[New Monster] Grimager

Grimager

‘Are there many scary beasts lurking about in these cedars and pines?’ Darsh asked the strange humanoid badger.
The creature looked at the druid’s backpack and nodded. The human started to rummage around.
‘Not the iron rations, those taste terrible, the better ones,’ the grimager said.
Darsh sighed and handed over a loaf of bread and a small bag of dried fruit. Delighted, the creature began talking up a storm.
Maybe a handful of berries here and there would make the iron rations taste better, it was worth the price of the information from the grimager.

Grimager: AC 6 [+13], HD 2 (9hp), Att 2x claw (1d4), bite (1d6+2), or weapon (1d4+1), THAC0 16 [+3], MV 120′ (40′), SV D10 W11 P12 B13 S14 (4), ML 10 AL Neutral, XP 100, NA 1d6 (1d6), TT A, C ▶ Fear: If annoyed or disturbed will let out a growl that causes Fear in all within listening distance, those who fail a Save vs Paralysis will flee the area for 1d6+2 turns. ▶ Folklore Sage: Very knowledgeable regarding folklore and beasts.

Short, dwarf or halfling sized humanoid badgers, allegedly created by a chaotic plague centuries ago that awakened many species of animals, the grimager is a cantankerous and gruff creature that is easy to irritate, yet if treated well these creatures are a wealth of knowledge regarding local folklore and legends and often know the comings and goings of supernatural creatures in the area. Often dress in dull earthy colors and try not to be seen until they are ready. Often carry a dagger and/or a staff as a weapon.

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[New Magic Item] Ursine Potion

Ursine Potion


‘We could take this act on the road and make some extra coins,’ Bakra-do suggested with an unusual (for him) smile.
‘No! I will not have it!’ the huge bear said.
‘Come on, we could clear up some tavern tabs,’ suggested Skorbi.
‘When I get my axe back you two will be sorry,’ snarled the bear.
‘Wrilk, it is not that bad, instead of a dwarf, you are a huge bear for a while,’ said Bakra-do.
‘Smells the same either way,’ commented Skorbi.
The bear growled ferociously as the others laughed.

If visible, this potion appears as a muddy brown liquid. It tastes like sweet honey, of course.

Benefit: Those who drink this potion will transform into a large brown bear for 1d4+2 days, yet will retain their mental faculties. In this form there is no opposable thumb, and walking on two legs is only viable for very short distances, yet one can still speak in this form. Those with 2HD or less will be hesitant to engage in combat with one in bear form. Remove Curse or Polymorph Self/Other will return one to their normal form.
Brown Bear: HD 4+4; AC 7[12]; Atk 2 claws (1d4), bite (1d6+1); Move 9; Save 13; Morale 7; AL N; CL/XP 5/150; Special: hug (if both claws hit, additional 1d10 damage).

Usable by: Anyone.

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[New Spell] Nothing in My Pockets, Satchel, Bags, etc

Nothing in My Pockets, Satchel, Bags, etc.

As the adventurers slipped out of the town of Mojup they noticed it seemed easier than usual to exit, thanks to the spell of their new companion, Vonik the Fox.
‘I always thought that the captain of the guard was smarter than that, we got out of that town loaded,’ commented Bribly the thief.
‘Shhhhh, I think I hear screams behind us,’ said Xophie the other thief.
‘Leg it, I am still healing up from that tavern brawl!’ urged Follnog the fighter of the group.


Nothing in My Pockets, Satchel, Bags, etc. (Illusionist)

Level 2

Range: Self or Touch.

Duration: One turn per level of caster.

This spell, when cast upon a person, makes all pockets, bags, made of cloth, fabric or leather carrying devices appear empty, even to the outside touch. Those with an Intelligence of 8 or below will be totally convinced while those smarter may, based on outside evidence, believe otherwise, which gives them a Save vs Spells to detect this illusion. Up to four individuals may use this spell at a time.

