TEXT: Gregorius21778: 
  30 Magical Coats, Cloaks & Capes
  for Fantasy OSR RPG
  Version 1.0; created by Kai Pütz 
  (c) 2019
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2020
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork (cover/page):
  Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  Artwork (background):
  copyright by The Knotty-Works; used with permission
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the
  Flame Princess.  Lamentations of the Flame Princess is a registered trademark owned by James Edward
  Raggi IV.
  How to use this supplement:
  I have read about a magic suit of armor in 100 Fantasy Adventure Seeds that had a very special
  effect: it was not giving the wearer any special bonus, but would make a fortress it was put on
  display in indestructible. This was inspiring: a magic item not working by the basics of the
  formula. It is something you would wear? Sorry, but that is not triggering anything. 
  As usually , I wanted to do something similar and decided to write up 30 Magical Coats, Cloaks &
  Capes whose effect would not be based on the wearer getting benefit X after putting it on. To be
  honest, I failed. A few of the 30 entries in here -do- work by the old formula, but the majority
  does not. 
  Each magic item is a small paragraph in total: a description of what the item looks like, how it is
  put to use and what its game effects are. All of the entries are compatible with, and were in fact
  written for,  Lamentations of the Flame Princess. That being said, converting them to other OSR
  games should not be much of a hassle. 
  And here we go!
  
  #01 Ash Cloak
  A hooded wool cloak of ash gray color. When it is
  put  over  a  fire,  the  flames  are  extinguished
  immediately,  without  any  smoke  or  smell.
  Furthermore, the remains of the fire will not be
  warm  or have any embers. Instead, it will be like
  the fire would have been put out many hours ago. 
  #02 Coat of Orpheus´ Realm
  An overcoat made from heavy, dark blue linen
  with black buttons and light blue applications at
  the sleeves and the button holes. When the coat is
  put onto a character that is already asleep (or
  when a character sleeps under it, but -not- while
  wearing it), said character will be under an effect
  similar to a  Sleep spell, which will only wear off
  two hours after dawn. The sleep will be deep,
  pleasant and free of nightmares.
  When  a  character  had  at  least  6  hours  of
  undisturbed  sleep  this  way,  all  WIS  or  INT
  Attribute damage will be healed upon awaking. 
  #03 Locust Coat
  A leather coat of a light brown color. When the
  coat is shaken out exactly twice and then held
  away  from  the  body,  a  swarm  of  locusts  will
  emerge from it. The effect is the same as that of
  the  Insect Plague cleric spell, and the duration is
  equal to [1+ the level of the character] turns. 
  #04 Campaigner´s Coat
  A common and worn soldier´s coat (of an army
  that fits the Referee´s game world). When it is
  thrown up into the air, it will spread out upon
  landing and then turn into an erected-and-ready
  six-person army tent within three rounds. When
  one of the supports of the tent is removed (or the
  tent is otherwise collapsed), it turns back into the
  army coat (again, within three rounds). 
  #05 Oilskin Cloak
  A hooded black-green linen cloak whose surface
  has  been  waterproofed  with  linen  oil.  Not  an
  uncommon item in itself, but when this cloak is
  spread out on a water surface, it will float on it
  and  stay  afloat  even  when  a  load  equal  to  a
  heavily  armored,  encumbered  character  steps
  onto it. Waves and other disturbances will have
  the floating cloak shake, roll and shudder, but it
  will not go under. 
  #06 The Last Coat
  A brown-gray coat that reeks of the grave. When
  it is put onto relative complete mortal remains or
  a grave marker, the ghostly image of the deceased
  will appear, and is bound to answer questions as
  per the Speak with Dead spell, but the ghost gets a
  Saving  Throw  by  default  and  against  Devices
  (instead of  Magic). The coat will work on any
  given corpse or grave only once. 
  #07 Cloak Hole
  A long, black woolen cloak that, when it is slapped
  against a wall no more than 2 feet thick, will stick
  at it and spread out over its surface. A character
  who then makes a running jump into the cloak
  will jump right through the wall, as if there would
  be hole in it. By jumping, the character pulls the
  cloak  with him through the wall (and thereby
  leaves no way for anybody else to follow the same
  way). The cloak will then lose its power till after
  midnight. 
