Magical Marvels 18: The Toy Boat

This tiny toy boat is very well made. It even has little oars! Aside from being a bit of an art piece, though, it seems mundane. Save for the fact that it starts glowing when Detect Magic is cast.

If the players happen to get the little boat wet, it will rapidly expand into a full-sized rowboat, which can easily carry four people in full adventuring gear. Once dry, it returns to its original, non-encumbering size. Of course, things don’t become dry as soon as they are removed from water. It might take a few hours on a hot summer day, or even several days if the weather is less favorable. The party may be forced to leave it behind and retrieve it later.

If the characters do bring this with them, be sure to note who is carrying it, and take appropriate action if they, say, walk beneath a waterfall, or get hit by a blast of water while fighting an elemental. The suddenly expanding boat may destroy any fragile equipment stored in the same container as it.

Magical Marvels 17: Spell Lock Axe

This mundane looking axe is appears at first to be the most useless magic item ever made. When a successful attack is made against a target, the player rolls no damage. The axe instead passes harmlessly through the target, as though the axe were an illusion. The only proof that the blow even landed is a puff of purple, foul-smelling smoke which lingers a moment after a successful blow.

The true value of the axe will become apparent only when it is used against a magic user. The axe severs the link between the magician’s corporeal body, and the metaphysical energies which she commands. As a result, a magic user who is struck with this weapon will be unable to cast spells. The MU will not be made immediately aware of this, and may attempt to cast a spell (or several) before realizing their powers have been somehow blocked.

The bond between the magician and the power of her craft heals quickly, however. The power to cast spells normally will return 1d10 minutes after the blow is struck. (This should be rolled instead of damage.)

The axe should still work against most creatures which use magic. Creatures which rely on magic to exist on this plane (such as demons, or ghosts) will instead be banished for 1d10 minutes.

Magical Marvels 16: Hellfire Jar

It has never been entirely clear whether Hellfire Jars are the product of an alchemical master, or whether they are in fact jars of true hellfire. In either case, the objects themselves are blessedly rare. And those who know of them consider them far too dangerous to use–unless they have the lack of good judgement and scruples normally associated with brigands and traveling adventurers.

When released from its ceramic jar, the fire will immediately fill a 10x10ft area, and expand at a rate of 1ft per minute. The hellfire burns sand, and stone, and steel just as a normal fire would burn wood. It reacts the water the same way normal fire reacts to lamp oil. Regardless of what is placed in its path, the hellfire will spread at 1ft per minute. Curiously, the hellfire does not consume anything on which it burns. If put out, it will appear as though the fire was never there.

The fire’s only weakness is the turning ability possessed by goodly clerics of level 3 or higher. A cleric of the appropriate level will instinctively feel the urge to turn the fire, upon seeing it. They need not make any check to perform this action, the fire will simply die down before the power of their faith. A single cleric may clear 10ft per level, per turn. (So, in 10 minutes, a level 3 cleric could clear 30ft of flames).

Any living creature caught within the hellfire’s area of effect is completely immobilized by pain. They will writhe and toss, but cannot coordinate their body sufficiently to run, or even move purposefully in any direction. Every turn which a person is subjected to this tournament will cost them 1 point of permanent wisdom loss. A reduction of 3 or more will leave a character with severe PTSD. In practice, they can never be within 15ft of any fire without entering a catatonic state for 1d6 turns. A wisdom reduction of 6 causes permanent insanity.

Deadly Dungeons 26: Bugaboos

Aside from the single door through which the players entered, this circular room is completely featureless. Its only occupant is a swarm of plum-sized, multicolored insects buzzing about in a massive swarm. These insects produce a lot of noise, but don’t do much of anything else. It’s rather strange, actually. The swarm doesn’t react to the entrance of players, nor to the open door. Even if a player were to leap into the midst of them and waves her arms around, the bugs would just flit around her as though she were not there.

There are blue, yellow, green, red, violet, orange, teal, and lime colored insects in the swarm. These colors have no meaning. They are an obfuscation. Also, dungeons are not colorful enough.

The colors of the insects will be noticed at first glance, but it requires a moment of examination to notice that many of the insects bear aberrant features. Some have unusually large eyes, others have massive teeth, a few have tails, lots of them have stingers–though they will not sting, even if pestered by aforementioned arm-waving adventurer.

