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Mohkba Mania: Magic Shooter Marble

Marble-Magic-ItemMagic Shooter Marble
Aura faint transmutation; CL 4th
Slot none; Price 4,500 gp; Weight

DESCRIPTION

This 1-inch polished emerald marble is translucent green and flawlessly crafted. Not a single nick, scratch or scuff marks its surface.

This enchanted shooter marble was created to give its user an edge when playing a popular game of marbles known as “Mohkba Mamba” which is played by wealthy children who live in its namesake city. The magic shooter marble provides its user with a +5 bonus to skill checks related to playing the game.

When used by a Minuscule or Infinitesimal creature, the marble instead functions as a portable ram granting the user a +2 circumstance bonus on Strength checks made to attempts to batter objects and break open doors (or door-like objects such as grates, shutters or lids). If a second person helps, this bonus is automatically increased by +2. The magic shooter marble can be rolled at a distance towards any target within 10 ft. of the user and will still function as a portable ram.

If the magic shooter marble is within 10 ft. of its user when a command word is spoken it gently returns to its user. When returning it rolls upon the ground and around or over any obstacles that do not completely block its path. If the only viable path to return to the user would result in damaging the marble, it instead waits for another viable path to become available before continuing.

CONSTRUCTION
Requirements Craft Wondrous Item, a solid emerald shooter marble worth 500 gp, mage hand; Cost 2,500 gp

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Wandering Wasteland: Contraband Cypher

Contraband Cypher
Aura none (special circumstances); CL 20th
Slot none; Price 128,000 gp (lesser), 320,000 gp (greater); Weight 2 lbs.

DESCRIPTION
This small 3-inch cube is crafted from refined alligotonium and appears to be an amalgam of smaller 1-inch cubes. Mostly sienna in hue, the middle cubes in the center of each larger face have been dyed a unique color.

A contraband cypher is a magic puzzle box made up of 26 identically-shaped 1-inch alligotonium cubes arranged to form a larger cube—each side consisting of nine exposed faces of the smaller cubes. There is no center cube within the larger arrangement, allowing for any one of the smaller cubes that make up the center square on each side of the larger paradigm to be depressed inward until it occupies the open space in the core of the puzzle box. When closed, the smaller cubes of a contraband cypher cannot be pulled apart by any means that wouldn’t totally destroy the magic item.AAW_MagicItem_Monday_Contraband_Cypher
The smaller cubes are held together in the form of the larger cube by an attracting arcane force that draws each inwards towards the center of the box. However, when a smaller cube is depressed into the core of the larger construct, it automatically shifts back to its original location when released, once again vacating the empty space inside the puzzle-box. In this way the middle cube comprising each of the six faces of a contraband cypher can be depressed, one at a time, like a button.
The cubes that can be depressed are uniquely hued for identification (carmine, cerulean, verdant, titian, perse, and ashen).
To open a contraband cypher, the buttons on each of its faces must be depressed in a specific order to solve a combination. When the combination has been input, the smaller cubes suddenly expand outward to float, spin, and twirl in midair as they orbit around an ardent spherical field containing an extradimensional space within (and any items that were stowed inside).
A successful DC 30 Disable Device check reveals the first button to be pressed in the contraband cypher’s combination. Subsequent successful Disable Device checks (DC 30 + 5 for each new part of the combination) reveals the next button in the combination.
When the box is opened, items stowed within the extradimensional space float weightlessly inside the spherical field as the small cubes continue to erratically orbit its outer edges. If an item is placed into the extradimensional space that would push the weight capacity of a contraband cypher over its limit, that item falls to the ground.
A full-round action is required to open a contraband cypher, and it remains open for 1d4 minutes. Then the small cubes are automatically drawn back together, securing any items floating within the spherical field by compressing the opening to extradimensional space within the core of the puzzle box. When closed, this extradimensional space functions as a vacuum. The alligotonium construction of the puzzle box makes the interdimensional space contained within immune from outer planar confluences—as long as the box remains closed, the interdimensional space contained within remains unaffected by the presence of an extradimensional space (such as a bag of holding).
     A lesser contraband cypher conceals a 1 ft. spherical extradimensional space that can hold up to 25 lbs., and requires a combination of three buttons to solve.
     A greater contraband cypher conceals a 3 ft. spherical extradimensional space that can hold up to 50 lbs., and requires a combination of five buttons to solve.
While a contraband cypher is closed, it generates no aura and masks the auras of any magic items contained inside as well as providing those items within with spell resistance (SR 25) which it also shares.
A contraband cypher retains the overall mass of the contents stowed inside, causing it to seem unusually heavy when the extradimensional space is being utilized.
The combination of a contraband cypher can be reset by a creature familiar with the current combination (DC 20 Use Magic Device check). This is done by rearranging the colored cubes as they orbit around the extradimensional space when the puzzle-box is open; failure results in a totally random new combination.
To determine a random combination due to recombination failure or determining the existing combination of a discovered contraband cypher, roll 1d6 for each part of the combination and use the following chart:
1d6    Cube to be depressed
1          carmine
2          cerulean
3          verdant
4          titian
5          perse
6          ashen

CONSTRUCTION
Requirements Craft Wondrous Item, Enlarge Spell (for greater contraband cypher only), create demiplane (CL 15th), mask dweomer (CL 5th), ½ lb. of refined alligotonium; Cost 64,000 gp (lesser) / 160,000 gp (greater)

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Wandering Wasteland: Striding Boots

striding-boots-rick-h1Striding Boots
Aura moderate abjuration; CL 7th
Slot feet; Price 3,750 gp; Weight 1 lb.

