Elvenkind Cloak and Boots

Magic Items

by Rick Emerich & Jeff Young



Cloak

These powerful, reputedly elven-crafted magical devices are so rare that not even the known elven clans have them anymore! But Moribund's has managed to acquire several sets from the estate proceedings of a reclusive wizard, and now makes them available to you at unheard of prices!

When worn, the Cloak of Elevenkind makes its powerful magic properties known. When the wearer initially places the cloak on, he realizes that it is such a powerful magical device that it could not be safely taken off, lest it be left for thieves to snatch or to be forgotten on a cloak rack somewhere. [Indeed, it is a cursed item which cannot be removed save by a successful casting of remove curse -- Editor].

Initially, the cloak's fabric becomes the same texture and color of the clothing worn under the cloak on the character's torso (shirt, vest, etc) that is visible to a viewer. But upon a major change in the mood of the wearer, such as anger, happiness, fear, sadness, whatever, the cloak changes its appearance.

Each cloak change takes but a second, and is maintained for a minimum of 10 melee rounds (1 turn), during which time the cloak and the wearer's mood stay the same! [The DM should be sure to carry out fully any logical conflicts between others and the wearer who is "locked" into an emotion].

After one turn the wearer's emotions are once again under his control but any further major change of mood affects another cloak change. Note that the wearer cannot force a change, by trying to make himself laugh, by crying, by pouting, etc., for the cloak senses these attempts to produce artificial emotions and will ignore such, not changing its appearance. A successfully dispel magic cast versus 18th level will cause the cloak to revert to the same color and texture as the outer-most clothing worn on the character's torso, but any further mood changes start the changing cycle again. Unless specified, the cloak is a full length garment, reaching to the ankles. The DM should roll a 1d12 to determine the change, ignoring a roll which indicates a selection that was used immediately before the change:

1 = The cloak becomes silk, with a diagonal plaid of fluorescent pink, orange, and lime green with brown crossings. The bright colors glow magically producing an effect identical to a spell of faerie fire on the wearer.

2 = The cloak become rough wool, bright fire-engine red in color with mystical flames dancing along its outer surface. These flames do not harm the wearer, but produce an effect similar to a wall of fire to any person or object within 15 feet, dealing 2d4 points of damage with no save. Flammables will ignite and thus the cloak in this state often causes material or personal collateral damage.

3 = The cloak becomes a smelly, water-soaked cotton garment of sickly peagreen color. All creatures save the wearer who stand within 15 feet must save vs. poison or suffer the same effects as if they had been within a stinking cloud. All effects of the malodorous garment last for as long as the character or creature is within 15 feet, or for four rounds after leaving this zone. Each round spent within 15 feet requires a separate saving throw.

4 = The cloak becomes a white garment of fine velour, and causes the wearer to become fanatically paranoid about getting the pristine garment dirty in the slightest manner. Thus, potentially bloody hand-to-hand combat, or any other combat for that matter, will be utterly shunned, as will going into a building or underground where it would be dusty and dirty, going out in the rain would be avoided, as would any labor that might dirty the garment.

5 = The cloak changes to a garment of darkest black, tightly woven cotton with a 10 foot train. This train has a 50% chance of catching on some unseen, obscure object on the ground as the he moves, causing the wearer to stumble. Stumbling characters who make a DEX check at -6 simply can move no farther for the next melee round, which is spent freeing the caught garment, or if they fail the check, they fall to the ground and if they then fail a save vs. petrification, they are stunned for 1d4 rounds. If not stunned, they spend a round getting up and freeing the cloak.

6 = The cloak changes to a brilliant gold lame, waist-long cape. If this form is worn while outside in full or partial sunlight, or within a spell of continual light or similar magical light source, the gold outside reflects and intensifies the light so that all potential viewers within 90 feet must make a save vs. rod/ staves/ wands or be blinded by the glaring gold light for 5d4 rounds, with those saving blinded for only 1d4 rounds.

