Showing posts with label New Gear. Show all posts
Showing posts with label New Gear. Show all posts

Friday, July 11, 2014

The Devil's Armory: Diablo II Style Weapons

I collect an odd range of RPG products. If something catches my eye, I'll pick it up even if I don't have the proper system. One thing I acquired early in my gaming career is a copy of Diablo II: The Awakening. This sourcebook/adventure module, for the 2nd edition of Advanced Dungeons and Dragons, included kits based on the classes from the Diablo II PC game, along with spells, monsters, and an adventure to whip the tar out of the titular antagonist himself.

Most importantly, however, a series of tables to generate gear after the fashion of Diablo II's random items was included. Prefixes and Suffixes are stacked with various types of gear to generate artifats obscene or profound While you can still find an HTML version of the generator over this way, I thought it'd be fun to roll up a few items and convert them over to my current fascination, Scarlet Heroes. Ready? Read on after the break!


Thursday, December 12, 2013

A Prentice's Aspiration: The Humble Lords

Once brothers of the Compass League, the Humble Lords are merchants and members of Nobility that have forsworn the Compass League's avaricious ways for (in their eyes) a more worthwhile pursuit. Known by the living badges of pine and holly they wear on their breast, the Humble Lords have pledged to spread comfort and cheer; all the while working to undermine the Compass League's more sinister operations.Aside from their badge of office, the Humble Lords typically carry a sack laden with Merryhearth Logs, packets of food and medicinal herbs, and often small trinkets for children. Additionally, The Humble Lords often carry staffs and clubs of the strange wood Merryhearth logs are crafted from.

Entry into the brotherhood of the Humble Lords is open to all, though few have the dedication to pursue the path. Aspirants must first fall under the notice of an established Lord, often for some act of altruistic generosity or defense of the weak. The Aspirant is considered, approached, and offered an apprenticeship. The Humble Lord will then travel with his new ward, continuing to study the aspirant even as they are taught the most basic tenets of the Humble Lords.

Those few that pass muster are granted a sprig of their Patron Lord's badge, and welcomed as a Humble Lord, taught the locations of Merryhearth homes, safe havens for the Humble Lords and their allies.  From that point on, the new Lord is expected to give freely, both wealth and deed. Those with magical aptitude are further educated in the means of crafting the various baubles and trinkets that all Humble Lords carry.


Treasures of the Humble Lords

Merryhearth Logs: Grown by the first Humble Lord, Merryhearth wood is a creation of magical botany.  Slender and pale, clad in a rich dark bark, the Merryhearth wood produces a thin, pale smoke spiced with strange natural incenses.  Those who smell the incense are inspired to put aside grudge and blade, requiring them to Save vs Breath Weapon at a -2 penalty to initiate hostilities. This effect lasts until the Merryweather log burns out, typically an hour per log. Merryhearth Homes tend to be formed of the same wood, inspiring a sense of comfort and fellowship within its halls, though the penalty to attack is absent.

Pauper's Feast: A simple wooden bowl, covered with a red cloth.  The Pauper's Feast is a steaming wonder that pours out enough stew to fill the bellies of a dozen people, or to curb the worst pangs  of two dozen. The Pauper's Feast's only failing is in the magics used to craft it. The stew, magical in its nature, will only keep for a day, after which it becomes a spoiled mess unfit to eat.

Winterlight: Unassuming packets of folded paper sealed with a red wax. When cast into a fire, Winterlight packets explode into a harmless, dazzling sparkle of multicolored lights.

Thursday, September 5, 2013

A Prentice's Gear: Weapons of Dark Water



Dart Pistol
Rnage: As Dagger

These easily-concealed hand crossbows fire wickedly barbed, three-pronged darts. Often dipped in poison, even the mundane darts are a nuisance at best, remaining stuck in the target until removed. Removing a dart deals 1 point of damage.



Dreamlizard Pistol

This delicate weapon makes use of a live Glazier, or Dreamlizard, for its ammunition. When the trigger is pulled, a metal belt squeezes the lizard, causing it to belch out a cloud of noxious gas. The gas fills a diameter 10 space in front of the pistol. Victims caught in the gas must save vs poison or lose consciousness for 2 turns. While effective, the lizard within the pistol must be regularly cared for, allowed to rest and eat between uses. If neglected or used improperly, there is a 1 in 6 chance the lizard dies. This increases by 1 for each time the weapon is used  beyond the first between rests.

Eel Prod

A tube of water filled coral is fitted to the end of this spear, and from its end the head of a Thunder Eel protrudes.  This strange creature, when used to attack, produces a paralyzing electric shock. The victim of such an attack must make a successful save vs petrification or be rendered dazed and helpless for the rest of the round.

Sucker Whip

The Vampire Squid is a dangerous creature, its tendrils lined with several hollow quills that, upon grappling with a living creature, begin to drain the very life from it. More disturbing still, when separated from the host, the tentacles will live indefinitely, so long as they are regularly fed. The Sucker Whip consists of one such tentacle, its base housed in a narrow shell handle. Capable of reaching targets up to 8' from the wielder, on a successful hit the target is grappled, requiring a check of 3D6 versus the target's strength to break free. For every round held in the Sucker Whip's grasp, the target takes a point of damage.  The whip has an AC of 8 and 2 hit points, and can be severed with a successful attack, rendering the weapon useless.

Saturday, June 1, 2013

A Prentice's Gear: The Jezail

Well, with Oklahoma being slammed by storms, I've been without power and thus unable to post. So to make up for it, here's an item from an old D20 campaign that I ran and am currently in the process of converting to Blueholme Prentice Rules.


Jezail







The most curious sight I ever did see in the sands were the Jezail. All iron and wood and tall as I, the Sher'tar warwenches sling'em over their shoulder proud as any footman with his pike. Wish I knew what black magic drove the blasted things, for they'll speed a slingstone farther than any bow, and just as deadly as a proper arrow. Marine report, dated  the Year of the Winter Empress 1203 AA



Long, rifle-like weapons, the Jezail is the creation of the Nomadic elves of the Endless Sands. ten strings (50 inches) or longer, the Jezail is as much as work of art as it is a weapon. Decorated by their respective owners, a Jezail is as distinctive as a fingerprint. Using the volatile fruit of the slinger cactus, the Jezail harnesses the potent gasses contained within the fruit to propel their ammunition great distances.Wielded only by the warrior maidens of the Sheratar tribes, the Jezail's impressive range makes it ideal for ambushing unwelcome parties, and more than one of the Empress' marine caravans has been laid waste with nary a sign of their attackers.


Jezail  150G 
Short: 1-90
Med   91-180
Long  181-270

Due to its size, the Jezail cannot be used in cramped quarters. On an attack roll of 1, the Jezail misfires, requiring the ruined mess of the Cactus fruit to be removed and the barrel cleaned before further use.The Jezzail takes two combat rounds to reload.