What follows is my Metal Gods-themed adaptation of
+Michael Curtis's recently published holiday-themed adventure for Dungeon Crawl Classics. All distortions, misspellings, and other misappropriations are my fault, not his.
Because
+Doug Kovacs was playing with us last night, and had done the maps for the adventure, I was challenged to do something unexpected. I hate having to pretend I don't know what's going to happen when someone runs something I've already experienced. It's still fun, but it's not particularly great fun. So, I didn't want him to have to do that. I also wanted to make sure I delivered The Goods (It's fucking Doug Kovacs, ya know? His work never disappoints. I'd get a tattoo of the DCC RPG "wizard cover" if I had the cash).
Anyway, here it is. It's so substantially changed from the original, you could run both and your players would have a hard time telling they are the same module. My Christmas (or Festivus, or Chanuka, or Kwanzaa, or whatever) present to you.
Last Dance of the Disco Lord
On what is probably the coldest day in the history of
Ur-Hadad—There's snow on the ziggurats
and spires! Unbelieveable!-- the PCs receive a missive from Kormaki
Lemmisson. He brings news that there is a hole in the world, and a long-dead
god seeks to return to the Avenue of a Thousand Gods. The Primarch of the Iron
Cathedral asks their help in putting the old god in his grave for good.
Player Start
p. 4: You stand on the Avenue of A Thousand Gods.
You have come at the behest of Kormaki
Lemmisson, cultist of the Metal Gods and chaplain of the Divine Order of the
Purple Tentacle. He has asked you to meet him and Wendylita, Primarch of the
Iron Cathedral (the main temple of the Metal Gods), and offers you a rich
reward for your assistance
When you arrive, it is
quite clear that something weird is afoot. For the first time in known history,
snow has come to Ur-Hadad. There's snow on the ziggurats and spires!
Unbelieveable! On the Avenue, temples
and ziggurats are bedecked in Winter's mantle. Its palms and apricot trees are
frosted in odd and varied hues. The effect seems to be centered on the decrepit
Temple of the hated enemies of the Metal Gods, the Dance Lords. If rumors you hear
spoken are to be believed, there is a hole in the world, and the cold, dead
hand of Gibbandy the Disco Lord, himself, has reached through it to work
mischief from beyond the veil of time.
As you approach the square
in front of that accursed temple, a miraculous site greets you. There is an
uncanny hole in the center of the square, just outside of the Dancers' Temple.
It is about 50 yards across, and, though Ur-Hadad typically is pleasant and
warm, bitter winds howl forth from the void in a blizzard of rainbow-colored snow
and sleet. From below, varicolored lights shine forth, and a pulsing, pounding
beat can be heard.
A horde of street
people— beggars, urchins, trollops, and other scalawags of the city—have
gathered around the hole. Some of them dance, grinding against each other. Some
two score of them lie insensate on the ground. Some scrabble for portions of
the snow coming from the void, which, you now see, is also of various and
shifting colors, and seems to burn with an inner light. They frantically snort
it up their noses and shove it into their maws. Priests of the Gibbandy the
Dance Lord look on avidly at these doings, smiling and chattering animatedly
amongst themselves, and fluffing their feathered and permed tresses.
Suddenly, the merriment
gives way to screams as several weird creatures emerge from the wintry abyss, and
into the gathered crowd. They look like octopi, but their bodies gleam like
mirrors under the rainbow lights. Their arms end in sharp spikes and pincers.
Those who can do so, scatter with screams of terror. The square erupts in chaos
as these alien menaces fall upon the rabble, stabbing them with their claws, and
dragging some of them back through the portal. As the crowd flees in terror,
several of the creatures give chase. Roll for initiative.
Mirror Squids (6)
Init +1; Atk claw +2 melee (1d3+2) or frigid touch +2 melee (life drain); AC
14; HD 1d8; HP 6 each; MV 30'; Act 1d20; SP frigid touch siphons heat and
vitality from victim (DC 8 Fort save or 1 point temporary Stamina damage),
immune to cold/double damage from fire; SV Fort +6, Ref +2, Will +4; AL C.
After the Battle with the Mirror Squids
p. 5 The battle done, you notice that Kormaki has
arrived. He approaches you, accompanied by a regal lady clad in black leather and
spikes, her hair cascading down her back like a marvelous cloak of flowing silver.
The lady studies the hole in the firmament, carefully, and then nods to
Kormaki. "So, it is true," she says. "The Disco Lord seeks once
again to spread his blight upon our world." Then, grimly, "Oh, fuck, no.
