Friday, February 10, 2017

Ghost Metal Sliver

A small ingot of ghost metal, about 4 inches long and a quarter inch in diameter, about the size of a large nail.  The metal glows with a faint violet light.

Ghost metal is metal partially phased into the Soulspace (ether) and has a number of unusual properties.  Weapons made of ghost metal can deliver damage both to a victim's physical body and their soul.  It can hit phased or ethereal creatures like ghosts for normal weapon damage even if it as no other enchantments.  Ghost metal can also fully or partially phase out of the material plane at the wielder's command (Arcana knowledge required).  The ingot can be used to forge a ghost metal weapon of dagger sized or smaller if blended with other metals by a skilled artificer mage/blacksmith.

No one currently knows how to make Ghost Metal.  All examples of it on Ximenes come exclusively from ruins found on the Western Continent, and is usually prohibitively expensive.

Ring of Catherine Summoning

Summons 1D6 Catherines for 4-8 hours duration.  Unknown number of charges remaining.  Catherines appear as a 19-year-old woman in a pretty blue dress. They are all LVL-0, HP-4, AC-10.  They have no discernible skills, but when they appear they will seem complacent and happy to help the summoner with anything reasonable.  They otherwise act like normal if unusually perky young women.  When the spell wears off, a Catherine will usually giggle and say "Oops!" before disappearing.

Faerie Healing Bracelets

 Appears as a thin garland of fresh vines, leaves, and flowers around the wrist.  Will remain eternally in bloom.  Allows characters to cast one heal spell either on themselves or someone they touch 1/day. The spell heals 1D8 HP.  If the bracelet is ever removed or cut off, the plants wither and the magic is forever lost.  They are as easily flammable as any plant and will also die if set on fire.

Thom Tum's bracelet was modified so that it no longer provided healing magic but instead its magic is dedicated to preventing magical corruption in his body. 

Pendant of Dapper Looks

Usable 1/day.  Wearer is instantly cleaned up as if they'd just bathed or showered.  Hair combed or styled, nails buffed, teeth minty fresh, clothes cleaned, small fabric rents repaired, and if wearing armor minor dents are smoothed and the metal buffed.  Heals 2 HP of damage and removes any recent surface cuts, bruises, scars, etc..  Add 2 to character's Charisma for 4 hours as long as they don't get dirty.

Dagger +1 of Spell Storing

Can hold 1 level of spells.  Can function as a normal item of spell storing, ie, the spell stored can be triggered by the user holding it.  But the weapon was also specifically designed to deliver touch-range spells upon a successful thrown hit, such as Shocking Grasp or Chill Touch.  The blade is well balanced for throwing.  Upon a hit, the knife does normal dagger damage and the spell stored within it activates, delivering whatever effect it has to the target.

Friday, February 3, 2017

MAGIC ITEMS GAINED Session 5

Fire Chalk (3 sticks)

This red chalk can be used to draw a line on an appropriate surface, which then erupts into flames one round later. The chalk can be used to draw up to 60' in an uninterrupted pattern and 1 round later a vertical sheet of flame 5' high will erupt from the line. The flame will burn for 1 turn (10 minutes) and deal 2d6 damage for anyone crossing the plane. The Fire Chalk can be used up to 3 times before losing its red color and reverting to white chalk.

Corrosive Blade

The Corrosive Blade is a long sword +1, +2 vs opponents with metal armor. The blade appears severely rusted and corroded, but is just as sturdy as any normal sword.

- The Corrosive Blade has additional properties vs metal. Every time the blade hits a metal creature or metal clad opponent, the foe takes an extra 1d6 points of damage.

- Any time the Corrosive Blade hits metal armor or a creature made of metal, the armor must make a saving throw or it permanently erodes 1 point of armor class per round until it disintegrates into a pile of rust at AC 10. Each successive hit accelerates the decay by one cumulative point.  Any metal creature that has its armor class reduced to 10 will be destroyed regardless of hit points.

- If used to parry a metal weapon, the weapon corrodes just like armor.  The affected weapon does half damage for the next two rounds then breaks and disintegrates completely.  Larger than normal melee weapons may take longer.