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[New Magic Item] Cruel Crowbar

Cruel Crowbar


Just as Thoz was getting used to the crowbar, which he knew was magical, the thing betrayed him, suddenly emitting a high pitched keening sound. His three companions suddenly froze.
‘What have you done?’ asked Arakam the wizard.
Thoz’s mouth opened, yet the thief was speechless as the crowbar kept shrieking. Krogi hit it with his war hammer. The crowbar did not relent.
‘What do we do now?’ the fighter asked.
‘I suggested going forward and bracing the door behind us as I can hear something approaching behind us,’ Nuli suggested with some urgency.
Snapping back into the moment the other three quickly went through the door, Thoze grabbed the crowbar and tried to muffle its cries with his cloak as Arakam and Krogi spiked the door shut behind them.
Something growled in the shadows down the corridor.
‘Great,’ said the wizard as he began a spell.

Looks like a normal crowbar. Except for a few fancy runes carved into its surface.

Benefit: This crowbar can be used by anyone, adding a +1 to the rolls of non-thieves using it and a +3 to thieves using it to pry open doors, floor flagstones or other things thieves use it for. Each time this item is used the referee should roll percentile dice; on a result of 75% or more for non-thieves or 90%+ for thieves this crowbar suddenly makes shrill cry for 1d4+1 rounds that can be heard by every creature within 100′. Deals 1d4+1 damage as a blunt weapon.

Usable by: Anyone.

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[New Magic Item] Scroll of the Rhyme of the Ancient Adventurer

Scroll of the Rhyme of the Ancient Adventurer


Nhorgar the Obnoxious did not realize that Dinjin was prepared for the wizard’s duel, having heard the rumors and done his homework.
Nhorgar read the scroll.
‘You know what to do, I count upon you,’ Dinjin said as his trio of crossbow wielding mercenaries aimed at the rival mage.
‘Indeed we do, we will see this through,’ they said in unison before firing.
‘The bolts could not all be ducked, and now I am truly fuuu…,’ Nhorgar said as he expired with a gasp, defeated at last.

A piece of parchment, like a typical scroll. Except that most anyone can use it, which can be quite vexing for spellcasters and stoics.

Benefit: When read aloud the scroll will cause all within earshot, except for the reader, to be compelled to speak in rhymes for 1d6+2 rounds. This makes spellcasting impossible unless the spell being cast was specifically written as a rhyme as far as the verbal component goes. Will be reusable in 1d4 days.

Usable by: Anyone literate.

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[New Magic Item] Wand of Seeking the Hidden

Wand of Seeking the Hidden


‘This is probably going to hurt all of us eventually,’ Skorbi announced as he winced and pointed the wand at Vharkos-Vehg, the Anti-Paladin of the Barren Forest.
There was a brief flash of light and Vharkos-Vehg stood before them suddenly without armor or weapons, the villain stared at his hands, which must have also held rings.
‘Where?!’ the anti-paladin demanded.
Skorbi and the others shrugged.
‘WHERE?!’ he shouted, louder this time.
‘Time to go,’ suggested Wrilk.
Without further prodding the others followed as the Vharkos-Vehg howled in despair and ordered his retinue to look for his magical possessions. He looked a little less commanding in a rough tunic and woolen socks, yet they still scurried about in a panic to find the anti-paladin’s things.

Using this odd wand will never make you popular, yet it might save your life, at least for the time being, because you just made more enemies using it if you hadn’t already.

Benefit: Using this wand (when found usually has at least three charges in it, holds six total) will make all of the magic items on the person of one individual disappear only to reappear somewhere in the vicinity (50’+ 5’/level of wand’s bearer). The target receives a Save versus spells with a -2 modifier to their roll. Wand is rechargeable with 3rd level spells.

Usable by: Magic-users and Illusionists.

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[New Spell] Shield of Firsts and Thirds, and Maybe Sevenths, too

Shield of Firsts and Thirds, and Maybe Sevenths, too

Darsh entered the Weeping Wyvern Inn and walked up to the bar. The druid heard an immediate murmur from the group seated near a window and at first was surprised to see one of them break a window to escape the room (with the innkeeper howling and throwing threats at them) until he recognized them as a group of bandits that had tried robbing him just outside of town until their vicious strikes hit themselves instead of their target.
‘He’s a madman! Get me out of here!’ another of the bandits yelled before also leaping out of the window.
The puzzled innkeeper looked at Darsh with a scrutinous eye.
‘I have no idea what those ruffians are on about,’ he replied, stifling a wry smile as he drank his ale.


