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Post by joatmoniac on Oct 23, 2018 18:41:34 GMT
That’s not all folks! This bonus exercise, from rorrik and I, to make up for the lack of an episode last week, also harks back to DMs Block Episode 161: Why So Evil? With Chris Prynoski with the goal being to produce some cursed weapons with evil personalities to plague our players and the world of Dayeimbe! Below are some questions to define a cursed item: 1. What kind of item is it? 2. What is the apparent benefit of the item? 3. What is the curse associated with the item? 4. What is the personality of the item? 5. Where and how is it found? 6. Anything else you might think to add? Let’s see those cursed items!, and how they fit into the world of Dayeimbe!
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will
Commoner
Posts: 24
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Post by will on Oct 26, 2018 3:02:23 GMT
The Call of Valor / the Horn of Bael
To most mortals, this fiery orange warhorn can be identified as the Call of Valor, a legendary artifact that inspires armies in times of great need.
To learned scholars who understand more of its past, they fear its use, both against them and even by them, for the warhorn has a twin in the Nine Hells, forged from a powerful arch-devil general in the Blood War. Duke Bael, the Bull Devil, chopped off his own two horns in a last ditch effort to rally his forces against an overwhelming demonic offensive. Using the hollowed horns to let loose a rallying cry, he mobilised his troops and drove the demons back, but not before one horn was stolen and, eventually, made its way to the material plane.
Benefit
When you use an action to blow this horn, allied creatures that can hear your call become immune to being charmed or frightened until the end of your next turn. Additionally, up to 6 allied creatures of your choice within 60 feet of you, other than yourself, gain 5 temporary hit points. The horn has six charges and blowing the horn expends one charge. The horn regains 1d6 charges at sunset.
Curse
Each time the horn is blown, Duke Bael is aware of its exact location, even when it's on other planes of existence, and he has knowledge of any creatures who are blowing the horn and who are affected by it, specifically their race, their appearance, their statistics, and their alignment.
When one creature has blown the horn one hundred and one times, Duke Bael can blow his horn at the same time and create a portal to the other horn, as per the gate spell.
Acquisition
The horn has passed from Duke Bael to a mischievous quasit to a demonic minotaur to Baphomet himself, and it was used in an invasion upon the Underdark. The invasion was repelled by a group of duergar adventurers, who then used their victory as a triumphant call for action against a drow city nearby that had insulted their efforts. The duergar sacked the city and launched a campaign against the drow, but the warhorn fell into the deep webs when its wielder was assassinated. An exiled drider picked it up and used it to gather forces for Lolth in attempt to regain her favour, but Lolth merely took the warhorn and left him for dead. Using her spies and contacts in the abyss and in the Nine Hells, Lolth correctly deduced its origin. She gave it to her assassins on the surface world to present it to a newly formed king, who was in desperate need of defending his borders from those who would usurp him. The young king, inexperienced in battle, was not effective enough to ensure his victory, and his kingdom collapsed, Lolth's plans for corruption having failed. The warhorn was recovered by a nameless soldier who returned to his family's farm after the war and stores it in the attic.
That's where it lies now. In the attic of a farmhouse of a nameless veteran of a pointless war long forgotten.
At least until some 1st level adventurers come along to deal with the rat problem.
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Post by DM Onesie Knight on Oct 28, 2018 2:16:42 GMT
@will
Love the tie-in for a summoning ritual; I see a slim possibility that, if the players somehow fail to deduce the nature of the horn, they could accidentally end up using it 101 times over many sessions in a long-running game. Or they could gift it to another hero/general/king they support and despair as they destroy those they sought to help!
And putting it in the perfect spot for some hapless level 1 baby adventurers to find? Diabolical! (pun intended)
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Post by DM Onesie Knight on Oct 28, 2018 2:41:50 GMT
The Cleansing Flame
1. The Cleansing Flame is a beautiful, intricately carved and embellished longsword of silver
2. The sword gleams with pure white fire as it strikes, dealing 1d6 fire damage. Furthermore, evil creatures struck by it may be blinded, and when held in hand (even if sheathed) its bearer experiences a permanent Detect Alignment, and can see foul auras of fire, shadow, and plague around lycanthropes, vampires, the possessed, and other such evils hidden in mortal flesh. Most importantly of all, when an evil creature is slain, the wielder of the sword feels a cleansing joy in their very soul; past regrets are eased, darker impulses are dulled, and even curses such as lycanthropy or possession are suppressed.
