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Showing posts with label Tenkar's Minor Tidbits. Show all posts
Showing posts with label Tenkar's Minor Tidbits. Show all posts

Tuesday, April 10, 2018

Tavern Tidbits EXTRA - Minor Magics - Tenkar's Traveling Tavern (James Spahn / System Neutral)

James Spahn posted the following as a comment to last night's Tenkar's Robe of Serving post. I felt this deserved a post of its own :)


Legends also speak of Tenkar's Traveling Tavern, a tiny wooden box carved with intricate dwarven runes, save for a single door wood burnt into one side of the fist-sized cube. Once per month, or on any dwarvish holiday, the owner can speak the command word and cast the cube onto the ground. It will grow into a sprawling tavern that is 30 feet wide, 50 feet long, and stand a full two stories. Inside, a combination of enchantments conjures forth a spectral dwarven innkeeper and trio of human servers. A spectral halfling also appears in one corner of the tavern interior and performs tunes both merry and calming.

Tenkar's Traveling Tavern remains in this form for a full 12 hours, after which it returns to its original form of a wooden cube. Up to a dozen patrons may enter the tavern during this twelve hours where they will feast on the finest food, perfectly crafted ale, and find relaxing beds on the second floor. Such a wonderful celebration heals them of 1d6+1 hit points and provides +2 to all saving throws made to resist fear effects for twenty-four hours after leaving the tavern.

If anyone fails to exit the tavern before its 12-hour enchantment ends, they awaken unharmed on the ground where the tavern once stood, but have a terrible hangover. They suffer a -1 penalty to all to-hit rolls and saving throws for the next twenty-four hours and spellcasters must make a saving throw (with a +4 bonus) whenever they attempt to cast a spell to concentrate through their pounding headache. In addition, the dejected individuals find that they no longer have Tenkar's Traveling Tavern in their possession. Instead, the enchanted box is transported within one mile of the nearest dwarf.

Only a single Tenkar's Traveling Tavern exists and it is regarded as a holy artifact to many dwarves. If discovered and returned to dwarven settlements, there will undoubtedly be great rewards. However, should non-dwarves discover Tenkar's Traveling Tavern and attempt to abuse its power they will draw the ire of any bearded folk who discover this transgression.

Tenkar's Traveling Tavern is priceless and would likely fetch over 100,000 gold pieces if the proper buyer were ever discovered. - James Spahn

Monday, April 9, 2018

Tavern Tidbits - Minor Magics - Tenkar's Robe of Serving (Any OSR Ruleset)

I'll be revisiting some of the magic items and creatures I first created five years ago. Some made it into Minor Magiks & Miscellaneous Arcana Volume I, a release from a now-defunct third-party publisher. I figure with five additional years under my belt I can improve on some of this ;)


Tenkar's Robe of Serving

Tenkar's Robe of Serving is similar in many ways to a Robe of Useful Items, but it is geared more towards delivering a fine pub experience on the go. The robe is often found with a bartender's apron of non-magical quality.

The following pockets have a limited number of uses - when the item in question is pulled from the robe, one of the uses is gone. All items are permanent unless consumed or destroyed (or spoiled by time) and cannot be returned to the pocket they came from.

Table and Six Stools, Wooden - three uses
Bench, Wooden (seats four) - two uses
Serving Tray, Pewter - three uses
Wine Glasses, Six - two uses
Lute, low quality - four uses

The following have a limited number of uses per day:

Wine Cask, 1 Gallon - once per day
Beer Barrel, 2 Gallons - once per day (must choose dark or pilsner)
Mugs, Wooden (holds 3 cups of liquid) - six times per day
Candle, Wax - twice per day (it is lit when removed from the robe's pocket)
Pan Fried Bread Chips ("Crisps") - twice per day, six servings (each serving equals one standard ration)

An additional feature of the robe is the ability to make change. Putting a gold coin in one pocket allows one to retrieve 10 silver pieces, or 8 silver pieces and 20 coppers, etc. Note, the original coin disappears when the new coinage appears. One can not change coins in the other direct - 10 silvers cannot be turned into a single gold piece. This feature can be accessed five times per day, maximum 10 gold pieces in value per use.