Attacking the tiny, fast moving creatures with a conventional weapon is a nigh impossible task. They have an effective armor of 24*. Catching them is actually much easier. Attempting to grab one with your hand requires an attack roll against armor 18*. If either of these attempts misses by 5 or less, it is a simple miss. If they fail by 6 or more, then the player hit/caught one, it just wasn’t the one they intended. Roll on the chart below to determine which. If the players use a jar or bag and sweep it through the swarm, they will catch 1d2 of the creatures without fail, but what they catch will be random. If they use a proper net, they’ll capture 3d6 creatures, but again it shall be random.

The aberrant features of each creature correlate to an effect. The moment they are damaged or captured, they will pop into a cloud of dust, and that dust will reform into whatever the bug’s type calls for.

1-2. Normal: No effect.

3. Bulging Eyes: A door appears on the wall. If there is nowhere for the door to go, then either a corridor is created leading to another part of the dungeon, or the door becomes a permanent, two-way portal to a random dungeon location. (50/50 chance that it is a location already explored, or a new location the players haven’t found yet). The GM may choose whichever option fucks up their map the least. Note that this is not a secret door. It does not exist before the bulging eyed bug is caught, and thus cannot be discovered before then.

4-6. Large Mouth & Teeth: The dust reforms into a monster from the random encounter table for this area.

7-9. Stinger: A trap appears, and is immediately sprung on the players. It could be a pit trap, or an arrow trap, or a collapsing ceiling, or whatever the GM fancies.

10. Tail: A chest appears, with treasure inside of it!

Note that this is only a very basic sampling of what might be present in the room. If the GM so chooses, there could be drooling bugs which create fountains with a random magical effect; bat-winged bugs which reverse the room’s gravity; bird-winged bugs which cause all of the adventurer’s gear to become animated and attack them; bugs with legs which grant the players a blessing; or bugs with a contented smile on their faces which grant enlightenment. As with everything in the game, the possibilities are quite endless.

*This is based off LotFP rules, of course. Pathfinder players would want to bump those numbers up significantly, while players of games with descending AC would want to drop them quite a bit. The idea is that this is a puzzle which a fighter is best suited to solve. There are many rooms which are best suited to a magic user, or cleric, or specialist/thief. I thought it would be nice if there was a puzzle which required a character to have really good to-hit rolls.

Magical Marvels 15: Deck of Illusions

In a recent game, one of my players who has been absent for months and months finally managed to show up again. She’s a rather quiet player who typically only speaks up if she has an item or ability which could be useful in the current situation. Near the end of the game, the party needed to get through a large room filled with Kobolds, and she offered to use her “deck.”

“What deck?” I asked.

“I dunno. It says ‘Deck of Illusions’ in my inventory.” she replied.

“Huh,” I said, “I have absolutely no recollection of what that is. But it sounds awesome. I’m good at this stuff.” And since I can’t find any notes which describe what this item is or how it works, I thought I ought to just make it up again, so here it is:

The deck of illusions is a standard deck of 52 cards. Each card correlates to a specific illusion which will be cast when the card is drawn, and last for 1 turn after it appears. Only one card can be drawn at a time, and once a card is drawn it must be used. If the players do not use it themselves, then 1 turn after it is drawn it will activate on its own in whatever way the GM deems to be the most obvious.

After the card is drawn, but before it is cast, the party may decide precisely how it will be applied. No adjustments can be made to the illusion. But, for example, if the players draw the Ace of Hearts, they may decide what color the rubber ball is, where it comes from, and how hard it is thrown. Do not mistake this to mean that the players control the illusion, however. Any instructions they wish to give the illusion must be given before the illusion is cast. So if they draw a vampire, they may tell it to be intimidating, and it will attempt to intimidate, but the players cannot choose the illusion’s individual responses.

All illusions are perfect unless otherwise noted. If a smell or a sound is appropriate, the smell or sound exists. The rolling boulder appears to smash objects in its path, even though those objects haven’t been touched. Likewise, an illusory table of food can be eaten, and it will have smell and taste and even an false sense of fullness from overindulgence. The one thing none of these illusions can do is cause lasting effects. Dangers cannot harm, food cannot sustain, halfling insurance cannot be counted upon. (Which is true regardless of whether the halfling selling it is an illusion or not, but my point stands).

Clubs

Ace: A roaring fire which can fill a room or hallway immediately, or spread gradually through it.
Two: A large rolling boulder.
Three: Eight orcs, armed with wicked barbed spears, charging and screaming.
Four: A pit, 30ft deep, spikes at the bottom, several dead bodies.
Five: A group of twelve shambling zombies.
Six: A blade which scythes out of the wall, floor, or ceiling, blocking forward passage.
Seven: A gelatinous cube.
Eight: Objects already present in the area animate, and act aggressively.
Nine: A volley of arrows from an unseen attacker. Volley is repeated every few moments.
Ten: A ceiling collapse.
Jack: A group of heavily armed adventurers. No particular appearance can be specified.
Queen: A vampire, accompanied by 10 skeletons.
King: An illusory, black-scaled dragon.