3. Most of the above described effects are an illusion. Flat-out lies. The sword is made of silver, it burns, and it blinds, and that's it. The suppression of lycanthropy and other similar curses is immediately lifted when the sword is taken away. It was created by the Prince of Lies, Beelzebub himself, to harvest souls in secret, beguiling the well-intentioned into damning innocent souls to hell. The auras of evil the sword projects onto those around the sword bearer have nothing to do with alignment or curses--the sword is simply choosing targets. The rush of ecstatic divinity one experiences by slaying with the Cleansing Flame is merely the sensation of the unfortunate soul passing through the swordsman while on its way to hell.
4. Though it rarely speaks, except through abstract emotion, the sword is a consummate deceiver whose true nature has rarely been discovered throughout its bloody history. It is intelligent enough to drive itself into hiding when those rare few begin to hunt its owner. It loves to find troubled souls wracked with guilt for evil they have committed. Those affected by curses or mind-altering magic are prime targets, though regretful former soldiers and mercenaries are good stock as well. It leads these individuals along with sensations and promises of atonement that are never fully satisfied.
5. Most likely, the players find it when its current owner marks a party member as a dark one in need of cleansing. The sword may have decided it was not in capable enough hands, and so sent its owner to an early death at the hands of more skilled warriors. The Cleansing Flame is wily enough to target truly evil creatures first, to establish trust with its new owner.
6. Multiple times in its history, the sword has fallen into the hands of paladins tricked by its apparent divinity. Its most devious ability of all is that it can artificially power a paladin's (or cleric's) magic, and even affect dreams to maintain an illusion of the faith after favor has been lost through violent acts against the innocent. It often twists the deity's messages subtly towards purging and vengeance over time.
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Post by dmlaser on Nov 10, 2018 20:35:39 GMT
This is an item I came up with to get allow an arcane method of resurrection in a world without divine magic
1. What kind of item is it? The Lifegiver Orb. It is a small glass orb, with a misty interior lit by a faint green light in the center. The light gets slightly brighter each time it is used.
2. What is the apparent benefit of the item? If used within one minute of the death of any creature, that creature is immediately resurrected with 1 HP. Any open wounds are healed and any poison or foreign substances are purged from the body; however, severe injuries (loss of limbs, etc) are not healed.
3. What is the curse associated with the item? The orb resurrects the creature at the cost of a portion of its soul. The first time the orb is used on a creature, it is reborn with 1 less max HP than it had before. Each additional use of the orb on the same creature adds another 1 HP to the penalty. The lost HP represents the loss of a portion of your soul. If the creature has a max HP less than what is required, the effect fails and the creature's soul remains in the orb. The resurrected creature has no specific memories of what happened but feels 'diminished' each time they come back.
4. What is the personality of the item? The item wants to be used, and it is cursed to create chaos around the user that encourages it to change hands. For example; it might call out to evil creatures to attack the party, hoping someone will die in the fight to be resurrected, or try to subtly direct the holder towards an area ravaged by plague where the orb could be used to help the afflicted. It was created in ancient times to store the energy of lost souls to power a magical device so powerful that a sufficient energy source did not yet exist. The creators put the orb out into the world to be used, and their followers wait throughout the ages for the orb to finally be fully charged so they can re-take it to power the machine. (Alternately, it needs a bunch of souls to transfer their energy into resurrecting one super-powerful guy.)
5. Where and how is it found? The orb changes hands frequently and could theoretically be found almost anywhere. When located, it is highly coveted and often mistakenly worshiped as a divine object.
6. Anything else you might think to add? In my story idea, I have the party find the object early in the campaign while investigating a sudden goblin infestation in a usually peaceful area. They discovered that some random goblins had found the orb in a cave and kept resurrecting each other with it, making them seem more numerous than they actually were. Finding the orb leads to them being accepted as the 'official adventuring party' of a kingdom, where a famous group of prior champions had possessed the orb before they went mysteriously missing.
Once the players discover the cursed/battery aspect, it presents an interesting dilemma. Do you keep using the item, either to help your quest or to help people in general? Or do you try to destroy it after finding out it powers this supremely evil device/resurrects the ultimate big bad?
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Post by 333rdmonkman on Nov 10, 2018 21:42:21 GMT
The Tongue of Wi'ildwirrm
1. What kind of item is it? The Tongue of Wi'ildwirrm is at first appearance a longsword of horrific appearance. The blade is bruise-colored and twisted with small wart-like flaws speckling it. Its crosspeice looks like a small bear-trap clamped into the blade and its hilt appears to be made of tough strips of leather tubing weaved together tightly. In actual fact, the blade is the actual petrified tongue of the legendary dragon-toad Wi'ilwirrm and its hilt is made from its blood vessels and tendons.
