Saturday, May 16, 2026

d10 magical items for Secrets of the Black Crag

I have been running a weekly 5e campaign through the fun pirate isles sandbox Secrets of the Black Crag (SoBC), by Chance Dudinack.  We are 23 sessions in, and I plan to write a review of SoBC when this arc wraps.  But inspired by chatting with Random Ape Encounter on their outstanding prep for running this adventure, this week I give you some things I cooked up: d10 magical additions to SoBC. 



These additions are statted for 5e, but easy to port to OSR games. Time to pay the Joesky tax for my last post (if only to make Rise Up Comus and Knight at the Opera fight some more, that was hilarious):


  1. Flaming war axe (attunement): orichalcum battleaxe +1, flaming, sentient: “Dol’Kar”). Your standard flaming axe inhabited by a terse, serious, ancient intelligence, Dol’Kar, that absolutely DELIGHTS in fire.  Any wildfire created within 60 feet of the axe is subject to its influence.  It will roll a d20 to make the fire grow: assign a difficulty as you will for success, but on a natural 20 Dol’Kar whips up an absolute inferno.  


GM notes: This +1 weapon follows time-honored Better Treasure advice. I had a cleric player who wanted a weapon to change the tide of battle.  Be careful what you wish for… 


  1. Baby Water Dragon Egg: this iridescent egg is damaged. Keep it wet and warm and it will hatch into a water dragon pet made friendly through hand feeding: Baby Water Dragon  HP 6, AC 14, +4 to hit.  +4 on saves good at, +2 on saves bad at.  15 ft mv.  Bites 1d4.  Sprays hot water in face of opponent (1d6 dmg, disadv next action)--Recharge on a ⅚.  Attacks as a bonus action of owner, otherwise dodges (AC 15) or hides.  Cannot breath water.  


GM notes: Her mother is looking for her, but she cannot fix her, only give her Water breathing for one week only.  Each casting of water breathing works for a week on her, but repeated castings work less and less well.


  1. The Wind Flute: A simple flute made of a clear glass material as hard as steel.  Playing on this flute causes a very light wind to spring up.  Playing specific songs on the flute with both hands causes wind effects.  You have to know how to play, which I do; I imagine if you don’t, it won’t work as well, or at all? Currently, all I got out of it was a Gust (a transmutation cantrip) with the popular sea shanty “Blow the Orc Down”, and the spell popularly known as Feather Fall with the kid’s song, “Three Blind Wights”.  It seemed to rest for a bit after casting: after I cast Feather Fall, it was quiescent for a day.  Current spells: Gust (unlimited), feather fall (once a day).  Below are my ideas on spells it could one day do, with the right song: I am just guessing here…Warding wind, dust devil?, gust of wind, wind wall, control winds, investiture of wind, wind walk, control weather, Whirlwind…


GM notes: It is always a good idea to give PCs magic items that only respond to singing sea shanties and kid’s songs at the actual goddamn table.  And singing them right!


  1. Orichalum greatsword: two-handed sword +1, sentient, Refuses to give its name, won’t talk to you unless you make a DC 14 CHA saving throw. vorpal to dragons and one other group (it won’t tell you, resists).  Its damage cannot be naturally regenerated.  Once per day, can ask the sword what a foe’s tactics or weakness might be. If you get an answer, it’s true; if you don’t get one, use it again later.  


GM notes: It is always a good idea to give PCs magic items that tempt them to do the wrong thing, and that might help them out against very tough enemies they are likely to encounter later.  Also, it’s Better Treasure.


  1. Tiny T-Rex: This little guy wandered into the dungeon and just wants to eat.  So what if he gnaws on everything, he’s cute!  Can we keep him?  Tiny T-rex pet: HP 10, AC 13, +4 to hit.  +4 on saves good at, +2 on saves bad at.  30 ft mv. Bites for 1d8 damage, causes 1 bleeding continuing until action to staunch.   Attacks as a bonus action of owner, otherwise dodges (AC 15) or hides.


