Bazaar of the Bizarre Military magical items for the fantasy battlefield by Mark Galeotti Two things found at the heart of most fantasy worlds are magic and war. Generals and kings would no doubt have been the first to hit on the potential value of magic to their dreams of conquest. While they would obviously use normal magical Items to their fullest effect, they would also look for items meeting the specific needs of armies. Hence, there is good reason to introduce magic that, though of only limited direct value to most adventurers, has every reason to exist and can be of great use to those with grand designs of conquest. No random table is provided for these items. The DM should place these items in his world with care since they are both rare and much prized. Battle standards All banners are special to those who fight beneath them, but some are invested with magical powers, either by enchantment or by the reverence of countless generations of warriors. Magical battle standards characteristically share certain traits and have particular special abilities. They all have a base value of 3,000 XP, and they are typically 9'-12' long and weigh 20. lbs. Their other common features are: 1. They are tough and unfading, making all item saving throws with a +3 bonus to their rolls. 2. They are inspiring. Soldiers get a + 1 bonus to all saving throws and +3 bonus to morale checks while in the unit bearing such a banner (a "unit" is any organized body of troops up to 100 beings strong). 3. They are hard to steal or capture. Any hostile soldier who manages to seize such a banner finds it twice as heavy as it should be and has a - 2 penalty to all saving throws while he carries it. 4. Their powers wane and wax, depending upon whether they are being used for "legitimate" mass-combat purposes (i.e., the DM may declare the powers of a certain standard will fade if it has been captured by a group of adventurers). This effect is the result of the gods withdrawing their goodwill toward such a device, the lack of proper battlefield preparation and blessing, and other causes, as the DM chooses. Most magical battle standards have specific attributes in addition to the above abilities. Note that experience-point values supersede the previously given value for standards possessing the following special attributes: Magic shield: All hostile spells cast within 60' of this item have a flat 20% chance of being dispelled (including potions possessed by hostile beings), and all unit saving throws against spells cast by hostile forces are at + 2. (XP value 5,000) Ferocity: Friendly troops within 60' need not check morale, and save against fear and mind-control attacks at + 3. (XP value 4,000) Terror: Enemies within 80' of this dreaded flag must make an immediate morale check. All their subsequent morale checks in the zone of influence suffer a - 1 penalty per 20' distance as they continue to close in on the flag, to a maximum of - 4. (XP value 4,000) Protection: This banner provides all friendly troops within 60' with protection from one or more specific sorts of attack (fire, cold, electricity, gas, petrification, etc.). Saving throws against those attacks are at +3; successful saving throws result in only one-quarter normal damage, and failed saves result in half damage. (XP value 3,000, plus 750 per specific form of protection) Holy: This is a banner that gives a +2 bonus to the saving throws of all friendly troops within 60' who are of the alignment to which the banner has been consecrated. In addition, it turns (or commands, for evil-aligned banners) undead as would a 12th-level cleric. All hostile clerical spells cast by clerics of a different alignment have a chance of being dispelled while in the area equal to 20% minus 1% per level of the caster. (XP value 6,000) Bigby's demanding ram A singular item manufactured by a master mage of the City of Greyhawk, this ram is a 10' brass-sheathed battering ram, forged by dwarves from the farthest mountains. It was bathed in the boiling blood of a dozen yeti to give it strength, rune-etched with the acid of a black dragon, then tempered in a living volcano. Its head was forged from a single wedge of bronze brought from the elemental plane of Earth and carved in the shape of a clenched fist by six bound efreet. Finally, it was invested with Bigby's clenched fist, Bigby's forceful hand, and wall of iron. The result is a battering ram that takes 10 men of strength 13 + or the equivalent to use. On impact, it delivers a blow equivalent to triple the usual structural damage inflicted by a ram. (XP value 2,500) Cask of the wind spy A breathtakingly beautiful, normal-sized casket of clear crystal with a lid mounted on hinges of gold, this device has trapped within it a minor form of air elemental who will act as a scout and spy for anyone knowing the magic word of command. This word must be spoken before the box is opened, lest the elemental fly out and return to its native plane. The elemental can be commanded for a total of two hours before it must return to the box for a full day. The elemental is invisible and will not engage in combat, but it is intelligent and able to communicate in a high, lilting