Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a…

Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a…

Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a few of the magic items I’m considering for the players for perusal/approval.

The Dislocation Glove

A thick right-hand gauntlet of beaten brass, with a length of lightweight chain leading from just behind the thumb to clip to a cinched leather band worn halfway up the bicep.

When the user detaches the chain from the band, he can move away from his arm and leave it hovering in midair, able to perform any action its user can do as normal, including wield a weapon (although it grants no magical vision, and the user still needs to be able to see what they’re doing).

It is rooted in place, and any attempt to move it will register to the user as someone tugging on their arm. Enough force applied to it will “rip” the arm away, with the same effect to the user as ripping someone’s arm off normally has. Naturally, the Glove’s keeper would be wise to avoid the situation.

Returning to the arm and retethering the chain reattaches it, and the glove can then be removed as normal.

The Hamelin Plague-Wreath

A thick ring of nettles and briars bound with twine, and festooned with 5 tiny animal bones. Worn around the neck, where its brambles dig into your shoulders and throat in uncomfortable places.

When its user crushes one of the bones to dust and sprinkles it over a fresh medium size (or larger) corpse, it explodes into a swarm of a hundred or more rats, and the user rolls +INT.

On a 10+, choose 3.

On a 7-9, choose 1.

-The rats are under the user’s mental command.

-The user can see from the eyes of any of the pack.

-The rats are starved and eager to attack any creature.

-Those aren’t rats, those are bats!

On a 6-, the rats are uncontrollable and cause complications to their creator, making a lot of noise, skittering into his clothes, or even biting and attacking him.

The rats crumble to bone and twigs after five minutes of life or when killed.

The wreath holds only 5 bones on recovery. Any more wanted must be woven in by a skilled Mire-Witch, who will ask for dark things in exchange.

Ink-Mirror

A hand mirror of braided silver wire that has been stained almost entirely with black ink, including a sizable black blotch across its reflective surface.

The ink is from a devil’s inkpot, tipped over by the trembling hand of a princess as she signed her soul away for eternal youth and beauty. When it stained her mirror, it morphed it into a powerful magical item, and her eternal prison cell.

When it is looked into, the user makes contact with her bound, tortured soul, reflected in the mirror as a beautiful, tearful, pale phantom that offers you her power.

Roll +CHA. On a 10+, choose 1. On a 7-9, choose 1, but it is fleeting and lasts an hour before it ceases.

-You become a more healthy, young, and beautiful version of yourself. Take a +1 ongoing to charisma.

-You alter your appearance to that of a complete stranger. Any negative Outstanding Warrants have no effect and no one will recognize you unless they know your clothes, demeanor, and (if you speak) voice.

-You are invisible. Only your flesh is affected; if you want the benefits you’ll have to disrobe, and anything you carry remains visible.

-Your appearance becomes so fearsome and frightening that you gain the Terrifying tag.

Any of these effects last until you bathe in liquid, whereupon the illusion washes away from you like ink.

On a 6-, the trapped princess rebelliously changes you into a hideous old crone or ghoul. Take a -1 ongoing to charisma until you bathe.

On a 3-, your appearance is so shocking and unnerving to you that you drop the mirror, and at the GM’s discretion it smashes to the ground. The lady’s soul is finally freed from its glass prison.

A couple of Legend of Zelda inspired magic items. Let me know what you think!

A couple of Legend of Zelda inspired magic items. Let me know what you think!

A couple of Legend of Zelda inspired magic items. Let me know what you think!

The Dungeon Map

A blank piece of old parchment, rolled up and bound with simple string. These maps adapt to whichever ruin they are first opened in. Upon unrolling, thin lines of ink appear, giving the size and shape of every room in the dungeon, but none of the details.

The Compass

A simple blue compass with a red needle that does not point north. When you use a compass for the first time in a new dungeon, roll+Wis. On a 10+, choose 2. On a 7-9, choose 1. The GM will mark them on your map (it need not be the Dungeon Map).

-the location of the most dangerous monster

-the location of a notable treasure

-the location of an important key

The Epoch Clock

The Epoch Clock

The Epoch Clock

“I gazed into the the myriad gears and listened to the sound of the machinery turning, and I could feel my mind relax. The sounds of the turning gears spoke to me in a voice from beyond. Within the mass of clockwork I could see the planets, beyond space, and even time itself. The clock knew that the past, present, and future were one, and it had opened my mind to a host of new wonders.”

This oversized and elaborate clock is taller than a man and half as wide. It contains dozens of brass gears of all shapes and sizes, and a broad face with five hands, inlaid with gold filigree and gems. When the clock is set up and calibrated to the movements of the celestial bodies, the ley lines of magic within the area will be drawn towards the clock. After a week of continuous operation, the clock will create a place of power that can be used for the Wizard’s Ritual move, or other similar moves.