2. What is the apparent benefit of the item? Aside from being razor sharp (causes extra lingering 1d4 bleed damage) and acidic properties (extra 1d6 acid damage) it also can possibly transmit the wart-rot disease (DC 15 to negate on first successful strike, if save is successful then are immune to the disease for 1 day). Additionally, on command the blade can stretch out and be used like a whip that grants advantage on grapples and trips because of its sticky properties when in whip form and anyone grappled takes 1d8 acid damage each round it remains grappled.
3. What is the curse associated with the item? For every 6 kills a weilder makes with the Tongue of Wi'ildwirrm they must make a Fort save or go through one of 6 stages of de-evolution. Each stage has it's own set of drawbacks and benefits, as follows:
Stage 1 The weilder's flesh becomes tougher and leathery, splotched with dark spots, they gain a +1 natural AC bonus, but get a -2 to Charisma
Stage 2 The weilder begins to secrete a slightly sticky oil from the palms of their hands and soles of their feet. They get a +2 to their Athletic checks for climbing and gain advantage to saves against being disarmed, however they receive a -4 to Sleight of Hand checks and disadvantage on all Stealth checks.
Stage 3 The weilder's muscles become denser, but less flexible, they gain a +2 to Strength, but take a -2 to Dexterity
Stage 4 The weilder's eyes become larger and amphibious, they get a + 4 to sight-based Perception checks and take no penalties to sight-based Perception checks while underwater, however to compensate for the eyes taking up more space in their skull their brain becomes squished and the weilder takes a -2 to Intelligence and must make a Fort save DC 10 after each long rest to avoid a splitting headache until the end of the next long rest that causes disadvantage on all attacks and skill checks. Even if they make their save after the next long rest they are considered fatigued. If they fail consecutively the fatigue moves up the tired scale each time. The fatigue goes away after the first long rest after a successful save.
Stage 5 The weilder arms and legs elongate and their hands and feet enlarge, developing webbing between their fingers and toes. They get a swim speed of 40' and they get a +2 to Athletic checks for jumping and their jumping distance is not limited to size, but no armor fits them properly and as long as they wear it they are treated as no longer proficient in the armor and suffer the penalties as such.
Stage 6 The weilder completes their transformation as they grow poisonous pustuals and warts all over their skin, and their tongue becomes frog-like. They can squirt disease-ridden puss up to 15' 3/day, dealing no 1d4 poison damage and possibly infecting them with wart-rot and any body who touches the weilder also must make a Fort save DC 10' or be struck by wart-rot. However, they get an additional -2 to their Charisma. They can also use their tongues as a means of grappling a creature one size smaller or less than them. The downside of the tongue is that it is too ungainly to make coherent sounds and you can no longer speak understandably and get a disadvantage on Diplomacy and Deception checks.
4. What is the personality of the item? Wi'ildwirrm was a creature of pure hunger, wreaking havoc on entire farming and fishing communities as it moved across the world of Dayimbe. It was said to be a remnant from one of the earliest Ages of the world, forgotten about when the world changed around it as it slept for millenia in a cave at one of the deepest depths of the Seas. When it awoke it roamed unchallenged as it ripped through each community like a plague of locusts. It would cross the world from one Sea to the next where it would disappear for another several hundred years. During one of its destructive rampages it actually had an epic encounter with the Terrasque that was a tale of legend for Ages to come. The collision of collosuses resulted in Wi'ildwirrm's tongue was ripped out and thrown through the window of a Dwarf trapper named Joh Goldthumb. The Tongue had crashed through his window while he was eating breakfast, having become bored of watching the thirteen day battle that had been happening outside of his village and its razor sharp edges sliced his left arm clean off. After tending to the arm and healed up, but now only one-armed, the Dwarf returned to his home weeks later to find the Tongue petrified on his floor. Impressed with its sheer sharpness even though it had chopped his arm off, he fashioned it into a longsword using one of his best quality traps to seal the open wound of the tongue which though hard on the outside continued to leak some kind of fluid. When the trap snapped shut the tendons and blood vessels squeezed out and he braided them all together to make a hilt. To finish it off he cast it in a forge and baked it until it stopped leaking anything more. When Joh first weilded it, it was against a pack of white wolves he erringly crossed while trapping winter foxes. The sword had stayed silent until his first successful swipe that cut deep into one of the large beasts, it tasted blood and it came to life. Though Joh had a constution that saved him from catching the wart-rot, he could not withstand the hunger of the sword. The next thing he knew the white wolves had been hacked to peices, and the only bodies that were still mostly intact were developing bruise colred warts on their eyelids and nose, and upon inspection he found the warts were all over them hidden beneath their thick coats of fur. The next time he was anything living, however the sword's hunger nearly overtook him again. Not liking this aspect of the weapon he sent it to be destroyed when the caravan that it had been being transported by was overtaken by highwaymen and the sword was lost to him. Since then it has gone from weilder to weilder leaving toadmen in its wake.