Shield of Firsts and Thirds, and Maybe Sevenths, too (Cleric/Druid)

Level 3

Range: Touch.

Duration: One turn.

Cast upon one’s own shield or that of another, this spell automatically reflects the first and third successful hit back at the attacker. If the fight lasts to seven rounds the seventh strike also reflects back, at which time the attacker must make a Save vs Spells or flee the area. The duration of the spell is one turn and the magic works on one attacker or multiple attackers for that time.

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[New Magic Item] Changeling’s Ring

Changeling’s Ring


Dinjin sat up on his haunches and squeaked, the former human wizard now a giant rat as his spell was reflected back upon him. His target laughed and escaped from a nearby window as the wizard scrambled for safety before being spotted by any guards. As he dispelled the magic on himself the magic-user at last knew what he was up against, this would take more work and probably more offensive spells.

Looks like a simple silver ring with a small, strange stone set in it that constantly changes colours. Very valuable in some circles.

Benefit: This ring will alert a changeling or doppelganger of an attempt to reveal their true form (if not already in it) and will prevent that from happening (the shapeshifter needs to make a Save vs Polymorph to retain their present form). For anyone wearing the ring an attempt to Polymorph Other will bounce back on the caster 90% of the time.

Usable by: Anyone (mostly benefits doppelgangers or changelings).

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[New Magic Item] Drop Rod

Drop Rod

The great demon lord roared, a deafening and horrifying sound, while it raised a wand in one hand topped by an enormous skull, eyes filled with hate.
Thoz produced a wand with an hand on one end, fingers stretched wide, he looked over at Arakam.
‘We will be legends if that works to maximum effect for us,’ the wizard whispered.
The thief raised the wooden rod and spoke its command word.
With a puzzled look the creature dropped the wand and it landed with an ominous thud as the infernal monster seemed frozen in its tracks.
‘Do we take the…,’ Krogi began.
‘NOOOOOO!’ shrieked the other three as Nuli urged the fighter in their direction.
‘We run as fast as we can,’ the cleric replied.

A rod of dark wood with an open hand on one end (the fingers are outstretched, it is NOT a back-scratcher). Can be a bit of a surprise for opponents.

Benefit: This rod can be used to cause one individual per level of the rod’s bearer, per day (minimum one) to drop all items carried in hands/paws/tentacles/etc. The subject of this magic may make a Save vs Rods/Wands/Staves with a -1 penalty. A result of a natural 20 cancels this modifier and the bearer of the rod drops all items that they are carrying and a result of one means that the target is stunned for 1d4+1 rounds AND drops everything carried. Range is Line of Sight.

Usable by: Anyone (Fighters must be level 3+).

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[New Spell] Fixator

Fixator

‘Why are we looking for this goblet again?’ asked Bakra-do.
‘Because that odd spellcaster in Rhyngu-vas asked us to,’ replied Wrilk the dwarf.
‘Are we getting paid for this?’ the mercenary asked.
‘Not that I know of,’ the dwarf said.
‘If we just talk less and look more this will be over with sooner, I feel a tug to the North,’ interjected Skorbi the wizard.
Bakra-do and Wrilk both walked up beside Skorbi and nodded. The goblet was to the North, not far away.


Fixator (Illusionist)

Level 4

Range: Touch (see below).

Duration: One week/level.

When cast upon a non-living object (this can be a construct, undead, a valuable treasure or a rock) the subject strongly radiates magic 20′ from itself, yet a faint impression of the general direction can be felt from up to one mile away. Once the object is named before an individual or a crowd they must make a Save vs the caster’s Int score or become fixated on finding this object for the Illusionist. They will not go without meals or hurt themselves, yet they will talk about nothing less and free time is devoted to finding this object. Can be used to bring an item to the caster, or lead people away from an area.

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