Saturday, December 4, 2021

Items from the D&D Cartoon for OSE

    The Dungeons and Dragons cartoon is a piece of early D&D media that I've always been fascinated by. I am too young to have seen its original release, but I have fond memories of watching its re-runs. By modern standards, the show is filled with juvenile humor, flat characters, and lackluster action, but it was the perfect series for a D&D-obsessed kid like myself. After watching some episodes out of nostalgia, I thought it could be fun to write a set of magic items inspired by those from the show. It could be entertaining to slowly drop them into a campaign and see if anyone catches onto their origin. They're intended for OSE but should work for just as well for any B/X-based system.

The High Mage's Hat of Many Spells

Long ago, a magician wandered the world with his companions, performing the heroic deeds. Though the wizard has long ago gone to another plane, he left his old, worn, green hat behind. The hat may appear to be mundane, but it was actually a major source of the wizard's power. Though its magic is immense, it is also untameable and should only be used in the direst of situations. 

Usage: This item can be used in two ways:

  • Create Item: The wielder pulls a random item from the hat. Roll 1d10. If the results are 9 or lower then the wielder pulls out a mundane item of the referee's choice. If the roll is a 10, then the wielder pulls out a randomly generated magic item. This ability can only be used once per day.
  • Cast Spell: The hat is capable of casting random magic-user spells. The wielder rolls 1d6 to determine the level of the spell and then 1d12 to determine which spell of that level. Should the spell require a specific target, the caster must roll 1d12 + their wisdom magic save modifier on the following chart to determine who the spell effects:

#

Target

1-4

Targets wielder

5-7

Targets wielder’s allies

8-10

Targets wielder’s enemies

11,12

Wielder chooses the target


The Thief's Cloak

A powerful cloak of invisibility formerly owned by a renowned master of stealth. She used its enchantment to sneak through a variety of great dangers. Some say it even allowed her to slip past the great dragon Tiamat unnoticed.

  • Invisibility: Allows the wearer to be completely invisible, even if they make an attack or cast a spell.

The Barbarian's Thunder-Club, +2

This club once belonged to a youthful warrior, though he rarely got a chance to properly use it as a weapon. Instead, he primarily made use of its shockwave ability, which allows the wielder to create a cone-shaped shockwave by slamming the club on the ground in front of them.

  • Area: The cone is 60' long and 30' wide at the far end
  • Creatures caught in cone: Suffer 2d6 damage and must succeed a save versus breath attacks to avoid being knocked prone.
  • Objects caught in cone: Fall to the ground if they are below 15 lbs and are not properly secured

The Ranger's Bow, +2

Belonged to a great archer who led his companions on a quest across multiple realms. His powerful bow lacks a string, as one is formed of energy whenever it is used. 

  • Infinite Arrows: The bow shoots bolts of energy that are instantly replenished, so there is no need to buy new arrows.

The Cavelier's Shield, +3

Belonged to a wandering warrior who used it to defend both himself and his friends. Normally functioning as a +3 shield, it can be used to form a powerful force-field.

  • Force-Field: All attacks towards the wielder and any allies standing within 5' behind him instantly miss. Can be performed once per day.
  • Duration: Lasts for a number of rounds equal to the wielder's level
  • Concentration: Should the wielder attack or move, the force-field is broken

The Acrobat's Extending Staff, +2

The primary weapon and tool of a great gymnast. Though it may seem mundane in comparison to the other items, it can be just as helpful in a bind. It can be used for a variety of purposes, working as anything from a vaulting pole to a toothpick.

  • Extending: The staff can grow as large or small as the the wielder wants, as long as they can still wield it at that size. 

1 comment:

  1. I love the cartoon, you're right it's kinda dated, but the nostalgia is real. These are interesting items. I'll need to figure out which ones fit into my current campaign.

    ReplyDelete

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