Saturday, 5 September 2020

The Magic Items of Ha'Dwair

I'm pretty sure everyone who plays a fantasy RPG (and especially D&D-ish RPGs) comes to the realisation that to a medieval peasant a laser gun is a magic wand, a robot is a man in armour and a spaceship is a godly chariot. Of course, that would also apply to modern objects, not just futuristic ones.

The wizard of Ha'Dwair sells his wares from a hut of sparkling glass, filled with moving images and brightly-painted runes of obscure meaning. They're reliable, if heavy, and he makes sure to show customers how to use them safely and check for remaining charges and mana. He often seems confused about what adventurers are actually doing with them, but it's worth ignoring his eccentricities to deal with a wizard who is helpful, reliable and doesn't smell like weasels live in his clothes.

Wands

When a wand runs out of mana or charges, the wizard will re-empower it for a modest fee.

Maa-ki-tah's Wand of Iron Spikes

This wand produces iron spikes from nowhere. If held against a door frame, it can spike it open or shut instantly. It makes a noise like a dragon coughing, but quieter than a hammer. Triggers an encounter check.

If used in battle Maa-ki-tah's wand is only useful against opponents in plate, or carrying a shield, or encased in tough hide. It ignores AC and does 1d6 damage.

DeWalt's Disc-Axe *

At the end of this wand is a spinning disc with intricately-carved teeth along the edge. It's devastating in battle, but its main use is quickly making entrances and exits by cutting through wooden doors, walls, floors and ceilings. If used on metal, the disc is blunted until the user painstakingly files the teeth back to sharpness. Louder than an axe. Triggers an encounter check.

Rio Bi's Self-propelling Drill

Unlike an iron-worker's self-propelling drill, this wand doesn't need to be hand-cranked. The user simply places it against the surface to be holed and presses a stud, allowing for accuracy and speed. A perfect thief's tool, it can disable locks and create spy holes. The bit can be exchanged for one of a different size with nothing more than the twist of a key. It can be kept quiet if used gently, but makes stealth impossible.

Bosh's Excellent Portable Forge

The forge is made up a of a hand-pulled two-wheeled cart, a large metal flask and the hellfire wand. The cart is light but strong and can hold the weight of several people. The flask is cold to the touch but contains alchemist's fire. If dropped from a great height, it will rupture in an explosion like a dragon attack. The hellfire wand produces a hot, bright flame that melts through copper and tin in seconds and iron in minutes. The flame should not be looked at directly, hellfire is not kind to mortal eyes. A skilled smith can use it to repair damaged weapons and armour while delving.

Armour

The wizard of Ha'Dwair's armour isn't quite on the same level as his wands. In fact, a lot of it is near-useless. What good is armour that makes you more likely to be seen? Still, he often gives it away for nothing with a wand and it's not smart to refuse a wizard's gift.

The Rigid Helm

Someone wearing the Rigid Helm can withstand mighty blows to the top of their head. It offers much less protection against lateral attacks. Rub some mud on it, it's bright orange.

The Invisible Eye-Ward

Not actually invisible, but you can see through this light-but-tough protector like it was glass. Perfect for looking through keyholes that might contain poison needle traps.

Note: Not arrow-proof.

The Vest of Revealing

This vest offers no armour bonus at all, and it's a vivid yellow and orange so bright they seem to glow. Maybe you could slit it down the sides and drape it over the best-armoured member of the party to make them the focus of incoming attacks? There's no obvious benefit to it, but the wizard insists that everyone take one.

Gloves of Improved Grip

Thin gloves that protect like thick leather gloves, offering all the convenience of ‒ look, just take them. They're free. Take them.

Boots of Hardness

Ah, now these are something special! Boots that never slip on any solid surface and have iron caps stitched into the leather. Good for fighting kobolds, goblins and other scum that love to stab an honest fighting man in the foot.

* With thanks to William Hope Hodgson

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