Showing posts with label Magic items. Show all posts
Showing posts with label Magic items. Show all posts

Saturday, August 29, 2020

Polynesia Themed Roleplaying







Polynesia Themed Roleplaying


The following is an upcoming series of posts about Polynesia Themed Roleplaying. This is in no way meant to be an academic sociological study but to provide an overview of cultural themes and provide inspiration for a non-europe centric based roleplaying. I have the utmost respect for the myriad of Polynesia cultures of Oceania and strive to be sensitive in my posts. This is intended solely for entertainment and use in roleplaying game campaigns at peoples game tables. 


Book Reviews

I will be doing a short series of book reviews the Island Warrior trilogy by author Carol Severance. The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


Gamification 

As a companion series I will provide a guide on how to take inspiration from source material and translated it into game able material for roleplaying games. This includes but is not limited to maps, mini setting, monsters, spells, classes, magic items and NPCs.


Odds and Ends

Stray thoughts and ideas on the theme.


Sample Adventure

I will craft a short adventure set in a fictional Polynesian campaign setting. This will utilize the created content from inspirational material. 


Additional inspiration can also be found…


Jerome Arkenberg, “The Mythos of Polynesia in Dungeons and Dragons”, Dragon Magazine Vol. III No.6 (Issue 20); page 8,9, and 27


There is also Source Book  “Heroes of the Waves (a Polynesian sourcebook) usable with Pathfinder by Little Red Goblin Games

https://www.drivethrurpg.com/product/193467/Heroes-of-the-Waves-A-Polynesian-Sourcebook


Mythopoetic Games Has some interesting material and unique game system about the Maori.

http://www.mythopoeticgames.com/games.htm

http://www.mythopoeticgames.com/pdf/mythos-of-the-maori.pdf


Please note I have not used the above game material and do not vouch for it quality. This is not a product review after all. 


Tuesday, April 5, 2011

F is for Figurine

Sunstone Camel

  • This figurine appears to have been crafted from the finest of sunstones. It is has a golden orange and has a spangles luster. Upon utterance of the command word, the Sunstone Camel grows to the size of a true adult camel.

  • It can be used once per week for a continuous time period of up to 24 hrs. After that it must rest for a day before being used again. It can carry 300 lbs. and move at a camels normal rate or carry up to 600 lbs at half its movement rate.

  • It can carry up to two riders. Like other true camels it can go long periods without food or water.

  • If the figurine is slain in combat it may not be summoned again for 1 week.

Friday, June 5, 2009

MAGIC ITEMS!

Shield of Sap
This shield is formed of freshly hewn wood. It functions as a +1 shield. If the command word 'SAP' is spoken the front of the shield starts producing sticky sap. All weapons striking the shield have a 25% of sticking to the shield. This is useful for disarming the attacker. The command word 'HARDEN' cause the sap to harden and can be chipped off the shield and the weapons can be freed from the surface.

Boots of the Mountain Goat
These sturdy dwarven style mountain boots allow the user to always find footing on a mountain slope. The wearer never slips while climbing. Also all movement is at the normal movement rate.
Quirk
Mountain goats are attracted to the wearer of the boots. They will follow the wearer around and bleat at them
Variants
Cursed Boots of the Mountain Goat
These boots work as above but if they are worn for more than a day the wears feet turn into goat hooves. Also mountain goats attack the wearer on sight regardless if the wearer's feet have been transformed or not.

Sash of Usefulness
This silken sash can upon command transform into other objects.
1. Wool Blanket
2. 50 foot silk rope
3. Canvas Tent (2 person)
4. Large Sack
5. Towel (everyone needs one!)
6. Cloak with hood

Sunday, April 5, 2009

Magical Items

"A Magical Axe +1 so what I'm 9th level dwarven fighter, who needs it!" - a player

Power and Usefulness
A simple magical item may prove useful in the beginning but slowly its importance fades as the hero gains powers and abilities each level. The magic becomes less wondrous and less useful. I present a few humble alternatives to this dilemma. Remember not to let the player know what the magic item's true power is until they research it with sages and wizards or test the item out.

Progressive Power
Progressive power magical items become stronger the longer the hero wields them during their careers. They improve in hit probability and damage dealt. An alternative would be to make it either hit probability or damage bonus increase. They could alternate between the two every two levels. Adding special effects can be a cool way to highlight this. For example: A +2 sword may shed brighter light than a +1 sword


Example table:
Hero Level Hit Probability Damage Bonus
1-2 +1 +1
3-4 +2 +2
5-6 +3 +3
7-8 +4 +4
And so on ...


Sword of Resolve
Description: This long sword is simple and well crafted. The blade has the word 'Resolve' engraved on it. It is said that the powers of the sword increase with the warriors resolve. It sheds white sparks when wielded in combat.Powers: Progressive PowersHero Level Hit Probability Damage Bonus
1-2 +1 +1
3-4 +2 +2
5-6 +3 +3
7-8 +4 +4
And so on ...

Unlockable Powers
These are conditioned upon the hero accomplishing a task or discovering the powers by chance. Then these events take place a ability of the item is unlocked. The item's power is unlocked when the item is used successfully in combat. Another power is unlocked when the item uses it to save another life.

Shield of Assurance
Description: This sturdy medium sized round metal shield is emblazoned with a heraldic beast. It glow with purple light when a blow hits it.
Powers: Unlockable Powers
+1 increase to AC (When used first used in battle.)
+2 increase to AC (Defeat a foe in single combat.)
+3 increase to AC (When used to defend another.)
+4 increase to AC (When used in defending against magical weapons.)


Purposed Powers
These powers are useful when accomplishing a specific purpose. When the purpose is not being done the powers are dormant. While on the quest to complete the purpose the powers are active. The simplest way to think of making up a wand's purpose is to think of an adjective and noun. Examples: Destroy Wands, Save Halflings, Find the Lost, Protect Others.

Axe of Wand Woe
Description: This sturdy dwarven throwing axe is well balanced and rings when thrown.
Powers: When the wielder of the axe uses it to destroy a wand or accomplish the task of destroying a wand the axe gains a magical bonus.
+1 increase to hit prob and damage (traveling to wand wielders lair)
+1 increase to hit prob and damage (defeat a wand wielders henchmen)
+1 increase to hit prob and damage (in the lair of wand wielders)
+1 increase to hit prob and damage (in combat with wand wielders)
* Note: The bonus are accumulative while on the purpose of destroying a wand. The effect ends once a wand is destroyed until another it started.

Combinations
Take two or more of the magic item modifications and combine to make the item both memorable and useful. These makes the item much more wondrous and interesting.

'I vow by my Axe of Wand Woe to the lord of the forge, to chop the Wand of Wickedness in two!' said Maltag the Dwarf. With that the axe hummed with the need to clever wands and be came razor sharp. Maltag marched towards the wizards tower.

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