Magic Items

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Our various Greyhawk campaigns have spawned dozens of magic items. This page chronicles them in all their arcane (and occasionally downright weird) glory.

Rings

Bizarre's Ring of Static Electricity

Once per day this ring can cast shocking grasp, as per the spell, once per day. It runs by drawing the ambient static electricity from the air and storing it for future use. There is, however, a 5 percent change per day that it isn’t discharged that the ring will go off of its own accord, shocking the next person the wearer touches after the ring fails its percentage shock roll.

Ring of Partial Invisibility

A flawed magical ring discarded by a forgotten mage as a useless waste, this ring provides its wielder with a limited form of invisibility. The wearer -- at will -- can order the ring to turn him partially invisible. The ring obliges by hiding half of the wielder. The wielder is able to control which half is hidden.

Example: Krysta is walking down a corridor when she hears footsteps. She quickly wills the ring into action, cloaking the front half of her with invisibility. Those heading towards her -- a group of goblins -- can see nothing. But anyone approaching from behind would see her as per normal.


Weapons

Justiceseeker

Legend and Lore

Little is known about the origins of the man known as Justiceseeker. It is rumored that he spent the early part of his life adventuring through the interior of the Pomarj peninsula with a group of warriors and mages. At some point though, he renounced his adventuring ways, adopted the name Justiceseeker, and became the Free City of Obsidian Bay's first -- and only -- cleric of Trithereon.

Over the years, Justiceseeker attracted a small group of followers who sought adventure and vengeance on the peninsula. In C.Y. 585, when Justiceseeker advanced to the 12th level of ability, his most promising pupil arrived in the city. The pupil, a warrior-turned-cleric Kalib Ironfist, was a member of the Blackrazor Guild. The two quickly became, if not friends, professional acquaintances. More importantly, with another high-ranking cleric in the city, Justiceseeker was able to spend more and more time on his own, private expeditions and quests.

In early C.Y. 586, Kalib was abducted and replaced by an evil doppelganger. Justiceseeker declared a bloodquest to find his student. Almost immediately he got results -- the evil ones who had abducted Kalib had taken him into the sewers. Before he could share this with the Blackrazors though, he was cornered by agents of the nefarious Dark Circle. The murderers, led by the Blackrazor traitor Damaculas Everton, killed the cleric. As he lay dying, Justiceseeker whispered a prayer to Trithereon demanding that he be given the opportunity to avenge his own death. The god agreed, and transferred a portion of the cleric’s spirit into his sword.

Abilities and Powers

‘’2nd Edition D&D stats’’

  • Justiceseeker, +3 bastard sword, +5 vs. murderers
  • Int: 17 Ego: 21 Personality score: 38 AL: CG
  • Special Purpose: Avenge murderers

The steel bastard sword has the word "Justiceseeker" is engraved in Common on both sides of the blade and an unadorned hilt. Justiceseeker lives on inside the blade, albeit in a limited form. The soul has lost its clerical abilities, but has retained its undying devotion to hunting down murderers and other evil-doers.

Although his god Trithereon advocates free will, Justiceseeker is not above nagging or harassing his wielder into doing what he wants -- which is always to track down murderers. In extreme cases, he will even take temporary control of his wielder to further his own goals. Justiceseeker can "encourage" wielders to drop him if needed through a blast of electrical energy. Furthermore, anyone of evil alignment touching the blade must automatically make an ego check against the sword -- those failing are instantly taken over by Justiceseeker. He then uses the individual to take him to a priest of Trithereon. Those who make their save are subjected to 6d6 points of electrical damage.

Justiceseeker has the following abilities:

  • Speech: The sword can speak in common as well as elven and can communicate with its wielder using telepathy.
  • Primary abilities: Detect evil 10’ radius, Locate Object 120’ radius, Clairvoyance 30’ range, 3x per day, one round duration.
  • Extraordinary abilities: Cure light wounds, any chaotic good creature 3x per day.
  • Special abilities: Commune, 1x month, must be used in the course of solving a murder.

Recent History=

Kalib became the first priest of Trithereon to wield Justiceseeker after escaping from his prison in Harvester C.Y. 586 and finding the blade (as well as the decapitated head of his fallen teacher). He used it to slay Damaculas and carried it to Greyhawk where he wielded it while exploring the Star Cairns. He has found the blade to be useful, but its constant urging to hunt down and slay murders has begun to work on his nerves.