7 = The cloak becomes a royal purple, full length garment of finely woven cotton. Those viewing the wearer who have less than or equal to 1 HD and do not save vs. rods/ staves/ wands believe that they see the wearer as a Bishop of their religion, or if they do not worship a god, then their ruling leader or similar person of importance and immediately abase themselves before the wearer. Those with more than 1HD or saving see only the wearer in a purple cloak and certainly wonder why others are grovelling. Indeed, town guard or real officials tend to get upset at the wearer, thinking he's using magic to befuddle the populace with fraudulent or criminal intent, and usually take further action against the wearer. The DM is left to handle such encounters.

8 = The cloak turns into a delicate, sky-blue garment of linen and lace, if worn by a male, or a roughly, wool garment of plain homespun brown if worn by a female. During such a change a male wearer's voice becomes high-pitched, he develops a girlish style of walking, talking, and bearing, and constantly gabs on the most boring subjects. Females have their voices deepen, their way of speaking includes many crass remarks and swear words, they develop a desire for, and carry out actions to consume large amounts of beer (often getting totally blitzed within an hour), walk with a manly gait, and belch loudly once every three rounds.

9 = The cloak becomes a thick, gray winter cloak with fur lining. The wearer under this change immediately finds his surroundings much too hot, though he won't remove his cloak or let anyone else do so. Instead, he'll insist that any fires be put out, that windows be opened to let in cool air, or the like to change the temperature of his surroundings to a more comfortable, lowest one possible. Meanwhile, those within 15 feet of the wearer certainly don't feel warm, but are chilled by the frosty magical aura being emitted by the cloak, identical to the effects of the magic-user spell chill touch with those in the area of effect saving vs. spell at -4.

10 = The cloak turns a bright orange in color, radiating an unseen, intangible magical call 300 feet in radius (regardless of intervening materials, if any) to any creature or character who is of an alignment opposed to the wearer to come toward him (those of good alignment cause evil creatures to come, evil wearers call good creatures; exception is that neutral alignments summon evil creatures). If such come within 30 feet while this cloak change is still in effect, the DM should roll a 1d1O secretly. A result of 1 through 5 indicates that the summoned creatures are enraged and attack any creature or character within 30 feet of the wearer, but never the wearer himself, thinking that those around the wearer are seeking to imprison him; a result of 6 or 9 indicates that the summoned creature insists that the wearer is in danger and should come with him to safety (usually his fortress, abode, secret lair, etc.), and if necessary knocks him out to carry him there; a roll of 10 indicates that the summoned creature believes the wearer to be the most abdominal threat to all that he believes in, and must slay him immediately lest the world be destroyed. Attacks by such summoned creatures are always done by surprise and with the most powerful items at their disposal used first.

11 = This transformation is perhaps the only one that could be truly considered beneficial. The cloak becomes a nauseating, sickly yellow color outside and in, and looks shabby, being worn, thin, and much patched with cloth in putrid shades of ugly colors, and causes the wearer's charisma to drop four points because of the shabby appearance it suggests to those viewing it. However, it does develop two small pockets on the inside lining, which, if the wearer checks, have a 15% chance to contain the following. Pockets can be checked for each once per round for the 10 round duration of the cloak's change. Roll 1d12 to determine the contents if something is present:

    1 = 3d6 gold pieces
    2 = 4d4 silver pieces
    3 = 1d6 gems worth 25 gp each
    4 = 1d4 gems worth 100 gp each
    5 = a freshly dead rat
    6 = four stale sugar cookies
    7 = a tin flask with 4 oz. of whiskey
    8 = a roll of cotton bandages
    9 = 1d4 Goodberries
    10 = a stub of chewing tobacco
    11 = a moldy piece of blue cheese
    12 = 2 fresh, moist cow patties

    12 = Roll again.

