Sunday, October 03, 2010

Arduin Grimoire, part 7

I've got just enough time for a quick write-up for NEW MAGIKAL TREASURES.  Each item has a value in Gold Sovereigns, amount of charges it contains (if any), range if needed and a description.  Most magic items listed run between 5,000 and 50,000 gp in value.

Witch Fire Wand - fire attack plus paralyzation (except for elves, who are stunned)
Ring of Night - invisibility only in the dark or shadows
Wind Staff - clerical staff of wizardry equivalent with a variety of wind-based effects
Ring of Rapid Transit - move 10x for 1 minute, engraved with the logo of the mighty BART
Misty Boots of Silent Speed - walk on any surface, including illusionary ones!
Shield of Defense - 95% chance to completely block any one attack
Gauntlet of the Fencing Master - +5 to hit, double attacks with fencing weapons, usable only by thieves, assassins, traders an other scoundrels
Staff of the Druids - does several stupid druid tricks
Helm of War - +3 to all physical stats plus a percentage chance to intuit enemy moves
Holy (& Unholy) Robes - basically robes of the magi for clerics, in addition to various named powers each such robe has a non-specified immunity and a secret power to be specified by the referee
Slavers' Lash - 3d6 damage plus rotting disease plus save of surrender
Ring of Remembering - reads the history of objects
Hawk Helm - triple visual range, infravision, immunity to fear and confusion
Doctor John's Salve - this is the same stuff as appears on the price list, a thousand bucks for 2d8 healing on 'heavy' wounds only
Golden Centaur Salve - same Doc John's but for animals
Golden Drops of Heavenly Essence - the ultimate Get Out of Jail Free, one drop applied to a single particle of a corpse completely restores life.  Costs 100 grand per drop and "only 21 drops have been seen in the last 1,200 years!"
Boots of Banana Peel - meant to be a cursed item, but I bet my players could figure out a way to make zero coefficient of friction footwear into an advatage
Mighty Mystical Silver Sling Shot of Slaying - each such slingshot is keyed to a monster type, save or die, if save take 4d6 damage
Ring of Ruthlessness - become "100% amoral evil", gain a bunch of stat boosts (+6 ego, +3 Str, Int, Dex, Con), fight as berserker.  Damn.
Javelin of Devastation - javelins of lightning that also drain levels
Oil of Instant Immolation - 3 minutes after being applied it burns for 6d10 damage
Oil of Instant Immobility - 3 minutes after being applied it forms a steel hard shell over anything
Oil of Instant Obedience - 3 minutes after being applied whatever is coated will become your obedient servant for an hour.  Items will animate
Whimsey Wine - effectively a wand of wonder in alcoholic beverage form.  does whatever the DM wants.
Doom Fire Wand - 6 dice of fire plus fear effect

7 comments:

  1. Boots of Banana Peel - meant to be a cursed item, but I bet my players could figure out a way to make zero coefficient of friction footwear into an advatage

    You'd essentially be ice-skating all the time. Arduin on Ice!

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  2. A lot of these are great; perhaps better just to have your capsule summaries rather than the stats themselves. The Ring of Night is a favorite of mine - I like magic items that are useful, but a bit quirky.

    I also smiled at the Dr. John's salve - I have to think it's inspired by R&B musician Dr. John the Night Tripper. Sadly the RIAA have scoured the song "Gris-Gris-Gumbo-Ya-Ya," which I suspect as the direct inspiration, from youtube, but I found this awesome Paul Weller version of "I Walk on Gilded Splinters" and couldn't help posting:

    http://www.youtube.com/watch?v=Znt4mWPhROs

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  3. I think the banana boots would make it impossible to attack unless your kneeling or sitting.
    But you could make them into greaves for awesome metal slides.

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  4. Try charging into battle with a lance with these banana boots - you could get incredibly fast, and if the lance is pointy enough, you could impale basically everything. :

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  5. Of course all this talk of lance charges on skates makes me think of this prognard classic (best results from 2:00).

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  7. This kinda reminds me of what I read on Hargrave's home games. Supposedly he had two large boxes filled with hundreds of individual artifact cards( kinda like the ones that came in his Dungeon modules) with a illustration on on side and the items properties on the other. He also gave out as treasure little wax sealed scrolls that the player/PC would have to break the seal to read what was contained inside. It could be anything from a half dozen wishes to being transported to a random plane in hell.

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