Slickblade

Legend and Lore

The dagger known as Slickblade is holds the spirit of a murdering thief who's true name is lost to time. How the thief's spirit was channeled into the dagger -- and when this happened -- isn't known. The results, however, are. The merging of the murderer with his weapon of choice has created a powerful magical item bent on the disruption of good and the murder.

Abilities and Powers

2nd Edition D&D Stats

Slickblade +2 dagger

Int: 15 Ego: 10 Personality score: 25 AL: CE

Special Purpose: Promote villainy, chaos and evil while undermining law, order and goodness.

Overview

The Slickblade is a +2 dagger with some very special properties. It acts as a dagger of venom, storing four hits of a lethal poison in its hilt. The poison is not instantly lethal – it takes 10 minutes to set in and the wielder is able to make up to 4 vials of antidote. The poison can not harm the wielder. The dagger magically refills the poison each day and the poison is untraceable by normal means – magical detection will reveal traces of death magic in the blood.

When wielded by an evil thief, the dagger boosts the thief’s armor class by two, and increases his or her thieving abilities by 10 percent across the board – the blade must be in the wielder’s possession in order to receive this bonus.

The blade is intelligent and insists on being its "master’s" primary weapon in melee combat. If the wielder tries to use another weapon for hand-to-hand combat, the blade will attempt to take control and force the thief to attack. It will relinquish control of the wielder after the combat is resolved.

The dagger’s purpose is simply to promote evil and villainy in the world. As a result, it will not take control of a thief unless it feels that he or she is not acting dastardly enough. This does not necessarily mean the thief must kill someone every minute – although it wouldn’t displease the blade – what it means is that the thief must actively be working on some sort of plan to undermine the strength of good.

The dagger will attempt to take control of any non-evil and/or non-thief individual who tries to use it. If it loses the battle of wills, the pins will erupt from the dagger’s hilt, pricking and poisoning the would-be wielder. The wielder must make a save vs poison at -4 or die instantly.

Recent History

Slickblade was last wielded by the leader of the Brainsmashers Gang, a group of ruffians operating in the Mudsitters District of Obsidian Bay. The Blackrazor Guild -- whose headquarters is also located in the district -- battled the gang in early CY 586 and recovered the blade.

Not realizing that the blade -- and not its weilder -- was the dangerous one, the Blackrazors left it along with a "redshirt." The low-level underling picked up the blade and was instantly possessed by it. The kid managed to kill the elven ranger mage Tanevir Calywyn before the rest of the guild's shareholders were able to subdue him. The blade was turned over to city's church of St. Cuthbert.

The current status of the blade is unknown -- it was believed stolen when the church was looted after the city's fall in late summer C.Y. 586.

Wondrous Items

Marble of Stealthy Vision

Legend and Lore

The Marble of Stealthy Vision is a magical item that provides thieves and other sneaky folk with a unique perspective on hard-to-reach areas. The marble appears as a small, perfectly-smooth, reflective ball of silver. The ball never tarnishes, but it can be obscured by dirt, mud and typical dungeon muck.

No one knows who created this item, nor how many that person created. It's believed that more could be design if a powerful mage could find away to permanently bind a specialized wizard eye spell to a silver ball, but that is only conjecture.

Abilities And Powers

To use the marble, the wielder sends it rolling across a surface, normally a floor of some kind. Once the command word is mentally spoken, the wielder receives a 360-degree mental view of the 10 feet surrounding the marble.

Objects beyond the marble's range distance are visible, but very blurred. The view appears directly in the user's mind, and does not convey sounds, smells or any senses beyond site.

The command word can be spoken while the marble is in motion, but the wielder must immediately make a saving through versus poison to avoid the effects of overwhelming vertigo (-2 to dex and strength for 2d6 rounds). Those making their save find that they can make no sense of the marble's whirling visions until it comes to rest.

It can be used three times per day for a maximum of 10 rounds per use.

Recent History

The marble's current owner is Demetry Hawkins, who recovered it from the body of a bullywug on the river north of Swamphold.