Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Wednesday, March 12, 2014

Underdark Bath Salts



Underdark Bath Salts
From Underdark Anthropological Notes by Emile the Wayward Bard


To surface dwellers, or ‘Surfies’ as the denizens of the Underdark call them, the manners and customs of the peoples of the world below may seem inscrutable. Vendettas may be carried out in cold blood in a gnomish city before the very noses of guardsmen, but woe to the sticky fingered traveler who steals from a shop in their bailiwick! Similarly, the only time the various bipedal tribes cease slaying, enslaving, or exploiting one another seems to be when an outsider breaks some minor custom, then they band together with unbreakable oaths of loyalty, unswerving devotion, and unbeatable cunning until the interloper is brought low before going back to their mutual massacre.

Come to think of it, in some ways they may not be so different from the surface kingdoms…

One Underdweller custom that Surfies would do well to know is that of communal baths. Underfolk love their hot water, and will take any opportunity to slip into one of the myriad geothermal pools that dot the underscape and soak away the worry and bother that comes with living in a permanently dark labyrinth of endless caverns brimming with carnivorous monsters and cruel races. Bathing in such a pool soothes the mind and has minor restorative properties for the body (removes stun or confusion effects OR gives one healing surge or cure light wounds, usable once per day, water loses potency when removed from the pool).

Such bathing spots are governed by a tacit set of rules against bloodshed or mayhem, which is believed to sully the waters and reduce their healing properties. It is not uncommon to see races lined up patiently waiting for their turn to take a dip, unconsciously placing themselves in an order balancing time or arrival with place in the hierarchy of Underdark races. Gear is left undisturbed, for stealing from a bather is a taboo none would dare break.

Breakers of this bath truce can expect to find themselves set upon by inconvenienced hominids, and refused service or even entry to Underdark communities.

Besides knowing the rules, it is useful if not even life-saving to know the bathing habits of Underdark races. Many underfolk carry bathing salts or powders that give addition benefits and sprinkle these in the waters before entering. The salts usually dissipate with 1 to 4 hours, but the effects last much longer for the bathers. Here are a few of the most commonly known Underdark bathing salts:

Drow Dip – Used by Drow and Ettenfolk, this grayish powder is made from a mixture of dried spider venoms, to which these races are immune. Dipping in the mixture keeps minor vermin and pests away for 24 hours or until washed clean. If a pest such as a rot grub, giant tick, carrion crawler of something similar tries to feast on the bather, it must save vs. poison or die for every attack it makes. Any creature not Drow or Ettenfolk bathing in Drow Dip must make the same roll. Drow Dip is sold in Drow cities and fetches a fair price due to the difficulty of mixing.

Dwarf Dusting – Used by Dwarves, Duergar, Deep Ones, Gnomes, Sniblerlfiblin, and any similar industrious underfolk. This sparkling powder is made of crushed gemstones and minerals, and bathing in it confers a protective covering on the bather’s skin. The effect is as a Stoneskin or similar spell and lasts half a day or until washed off. Races other than the aforementioned are unused to moving with the extra dermal layer, and thus move with difficulty (minus 1 to Dex) and also inadvertently wear the protection off quicker, in 1 to 6 hours. The Dusting is horrendously expensive and usually only carried by dwarves on royal business traveling through dangerous underlands.

Kobold Kreme – This disgusting olive coloured crème is made from oils and unguents made from Kobold bodily waste and fermented entrails of certain animals, and each kobold tribe has its own special recipe for the kreme. The kreme seeps into the bather’s pore and makes them inedible to creatures, who must make a moral roll or save as against a fear spell when they smell or taste the kreme. Non kobolds who attempt to bathe in the kreme for some insane reason must make the same saves. The effect lasts 2 days to a week, in which time other hominids will avoid the kremed, who will also be refused entry in any respectable community or establishment. The kreme isn’t worth anything.

