I have created these for my monthly 1st Edition AD&D game, but any DM could whip them up into whatever system they want. Part one covers thirty masks that when found, offer a boon. Part two will cover thirty masks that offer a bane.
1)
Dead Skin Mask
2)
Death Mask
3)
Mask of Comedy
4)
Mask of Gaseous-Form Nullifying
5)
Mask of Infinite Possibilities
6)
Mask of Lycanthropy
7)
Mask of Smoke
8)
Mask of Tentacles
9)
Mask of Zombie Command
10)
Mask of the Cat
11)
Mask of the Tree People
12)
Mask of the Executioner
13)
Mask of the Liar
14)
Mask of Fear
15)
Mask of the Lonely Ranger
16)
Mask of the M’Eth Maker
17)
Mask of the Whipping Boy
18)
Mask of the Stonesmith
19)
Mask of Tongues
20)
Mirror Mask
21)
Mask of the Great White Death
22)
The Blue Mask
23)
Mask of Metal
24)
Mask of M’Orpheus
25) Mask of the
Oracle
26) Mask of the
Lapin
27) Mask of the
Demon
28) Mask of the
Dragon
29) Mask of the
Powerslave
30) Mask of the Dark
World
1)
Dead Skin Mask
If
a player has reached 0 hit points or less than half their Constitution Score
rounded down, then place this mask on them immediately, and leave them for 1d6
turns. It will bring them up to 1d6 Hit Points... but there is a price to pay
for walking the halls of the dead... you always leave a little something
behind. Allocate a number to the Player’s Attributes (Strength/Wisdom etc)
(from 1-6) then roll a dice and see what comes up to be affected. The player
then rolls another d6 and that is how much the attribute is lowered by for 1d6
weeks. All appropriate weaknesses and losses apply; can be used once per day.
2)
Death Mask
The
wearer of this macabre mask can feign death for up to one hour before showing
signs of life; can only be used once per day.
3)
Mask of Comedy
Upon
donning the mask, the wearer generates a bubble of laughter all around them
causing any creatures (within 30ft) to stop what they are doing and begin to
laugh hysterically. If they are below the wearer’s level then they must laugh, regardless. If they are
over, then a saving throw applies, and if passed, they do not laugh but will
carry on doing what they were doing. The laugh factor from this mask lasts for
five minutes only, and then the creatures will more than likely attack.
4)
Mask of Gaseous-Form Nullifying
What
all the best dressed vampire slayers are wearing these days. Nothing within
60ft of the wearer can turn into gaseous form, either by spell, potion, scroll
or natural ability. Can wear mask all day if need be.
5)
Mask of Infinite Possibilities
The
one you want! This mask mimics the affects of any other mask on this
table, so each day you roll for what its powers will be.
6)
Mask of Lycanthropy
Offers
protection (like wolfs bane) against all Lycanthropes, and better than that, it
allows the wearer to see them for what they are in human form. The wearer
cannot be surprised by a lycanthrope either.
7)
Mask of Smoke
When
worn the mask bellows out huge gouts of smoke that can fill an area of 40,000
cubic feet in mere seconds. Only the Smoke Mask wearer can see through the
smoke, everyone else will be blinded. The smoke lasts for half a turn and
cannot be dissipated by any means. Use once per day.
8)
Mask of Tentacles
Allows
the wearer of the mask to cast spells, even if they are not a mage... each
tentacle is given a totally random spell ranging from 1st to 4th
level. There are many tentacles, but only six store spells. So, number the tentacles, then roll 1d4
to select what level of spell it will get, then roll either 1d30 for 1st
level, or 1d24 for levels two through four to choose the spell. Once the spell
is cast it is gone. The mask can only gain/ cast spells again once it has been
submerged in a vat of fresh Beholders blood.
9)
Mask of Zombie Command
Allows
the wearer to control 1d20 Zombies to do their bidding and is good for 1d4+1
hours per day, after that, the Zombies will attack.
10)
Mask of the Cat
Allows
the wearer to see in the dark (infravision), ‘Hide in Shadows’, and ‘Move
Silently’, as a 10th level thief would, for as long as the mask is
on, but, as soon as the PC takes more than nine points of damage, the affect
ends, and will only return once those lost hit points are made up.
11)
Mask of the Tree People
Hewn
from the trunk of a dead Tree Person, this mask grants the wearer various interesting
abilities. Firstly, while worn, the wearer may allow roots of a fleshy
consistency to grow from his fingers and toes, which can then plunge into the
soil in search of food and water thus freeing the user from having to eat
rations or use a water skin. Just two turns of nourishment in this fashion is
enough to sustain a person for an entire day. The roots can also creep into
cracks and crevasses and bring a piece of a structure/wall/roof/door down if
they wanted too. It takes but a few rounds for the roots to become embedded
deep enough. Lastly, while being worn, the player has AC 0 but takes treble
damage from fire. The mask can only be worn for two hours per day.
