Hybridization Brew

Hybridization Brew

Hybridization Brew

This strongly smelling potion needs a little work to be useful: you have to marinade a freshly harvested body part in it. The essence of the creature infuses the brew and, when you drink it, you get to use two of its moves. At the GM’s option,your appearance may change drastically for the duration of the effect (from a whole day to a few minutes, depending on the powers gained).

200 coins (fresh, no bits inside), 0 weight.

When found, a brew is often infused with the essence of a giant spider, a golden eagle, or a wood elf.

Inspired by Jonathan Walton’s Planarch Codex

Dwarven Tuning Fork

Dwarven Tuning Fork

Dwarven Tuning Fork

While few dwarves ever become musicians, they study harmonics for other purposes. A dwarven tuning fork is specially crafted to resonate with the elemental forces of the earth. When you strike a dwarven tuning fork against the wall of a cave, roll+WIS. *On a 10+, ask the GM 2 questions from the list below. *On a 7–9, ask 1.

 – Are there any instabilities in this cavern?

 – Are there any hidden passages nearby?

 – Are there any valuable gems, metals, or minerals within this wall?

 – Which way is the nearest exit?

Additionally, creatures attuned to the elemental plane of earth, such as xorns or earth elemntals, cannot abide the sound of a dwarven tuning fork, and are repelled by it. The deep tones caused by the tuning fork may cause deafness when used many times by a non-dwarf.

A new couple of artifacts:

A new couple of artifacts:

A new couple of artifacts:

The Wing and the Key

These object are said to come from another dimension and to be nothing more than fragment of colour lost in the flux of time.

The Wing is a cape weaved with an iridiscent cloth that changes colour depending on the light, the Key is a diminutive trinket, suitable for a necklace or a bracelet, but so intricately decorated ones cannot hope to really understand its design.

The artifacts work in tandem: the bearer of the Wing is able to always know the location of the bearer of the Key, and to teleport in their location with a mere thought.

The bearer of the Key is able to know every thought of the bearer of the Wing and automatically succeds with a 10+ in every roll made to Aid them.

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Pinch of Infinity

Legends tells that the Shadow Thief once sought to steal Time itself from the belt of the great creator of the universe. When he slipped undetected into the abode of the gods and put his fingers upon Time, the sky turned black and the earth began to tremble. The Shadow Thief relented and returned Time to its rightful place before the world would collapse into chaos. When others asked to see proof of his deeds, he had but a handful of golden sand to show them.

The sand in this pocked-sized timer has a fleck of gold in it. When you shatter the glass timer and the sand is scattered to the winds, a few moments of time are given back to you in exchange. The results of your last move are undone, and you may immediately roll again, taking +1 to the roll. However, you cannot change your move or your intention, only the dice.

Hey guys, my first magic item here (more technological than magical, though).

Hey guys, my first magic item here (more technological than magical, though).

Hey guys, my first magic item here (more technological than magical, though). Took some inspiration from Tim Franzke’s post about the EoC Battlefist, as well as bits of the Artificer class.

The Third Hand of Gwin “The Knife” Flore

A mechanical contraption of his own design, the legendary thief Gwin’s Third Hand functions as an intricate glove whirring with clockwork and spring-loaded with devices of all kinds. Lockpicks, hidden blades, powders and small bombs, lenses of every type for close inspections – these are just some of the tools at the user’s disposal. The device is so versatile that it’s complete feature-set was never fully recorded, even by Gwin’s closest associates. The Third Hand always seems to have a new surprise hidden away.

The Third Hand of Gwin Flore is fitted like a glove to the users’ right hand and runs up along their forearm. It comes loaded with 3 ammo. It allows instant access to common “thief’s tools” (lock-picks, oil for hinges, small blade for prying, hooks and pliers, etc.) and can be easily concealed. In addition, when you reveal a previously hidden function of the Third Hand to aid in combat or a tight spot, describe it, expend 1 Ammo, and roll +DEX. On 10+ choose 2, on 7-9 choose 1:

*It doesn’t jam immediately after your hasty activation, needing time to be re-wound and carefully reset before being used again.

*It doesn’t accidentally give you more than you bargained for, activating another unknown function you weren’t sure existed in the first place.

*It doesn’t loudly announce your presence with a boom, crack, and whirr, drawing the attention of those around you.

Looking for some feedback!

I hope it’s not too open ended. The idea is the thief could use purposefully vague “hidden” functions to pull off some cool stuff (maybe a smoke bomb, or a short range poison spray, or fire off some shurikens, or whatever else!) as long as the effect isn’t too huge and off-fiction. I guess you could argue that the Thief could already do stuff like this if he’s properly armed, but having it all in a little contraption just makes it cooler!

