Ring of Preparedness – Entry #3 into OSR Superstar Contest

Entry #3. Actually, this is the version for AD&D. I will post all three items with the S&W Rules versions all together in one post.

Ring of Preparedness

The wearer is never surprised and when enemies are plotting something, for ex. a thief planning to break in in the night, the thief will meet the ring bearer outside the point of entry or just inside. However, the wearer could also reinforce the weak points with additional bars, traps, or magic defenses and only intervene if the thief makes it past those.

A thief planning to pick pockets will be noticed prior to making their attempt. The bearer will “know” what is involved and can confront the thief in a manner of their choosing, or ignore it. A stubborn or foolish thief may persist until confronted.

Multiple assailants from multiple directions will be known, but the wearer can only be in one place at a time and will have to choose to focus on the closest assailant, the most powerful, or the one about to hurt friends, or loved ones. Circumstances will determine if the wearer can choose which of multiple assailants to confront.

There is a 10% chance that the ring is an Advanced Ring of Preparedness. The wearer knows with enough sense of urgency to get out of the weather, like a downpour or blizzard. They will find the nearest comfortable shelter and prepare a fire and a meal before the storm hits, even to the derision of party members. If there is an impending earthquake the bearer will feel the need to go outside or dine a sturdy doorway. If social unrest, like a riot is coming, the wearer will seek to get out of town, or find secure lodging. In a dungeon setting, the bearer will know if the creature on the other side of a door is intent on causing harm. This only works on intelligent monsters. Slimes, molds, and cubes give no such aura of malevolence, they are just seeking food.

Cursed Ring of Preparedness. The wearer of this ring is always surprised and after a month the wearer must roll once per week to save vs. magic or become paranoid. Prior to the wearer becoming paranoid, the ring can be removed with remove curse. Once the wearer falls victim to paranoia an elaborate process to cure the paranoia must be completed, then a remove curse can remove the ring. If the ring is not removed after paranoia is cured, after a month the chance of paranoia returns. Subsequent procedures to cure the paranoia will require an additional exotic ingredient. However, wishes can solve the problem….

At the GM’s discretion the cursed ring can have an aura that affects rolls for surprise and initiative for the party if the wearer is in a party or group.

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