whisper. It cannot draw maps but can describe what it has seen. Though it cannot distinguish some details (medium infantry rather than heavy, spears rather than pikes, etc.), it can provide basic information of what and who it saw (infantry rather than cavalry, gnomes rather than ogres). If the casket breaks (which occurs if an item saving throw is failed for crystal glass), the elemental is free to return to its home plane (MV fly 24; AC 0; hp 24). (XP value 4,000) Durimal's philters Characteristically, this comes as a trio of small bottles in a sturdy leather case. Each bottle's contents are magical and of extreme concentration. One quarter of a bottle is enough for 20 men if diluted in water or other drink. If more than a sip is taken in concentrated form, it is very dangerous: treat as a type I poison (DMG, page 73). The three philters all have different effects. (XP value: 2,400 for the set) Durimal's sovereign tonic: Those drinking this philter in its diluted form feel refreshed and alert for the next six hours, and any wounds they possess neither fester nor become infected. To simulate this, double the total natural healing for the first day of this philter's use only. In addition, a bonus of + 2 is given to saving throws against poison and nonmagical attacks against a character's health, such as normal disease rolls. It also confers a saving throw vs. spells against the additional damage from a sword of wounding, allowing one such save per round after the victim has been wounded. Durimal's potent draught: Any drinker of this philter feels confident and strong. He makes all morale checks and saves against mind-affecting spells at + 2 for the next 24 hours or until a saving throw is failed, whichever comes first. Durimal's merry blend: If mixed with alcohol, this philter will ensure that drinkers will sleep well and awake fresh and clear-eyed, with no trace of a hangover, thus allowing a commander to let his troops have a celebration without impairing their combat readiness. Actual game effects are at the DM's discretion; use of this potion usually improves morale and loyalty scores of troops for a short period of time. Excellent rod of engineering A much-prized accessory for a military engineer, this plain, rechargeable, 2'-long metal rod has a number of functions: 1. On command, it will extend up to 12' in length, while its surface roughens in alternating bands to allow the engineer to use it as a ruler and measure. This form uses no charges and is too slender and unwieldy to use as a weapon, though doing so will not harm this device (nor will it cause damage, except to small insects). 2. This rod can always, using no charges, indicate magnetic north on command. 3. If rapped firmly against stonework, this rod can indicate to its user, by telepathy, the stonework's thickness and composition for no charges (this is useful for gauging the thickness of walls). 4. For one charge, the rod may cast a dig spell with a one-turn duration. 5. The power of the rod can function as a move earth spell for two charges per turn, or three if the effect is to move features rather than collapse them (as though an earth elemental were being used). 6. A wall of stone (at the 12th level of experience) may be created for one charge. 7. For one charge, the user can summon 10 unseen servants for one hour. They operate as per the spell but are each twice as strong as usual and hence can be used for stacking timber, grading roads, etc. (XP value 4,000) Fodder dust This is the solution to many logistical problems. A single pinch of this magical dust, added to a gallon of water, balloons out into a heap of vegetable fodder sufficient to feed 30 horses or the equivalent for a day. It usually comes in a small, flat box of 3d4 + I pinches. A single dry pinch, if consumed inadvertently, expands to kill the imbiber in gruesome fashion: save vs. death magic at + 1 or die (unless especially large). (XP value: 200/pinch) Ipsissimo's black goose A bizarre but cunning mage, Ipsissimo, built this marvel to guard the camp of his friend and patron, Cosimo the Dark. Built of some strange black metal, this construct is shaped like a 4'-tall goose. During the day it is completely immobile and very heavy (200 lbs.). At sunset, it will whir to "life" and begin patrolling the outskirts of a camp, house, or other dwelling or area of less than 10,000 square feet, as directed by its owner. If it comes across someone with 60' bearing ill will toward those persons it is protecting, it will launch itself to the attack, all the while clacking and squawking at the top of its mechanical voice. In combat, it has MV 15, AC 0, 40 hp, THACO 13, and attacks once per round with its beak for 2d4 hp damage; it is able to hit all normal targets, as well as ethereal ones or those susceptible only to magical weapons. Its attack causes NPCs to make a morale check, and it is immune to all forms of sleep, charm, fear, death magic, mind-control spells or psionics, or illusion! phantasms. When down to 5 hp, it gives one last, deafening clack, then falls over. The black goose detects its targets by true sight. During the day, it will regenerate 5 hp damage per hour so long as it was not