- It will not affect any magical or enchanted metal, but will still do the +2 to hit, +1D6 damage to metal armored opponents and metal creatures.  It will not affect any metal not used as a weapon or armor, but will still leave small spots of normal rust on the point of contact.

Trowel of Holding

Appears to be a normal garden trowel, the handle made out of oak and the blade made out of what appears to be hammered dark stone.

- If used to dig a small hole (at least 6" deep and up to 2 feet across), it opens up a portal into a small extradimensional space, as per a bag of holding, up to a total of 64 cubic feet of interior volume and 500 lbs of weight no matter the size of the actual hole.  Once dirt is placed back over the hole (with the trowel; any other means only throws the dirt into the holding space) the space is sealed and can't be accessed from that spot again.

- The trowel can dig a hole in dirt anywhere else, it accesses the same dimensional space, and anything previously put in there can be retrieved as normal.  Can be used any number of times a day.

- Works only in dirt, soil, sand, and gravel or like materials.

Ghost Metal Sliver

A small ingot of ghost metal, about 4 inches long and a quarter inch in diameter, about the size of a large nail.  The metal glows with a faint violet light.

Ghost metal is metal partially phased into the Soulspace (ether) and has a number of unusual properties.  Weapons made of ghost metal can deliver damage both to a victim's physical body and their soul.  It can hit phased or ethereal creatures like ghosts for normal weapon damage even if it as no other enchantments.  Ghost metal can also fully or partially phase out of the material plane at the wielder's command (Arcana knowledge required).  The ingot can be used to forge a ghost metal weapon of dagger sized or smaller if blended with other metals by a skilled artificer mage/blacksmith.

No one currently knows how to make Ghost Metal.  All examples of it on Ximenes come exclusively from ruins found on the Western Continent, and is usually prohibitively expensive.

ADVENTURE LOG SESSION 5

DATE: May 20-June 1, 1226

CHARACTERS

Thom Tum, 2nd level Gnome Thief
Igor, 2nd level Dwarf Cleric


MAY 20

-- The Dryads reveal that Thom Tum had contracted a magical corruption from the Lost One creature he confronted  a few days earlier.  They after the magic of his healing bracelet to keep the corruption at a minimum for now.

-- The Dryads free Ziassa.  After they get the Real Catherine to stop strangling him, he explains that the Catherines are channeling one of the gods lost in the Soulspace, trying to find a way to re-manifest on the prime material plane.  Ziassa was traveling to Orb Lake to use the magic there to bring her fully over.

MAY 21

-- On the way to Orb Lake the PCs have an encounter with a shadowy Fae creature, but manage to tale their way through.

--  At Orb Lake, Aithen is brought to the lake and reveals himself to be a forest spirit that takes the form of a giant Fae Stag.  He had fallen in love with a human woman and took human form, but as his human body aged he became senile and sickly,a nd forgot his true heritage.

-- Ziassa runs away in the confusion

-- Aithen rewards the PCs by bequeathing to them the deed to his house in Timbervale, and everything within.  They may also ask a boon of him (within reason) in the future as essentially a favored owed.

-- Thom Tum is cured of his corruption

MAY 30

-- The party arrives back in Timbervale, only to find many refugees camped outside it.

-- After some trouble at the gates, the PCs are let in by Grimbul, who recognize them.

-- The party learns that the town is taken over by a military governor, and that a large army contingent is making its way down south to the province.

-- The party claims Aithen's house and spends the night.

JUNE 1

-- New governor gives hard-line speech

-- Party searches the house, finds the house's deed, the Trowel of Holding, and Aithen's hidden treasures.

-- Party comes under surveillance by the local guards.

-- Ziassa shows up at the house, wanting to use Aithen's books for research.  Ziassa backs off after a verbal confrontation

JUNE 2

-- PCs discover how to visit the wizard's guild by walking in a magical sigil pattern through the streets.  There they run across Ziassa again

-- Party learns that the province capital, Iverell, is still in chaos thanks to insane wizards.

-- The party learns that the creatures supposedly behind the plague are called ElMiraj, a race of reclusive rabbit-like shapeshifters from the world of Tao who specialize in magically-created pestilence nad disease.