Thursday, 13 November 2014

Curses, Conditions, Corruption and Relics pt3

Ok back to a older project as magic items are always popular and as Im mean with items I can make players suspicious of any magic they get.

Necromancer relics, holy relics and Stone age relics
http://elfmaidsandoctopi.blogspot.com.au/2014/10/curses-conditions-corruption-relics-pt1.html

Elder god relics and Khaos relics
http://elfmaidsandoctopi.blogspot.com.au/2014/10/curses-conditions-corruption-and-relics.html

So here will try to finish left over types from my notebook
Dwarf, Dark Elf, Bright Elf,
Next part Reptilian, Arachnid, Amphibian

Bright Elfkind Sylvan Relics

d20
Bright Elfkind Sylvan Relic Origin

01 Court of the Elf king
02 Court of the Elf Queen
03 Guardians of the flower kingdom
04 Guardians of the crystal caverns
05 Unicorn riding warrior maidens
06 Haunted huntsmen of the woods
07 Elfkind to mortal to defeat great evil long ago
08 Stolen by thieving human long ago
09 Dropped from the celestial vault by elf hero riding moonbeams
10 Faeries for human hero long ago
11 Left from a magic castle that appeared and vanished long ago
12 Last relic of doomed elf breed of long ago
13 Gift to a changeling from true parents
14 Taken from elf land by raiding orc hero
15 Given to human hero to reform their evil ways as a trick
16 Stolen from elfland by a human kidnapped as a child
17 Given to a mortal half elf child who left elfland
18 Lost in a great interracial war long ago
19 Gift to a mortal lord
20 Stolen from elf grave mound by theiving mortal

d12 Bright Elfkind Sylvan Relic Corruption Conditions
01 At first sunset after first use
02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05 If carried 7 days
06 If carried next full moon
07 if near a gate to Elfland or fairy circle or other weak point between worlds
08 If in the presence of an elf or faerie being
09 If user not a elf
10 If the user harms any elf or sylvan being
11 If the wielder is effected elf spell
12 If user is wrong gender 

d12 Common Bright Elfkind Sylvan Relics
01 Magic silver arrows in bundles of 13 wrapped in silk, each one a artwork, may hit magic beings and some with + to hit and damage
02 Magic bows short or long or composite may hit magic beings and some with + to hit and damage, 1in10 intelligent like magic sword with additional powers from spirit of ancient elf
03 Magic silver long sword may hit magic beings and some with + to hit and damage, 1in10 intelligent with additional powers from spirit of ancient elf
04 Living bow short or long or composite may hit magic beings and grow one arrow per day, 1in10 grow arrows with + to hit and damage also
05 Silver elf ring of  provides + on armour and saving throws, 1in10 provides invisibility for up to 10 minutes a day usable in several parts if needed
06 Copper elf ring grants the gift of understanding animals 1in10 allows you to speak any animal speech too
07 Elf boots make you silent as if you had sneak skill 1in10 leave no tracks also
08 Elf cape lets you hide as if had the hide skill when not moving in natural setting 1in10 let you pass difficult terrain without penalty also
09 Elf cap lets you see invisible beings and 1in10 let you recognise things from other planes too
10 Elf gloves let you climb as if you had the skill, 1in10 let you climb like spiderclimb instead
11 Elf wallet, a satchel with a tasty elf packed lunch once per day, 1in6 provide 3 meals a day instead
12 Elf ointment jar heals 1d4 once per day 1in10 heal 2d6 three times a day instead

d12 Bright Elfkind Sylvan Corruption effects
01 Animals fear you and sense you from far away
02 Flowers grow in your footsteps
03 Cannot touch iron or steel without 1pt damage, any weapons inflict +1 damage on you
04 Cannot cross running water without being carried
05 Randomly plane shift to elf land back and forth when stars are right
06 Cannot stand being indoors, anxiety attack if fail WIS check every time leave safety of open sky
07 Cant stand hallowed ground (graveyards or temples) sweat and itch, take 1pt damage every turn
08 Holy symbols repulse you if held in front of you, you cannot pass without taking 1hp damage
09 Gender becomes androgynous, lose facial and body hair, CON save yearly or become hermaphrodite
10 Your hair becomes plant like and flowers grow on you, you prefer to be naked as often as possible
11 Your voice become high pitched and effeminate, you can only sing or talk in poetry not just speak
12 Smell sweet like flowers and taste delicious, you always stand out and creatures track you easily

