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Cooperative Dungeon IV: Update

Is there any specific rules for designing magical items?

Here is an Object of Power I threw together, I just took a wild guess at the vitals... any ideas are welcome, i'm also open to alternate powers suggestions.

Death Mask of King Toth Nekamek: This golden mask is fashioned to resemble the head of a jackal. The mask bestows on its wearer a +1 deflection bonus to armor and a +4 competence bonus on Wisdom-based skill checks.
Faint divination; CL 5th; Craft Wondrous Item, shield of faith, owl’s wisdom; Market Price: 2500 gp
 
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Check Creating Magic Items in the SRD.

1) a +1 deflection bonus is worth 2000 gp by itself

2) a +4 competence bonus to a *single* skill is 1600 gp. For *all* Wis-based skills, you'd use the "Multiple Similar Abilities" rule: 1600 for the first, 1200 for the second, and 800 any others. There's a total of 6 Wis-based core skills, so that would be 1600+1200+4x800 = 6000 gp (a bargain, because I counted Profession as only a single skill!)

Putting these together, you add 50% of the price of the cheaper ability, so 10,000 gp total. Then if you make it a *mask* (i.e. taking up the "goggles" slot on the body), you'll have to pay another 50% on top of that, so 15,000 gp. (as a helmet, 10,000 gp would be fine)
 

Ok, here is an updated version.

Death Mask of King Toth Nekamek: This golden mask is fashioned to resemble the head of a jackal. The mask bestows on its wearer a +1 deflection bonus to armor and a +2 competence bonus on Sense Motive and Spot skill checks.
Faint divination; CL 5th; Craft Wondrous Item, shield of faith, owl’s wisdom; Market Price: 4200 gp
 

Hmm, last one in. :)


OK, here's what I've got so tell me what you think. I'm totally willing to edit for format, content, or whatever. Just let me know.

Room 11

Tomb of the Magus

Door: This unusually solid and thick stone door is jammed shut. There is no obvious handle or other means of opening it beyond its destruction. (Strength DC 25, Hardness 8, Hit Points 108) Repeated banging upon the outside of the door will awaken the spirit within which will begin to wail loudly and horribly. Only a few glyphs are still readable, the words Death, Doom, Betrayal, and Magus, all written in Hieratic (Decipher Script DC 20). The door and walls all have the Ghost Touch enhancement, and thus radiate magic, and cannot be passed through by ethereal creatures.

This heavy stone door seems to be made from a single uncut piece of marble. It shows obvious signs of the gnoll’s attempts at forced entry. The stone is pockmarked with the scars of hammers, picks, and other less appropriate weapons. A complex series of delicately carved glyphs once adorned the center of the door but has now been partially destroyed by the gnoll’s untender ministrations and much of it has been rendered illegible.
Room

This stone room is completely empty except for the dust covered bones of the Magus. The walls and ceiling are built from massive blocks of uncut marble ten feet wise and eight feet tall. They are completely covered with thousands of lines of small glyphs running top to bottom.

A bare human skeleton lies in the direct center of the room in one hand clutching a dagger that has been pierced through its ribs roughly where the heart would be. It is covered with the dust that its clothes and belongings have long ago rotted in to.
Features:

1: Glyphs- A Read Magic spell will reveal them to be ancient arcane lore. Given the proper amount of time the following spells can be found inscribed, Disrupt Undead, Protection From Evil, Detect Undead, Comprehend Languages, Command Undead, and Ghoul Touch.

2: Skeleton- A Divination or, at the DM’s discretion, sufficient anatomical knowledge will reveal the dagger wound to be self-inflicted. Sealed in while still alive and intended to serve as court magi in the underworld this traitorous servant attempted to spite his lord by becoming undead, thus denying Nekamek ownership of his soul.

3: Dagger of Lost Souls- This +2 Ghost Touch dagger is made from iron and wrapped in thin bands of silver. It’s hilt is adorned with a remarkably realistic silver jackal’s head. Any creature slain by the Dagger of Lost Souls will return as a wraith in 1d4 days.

Encounter (EL 4): The wraith of the Magus still haunts this room and will immediately attack any living creatures that enter. He is an adult human wearing light robes, and a tall rounded hat three feet in height. He has a long mustache but no beard and his feet are visibly bare. He has gone completely insane from lack of stimuli. He remembers nothing of his former life or of once being human, he no longer even knows how to talk let alone use effective tactics. He will simply rush attacking until he is destroyed or has slain all. When not hovering motionless above his own remains he constantly wails and screams in a most unpleasant and disturbing manner. Having long ago forgotten about the world outside he has little interest in leaving his room. He will not follow retreating characters in to the hallway unless of course they continue the attack from there, such as with spells or ranged weapons, and if left alone will pathetically attempt to rebuild the shattered pieces of the once massive Ghost Touch door. He will have little success at this.

Wraith of the Magus: CR 5, Medium Undead (Incorporeal), HD 5d12, HP 32, Inish +7, AC 15 (t15, ff12), Speed: Fly 60 ft., BAB +2, Attack: Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution drain), Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain), Space/Reach: 5 ft./5 ft., Special Attacks: Constitution drain, create spawn, Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Saves: Fort +1, Ref +4, Will +6, Abilities: Str —, Dex 16, Con —, Int 4, Wis 14, Cha 15, Skills: Hide +11, Intimidate +10, Listen +12, Search +10, Spot +12, Survival +2 (+4 following tracks), Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB







 
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Sounds about right.

If this is really a *golden* mask, don't forget to add some gp value and weight for that as well! (50 gp = 1lb, the famous mask of Tutankhamen weighs 11 kg or about 20 lb and should probably count as a helmet rather than a mask)
 


Ferret said:
Any response to my post?

You mean the one about the rod?

All rods are in room 8, and I'm pretty sure all the figurines now have rooms. Thanks for volunteering though, and thanks to all the others that volunteered to place keys too.
 



Yeah, the ushabti are probably my favorite thing in the whole dungeon.


I know that, regardless of whether or not I run this module, the ushabti swarm will definitely be making an appearance in my game. They're that nifty.
 
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