Wednesday 28 November 2018

Ollam's Ring: more thoughts on magic items




In the two weekend games I ran, there were three 'magic items' for the players to find: an ancient energy weapon, the Drinker and Ollam's Ring. One of the groups of PCs had twice encountered the Drinker before, which led to some amusing squabbles over ownership rights.

Ollam's Ring is a twist on a spell I often allow Wise PCs to use in Whitehack. The spell has a simple formula: the Wise character can turn invisible but suffers 1HP in damage each round (until they pass out, at which point they are no longer invisible, or they stop the spell). I really like this because it offers a good balance of risk and reward.

One of the games I ran last year featured a magic ring with the same power: 1 HP per round for invisibility. Those rounds tick away quickly, so the ring-wearer takes a big risk in using it.

Ollam's Ring is largely the same, but for one important difference: it glows. When not being worn, the ring glows with sufficient light to serve as a lantern - and to shine through clothing. It also shone through the belly of the fishman in which the PCs discovered it.

I was pleased with this. Why? Well, the ring has a prime function: stealth. And it's really, really useful for that when worn - albeit at a high cost in hit points. But when not in use, it achieves the opposite of its prime function, by making the bearer highly conspicuous. It's hard to escape pursuit in a cavern or in a forest at night when you've got an unearthly glow hanging round your neck.

That heightens the risk/reward aspect of the item. It's risk to carry as it's clearly valuable and hard to conceal.  Also - and this is something I really like - it creates the potential for a situation in which a player might want to get rid of it. If you're low on HP and heavily outnumbered, you might well decide that your best bet is to throw Ollam's Ring deep into the forest to draw your pursuers off.

And that's exactly how I want my magical items: ambiguous, treacherous yet alluring. So far in our Whitehack campaign, the Drinker has caused the death of a couple of PCs (directly and indirectly). The last time they found it, the PCs were happy to accept a reward for it, because they knew how dangerous it could be. This time, they appear to have forgotten the hard lesson they learned the first time. We'll see how it turns out ...

2 comments:

  1. Great thoughts on magic items here...something I’ve been struggling with how to operationalize in a miniatures game that doesn’t have a GM.

    ReplyDelete
  2. Thanks, Joe!

    You might get a good range of items for a GM-less dungeon crawl just from starting with matching costs and benefits. Doesn't Song of Blades and Darkness have a trait whereby a necromancer or other such ne'er-do-well gains benefits from sacrificing a follower? That could be a good starting point: losing manpower for some horrid gain elsewhere.

    ReplyDelete