PBE Games on DriveThruRPG

Wednesday, January 7, 2009

Ancestral Items

Ancestral items are a concept I introduced into one of my campaigns. They provide a means of introducing magical items tailored to a specific character in a consistent way. They can also provide story hooks based on the history of the item and its former owners. In the original campaign mithril was a an extremely rare and valuable substance, providing a needed limit on the availability of ancestral items. Feel free to substitute another material suitable to your own game.

Mithril has many unique properties of interest to the mage. One such property is the ability to capture the essence of a bloodline in a magical construct, forever tying it to a specific person and their descendants.

At its initial forging an ancestral item is unremarkable except for its unique tie to a specific person, though additional magical properties can be imbued into it when created. Over time the item absorbs the spiritual energies of its owner, binding them into its own enchantment. The absorption process is not harmful, though it does strengthen the bond between the pair. The owner may feel uncomfortable without the item nearby, and a sentient item may use its powers to return to its rightful place.

As the item absorbs energy from its owner it gains powers and abilities suited to the owner's nature. The type and number of powers gained is subject to GM discretion. As a guideline, add one minor power or enhance an existing power every five or six game sessions. Powers gained should reflect both the nature of the item and the nature of the bearer.

Ancestral items can be dangerous to their owners, as items with long history and great power can control a weak-willed bearer. In these cases the bearer may find themselves mimicking the behavior of a long-dead ancestor or carrying out deeds they would ordinarily find distasteful.

Ancestral items radiate a magical aura, but behave as normal items in the hands of one not of the proper bloodline. They may even feel off balance, distasteful, or slippery in the wrong hands. Attempts to discern an ancestral item's nature by magical means will reveal its bloodline, Great enchantment magic, plus any mundane enchantment initially placed on the item.

Creation

Very few possess the knowledge required to create an ancestral item, as it involves magical effort, skilled crafting, and proper materials. The process of creating an ancestral item takes weeks and costs thousands of coin in time and materials. The mithril required to create even a small ancestral item would cost 2000 or more coins if it could be found at all. The following outline summarizes the skills and steps required to make a basic ancestral item.

Gather materials - The divination at this stage determines the exact items required to correctly link the item to the appropriate bloodline. A failed divination might reveal incorrect items or materials. All materials should reflect the nature of the owner. Extra materials and items might be prudent.
  • Great test of divining magic to determine appropriate materials
  • Raw materials - Materials suitable for the basic item construction, at least Great quality
  • Special ingredients - At least 3 unique Superb quality ingredients
  • Mithril - Sufficient quantity to infuse the entire item
Create the item - The proper structure of the item is determined at this stage. Failure of the enchantment test might result in an incorrect pattern. Failure to create the basic item destroys the raw materials. Failure to place the special ingredients destroys them, though the basic item is unaffected.
  • Great test of enchantment magic to design the pattern or template
  • Good test of crafting to create the basic item using the raw materials
  • Great test of crafting to place the special ingredients in the basic item

Imbue the item - Prepare the mithril for use and imbue it into the item. The purification process can be repeated if it fails, the imbue test destroys the item if it fails.
  • Superb test of enchantment magic to purify the mithril
  • Superb test of crafting to imbue the item with mithril

Association with the bloodline - Tie the item to the owner. Failing either test in this stage requires the entire stage be repeated.
  • A blood sacrifice from the owner
  • Great test of enchantment magic to link the item
  • Great test of willpower by the owner to accept the enchantment

Destruction

Ancestral items are, for the most part, indestructible. Their parts can be separated with a Superb test of crafting. Destroying the parts and their intrinsic magic is nearly impossible, requiring an Epic test of enchantment magic. If the parts of an ancestral item are scattered, any one part can be used to lead to the others with a Good test of divination magic.

Tuesday, January 6, 2009

Tranto Ferry

Tranto Ferry is a small village suitable for a human occupied region. The ideal location is in an out of the way, lightly settled agricultural area with a large river.

The village is a tiny collection of rough stone houses with thatch roofs, the ferry itself, the run down Two Fish Tavern, and a small trading post. A single dirt road leads through town to the ferry, and most of the buildings in town line this street. The village is named after the original family that built the ferry, and Tranto is still a common family name in the area. The area surrounding village has a scattering of family farms, trappers, and fishermen.

The Ferry

Gio Tranto runs the ferry, a simple flat bottomed barge that crosses the river as needed. It is the easiest way across, saving half a day's march to the nearest ford. The ferry is guided across the river by a combination of poling and a heavy rope strung across the river and fed through two guides along the upstream side of barge, fore and aft. If the payload is large or heavy, Gio will get Farvin from the Two Fish Tavern to help him make the crossing. The ferry is large enough to hold a wagon and team, or four horses and their riders. The ferry is usually docked on the village side of the river. A heavy chain and crude lock secure the barge when unattended.

