they want, rather than collecting 35 sets of filthy studded leather from the goblins they battle, and lugging all of it back to town to sell. (Originally posted on Game Masters Stash on 5 January 2019) Categories All As much as everyone loves a good chest full of gold at the end of the day, sometimes you yearn for something a little more civilized. One of the options is to have a “downtime” session, where the PCs are invited/summoned to a feast in their honour. Tell them the dress code, let them do some ridiculous shopping montage, hide knives in secret sheathes, argue with the guards and bring their swords in- and have a genuinely good time. Having some cook prepare a gingerbread castle in their shape of their recent glorious victory, complete with sugar paste decorations and painted marzipan replicas (potentially hilarious) of the PCs and their monstrous foes. Let them expect trouble, and be surprised when it doesn’t happen. Let them be given (meaningful or meaningless, either) fancy titles as “protectors of the realm”. Improve their renown, and have shopkeepers recognize them and *offer* them discounts. It may not be as shiny as yet another +1 longsword, but it might be what makes your PCs stick around and look after people, instead of being murderous disaster maniacs. (Originally posted on Game Masters Stash on 30 November 2018) Categories All These locks, made in a heavily stylistic shape, are the pinnacle of Dwarven manufacture. They rarely pass out of Dwarven hands, as they are so incredibly valuable. It is said that one was given to an Elven prince once, who used to fasten a door. The dwarves who gifted it to him were so incensed that they have established a rivalry between their races for many generations. These locks are functionally un-pickable. The locks and keys are made of enchanted adamantium, and incorporate internal moving clockwork parts, as well as magical recognition systems between the key and lock. They are valued in the hundreds of thousands of gold pieces, and possessing the lock or key alone is a powerful status symbol. Possessing one of each makes you fabulously wealthy. It is also said that a Gnome has invented a way to bypass the lock. Thieves Guilds the world over are vying for the inventor’s attention and patronage, while the Dwarven nations are outraged by the very notion, as well as the practical application of such knowledge. (Originally posted on Game Masters Stash on 10 November 2018) Categories All Suggested level: low (2nd-5th) This worn and weathered leather pack seems to have been through a lot. Small patches and fixes cover it, little burn marks and stains pock its surface, and it seems to be of quite poor quality. Created by the Wanderer Goddess Rania, however, nothing could be further from the truth. The pack is almost impenetrable to harm, and keeps items inside it very well-protected. The pack’s storage capacity is about double that of a regular backpack due to multiple expanding chambers, extra straps and loops. This is not a magical quality. Any item stored within the pack, and the pack itself (but not the wearer) gain a +3 resistance bonus on any saving throws against being damaged, and take no damage at all is a saving throw is successful. In addition, any attempts to steal from the pack take a -10 profane penalty, as the thief finds themselves made clumsy and obvious in any attempt. (Originally posted on Game Masters Stash on 21 August 2018) Categories All Warriors who wear heavy armour are often borne into battle on the backs of warhorses. Paladins, Knights, and other cavaliers are known for this kind of well-trained, highly-skilled animal. Although they often cost money for purchase and upkeep, as well as tailor-made armour (barding), the simple warhorse is often far more complicated. Horse lineages are sometimes traced as much as that of the noble riding them. The sire (father) and dam (mother) are selected for breeding favorable traits, and well-bred horses can be purchased for many times the regular purchase price. Traits for Well-Bred steeds (d10) A warhorse with one random trait costs 1.5x the Players’ Handbook cost for a warhorse. A steed with two random traits costs 3x as much (re-rolling doubles). A steed with one selected trait costs 2x the PHB cost. A steed with one selected and one random trait costs 5x as much (re-rolling doubles). A steed with two selected traits costs 10x as much, and will be highly prized, and recognizable by most other people with any proficiency in Animal Handling. 1. Fierce- this warhorse gains an additional +1 on attack rolls when charging. 2. Steady- riders gain a +5 competence bonus on Ride checks to stay in the saddle when struck. 3. Eager- this warhorse’s base speed is increased by +5ft. 4. Taciturn- this horse gains a +4 morale bonus on saving throws vs. fear effects. 5. Dancer- this warhorse gains a +1 dodge bonus to AC. 6. Gallant- this warhorse grants the rider a +1 morale bonus on attack rolls when charging 7. Fearsome- opponents attacking this warhorse in melee take a -1 morale penalty on attack rolls. 8. Sure-footed- this warhorse has a +4 competence bonus on checks made to avoid being tripped or pushed. 9. Beautiful- this horse gains +4 to its Charisma score, and is visibly a finely-bred horse, garnering attention from traders and horse enthusiasts. 10. Seer- the horse can See Invisible constantly to a range of normal sight. The horse has no way of communicating this, but it explains why they keep startling at nothing. (Originally posted on Game Masters Stash on 1 August 2018) Categories All This small belt fits around a stocking or boot to hold it up. It is painstakingly embroidered, with Acanthus leaves and a small phrase reminding the wearer to be honorable. They are known to be made for members of a knightly order, to protect their virtue in trying times. Statistics: +4 to save vs. Enchantment effects, or any persuasion effect which causes a Will save. (Originally posted on Game Masters Stash on 18 July 2018) Categories All This odd relic is a fingerbone, polished and contained in a silver casing. The fingerbone is all that remains of Saint Helatus, who was martyred by a mob of heretics and torn apart while she tried to preach peace to them. It is much prized by churches of Good faith, and can protect the wearer. Statistics: The wearer gains a +3 sacred bonus to Armour Class while wearing this as a necklace. In addition, if this is installed in the reliquary of a religious building, the entire building and its grounds (up to 1000 square feet) gain a Consecrate effect. (Originally posted on Game Masters Stash on 3 June 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 |
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