The clock has a weight of 20, and while it is portable, moving the clock will require recalibration before it can be used again. The clock also requires a gallon of water per day, poured into the tank in its top, to continue working. Moving the clock or allowing it to cease functioning disperses the place of power.

A couple of sessions ago, I improvised a magical item as a reward.

A couple of sessions ago, I improvised a magical item as a reward.

A couple of sessions ago, I improvised a magical item as a reward. It’s much like the ‘glaive’ from the movie Krull a huge shuriken-boomerang thing that can slice through walls.  Then I forgot about it and didn’t write any rules, tags, or special moves for it. But now the Fighter tells me he wants to take Blacksmith to merge the glaive’s powers into his gigantic sword. 

So here’s what I’m thinking: when you attack by throwing your sword, it always comes back(ø). If you trigger Volley with it, on a 7-9 you can choose The sword causes a dangerous amount of collateral damage as a side effect. 

Thoughts? 

(ø) Note that I’m not saying when  the sword comes back. I’m expecting some Thor jokes next time 😉

A couple of magic items the thief retrieved in the last sessions:

A couple of magic items the thief retrieved in the last sessions:

A couple of magic items the thief retrieved in the last sessions:

The True Mask

While the Masked Shadow guildleader’s mask is a black circle, featureless but for a crescent moon, cheshire cat smile, the true mask has a sad expression.

When you wear the true mask and copy a person’s appearance, roll+CHA.

On a hit, your aspect and voice match your target until you decide to change back.

Con a 7-9, choose one:

– one fundamental detail is different from the original

– the transformation will be very, very short

– you also get one of your target’s character aspects as long as you’re transformed

Teleportation Bracelet

Nothing is known about this item’s history, but saying the activation word will teleport the user within near range.

When you wear the bracelet and say the magic word, roll+INT.

On a hit, you choose one and fill in the details.

On a 7-9, the gm too chooses one and fills in the details.

– you teleport right in that precise spot

– you leave something back

– you carry something with you

I have an idea for a magic staff for the evil cleric in my game, thought I’d see what everyone here thinks of it.

I have an idea for a magic staff for the evil cleric in my game, thought I’d see what everyone here thinks of it.

I have an idea for a magic staff for the evil cleric in my game, thought I’d see what everyone here thinks of it.

The Staff of Ktula

An abysmally black obsidian staff, adorned with jagged runes. At the top sits a tiny, pitiful skull — it conjures images in your head of empty cradles and weeping mothers.

The power of this staff can only be evoked by one who can commune with Ktula. It is only a mundane, but grotesque, staff to others. When you use the staff to call on Ktula to create an effect of sadistic intent, roll+Wis. On a 10+, the GM chooses one. On a 7-9, the GM chooses two.

-You lose favour with Ktula; the Staff is useless until you commune with him again

-Ktula applies the effect to you as well

-You draw the attention of the Lord of Light

Thoughts?

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Death Mask

“I grant but one boon, mortal, and it will be given to you as it is given to everyone; when your time has come.”

-Anubis

A large wooden mask, crafted and painted to resemble a jackal’s head. Placing the mask upon the head of a person who has died within the last twenty-four hours and invoking the jackal-headed god of death charges the mask. When you place the mask on your own head, roll+WIS. *On a 10+ you are cloaked in an illusion of the deceased person who was used to charge the mask. You will look and sound like him, and you have access to one piece of information that he knew at the time of his death, which you must choose when you don the mask. *On a 7-9 the illusion still forms, but you do not gain the deceased’s knowledge, and at an inconvenient time the spirit of the deceased may try to take control of your body. *On a 6- the spirit of the deceased takes control of your body for a while.

Donning the mask uses up the charge, and a corpse can only be used to charge the mask one time. Burying or resurrecting the dead body used in charging the mask ends the illusion, as does removing the mask. 

#BardWeek

#BardWeek

#BardWeek  

Dwarfen Instruments 

Dwarfen instruments are made out of heavy metal alloys and are exhausting to play. Due to their sturdy nature they weight 1 (instead of 0) but can be used as a Close Weapon. 

Any Bard playing a Dwarfen instrument can use CON instead of CHA for Arcane Arts. 

Typical dwarfen instruments are 

Bagpipes, trombones, cornettes, washboards and drums. 

Dwarfen Bard Racial Move: 

When you use a Dwarfen Instrument for Arcane Arts and you grant an Ally extra damage, their next attack also gains the forceful tag. 

(you may start the game with a dwarfen instrument. Tell us what it is and who made it for you)