Not again. Not ever again." She looks you over, and then gestures for all
to follow her. She approaches the void, and gazes into it. A blackened aura
protects her and the rest of you from the swirling winds, and she seems
unaffected by either the cold or the mad, discordant music.
Below, you see a wide
staircase of rainbow-hued stone. Even now, you can see the octopodal creatures
in the distance, leaping nimbly down until they disappear into the welter of
light and sound.
Into the Boogie Wonderland
p. 6 Turning away from the void, the Primarch
examines one of the bodies lying in the rainbow snow. "No soul," she
mutters, and examines the rest. "None of them have souls," she tells
Kormaki. And then, "We cannot allow the Disco Lord to keep them. Should he
be endowed with sufficient soul power, it will be difficult to keep him from
manifesting in this world, maybe impossible." She makes the sign of the
horns to ward off such an evil prospect, and turns her gaze to you. "Are
they fit for this? Will they serve?"
Kormaki nods, and
turns to the party. "I have a task for you," he says. "It's too
important to leave to outsiders." He continues, "You must enter that
place, and retrieve the souls of the damned."
"But first,"
says the Primarch, "I will mark you with the sigil of the Metal Gods, and
imbue you with the power of metal and fire." She touches each of your
foreheads with the Metal Hand at the end of her holy scepter. It leaves a mark
that burns brightly, like flames, but does not cause pain or injury. "You
hold, now, some of Their power, and you may access the Lost Hymns to unlock
that power."
"Be warned,
though," Kormaki interjects. "You can only use so much of the power
before it is exhausted. Thereafter, the Lost Hymns will be beyond your
capabilities." He makes the sign of the horns, in blessing. "Go
now," he says, "And show our foes that the people of Ur-Hadad still believe
in the Power of Metal!"
The Primarch regards
you one last time, and says, "One last thing, before you go. I'd like you
to deliver a message to the Dance Lord." She shows her teeth, but you
don't mistake it for a true smile. "Just tell him, 'Disco still sucks.'
Better yet, leave it as graffiti or carved in His flesh. Go now, and stick some
metal up his ass."
Then she turns to
Kormaki with a smile. "C'mon," she says. "The world might be
ending. Let's go get wasted, and then we'll see what happens." Without
another word, they walk away, leaving the fate of the world in your hands.
The Sigil of the Metal Gods is imbued with limited power to
manifest several of the Lost Hymns. Each of the Hymns requires some of this
power to manifest. Each time it is invoked, the flames of the sigil dim a
little bit. If all the power is used, the mark fades completely, and you may no
longer access the Lost Hymns. You start with 10 points of Power.
The Lost Hymns
Links provided for additional flavor. They are YouTube
videos from obscure metal bands (hence, the Lost Hymns)
Shield of the Metal
Gods
Lost
Hymns (roll d4):
Effect:
a bonus on a single save, or a bonus to AC for 2 rounds. Each point adds +1.
Cost:
1 to 3
Metal Wizard, Metal
Priest
Lost
Hymns (roll d3):
3. Axe
Master "The Power" http://youtu.be/pNtUWn5RbVQ
Effect:
Functions as spellburning. This works for either Wizards or Clerics, but can be
used in conjunction with spellburning by wizards only.
Cost:
1 per +1. No limit.
Song of Steel
Lost
Hymns (roll d5):
Effect:
up to +3 to-hit and damage for one round.
Cost:
1 to 3
Heavy Metal Fire
Lost
Hymns (roll d3):
Effects:
Heals cold based damage 1HD per 1 point used, or causes fire damage (1d6+ClassLevel+ # points expended); alternately can be used to
melt up to 6 inches of ice or 1 foot of snow.
Range:
30 feet
Cost:
1 point for healing, 1 to 3 points for causing damage
Metal Storm
Lost
Hymns (roll d4):
Effect:
PC assumes the form of tornadic fire. 60' of flight per round, for two rounds;
immune to fire damage; takes double damage from cold-based attacks.
Damage:
As "Heavy Metal Fire"
Cost:
5
The Lost Hymns
(Brief, no links
version)
Shield of the Metal
Gods
Effect:
a bonus on a single save, or a bonus to AC for 2 rounds. Each point adds +1.
Cost:
1 to 3
Metal Wizard, Metal
Priest
Effect:
Works as spellburning, and can be used in conjunction with spellburning, by
wizards This works for either Wizards or Clerics.