DESCRIPTION
This pair of thigh-high glossy black oilskin boots have been meticulously polished but there are still stains of brownish dirt and grit across their tongues and quarters.

Striding boots increase the wearer’s speed to a maximum of 40 ft. for tactical movement, 400 ft. for local movement, and 4 miles (per hour) or 32 miles (per day) of overland movement. The wearer’s speed is not changed when they are traveling at a hustle or using the run action.
The wearer of striding boots also treats all overland terrain as moving upon a trail across plains as long as they are walking. This does not supersede any requirement to climb obstacles. Moving at any speed greater than their walking speed negates the effects of striding boots.
The wearer of striding boots may walk for 12 hours (instead of 8) before entering into a forced march.

CONSTRUCTION
Requirements Craft Wondrous Item, freedom of movement; Cost 1,875 gp

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Wandering Wasteland: Scowl Carver

scowl carver (mutant)Scowl Carver                           CR 12
XP 19,200
Male ashen human fighter 7/rogue 5
NE Medium humanoid (ashen, human)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 80 (7d10+5d8+19) fast healing 5
Fort +7; Ref +14; Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge; DR 5/ –; Immune radiation

OFFENSE
Speed 40 ft.
Melee +2 cruel dagger +20/+15 (1d4+7, Crit 17-20/x2) and dagger +16/+11 (1d4+6, Crit 17-20/x2)
Special Attacks sneak attack +3d6, weapon training (light blades +1)

TACTICS
Before Combat Scowl attempts to ambush an enemy, attacking from the shadows if given the opportunity.
During Combat Scowl is relentlessly protective of his fellow mutants, focusing his attacks on creatures assaulting his kin before facing a direct threat to himself (even if this leaves him open to attacks of opportunity).
Morale Scowl is relentless in battle, but attempts to flee when reduced to fewer than 10 hp.

STATISTICS
Str 14, Dex 22, Con 13, Int 12, Wis 8, Cha 10
Base Atk +10; CMB +12; CMD 28
Feats Dazzling Display, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Shatter Defenses, Skill Focus (Acrobatics), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger)
Skills Acrobatics +30, Bluff +10, Climb +10, Diplomacy +10, Disable Device +14, Disguise +10, Escape Artist +10, Intimidate +20, Knowledge (local) +9, Perception +13 (+15 to find traps), Ride +10, Sleight of Hand +10, Stealth +20, Survival +10, Swim +10
Languages Common, Mutant Hand Sign (exclusive to the mutant enclaves of the Scorched Lands)
SQ armor training 2, bulbous eyes, fractured mind, rogue talents (finesse rogue, weapon training), trapfinding +2
Combat Gear potion of endure elements, potion of spider climb; Other Gear +1 chain shirt, +2 cruel dagger, dagger, solid gold symbol in the stylized likeness of the Shard of the Sun (2,000 gp art item).
Boon Scowl can assure safe passage through the mutant territories of the Scorched Lands and evoke a Friendly attitude from various mutant enclaves.

SPECIAL ABILITIES
Bulbous Eyes (Ex) Scowl has darkvision with a range of 60 ft. and low-light vision.
Fast Healing (Ex) Scowl has fast healing 5.
Fractured Mind (Ex) When Scowl fails a Will save he is confused for 1 round.
Increased Speed (Ex) Scowl’s speed increases by 10 feet.
Rugged (Ex) Scowl has DR 5/—.

 

5E RULES

Use the statistics for an “Oni” for Scowl but instead of any spellcasting abilities, Scowl gains sneak attack +4d6, uncanny dodge, and the ability to make three attacks in a round when using his glaive.

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Wandering Wasteland: The Canyon March

The western canyons of the Scorched Lands are known for a loose network of mutant settlements who make their homes in its shallow caverns and abandoned mines. Many of the inhabitants are locals that suffered mutation as a direct result of prolonged exposure to the energies produced by the Shard of the Sun, but there are others with physical deformities as well (notably, escaped slaves from Timaeus fleeing the oppression of their tyrannical creators).

Pre-eminent across the region is the Canyon March, a mutant-run organization as much as it is an actual trek into the western reaches of the Scorched Lands. These smugglers follow a plotted route from civilized Timaeus to the mutant enclaves in the wastes, accompanied by escapees that are guided by sympathizers on the long journey between campsites and mutant-friendly safe houses.

canyon march (reduced)The smugglers of the Canyon March are always on the run from agents of the Six Orders. Few survivors live to tell the tale of encountering these slave hunters, but a DC 20 Knowledge (local) check uncovers a rumor of a particularly nasty Timaeus Daewi named Tigan Mek and a group of mercenary assassins under his charge that actively hunt and kill any mutant that flees their lands (as well as those who assist in their escape).

