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Post by joatmoniac on Dec 2, 2015 19:04:40 GMT
Sadly there was no episode this week due to a tryptophan induced coma. Also, yesterday was giving Tuesday, and what better thing to do than to make some things that we would "give" to our players. That and Dayeimbe can always use some more awesome magical items! Grab and item and make it awesome. The first picture is numbered, and the second with the weapons you can just assume the numbering is from left to right and 1 to 9. Name: Power/Rarity: Backstory: Who made it, who has used it, or who has it used!? Special Abilities: Etc: As always these are simply guidelines and not hard and fast rules to follow. If you have an image you want to add, add it! If there is more information that you want to add, add it!
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Post by DM Chris on Dec 2, 2015 20:37:35 GMT
I know you said play loose and fast with the guidelines above. So I did. Hope you enjoy it.
Number 4: The Everlighting Lamp
This lamp is considered a magical item to the untrained eye. The way this works is that is someone whispers to the lamp to illuminate it grows bright lighting an entire room with full light and won't stop until it is told to stop producing light. The reason is because a Noble Djinn is trapped inside of this lamp and was told upon being told to light a room, to light a room. He would be given his freedom if he did this for 3000 years.
To the untrained eye you would not know that a Noble Djinn was the cause of this. But if someone pondered this item long enough they might see what was inside.
If the person in contact with this lamp says three wishes they are freed and the lamp no longer works. They just have an ordinary lamp.
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Post by lasersniper on Dec 2, 2015 22:24:56 GMT
16: Coins of Distraction
Power/Rarity: They are useful little things when in need of a distraction for a quick escape or trying to swipe something, however if used for escape you are pretty much leaving the coin behind. 200 of them were made, but because the coins are left behind for escape, less are probably in circulation. Who knows if one rolled into a sewer, lays forgotten in a forest, or perhaps rests in a dragon's hoard.
Backstory: The leader of the Shifting Hands Thieves Guild managed to work himself a favor with a local wizard. For saving the wizards life instead of looting his house during an orc raid on the town, said wizard created the Coins of Distraction for the guild. 200 of these handy little things were created before the wizard succumbed to the same plague that destroyed the town. While it isn't hard to find someone in the underworld who owns one or knows where one is, they ARE difficult to obtain since most current owners do not wish to part with them.
Effect: These green coins have three smiling faces on one side, and a spiral pattern of three fox tails on the other side. Throwing, tossing, or flipping them in the the air fascinates everyone who can seen them until the coin comes to rest ie someone catches the coin or it stops rolling on the floor. It is a DC 20 vs Will against the fascination, anyone who knows what these coins do gets a +5 to their save.
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DM Rowan
Adventurer
The DM Renaissance is in full swing!
Posts: 96
Favorite D&D Class: Bard/Paladin
Favorite D&D Race: Half Elf
Gender: NB Lesbian
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Post by DM Rowan on Dec 2, 2015 23:17:18 GMT
Name: Snake Eye Marbles Power/Rarity: One of a Kind Backstory: Long ago, a giant, magic snake of luck and trickery named Salriss used to guard an island in a swamp. He often told adventurers that if they could sneak by him without being noticed, he would allow them to use the island and leave unbothered. Once, he offered the deal to a demigod daughter of Sigdrifa who was seeking an ally who had gone to the island and never returned - and unbeknownst to her had been eaten by Salriss. The Demigod tried once or twice to get by but was slightly clunky and the snake had some tricks that made the task almost impossible. He caught her each time and sent her back, insisting she try again. He was having so much fun. On the third try, he caught her again, unfairly in her opinion, and in her rage she tore out his eyes, casting him into the swamp. He fled and still prowls those marshes. The demigod lost the eyes upon her death and the eyes were sold, thought to be common marbles. Now their current owner has no idea what they are. Special Abilities: Anyone possessing the eyes gains a boost in luck and cunning. Something like rerolling ones or advantage on charisma. If the owner understood their power, they would probably be used to cheat at card games etc.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Dec 2, 2015 23:40:04 GMT
Name: The Veil of Leah Power/Rarity: Their is only one of these in the world, therefore it is extremely rare, but the power is mediocre. Backstory: Genesis 29. Jacob (who would later be called Israel), the son of Abraham's son Isaac wanted to marry a woman named Rachel. He worked seven years for her father, Laban, in order to marry her. However, Laban tricked Jacob and swapped Rachel for Leah during the wedding. Afterwards, Jacob had to work another 7 years to marry Rachel. Special Abilities: The Veil of Leah is supposedly the Viel Leah wore on the wedding day, when Jacob mistook her for Rachel. The Veil, when worn, fools the minds of people around the wearer, that the wearer is somebody else. However, the Veil only allows the person to be a single person. In order for the Veil to work as a different person, the wearer would have to complete a quest for that person. Etc: This would be a great way to get players to complete side quests. If there were ever a need. Decided to base it off something from religion today, so it probably is not an item for the world of Dayeimbe.
