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Rick Meints

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I had edited the original link to the new pdf to correct the Zed's Ded Box entry. Try the below link @ Darius West & Jon Hunter. Further additions may be added later. Depends how much I have to scroll through the thread...

Book of Treasure - Even More Plunder.pdf

Edited by Sayerson
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  • 2 weeks later...

 slightly silly addition

Name:  Carmathaen Fighting Trousers

Description:  Brightly patterned and coloured baggy silk trousers

Cults:  Any

Knowledge:  Carmarthen Nobility

History:  During the early part of the 2nd age it was the style for Carmarthaen noblemen to fight duels armed with large two handed blades, but without armour. These duels were usually fought bare chested with baggy ornate pantaloons covering the lower half of the body.

Baiting the opposition and a battle of words became a formal part of the duel, and over time the words became more important and the fighting less so. Eventually duellists who were able to humiliate and better their opponents in the battle of words could sometimes embarrass their opponent into submission before a blow is struck.

Procedure:  These trousers have been used in dozens if not hundreds of duels over the years and start to carry a sense ( and the stains ) of those who have gone before of both the victors and the fallen.

Powers:  If the wearer of the fighting trousers has a round to start to insult , denigrate or ridicule his opponent, he can take an roll on orate, fast talk or intimidate his opponent.

If successful his opponent suffers from the effects of a demoralise spell, and also not attack this round.  The wearer can follow up a second round making the same test and if successful doubles the effect of the demoralise and giving the opportunity for a third test. If this is successful the opponent is so humiliated and demoralised that they concede the fight and retreat.

If both combatants are wearing Carmarthen fighting trousers one success will cancel out another and the contest is won when one 'fighter'  gains an advantage of three clear successes, or both fail one round and combat can commence.

The effect will work in all single combats where the wearer gets a full round to converse before combat begins not just formal duels, however it has no effect in group engagements, battles or ambushes.

The Fighting trousers will not work if worn with armor or other form of magical or non magical protection.

Value:  These items are sought after as collector's items by nobles throughout the empire, and value depends upon the reputation of the fighter they belonged to. They can sell from 2,000L up to 15,000L for a pair from a famous.

There are rumours of a more powerful pair made from the fabled material known as tweed, but this is considered ridiculous by most knowledgeable scholars.

Inspired by Professor Elemental

https://www.youtube.com/watch?v=0iRTB-FTMdk

 

Edited by Jon Hunter
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The Leaping Spear

Description: A short spear, balanced for throwing. The head is (apparently) well-shaped flint. Tied just below the head are a pair of sky bull feathers. The haft is ash, lightly engraved with many runes and patterns; all venerate the Stormbrothers, and the gods of war and mobility. The butt-spike is of cast air-metal. 

Cults: Orlanth, particularly in Lankst

Knowledge: Orlanth 

History: Savaric the Leaper was a locally well-known hero. He was particularly famous for his skill with a thrown spear, and the numerous heroic tricks he could perform with the javelin (throwing two at once at different opponents, and so on). His most celebrated - and unlikely - ability was his ability to throw a spear, leap onto it, guide it to it's target with his feet, and leap off to resume the fight. Before his death, he took his favorite spear - The Leaping Spear - and threw it as far into the Eastern Wilds as he could. Savaric proclaimed that "one who is worthy will find it". Since his time, several heroes have found, and used, the Leaping Spear but none have managed to retain it.

Procedure: Find the original, or go on a suitable hero quest to gain similar abilities as Savaric. The spear must be attuned.

Powers: On throwing the spear, the attuned character may expend a magic point, and attempt a Jump roll (Athletics in Nash-Whittaker RQ). If the role is made, the character successfully leaps atop his spear, and is carried for the full distance of it's flight. Guiding the spear is done with a Drive Chariot (Drive) roll. If made, the character may either roll hit location on his original target twice, and choose the preferred location, or change targets (causing the spear to swerve in flight). At the end of the flight, the character leaps off the spear, and ends up standing next to the spear's target. If the GM feels like it, the character may have to make a second Jump roll to remain standing at the end of the flight.

The spear may be thrown multiple times per day, but each successive throw costs double the previous throw's magic points (1 for the first, 2 for the second, 4 for the third, and so on). And, yes, the wielder can use the spear for actions like crossing a chasm or river, by throwing the spear and riding it. The spear-thrower can carry as much weight as the GM feels like letting them carry.

Without moralizing too much, the spear is meant for the use of a wind lord of Orlanth Adventurous. The spear will continue to function as long as the individual using it shows the six great virtues of Orlanth (Courage, Wisdom, Generosity, Justice, Honor, and Piety). It does not matter whether the individual is actually a member of the cult of Orlanth or not, as long as they live up to the virtues. If the spear owner fails in their Orlanthi virtues, the next time they throw the spear, it will fly high and far, and be lost again, only to be found by another warrior.

