Baubles of Doom 2 – The Drum of Judgement

The drum may only be played by the righteous. This block of wood has wedges and faces carved into it, so that striking the top of the drum sounds one of four notes. Should the player have strayed from the moral code of the drum, one of the notes will fail. Should one of the notes fail, a consequence is determined by random roll. A failed note should be accompanied by descriptions of sudden silence, as if the world stood still and took notice. This should be ominous. The player of the note will immediately remember any and all offenses committed and understand that punishment is coming to the entire party. It’s probably best if the party does not know.

Should the player sound all notes correctly, the spirit of the drum will grant one great boon to the party. If the DM cannot think of a good boon (such as find our way home, the mountain pass melting early, the dragon lose their trail, etc.) then the voice of the drum will ask the party what their common desire is and it will be granted, at discretion fo the DM. The spirit does not seek to twist the words of a request, as would a devil, but it is rather unsophisticated and literal.

Note 1:  AH – This measures the moral condition of the character in relation to the sky, particularly bird, bats and creatures that live in trees, such as monkeys. Should the character have committed any offenses against the sky, the note will fail and d100 giant bats will pursue the party any time they are above ground on within a cave.

Note 2: KU – This is the note of the ground. If the character has spilled the blood of any earth creatures smarter than, say, a mole, the party will be pursued by a 10HD earth elemental/doppleganger. This avenging spirit will follow the characters and catch them off guard when they are underground.

Note 3: MO – This is the note of the ocean. Should the player have offended the ocean or its spirits, all water in the party’s possession will violently sublimate into steam.

Note 4: SAH – This note represents the tribe, race or community who created this artifact (up to DM) so that any serious offenses to that group will cause the note to fail. The party will then be pursued by 2d6 x 10 agents or members of that group, who will arrive in 2d4 hours. The pursuers will not stop until the entire party is dead or the offense has been undone, the dept paid or the karma purified.

This item was inspired by an item I found just a few minutes ago looking over the Metropolitan Museum of art’s Heilbronn Timeline of Art History.

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Grow Retainer – A New B/X Spell

Sometimes you just can’t find good help. That’s why this 4th level spell allows a magic user to grow any small animal into a human-sized retainer/manservant.

This idea was inspired by a random art piece in the Metropolitan Museum’s Heilbrunn Timeline of Art History.

Grow Retainer

Level 4, M-U

Duration: Up to 1 day/level of caster

The mage may transform a small-to-medium sized animal into a humanoid/animal hybrid and demand service for a period of 1 day per caster’s level. The creature’s level or HD are determined by the DM, but most tend to range in the 2-5 HD range.

Animals that lack arms, legs and fingers will grow them. Creatures that normally do not breathe air will grow lungs. They will have average ability scores across the board unless the DM rules otherwise (i.e. an ant-man porter could carry many times a man’s weight, provided its properly stacked).

These creatures will remain loyal to the caster in the same way as any human retainer until the spell’s duration ends. If the creature is defined as a man-at-arms, it will fight as a fighter at its HD level -1. If it is any other retainer, such as a blacksmith, porter, manservant, tailor, etc. it fights as a 0 level human.

There is a base 20 percent chance the creature will not revert to its original form, in which case it has a 60 percent chance of turning on its former master, although this might not be apparent immediately and the creature will plot its revenge slowly. Otherwise, it reverts to its animal shape and size and runs away quickly.

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Misconceptions About Armor and NY’s Metropolitan Museum

New York’s Metropolitan Museum has a wonderful collection of arms and armor. As part of their Timeline of Art History, they have posted a list of common misconceptions about medieval armor, swords and knightly life. Being lucky enough to have easy access to the museum, I have found it a constant source of inspiration for gaming and other projects.

King Henry VIII's Armor

No respect. Henry VIII's armor at the Met

The Timeline’s Medieval Art section is an obvious place for gamers to look, but there are essays on other civilizations straight out of the Deities & Demigods book.

As I pick up posting again tomorrow, I’ll include some ideas inspired by the images on this site.

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