OGL

link to art - CC0 - https://pixabay.com/en/robe-hooded-anonymous-cape-coat-154808/

Thursday, June 6, 2013

Minor Magiks & Miscellaneous Arcana Volume I is Now "Pay What You Want"


Yep, what the hell, might as well give it a try myself.

We're putting Minor Magiks & Miscellaneous Arcana Volume I at "Pay What You Want" pricing. If nothing else, you'll get some decent art and some ideas for use in your game. Even if you are just checking it out for free, it's more exciting than not getting it out there, at least for me ;)


Wednesday, May 29, 2013

Pouch of Useless Items (Swords & Wizardry Magic Item)

Pouch of Useless Items

The Pouch of Useless Items appears to be a normal belt pouch of rather largish size until one reaches inside. No matter what one intends to find, a random item from the following list is what is found. The extra dimensional space in the pouch can hold up to 25 pounds that it's owner places within (the pouch always weighs 1 pound) - it's removing what one wants that is the question.

1 - spool of thread, white

2 - bent copper piece

3 - fishing pole without a line or hook

4 - large padlock (no key)

5 - glass gem (value 1sp)

6 - half eaten trail biscuit

7 - leaky waterskin (1 qt)

8 - dead rat, slightly putrid

9 - deck of 49 playing cards (random missing cards from the full 52)

10 - 5' of rope

11 - small knife, bronze, dull (Damage 1-2)

12 - random item placed in pouch previously - otherwise slice of apple pie, crushed and w/o plate or utensils (messy but still tasty)

Monday, May 27, 2013

Flying Stuffed Monkey - (Swords & Wizardry Magic Item)

Art By Teo Commons
Note - This monkey does NOT fly out of one's ass ;)


Flying Stuffed Monkey

The Flying Stuffed Monkey is a sort of quasi-golem. It can fly, walk, fight and even die for it’s master, but so long as it’s master retrieves the majority of it’s remains from the field of battle, it will be ready to fight the following day.

Hit Dice: 2 (13 HP)
Armor Class: 6 (15)
Attacks: 2 Claws (1d4), 1 Bite (1d4)
Saving Throw: 12
Special: Reforms 24 hrs after being defeated. 23 Points of magical fire will destroy the Flying Stuffed Monkey for good
Alignment: Neutral
Number Encountered: 1
Challenge Level/XP: 2 / 30

(The Flying Stuffed Monkey will be in Minor Magiks & Miscellaneous Arcana Vol 2)

Friday, May 17, 2013

Meaganbrand's Axe of Giant Slaying (Swords & Wizardry Magic Weapon)

Meaganbrand's Axe of Giant Slaying 

Meaganbrand's Axe of Giant Slaying is a normal + 1 Battle Axe with the following special ability:

Upon rolling an "8" on the 1d8 for damage upon a successful hit, an additional 1d8 is rolled and added to the first 8 points of damage. This is done until the wielder no longer rolls an 8.
The + 1 magical bonus to damage and any strength bonus if aplicable is added to the title from any dice rolls at the end. (think "exploding dice")

For example: Tenkar hits an Ogre with Meaganbrand's Axe of Giant Slaying. He rolls an 8 on the 1d8 for damage, so he rolls again. He rolls another 8 and rolls again, rolling a 5. His total damage is 8 + 8 + 5 + 1 = 24 points of damage plus any bonus from Strength.

Note: The axe is named for a previous wielder who slew a Hill Giant with a single blow. It has no special powers against giants or giant kind.