GM notes: Everyone wanted a pet!  This is for a barbarian PC, from a dino island I plunked down in SoBC.  For me a pet should be a minor helper, something that can get hurt but can be saved by prompt action (this is 5e, the pets get death saves), and, most importantly, a royal pain in the ass.  Pets should not be easy to find, tame, or manage.


  1. Carm’s Tooth (attunement): A cutlass, its handguard and hilt are decorated with gemstones in every shade of blue.  Its long curved blade only appears to be metal. When the cutlass is praised by pirates, or touched on the blade by a thinking being, the yellow bone or tooth that is its true blade shows.  That blade has a finely serrated edge, like a shark’s tooth.  


This cutlass is legendary among scoundrels and pirates. Carrying the sword openly will bring on unwanted attention from these people. The owner will be strongly suspected of having found Carmelo’s lost treasure hoard by all who know the legend of Dread Pirate Carm.  It is infamous on the world’s oceans, and when pirates see it, they will cry out “Carm’s Tooth!” or “Dread Pirate Carm!”


Initial properties: This is a magical scimitar (cutlasses are scimitars that can bludgeon for 1d4 damage in a pinch), +1 to hit and +1 damage, or +1 to hit and +2 damage against good creatures.  Due to the various legends around this blade, it grants advantage on intimidation checks against pirates, and at the start of combat, forces common pirate crews to make a morale check. When placed on a ship’s deck, indicates the direction to…something.


Awakened properties:  Intelligence is awakening in the blade… it is hungry.  +2 to hit and +2 damage, or +2 to hit and +3 damage against good creatures. Can speak with dead Carm 1/day.  


GM notes: Why do your PCs go to SoBC?  Are they searching for a lost hoard?  Or is this cutlass won in a game of dice, and pulls you into a dangerous quest?  Is Carm even the real name of the pirate?  This cutlass was made to create and answer questions, and also to be an interesting +1 sword following Better Treasure: you will find its cousin there.


  1. Alexander the Skeletal Parrot.  HP 3, AC 12, +2 to hit.  +2 on saves good at, +1 bad at.  Fly 40 ft. Bites 1d2.  Thinks orders are for chumps.  Full of ‘common sense’ that takes persuasion roll to go against–not a total idiot?  Gives advantage on intimidation rolls against fools and the easily spooked.  If destroyed, his bones re-knit together after ten minutes or so.  


GM notes: Last pet, I swear.  Will only join someone who offers him at least a quarter-share of their treasure.  Has no idea what he will do with it, but it’s the principle, damnit.  He's Iago from Aladdin meets Tony Soprano.


  1. Quick-jump bracers: copper coils powered by power crystal, enough power for 10 activations.  Casts Misty Step: 30 foot teleport bonus action, within sight.   Can teleport one extra person per charge.  


  1. Image-projector lenses:  rainbow monocle powered by power crystal: enough power for 10 activations.  Casts Mirror Image, but if you focus it, it can cast one duplicate instead farther away (up to 60 feet).  


  1. Shield medallion:  crystal sphere powered by power crystal: enough power for 10 activations. Casts Shield (coruscating white shield, bright, glow persists for 1 extra round as glowing sphere).  


GM notes: I love creating magical items that require interesting choices.  For these last three, what to use a power crystal for?  If you only have one, which power do you want to have for the next battle?  And each of these items has a further choice and/or minor drawback, adding optional choices.


___________________

Upcoming posts: worked examples of hexframes; an apology to a fellow who likes AD&D very much and thinks I should too (with statistics!); fantasy books my kids read, a return to overloaded encounter dies, and a review and play report of the Black Wyrm of Brandonsford.


Poem of the week:


In the Desert

By Stephen Crane


In the desert

I saw a creature, naked, bestial,

Who, squatting upon the ground,

Held his heart in his hands,

And ate of it.

I said, “Is it good, friend?”

“It is bitter—bitter,” he answered;


“But I like it

“Because it is bitter,

“And because it is my heart.”

 

No comments:

Post a Comment