Beautiful merchants of strange wares. Art By: Leon Bakst |
Pictures Mangled
by Me: Any picture with this in its caption means it is a collage
I made using 19th and early 20th century illustrations. All these
illustrations are public domain, meaning I didn't rob anyone by using
these pictures for my own gains.
Author's Note:
Here are a couple weird magic
items for your viewing pleasure. While they have backgrounds that are
more geared towards my Infinite
City setting, they can
be easily integrated into any game. If you're tired of stocking your
dungeon with +1 long swords and cloaks of Elven Kind, give these a
try.
Strange weapons with dangerous grins. Pictures Mangled By: Me |
Grin Hatchet
Black
iron axehead, crooked yellow embedded in the edge, greased metal
replacing gums. More of a hatchet than an ax, its short haft ending
in the pronged roots of a molar. The flat back of the axehead has a
molar crown protruding from it, the enamel yellowed and chipped like
the front teeth. An eye stares from either side of the axehead's
midpoint, unmoving, the material of the eye as unyielding as the iron
itself. Sometimes, when you're not looking, the pupil shifts to stare
at the wielder, always shifting back when they turn to look.
These
hatchets bear an unsettling resemblance to the full-sized axes
carried by Smilers. Called Grin
Hatchets, they will
occasionally appear in black markets, ruins, and pawnbrokers with the
proprietors having no information on how they came to own these
items.
While
their form is off-putting to most, the wounds they inflict are
savage, making them prized weapons for people in the business of
killing dangerous people and 'animals'. No one seems to have any
information about the 'staring problem' the ax's eyes have, but it
has yet to cause an issue... That you know of.
OSR / AD&D
/ LotFP
Damage: 1D6+1
Size: One-Handed
(Light)
Speed Factor:
4
Bonuses: +1
to Damage (Sharp Teeth, Damage Already Figured Into Stats)
Special
Abilities: Each time damage is
rolled, damage may be rolled a second time, with the player always
taking the second result. The spell Shillelagh
may be cast on this ax
as if it were a cudgel or unshod staff.
Pathfinder
/ DnD 3.X
Damage: 1D6
(Medium) 1D4 (Small)
Size: One-Handed
(Light)
Critical: x3
Bonuses:
Masterwork (+1 to Hit)
Special
Abilities: Each time damage is
rolled, damage may be rolled a second time, with the player always
taking the second result. The Magic
Fang spell may be cast
on this item as if it were the natural attack of a creature.
Furthermore, Druid's are considered proficient with this weapon.
Pits
and Perils
Damage: 1
Hit
Size: One-Handed
Special
Abilities: A number of times
per day equal to the wielder's level, the player may re-roll one of
their D6's to hit a target. The player must always take the results
of the second roll.
Into
the Odd
Damage: 1D6
Type: Hand
Weapon
Special
Abilities: Each time damage is
rolled, damage may be rolled a second time, with the player taking
the better of the two results.
Twisting scarves to untwist mazes. Pictures Mangled By: Me |
Maze Scarf
Made of cloth
with a fine weave, the scarf looks positively ancient: fraying at the
edges, holes in the material, and a slight musty smell. Its form
isn't a straight line, rather it branches off at ninety degree angles
to rejoin itself in a maze-like configuration. Most startling of all,
the pattern which continually shifts as if in movement, despite the
wearer standing still. Out of the corner of your eye you can see a
new pattern emerge in its endless scrolling, only to disappear when
it is looked at directly.
OSR / AD&D
/ LotFP / Pathfinder / Pits & Perils
Wearing this item
grants the wearer certain abilities:
1/Day per Level of
Wearer – Know the Path: This ability allows the
wearer to find the shortest, most direct route that he or she is
seeking, be it the way to or from or out of a locale. The locale can
be outdoors or underground, a trap or even a maze spell. The spell
will enable the wearer to select the correct direction which will
eventually lead him or her to egress, the exact path to follow (or
actions to take), and this knowledge will persist for 1 turn (10
minutes) per use of the ability. The ability frees the user, and
those with him or her from a Maze spell in a single melee round and
will continue to do so as long as the spell lasts.
Shorten
Change's Journey: Those
wearing this scarf roll 1D8 to determine the number of hours it takes
to find the a Sarxist temple-clinics.
Link
to post about Sarxists
Into
the Odd
Arcana
Type: Powers
you cannot understand.
1/Day per Experience
Level of Wearer – Know the Path: This ability allows
the wearer to find the shortest, most direct route that he or she is
seeking, be it the way to or from or out of a locale. The locale can
be outdoors or underground, and even a trap. The spell will enable
the wearer to select the correct direction which will eventually lead
him or her to egress, the exact path to follow (or actions to take),
and this knowledge will persist for 10 minutes per use of the
ability.
Shorten
Change's Journey: Those
wearing this scarf roll 1D8 to determine the number of hours it takes
to find the a Sarxist temple-clinics.
Link
to post about Sarxists
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