Cost:
1 per +1. No limit.
Song of Steel
Effect:
up to +3 to-hit and damage for one round.
Cost:
1 to 3
Heavy Metal Fire
Effects:
Heals cold based damage 1HD per 1 point used, or causes fire damage (1d6+ClassLevel+ # points expended); alternately can be used to
melt up to 6 inches of ice or 1 foot of snow.
Range:
30 feet
Cost:
1 point for healing, 1 to 3 points for causing damage
Metal Storm
Effect:
PC assumes the form of tornadic fire. 60' of flight per round, for two rounds;
immune to fire damage; takes double damage from cold-based attacks.
Damage:
As "Heavy Metal Fire"
Cost:
5
Read Aloud (roughly
equivalent to p. 8 in original text)
The freezing winds and
frozen fog swirl around you as you climb down, and jump from platform to
platform following the weird, octopodal creatures (DC 3 vs. Agility). Soon, you
spot high formations of rainbow-hued sandstone, atop a mesa covered in luminous
snow and ice and dotted with gigantic cacti. You have descended into the realm
of the Disco Lord, a bitterly cold landscape of rainbow snow in shifting hues
and gigantic saguaro cacti with auroral coronas. This is the legendary Mesa of
Boogie (the very name of which is blasphemy to the Faithful).
In the distance, you see
searchlights piercing the skies and hear the thumping beat of music, its tepid funkiness
drilling into your eardrums.
p. 8
Area 1-1: The Velvet Rope
The Mesa's single
feature is a doorway, before which is a trio of large, goat-legged figures, sky-clad
except for mirrored devices of glass and metal over their eyes and heavy gold
chains around their necks, standing behind a rope of crimson velvet.
Each character must make an easy (DC 5) Fort save or be
disoriented by the colorful, dancing lights of the landscape and its features (Effect:
-2 to all rolls for 2 turns)
Goat-man Bouncers (3):
Init +1; Atk spear +1 melee (1d8), heavy cologne reek (special); AC 12; HD
1d8; hp 7, 7, 4; MV 30’; Act 1d20; SP Heavy Cologne Reek--Anyone who closes to
melee range must make DC 10 Fort save or be nauseated until the end of combat
(-1 to all rolls); SV Fort +1, Ref +1, Will -1; AL C.
Chains have a prominent "male" symbol of circle
with arrow, because these guys are the embodiment of 1970s masculinity. They
are work 50 sp each.
p. 9
Area 1-2: Beyond the velvet rope is a small chamber.
Strangely, the area is full of numerous, giant, rainbow, agave cacti.
Color-shifting snow and frost cover every surface. An opening in the floor
leads to a frost-rimed stairway, leading down.
p. 12
Area 2-1: The Grove
of Broken Dreams At the bottom of the
stairs is a larger room. It's colder even than before, but clear of the weird
snow. Slowly swaying, emaciated humanoids occupy the room. Each is attached to
one of the weird octopoids, which seems to be integrated into their flesh. They
wear the rags of festive clothing, and creep along the edges of the room, their
long, funnel-shaped noses affixed to the walls and floors, sucking up over
trace of frost or snow. They murmur lowly, their words faint.
What they say:
Hey, baby… let's go back to my place and do some blow.
This party is out of sight.
I love this song.
It's the sooooooouuuullll traaaaiiiiinnn.
Yeah, baby, I'm your dancing queen.
These guys won't attack the party. They just want to get
high. If attacked, they will defend themselves ineffectually. The mirror squids
are not able to fight, as their bodies are just shells now. They are breeding.
If these folks are killed, their bodies spill out tiny mirror squids, which
flee rapidly.
Slaves to the Rhythm
(8) Init -2; Atk fist -2 melee (1d3); AC 9; HD 1d4; HP 2 each; MV 20'; Act
1d20; SV Fort -1, Ref -2, Will -2; AL C.
Two doors at opposite ends of the south wall exit the room.
p. 13
Area 2-2—Lounge
Lizard's Lair: Broken columns and
upheaved flagstones lay half-buried in rainbow-hued snow and ice in this
high-ceilinged chamber. Almost as soon as you enter, a large mound of snow at
the end of the room quakes and falls away, as a gigantic lizard with an upright
stance arises. Its back, limbs and tail are snowy white, and its breast and
belly are deep black, and, incongruously, covered with thick hair. Around its
neck is a heavy gold chain. The creature shrieks in rage, waving its tiny arms
impotently and dancing in place. "Hey babes!" it calls in
barely-understandable common tongue. "Let's dance!"