Value: To the right warrior or chieftain, priceless. For game purposes, assume that the spear has the value of a 2 or 3 point matrix.

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Giant's Tears

Description: A transparent amber gem-like substance 
Knowledge: Trolls, Praxians
Cults: Friendly Sky Gazers Society
History: Traders sometimes acquire quantities of Giant's Tear in blocks or droplets, but in Human lands it is more often seen worked into decorative items or totems for Praxian light cutists. Trolls value it highly as a seasoning ingredient, paying many times more than its 'decorative' value amongst humans. Some traders have speculated that trolls use it to help favoured trollkin grow to near normal troll stature but this is probably a fanciful human notion arising from the name. The 'tears' are in fact Giant's ear wax, so humans may be inclined to disbelieve that trolls are attracted to the taste.
Procedure: Rare. In raw from ask a giant if he has cleaned his ears our recently. In cities, curio shops may have jewellery incorporating Giant's tear. In the Praxian lands Solar cultists pass down sunlight fetishes through the Skygazers Society 
Powers: Giant's tear is never cold to the touch. Sun Hawk shamans use it to enhance their ceremonial magic. Giant's Tears can not be used a crystals for POW / spirit storage
Value: 200L for a fist sized lump of raw tear, 300L for a worked piece one third that size.

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7 hours ago, Byll said:

Giant's Tears

Description: A transparent amber gem-like substance 
Knowledge: Trolls, Praxians
Cults: Friendly Sky Gazers Society
History: Traders sometimes acquire quantities of Giant's Tear in blocks or droplets, but in Human lands it is more often seen worked into decorative items or totems for Praxian light cutists. Trolls value it highly as a seasoning ingredient, paying many times more than its 'decorative' value amongst humans. Some traders have speculated that trolls use it to help favoured trollkin grow to near normal troll stature but this is probably a fanciful human notion arising from the name. The 'tears' are in fact Giant's ear wax, so humans may be inclined to disbelieve that trolls are attracted to the taste.
Procedure: Rare. In raw from ask a giant if he has cleaned his ears our recently. In cities, curio shops may have jewellery incorporating Giant's tear. In the Praxian lands Solar cultists pass down sunlight fetishes through the Skygazers Society 
Powers: Giant's tear is never cold to the touch. Sun Hawk shamans use it to enhance their ceremonial magic. Giant's Tears can not be used a crystals for POW / spirit storage
Value: 200L for a fist sized lump of raw tear, 300L for a worked piece one third that size.

So stealing.

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15 hours ago, Byll said:


Powers: Giant's tear is never cold to the touch. Sun Hawk shamans use it to enhance their ceremonial magic. Giant's Tears can not be used a crystals for POW / spirit storage

So HOW do Sun Hawk shamans use them to enhance their ceremonial magic?  Inquiring minds want to know the details!

Edited by Darius West
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4 hours ago, Darius West said:

So HOW do Sun Hawk shamans use them to enhance their ceremonial magic?  Inquiring minds want to know the details!

Giants' tear is fluorescent, it glows just after the sun has entered the gates of dusk, some tears glow noticeably even under starlight or moonlight. You'll have to ask the giants why this is so. Some say that giants themselves (or at least their sweat) glows in starlight, which is what helped them see each other during the darkness. Certain SunHawk shamans can use giants' tear fetishes to store light and draw on them to increase the intensity or duration of their light magics

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Frozen Fire

Description: A carved piece of "Ice" that looks like a flame. Red to orange to yellow coloring. Usually about fist-sized. Often mistaken for glass. Cool to the touch. 

Cults: Invisible God

Knowledge: Known to some travelers to Valind's Glacier. Popular item in folklore in northeast Fronela and Carmania.

History: "Frozen Fire" is said to have been invented by the God-Learners, as a way of transporting fire in northern lands.

Procedure: There is a Grimoire The Book of Opposites said to contain the sorcerous spell for creating frozen fire. 

Powers: Frozen fire can be transported in a backpack or pouch. Investing 1 magic point into it 'unfreezes' the fire. At that point is expands to the size of a large campfire and begins burning normally. If no fuel is provided, the frozen fire will burn for about 5 minutes, then go out. Placed on flammable materials, it will ignite them, just like a normal fire would. Each time frozen fire is used, roll a d6. On a 1 or 2, the fire is consumed. On any other number, a person can expend one magic point, and 'refreeze' the fire.

Value: About 1/2 the value of a 1-point matrix.

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2 hours ago, pachristian said:

Description: A carved piece of "Ice" that looks like a flame. Red to orange to yellow coloring. Usually about fist-sized. Often mistaken for glass. Cool to the touch. 

Here's another reason not to eat the yellow snow :)  Nice item btw.

Edited by Darius West
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