Monday, March 9, 2020

Some Shitty Magic Rings

Artwork for Sorrow in Haven is still filtering in, and looking grand. I'm running some old school D&D and have a Mothership game in the works while I'm preparing for some hard editing. Also, some of my group are running their own games for a while, which is pretty sweet. In the mean time, here are some shitty magic rings I just thought of.

  1. Eldriband's Canker: simple silver ring with a grotty white stone. Put it on and you are covered, head to toe, in painful bloody warts. Disadvantage to everything for a day, then you get used to it. The benefit? Gain 1 DR forever. But you look nasty - which is Advantage or Disadvantage to PRE checks (depending on the situation). Cursed: take it off and a replacement GROWS on your finger in 1d6 days. If the curse is removed, the warts fade after 1d4 weeks.
  2. Ghostfinger: translucent crystal ring. Put it on and your finger is chopped off and the ring falls to the ground (it clearly has other applications) - lose 1 point of maximum VIT because it is really painful. After 1 night of sleep, your ghost finger, which is entirely invisible, appears and is fully functional.  Also, you can hit incorporeal things now. Lose more fingers? gain +1 to hit incorporeal things for each finger you lose. That last bit doesn't work if you are wearing gloves. 
  3. Ring of Rings: simple gold band inscribed with concentric circles. Roll 1d100 after each night of sleep. A new gold ring appears on an adjacent finger worth that much (in groats, of course)! The new rings are completely normal and you must have a free finger. However, for every 10g of value of new rings generated, add +1 to the next roll. If you ever roll MORE than 100 the next ring is a brass collar and you are now enslaved to the Ringlord Freldor who will find you and will be able to control all of your actions and he is pretty unpleasant. Also the when that happens the Ring of Rings disappears.
  4. Brass Destroyer: a brass ring that becomes brass knuckles when you get angry. you get +2 damage if unarmed and you punch with this hand. On a critical success do triple damage (quintuple damage on a legendary) but your hand is broken and won't heal for a month, which means no holding things (or punching) with that hand. Luckily you have another hand. And feet - it could be a toe ring.
  5. Ring of Posies: with a touch you give folks the plague, even if you don't want to or if they touch you. You are immune to disease until you take the ring off, then you immediately contract the black death, or red death, or whatever super awful plague exists in your campaign. On the bright side, you always smell like fresh flowers even if you take the ring off - forever. How delightful.
  6. Circle of Death: ring of bone, carved tiny skull on it. looks super metal. touch anything alive and say the word and they must pass a CON Save (difficulty 10) or die. Each time you do this one of your fingers withers and will remain on your hand as a blackened reminder of your move (no healing or magic can fix this relic's curse). When you lose a finger roll 1d6: (1-2) lose that many max VIT (3-5) -1 DEX (6) -1 CON and your shadow starts acting up and plotting what may be your own demise.
Not using Sorrow in Haven - no problem. some OSR conversions:

  • Chance PRE to CHA
  • Maximum VIT loses are losses to maximum HP
  • groats are whatever your base currency is (or if in a money-tight game the next lowest coin)
  • critical or legendary hits - just increase the critical hit results for your game. don't use critical hits? add them in for this one


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