#RPGaDAY – August 20, 2025 (ENTER)

 

#RPGaDAY – August 20, 2025 (ENTER)

Enter– For today’s word, I present to you two homebrew magic items – the Mace of Entry and the Adventurer’s Key.

 

Mace of Entry

Light weight metal footman’s mace, with multiple small keys engraved on the shaft.

 •If used unattuned, the mace is +1 to hit and damage when used in combat and the other magic ability of the Mace of Entry is not accessible.

 •If used attuned, the mace is also +2 to hit and damage versus constructs and other manmade structures.

 •The mace has 10 charges stored, with each engraved key representing 1 charge.  Once a charge is used, the engraved key disappears. Every morning the owner can check to see if the mace gains back 1 charge for the day. User rolls 1D12 and only gains back a charge that day if the roll equals or exceeds the number of current charges.

•For 2 charges, user can touch the mace to something and use a Knock like magic ability to unlock it.

 Knock – Similar to the 2nd level transmutation spell of the same name.

 It takes 1 action to use the magic, with the range as touch and an instantaneous duration.

User touches the mace to an object, like a door, box, chest, set of manacles, padlock, or another object that contains a mundane or magic means that prevents access.

Targets held shut by a mundane lock or that are stuck or barred becomes unlocked, unstuck, or unbarred.  If it has multiple locks, only one is unlocked.

A target held shut by magic, is suppressed for 10 minutes, before again becoming active.

A loud knock sound, which is audible out to 300’ occurs.  If some magic, like a silence spell prevents the knock sound, the magic is unable to unlock anything.  

•Medium Level Magic – Requires attunement – special

 

 

Adventurer’s Key

This is a large 9-inch key made of black obsidian, with odd notches, teeth, and cut outs all along its length.  It unscrews into nine 1-inch sections, with the end piece a loop and the remaining 8 pieces able to be screwed together in any order.

•The Adventurer’s Key has a 90% chance to open all mundane and all but the highest power magical locks.  User touches the end loop piece to the lock and then screws the other 8 pieces on in any order.  If assembled properly to fit the touched lock, it shrinks or grows to the correct size.

•Each assembly takes 1 minute and has a cumulative 10% chance to open the lock. So, the first attempt takes 1 minute and has a 10% chance, the second takes another minute and has a 20% chance and so on.  After each assembly, user can tell which pieces are in the correct order.

•If the user assembling the key is a Rogue, they gain a bonus 10% change to open the lock.  So, the first round’s chance is 20% for a Rogue, not 10%.

•The Adventurer’s Key’s magic can only be used one time per day, which resets at midnight.

•Medium Level Magic -   Does not require attunement to use.

 

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