  #08 Coarse Coat
  A  simple,  rough  and  coarse  white-brown  wool
  coat that reeks of sheep. It may be used to calm
  any mundane animal by throwing it over its head
  (touch-attack on behalf of the character if the
  Referees  rules  that  the  animal  would  try  to
  dodge).  It  may also  be  able  to  calm  bestial
  monsters (Referee´s choice) with no more than 4
  HD. A monster will be entitled to a Save vs. Devices.
  
  #09 Servant´s Coat
  A pepper-colored light coat akin to that a house
  servant would wear. Once per day, a character
  may hold it in front of him- or herself and give
  the order to perform a non-combat task. The coat
  will then “generate” an Unseen Servant (that wears
  the  coat)  and  follows  the  order.  The  Unseen
  Servant will go about its work for a number of
  turns equal to 6 plus the number of levels of the
  character that gave its orders. It will stop when
  the order is fulfilled, when the one that gave the
  order calls it to stop or when the jacket it “wears”
  is snatched out of the air. 
  #10 Colorful Cape
  A  garish  dress  cape  with  a  bright,  colorful
  rhombus pattern that only a jester or a fool would
  wear. When this cape is undone and waved in
  front of a character with an INT below 10, said
  character must pass a Save vs. Devices or... (1d6)
  1
  ...drops everything held in hand.
  2
  ...just stares in confusion for 1d6 
  rounds (unless attacked).
  3
  ...is left unable to form a 
  meaningful sentence for a 6 turns
  4
  ...drops down on the own arse.
  5
  ...laughs hysterically (and is 
  stunned) for 1d4 rounds.
  6
  ...forgets what he or she just 
  wantedto do for 1d4 turns. 
  #11 Stormcaller Cape
  A storm cloud gray dress cape made of linen and
  wool. When it is swung violently above the own
  head, the character generates a storm as per the
  rules for the  Control Weather spell (but with no
  limitations by the current weather situation). The
  cape will then lose its power until it has been in
  the presence of a natural storm.
  #12 Traveler´s Coat
  A  frog-green  traveler´s  coat  with  dark  leather
  applications at the sleeves and lapels. The lower
  seams are embroidered with yellow trimmings.
  When the wearer travels by foot for at least two
  hours, the weather  in the local area will turn to
  the best that would be possible for the region and
  season.
  #13 Breezy Linen Coat
  A  simple  coat  made  of  fine  linen,  with  black
  pocket flaps embroidered with an orange, stylized
  stitching  of  the  sun.  When  the  coat  is  turned
  inside out in a enclosed space of medium size, it
  will clean the air by sucking in fog, smoke or any
  other harmful gases. It will then reek of what it
  soaked up and loses its magical power until it had
  been  cleaned  thoroughly  (takes  water,  soap,
  brushes and at least two turn of manual labor). 
  #14 Coachman´s Coat
  A large leather coat, dark brown and worn. When
  this coat is put onto a mundane animal, it will be
  transformed into human with INT 9 and CHA 9 ( as
  per  Polymorph Others). The now-human might be
  confused at first, but will know how to steer and
  handle a coach, and will be disposed to work as a
  coachman (or -woman). Other clothes must still be
  provided for this new member of mankind, and
  sooner or later the once-animal character may
  contemplate if it is good to be one of mankind...
  and may come to the conclusion that it is better of
  being an animal again (Moral test, starting Moral
  is  7,  may  be  modified  according  to  the  own
  experiences).  When  the  once-animal  is  not
  wearing the coat for at least 4 hours a day, it will
  transform back within a turn. When the once-
  animal  has  to  share  its  coat,  a  Moral  test  is
  necessary. On a failure, it is unwilling and will try
  to run away with the coat. 
  
  #15: The Soft Sheep Coat
  A shepherd´s coat made of lamb´s wool. When it is
  used to cover the ground one intents to sleep on,
  the night´s rest will be as comfortable as it would
  have  been  in  a  feather  bed.  Sleeping  while
  wearing the coat does not has the same effect.