brought below 0 hp. If the goose is brought below 0 hp, it will permanently cease to function. (XP value 8,000) Iron forge of the armies This is a great black iron anvil, embossed with runes of power in gold and brass. A competent smith will find non-magical tasks uncannily easy when using the forge. Bent swords will straighten with a single tap and will have lost none of their strength; horse shoes will be just the right size; and everything worked on this anvil will have a little extra shine and finish. In actual game terms, the smith will work at six times his usual speed. The anvil is too massive to transport except with the most elaborate methods, and using it is hard work. The smith must have a minimum strength of 15 and is able to work only as many days in one stretch as his constitution score divided by five (rounded down) before he must rest for a like period of time. (XP value 1,750) Manual of stratagems This is a medium-sized book, bound in seasoned leather for durability. A fighter, ranger, or paladin may consult it at any time to try to find a cunning ploy in any situation, with a chance of success equal to 80% minus 1d00% per use. Once the chance of success reaches zero, the book is useless to that reader. The book covers purely military tactics, not limited-scope adventurer's methods. It is for generals and captains and will only be of relevance in situations with at least 20 combatants on each side. Its effects can be simulated by allowing the commander to change one set of orders, movement, etc., retroactively during a battle - that is, he will know what will happen within one turn (10 minutes) after making a certain move, and he can make the move over again to correct for any mistake or to take advantage of any opportunity. Therefore, a commander could thwart an ambush by retracting orders to move into the trap, but he could not decide that he didn't order an unsuccessful attack once he was several hours into the battle. If a character of any class other than a fighter uses this book, the character gains nothing but must save vs. spells at - 2 or else become deluded for 1-4 hours into thinking he is a fighter, acting in all ways as a front-line combatant and refusing to use any spells. (XP value 6,500) Quartermaster's chest These are huge, iron-bound chests that need large, sturdy carts (pulled by large, sturdy animals) to be transported. They can provide theoretically limitless supplies and equipment, albeit on a fairly erratic basis, and they are invaluable when marching through barren lands where foraging is not possible. Each day, the quartermaster can place gems of at least 100 gp total value into it, slam the lid, then open it and see what the chest will provide that day: roll on the Quartermaster's Chest Table. Whatever the result, the gems are gone forever. The goods will fill the chest, no matter how much space they would logically take up, but they will disappear if left in the chest until the next morning. (XP value 2,500) Quartermaster's Chest Table Roll Produces 01-10 Nothing 11-50 Tolerable but unexciting food for 100 men for one day 51-75 Fodder for 100 animals for one day 76-77 750' good rope 78-81 30 planks of timber, each 6" wide and 3' long 82-84 A bolt of coarse, strong, white cloth, 60' long and 3' wide 85-87 Assorted bits and pieces: consult the Miscellaneous Equipment table in the Player's Handbook, pages 67-68, and select 100 lbs. total of 1d3 items 88-94 Water: 100 gallons; this will drain away in 10 minutes if not immediately decanted 95-97 Cheap wine: 100 gallons, as above 98-99 Strong ale: 100 gallons, as above 00 DM's choice: unusual foods, horse barding and equipment, foreign items (possibly from Oriental Adventures), alchemical glassware, etc. Talisman of mire This is a 6" -diameter silver disk on which is mounted a rather ugly gray-green stone. This talisman allows the user to call up ground water to form sticky, unpleasant swampy areas, characteristically used to protect a camp or flank since it takes so long to operate. Such a talisman has 40 + 1d20 charges and is rechargeable. One charge will turn a 40' X 40' area into shallow marsh, hindering movement on foot and making mounted travel dangerous (both types of movement are at half speed). Attempts to ride, run, or fight within the area require a dexterity check on 1d20 every round, or a slip and fall results. Two charges make the area all but impassable to those on horseback and very hard to traverse on foot. Mounts must save vs. paralyzation at - 6 or fall; footmen attempting anything but the slowest, most careful walk (one quarter usual speed, and no melee combat) must check against dexterity on 1d20 or fall. Damage from falling off an animal is only I hp; the soft mud will usually cushion any fall. After activating the talisman's magic, it takes 10d4 minutes for the water to rise; it remains for six hours. In addition, the talisman will not work in very dry areas such as deserts, or on sheer stone surfaces and areas where the water is prevented from rising, such as areas having permafrost. The effect will not cause buildings to sink into the ground, but will make them rather damp and dank for a while. (XP value 2,250)