(un)reason
Legend
Polyhedron Issue 146: March 2001
part 3/6
The magic of Raven's Bluff (concluded):
Bowls of Monster Summoning extend and enlarge the effects of any Monster Summoning spell cast by the owner, with a few minor provisos. Since becoming a specialist wizard is somewhat easier this edition, you can really do some minion spamming with the aid of this.
Candles of Exploding only have a one round delay on them, (and rounds are much shorter now) so exercise great caution and possibly the help of a 10’ pole when lighting them.
Cloaks of Starlight have completely different effects depending on if it’s daytime, nighttime aboveground, or underground. All are interesting, but none overly powerful.
Cones of Communication are your basic paired magical walkie talkies. If you are going to split the party, they’ll mitigate the worst parts of that by letting you co-ordinate your actions from a distance anyway.
Dirty Turtles are a particularly malodorous type of magical stink bomb. If you have 500gp to blow on a single prank, you’re probably not operating on the street gang level this is supposed to be aimed at, unless inflation has gone crazy recently.
Earrings of Dark Fire let you appear to be an ominous evil fiend hurling flames that consume instead of emitting light. This may or may not increase your life expectancy, depending how easily intimidated the marks are.
Eldath’s Origami Peace Cranes make everyone simmer down, as you’d expect, Just maybe you can get through an adventure without combat for a change.
Flagons of Flowing Ale generate a good gallon a day, enough to quench the thirst of all but the hardiest dwarf. Careful using it in the pub, as you don’t want to be chucked out for being a freeloader.
Gauntlets of Heat are another pretty obvious thematic one, letting you do damage or smithing easily without looking so evil in the process.
Gloves of Entropy give you a level draining touch, but slowly drain your own XP and wisdom as well, plus you can’t hold anything corporeal while wearing them, making them very much a double-edged weapon. Once again, a vast amount of expense to mimic a fraction of what many undead can do effortlessly.
Graz’zt’s Six-Fingered Pendant let’s you summon a vrock once a week. If your intentions aren’t suitably diabolical, controlling it is another matter altogether.
Firey Red Rhomboid Ioun Stones give you fire resistance, as you’d expect. Surprised something that basic isn’t already in the corebooks.
Keys of Translation are one of those basic effects you take for granted if you have them, and really miss if you don’t. Best to pack something like that to avoid misunderstandings.
Lathander’s Deathspeak Stone is a one-shot speak with dead, for if the party is too low level to have a cleric with the appropriate spell, but you want to move the plot along that way anyway.
The Mask of Bhaal makes you look terrifying, but doesn’t grant any other powers, making it another one that’ll get you killed quickly if you face courageous adventurers and don’t have the skills to back it up. Non-evil characters need not apply.
Necklaces of Beady Eyes are a handy but imperfect substitute if you can’t find an oasis.
Obsidian War Eagle Pendants counter origami peace cranes, and also make you even better at using weapons you’ve already specialised in. Only really useful to fighters who are determined to make fighting their first solution to any problem.
Powder of Stone to Flesh is found suspiciously commonly in adventures that also feature medusas or gorgons.
Shifter Manacles keep their captive from teleporting away, as also seen commonly in Sigil due to the frequency of fiendish encounters.
Skull Masks make your head appear to be a skull, and give you limited resistances to things that undead are completely immune too. As usual, what is balanced for PC’s and monsters uses quite different math.
Thieves Picks of Stealth are a familiar one, improving your skill and melding into your body when not needed so you can easily smuggle them anywhere just as they did in the old edition.
Waukeen’s Curing Clasps let her priests do at least a little healing when they were without their powers a few years ago. Even now, with the added convenience of spontaneous conversion a few extra HP rarely goes amiss for a busy adventuring party.
part 3/6
The magic of Raven's Bluff (concluded):
Bowls of Monster Summoning extend and enlarge the effects of any Monster Summoning spell cast by the owner, with a few minor provisos. Since becoming a specialist wizard is somewhat easier this edition, you can really do some minion spamming with the aid of this.
Candles of Exploding only have a one round delay on them, (and rounds are much shorter now) so exercise great caution and possibly the help of a 10’ pole when lighting them.
Cloaks of Starlight have completely different effects depending on if it’s daytime, nighttime aboveground, or underground. All are interesting, but none overly powerful.
Cones of Communication are your basic paired magical walkie talkies. If you are going to split the party, they’ll mitigate the worst parts of that by letting you co-ordinate your actions from a distance anyway.
Dirty Turtles are a particularly malodorous type of magical stink bomb. If you have 500gp to blow on a single prank, you’re probably not operating on the street gang level this is supposed to be aimed at, unless inflation has gone crazy recently.
Earrings of Dark Fire let you appear to be an ominous evil fiend hurling flames that consume instead of emitting light. This may or may not increase your life expectancy, depending how easily intimidated the marks are.
Eldath’s Origami Peace Cranes make everyone simmer down, as you’d expect, Just maybe you can get through an adventure without combat for a change.
Flagons of Flowing Ale generate a good gallon a day, enough to quench the thirst of all but the hardiest dwarf. Careful using it in the pub, as you don’t want to be chucked out for being a freeloader.
Gauntlets of Heat are another pretty obvious thematic one, letting you do damage or smithing easily without looking so evil in the process.
Gloves of Entropy give you a level draining touch, but slowly drain your own XP and wisdom as well, plus you can’t hold anything corporeal while wearing them, making them very much a double-edged weapon. Once again, a vast amount of expense to mimic a fraction of what many undead can do effortlessly.
Graz’zt’s Six-Fingered Pendant let’s you summon a vrock once a week. If your intentions aren’t suitably diabolical, controlling it is another matter altogether.
Firey Red Rhomboid Ioun Stones give you fire resistance, as you’d expect. Surprised something that basic isn’t already in the corebooks.
Keys of Translation are one of those basic effects you take for granted if you have them, and really miss if you don’t. Best to pack something like that to avoid misunderstandings.
Lathander’s Deathspeak Stone is a one-shot speak with dead, for if the party is too low level to have a cleric with the appropriate spell, but you want to move the plot along that way anyway.
The Mask of Bhaal makes you look terrifying, but doesn’t grant any other powers, making it another one that’ll get you killed quickly if you face courageous adventurers and don’t have the skills to back it up. Non-evil characters need not apply.
Necklaces of Beady Eyes are a handy but imperfect substitute if you can’t find an oasis.
Obsidian War Eagle Pendants counter origami peace cranes, and also make you even better at using weapons you’ve already specialised in. Only really useful to fighters who are determined to make fighting their first solution to any problem.
Powder of Stone to Flesh is found suspiciously commonly in adventures that also feature medusas or gorgons.
Shifter Manacles keep their captive from teleporting away, as also seen commonly in Sigil due to the frequency of fiendish encounters.
Skull Masks make your head appear to be a skull, and give you limited resistances to things that undead are completely immune too. As usual, what is balanced for PC’s and monsters uses quite different math.
Thieves Picks of Stealth are a familiar one, improving your skill and melding into your body when not needed so you can easily smuggle them anywhere just as they did in the old edition.
Waukeen’s Curing Clasps let her priests do at least a little healing when they were without their powers a few years ago. Even now, with the added convenience of spontaneous conversion a few extra HP rarely goes amiss for a busy adventuring party.