Gio Tranto, the ancient and surly ferryman, is close-mouthed and gruff. He seldom says much to those using the ferry beyond "three copper," the standard price for man or beast to use the ferry. If plied with coin or drink he can be convinced to talk about passengers who've made the crossing in the last couple of days. Much beyond that and his memory is rather hazy. When not on the boat, he can be found fishing from the ferry, sleeping in his one room hovel next to the dock, or in the Two Fish Tavern.

Two Fish Tavern

The tavern is a bit more substantial than the rest of the village. It is a two story stone structure with a slate roof that's seen better days. The lower floor consists of the tavern itself, the fair sized kitchen, and the owner's quarters. The upper floor has a common sleeping room and two smaller rooms with two beds each. There is a small barn with stalls for several horses and fenced yard behind the tavern.

Ale, mead, and cheap wine are all available from the bar. Food is available most of the day, typically porridge at breakfast, bread, cheese and fruit at lunch, and some sort of stew or soup featuring fish at dinner. The fare is plain but generally hearty and filling.

There are usually a few locals in the tavern throughout the day. The ferryman Gio Tranto spends a considerable time nursing ales at the corner table. In the morning one or two local fishermen are generally here for breakfast. At midday the Lino Tranto from the trading post takes his lunch at the tavern along with any locals who are doing business in the village. In the evening local farmers and fishermen tip a few ales and watch any travelers who have stopped for the night.

Navi and Cala Alari own and run the tavern. Navi tends the bar and deals with any lodgers while Cala runs the kitchen. Navi is a solid, graying man with a friendly manner, though he clearly favors the locals over strangers when it comes to service. Cala is a weary looking middle-aged woman with faded brown hair and dark eyes. She is courteous enough, but usually leaves the guests to her husband. Navi is more than willing to talk about any local news or travelers passing through, especially if someone buys him an ale or two.

Ana Alari, daughter of Navi and Cala works in the tavern serving food and drink. She looks very much like her mother, though she hasn't developed the weary look quite yet. Both her parents are fairly protective of her, and the guest that's too free with his hands around Ana is likely to find himself sleeping under the stars.

Farvin Trano is the tavern's stable hand and sometimes bouncer. He's an large sloppy-looking fellow with short brown hair and a perpetual half-smile. Farvin is a bit dim, but he manages horses and oxen well enough. He's very strong and tends to get over-excited when there's trouble in the tavern. Farvin sleeps in the common room. The odds of getting anything useful out of Farvin are slim.

Trading Post

The post serves as a general supply for the local farmers and fishermen, a place for trappers to trade their furs for goods, and a feed and provisioning stop for travelers. It is a single story stone structure with a wooden roof. The proprietor lives in rooms connected to the back of the store.

The post sells a variety of basic goods including textiles, tools, pots and pans, kitchen goods, spices, and miscellaneous junk accumulated through trade. Depending on the season there may be bales of furs, smoked fish, or farm produce available.

Lino Tranto owns the trading post. He is a harried looking man, constantly moving about the store and talking when customers are present. Despite the general poorness of the region he manages to make a decent living, primarily from the fur trade. He knows most of the locals and keeps tabs on anyone passing through. Travelers looking for local information would do well to start with Lino. He also knows local fishermen and trappers familiar with the locale who might be willing to serve as guides.

Other Residents

Dona Tranto is the village midwife. She is stout middle-aged woman with black hair and a brusque, business-like manner. She walks with a pronounced limp and often uses a cane. She is the closest thing to medical care available in the village. She has little contact with travelers unless her particular skills are called for.

Orlo Gianton is a local fisherman and trapper. He and his family (wife Conia and young son Orlo) live a few miles upriver from the town. Orlo is an energetic young man with a friendly manner and an easy laugh. Orlo is willing to hire himself out as a guide or camp supporter. He is very knowledgeable about the locale.

Rafael Tranto is a rather unsuccessful trapper who lives several miles south of the village. His sneering manner and acne-scarred complexion make a bad first impression. Rafael is not above a bit of thievery if the opportunity presents itself.

Hooks

  • Anyone using the ferry will be remembered by the locals for at least a few days unless they're coerced to forget.
  • Travelers who appear weak or disorganized may be targeted by Rafael Tranto, perhaps with a friend or two.
  • The trading post ships goods to and from more prosperous areas.
  • The fishermen and trappers have a good knowledge of the local geography and might serve as guides.
  • The ferry cannot make the river crossing if the river is flooded, causing delays.
  • The locals are fairly defenseless, making it an ideal target for violence.

Monday, January 5, 2009

The Celestial Bells

This set of three bells was commissioned by Tingal, high priest of the now disbanded Order of Vesh. Charged with the care and protection of the vast walled graveyard outside the city of Igon, Tingal sought to insure the safety of his fellow priests and their chapter house.

The Celestial Bells are about 18 inches tall and nine inches wide at the lip. Each has two decorative belts of interlocking rectangles arranged in a basket weave design above and below the body of the bell. Each rectangle in the upper belt inscribed with the name of one of the 12 princes of Igon. Each rectangle in the lower belt is inscribed with one of the seven holy words of Vesh. The crown of each bell is shaped like a drooping "T" with a disc of onyx embedded in the juncture of the "T". The bell clappers are bronze with a red silk cord tied to a small loop at the bottom.