Thus the mutants in these settlements are very untrusting of non-mutants, though a rapport can be established with great effort. Unfortunately for the adventurers the P.R.A.N.K.S.T.E.R.S. have garnered such a relationship with the strongest of the enclaves in the Fissures. In return for allowing the cabal to run a processing facility hidden deep within an abandoned mine, the nefarious organization has agreed to funnel a stipend of revenue to help fund the operation of the Canyon March.

When the adventurers first come across the mutant enclave, a small settlement of mud structures established in a network of cliff-side recesses, its 30 mutant inhabitants are very wary. A DC 20 Diplomacy check allows the party to pass the six watchmen (N Human warrior 5 with the ashen template [see the upcoming Meta Thursday article! MM]) and enter into the hamlet. PCs that offer mundane equipment or gold as a token of friendship receive a +5 circumstance bonus to this check. The mutants provide the party with temporary shelter, water, and food (cave lizard meat) but have little-to-nothing to offer in trade or services.

The enclave is governed by a mutant man known as Scowl [check out tomorrow’s Statblock Sunday article to see his stats! JAM] Scowl is a smuggler on the Canyon March, a higher-up in the organization, and the individual who brokered the deal with the P.R.A.N.K.S.T.E.R.S. to operate the nearby processing facility. If the party even hint that they are seeking the location of the agents running the cabal’s operations in the Scorched Lands they are immediately taken to the abode of Scowl (by force if necessary). As soon as the adventurers are brought into the company of Scowl Carver, a group of six robed figures and a dubious man appear in a flashTigan Mek followed the adventurers to this location and has been stalking in the shadows beneath the cliff knowing that they would eventually be lead to the enclave leader.

canyon march 2 (reduced)The moment Tigan (N Male halfling rogue 4/sorcerer 5/arcane trickster 4) and his six assassins (LE Halfling rogue 5) arrive he loudly announces himself and shouts an accusation of guilt at Scowl, condemning the smuggler to death. In response the watchmen who brought the adventurers to the location quickly gather around to defend their leader. The two opposing parties pause momentarily to determine whose side the adventurers are onif the party abstains from the engagement they are presumed to be enemies of the mutants and friendly to Tigan (and are thus attacked by the local guards). Both parties fight until there is a clear victor and upon hearing the shouts of Tigan from Scowl’s abode, the remaining mutants in the enclave scatter and flee, each convinced by local lore that the Daewi is unstoppable.

If the adventurers assist Scowl and the mutants are victorious, the mutants consider them to be true allies. When informed of what the P.R.A.N.K.S.T.E.R.S. are really up to (manufacturing something of ill-intent for all of Aventyr) the mutants gladly tell the party of their whereabouts, explaining that the agents have completed work at the processing facility and abandoned that mine a week past. Scowl was told to visit a specific location in the city of Ravine by cover of night in three days to retrieve the final payment offered to the Canyon March in return for assisting the criminal cabal.

If the adventurers assist Tigan and the mutants are killed, he considers them to be true allies to Timaeus and presents each of the PCs with a black iron token bearing the sigil of the Order of the Cloak. He tells them that these Timean tokens are proof of their commitment and service to the nation of mages (should it ever come into question) and these items provide a single +5 insight bonus to any Diplomacy check made with an agent of the Six Orders of Timaeus. While conversing Tigan tells the party that he and his men spied a group of humans they suspected might be P.R.A.N.K.S.T.E.R.S. leaving the canyons about a week past, providing the adventurers with the last known location where the cabal’s agents were seen (in the city of Ravine).

In either case the victors decline accompanying the adventurers back to Ravine but offer two pairs of striding boots [upcoming Magic Item Monday! —MM] and 3d4 x 100 gold as a reward for their efforts (in the case of allying with the mutants, these are the goods that can be recovered from the corpses of the Timaen agents).

 

5E Rules

For Tigan use the “Assassin” statistics, for his six agents use the “Cult Fanatic” statistics, and for the Canyon March guards use the “Berskerker” statistics.

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Wandering Wasteland: Lens Shard

Lens Shardlens shard (reduced)

Aura faint divination; CL 1st
Slot none; Price 13,110 gp; Weight 25 lbs.

DESCRIPTION
This faintly luminescent crystalline shard has been fashioned into finely polished convex lens. The dense multihued glass-like jewel stands roughly a foot tall but weighs much more.

A lens shard has the ability to intensify both negative and positive energy channeled through it, increasing the dice of channeled energy by one step (from d6 to d8).
A lens shard can replace both the focus and divine focus components of the scrying spell. Scrying through a lens shard also increases the DC of the Will saving throw to resist the spell by +1. When used while crafting a magic item, the lens shard allows the crafter to increase any applicable caster level of spell effects by one level.
If applying the downtime system, a lens shard used by an organization grants a +1 boon to Magic.

CONSTRUCTION
Requirements Craft Wondrous Item, ceremony, crystal shard of applicable size and shape from the Sea of Shards; Cost 6,550 gp