Boots

If the companion item, boots of elevenkind, are worn while the cloak is worn, then all durations, areas of effect, and damage from the magical effects produced are doubled. If worn separately, the boots of elevenkind initially appear as calfhigh, fight brown doe-skin boots which magically shrink or enlarge to fit the wearer's feet. They then change their appearance under identical circumstances for the cloak as aforementioned. Of course the wearer never wants to remove them, even when sleeping. Roll a 1dl2 to see what change occurs.

1 = The boots become thin leather, slightly too large footwear that are soaking wet. The boots chaff and cause the wearer discomfort, causing 1d2 points of damage each round when in this mode. Each foot taking one fourth or more of the character's CON score in damage makes them useless for further walking. Note that magical healing can restore the damage, but the process may still continue if no change in the boots has been made.

2= The boots become frilly and lacy ladies footwear with high heels, making walking difficult -- a character must make a DEX check at -4 each round to maintain his intended movement rate. If he fails the check he stumbles and cannot move that round. Furthermore, cat calls and ribbing from onlookers is likely.

3 = The boots become comfortable albeit comedic slippers of bright red color with pointed, curled toes and small bells at the tip of each. When walking, the bells ring and can be clearly heard for a distance of 60 feet regardless of intervening materials less than or equal to one foot in thickness.

4 = The boots become comfortable bedroom slippers with fur lining, and they make the wearer so comfortable that on the round starting the change to this mode the wearer must save vs. spell or fall into a deep sleep for 5d4 rounds, during which time no amount of shaking, slapping, or damage inflicted will wake him. Until he does fall asleep, each subsequent round the wearer must make a save at an increasing penalty; round two at -1, round three and -2, etc. Even if he manages to stay awake for the 1 turn duration, the person is so tired and sleepy as a result that his movement rate is reduced to a lethargic 3" per round until eight hours of uninterrupted sleep is received.

5 = The boots become rugged hiking gear that enable the wearer to move up steep inclines of up to 60 degrees at his normal base movement rate, at half-normal rate for inclines of 60 to 75 degrees, or if he climbs rock and stone with a slope over 75 degrees he has a 80% chance of success. However on flat terrain (less than 5 degrees slope) the wearer is thrown off and moves with bowed legs at a rate one-fourth his normal movement.

6 = The boots become huge, clown shoes four times normal size for the person's feet but still fitting him correctly. Forward movement is normal, but a DEX check at -4 is required for each round, with a failed check indicating that the wearer falls flat on his face, and if he fails a save vs. petrification he is stunned for 1d4 rounds while onlookers laugh.

7 = The boots sprout foot-long raven's wings from the sides of each ankle and flap aggressively. They do not empower flight to the wearer, though this may not be immediately evident and many a wearer has tried to launch himself off a cliff hoping such action would stimulate the boots - afterward these people no longer had a need for the boots.

8 = The boots become fine, light brown, calf s leather ankle-high boots. The wearer is so worried that he will get them dirty that he refuses to walk anywhere, instead seeking to hire someone to carry him, be it on his back, in a sedan chair, or the like, but never letting the mode of carrying soil his boots, so horseback riding is not an option -- indeed, when sitting he holds his feet up off the floor, a muscle straining exercise for certain!. The wearer will spend his money generously and without bartering to arrange carrying.

9 = The boots become bright yellow and rubbery in texture. They will completely resist water, keeping the wearer's feet dry at all times, but they also glow, each producing light equivalent to a continual light spell, and cannot be hidden, covered, extinguished, or the like by common magic or mundane methods.

10 = The boots turn to a disgusting plaid pattern of pea green, mauve, bright orange, and brown. They produce a loud squishing noise when the wearer walks, making silent movement impossible and giving opponents a 40% chance to surprise him or those accompanying him as a result.

11 = The boots become shabby, dark brown, worn footwear with soles nearly worn through. They also cause the wearer's foot odor to be multiplied a hundred fold so that anyone except the wearer within 15 feet must save vs. spell or gag uncontrollably while they stay within this range, or for 1d4 rounds after leaving close proximity. Gagging places those affected at a -1 to hit, and a -1 on all ability checks.

12 = Roll again.


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