Category Archives: Loot

Magic items and other neat stuff.

The Lair of Lennok the Wanderer Part I

So I’m running my Dungeon Crawl Classics thru a little home brew dungeon. I figured the fun way to post about is in a simple serialized form. So as the party gets thru various parts, I’ll rant about it. It’s part session summary, part adventure write up. And sure I’m running with DCC but I know you’re smart and easily changed it over to whatever system happens to be your flavor of the day. And when this is all done, I’ll scan the map including my hand scribbled notes.
The Quest/Hook: One of the PC’s decided they wanted to get Patron Bond for a specific patron (Hecate from Angels, Demons & Beings in Between) Well. Sounds like a quest to me. The character goes on a week long vision quest and learns that they need to go to The Big City and find the person to teach the character the spell (which they do). The NPC agrees but there’s a catch. A child with the gift of Second Sight was born in remote village and someone has kidnapped the child. The party’s quest. Find the child and return her to the mentor (not the child’s parents). They agree and it’s off to the village and a little detective work. They finally track down where they need to go. A mysterious ring of stones deep in the swamp.
Getting into the Damned Place: Never said this was going to be easy. The only things within the ring of stones are two statues which animate into living beings as soon as the characters enter the ring. One is a dark robed figure. And the other a lithe elfin maid. The robed figure is the Guardian of Fate. The maid, the Guardian of Free Will. This turns in a roleplaying puzzle.
First, the guardians do not acknowledge the other’s existence. Such as Free Will saying, “Fate doesn’t exist.” Or Fate saying, “Free Will is an illusion.” Let the banter begin. Finally, the player characters will ask a question that will put them on the path to the solution. More than likely, “How do we find the girl?” or “How do we get into the dungeon?” or something like that. Free Will will answer with something like “You have to choose to find the gir.” Fate would say, “You have to accept your Fate.” Get it? To open the portal to the dungeon, each character must choose Fate or Free Will. For DCC here’s the side effects for making the choice. For Fate, the character’s Luck is increased by one and one random ability score is reduced by one. For Free Will, the character permanently loses one point of Luck but gains a point in any other ability score of their choosing.
Into the Hallway of Death: For most old school players, this shouldn’t be too much. But some of my players aren’t used to it so things got pretty tough for them.
Trap 1: Your standard pressure plate triggered flame jets. (DC: 12 REF Save or take 1d6 and be on fire!)
Trap 2: Pit Trap with illusionary floor: This was immediately after the Flame Jets. (Falling in causes 1d6 spikes to pierce that character each doing 1d4 damage) Plus any fools who are fire who happen to run forward….
Trap 3: At the end of the hall, standard poisoned arrow trap. (+3 To hit, Damage: 1d6+ DC: 10 Fort Save or be at -1 to all rolls for 2d6 hours.
The First Room: Or I should say guard room. Guardian Golem: Init: +1; Attack: +3 for d8 Damage; AC: 15; HP: 24; +2 All Saves; Special: Immune to Charm, 1/2 damage from non-magical attacks. Laser Idols (guarding the only other exit): +0 To Hit and does 2d3 damage when any one approaches within 5 feet of them. The only way to disarm them, it take out their ruby eyes (each worth 50 GP).
The Necromancy Lab: Wander further into the dungeon and they what is obviously a Necromancy Lab. Important Safety Tip: When you find three sealed coffins. Open no more than one at a time. Opening more could cause a TPK which nearly happened.
Coffin 1: The Elf Wight: Init +2, Attack: +3 doing d8+1 Damage; AC: 15; HP 18; Saves: R +4, F+3, W +4; Special: Undead Traits. Loot: Shield, Suit of Elvin Chainmail, The Necro Blade: When the wielder kills a living being with the sword roll 2d6 and heal that much unless doubles are rolled then the aforementioned living being is turned into zombie (not under anybody’s control). When the wielder successfully attacks an opponent, he may opt to turn a normal hit into a Critical Hit. The only cost is to permanently lose 1d3 HP and one point of Personality as the sword consumes the life force and soul of the wielder.
Coffin 2: Banshee: Init +3, Atk: +2 1d3 Stamina Drain; AC: 12, HP: 14, Saves: W +6, F +3, R +4, Special: Fly at 40′, Undead Traits, Cause Fear: DC: 12 Will Save or flee in terror for 1d6 rounds and make another DC: 10 Will save to keep from dropping whatever the character has in hand. On a roll of a Natural 1 on the first save make a DC: 10 Fort Save or die from fear. If successful then character still has some sort physical effect. Yes, this did happen and we know have an elf with white hair. Loot: Necklace (150 GP), Cursed Ring (I haven’t quite decided on the curse yet..)
Coffin 3: Bag of Skulls: 12 Skulls each with the following stats: Init: +2, Attack: +1 for 1d3 damage, AC 11, HP: 3, Saves: R +2, F +1, W +1; Special: Undead Traits, Fly at 30′. Sorry no loot here unless you count a large sack.
Note: The PC’s opened coffins 1 and 2 at the same time after having an easy time dealing with the Bag of Skulls.
And that’s as far as they got.
Till Next Time. Kill Monsters, Take their stuff, and HAVE FUN!