12)
Mask of the Executioner
While
wearing this Mask the range of a Critical Hit is extended from a natural roll
of 17-20 on a d20, no to-hit bonuses apply. Then, 2d6 is thrown for damage;
again, no weapon or strength modifiers apply. If the PC rolls Snake-Eyes, a 7
or an 11, the PC takes the damage
and not their intended opponent. This mask is good for two, ten minute periods
per day, one in the morning, and one in the evening.
13)
Mask of the Liar
When
donning this tricky mask, the wearer immediately gains the highest Charisma
allowed, and becomes a sweet-talking SOB that everyone loves and will do
anything for...within reason of course, you can’t send hordes of Giants over a
cliff on your say so. If the Charm offensive doesn’t work, the wearer can
‘suggest’ as per the spell. This can only be done once per day, and the mask
itself can only be worn once per day for a total of one hour.
14)
Mask of Fear
Upon
donning the mask, the wearer generates a bubble of fear all around them causing
any creatures (within 30ft) to stop what they are doing and flee immediately.
If they are below the wearer’s level then they must flee, regardless. If they are over, then a saving throw
applies, and if passed, they do not run. The Fear factor from this mask lasts
for five minutes only, and then the creatures will return with a vengeance.
15)
Mask of the Lonely Ranger
Gives
the wearer the tracking skills of a Ranger at half their current level; mask
can be worn all the time.
16)
Mask of the M’Eth Maker
Allows
the wearer to craft the strongest narcotics known to man using whatever he can
find around him, these in turn can be sold for vast sums of money, or they can
be ingested. If they are in fact consumed, roll on the Inebriation Chart in the
DMG to see what happens to the player/s (results are permanent). The mask is
only good to produce for 1d4 times then it will break.
17)
Mask of the Whipping Boy
Put
this mask on someone you don’t like, and whenever something would deal you
damage, the Whipping Boy takes it instead. The Whipping Boy’s hit points cannot
be restored by any means and cannot be brought back from the dead. Mask is good
for 1d4 Whipping Boys before it loses its power. It can be restored if soaked
in the bile of a Prince of Darkness’s Whipping Boy.
18)
Mask of the Stonesmith
It
allows the wearer to carve a Living Stone Statue (see MM for details) from a
block of stone that will serve the wearer until death. Once it dies, the mask
wielder must wait a full month before carving a new one. It also allows the
player to move through stone, up to a depth, height, width of 8ft. Get out of
jail free mask!
19)
Mask of Tongues
Allows
the wearer to speak and understand the language of any creature the wearer is
talking to. The player can use the mask permanently.
20)
Mirror Mask
Allows
the player to disguise his face by changing it to the face of someone he has
seen in the last 24 hours. The disguise is good for one hour before fading
away; can be used once a day.
21)
Mask of the Great White Death
The
wearer can opt for a bite attack that does 3-12 Dmg instead of using a weapon.
It also grants the wearer the ability to breathe and swim underwater. Can be
worn all day but denies the player the power of speech.
22)
The Blue Mask
The
wearer of the Blue Mask is immune to anything that uses its voice to deal
damage or an effect, i.e. Banshees and Harpies.
23)
Mask of Metal
Allows
any wearer a +1 to their AC. Mask
can be worn all the time except for when the character is asleep, and then it
must be taken off.
24)
Mask of M’Orpheus
Can
only be donned at night; allows the wearer access to one persons dreams, and,
the wearer must have met that person no longer than a month ago. Once inside
the other person’s dreams they know what the dreamer knows. However, once the
helm is taken off, the wearer has exactly ten seconds to write down any bits of
pertinent information before the information becomes confused and slips away
forever. You cannot enter the same person’s dreams twice.
25) Mask of the
Oracle
Once per day the
user may cast ESP as per the spell.
26) Mask of the
Lapin
Can be worn for four
rounds, plus one round per level of the caster, and allows the wearer to
‘Haste’, as per the spell. Once taken off, the mask user has a powerful craving
for...carrots.
27) Mask of the
Demon
Allows the wearer to
speak with any and all demons, should they ever be encountered, as well as command swarms of flies and maggots to do their bidding.
28) Mask of the
Dragon
Allows the wearer to
speak with any dragons and automatically take half damage vs. breath weapon on
a failed save, and quarter damage on a passed save.
29) Mask of the
Powerslave
Allows
the wearer to control 1d4 Mummies to do their bidding and is good for 1d4+1
hours per day, after that, the Mummies will attack.
30) Mask of the
Dark World
Allows the wearer to
remain completely undetected by any undead for 1d4(plus half per level) turns;
can be used once a day only.It also negates all damage dealt by wights.
Very evocative stuff!
ReplyDeleteOne of the characters in our group accidentally (but not really an accident) applied the mask of the whipping boy to one of the other pc's face. one of the funniest gaming moments that I have had in ages. love your work man, keep em coming.
ReplyDelete