Monday, 1 March 2021

D66 Enchanted Items

Have I done one of these before? Feels like I should have... maybe I'm thinking of that I search the body post I did recently. In any case, here are some magic items for your proto-Neolithic campaign:

Neolithic grave goods, possibly magical.


1d6 X 1d6 Enchanted Items

1-1    An arrow that never misses (breaks irrevocably on 1 or 20)

1-2    Cooking pot that doubles rations.

1-3    Rope that can only be untied by the person that tied it (can be cut though)

1-4    Small stone that returns to the hand after being thrown (only if it hits an object/ground)

1-5    Bearskin that imbues the wearer with great strength, but also the need to hibernate.

1-6    Clay jar of honey that heals wounds and infections, including poison (3 doses).

2-1    Staff that transforms into a snake when its true name is whispered and vice versa.

2-2    Horn that can summon an intelligent fish when played next to water.

2-3    Amethyst that captures the holders spirit when they die (can transfer into a new body)

2-4    Scrimshawed skull that can tell when someone within 5’ is lying: yells ”liar!”

2-5    Fatty ointment that can be applied to face to make the wearer irresistibly attractive.

2-6    Eye-shaped gem: can replace an injured eye (removable, still sees).

3-1    Plant pipe: permits communication with any plant smoked in its bowl.

3-2    Quickleaf powder: as quickleaf (2 doses) but also doubles speed for 10 minutes.

3-3    Invisibility ointment: take one turn to apply to bare flesh, will be invisible for 2d6 turns.

3-4    Magic hive: a bees nest, can be used to summon a bee swarm once a day.

3-5    Spirit feather: if held aloft while falling, bearer floats harmlessly to the ground. One use.

3-6    Mammoth horn: when blown summons 2d4-1 mastodons. One use.

4-1    Magic axe: decapitates on “20”,  murderous frenzy on a “1”.

4-2    Magic Darts: 1d12 magic darts, each one inflicts random magical effect against enemy.

4-3    Bug Ointment: repels all insects and arachnids for 1 day when applied, 3 doses.

4-4    Guardian Idol:  Transforms into warrior on command, 2d6 rounds. 3 uses.

4-5    Spirit scroll: literate pariahs reading this aloud will invoke a spell-spirit (1 use).

4-6    Binding jar: can trap the spirit of any creature inside if they fail save vs magical devices.

5-1    Spear of Dusk: this spear +2 can be commanded to stop mid air at will.

5-2    Mask of transportation: insectoid mask teleports wearer to the dusk realm and back.

5-3    Conjuration stones: 1d6 pebbles which, when throne, conjure an elemental serving the caster.

5-4    Magical Adze: the user can work a field all day without tiring. Also counts as axe +1.

5-5    Scarab of Protection: Absorbs any curse. Will work 1d6 times before becoming worthless.

5-6    Still-screaming head of a human sorcerer: will fall silent if placed in complete darkness.

6-1    Curious orange: will answer any in universe question truthfully if it receives a confession.

6-2    Moon bowl: a silver bowl that creates 1 dose sleepflower resin from any liquid placed inside.

6-3    Sundust: if inhaled, victim must face the sun for 1d6 hours (1 damage/round if cannot)

6-4    Wolfskin: wearer may assume the form of a wolf any night when the moon is visible.

6-5    Sea-grass: herb that if chewed permits water breathing for 1d6 hours.

6-6    Wheel of fortune: an artefact, see future post on artefacts

* * *

I'm pleased to announce that PARIAH is being included in the latest BUNDLE OF HOLDING offer OLD SCHOOL COOL

https://bundleofholding.com/presents/OSCool

For just US$7.95 you get all five titles in our Starter Collection (retail value $33) as DRM-free .PDF ebooks, including Vagabonds of Dyfed, PARIAH, Sharp Swords & Sinister Spells (plus its Addendum rules expansion), and Fallen Justice.

10% of sales after gateway fees support Direct Relief who ends protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and Canada and to regional response agencies around the world.

Purchase the digitally printed edition of PARIAH VOL 1 at Soul Muppet:

https://soulmuppet-store.co.uk/products/pariah-volume-1

...customers in the Americas might find it more cost efficient to order through Exalted Funeral:

https://www.exaltedfuneral.com/collections/rpg/products/pariah-pdf

Download the art-free edition of PARIAH for no charge at the following well-know digital RPG stores:

https://atelier-hwei.itch.io/pariah-art-free

9 comments:

  1. Very cool. 5-6 is my favourite. I presume it comes with a bag? Otherwise that is going to get annoying very quickly

    ReplyDelete
    Replies
    1. It needs to start off in the dark, otherwise screaming disembodied head -> PCs smash.
      Stolen from the Stone Egg in room 39 of Lair of the Lamb... a far more interesting screaming head!

      Delete
  2. I drop 1-4 into the legendary bottomless pit and see what happens!

    ReplyDelete
  3. In-game archaeology: these are the artefacts that drive the goings-on, rather than the 'quest/mission'.

    Dungeon as Dig. Experts thinks this is all Elf-made. The ghostly figures haunting the district are entheogen charged Pariahs, peeking in on an otherworld they don't recognise.

    ReplyDelete
    Replies
    1. Addendum: Dragon Warriors/ Pariah cross-over. The Knights think it's Wights!

      Delete
    2. Wight night is fight night! Yeah I love all of that men fighting ghosts are ghosts fighting men (I met Bez once and this was his experience on ayahuasca) and in-game archaeology is a great farming device. Post about artefacts is going up soon: rather than purpose-built magic items, they're fragments of art/tech beyond the comprehension of the proto-Neolithic mind that also have weird and potentially useful effects (I suppose a bit like the stuff retrieved from the zone in Roadside Picnic?)

      Delete
    3. *framing device, not farmin! Though in-game archaeology COULD have a lot of farming devices.

      Delete