5. Where and how is it found? The Tongue of Wi'ildwirrm has become a dark legend amongst the scum of the world. A sword so loathsome that to weild it is a sign that you are the most despicable of persons. It is most likely being kept by the warped and malformed leader of any evil cult or dark covenant as a sign of power anywhere in the world you may find such organizations.
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Post by DMdanielsan on Nov 12, 2018 3:46:30 GMT
Jeeves
1. What kind of item is it?
Jeeves is a small accessory made of a smooth stone shaped perfectly to fit into your ear, and a tooth attached that is rounded to wrap around your ear for stability
2. What is the apparent benefit of the item?
When you ask Jeeves for advice, he will give you the apparent answer regardless of the situation
3. What is the curse associated with the item?
As the player's dependence on Jeeves increases, Jeeves will slowly gain control of said character. The player has to roll a CON save every time he/she decides to ask Jeeves. If the player fails 10 times they fall completely under Jeeves' control, and are no longer usable as a PC until Jeeves is removed. (It is entirely up to the DM whether or not these exact details are shared until it is too late).
4. What is the personality of the item?
Jeeves talks to his owner with witty banter and a hint of charismatic sarcasm. He is interested in the long game, and knows that too much flattery or monotone will not establishment the relationship he needs to invest long term in a victim.
5. Where and how is it found?
Typically off the ear of a corpse or an enemy.
6. Anything else you might think to add?
His voice is reminiscent of Alfred the Butler from 90's Batman TAS
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Post by dmspeedobandit on Nov 25, 2018 18:35:18 GMT
1. What kind of item is it?
Rune etched studded leather bracers (Skull and lightning bolt studded metal patern) 2. What is the apparent benefit of the item?
+1 AC because they help guide your arms to deflect/parry blows. 1 per short rest you can let the bracers guide your actions giving you an extra action to attack, dodge, or parry. 3. What is the curse associated with the item?
When they use the extra action ability, upon waking from their next rest... they could potentially suffer a point of exhaustion (if they have gone long enough without sleep, or DM wants them to make a CON save). If they reach two points of exhaustion the bracers take control of their arms upon the next rest and attack anyone who is resting near them. (could potential throw a dagger) Cannot remove them if they have 1 or more points of exhaustion. (dispel magic lv 4 with DC of 16) (or instant dispel with spell slot 6) 4. What is the personality of the item?
Encouraging the wearer to let it guide their movements, through passive aggressive remarks. Then when questioned about the inability to rest it insults the wearers ability to take care of themselves better, or deflects & says how amazing they were in that fight together. 5. Where and how is it found?
Found on a body of a dead ranger inside her bed roll with no injury marks (Died of exhaustion not noticeable by PCs). At a camp that was set up fire pit/cooking pot. Wire and bells set for alert. 6. Anything else you might think to add?
Upon waking from the first rest with these bracers on (attuned), the wearer hears in their head "That was the best rest we'll ever get together, there is so much work to do" as it stretches the arms of the wearer from sleep and helps the wearer dawn their armor and other gear as quickly as possible. Gifted from hags to the dead ranger, in her quest to destroy the evil in her domain quicker.
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will
Commoner
Posts: 24
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Post by will on Nov 26, 2018 0:48:13 GMT
Found on a body of a dead ranger inside her bed roll with no injury marks (Died of exhaustion not noticeable by PCs). At a camp that was set up fire pit/cooking pot. Wire and bells set for alert. "Hey do you think her death had something to do with these magic items she's got? You reckon they're cursed?" "Nnnnnnnaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhh"
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Post by dmspeedobandit on Dec 2, 2018 3:21:54 GMT
I mean between bad rolls, and maybe add other distractors, our 'brilliant' PCs will most likely not realize it until the owner fails a CON save.
But yes, there is a bit of foreshadowing there.