Dark Elfkind Nightmare Relics

d20 Dark Elfkind Nightmare Relic Origin
01 Court of the Elf king
02 Court of the Elf Queen03 Given to orcs or goblins
04 Allowed human thieves to steal as trick
05 Found in hands of dead elf near dark woods
06 Given to madman as reward
07 A gift to human leader as a trick
08 A gibbering mad albino man came from woods with this then died
09 Found in hands of a werewolf killed by local heroes
10 Found in river by fisherman or a well by farmer
11 Taken from dead assassins
12 Gifted to human cultists
13 Taken by hero from a raid into caverns
14 Used by dark elf heroes in blood wars
15 Spider demon champion used to fight human hero
16 Giant moth riding heroine wielded against bright elves
17 Taken from sacred forest grove
18 Taken during raid on nightmare castle
19 Found inside tree or giant mushroom
20 Found in dragon hoard

d12 Dark Elfkind Nightmare Relic Corruption Conditions
01 At first sunset after first use
02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05 If carried 7 days
06 If carried next full moon
07 if near a gate to Elfland or fairy circle or other weak point between worlds
08 If in the presence of an elf or faerie being
09 If user not a elf
10 If the user harms any elf or being of dark frorest
11 If the wielder is effected elf spell
12 If user is wrong gender

d12 Dark Elfkind Nightmare Relic Common Elder Magic Objects
01 Magic silver arrows in bundles of 13 wrapped in silk, each one a artwork, may hit magic beings and some with + to hit and damage
02 Magic bone bows short or long or composite may hit magic beings and some with + to hit and damage, 1in10 intelligent like magic sword with additional powers from spirit of ancient elf
03 Magic black metal long sword may hit magic beings and some with + to hit and damage, 1in10 intelligent with additional powers from spirit of ancient elf
04 Poison toadstool can taint a melee weapon or 10 arrows a day plus 2d4 poison save vs poison no effect 1in10 2d6 damage save halves damage
05 Cape lets you hide as if you had skill if remain still in darkness 1in10 provides invisibility for up to 10 minutes a day usable in several parts if needed as well
06 Boots let you sneak as if you had skill 1in10 let you climb like spiderclimb as well
07 Cap lets you see in magical darkness 1in10 let you cast spells even if magically silenced as well
08 Cauldron fills with feast of dead flesh of the idiot god once per day for 1d12 persons 1in10 turns a body placed inside into obedient zombie 1d12 times a day also (in both cases roll d12 for each separate relic)
09 Magical narcotic mushroom produced nightmares for dreamers 1d12 uses per day considered fun by dark elves but disturb sanity and addictive for humans
10 Spider web rope 100 yards long weighs nothing, a little bit stretchy
11 Vile dagger if used in ritual sacrifice casts speak with dead on victim
12 Black soul crystal stores 1 spell worth of energy instead of own at first level 1in10 has 1d4+1 levels which can be split or used at once as pleased

d12 Dark Elfkind Nightmare Relic Corruption Effects
01 Bit by bit every night turn into a d4 1=orc 2=bugbear 3=hobgoblin 4=ogre
02 Fungus and mushrooms grow on you -1 CHA per month, die when zero
03 Cannot touch iron or steel without 1pt damage, any weapons inflict +1 damage on you
04 Cannot cross running water without being carried
05 Randomly plane shift to elf land back and forth when stars are right
06 Save vs Poison halved
07 Cant stand hallowed ground (graveyards or temples) sweat and itch, take 1pt damage every turn
08 Holy symbols repulse you if held in front of you, you cannot pass without taking 1hp damage
09 Gender becomes androgynous, lose facial and body hair, CON save yearly or become hermaphrodite
10 Your children are all part monster and grow into vile fiends
11 Evil animals attracted by your presence when near forest or caves
12 Shadow comes to life as undead shadow, if killed and driven off lost forever

