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Runequest #114 - Treasure Hoard Items - Runequestified!

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I just finished writing the introduction, and collating, organizing, rewriting and editing the entries for Skirmisher Publishing's forthcoming 100 Oddities for a Treasure Hoard, the latest in our expanding Oddities line that began with 100 Oddities for a Creepy Old House and now spans 6 volumes in print and more on the way.

As I was working with 100 Oddities for a Treasure Hoard, I was struck by how cool many of the items were and how they deserved game stats. Since this is Thursday, and I have for over two years now done a weekly Runequest Thursday column, it made sense to use Runequest to stat these items, and tie their back stories to Gloranthan history and myth.

So I roll 1d6 to see how many items I would stat, and then set about writing them up. I rolled 4: my d100 rolls: 06, 89, 69, and 53.

II hope this article shows what a GM can do with the Oddities line generally, beyond just rolling oddities and tossing them around your locales. Which is fine, but the Oddities books can, and should be much more on occasion. I encourage any GMs out there to stat some up the same way, and feel free to post your creations in the comments below. I would love to check out other people's ideas - for the same items, or others, Runequest or whatever system you like.

What I have done with them, is to give them a bit more than simple game stats. Personally, I believe that there should never be something so mundane in a game as a +1 magic sword. Every magic Item should be something more - at least to those people who come into contact with it. This is starting to sound like a separate column so I will lock my word hoard on that for the moment. Instead, I will tell you about something new for the Oddities Line of products.

Oddities for a Treasure Hoard includes a new mechanic - The Legend Check. Essentially this allows any PC to make a roll on whatever the equivalent skill is in your game of choice (we used Legend as a generic stand in for skills that might be called Legend Lore, Item Lore, Arcana, etc). In 100 Oddities for a Treasure Hoard, we don't write up Legend Check info for every item, but there is no reason why the other items can't have Legend information.

When all four of my d100 rolls came up with items that did not have Legend Check information, I decided to add some.

Here are the results: In each, the oddity is first, in italics, then the name of the item, its legend Check Information, and its powers.

 

6. A silver war-helm with the snarling features of an angel for a mask, under a mantle of feather-like scales. The helmet is enchanted. Roll 1d6: 1 – The silver is stronger than steel, conferring superior protection from damage and causing fear in were-creatures; 2 – The helm allows the wearer to fly for 2d6 minutes per day; 3 – The wearer of the helm can project an potent eyebeam of fiery devastation 1d4x times per day; 4 – The helm grants inhumanly high charisma to its wearer, who can use it to quell mobs, instill fear in foes, even charm monsters; 5 – the helm once belonged to an arch-angel who resents having it in the possession of unworthy mortals; 6 – 2d6 on the table and combine the results. If you roll a 6 with one of these dice, roll again. If you roll a double, add its result again.

White Moon Celestial Masks:

Legend Check: These potent magical helms were crafted for the White Moon Celestials when the White Moon ascended the heavens of Glorantha in challenge to the Lunar Empire. There are six of these helms, each with a different set of Powers. Unless noted otherwise in the individual descriptions, each helm has Armor 8, and Encumbrance 2, and grants Dark Vision.

1 – This helm is magically hardened beyond the rest (Armor 13). Were-creatures and shape-shifters are attacked by a POW 20 Fear attack or flee at full speed for a number of rounds equal to the amount by which they failed to resist.

2 – This helm allows the wearer to fly at a speed of 24 for 10 Minutes.

3 – This helm grants the ability to project a fiery eye-beam 100 feet long. Up to 4 targets along that beam may be attacked by the beam for 2d12 Fire Damage. The helm cam produce this beam 3 times per day.

4 – This Helm grants the wearer +6 CHA, and the following special CHArisma powers: Once per day, the wearer can quell or cause fear in a crowd of up to 50 individuals. Rolling CHA x5% or less affects 1/5th of the crowd. For each multiple of CHA below 5, another 1/5th of the crowd is affected. NPC heroes or creatures of power may resist with a CHArisma contest. Once per day, the wearer can Charm a monster with a successful CHArisma contest result. For each 5% by which the wearer was successful, the monster will remain charmed for 1 day. Charmed monsters may be controlled in the same way as devoted, but not suicidal, companions.

5 – This helm was the model on which the others were made. The celestial being, Atuan, to whom the helm belongs resents those unworthy to wear it. When this helm is granted, Atuan will attack in spirit combat. If successful, he will possess the body of the wearer. If unsuccessful, Atuan becomes a bound spirit to the new owner, who can use Atyan’s POW and INT to memorize and cast spells. The helm also has one other power from this list. Roll 1d4 for that power.

6 – This helm combines the abilities outlined in #2 and #3 above.

 

89. An incredibly ornate granite sundial. The symbols on the dial are in reverse and it only casts a shadow during a new moon.

Primal Sundial:

Legend Check: This potent relic dates from the time before the Sun assumed its normal course of passage through the heavens. This sundial is holy to both the Yelmic and Zu-Kargzant pantheons, who will fight to possess it with the intent of founding a temple around it.

With the Primal Sundial, and a successful ritual to the Sun during Sacred Time, they can cause the Sun to appear in the night sky in a strange reverse eclipse for 1d10 Minutes. All sun-worshippers involved in the ritual gain 1 Permanent POWer immediately upon the appearance of the Sun, and a one use blessing that allows them to reroll a single failed check.

 

69. A silver box full of moonlight. Legend Check: If the box is opened, the moonlight escapes in a cloud that soars heavenward. If the box is opened in the presence of lycanthropes, this will force them to adopt their bestial form if they have not.

The Silver Chalice:

Legend Check: This ancient relic hails from the Court of the Dawn Age hero, Arkat, and is often tough tot have been a cup or drinking vessel. Whether Arkat himself created it or not is not recorded, but the Silver Chalice was used more than once to force shapeshifting adherants of Gbaji/Nysalor to reveal themselves for what they were.

This Box has different abilities depending on what sort of moonlight it contains.

  • If it contains light from the White Moon, it forces hostile shapeshiters to adopt their bestial form if they fail against a POW 30 attack. White Moon Wolves, however, are exempt from this effect.
  • If it contains light from the Red Moon, the light, on escaping the box, disperses into 1d8 Lunar Elementals. These elementals will seek out the nearest were-creatures and attack them to possess. This possession will last until the next Wane of the Red Moon.

 

53. A woodcut depicting fighting techniques. Careful study reveals a secret of the art of the sword. Legend Check: This technique scroll depicts the signature fighting maneuver or feat of a great hero of a century past.

Woodcut  depicting "The Du Galion Riposte":

Legend Check: This woodcut once hung in a Humati shrine of the disgraced du Galion family of Esrolia. It depicts the Sword Saint Aramere du Galion secret fighting technique – the Riposte. By studying this woodcut, re-enacting the postures and movement there displayed, and succeeding at a Sword experience check, you may forgo the usual percentile increase to learn “Du Galion Riposte”.

Du Galion Riposte

The attack or round after you have successfully parried with your sword, or you have been missed because of Defense, you gain 20% to hit that opponent with your sword