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Post by letterlost on Nov 23, 2019 18:53:04 GMT
1. What kind of item is it?
The Khopesh of Nedankhet
It is a bronze Khopesh +3 (functionally a longsword/ battle axe- 1d8). Despite being made out of bronze it seems impervious to physical and magical wear. The hilt is linen wrapped bronze and in the shape of a classic carved sarcophagus, when it speaks it does so from the carved mouth, it only speaks in your head until 2nd progression.
2. What is the apparent benefit of the item?
Tldr: +3 longsword/ battle axe that deals necrotic damage and spell effects on hit which levels up and may also cast a limited number of spells.
I. When you obtain the khopesh of Nedankhet it is a +3 khopesh. It deals necrotic damage rather than slashing and enemies slain by it instantly turn to dust. It may cast Banishment 3x/day and frequently does on beings it sees as unworthy, usually enemies of the party (see section 3. Curse).
II. After leveling up once while using the khopesh of Nedankhet it gains the ability: bane on hit, only 1 creature may be affected at a time (the last one it hit). Nedankhet is a 10th level spell caster, its spell casting ability is Wis (spell save DC 16, similar to mummy lord but not exact). The wielder may cast blinding dust 1/day (same as mummy lord’s legendary action).
III. After leveling up again, Bane on hit is replaced with fear on hit, no limit to number of targets (this is the real curse). At this point it is talking to you freely and arrogantly, giving you useful information about historical sights and events.
IV. 4th progression. The wielder may use whirlwind of sands 1/day (same as mummy lord’s legendary action). At this point the mummy lord will disclose to you that he feels as if you are his worthy successor and share the location of his tomb to you, but tells you it has been magically hidden and is guarded by a Naga.
3. What is the curse associated with the item?
Tldr: It contains the soul of a mummy lord who will eventually lure you to his burial chamber and use your party’s lives to return his kingdom to the material plane; while above table it’s making you miss out on experience.
Long ago there was an evil pharaoh. It is said that even after his death he continued to rule the land. An uprising began led by a slave wielding wild magic and a powerful sword crafted by an Azer slave. This heroic figure struck down Pharaoh Mummy lord Nedankhet and banished his pyramid strong hold along with his family and followers from this world.
When Nedankhet banishes someone, they are sent to the demi-plane holding his pyramid where they have a 90% chance of having their body and soul used to raise those within and break the banishment and a 10% chance to escape after 1 minute and return to their native plane; unless they are not banished from their native plane or are PC’s (who will be either returned to their native plane or most likely survive a horrifying experience and be very wary of the Khopesh of Nedankhet)
At progression 4 Nedankhet will try to lure you to a gateway to the demi-plane under false pretenses. There is no Naga, only his pyramid stronghold full of his family and followers who have been gaining strength with each banished victim as well as a good deal of wealth and items. What will happen when you get there? Will Nedankhet try to take over his wielder and his family in stolen bodies tries to use the party to return to the land of the living? Will the party join him and together they emerge and reclaim the lost empire? Will your party kill everything and take the riches? Probably.
The real curse here is of course the loss of experience due to the inconvenient banishment’s and fear fled enemies (HAHAHAHAHAHAHAHA). If I know anything about players it’s that they will resent the loss of even the most minimal xp. I know it’s not cool to punish players above the table, but you don’t get any more evil then xp loss.
4. What is the personality of the item?
• It has the haughty disposition of a pharaoh. It is proficient in history but always tells you information from a very biased “we were better than them” point of view.
• It is arrogant and takes full credit for anything done well in its presence.
• It is proud and will never admit that it has made a mistake, often shifting the blame on to you and your party or (preferably) another intelligent weapon in the party.
• He hates to have his name mispronounced and may even go so far as to banish a PC if it continues.
5. Where and how is it found?
It rests on display in office of Eidd "identify" Tylydd at Mary Berry Arcaniversity in the small gnome town of Berry Little. He would love to give it to your party as a reward; he’s not very fond of it and keeps it in his office to show it off while keeping it out of his house and office. Eidd knows this thing has a necrotic aura and is intelligent, he does not know anything about it having any curses and wouldn’t tell you even if he did without you dropping some coin to help him remember.
6. Anything else you might think to add?
The inspiration for xp drain caused by fear comes from every cleric and paladin who ever turned an undead while their party begged them not to send the xp running away.
Also, on a bit more serious note, this is one of the many ways I have tried to rework the banishment spell (sending to a custom demi-plane) because I feel that is has great potential, but as written is very underwhelming as the cost of not being abuse able.
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