The Lucky Halfling’s Foot

So if you don’t play Dungeon Crawl Classics, the thing about halflings is that they are little luck batteries with ability to help out the other party members. Then the idea of a lucky rabbits foot crossed my mind. And oh there we go. I thought about this and thought about having a little encounter against some orcs just to keep the players on their toes. Orc’s would just the types to mummify some poor halfling’s foot and wear it. And it was kind fortunate because the players weren’t on their toes.
The Lucky Halfling’s Foot is just that. The mummified foot of a halfling. I know. Ewww! That’s the idea. But is does grant an extra point of Fleeting Luck once per session. So you’re not playing DCC? That’s cool. For a quick and dirty conversion, grants a +1 bonus to any one roll once per session. (Yes, I know Fleeting Luck does do more but it’s a quick, easy and pretty clone neutral conversion.) Of course, there may some awkward social moments if a character is wearing this thing.
Now about those players not being on their toes.
“Do we think the road to the big city is safe?”
“Uh, maybe.”
“We go to the big city!”
“You’re not going to buy any better weapons or armor in the village?”
“Nope.”
“Okay.”
So yeah. A plain mob of orcs try to ambush them. Being DCC the fight was less than a round. That’s what happens when a magic-user type rolls really well. Needless to say all the orcs got wiped out. But still being DCC that extra damage also meant larger area of effect. So also everybody (except the aforementioned arcane caster who only had a few HP left) drops. Which was the only way they avoided TPKing themselves. Like I mentioned before the one player’s character is a Witch from Tales of the Fallen Empire. So she’s the party’s arcane artillery and their healer.
Keep those dice a rolling!

The Sooper Dooper Ball

Here’s a little artifact that I came up with for my Mutant Crawl Classics game. Yeah, I came up with a few others but this one the players just can’t help themselves from using.

The Sooper Dooper Ball:  A small red rubbery ball made by the Ancients (for an unknown reason) from a mysterious compound that gains kinetic energy.

First, a character throws the Sooper Dooper Ball at a target (makes a Ranged Attack roll). If successful, the ball does 1d3 then bounces randomly at another target. The second target must make a DC:12 Reflex save or get hit by the ball but this time it does 1d4 damage. Of course, if the second target does get hit, the ball ricochets at another target.  Here’s the low down, each target makes the DC: 12 Reflex save or takes damage and the ball continues to bounce around.  Each target hit increases the damage by one die step. So far my merry band of mutants has gotten the ball up to doing a d10 damage. If the target makes the save then the ball bounces harmlessly somewhere.  Since we’ve playing theater of the mind, I’ve had the thrower make a Luck check to see if the ball is nearby.

The group loves this little item so much that I’m probably going to reskin it for the upcoming DCC game with them and there will be a couple little changes to it. But more on that later.

Blade of Darkness

2hand_sword_free3
Here’s another little magic weapon I made for 5E game and yes, it’s real easy to convert this over to a OSR style game.
The Blade of Darkness is a sentient Chaotic Evil magical long sword. It does not offer any bonuses To-Hit or Damage but does count as magical to overcome a creature’s resistances. It can only communicate with its wielder empathically conveying only its pleasure or displeasure with its wielder’s actions. If it get angry enough it can attempt to take control of or influence the wielder.
The Stats:
Int: 11
Wis: 11
Cha: 14 (+2)
Powers: Once per day, the Blade of Darkness can cast Arms of Hadar at 2nd level. (Save DC: 13).
When the Blade of Darkness slays a living creature roll 2d6. If the total is 2 or 12 then the slain creature returns as zombie (under no one’s control) at the beginning of the next round. On any other result, the wielder gains that many temporary Hit Points.

Artwork by Daniel F. Walthall and used under a Creative Commons License.

Bloody Mean Glaive

I made this for my little 5e campaign and heck it works for OSR games too. And the basics work with any weapon. Not just glaives and polearms but that’s what the fighter was using. Originally, the weapon was a trident but I changed it at the last minute. Here’s the low down.
Roll damage twice. Take the higher number and apply any modifiers that you happen to use in rules set of choice. The target takes that damage. The wielder takes damage equal to the lower roll. If you happen to using the latest rules where damage the type of damage is important, I made it psychic damage. The weapon slows erodes the wielder’s pysche.
There you go. A quick little double edged sword so to speak.

3D6: Object D’art

Adventurers love loot. So here’s another table for more loot.

What is it?
1. Ring
2. Cameo
3. Belt Buckle
4. Torc
5. Mosaic
6. Triptych

What’s it made from?
1. Wood
2. Bronze
3. Jade
4. Ivory
5. Gold
6. Unknown Alien Metal

What’s it depict?
1. A Hunting Scene
2. A Marriage
3. The Rise of a Great Leader
4. Religious Ceremony
5. Epic Battle
6. Ancient Fertility Rite

How much is it worth? Multiply the numbers rolled on each die times 10 gold pieces.

The Hat of Decapitation

Guillotine-6
Adventurers will stick any appendage into anything if they think that it’s magical or they can get something out of it. So enter the Hat of Decapitation. It looks like a normal albeit magical hat. Put it on and zip. Make a Saving throw or die. Yeah, that’s really deadly to the first character but let’s face it player character can get pretty creative when it come to killing things.
So, once the characters do figure it, they’ll probably start trying to use it as a weapon. Good let them. Make a ranged attack roll at -5. If they hit then have the target make the save. Of course, they may also try to just put it on something’s head. And speaking of head. It’s a Hat of Decapitation. So it doesn’t do anything if you stick any other body part into it.