Diamonds

Ace: A coin purse, with gold pieces spilling out of it.
Two: The smell of something delicious. No visual
Three: A nice campfire.
Four: A bush filled with full, ripe berries.
Five: A golden sword which sparkles with hinted-at magical power. Vanishes the moment a successful hit is made with it.
Six: A crate of the finest wines and ales.
Seven: A closed chest.
Eight: A small journal detailing the defeat of a dragon, and the location of a hoard which is “too large to move just now.”
Nine: A full spread of delicious food on a table, complete with pleasant smells.
Ten: An open chest with gold and gems spilling out of it.
Jack: A fish, flopping around, who chokes out “I’ll grant a wish to whomever returns me to water!”
Queen: A stunningly attractive human woman. Attempts to seduce any living creature she sees.
King: A stunningly attractive human man. Attempts to seduce any living creature he sees.

Hearts

Ace: A small, bouncing rubber ball.
Two: A songbird.
Three: A large, stationary boulder.
Four: A wall.
Five: A window. Actually works as a window, and can be seen through.
Six: A door.
Seven: A table.
Eight: A tree.
Nine: A simple door.
Ten: A large, ornate double door.
Jack: A roaring fireplace, with a comfortable chair.
Queen: A lovely, comfortable meadow. Complete with freshwater pond.
King: Invisibility for up to 10 people.

Spades

Ace: A dancing ball of light.
Two: A streaking goblin, running naked and whooping.
Three: A sunflower grows to maturity. This appears to happen as naturally as possible. (On a stone floor, it comes through a crack, etc.)
Four: A marching band.
Five: A court jester.
Six: A clothesline.
Seven: A lost child.
Eight: A painter, supplies in tow, who simply MUST paint the first creature it encounters.
Nine: A porter who became separated from his adventuring party.
Ten: It begins to rain frogs.
Jack: A halfling intent on selling insurance of some kind.
Queen: A tall woman, who attempts to take charge of whatever situation she finds herself in. It’s time to get things done!
King: A naked man who proudly, and quite loudly, asks everyone what they think of his lovely new clothes.

Deadly Dungeons 25: Mind and Body Passage

A medium sized room with a flagstone floor. It could potentially contain any variety of set dressings. It could be an audience chamber, or a library, or whatever else is appropriate for the dungeon. However, the task may confuse players if the path between the two secret doors is blocked by anything large.

Two of the flagstones in this room are pressure plates. Each player walking through the room has a 1-in-20 chance of stepping on one of them. Any players who perform a task in the room which would require more movement than simply passing through, have a 1-in-6 chance to activate one of the flagstones. If a flagstone is stepped on, a secret door opens in the wall roughly 15ft away. This door remains open only so long as the flagstone is held down, and will close if the person standing on it steps off.

Inside of each secret room is a monster. The type of monster is not terribly important, though a construct or undead may be the most thematically appropriate. As I imagine it, the same type of monster exists in both rooms. However, if you wished to play to the room’s theme, you might put a brute of a monster in the “body” room, and a cunning or spellcasting monster in the “mind” room.

Regardless of what monster is used, a new one appears in the secret room each time the door is closed. So if a player steps on the pressure plate, releases the monster, and steps off the pressure plate to fight it; then when the player returns to the pressure plate to open the door again, another monster identical to the first will be released. The pressure plate can be held down by any small object weighing at least 50lb (it must have a base small enough that its weight isn’t distributed to other flagstones). An iron spike would also suffice.

Both secret rooms are small, only 10x10ft, and aside from their monsters, they have only one distinguishing feature. On the back wall of the rightmost room is a strawberry-sized, ceramic human brain, painted pink and grey. On the back wall of the leftmost room is a ceramic human man with a muscular frame, and a large cavity in the back of his head. Players who have already discovered and examined the “brain room” will notice that the cavity on the back of the figure’s head is just about the same size as the brain. (Though, of course, both rooms must be discovered interdependently of one another. So players who find this little man may not know a properly sized brain is nearby).

If either ceramic piece is pulled upon by anyone, it easily comes free of the wall, and the puller will discover that it is attached to a strong, steel cord. If the object is released, the ceramic cord will reel back into the wall, pulling the object back into its place.

