Showing posts with label Magic Item. Show all posts
Showing posts with label Magic Item. Show all posts

Friday, September 9, 2016

[Cryptworld] Cursed Item: Gacy's Clown Nose

A Cursed Item for Cryptworld

GACY'S CLOWN NOSE
Description:
The object in question is simplicity itself -- a red foam ball, about 2 inches in diameter, with a slot cut into one side. The clown nose is designed to slip over the nose of the person wearing it, giving their nose a big, bulbous appearance.

Background:
This particular costume appliance was at one time owned by John Wayne Gacy, a notorious U.S. serial killer who murdered 33 young men in the 1970s. Gacy became known as The Killer Clown, due to his hobby of entertaining at fundraisers and children's parties as "Pogo the Clown." Although there's no evidence that he ever killed while in costume, his personal effects may have somehow been psychically imbued with his murderous intent. After his arrest, conviction, and eventual execution, some of the evidence from his trial vanished from the police holdings (whether taken by souvenir hunters or lost over time is unknown). One of those missing items is this simple clown nose.

"You know... clowns can get away with murder."
--John Wayne Gacy
Effect:
Wearing the nose, even if for a few moments, fills the wearer with seething hatred as a wide rictus grin crosses their face. The skin starts to bleach and the hair becomes stringy and changed to a bright primary color. Within moments, the person will have transformed into a Cut-Up , a deranged Psycho Killer with a theatrical flair of murderous mayhem. The transformation lasts until the Cut-Up has claimed a victim, at which time the cursed victim will change back into their normal facade. Their bloodlust sated, they'll remove the nose and cover up any evidence of their involvement. They'll be able to keep their murderous urges at bay for a month or so until the craving for mayhem returns and they find themselves reapplying the nose for another evening of "slaying their audience."

Wednesday, February 4, 2015

[Labyrinth Lord] Magic Item: Boon/Bane Coin


A Boon/Bane Coin is a simple -- yet remarkably powerful -- magic item that can reveal whether a potential course of action is beneficial (boon) or detrimental (bane) to the coin-holder.

The coin appears to be a blank, unstamped copper coin. If a statement is made about a course of action and the coin is flipped, upon landing the face will reveal one of two images: an angelic scene if the course of action is advisable or safe, or a demonic scene if the action is ill-advised or dangerous. The statement must be phrased as a course of action to activate the coin's magic, i.e., "We will trust what this merchant says"; "We will take the left corridor"; "I will drink the contents of this bottle." If the outcome of the action is unknown/questionable or if a question is asked ("Should we take the left corridor?"), the coin will remain blank upon landing, offering no input one way or another.

The Boon/Bane Coin's magic works in a manner similar to the 5th level Cleric spell Commune, though the coin is not beholden to any specific deity. The Boon/Bane Coin will reveal two answers per day. Further daily demands upon the coin will result only in blank faces.

Wednesday, February 19, 2014

[Labyrinth Lord] Magic Item: The Annahr Key

NOTE: This magic item was to be my third entry in the OSR Superstar competition over at Tenkar's Tavern. However, I missed the cutoff for this third magical item entry, so I thought I'd instead toss this befuddling little item out to you folks.

The Annahr Key appears to be a simple, unremarkable iron key with the word "ANNAHR" scratched along the shaft. However, it radiates very powerful magics if any magic-user thinks to inspect it. The Annahr Key can automatically shape itself to fit into any ordinary lock, unlocking any normally locked door, portal, chest, etc. that the party encounters. (The Annahr Key can only unlock normal locks and is ineffective against magically locked or held portals or objects.)

However, The Annahr Key also has a powerful curse upon it. Although the Annahr Key can easily open any locked item, it will at the same time magically lock and trap any previously unlocked item it's been in contact with. When it is used to unlock a portal or item, the previously unlocked object or portal will slam shut and will be under the effect of an 8th level Arcane Lock spell. The Annahr Key will be unable to unlock this new magically-locked item. Also, at the same time the object is Arcane Locked, an 8th level Symbol of Conflict will appear on the item, affecting any who see it.

It is said that a very powerful chaotic magic-user created the key, saying "The Annahr Key opens doors, while it sows the seeds of discord."

Monday, November 25, 2013

[Labyrinth Lord] Horn of Plenty / Horn of Putrescence

Magic Item for Labyrinth Lord in honor of the upcoming Thanksgiving holiday


The Horn of Plenty appears as a simple, empty, wicker cornucopia. However, once per day when the item's command word is spoken, naturally growing edibles such as fruits, vegetables, nuts, berries, etc. come spilling out. The Horn of Plenty's production is similar to the 4th-level Cleric spell Create Food and Water. However, water cannot be created with the Horn. Enough nutritious food will be produced to comfortably feed 6 people once per day. There is also a Horn for the feeding of animals and livestock know as a Horn of Forage. This Horn will produce enough feed corn, oats, and raw grain once per day to feed three large beasts of burden (horses, oxen, cattle, etc.). The grains and feed produced will barely nourish any persons who consume it.

There is a cursed version of the Horn to be wary of though -- the Horn of Putrescence. This Horn is similar in look and creation to the Horn of Plenty, and it too produces enough food to feed 6 people. Although the food appears, smells, and tastes normal, it is contaminated with a spoiled rot that will cause a withering illness per a reversed 3rd-level Cleric Cure Disease spell (Cause Disease). Any who consume the spoiled food must make a save versus poison. Those who fail will be racked by fever and illness for 2d12 days at which point they will perish unless a Cure Disease spell is cast.