Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

Tuesday, November 4, 2014

Vrackni's Finger

The creation of a sadistic and charismatic arch-mage, this divination device consists of a desiccated severed finger set in a case made of brass and glass.  Vrackni produced several of these devices and expanded her wealth substantially through their sales, and no - she did not use her own fingers in their construction.

To operate the device, you inscribe a magical circle in the floor, and place the device in the center.  Then, recite the required incantations for one hour.  Learning how to do this requires a day of downtime study or instruction with a successful DC 15 INT(Arcana) Check (you can keep using your downtime to study until you succeed).

The device pinpoints the future location of a single creature.  You must place one of the creature's previous physical possessions in the circle, such as a scrap of clothing or weapon.  After the ritual is completed, the finger will point in the direction of the exact spot that the creature will be in 12 hours time.  As you travel, the finger rotates to always point to that single destination.  If you are within 50' of that point, the finger points straight upward, indicating you have arrived.  You have one hour to reach the destination.  After that time, the magic fades and the finger falls limp.

Each time you use the device roll 1d20.  On a 20, the physical possession that you placed in the circle is consumed by the magical forces.

After activating the device, you cannot use it again for another 12 hours.

Monday, October 27, 2014

White Wood Staff

This staff is carved from a single piece of nearly white wood, engraved with intricate twisting vines, leaves, and berries.


  • The staff can act as a Druidic Focus.
  • The staff is a magical +1 Quarterstaff.
  • Attuned - When placed next to an injured creature, one of the berries transforms into a living berry.  The creature can consume this berry and regain 1d6 hit points.  The staff will produce only one berry per creature per day.  After using this ability, mark a tick mark next to the item on your character sheet, and roll a number of d6's equal to the total number of tick marks next to the item.  If any of the dice come up 1, the staff is exhausted and no more berries will appear.  You can spend a day communing in a forest to recharge the staff.  The staff will function again, and you can remove a number of tick marks equal to 1d6 + your WIS modifier.

This item is an example of how I like to use "escalating d6's" for magic item charges.  The more you use the item, the greater the chance that you'll hit the last charge.  In this case, the item can be re-charged by sacrificing a day of time, and being in a forest.

Tuesday, June 5, 2012

Orcade

Orcs often carry a vitality drink, usually stored in crude, clay flasks. When consumed by an Orc, they gain 1d8 hit points.  Note that this can cause the creature to exceed its normal maximum hp.

A PC examining the liquid will note a slightly syrupy consistency, a deep amber color, and large flecks of something black floating inside. The aroma is that of deeply spiced honey.

A PC consuming Orcade must pass a DC 11 CON check or suffer intense cramps, and Disadvantage, for 1d20 minutes. If this check results in a Hazard, they are knocked out for this amount of time.  A successful check invigorates the PC, granting them 1d8 additional hit points.  If this places them above their max, they revert back down to their max after the next Long Rest.

Monday, June 4, 2012

Skeleton Keyring

DM: When you disburse this item, you should specify how many keys are on the keyring.  Roll 2d4 if you want to determine this randomly.

When a PC tries one of the keys to open a lock, roll 1d6 (this costs an action during combat). On a 5 or 6, the key fits the lock.  The keys can be tried in this manner one by one, but once a key's lock is determined, it cannot be used in future attempts.  The PC should track how many available keys are left on the ring.

During combat, if a PC wants to lock or unlock a lock for which they had already discovered the key, they must pass a DC 10 INT check. If they fail, they fumble around with the keys and try the wrong one this round. Clever PCs might somehow mark the keys to bypass the need for this check.