Post by dm_mainprize on Mar 26, 2016 14:56:53 GMT
This weeks episode was one of my favorites so far. So much information and joy and passion shared by the legendary Ed Greenwood. Neal and I decided the best type of DMnastic would be to create a large set of magical and wondrous items, similar to the pieces of Vecna. These items of the greenwood could appear or be placed into so many stories. So below is a list of items please grab one and give it stats, a back story with details like how or when the legendary Greenwood npc used or crafted them. Where a player might find this long lost and legendary item. I will add more if they are needed, but for now try to only do one for at least a few days so multiple forum users get a chance to get in on the fun. If you wanna go above and beyond find a picture to pair with your item. Enough talk lets LIFT!
1. The Sword of Greenwood
A simple sword with a green and silver hilt. It draws its power based purely on the belief others have in the legends told of Greenwoods actions using it. The more followers of the legends, the more powerful the blade becomes.
(Using 5e stats here)
Starting Stats: - if the legends of the sword's power are not well spread.
You gain +1 radiant damage when using this weapon.
Ending Stats - if the legends are a tale heard by the masses.
You gain +4 hit and damage with this weapon. The sword also grants the weilder knowledge of their foe. Should the wielder survive one round against a target that attacks them, the sword gives them input on how the enemy attacks. Granting them 1d8 AC against the target. This increases by 1d8 each round for up to 3 rounds.
After slaying a target with the Sword of Greenwood, the wielder must pass a Will save DC 16 or be stunned for one round as the sword transfers the story of all of the targets key life moments to the sword's owner.
2. The Axe of Greenwood
3. The Staff of Greenwood
4. The Bow of Greenwood - dmsam
Fashioned from the charred heartwood of a treant, dragons quake at the sight of this vengeful bow.
Long bow, legendary (requires attunement to a humanoid size medium or above with a strength score of at least 18)
2d10 piercing damage, ammunition (range 400/1200), heavy, two-handed, loading, finesse
Properties:
You gain a +6 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this bow, it must succeed on a DC16 constitution saving throw or be stunned until the end of your next turn. If it has a flying speed, its flying speed is also reduced to 0 until after a short or long rest.
This bow requires 1 action to load and 1 action to fire. If you use an action to load this weapon, your movement speed is reduced to 0 until the end of your next turn.
Overdraw: On a successful hit, you deal an extra 1d10 damage for each attack you can make in your attack action.
5. The Wand of Greenwood
6. The Shield of Greenwood
7. The Boots of Greenwood
8. The Amulet of Greenwood
9. The Spear of Greenwood
Here within is the account of the Mad Druid James Scion regarding the Spear of Greenwood.
*Untranslatable symbols*
Bestowed on the world by the High Crafter Greenwood, it was first claimed by Aphiel the Ardent who brought ruin upon the land.
*Drawing of the Spear in the hands of Aphiel the Ardent*
*Artist depiction of the Battle of Cardy Vale at the time of the mountain's Sundering*
In the battle of Cardy Vale Aphiel the Ardent was the direct cause of the Sundering of Mount Pusandro and the release of the Demon Lord Pusandro, the hand of Horror.
*Depiction of the Demon Lord Pusandro*
The ravings of the Mad Druid about that time can lead us to believe the Spear is now cursed, whoever now holds the weapon is consumed by the Avatar of The Eternal Crowns.
*Scorched markings leave this section unreadable*
The last known location of the Spear was during the battle of the Nine at Blackmor Tower in the Campaign of Poison Tears.
*Black Tongue written in blood - Untranslatable*
Due to the Escape of the Mad Druid the spear's current whereabouts is unknown; recapture of the Druid is paramount in locating the spear.
So commands the Champion of the Demon Lord Pusandro, the hand of Horror.
*Seal of the Demon Lord's Champion*
10. The Cape of Greenwood
The Cape of Greenwood is a forest green cape with mottled patterns which imitate dappled light on leaves. It has a series of sharpened steel disks sewn into the lining around the bottom edges, such that just the very edge of each disk protrudes beyond the fabric.
The Cape of Greenwood grants advantage on all Stealth checks made while the wearer is moving through foliage, such as shrubs or trees. If the wearer of the Cape of Greenwood remains still while surrounded by foliage, he or she becomes completely undetectable except by magical means or Truesight.
As a bonus action, the wearer of the Cape of Greenwood can pirouette, causing the embedded steel disks to slash outwards as the cape spins. When the cape is spun, it acts as a finesse weapon dealing 1d6 + Dex slashing damage to all creatures within a five foot radius of the wearer.
11. The Robe of Greenwood
12. The Helmet of Greenwood
13. The Lance of Greenwood
14. The Crossbow of Greenwood
15. The Dagger of Greenwood
16. The Armor of Greenwood
The Armor of Greenwood is a set of armor crafted in the forest next to Lusina Tirion. It is heavy armor and has an AC of 16.