This thing looks like a small T-Rex, dressed like Travolta.
Gold medallion necklace is worth 100 sp.
Lounge Lizard:
Init +2; Atk tongue/bite/gnaw +2 melee (1d6+1, and then must make DC 12
Strength roll to escape or take 1d3 damage per round thereafter) or frost
breath +3 missile (1d4+1) 40' cone; AC 16; HD 3d8, HP 20; MV 30'; Act 1d20; SP
filthy bite (DC 6 Fort save or additional 1d6 damage); SV Fort +3, Ref +1, Will
-1; AL C.
Also lurking on the ceiling of the room are 5 mirror squids.
They will attack as soon at the party engages the Lounge Lizard.
Mirror Squids (5):
Init +1; Atk claw +2 melee (1d3+2) or frigid touch +2 melee (life drain); AC
14; HD 1d8; HP 6 each; MV 30'; Act 1d20; SP frigid touch siphons heat and
vitality from victim (DC 8 Fort save or 1 point temporary Stamina damage),
immune to cold/double damage from fire; SV Fort +6, Ref +2, Will +4; AL C.
Area 3-1—Bar : This room is in better condition than those
you've passed through previously. With the exception of the western end of the
room, the walls and floor stand straight and even. Palm trees sprout from the
floor, in small groves surrounding tables. A circular enclosure stands in the
center. It is a bar, and a blank-eyed bartender stands still behind it. Patrons
lean despondently against it, or sit on stools around it. None of them reacts
to your entrance, but the bartender comes to life, grinning brightly, his mouth
and teeth much wider and whiter than they should be. "Hey, folks!" he
calls, his voice carrying amazingly well, despite the loud beat of the music.
"How 'bout a drink? Can I set you up?"
He points to a row
bottles, one in every color of the rainbow: red, orange, yellow, green, blue,
and violet. Next to them is a clear glass vase, labeled "Tip the
Bartender!" It's empty of coin.
He then snorts
copiously from a drift of rainbow snow atop the bar.
If they accept a drink, it will cost 1 sp. "Inflation, amirite?" <GRIN>
Female characters, of course, may drink for free.
The PC must make a saving throw (DC 10). What type depends
on what bottle they drink from. The effects can only work once per PC. Assume that
there are 10 "doses" in each bottle:
·
Red
Bottle: Fort Save. If you make the save, gain 1 point of Stamina. If you
fail, become despondent until you make a Will Save. The initial save is DC 12,
but increases by 2 each time it's made.
·
Orange
Bottle: Fort Save. If you make the save, gain 1 point of Strength. If you
fail, become despondent until you make a Will Save. The initial save is DC 12,
but increases by 2 each time it's made.
·
Yellow
Bottle: Fort Save. If you make the save, gain 1 point of Agility. If you
fail, become despondent until you make a Will Save. The initial save is DC 12,
but increases by 2 each time it's made.
·
Green
Bottle: Will Save. If you make the save, gain 1 point of Intelligence. If
you fail, become despondent until you make a Will Save. The initial save is DC
12, but increases by 2 each time it's made.
·
Blue
Bottle: Will Save. If you make the save, gain 1 point of Personality. If
you fail, become despondent until you make a Will Save. The initial save is DC
12, but increases by 2 each time it's made.
·
Violet
Bottle: Luck Roll. If you make the save, gain 1 point of Luck. If you fail,
become despondent until you make a Will Save. The initial save is DC 12, but
increases by 2 each time it's made.
Tip Jar: If they
drink and fail to tip, the bartender's grin rapidly becomes a frown. His teeth
begin to distend from his jaws, and claws emerge from his fingers. His body
begins to stretch and grow. He will attack them. If the characters attempt to
leave without drinking (and, thus, tipping) he will also attack.
Gus, Demonic Bar Tender:
Init +2; Atk claws +2 melee (1d6+1) or bite +1 melee (poison; DC 10 or
frozen for 5 turns +/- Stamina mod); AC 15; HD 4d8, HP 20; MV 30'; Act 1d20; SP
cold-based creature, immune to cold-based attacks, suffers from half damage
from non-magical weapons (weapons alight from Lost Hymns are considered magical
vs. this entity), takes double damage from fire-based attacks, as a free action
may snort the rainbow frost sands once per combat to heal 1d8 HP; SV Fort +5,
Ref +3, Will +3; AL C.