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Post by DM_Starhelm on Dec 3, 2015 1:16:40 GMT
I'll do number 10. I see this going two different ways actually, depending on the tone of your campaign. Firstly, The Sack of Many Faces: this extradimensional bag can take a lock of someone's hair or a personal effect of theirs (something they've had for a long time and have a strong tie to like a wedding ring, not just a pair of boots they've owned for a week or something else trivial) and convert it into a full disguise of that person. After the owner places the article from the person they want to become in the bag, they can speak their true name and pull out a thin mask that when placed on their face magically makes them appear and speak as that person as per the disguise self spell. The bag can only create one disguise per rest, and when a new disguise is pulled the previously used one dissolves into a light mist. However, once a particular disguise is in the bag, the user can create that disguise as many times as they'd like so long as they still know the true name. Therefore if the bag passes on to a new owner and they somehow discover any of the names a previous owner has used, they can use those disguises as well.
For a little bit darker campaign, I thought of basically the same item but with a little twist, The Hood of Many Faces: instead of a bag this is a hood such as would be placed on someone about to be executed. It has the same disguise ability as the previous iteration, however, to gain new faces the owner must place the hood over their victim's head and kill them (the hood functions as a garrote). Then, to utilize the disguise, they can place the hood over their own head and it magically transforms into a mask of that person and changes their clothes or appearance as necessary, functioning as the disguise self spell. The same limits apply as above, the hood can only be utilized as a disguise once per rest, the same disguises can be reused, and a new owner must know or discover the appropriate names to use prior disguises.
This second iteration I feel would be an especially good item in the hands of a serial killer villain, if you're into that sort of thing.
Any thoughts or suggestions?
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Post by lasersniper on Dec 3, 2015 1:28:25 GMT
This second iteration I feel would be an especially good item in the hands of a serial killer villain, if you're into that sort of thing. Any thoughts or suggestions? Ooooh I like that idea. What if the bag actually consumes the head as well? Add a little mystery and a link that ties together a string of murders in a city. And then the disguises would be more useful as a headless body is pretty hard to ID in most cases, and if precautions are taken by the killer.
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Post by DM_Starhelm on Dec 3, 2015 1:34:09 GMT
This second iteration I feel would be an especially good item in the hands of a serial killer villain, if you're into that sort of thing. Any thoughts or suggestions? Ooooh I like that idea. What if the bag actually consumes the head as well? Add a little mystery and a link that ties together a string of murders in a city. And then the disguises would be more useful as a headless body is pretty hard to ID in most cases, and if precautions are taken by the killer. That's a great idea. Reminds me vaguely of the Dresden Files, although it's been a long time since I've read those so I'm not sure why. I imagine a scenario in which the PCs are hired to help solve the murders, and it's not until they finally ID one of the headless bodies due to something like a tattoo that not many knew about that they realize it's the sheriff and that the sheriff who hired them is actually the killer in disguise.
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Post by grimmhelm on Dec 3, 2015 3:26:56 GMT
hmm lets see.
Item 3. Name: The unbound manacles.
Backstory: Made by an enterprising thief and tinkering magician and his half brother guardsmen in the city of Waterdeep, the half brother would 'drag away' his criminal been sure to pass certain stores that should have been locked up tight for the night. After several successful thefts the local thieves guild caught wind of the scheme and the manacles vanished in the early hours one morning, a few years later after the current guild leader had been forced out he set a small curse on the now over used trinket leading to the arrests and prosecution of a good number of the guilds members.
Special Abilities: Whilst wearing this set of chains no lock will lock, no bolt will stay shut and no purse too tight, used by thieves and corrupt guards when trying to acquire specific items. however if worn over an hour the manacles will lock and you'll find even the most simple lock to be impossible to pick.