The cord unreels easily enough, until the object reaches the doorway of the secret room. Once here, players will find themselves completely unable to pull the cord another inch unless they meet the appropriate ability score prerequisite. Only players with a Constitution of 12 or greater can pull the figure of the man’s body beyond the doorway. Likewise, the brain can only be removed from its room by players with an Intelligence score of 12 or greater. If need be, a player who does not meet these ability score prerequisites can hold one of the objects to prevent it from reeling back into its room, but it will require all of their strength to do so.

If the party manages to pull the two pieces together, and place the brain inside of the body, then the cords will disappear, and the tiny man will drop to the floor and come alive. From seemingly nowhere, he will pull out a grappling hook, and throw it up through a hole in the ceiling (which before that moment was solid stone). He will then scramble up the rope, and out of sight, leaving the party alone with the rope leading up into a secret passage.

OPTIONAL: The tiny man steals something of value from whoever was nearest to it at the moment it came alive, and flees with that object through the passage. When the party encounters him again, they will discover that despite his tiny size he is incredibly strong, and brilliantly intelligent.

Not every party will be able to solve this room. Regard that as a feature, or as a bug, as you will.

Note that one of this room’s benefits is that it (eventually) produces an positive result from the normally deadly blunder of stepping on a pressure plate. In future, players will be forced to wonder whether the pressure plates they encounter ought to be avoided entirely, or experimented with.

Magical Marvels: Hat of 5 Birds

The hat of 5 birds is a curious magical object usually discovered in the form of a blue speckled egg with “Hat of 5 Birds” written in golden letters around it. No instructions on how to use the hat are provided, but some sages may be familiar with the necessary procedure.

If the egg is cracked atop a person’s head, then within the space of a week, five small birds will make their nest amongst the person’s hair. They will fill it with twigs and leaves, turning the person’s head into a tangled mess which will quickly become extremely unhygienic and smelly. Unfortunately, if the nest is removed or significantly tampered with at all, the hat is destroyed and the birds will return to the normal existence of their kind. So anyone desirous of gaining the benefits of the hat must endure the scorn of anyone who finds the smell of bird droppings offensive.

The five birds will follow any mental command they are given by the hat’s wearer. They can retrieve small objects, scout new areas, serve as spotters or guards, or perform any other task the player can think up. Note, however, that the birds are still birds. They gain no special intelligence, and cannot communicate complex ideas. They can mentally share information with the hat’s wearer, but they can do this only when perched within the nest. So they cannot, for example, be left in one room as a guard, and telepathically warn their master when danger is approaching. They must first make their way back to their master’s head, possibly being attacked, or blocked by closed doors.

Note also that the birds still need rest and food. This does not need to be tracked exhaustively, but if 2 birds are told to keep watch all night, then only 3 birds ought to be available for tasks during the day.

If the player chooses to command the birds to attack, the birds will most likely be ineffectual. They are, after all, very small birds. They will only hit on an attack roll of 20, and will only ever deal 1 damage. On the other hand, if the player commands the birds to defend her, they will do so valiantly. Each bird can absorb 1 attack directed at any player they are commanded to defend. Regardless of the attack’s effectiveness, the bird will be killed. The birds cannot defend against attacks unless they are commanded to defend a character before an attack roll is made.

If any of the birds are ever killed, a new bird will come to nest after 1 month’s time.

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The Nope Slayer Class

The Nope Slayer is a variant of the Lamentations of the Flame Princess Fighter class. It is the same as that class in all respects, except as noted here. (If needed, a free no-art version of the LotFP core rulebook is available as a downloadable pdf file).

To be a Nope Slayer is to be afraid, but fight on. To face one’s greatest fears every day, stare them in the face, and shout “NOPE!” before either flailing wildly in an attempt to destroy them, or flee for one’s very life.

At first level, a Nope Slayer must select 3 “Nopes.” These Nopes represent the character’s great fears, and can be anything which the GM agrees a person might reasonably be afraid of. Examples of Nopes could include; spiders, snakes, water, heights, darkness, magic, undead, bats, and batmen. Anytime one of their Nopes is encountered, the Nope Slayer must make a morale check. 2d6 v. 5 + Wisdom Modifier + 1/5th Nope Slayer level, rounded down. If the Nope Slayer rolls above their morale, they must flee wildly from their Nope, abandoning their compatriots and likely becoming lost in their attempt to save themselves.  If they roll under their morale, then any die rolls made in an effort to defeat the Nope are doubled. (Or halved, in the event that it is preferable to roll lower rather than higher).

Once a morale check against a Nope has been failed, it cannot be attempted again until the following day. However, even after a successful morale check, another check may be called for if the GM determines the frightfulness of the Nope has escalated. For example, a player may succeed on her morale check to fight the dog-sized spiders, but the GM may insist on another check when the party encounters an elephant sized spider.