Zombie Bath Salts – Underdark necromancers created this white ash that has two main effects – it keeps the undead fresh (heal any damage taken OR gain one extra hit dice), and also makes living subjects susceptible to suggestion (as a charm spell). The effects last a week, after which undead return to normal and the living throw off the effects of the susceptibility. Unscrupulous slavers have also been known to lure unwary travelers into bathing in the salts by use of a zombified pool party of rotting beauties. The salt is made from elements grotesque and arcane, and fetches a decent price among slavers and death wizards. However, being caught using the salt on unsuspecting bathers usually results in an instant death sentence carried out instantly by whoever is near at hand and anyone else within earshot.

Sunday, January 19, 2014

The Weird in Mystic Japan Part Four - Japanese Treasures





I meant to write about Japanese monsters with this next part, but they are a bit trickier than expected, so instead I’ve decided to showcase some uniquely Japanese treasures.  Looking at the old AD&D Oriental Adventures, supposedly Asian treasures are just more weapons, armor, scrolls, and staves with powers that would not be out of place in a vanilla fantasy world. Unlike last time, where I basically cribbed stories from Japanese fiction and fairytale that can be thrown easily into a game or campaign, this time I’ll introduce some unique Japanese items that are staples of life here, and give some suggestions of magical versions.

Please note that I have decided to stop giving stats to things I post on my blog. I am not really a crunchy gamer, so statting everything I post would take time and also force me to choose a dominant game system, which I am loathe to do. I hope my descriptions are fine enough to allow the reader to easily create or convert to their favorite system.

JAPANESE TREASURES


BYOBU (屏風) – Large and ornate gilded changing screens of 2 to 6 panels depicting scenes from life, history, or mythology, byobu were made by craftsmen of renown and given as gifts between nobles, and some were reported to have as much value as an entire castle. Byobu are not very portable or durable, so moving them would require hiring trained movers, one for each section, who could command a fine wage for their labour.

Example - Byobu of 1,000 Faces (千面の屏風senmen no byobu). This ornate 6-panel byobu depicts the capital city bustling with people. The figures are of fine detail, and in fact the byobu can change its user into the appearance of any of the figures depicted on it. The wielder must first choose a figure and meditate at sunrise before the byobu, then use the screen to change from the sleeping kimono to their daily dress. Regardless of what clothes they change into, they will come out from behind the screen with the exact appearance of the figure they have chosen, as well as pertinent skills. The effect is undetectable by mundane means, and only high level sorcery could detect or pierce the illusion. The effect lasts until the user returns and changes behind the byobu, and the screen can only be used to effect an illusion once a day. There is a rumour that demons and other mythic creatures are hidden in the byobu and can be chosen as a disguise with appropriate powers. However, to find the truth will require either meeting the byobu’s creator or conferring with a powerful (and costly) sage. The byobu can be destroyed quite easily by mundane means, and only one person, its owner, may use it at a time.


Shaku (尺)- A shaku literally was a unit of measurement about a third of a yard or meter long. The word also referred to a thin stick used to make measurements, but was also used by nobles as a symbol of office, while zen monks still use them to smack tranquility into meditators.

Long Distance Shaku (遠方尺 enpo shaku). This simple shaku is made of cherrywood and emblazoned with the Kanji en, literally meaning ‘far.’ If the wielder of the shaku concentrates, he or she can extend the shaku as far as they could throw a stone (10 meters or so). The extended shaku can thus be used to attack (does damage as a small club or gauntleted fist), to trip opponents, to flip switches or knock over small objects weighing under a pound. The wielder cannot move or do anything else besides dodging while using the shaku. The shaku can be destroyed quite easily by mundane means.



Onsen (温泉) – Japan is an archipelago known for its seismic activity, and while the Japanese rightly fear earthquakes, they welcome the steaming hot springs or onsen that also dot the land. Many are the tales of healing properties of onsens, and famous warlords like Kanpei recovered from battle and torture in their favorite hot springs. A hot spring can either be natural, usually in a mountainous area, or dug out and filled with water bubbling up from the earth.

