Showing posts with label Gear. Show all posts
Showing posts with label Gear. Show all posts

Sunday, July 28, 2013

A thought about magical treasures

Why is it that the only magic items you ever see around are things that are useful for adventuring? There never seems to be, for instance, any magically-animated paintings (ala Harry Potter), enchanted farm or craft tools, potions of fertility, or things like that. Maybe I should make a chart about it. In the meantime here's all the ideas I could think of int 20 minutes and I'd love to hear your suggestions if you're reading this.

  • Enchanted painting or tapestry: Figures seem to move on their own (possibly able to talk)
  • Book with living illustrations
  • Book that reads self aloud
  • Lens that reads other books around
  • Robe or dress with scintillating patterns
  • Robe or dress that changes color to match mood or environment
  • Robe or dress that seems to be lighter than air?
  • Cufflinks that fasten themselves
  • Vest that buttons itself/bodice that laces itself
  • Cloth or clothes that can't be ripped or stained
  • Potion of fertility
  • Potion of contraception
  • Potion of Sleep
  • Hallucinogenic potion
  • Hair tonic potion
  • Self-pulling plow
  • Enchanted seeds
    • Size of plant
    • Abundance of produce
    • Fast-growing
    • Don't need watered
  • Fenceposts/chicken coop of repelling predators
  • Net or fishing lure that charms aquatic creatures when cast
  • Musical instrument that can play itself
  • Musical instrument that always stays in tune
  • Musical instrument that can play in multiple keys
  • Musical instrument that creates its own accompaniment
  • Cask of Liquid Gold (endless beer)
  • Decanter of endless wine
  • Shaker of endless salt
  • Grinder of endless pepper
  • Boots of foot massaging
  • Living/dancing toys
  • Self-playing chess set
  • Self-shuffling cards
  • Self-rolling dice
  • Cheating cards
  • Cheating dice
  • Scissors/knife that never go dull
  • Tools that work by themselves
    • Hammer and tongs
    • Hammer and saw
    • Loom
    • Strand twister (rope)
    • Needle, sewing
    • Needles, knitting
    • Cauldron/pan
    • Washtub
    • Broom/mop/duster
    • Self-sweeping broom/mop/duster
    • Hairbrush/mirror/makeup brushes
    • Whetston
  • Clothesline of rapid drying
  • Vat that can cure leather/dye cloth quickly
  • Essence of flavor
  • Wallet, alarm
  • Wallet, trapped

Friday, July 5, 2013

New Equipment

I dunno, some items I sometimes think are worth having rules for. Availability of firearms depends on campaign, the rest I think is pretty standard.

Item Price Damage/AC
String 1sp

Pick 1gp
Bear Trap 40gp
Caltrops 1gp
Vial of acid 25gp
Chain, 20 feet 10gp
Paper, 5 sheets 5sp
Elvish steel arms x10 +1 attack
Dwarvish steel arms x20 +1 dmg/AC
Pistol 250gp 1d6*
Musket 150gp 1d8*
Bayonet 5gp 1d4/1d6
Smokepowder, flask 5gp

*Damage from firearms is exploding damage, meaning that if it deals its maximum possible damage value, roll damage again and add that to the total damage


String: String is ordinary flax or cotton twine. It is not sturdy enough to support more than a pound or two, but is useful for leaving signals or messages or marking a trail in a labyrinth.
Pick: A pick is about 2 feet long with an iron head. It is useful for breaking up stone. If used in combat it deals 1d6 damage.
Bear Trap: A bear trap is a simple mechanical trap consisting of a pair of iron jaws held in place by a spring. When triggered, the jaws snap shut and the creature that triggered the trap must save vs. blast or take 1d6 damage and have its speed reduced by half due to its leg being injured. This movement penalty lasts for 2d4 days or until magical healing is applied. Freeing a creature from a bear trap requires hands and takes one round.
Caltrops: Caltrops are small metal spikes that resemble jacks. It takes 1 round to scatter a bag of caltrops over a 5' radius. Creatures that attempt to walk through caltrops at more than half speed have a 2 in 6 chance of stepping on a caltrop. A creature that steps on a caltrop instantly stops in its tracks, takes 1 point of damage and moves at half speed due to its feet being injured. This movement penalty lasts for a day or until magical healing is applied.
Vial of acid: Acid can be thrown at enemies, dealing 1d8 points of damage for two rounds to the creature struck. It can also be used for weakening organic materials or metals, for instance dissolving the bars of a gate.
Chain, 20 feet: Iron chain can bear 105 stone, the weight of approximately seven human-sized beings.
Paper, 5 sheets: Each sheet is a largish piece of paper, about 24x16 inches.
Elvish steel arms: Elvish steel is extremely strong for its weight. Weapons made of Elvish steel attacks with a +1 bonus. Metal armor made of Elvish steel encumbers a character as if its AC was 1 less than normal.
Dwarvish steel arms: Dwarvish steel is particularly hard, but still quite flexible. Weapons made of Dwarvish steel deal 1 extra point of damage. Metal armor made of Dwarvish steel adds a +1 bonus to AC at no extra weight.
Pistol: A pistol is a firearm small enough to be used singlehanded. A pistol takes one round and both hands to reload. Historical pistols include the matchlock and wheellock pistols of the 15th through 17th centuries.
Arquebus: A smoothbore is a firearm big enough to require both hands to use. A pistol takes one round to reload. Historical muskets include the Dutch donderbuss or blunderbuss, the Japanese tanegashima, the French fusil, or the English caliver.
Bayonet: A bayonet is a dagger with a hilt that allows it to be fixed into the barrel of an arquebus. Fixing a bayonet takes one round. While the bayonet is fixed the arquebus cannot be reloaded or fired. Anyone who can fight using a dagger can also use an unfixed bayonet. The former damage value is for using a bayonet one-handed, the latter damage value is for a firearm to which one has been fixed, wielded in both hands.
Smokepowder, flask: Smokepowder is an alchemical substance with unusual properties-- in that quantities less than half an ounce explode with a loud bang and a great deal of smoke when exposed to high heat, pressure, or sparks, but larger quantities are safely inert. Though many alchemists seeks to create powder that will explode in larger quantities in order to make bombs and cannons, none have yet succeeded.. A flask of smokepowder is sufficient for 50 shots from a pistol or arquebus. Water will spoil it.
Bullets: A bullet can be used just as adequately in a pistol or arquebus as in a sling.