Side Note: As a DM, I like magic items that players and their characters want to retain even after they've "outgrown them". At it's heart, Meaganbrand's Axe of Giant Slaying is a + 1 magic weapon, but in the hands of the right player, it becomes a unique magic weapon they may decide to keep even over that + 2 or + 3 weapon just found in the latest horde. Make it special and it may just be special for the life of the character ;)


Tuesday, May 14, 2013

Burning Mace of Areth Dor (Swords & Wizardry Magic Weapon)

Burning Mace of Areth Dor

The Burning Mace of Areth Dor is a + 2 Mace with the following special properties:

- When wielded by a lawful or neutral cleric, all Turn Undead attempts are made as if the cleric is 1 level higher than his actual cleric level.

- When wielded by a lawful non-cleric, the wielder may make one Turn Undead attempt at half of his character level per day.

- When used against undead as a weapon, the base weapon damage is doubled to 2d6

- If touched by a chaotic cleric, it inflicts 4d6 fire damage to the cleric (save for 1/2 damage). A chaotic cleric will find the mace impossible to hold, and attempts to do so will inflict the above damage each round the attempt is made.

- Chaotic characters will be unable to hold onto the mace, as it will be severely uncomfortable for them, but no damage will be inflicted. Save each round one tries to keep possession of it. Failure requires leaving the mace where it is.

The history of Areth Dor has been lost to time, but presumably he or she was a high level lawful cleric who wielded the mace in the service of his lawful deity.

The last wielder of the mace was a lawful Paladin named Stryker, who used the mace to strike fear into the undead that retained intellect. He was a mighty undead destroyer, until he crossed paths with the chaotic Necromancer Z known simply as The Many. The Many sent hordes of undead to kill the wielder of the Mace, and after a long battle and the loss of many undead troops, Stryker succumbed to to his wounds.

Unable to touch the mace or move it from the field of battle, The One had his minions bury it under stone and rubble. There it waits to serve again.




Thursday, May 9, 2013

Hammer of the Calishun Clan - A Swords & Wizardry Magic Item

+ 2 Hammer of the Calishun Clan - this hammer is engraved with dwarven runes on it's striking surfaces. When used in combat it acts as a normal warhammer. It's special ability is revealed when it is thrown by a dwarf. It has a range of 20' when thrown.

When thrown by a dwarf at a target medium sized or smaller target, composed of metal or wearing metal armor, the hammer will attempt to bring that taget back to it's wielder. The target must make a save or find itself directly in front of the wielder of the hammer. If the target makes it's save, the wielder of the hammer must now save or find himself directly in front of his intended target - the wielder got pulled o his target.

Hit or miss, target pulled to wielder or wielder pulled to target, the hammer always returns to it's dwarven wielder's hand prior to the next attack.

When thrown by a non-dwarf, it acts as a + 2 Hammer with no other special abilities and does not automatically return to it's wielder's hand.


Monday, May 6, 2013

Rathman's Robe of Serving - A Swords & Wizardry Magic Item

Rathman's Robe of Serving

Rathman's Robe of Serving is similar in many ways to a Robe of Useful Items, but it is geared more towards delivering a fine pub experience on the go. The robe is often found with a bartender's apron of non-magical quality.

The following pockets have a limited number of uses - when the item in question is pulled from the robe, one of the uses is gone. All items are permanent unless consumed or destroyed (or spoiled by time):

Table and Six Stools, Wooden - 2 uses
Bench, Wooden (seats four) - 2 uses
Serving Tray, Pewter - 2 uses
Wine Glasses, Six - 2 uses
Lute, low quality - single use

The following have a limited number of uses per day:
Wine Cask, 1 Gallon - once per day
Beer Barrel, 2 Gallons - once per day (must choose dark or pilsner)
Mugs, Wooden (holds 3 cups of liquid) - six times per day
Candle, Wax - twice per day (is lit when removed from the robe's pocket)
Pan Fried Bread Chips ("Crisps")- twice per day (each serving equals one ration)


Sunday, May 5, 2013

Tenkar's Tavern Rounder - A Swords & Wizardry Magic Item

Tenkar's Tavern Rounder

Tenkar's Tavern Rounder appears as a plain looking smallish money purse. It's magic powers become known when it's owner offers to buy a round at the local tavern / pub / bar. Whether it is four drinks or forty, when reaching into the money purse, the exact amount of funds (plus suitable tip for the server) are always found, even if the purse was empty (in truth, the purse is always empty . This power can be called on up to three times per day.