Good Medicine Spring (薬膳温泉 yakuzen onsen). This onsen sits on top of a mountain that can only be scaled by a treacherous path over a yawning chasm guarded by a 1000 strong pack of savage monkeys. Characters with flying capabilities will find that the shifting winds and fog, as well as random lightning strikes and hail, make the onsen accessible only by the path. If characters brave the path and find some ways to appease or avoid the monkeys, they will find a ring of stones within which fragrant blue water steams, next to which sits a simple hut. If bathed in for a day, this onsen immediately stops any poison or wasting disease. For every day spent bathing in its waters, the onsen confers double daily normal healing, OR restores a point of physical attribute lessened by damage, regardless of whether the cause was natural or mundane. Note that onsen waters taken from the ring of stones lose any power.


Swords () – Magic swords in Japanese myth date from ancient periods, and so are not the classic katana of the samurai, but rather the double bladed tsurugi or broadswords brought over from Silla (ancient Korea) or Tang (ancient China). The most famous is of course the Grasscutter Sword (草薙 kusanagi), which features in several legends and is one of the three Japanese Imperial Treasures.

The Liquid Sword (水剣 Suiken). The Liquid Sword is an ancient blade with the Kanji ‘sui’, literally ‘water’, emblazoned on the hilt. The sword reveals its powers only to those it favours, usually brave warriors fighting to protect life. So far, myths tell of how the sword has allowed certain users to move like water and avoid all but the fastest physical attacks, as well as drawing poison out of a wound or purifying the water from a bad well. It definitely has more powers, being aligned with the mighty force of oceans and seas, but these are as yet unknown. The sword is notoriously fickle, however, and has been known to disappear from its wielder’s scabbard to avoid incessant or useless bloodshed. The sword will disappear if anyone tries to destroy it.


Tea Service (お茶具 ochagu) – No Japanese noble home is complete without a set of tea goods, usually kept in a lacquered box and usually including a smack charcoal heater, a teapot, cups, candy dishes, a bag of sweet candy, a tin of bitter green tea (抹茶 maccha), bamboo or silver teaspoons, ladles and tea whisks. The appearance and materials of a tea service often reflects its owner, so a rich noble would use a lot of gilding, a shogun might favour silver and metals, and a monk bamboo and lacquered cedar.


Takuan’s Tea-Box (沢庵の茶箱 takuan no chabako). This simply lacquered cedar box was crafted by the legendary monk and contains a complete set of bamboo utensils, and if used to perform a tea ceremony 茶道 sado, will confer one of the following benefits on a partaker for the remainder of the part of day (morning, noon, afternoon, evening or night) in which the ceremony is performed:
Courage – The partaker is immune to all fear inducing effects.
Serenity – The partaker is immune to all confusion inducing effects.
Inner Strength – The partaker is immune to strength and damage effects, although any damage accrued will come to effect after the period expires. If this is enough to kill the character, they can make a heroic last speech before they die.
Rumour has it that Takuan instilled other powers in the tea set, but these can only be unlocked by high level practitioners of either tea ceremony or Zen Buddhism. The ochagu can be destroyed quite easily by mundane means, by Takuan made many of these during his lifetime and so others can be procured or found, along with countless imitations that grant no powers at all. Only monks or trained tea masters can use the powers of this tea set.


Brush () – Ornate brushes made of cedar, ivory, jade or bone were the accouterments of Japanese ladies, who would also wear them as pins or stays for their ornate hairstyles.

Spiderweb Comb (蜘蛛の巣の櫛 kumo no su no kushi). Legend has it a power hungry court lady had this comb made. It consists of a green jade comb in the shape of a spider spinning its web and holds an accompanying pin. Only women may use it, and if a character uses it to comb then pin up their hair, they may move as silently as a spider, climb walls, hide in shadows, and cast one magical web per day. The pin also contains a deadly poison that incapacitates anyone its flesh pierces and will kill them if they are not treated within a day. If the comb is displaced from the hair, the wielder loses all powers until the next day, when they must bathe and re-do their hair. The brush can possibly be destroyed by magical means, but has been known to mysteriously disappear once its wielder has been captured or killed.