  #16: The Fencer´s  Cape
  A  wine  red  dressing  cape,  secured  by  a  brass
  chain. When a character removes the cape in a
  flamboyant move and throws it up into the air,
  everyone  else  must  check  for
   Surprise
  immediately.  Those  that  are  surprised  may  be
  targeted by the character with three lighting fast
  melee attacks (divided between individual targets
  as  the  character  pleases,  but  they  must  be
  assigned before they are rolled for). 
  #17: The Rooster Cape
  An  orange-red  dressing  cape  with  black
  embroidery  along  the  lower  hem  depicting
  striding roosters. When the cape is but into a fire
  (which will consume the fabric quickly), a hound
  sized rooster made of flames will jump out of it
  after 1d4 rounds. 
  A Domination roll (see Summon spell) is necessary
  to  control  the  Flame  Rooster.  If  it  had  been
  summoned this already since the dawn, it will
  gain a +4 bonus on the Domination roll for every
  prior instance of its summoning. When it is not
  controlled, it will attack anybody that moves into
  melee range, and will otherwise try to set things
  alight or give a Cockcrow every 1d6 rounds. 
  Burning: each attack of  the Rooster  deals 1d6
  damage. On a result of 5 or 6, the victim must Save
  vs.  Breath  Attacks or  will  suffer  another  1d4
  damage from fire during the next round. If that
  die result is 4, the victim becomes engulfed in
  flames (see p. 60 of the LotFP Core Rules).
  Immunity  to  Normal  Attack/Vulnerable  to
  Water: attacking  the  Rooster  with  regular
  weapons is futile, magical weapons deal half of
  their regular damage. Water that is thrown at the
  Rooster deals 1d4 damage per quart. 
  Set alight: The Rooster may set any flammable
  object alight by  just sitting  on  it for  a  Round
  without  suffering  from  an  attack  or  spell  that
  affects it. If uncontrolled, it will try to set alight
  any roof it becomes aware of.
  Flutter: while the Rooster is incapable of true
  flight, it may flutter for a short distance (one full
  move; no other actions that round). 
  Cockcrow:  when  not  under  the  control  of  a
  character, the Rooster will make a cockcrow every
  1d6 rounds (no  other  action but movement or
  fluttering).  It  will  regenerate  1d4  hit  points,
  prolong its own existence by the same number of
  rounds and have fires in the vicinity “spit embers”
  (chances for ignition of other nearby things are up
  to the Referee). 
  The existence of  the Rooster  is limited to 4d6
  rounds unless prolonged (see above). Afterwards,
  its  fire  will  die  down  and  collapse  into  a
  suspiciously large heap of ash. Within the ash lies
  the Rooster Cope, good as new (aside from the ash
  stains). 
  Move:
  150´
  Hit Dice / Points:
  4 / 12 hit points
  AC:
  14
  Attacks:
  1 (Burning)
  Special:
  Save:
  as Elf
  Moral:
  10
  Flutter; Set alight; Cockcrow; 
  Immunity (Normal Attacks); 
  Vulnerable (Water)
  
  #18 Saffron Cape
  A light satin dressing cape the color of saffron.
  When it is spread out onto a table, it will turn into
  a table cloth and one by one, dishes, foot and wine
  for up to four persons will pop into existence on it
  (each counts as a fancy meal with a good drink).
  Everyone eating a meal must successfully  Save vs
  Magic, or roll on the following table.
  1-3
  The meal did not provide any sustenance, 
  but the character will believe to be well.
  4-5
  Not matter how much or little wine the  
  character had, he or she will be drunk at 
  the end of the meal.
  6
  For  the  rest  of  the  adventure,  the  
  character  turns  into  a  loudmouth  and  
  cannot keep the own trap shut.
  7
  Till  dawn,  the  character  shrinks  (see  
  Reduce spell) by 50%.
  8
  Till  dusk,  the  character  growth  (see  
  Enlarge spell) by 100%.