The user is unable to store other coins, or anything else, in the money purse. The coins do not come from the user's cash, and there has been some discussion (but no firm answers) as to where the coins DO come from.

(It's a helpful item to turn a tavern's clientele mood toward the user's favor)

Friday, April 26, 2013

Tenkar's Minor Magical Tidbits - Backbiter (Revisited)

Sometimes stuff changes from concept to play test, and such is the case with Backbiter, which I wrote up back in August. Initially I saw it as a blade that helped a thief strike better when he backstabbed and it was limited in use to once per day for it's special ability.

That changed before it entered my game.

See, we don't use minis or tokens, so facing is often unknown, and the backstab ability on it's own rarely comes up.

The revised Backbiter gives the thief an opportunity to attempt to backstab an opponent if he surprises an opponent or wins initiative in the first round of combat in an encounter. It gives the thief some bite without being overpowering. It's + 1 bonus make sit little more effective in normal combat than the average blade.

If you use battlemaps, this weapon might be a bit overpowering with the additional backstabbing opportunities. For Theatre of the Mind style play I find it works out fine.

Friday, December 14, 2012

Tenkar's Minor Magical Tidbits - Alahann's Miniature Cabin



Alahann's Miniature Cabin - This is a children's set of miniature logs and green colored wooden planks.  When assembled and the command word is spoken (it is usually written on one of the green colored planks), it expands to the size of a 10’x15’ log cabin with a 6' high roof.  There is a place for a simple fire place and a door that can be barred from the inside.  A simple table and a pair of chairs will be found inside.


It is drafty and the roof leaks, but it is better protection from the elements than standing or sleeping outside. It will remain in place for up to 12 hours or until the command word is spoken again, at which point it returns to it's original miniaturized state.  It can be activated once per day.

Wednesday, December 12, 2012

The Flaming Sword of Za-Mahn (OSR / DCC)


The Flaming Sword of Za-Mahn is a magical two-handed sword. It appears to be a plain sword until it is wielded with two hands, at which point yellow and orange flames lick up and down it's blade. The sword sheds light as a torch while aflame and can be used to light things on fire in much the same way. The flames from the sword do not smoke nor foul the air.

In game terms, it is +1 to hit, +1d4 damage. The extra damage is related to it's flaming ability, so resist fire reduces the extra damage by half and creatures vulnerable to fire take 2d4 extra damage instead of the standard 1d4.

Wednesday, October 17, 2012

Tenkar's Minor Magical Tidbits - Dead Man's Coppers

Dead Man's Coppers - These are ancient copper coins with strange and mysterious markings on them. Always found in pairs, they are nearly 2" in diameter. Their magic becomes apparent when placed over the eyes of a recently deceased human, demi-human or humanoid. If the subject has passed in the previous 72 hours, they will be brought back to life as per the Raise Dead spell.

Note: There is a 1 in 2 chance that something evil will hitch a ride back to the body when the character's soul returns. If this happens, DON'T pull the player aside. The imp will spend the next 2 to 3 sessions observing. Catch the player in between sessions and tell them "your character has been having some evil thoughts pop into his head on occasions. Next time you kill an enemy, do something that will disturb the other players, but act like it's normal". They should enjoy themselves. At this point, the imp is exerting influence. If the player character get's reduced to 1/4 HP or less, it will suddenly be healed for 2d8 HP, as the imp does not wish to lose it's host body. The imp can do this once per day.

