Krazy Kragnar's Black Market Magic Items

A Review of the Role Playing Game Supplement Krazy Kragnar’s Black Market Magic Items

Krazy Kragnar’s Black Market Magic Items by Owen K.C. Stephens is a role playing game supplement published by Rogue Genius Games (back when it was Super Genius Games) for use with the Pathfinder Roleplaying Game. As such, the supplement is covered by the Open Game License and some parts are considered to be Open Game Content as a result. This is a supplement based on magic items that might be illegal in some locations.

This is a 15 page PDF which is available from RPGNow at the regular price of $3.99 but which was purchased at the greatly reduced price of $0.20 as part of a special bundle. Two thirds of a page are the front cover and one page is the Open Game License and Credits.

Krazy Kragnar's Black Market Magic ItemsThe supplement starts with a piece about Krazy Kragnar and how, after his previous alchemical venture (mentioned in Krazy Kragnar’s Alchemical Surplus Shop) went up in oddly-coloured flames, he moved into the black market side of things, joining a Goblin Market.

Next is a fairly extensive piece on Goblin Markets (which may actually exist in some form in the real world). Not run by goblins necessarily, these are underground, illegal or semi-illegal markets where the purchaser can buy items that are illegal, hard to obtain, or heavily controlled. Goblin markets are treated as separate settlements to the town they are located in for their marketplaces. Finding the markets can require some effort, and not everyone there is honest. Which is no great surprise.

Next is the concept of Black Market Magic Items. This is, on reflection, a pretty obvious idea, but one that has not received that much coverage. Even the most relaxed and open society is going to take issue with certain types of magic; trade-based economies are unlikely to appreciate magic that influences reactions, highly flammable towns are probably going to frown on flaming swords and all but the most evil are never going to appreciate cruel and unusual magic items – and even they may not allow ownership of such outside of official representatives.

The rest of the supplement considers the items themselves, divided into categories; armour, weapons, rings, rods and wondrous items (not wands, staves, scrolls or potions though for some reason; there are easily items in those categories that could be banned just as much as those mentioned).

Each category starts with a listing of standard magic items found in the core rules that are often illegal, and the reasons why. Some may be illegal outside of certain occupations, some may illegal most places and some may vary. Each section then has new magic items, all of which are considered illegal in certain places.

Krazy Kragnar’s Black Market Magic Items in Review

The PDF lacks bookmarks and, given the number of different items and sections, these would have been greatly appreciated, even though this isn’t a huge supplement. Navigation is quite poor.

The PDF follows SGG’s unusual three column landscape layout for supplements that is intended to be read more easily on tablets. This works better on larger tablets than smaller ones though, and is inconvenient for anyone who prints supplements out. One major error was noted in the text; the entire description on the last magic item on one page was duplicated on the next. There are a number of colour illustrations, of obviously varying styles, some of which are a bit dubious in nature (the text makes some references to torture and sex as well; not really suitable for children). Presentation is colourful, but perhaps not brilliant.

The concept of black magic items itself is really very good, and it seems incredibly obvious when considered. Some setting consider what might happen if characters wander into town bearing heaving weaponry and dressed in full armour; what might happen if they wander in wearing magic items that could raise the place often isn’t. Rings, in particular, are frowned on with this logic, because apparently they do not need to be worn on the hand, if the core rules are read correctly. A lot of items that characters might consider vital adventuring tools may be looked on less well by the local authorities. Having places to buy and sell such is therefore a logical follow on.

The new magical items themselves are also interesting. Some might fall into the category of evil items that should obviously be outlawed, others because they are largely useful for illegal acts, but many do not. One of the new armours is liberating armour, which could also be described as the armour women often wear on fantasy book covers of a certain type (covers less, often a lot less, skin than regular armour, but still apparently works).

This is really quite an excellent collection of new items, and a great concept for causing problems (i.e., adventures) for PCs when they wander into a town only to discover they are carrying around a bunch of locally-illegal magic items. Krazy Kragnar’s Black Market Magic Items can be found by clicking here.

 

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