Dwarf Clan Relics
 
d20 Dwarf Clan Relics Origin

01 Gift from Dwarf lord to humans for aid given
02 Sold by dwarfs for a fortune
03 Stolen from dwarfs by d4 1=humans 2=orcs 3=goblins 4=ogres
04 Made to fight in pre human wars with d4 1=giants 2=goblins 3=orcs 4=humans
05 Found in underground ruins by explorers
06 Found buried in abandoned mine
07 Found in goblin horde
08 Found buried in city  while digging foundations of new house
09 Used by dwarf hero who disappeared long ago
10 Made by priests of the dwarf ancestors
11 Found in stomach of a troll
12 Found in dwarf tomb opened by greedy adventurers
13 Made by dwarf enslaved by human king
14 Found inside rock in quarry
15 Left out for humans to find during crisis
16 Dwarf gifted relic to a ruler for executing all alchemists in region
17 Found in lair of a giant by hero
18 Dwarf came and made for human hero to aid his heroic deeds
19 Given as ransom by dwarf king to return his son
20 Part of a dragon hoard taken by adventurers

d12 Dwarf Clan Relics Corruption Conditions
01 At first sunset after first use
02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05 If carried 7 days
06 If carried next full moon
07 if pass any dwarf gateway or door or threshold 
08 If used to harm a dwarf
09 When wielder takes more than half damage
10 If the user flees a battle
11 If the wielder smells gunpowder or blacksmiths forge
12 If user not a dwarf

d12 Common Dwarf Clan Relics
01 Helm of dwarves comes with magical head lantern 90 yard 30 degree cone turns on and off at will, 1in10 also provides 10 minutes of oxygen a day if underwater or exposed to poison fumes
02 Iron sword or axe or dagger or spear can hit magical beings many with + to hit and damage 1in10 light if detect orcs, goblins, giant or ogres within 100 yards
03 Firearm like musket or pistol or blunderbuss magically reloads self with powder and ball once a day, 1in10 also weapon can hit magical beings and may have + to hit and damage
04 Magical ammunition like musket or pistol ball, quarrel or arrow in set of 12 can hit magical beings and may have + to hit and damage
05 Magical iron shield or armour with magical + to AC 1in10 halves movement and encumbrance penalty
06 Automaton usually in form of a dwarf warrior or mount, needs winding every 10 minutes for one round can wind up to an hour at once, follows simple commands like move and attack, 1in10 sentient with spirit of a dwarf ancestor
07 Iron tools like lock picks or anvil or hammer or apron, adds + to skills usually +1d4 but 1in10 add +2d4
08 Portable siege door size of playing card on command once per day can grow up to 10x10 foot locked reinforced oak door which opens for owner, can be made to shrink once per day also, 1in10 are bigger or iron or have more uses per day
09 Repeating self cocking crossbow fire rate 2 per round with 10 shots, reload by dropping in hopper in one round and could have assistant, big ones fit on carts 1in10 also can hit magical beings and may have + to hit and damage
10 Iron chest of the dwarves only unlocks for legitimate owner, can be claimed if old owner dies, very difficult to break but spells might unlock, 1in10 sentient with ancestor spirit and can have instructions like open for friends or legal heirs and can move at speed of a dwarf and follow master, does not talk
11 Divining rod of the dwarves detects a single mineral or gem type or water at 30 yards, 1in10 detect at 100 yards any valuable mineral or gem or water
12 Mining tools like spade or pick or hammer, can dig one cubic foot through rock per round and inflicts 2d6 magical damage on beings made of rock or earth 1in10 make removed rubble and earth disappear

d12 Dwarf Clan Relics Corruption Effects
01 Cannot light a fire while owner of item
02 Non magic weapons or armour rust, become -1 in a day and useless in a week
03 Any mechanical mechanism including a door or lever or crossbow seizes or breaks if used
04 Any gunpowder weapon misfires disadvantageously in presence
05 Any missed arrow or quarrel or bullet in area gets a reroll to hit item wielder
06 Cannot see in darkness or even night greater than twilight
07 Candles, torches, lanterns, stoves and forges snuffed out in your presence
08 Hair grows impractically long every night during sleep, even eyebrows, back, etc
09 Owner shrinks to half height losing a inch per night
10 Dwarves can sense wielder within 100 yards
11 Item becomes self aware and abuses wielder constantly
12 Owner becomes insane with greed and jealousy will kill friends over treasure

2 comments:

  1. Very useable, some of these are definetly getting adapted to my treasure tables. Thank you.

    ReplyDelete