  9
  Till the character got a night´s sleep, he or
  she will emit a loud !BURP! every 1d4  
  hours.
  10
  Till  the  end  of  the  adventure,  the  
  character must pass a  Save vs. Devices in  
  order not to sample a drink any seemingly
  drinkable substance.
  11
  Right after the meal, the character will  
  grow a FAT pot belly that just plops from 
  his or her body (counts as one item; -1 to 
  all not-magic-related Saving Throws). The 
  belly stays for 1d3 days (after that, the  
  character has a BIG, satisfying crap).
  12
  Till the end of adventure, the character
  loses the sense of taste and smell. 
  #19 Stained Coat
  A gray coat of good linen with wool lining, but
  with  numerous  stains  on  it.  The  wearer  will
  automatically pass any Save against any harmful
  substances or kind of “elemental damage” that
  has already left a mark on the coat and has done
  so  at  least  three  days  ago.   Needless  to  say,
  cleaning or mending the coat will rob it of this
  power, and a badly stained and battle-worn coat
  may lead to penalties on Reaction rolls.
  #20 Goldsnake Cloak
  A hooded black wool cloak with embroidery of a
  slithering  snake along  the  middle of  the  back,
  with the head being on the hood. The embroidery
  is woven gold. 
  When the cloak is put onto the ground, it will
  begin to slither towards the nearest hidden door,
  access or cache within 15´ feet. It will only do so if
  left undisturbed for two turns.
  #21 Scarecrow´s Coat
  An outdated, badly worn and heavily patched coat
  that is missing most of its buttons. When it is put
  onto a scarecrow or man-sized straw figure, the
  manikin will come alive and serve the character
  that has put the coat on it. Removing the coat
  from it will end its existence. The thing is unable
  to speak, but understands the human language, is
  as smart as a cat and counts as a HD: 1 creature
  with 6 hit point. It has no natural attacks, AC:12
  but may use weapons given to it. It cannot wear
  armor of any kind, but weapons that deal less than
  1d6 damage do not harm it at all, and those that
  deal more than 1d8 damage deal just 2 damage to
  it, and everything in between just 1 damage per
  hit. It is very vulnerable to fire (+2 damage per
  die). 
  
  #22 Fleeting Fur Cloak
  A fur cloak made from particular fuzzy, checkered
  pelts  that  defy  clear  identification  (even  by
  seasoned hunters). When the cloak is -thrown-
  onto the ground, it turns into a strange, hound-
  like fur-cloak thing that will bolt away at once,
  only  leaving  a  peculiar  animal  stench.  It  will
  return to the character that threw down the cloak
  at dawn, and will turn back into the cloak upon
  arrival.
  Any predatory animal that is nearby when the
  fur-coat-thing dashes away must pass a Moral test
  or  will  give  chase  immediately  (without  any
  chance of success). Dogs (and especially hounds)
  are not entitled to a test but will give chase. Beast-
  like monsters are entitled to an additional Save vs.
  Devices.
  #23 Pure Cloak
  A hooded white cloak made of finest linen, lined
  with  satin  on  the  inside  and  with  silvery
  embroideries of the cross at the buttonholes.  As
  long as the cloak remains clean, a Protection from
  Evil is centered on it while it is worn with the
  hood pulled over the head. This effect ends as
  soon as the first splatter or stain soils it, or the
  first battle damage harms the fabric. To restore
  the effect, careful cleaning with the addition of
  holy water and/or skillful mending is necessary.
  #24 Bloody Coat
  A hazelnut colored linen coat with leather flaps.
  When  splattered  in  freshly  spilled  blood,  the
  character wearing it gains a +1d3 melee attack
  bonus for a turn. 
  #25 Beggar´s Coat
  A worn, outdated and terribly reeking old linen
  coat. When soiled, the character wearing it will
  count  as  having  a  +3  Charisma  bonus  to  all
  characters  with  Neutral  Alignment,  but
  will count as having a -2 Charisma “bonus” in
  regard to those of Chaotic or Lawful alignment. 
