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Secret Santicorn: Portal Items

My last entry for Purple OSR Discord's Secret Santicorn is footie Domopunk. I wrote this on my phone during holidays with the family. I'll probably edit this at a later date. Apologies for more than the usual editing errors.  Prompt : Mundane objects that are portals to different worlds.  Portable Brass Forge : This brass forge has an inscription on its top in the genie script: Use for a day risks sympathetic manifold tesseraction. This forge heats steel and iron as though they were brass,  allowing forging and metal work at cooler temperatures and for less fuel. Items forge this way count as being forged 1d6x5% faster.   On a six,  the smith can instead get a magical +1 item, if they give up 1 point of constitution and one point of wisdom for months.  It still requires someone to work the bellows, and still requires an anvil for smithing.  Anyone within 35 ft. of the forge for 8 hours has a 1-in-3 chance of getting teleported as a group to a similar f...

Additional Treasures - Fantasy Stones

Fantasy Stones This month's Blog Carnival prompt from Wobblerocket is Magic Rocks . I have catalogued stones less commonly known by people of our wondrous city. Some of these are only known to those of us who travel frequently, while others are already well known to us from songs and stories, but with their impacts vastly exaggerated. Read on and learn. -E Large Stonework & Boulders Oracular Stone A large,  hollow stone with diagonal lines decorated with a particular type of insect or small animal. Random decoration type: Animal : 1. Mouse, 2. Wren, 3. Owl, 4. Ferret, 5. Asp, 6. Spider. Insect: 1. Bee, 2. Ant, 3. Butterfly, 4. Moth, 5. Grasshopper; 6. Beetle. Benefit :  An oracle puts their head in the stove, inhaling the smoke, then sharing their oracular statement.  These statements are often cryptic and open to interpretation, and so allow the GM to play both sides of the outcomes with the same message, while providing guidance to the player characters on where...

Item Durability

Item Quality Items come in three grades: Superior: masterwork items, four notches.  They usually cost ten times the normal cost of such items.  Most magic items are always made from masterwork base items.  They may provide a minor intrinsic non-magical bonus (+1 to hit for weapons, a reduction of 1 to armor item penalties, or a +2 on tool use checks). Standard: a typical item, three notches. Poor: a poor quality item, two notches.  They have a -1 penalty (-1 to damage for weapons, -1 AC for armor, or -2 on tool use checks for items). Notches Notches represent wear and tear equipment has taken.  They affect performance in the following ways: Weapons Odd notches (first, third, etc.) inflict a -1 penalty to damage. Even notches (second, fourth, etc.) inflict a cumulative -1 penalty to hit. Armor Odd notches inflict a -1 penalty to checks due to damage. Even  notches inflict a cumulative -1 penalty to AC. Items This requires some interpretation by the GM. In...

d100 Ways to End a Curse

Goal : Make curses more interesting, especially if one of these death curses applies. Rational : Casters of curses now have to decide between making the curse harder to remove with remove curse and making it harder to remove by allowing fewer end conditions for the curse, which I feel gives an interesting choice. The caster casting remove curse has an interesting choice in determining whether to try to force the removal of the curse, or try to fulfill one of the curse removal conditions. Why use this list? Because remove curse on it's own is boring. My untested take on this: Someone casting a curse has an ending condition applied at random. They can choose to have more than one ending condition. When any ending condition of a curse is satisfied, the curse is lifted. More conditions makes it harder to remove the curse with a remove curse spell. Curses that have at least one of these end conditions should not be automatically cured by simply casting remove curse . Instead, h...

Spell Research: A Hexflower

 As part of an RPG Discord group's writing prompt, I wrote a hexflower for spell research.  It's a draft, but if there's any interest, I'll turn it into something a little more formal and post it on Itch.io or DrivethruRPG. Here's the link to the Google Doc, for now: https://docs.google.com/document/d/1m-EiGPc3etQd7-xIu7qCll10Fd9pJx-6juqWyyLLGOM/edit?usp=sharing Here's the raw images, as a teaser: Spell Research Hexflower OSR Spell Research Navigation Hex d20 Spell Research Navigation Hex

Special Items Found in Random Graves.

I'd recommend only a third to a sixth of graves have anything as effective as these at all, although the rest could have perfectly normal versions of the below which haven't been possessed by their grave's occupants. 1d3 Blue Incense Sticks : Makes the air smell nice. When infused by owner's spirit : Calms spirits (roll their morale-2) for three rounds, if they fail they go calm until triggered. If re-triggered, the first target whomever lit these sticks. Ivory Prayer Beads : Counts prayers. When infused by owner's spirit : When used for a prayer, provide bonus of bless for one hour once each week. User must donate level x 10 gp to this religion's temple before it can be used again. Burial Shroud : Covers the face of a corpse as it is buried. When infused by owner's spirit : While on a corpse, for the purposes of Raise Dead, count each day as a half day. Roll a d20 each day, on a result of 1, this gets tattered, next 1 it disintegrates. Ouija Boa...