I’m not sure if ammo is needed if the thing is going to jam sometimes, but I didn’t want it to be used in absolutely every situation (although the versatility is sort of the whole point of it!)

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

I could do with some help here – I like the idea behind this magic item, but not the execution.

I could do with some help here – I like the idea behind this magic item, but not the execution.

I could do with some help here – I like the idea behind this magic item, but not the execution. Any thoughts on how it could be revised?

Focault’s Pendulum

A small ball of lead suspended on a delicate silver wire. When held aloft, it will dispense a steady trickle of salt which never seems to run out. When suspended and left to naturally swing for an hour or so, the salt will eventually form a pattern on the ground.

When you consult the pattern formed by Focault’s Pendulum, roll+INT. On a 10+, you may ask the GM all three questions and they must answer truthfully. On a 7-9, pick two. On a 6-, only one.

– What plane of existence or physical realm am I in?

– Which direction is north?

– Where is the nearest ocean?

(If you saw my preview earlier this week, no surprises for what inspired this particular item!)

This is an item I made to our Warcraft game. It has some steampunk flavour. Tell me what you guys think about it.

This is an item I made to our Warcraft game. It has some steampunk flavour. Tell me what you guys think about it.

This is an item I made to our Warcraft game. It has some steampunk flavour. Tell me what you guys think about it.

ZIPZAP NT-54

Clumsy. 2 weight.

This apparel, created by the famous Nicko Tesly, a gnome scientist, looks like a mechanic glove and mostly comes in pairs. They are used in the mighy Gnomereggan city to fix gadgets and other mechanical stuffs in the city tunnels.

When you try activate it with your engineering knowledge, roll +INT:

• 10+: 3 holds.

• 7-9: 2 holds and some kind of electromagnetic drawback.

• 6-: 1 hold, an electromagnetic drawback and you zap yourself. Roll 1d6 and take a stat Condition while the apparel recharges with your energy.

Spend the hold anytime on an electric or magnetic effect at your choice. Be creative!

Summoner’s Chalk (Weight 0)

Summoner’s Chalk (Weight 0)

Summoner’s Chalk (Weight 0)

This ornate piece of chalk is infused with alchemical reagents and arcane energies of great aid in the construction of summoning circles; it can be used to enhance the casting of Summon Monster (Or other spells, subject to GM).

When you have some uninterrupted time, you may use the chalk to create a summoning circle.  The next time you cast Summon Monster with the aid of the circle, first roll+INT for the quality of your summoning circle; you gain +1 to the roll if you spent a full hour carefully creating the circle, and +2 if you spent 12 hours.  You gain +1 if you create the circle in a place of power.  The spell is then altered depending on the results of your roll:

12+  Your summoning circle is the pinnacle of perfection; take +3 to cast your spell.  If the spell is successful, your monster receives 3 additional choices from the list of options (1d6+3).

10-11 High quality; take +2 to cast the spell.  If the spell is successful, you receive one extra choice from the list of options.

7-9  Serviceable; take +1 to cast the spell.

6-  Your summoning circle is botched, and provides no aid.  Your chalk is wasted.

Each piece of chalk is good for one circle, and each circle for one spell; for this reason, they are often created or found in small bundles of two or three.

Love’s Last Cries

Love’s Last Cries

Love’s Last Cries

These crystalline teardrops, arranged on a simple chain, carry the light of a thousand loves, and the weight of a thousand losses.  They have no power in the hands of those who have not known both.

If displayed openly, Love’s Last Cries glow with light as the Cleric Light rote.

When you display the teardrops openly and defend something or someone dear to you, gain an additional hold, whether your defend was successful or not.

When you irrevocably lose something or someone truly dear to your heart gain three hold.  Spend one hold to gain +2 against the source of your loss.

When you willingly sacrifice your life to avenge or defend something or someone dear to your heart, you forgo your Last Breath and make one extremely powerful move.  Perhaps a spell has its effects and targets doubled, perhaps your attack strikes true to the heart of a great beast; the exact effects can never be certain beforehand.

“The undead host approached the capital, for we had nothing left to stop them with.  But Lady Arienne cried for the lost people of the kingdom; she cried for her son, the crown-prince, lost in hopeless battle; she cried for innocence lost.  The skies opened, and when we could see again, the unholy horde was cinders and dust, and of our beloved queen, nothing remained.”

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