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Showing posts with label the sullen seven. Show all posts
Showing posts with label the sullen seven. Show all posts

Wednesday, December 19, 2012

The Sullen Seven - Rings

Because the lowly 7-sided die needs some more uses:



7 Rings:

1 - Ring of Postponed Finality - If someone wearing this ring is killed, their friends and comrades have 24 hours to heal the wearer to a positive hit point total to restore him / her to life. For example, Dunbar takes a major blow and fallsto -13 HP and should be dead. When wearing this ring the party has 24 hours to heal him to a positive HP total to avoid his true death.

2 - Ring of the Sheep - this ring is cursed and makes the wearer more susceptible to Charm type spells. Suck spells are saved against with a -4 penalty. The wearer of a Ring of the Sheep will never willingly remove it.

3 - Rings of the Assassin - these plain rings come as a matched set. When worn on each hand and touched to each other, a magic garrote forms between the two ring. The garrote in question is treated as a +2 weapon.

4 - Ring of Sanctuary - this ring, when placed on the ground and the command word is said, cast a Sanctuary spell. The ring can be used thus once per day

5 - Ring of the Open Palm - in many ways similar to the above mentioned Rings of the Assassin, the Ring of the Open Palm allows the wearer to treat their ringed hand as if it were a +1 sap. Talk about a painful slap ;)

6 - Tenkar's Ring of the Tankard - never one to be without a proper Tankard of beer, Tenkar's Ring of the Tankard can turn into a 32 oz tankard of cold, fresh beer up to three times per day.

7 - Ring of Undeath - This ring appears to be identical to a Ring of Postponed Finality (and will show as such 75% of the time when researched or magically identified), but instead of preserving the wearer's body it will turn the deceased into a Ghoul 1d7 rounds after the wearer dies.



Monday, December 17, 2012

The Sullen Seven - Trying to Find a Use for Seven Sided Dice - Staffs



Because the 7-sided die is as ugly as they come, I present The Sullen Seven Staffs (say that five times fast ;)

1 - Staff of the Wanderer - this +1 Staff can be used to find true East once per day without using a charge. At will it can find clean drinking water within 5 miles (it indicates direction . distance and general amount of water - too many choices it goes from closest to furthest). Finding water costs 1 charge.

2 - Staff of the Sword - much like a cane sword, there is a sword hidden within this staff. The wilder can switch from log sword to staff at will without using a charge. Neither the Staff nor the Sword have a base magic bonus to hit. Using 1 charge grants the staff / sword a +1 magic bonus for 24 hours, 2 charges grants the staff / sword a +2 magic bonus for 24 hours and 3 charges grants the staff / sword a +3 bonus for 24 hrs. When the charges of the Staff of the Sword are totally consumed, the weapon is stuck forever in the form it currently is.

3 - Staff of Beating - this gnarled staff grants no bonus to hit but does grant a +2 bonus on damage inflicted - the catch is that the Staff of Beating ONLY does subdual damage. It has no charges or other abilities.

4 - The Iron Staff - although this staff has the shape and weight of worked wood, it has the toughness (and conductivity) of iron. Using a charge allows it to change shape into one of the following forms: 10' Iron Pole, Grappling Hook with 20' Chain, Sledgehammer or 10 gallon cooking pot. It remains in it's current shape until willed back to Staff form or dispelled.

5 - Staff of Authority - this +1 staff strengthens the morale of one's hirelings and henchmen. When wielded it grants a +2 bonus to moral rolls for allied NPCs. If hirelings or henchmen fail a moral roll, expending a charge allows them to reroll their morale check (this includes the usual +2 modifier)

6 - Staff of Opening - this +1 staff can be used to open locked / stuck doors by expending a charge and tapping the surface in question. A loud "BOOM" accompanies the opening. When used in combat, a charge can be expended on a clothed / armored opponent. If the struck target fails their save, they suffer an AC penalty of 1d3 points as buckles unbuckle, knots untie, trousers fall down and the like.

7 - Staff of the Orchard - this staff is made from wood of an apple tree. While fairly useless in combat, when the command word is said and the staff's end is touched to the ground it transforms into an robust and fruitful apple tree for up to 24 hrs. The apples from this tree heal 1d2 HP per apple, no more than 2 apples can have an affect on a character per day. Eating an apple also counts as a full day of food and drink. No more than a dozen apples can be harvest from the tree per day. Any additional apples picked will rot immediately. Apples created from the Staff of the Orchard will rot if not eaten within 24 hours.

(not to forget the Sullen Seven Rods ;)

Sunday, December 16, 2012

The Sullen Seven - Trying to Find a Use for Seven Sided Dice



I have a huge appreciation of The Dungeon Dozen. It is many layers of awesome goodness. While it it probable many will not use the tables is written but instead use the site for inspiration, the idea of rolling on the table is damn fun.

On most days I don't have ten things inspiring me, let alone a dozen. Seven things every couple of days? Perhaps. An opportunity to use the ugliest die available? It's got to be awesome!

Previously Undiscovered Magical Rods

1 - Rod of Ungodly Godliness - Using a charge allows one to change their visage to almost godlike - causes fear in creatures 4 HD or less. Higher level creatures may suffer a morale penalty

2 - Rod of Minor Might - Acts as a +1 Club - No charges necessary

3 - Rod of Light - a single charge causes the rod to emit light like a Light spell. Two charges will emit Missiles of Light (as Magic Missile Spell)

4 - Rod of Persuasion - single charge casts a Command Spell. Double charge casts a Suggestion Spell

5 - Rod of Fishing - no charge needed to use as a fishing pole. One single charge will produce enough fish to feed four people for one day. Fish still need to be cleaned and gutted.

6 - Rod of Awareness - one charge will allow the rod to be set in the ground. It acts like a sentry for the next eight hours, and will silently warn it's owner of any creatures larger that 6" tall that come within 30' of the activated rod

7 - Rod of Spoiling - when activated, the rod will spoil food, wither vines, rot fruit, sour wine and beer. Radius is 20; per charge spend, maximum 100' per usage.

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