  #26 The Wolfpelt Cloak
  A cloak made of wolf pelts. When the wearer pulls
  it off over the own head and face before slipping
  out of the sleeves, he or she is transformed into a
  hideous, hairy man-beast with wild yellow eyes,
  claw-like hands (damage as a dagger) and feral
  proficiency (Climbing, Stealth and Sneak Attack +2).
  In turn, the character loses the ability to write,
  read  and  speak  the  human  tongue.  Mundane
  animals of any kind will either shy away or attack
  (if brave enough). The effect is otherwise akin to
  Polymorph Others, but the target may transform
  back by putting the coat back on. 
  #27 Ratting Coat
  An ordinary, mouth-gray coat. When anybody but
  the  wearer  reaches  into  its  pockets  to  find
  something or pull something out, said character
  will seize a living rat instead. Said rat will be very
  surprised and irritated (for having been snatched
  from somewhere entirely different in this world). 
  28# Turncoat
  When this coat is turned inside out, and inside out
  again, the character doing so may have it change
  to a (reasonable) different coat of the own choice
  of cut and color. It will also become clean this
  way. 
  29# Debtor´s Coat
  A  black  wool  coat  with  silver  buttons  (of  a
  common design). When a button is plucked from
  the coat by the wearer and then put into a purse,
  it will turn into 1d4 silver pieces within a day as
  long as the purse is kept closed during that time
  and there is at least one silver piece already in it.
  Matching buttons (to replace those that had been
  plucked) may be bought for the price of half a
  silver  piece  per  button  in  most  cities  (4  in  6
  chance), but the coat will lose its power if they are
  not sewn onto the coat by a virgin that is unaware
  of the magic of the coat. 
  
  #30 Old Man Thatcher´s Coat
  Old Man Thatcher lived alone at the edge of the wood.
  He reeked of nasty pipe smoke, chewed strange roots
  and spat out wherever he stood. People were sure that
  he -never- had have taken a bath in his life, and some
  joked that after his death, they would have to peel his
  coat of him like one peels the pelt of a rabbit. When
  death came, they got the coat off of Old Man Thatcher,
  but not somehow even death could not get the old man
  out of his coat. The old brown leather coat was given to
  a ragman, who cleaned it a bit before he sold it.
  Everyone  that  puts  on  the  coat  of  Old  Man
  Thatcher must Save vs. Devices. Those who fail will
  be cursed to keep the coat and wear it from then
  on. Within a couple of days, the character´s level
  will drop by one, his hair line will recede and the
  remaining  hair  will  grow  thin  and  darken
  continually  over  the  next  days.  Moreover,  the
  character will become found of chewing tobacco,
  spit wherever he or she stands, and develop a ripe
  body odor. The same time, the character´s skill in
  Bushcraft and Tinkering will increase to 4 (only a +1
  if it was already higher than that).
  Over  the  course  of  the  coming  weeks,  the
  character will adopt the hoarse voice of Old Man
  Thatcher as well as more and more of his habits: 
  #  disregarding  and  offensive  towards  (other)
  women
  # very found of (and actually good with) dogs
  # superstitious and cruel towards cats
  # vocal abstainer
  # unwilling to wash (claims that dirt keeps one
  warm, and that heavy sweating washes the skin
  by itself). 
  # nearly unshakable, even by the strangest events.
  The Referee is encouraged to add others or change
  the existing ones as he or she sees fit.
   
  Do you like what you have here? There is
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  Your healing potions are bland? Your alchemist ´s
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  Well.... there are solutions for this...
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  A list to provide random offers of weapons and
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  A little cheat-sheet to keep track of things. Pay-
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  Turn Management Sheet
  A little cheat-sheet for the Referee, to keep a tab
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  10 Demons of Hell
  10 demonic entities to throw against your players
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  Almanac of Animated Skeletons
  Skeletons  are  all  the  same,  aren´t  they?  Guess
  what... Keep your players guessing, too!
  Beware of the Spirits of the Woods
  A handful of supernatural, unique encounters. Pay-
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Magical Coats Cloaks & Capes (LotFP).pdf