All is not a bloody bed of roses though, as the imp's influence affects the players abilities - 1 on to hit rolls, AC is 1 point worse and all spells cast by the PC are saved against with a +1 bonus - the imp is a distraction.

This will continue for 5-8 gaming sessions, until either the imp gets bored and departs on its own or a Remove Curse spell is cast on the PC in question.

Dead Man's Coppers can be used once every 6 years.

Tuesday, October 9, 2012

Tenkar's Minor Magical Tidbits - Rat Pack

Rat Pack


This appears to be a stuffed “plush” toy rat, but if the activation word on the label behind the right ear is read, it turns into a 3’ long white rat with three large saddle bags over it’s back. It can carry up to 150 pounds that might otherwise fit into three large backpacks.

The rat follows behind it’s master by a distance of 3-5 feet, and is considered to be AC 2/18 with 20 HPs if attacked. The rat may hiss or spit at it’s attacker, but it has no attacks itself. If reduced to 0 or less HP, it reverts to stuffed toy rat form. Saves are made by using it’s master’s saving throw table.

The rat can remain in 3’ long rat form indefinitely. It needs neither food nor water, and does not defecate. Using the command word will return the rat to toy rat form.

This is one of the items from a soon to be released project I am working on for Occult Moon. The rocking art is by Teo Tayobobayo. Yes, I am playing catch up to the artist right now ;)

Tuesday, October 2, 2012

Tenkar's Minor Magical Tidbits - The Dancing Dagger of Darok' Kar

The Dancing Dagger of Darok' Kar is a magical dagger than can fight on it's own, with little or no direction from it's owner. All the owner of the dagger must do is hold the dagger and say "Fight!" and it will engage the nearest hostile opponent. If there is a choice of opponents, it will engage opponents that target it's master first. At no point will it engage opponents further than 10' from it's master.

The Dancing Dagger of Darok' Kar fights with the same to-hit chance as it's owner's base chance. It does not impart a magical bonus to hit or damage, but it is considered to be a +1 weapon to determine creatures it can successfully damage. It can be targeted by a melee attack, and is considered to be AC 0/20 depending on the rules used. If it suffers 8 or more points of damage in a single blow, it falls to the ground until wielded again. It does not otherwise have Hit Points and can only be destroyed in the same manner as other magic items of the like (failed saving throws and such).

Using The Dancing Dagger of Darok' Kar does not use an action - the wielder can deploy the dagger and still attack with the weapon in the same round, or even cast a spell. It is a favored weapon of Arcane casters, as it enables them to engage opponents in melee while still casting spells or standing behind their "meat shields".

Saturday, September 22, 2012

Tenkar's Minor Magical Tidbits - Daev's Healing Draught

I originally wrote this 3 years ago, but it certainly fits in well with DCC and the other OSR style games making the rounds these days.

Daev's Healing Draught has the look and taste of a normal healing potion, although the astute drinker may notice the aftertaste is reminiscent of cherry wheat.

Game effects are much like the normal healing potion according to your game rules, at least as far as the character is concerned. Wounds are apparently healed, bleeding stops, bruises seem to fade, pain lessens, etc. In truth these are but illusionary gains... the character suffers no ill effects from his current wounds until he takes damage equal to the amount "healed", at which point all the illusionary healed damage is again in effect for the character in addition to the new damage. This could lead to a warrior still fighting when he should be unconscious or dead, let alone said warrior suddenly dropping dead as new damages causes the illusionary healing to cease it's effect. The illusionary healing fades in 24 hrs, again returning the character to his correctly wounded state.

Daev's Healing Draught was conceived as a way for unscrupulous mercenary leaders to get the most fight out of their men while at the same time ensuring there will be less survivors left to collect their pay. The cost of Daev's Healing Draught is generally half of that of a normal healing potion, although some charlatans attempt to pass off Daev's Healing Draught as "the real thing".