Note also that rolls are only doubled when the character is specifically attempting to overcome their Nope. A player who selected “the dark” as one of their Nopes would not double all combat rolls while in the dark. Instead, they might be twice as capable of finding firewood. Though, I suppose they might double their combat rolls if facing a creature who was able to create areas of magical darkness.

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Deadly Dungeons 24: Pools of Dimensionally Attuning Paint

So your players have fallen down a pit. Maybe they spun the stone disk in The Flippy Turny Fally Room. Maybe they came upon their fate some other way. What matters is that you don’t want the pit to be terribly deadly, but you would like the pit to present the players with new challenges.

The fall from the room above has the players skidding out of control down a twisting, greased chute. Suddenly, it branches into three paths, and the players become separated from one another. Have each player roll 1d6 for their characters, with hirelings and animal companions rolled separately. The results of their rolls determine which of the three chutes they careen into, and consequently, which pool of colored paint they land in a moment later.

1-2, Blue
3-4, Pink
5-6, Yellow

The paint is thick, goopy, and very difficult to get off. Otherwise, the players appear to be unharmed. As they regroup and make to examine their surrounding, note that the only exit from the room is a “brightly colored door.” This phrasing is important, because each player will see a door which matches the color of the paint they fell into. If the players are clever, they will ask specifically what color the door is, and the GM should reveal this tidbit of information. If the players don’t think to ask for details, though, they’ll be taken by surprise by what happens next.

The door opens normally, and regardless of what color paint the players fell into, the room beyond looks the same to all of them. It is empty and nonthreatening, with a single exit. However, once a player walks through the door, they are sorted into one of three parallel pocket dimensions, associated with their color. Each pocket dimension consists of only a handful of rooms (perhaps 3-5, not including the first room which is identical across all three dimensions). A Wall of Force prevents anyone who has walked through the door from walking back into the paint pool room.

The party has been forced to split, and whatever oddball groups of players have ended up together must face the next few challenges alone. As GM, be sure to note any hirelings or animal companions who are separated from their employers / masters, as the fighter’s squire will probably be much less willing to help the creepy old wizard.

Note that if the players discover the trick before entering the room, they will likely try to keep the party together either by having everyone dunk themselves in the same color, or by having everyone clean themselves. The latter should be difficult and take quite a long time, but both should work. If the players do succeed in cleaning themselves, roll randomly to determine which of the three paths they’ll go through.

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Deadly Dungeons 23: Flippy Turny Fally Room

The room is circular, with at least one exit aside from the one the players entered through. The ceiling must be slightly higher than the room’s radius. The walls, floor, and ceiling are all of flagstone.

In the center of the room is a chest-high obelisk, perhaps 8 inches on each side. Atop the obelisk is a Y shaped piece of brass. There is an axle between the prongs of the Y, which supports a rotating stone disk with a flagstone pattern carved into it. When the players enter the room, the flat sides of the disk are oriented up and down.

The flagstones of the walls also have an odd pattern to them. Every 3ft or so, there is a perfectly circular stone, creating a sort of “polka dot” effect. This element of the room is purely decorative, but serves as an important red herring to obfuscate the room’s trick.

Rotating the disk atop the obelisk has no effect, until it has been rotated a full 180 degrees. So that the side which once faced up, is now facing down. A loud “clicking” sound will reverberate through the room, and the entire floor of the room will flip over, revealing an identical floor and identical obelisk on the other side.

Any occupants of the room will, of course, be dropped into a pit.

If the walls around the edge of the room are examined, players may notice vertical scratches on the walls near to where they meet the floor. If the players follow the scratches around the room, or specify that they are examining the wall 90 degrees from the room’s entrance (where the axle would be mounted) then they will find that the scratches have made a sort of half-circle.

There is no visible gap between the walls and floor which is any more pronounced than the gaps between any of old, cracked and worn flagstones. However, water or sand could be used to discover that the small space between the wall and floor doesn’t “fill up” as it ought to.

This room COULD be used to drop players into a deadly pit, but I would recommend against it. Because, while I don’t think this room robs the players of agency, it IS a little bit cheap. (I considered having the players sense a slight wobble as they stepped into the room, but that just felt painfully obvious for a trap which must already rely on a red herring).

Instead, this room ought to drop the players into a new section of the dungeon. With their pre-explored escape route forever lost to them, exploring the dungeon will take on a new sense of urgency. How long will their food rations last? Can they find a safe enough place to rest each night? Will they ever see sunlight again?

On Monday I’ll post my recommendation for a good room to drop the players into.

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