NOTE: There is no Area 3-3 in my version of this module. Treat Area 3-2
and Area 3-3 as the same area, here labeled Area 3-2—VIP Room.
Area 3-2—The VIP
Room: The music is much louder here,
and seems to be coming from the north, where you spy a door. This room is
filled with dancers who move in perfect sync to the pounding beat. At their
feet is more of the rainbow snow, along with chunks of ice, and what appears to
be crushed, grayish-white stone. Other figures lean against the walls, their
bodies swaying to the beat. All of them are beautiful creatures, seemingly
human, but their features too exquisitely perfect to be natural. The room is
very crowded, and several of the dancers beckon to you to join them.
This is, essentially the Sapping Sap room from the module,
but these are "Party Dolls." The PCs each must make a Will Save (DC 8)
not to become entranced by the beautiful beings, and join them on the dance
floor, forever. The "crushed stone" is actually bone chips, fragments
of folk who have fallen into this trap, eventually starving, and their remains
crushed underfoot in the fullness of time.
To reach the northern door, the PCs must bypass the Party
Dolls without touching them (DC 8 Ref Save). Failure indicates physical
contact, and requires a DC 12 Fort save. If unsuccessful, the victim must spend
the next round breaking free of the Party Doll (DC 10 Strength roll), who will
attempt to kiss the victim. Any PC reduced to 0 hit points by the Kiss will become
a Party Doll.
Party Dolls (a whole bunch
of them): Init +0; Atk kiss +2 melee (special); AC 12; HD 1d8; HP 6 each;
MV 20'; Act 1d20; SP kiss drains 1d3 HP per round, immune to cold/double damage
from fire; SV Fort +4, Ref +2, Will +4; AL C.
Area 3-4—The Lair of the
Disco Lord: The doors open into a
large chamber littered with bones. The music pounds here, making it very
difficult to hear each other. In the center of the room is a square platform,
made up of flashing, tiles. Above it hangs a huge, mirrored ball, about 3 feet
in diameter. It spins and flashes, illuminated by sourceless light.
Corrupt Beat Mortals hearing the unfiltered music must make a DC 10 Will save or be stunned for 1 round.
Those looking closely (DC 10 Intelligence roll) will notice
screaming, ghostly figures inside it.
At this point, have Gibbandy the Disco Lord call out something
insulting but insipid to the adventurers, promising either power or vengeance. Use
your imagination, but be sure to make it very, very cheesy.
Disco Ball of Gibbandy:
Init +2; Atk pseudopod +3 melee (1d4+3) or frigid touch +2 melee (heat drain);
AC 16; HD 4d10; HP 30; MV 30'; Act 1d20; SP cold-based creature, immune to cold-based attacks, suffers from
half damage from non-magical weapons (weapons alight from Lost Hymns are
considered magical vs. this entity), takes double damage from fire-based
attacks, aura of majesty (mortals
glimpsing the Disco Ball of Gibbandy must make a DC 10 Will save or be stunned
for 1 round), spell-like powers: color
spray (cast as 4th level wizard; +8 to spell check) and freezing
blast (as flaming hands but
inflicts cold damage; +5 to spell check, countered in spell duel by flaming
hands); SV Fort +2, Ref +1, Will -1; AL C.
The Escape
Once the Disco Ball of Gibbandy is shattered, the Mesa of
Boogie begins to quake. Each PC must make a DC 8 Refl save or take 2d4 damage
from falling debris. This gets them back to the entrance.
Once at the entrance, the following occurs:
The portal is closing.
It will be closed for good at the end of 8 rounds. Any PCs left on the other
side will die. When they die, they will be listening to disco. As the PCs begin
their ascent start the clock.
Unimpeded, a character could ascend the stairs in just 4
rounds (dwarves and Halflings will take 6 to do this, due to speed 20').
Unfortunately for the party, the Mesa of Boogie has begun to
break up, and spiral down into oblivion. The PCs must climb the Rainbow Stairs
to escape, but the stairs are beginning to crack and break.
Procedure
The PC with the best Luck must make Luck checks each round.
If the check fails, the section of the stairs being navigated is unstable or
broken.
Then, each PC must then make a DC 8 Refl save to continue
climbing.
Failure means that the affected PC must make another Refl
save (DC 8) or a Luck check (player's choice). Failing this second roll
means you fell. Goodbye. You're dead. Succeeding means you scramble onto
the stairs again, but lose a round in doing so, and make no progress toward the
portal. A PC whose failures on the climb are too numerous will be trapped on
the wrong side when the portal closes. The character will die.