It does not like slashing damage much and so every time someone hits the person wearing the Armor of Greenwood they need to make a Strength check of DC 13 in order to retrieve the lodged weapon from the wood. If the person fails the first check the next time they try to pull their weapon free they will notice that vines have begun to grow and entangle themselves around the wretched slashing weapon and now the DC strength check has gone up to DC 16 to dislodge it from its wooden grave.
This armor looks like bark but is a deep forest green and has vines covering it from top to bottom.
17. The Club of Greenwood
18. The Bag of Greenwood
Somewhere along the line there was a very bored wizard who traveled quite a bit. This wizard really liked to read, but being on the road he did not come across much new reading material. He began to write his own stories and works of fiction in his resting moments. However he was still unsatisfied, because there was no suspense, no drama, no surprise for he wrote the stories and knew everything about his works. So, with merely a bag of devouring, a doppleganger gland, and a bottle of infinite ink, this wizard created a bag which wrote stories. Its first story it wrote was "The Greenwood World", hence its name.
This bag is an intelligent item whose sole purpose is to write stories. If turned inside out, it will morph into a leather bound book with a story just created by this item's intelligence. Anything put into the bag is consumed and used as inspiration for the next story that is produced. If closed the book will turn back into a bag and create a brand new story when reopened. If a bookmark is placed in the book before closing it though, it will remember the story and open to the marked page instead of creating a new story. The book will always be 400 pages long but all the pages might not be filled, and the story will always have a conclusion, no cliff hanger for a sequel.
This intelligence was molded directly from its creator's mind, so it holds quite a bit of knowledge of the past, which it uses in its story telling. If a paper with a subject, name, or place, written on it is placed in the bag, it will write a story about the subject. This works for symbols and items as well, but again, anything placed in the bag will be consumed. There will always be a grain of truth in the story, however a flat 1d20 roll will decide how much truth is in the book.
19. The Hammer of Greenwood
20. The Ring of Greenwood
21. The Pen of Greenwood
Early references to this artifact refer to it as the Quill of Greenwood, and describe it as a feather from an enormous bird. Now, however, it is clearly a dip pen, made of wood and metal. It is unclear whether this is a second artifact with identical properties, or the same artifact that has undergone physical change.
The Pen of Greenwood is under a powerful enchantment, such that it cannot write anything that is untrue. This was intended as a means of securing true testimony, but it had an unexpected side effect: with legendary acts of will, a wielder of the Pen of Greenwood can force the pen to write something that contradicts reality as it was, forcing the world to change around it.
Mechanics: The pen's primary property is automatic. In order to use its secondary property (in 5e), a player must have proficiency in Wisdom saving throws and roll a natural 20, with disadvantage that cannot be canceled out, for each untrue word that you write. Yes, this is borderline impossible; it is intended to prevent this artifact from breaking the game.
1. The Sword of Greenwood
A simple sword with a green and silver hilt. It draws its power based purely on the belief others have in the legends told of Greenwoods actions using it. The more followers of the legends, the more powerful the blade becomes.
(Using 5e stats here)
Starting Stats: - if the legends of the sword's power are not well spread.
You gain +1 radiant damage when using this weapon.
Ending Stats - if the legends are a tale heard by the masses.
You gain +4 hit and damage with this weapon. The sword also grants the weilder knowledge of their foe. Should the wielder survive one round against a target that attacks them, the sword gives them input on how the enemy attacks. Granting them 1d8 AC against the target. This increases by 1d8 each round for up to 3 rounds.
After slaying a target with the Sword of Greenwood, the wielder must pass a Will save DC 16 or be stunned for one round as the sword transfers the story of all of the targets key life moments to the sword's owner.
2. The Axe of Greenwood
3. The Staff of Greenwood
4. The Bow of Greenwood - dmsam
Fashioned from the charred heartwood of a treant, dragons quake at the sight of this vengeful bow.
Long bow, legendary (requires attunement to a humanoid size medium or above with a strength score of at least 18)
2d10 piercing damage, ammunition (range 400/1200), heavy, two-handed, loading, finesse
Properties:
You gain a +6 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this bow, it must succeed on a DC16 constitution saving throw or be stunned until the end of your next turn. If it has a flying speed, its flying speed is also reduced to 0 until after a short or long rest.
This bow requires 1 action to load and 1 action to fire. If you use an action to load this weapon, your movement speed is reduced to 0 until the end of your next turn.
Overdraw: On a successful hit, you deal an extra 1d10 damage for each attack you can make in your attack action.
5. The Wand of Greenwood
6. The Shield of Greenwood
7. The Boots of Greenwood
8. The Amulet of Greenwood
9. The Spear of Greenwood
Here within is the account of the Mad Druid James Scion regarding the Spear of Greenwood.
*Untranslatable symbols*
Bestowed on the world by the High Crafter Greenwood, it was first claimed by Aphiel the Ardent who brought ruin upon the land.