Sunday, September 16, 2012

Tenkar's Minor Magical Tidbits - Falagier's Bow - Friend or Foe

Falagier's Bow - Falagier's Bow is a military composite long bow. It imparts neither a bonus to hit not a bonus to damage, however, if the wielder has a Strength Bonus to Damage, he may add that to the bow's damage upon a successful hit.

The true magic of Falagier's Bow, also known as "Friend or Foe", becomes obvious when it is used to fire into melee combat - it will never strike a "friend" or someone on the wielder's side in combat. It will  strike a foe or no one.

Falagier  himself was a mercenary sniper, and a highly effective one at that. He used his bow to wreck havoc upon many an adversaries' troops, until finally succumbing to an assassin's blade (he still helped strike down nearly a dozen enemy troops in his last encounter prior to being permanently removed from  his occupation). Upon death, his bow was saved as a trophy by his assassin before being lost generations later.

Monday, September 10, 2012

Tenkar's Minor Magical Tidbits - Daily Destiny Spear (OSR)

It's late, I know. Better late than never ;)

Daily Destiny Spear - The Destiny Spear is a warrior's spear with a fine steel tip. It's blade and shaft are engraved with runes of an unknown origin and is nearly unbreakable. It special powers will become apparent after first use.

The first time wielded on any day, the GM (or if he prefers to not keep the result secret, the player) rolls 1D4 to determine the spear's bonus for the rest of that that (midnight to midnight).

on a roll of 1, the spear has a penalty of 1- to hit and damage for the rest of that day

on a roll of 2, the spear has neither a bonus or a penalty for the rest of the day

on a roll of 3, the spear has a bonus of +1 to hit and damage for the rest of the day

on a roll of 4, the spear has a bonus of +2 to hit and damage for the rest of the day

The spear may be thrown, and always returns to the owner's hand at the end of the round it was thrown in, hit or miss.

Once wielded for the day, the character will find it impossible to use any other weapon until the next day. He can drop it, leave it behind, lock it behind a door - the moment that he states his intention to attack, the spear will appear in his hand, and the weapon in his hand (if any) will exchange places with the spear. This may be a problem if the character left the spear a considerable distance away, or tries to dispose of it in a well or otherwise. If the spear hasn't been used yet in the day, it can be safely disposed of. It is the owner's destiny to wield the spear, but that destiny resets on a daily basis.


Sunday, September 2, 2012

Tenkar's Minor Magical Tidbits - St. Betran's Holy Chalice (DCC RPG)


Saint Betran's Holy Chalice

This chalice is a lawful holy relic. In the hands of a Lawful Cleric, it adds +2 to Lay on Hands spell check attempts IF the the target is Lawful. It adds +1 to the check if the target is Neutral. It has no effect if the target is Chaotic. It’s most special ability is obvious when it it used by a Lawful non-cleric.

In the hands of a Lawful non-cleric, it allows that character to attempt to Lay on Hands once per day. The spell check is adjusted by the character’s Personality modifier and a +2 from the chalice itself. There is no adjustment for the character’s level. Whether the spell check succeeds or fails, no further checks may be made until the next day. A natural roll of 1 requires the PC to roll on the disapproval table and he must comply with the results if he desires to use the chalice again.

St. Betran’s Holy Chalice first appeared amongst the Dwarven Clans, often as a reward to a great hero that furthered the goals of the Patron St. Betran. No more than one has ever been awarded to a specific clan, and over the years a few have been lost to the outer world, either by clan extinction, individual foolishness or theft. All dwarves recognise a St. Betran’s Chalice on sight and will assume the possessor to be a thief if they are not themselves a dwarf.

(If you wanted to use the chalice in an OSR styled game, change it's power to Cure Light Wounds once per day / Cure Disease once per week - usable only by good characters, healing power does not effect creatures of evil alignment).


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