The bells hang from a heavy plank of perfect mahogany inlaid with silver in a basket weave pattern matching the decorative belts on the bells. The ends of the plank are clearly designed to be set into a frame or bracket. Each bell is attached to the plank by two broad bands of red silk.

Attempts to identify the magical properties of the bells will reveal:
  • Great magical protection
  • Good combat enhancement
  • Great damage magic
  • The bells radiate good

The bells have been enchanted with several protective magics. The bells must be hung in a place of prominence in a permanent building to be effective. Each invoked power of the bells can be used once per day.
  • They provide Good protection from undead throughout the structure. Any undead creature must overcome this protection to enter the building.
  • When the first bell is rung all occupants of the structure gain a Good combat blessing versus undead that lasts one hour.
  • When the second bell is rung, any undead within the building suffers a Good attack.
    v When the third bell is rung a single undead within the building and within sight of the bells can be targeted with a Great attack. If the target fails to resist or avoid the attack they are destroyed.
  • When all bells are rung together all undead within 100' of the building are subject to a Superb attack that induces panic if not resisted or avoided.

Friday, January 2, 2009

Ironhead

This steel three-quarters helm is sized to fit a normal human. It is ornately worked into the likeness of a rearing scorpion, tail coiled above the rear of the helm. The scorpion's legs form a border along either side of the face while the claws protrude above the brow. A pair of rubies and six small diamonds represent the scorpion's eyes. The base helm is dull gray in color, while the scorpion's form is enameled in black and red. Despite the rather overwrought decoration, the helm is fairly lightweight.

Attempts to identify the magical properties of the item will reveal:

  • Superb physical protection
  • Superb protection against poison
  • Good poison magic
  • Good vision enhancement
  • Epic cursed nature
  • Ironhead radiates neither good nor evil

When donned the helm will instantly come to life. The eyes will glow with inner fire, while the scorpion's claws, legs and tail all animate. The wearer can take exactly one action before Ironhead strikes. Any action other than pulling the helm from their head will allow it to complete its attack, impaling the wearer with claws, legs and tail. The tail lashes down the character's back, burying itself in their neck and spine. The legs lash forward, digging in to cheek, temple and brow. The creature's main claws impale the wearer's forehead. The strike does an Epic damage and incapacitates the wearer. The magical nature of the damage inflicted makes it difficult to heal (Great healing required). Once Ironhead has attached itself it can only be removed by cutting off the wearer's head, a wish or similar Epic magic.

The helm imbues the wearer with the following:

  • Terrible modifier to appearance and charisma. Most people will avoid the wearer if possible. The helm's gemstone eyes might be tempting to a thief, but the fact that they seem to shift and watch anyone that speaks with the wearer will deter all but the boldest.
  • Superb protection from physical harm. Attacks seem to slide off the wearer without any effort on his or her part.
  • Superb protection from poison. Most poisons simply have no effect on Ironhead's wearer. Very deadly poisons might make him or her ill for a short time.
  • Good vision enhancement. The wearer can see in low light conditions as if it were day, and see faint outlines and shapes even in total darkness.
  • Once per week Ironhead can spew forth a jet of Great contact poison, striking one target in front of the wearer. This poison is both damaging and painful. The wearer can control this effect, but it great anger may cause it to fire unintentionally.

Over the long term the helm's terrible appearance is likely to weigh heavily upon the wearer. They may be driven to great lengths to find a means to remove the helm. The somewhat uncontrollable nature of the poison spray may also cause problems for the wearer.

Thursday, January 1, 2009

The Shoe of Many Mounts

The Shoe of Many Mounts appears to be a normal-sized horseshoe of polished steel. Any blacksmith, farrier, or experienced horseman can easily determine that the shoe is not made for use, as it has no nail holes. The shoe is lighter than expected as well. There are four runic symbols carved into the top (hoof) side of the Shoe: Swiftness, Strength, Conflict, and Power. On the bottom of the shoe stylized images of the rising and setting sun are carved into each arm of the Shoe, and a sheaf of grain is carved into the toe. Each carving is enameled in gold with a green background. The exact language and form of the runes should be appropriate to the campaign.

Heating or altering the Shoe in any way will destroy the magic it contains. Attempts to identify the magical properties of the item will reveal Great creation and transformation magic. The Shoe radiates neither good nor evil.

To activate the magic of the Shoe, place it on bare soil with the toe facing the rising sun. Spill a handful of grain on the ground nearby and speak one of the runes. The Shoe will transform into a mount depending on the rune spoken:


  • Swiftness - A silver riding horse with saddle and tack
  • Strength - A brown mule with a pack saddle
  • Conflict - A red heavy warhorse in chain barding
  • Power - A black draft horse with full harness


The mounts summoned are of Great quality, and requires no food or drink. They will serve the summoner tirelessly until sunset, when they revert to the Shoe of Many Mounts.

Summoned mounts are subject to harm by normal means. If a mount is slain it reverts to the Shoe, and no mount may be summoned for one week.