Also, every round after the initial failed Refl save, any PC
that failed to keep up with the rest of the party will have to make another
Refl save (DC 8) to continue climbing, regardless of the Luck check made by
unaffected party members. Remember to keep track of the portal clock, as
continued delay could trap the PC on the wrong side of the portal, killing him
or her. If a PC is delayed more than two rounds while climbing up, he or she
will end up on the wrong side of the portal when it closes.
The Aftermath
Once the PCs have escaped, reward them as follows, reading the
following flavor text.
You have escaped the
realm of the Disco Lord. You catch your breath for a moment in the Square of
Gibbandy, passing around a flask of strong drink. The priests of the Disco Lord
stare at you in horror, some of them weeping openly, but they make no hostile
move toward the party.
Gain 1 point of Luck.
Characters under 9 Luck gain 2 points.
You make your way to
the Iron Cathedral to find the Primarch and receive your reward. The drunken
Primarch lurches free of Kormaki's embrace (earning you a glare from him) and
thrusts a bag of coin in your direction, sketching a drunken blessing in the general
direction of the party.
Then Primarch Wendylita
calls for a feast, more drink, and possibly some other things best not
described here. The news of your triumphant return spreads quickly, and this
impromptu celebration quickly becomes a full-blown rager of a party.
Get some treasure:
200 sp– 2d100 sp* (per PC). The amount lost will spent on various "party
supplies" during the night.
*The Metal God of Ur-Hadad campaign uses a silver standard.
You don't remember in
the morning what you did (or who you did it with), but your hangovers and state
of dress suggest that your debauchery was legendary.
Roll (d10) on the
following table, modified by your Luck bonus.
·
0 or less: Beaten and robbed. Lose
all your personal effects and reduced to half hit points.
·
1: You couldn’t really see the rash
in the candlelight. Roll Fort save (DC 12) to avoid venereal disease.
·
2: Major misunderstanding with local
authorities. Imprisoned until fines and bribes totaling d6 x 100 sp paid. All
weapons, armor, and magic items confiscated.
·
3: When in a drunken stupor you
asked your god(s) to get you out of some stupid mess. Turns out they heard you!
Now as repayment for saving your sorry ass, you’re under the effects of a geas. You must fulfill some harebrained
quest or suffer their wrath.
·
4: Gambling losses. Lose all your
gold, gems, jewelry. Roll Will save (DC 10) for each magic item in your
possession. Failure indicates it’s gone.
·
5: Minor misunderstanding with local
authorities. Roll Personality check. Success indicates a fine of 2d6 x 10 sp.
Failure or (inability to pay fine) indicates d6 days in the pokey.
·
6: Wake up stark naked in a random
local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank
you for stopping by.
·
7: New tattoo. 1-3 it’s actually
pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up
or misspelled 6 it says something insulting, crude or stupid in an unknown
language.
·
8: Gambling winnings: Earn d100 sp.
·
9: There is a mithril sword with a
lovely scabbard in your possession. It's wrapped in a note thanking you for a
lovely time, and an address in one of Ur-Hadad's elven spires.
·
10: You are wearing someone's very
fine clothing (50 sp value, if sold) and some jewelry work 50+d100 sp. 50%
chance it matches your gender identity.
·
11: Hey, that's not your armor. It's
better! You have acquired armor of superior craftsmanship: Roll 1d6: (1) It's
equivalent to your old armor, but lighter. Reduce fumble die by one step; (2)
It's covered with runes of protection. +1 protection versus evil; (3) It's just
very well made for its type. Add 1d2 to the normal AC for your current armor
type.
·
12+: You special item in your
posession. You're not sure what it does, but somehow you know it's magical.
Roll 1d14:
1.
It's a scroll of some kind.
2.
It's a ring.
3.
It's an amulet.
4.
It's a bottle of some sort of liquid.
5.
It's a brass bottle with an elaborately sealed stopper.
6.
It's a pair of gloves or gauntlets.
7.
It's a musical instrument.
8.
It's a wooden rod, covered in runes.
9.
It's a puzzle box of some kind.
10. It's
a belt
11. It's
a hat or helm
12. It's
a small weapon (e.g. a dagger) with a minor magical talent
13. It's
a map or tapestry.
14. It's
an intelligent weapon with one minor magical talent, one major magical talent,
and one weird side effect.
Musical Inspiration