*Drawing of the Spear in the hands of Aphiel the Ardent*
*Artist depiction of the Battle of Cardy Vale at the time of the mountain's Sundering*
In the battle of Cardy Vale Aphiel the Ardent was the direct cause of the Sundering of Mount Pusandro and the release of the Demon Lord Pusandro, the hand of Horror.
*Depiction of the Demon Lord Pusandro*
The ravings of the Mad Druid about that time can lead us to believe the Spear is now cursed, whoever now holds the weapon is consumed by the Avatar of The Eternal Crowns.
*Scorched markings leave this section unreadable*
The last known location of the Spear was during the battle of the Nine at Blackmor Tower in the Campaign of Poison Tears.
*Black Tongue written in blood - Untranslatable*
Due to the Escape of the Mad Druid the spear's current whereabouts is unknown; recapture of the Druid is paramount in locating the spear.
So commands the Champion of the Demon Lord Pusandro, the hand of Horror.
*Seal of the Demon Lord's Champion*
10. The Cape of Greenwood
The Cape of Greenwood is a forest green cape with mottled patterns which imitate dappled light on leaves. It has a series of sharpened steel disks sewn into the lining around the bottom edges, such that just the very edge of each disk protrudes beyond the fabric.
The Cape of Greenwood grants advantage on all Stealth checks made while the wearer is moving through foliage, such as shrubs or trees. If the wearer of the Cape of Greenwood remains still while surrounded by foliage, he or she becomes completely undetectable except by magical means or Truesight.
As a bonus action, the wearer of the Cape of Greenwood can pirouette, causing the embedded steel disks to slash outwards as the cape spins. When the cape is spun, it acts as a finesse weapon dealing 1d6 + Dex slashing damage to all creatures within a five foot radius of the wearer.
11. The Robe of Greenwood
12. The Helmet of Greenwood
13. The Lance of Greenwood
14. The Crossbow of Greenwood
15. The Dagger of Greenwood
16. The Armor of Greenwood
The Armor of Greenwood is a set of armor crafted in the forest next to Lusina Tirion. It is heavy armor and has an AC of 16.
It does not like slashing damage much and so every time someone hits the person wearing the Armor of Greenwood they need to make a Strength check of DC 13 in order to retrieve the lodged weapon from the wood. If the person fails the first check the next time they try to pull their weapon free they will notice that vines have begun to grow and entangle themselves around the wretched slashing weapon and now the DC strength check has gone up to DC 16 to dislodge it from its wooden grave.
This armor looks like bark but is a deep forest green and has vines covering it from top to bottom.
17. The Club of Greenwood
18. The Bag of Greenwood
Somewhere along the line there was a very bored wizard who traveled quite a bit. This wizard really liked to read, but being on the road he did not come across much new reading material. He began to write his own stories and works of fiction in his resting moments. However he was still unsatisfied, because there was no suspense, no drama, no surprise for he wrote the stories and knew everything about his works. So, with merely a bag of devouring, a doppleganger gland, and a bottle of infinite ink, this wizard created a bag which wrote stories. Its first story it wrote was "The Greenwood World", hence its name.
This bag is an intelligent item whose sole purpose is to write stories. If turned inside out, it will morph into a leather bound book with a story just created by this item's intelligence. Anything put into the bag is consumed and used as inspiration for the next story that is produced. If closed the book will turn back into a bag and create a brand new story when reopened. If a bookmark is placed in the book before closing it though, it will remember the story and open to the marked page instead of creating a new story. The book will always be 400 pages long but all the pages might not be filled, and the story will always have a conclusion, no cliff hanger for a sequel.
This intelligence was molded directly from its creator's mind, so it holds quite a bit of knowledge of the past, which it uses in its story telling. If a paper with a subject, name, or place, written on it is placed in the bag, it will write a story about the subject. This works for symbols and items as well, but again, anything placed in the bag will be consumed. There will always be a grain of truth in the story, however a flat 1d20 roll will decide how much truth is in the book.
19. The Hammer of Greenwood
20. The Ring of Greenwood
21. The Pen of Greenwood
Early references to this artifact refer to it as the Quill of Greenwood, and describe it as a feather from an enormous bird. Now, however, it is clearly a dip pen, made of wood and metal. It is unclear whether this is a second artifact with identical properties, or the same artifact that has undergone physical change.
The Pen of Greenwood is under a powerful enchantment, such that it cannot write anything that is untrue. This was intended as a means of securing true testimony, but it had an unexpected side effect: with legendary acts of will, a wielder of the Pen of Greenwood can force the pen to write something that contradicts reality as it was, forcing the world to change around it.
Mechanics: The pen's primary property is automatic. In order to use its secondary property (in 5e), a player must have proficiency in Wisdom saving throws and roll a natural 20, with disadvantage that cannot be canceled out, for each untrue word that you write. Yes, this is borderline impossible; it is intended to prevent this artifact from breaking the game.