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Post by joatmoniac on Dec 3, 2015 8:27:04 GMT
It's been awhile, but I have done did mess up the naming and this should be #42 not #41, dun dun duunn. Also, these items are amazing!
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Post by DM Kiado on Dec 7, 2015 22:52:13 GMT
Item 11
Name: Livery of Light
Backstory: Long ago in an age of foul magic and necromancy these clothes were crafted for a long forgotten order sworn to fight the undead that plagued the land of that time period. During this time of trouble the clergy fought with the men and women of the realms and against a pair of Liche Lords that worked in concert to take over the civilized lands and enslave those who lived in these lands. These Priests who wore the Livery of Light were beacons to soldiers and simpletons alike. Preaching hope through preach and prayer when needed, and hope on the battlefield when it came to that. It is said the Livery of Light would destroy lesser Undead around it, while shining brilliantly in battle blinding those Undead around it, and guiding the hands of the Cleric and his allies to strike true near by.
Special Abilities (Only around Undead do these benefits manifest): - Cannot become dirty, stained, or wear with time. - Any Good creature fighting Undead within 15' of the Livery and it's wearer get advantage on all attack rolls due to the "Guiding Light" of the Livery. - Any Evil Undead within the 15' of the Livery must make a saving throw each round in the area. Any failing that saving throw are anything from frightened to destroyed, depending on the power of the opposition. - The wearer of the Livery of Light has Advantage against fear or control magic saving throws, and any weapon beared by the wearer is considered a +1 weapon unless it is already more powerful. - While Undead are present the cloth Livery turns to Chain Mail with a +1 to Armor against Undead, and other time it has the appearance of a fine cloth priest's robe.
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Dec 21, 2015 1:48:41 GMT
Item #15Name: Belloi Flower Power/Rarity: Rare (for now at least…) Backstory: The hidden Druidic histories record the shameful tale of Isep Lothanib, creator of the Belloi Flower. Isep reveled in the beauty of nature. He adored the sight of morning mist, the scent of rumbling storms, the chill of midnight stone, and the taste of blackberry nectar. Yet for all nature’s beauty and wonder, it was never… perfect. Not for Isep. Nature was too chaotic, too dangerous. It was sometimes crass, sometimes ugly. Nature was broken, and Isep believed his calling was to fix it. So Isep toiled. He boiled honey and invoked earthen spirits. He coaxed silk from moths and caressed slime from frogs. He stole peat from the Lost Gardens of Queen Istrohil and sweet-talked the starlight from the Final Flame On The Western Horizon. When his ingredients were assembled, he buried them under the light of the full moon on the final eve of the year. Three hundred and three days passed before the first Belloi Flower sprouted and bloomed under the light of the sun’s apex. It was the perfect flower. The most beautiful flower Isep had ever seen. Isep beamed with pride. All who saw the Belloi Flower marveled at its beauty. They gasped at the texture of its petals, swooned at the sprinkles of light dancing within its bloom. They rejoiced when the flower spread further, easily taking to any quality of soil. Yet that joy was tempered with annoyance when the Belloi pushed into already existing gardens. Annoyance gave way to anger when the Belloi's roots broke the foundations of their homes. Anger cowered in the face of fear when no blade nor flame nor incantation could pry the cursed flowers from the earth. Animals who attempted to consume the Belloi died poison-scarred deaths before the flowers grew anew to replace the carcasses. Many who lived too close the Belloi fields accidentally breathed in a seed one night, only to find the plant bursting from their mouths and eyes a few days later, making of their blood a beautiful garden. It required a Convergence of Archdruids to banish Isep’s creation to its own plane, a plane of desolation where the Belloi’s contagion might be tempered. Isep remained proud. “The Belloi are the perfection of Nature,” he said. “When they have covered the world, then the wild will be completed. Whole. Perfect.” The heretic remained unrepentant as he was sealed in a vault of burning iron (a punishment reserved solely for the Druid’s most grievous traitors) and buried within the endless caverns of the Umbral Veins. Yet the legend also has it that Isep’s final cache of seeds was never found. Most believe that the last seedlings of the Belloi were consumed by Isep before his imprisonment, so that his children would have a verdant plot from which to grow. Special Abilities: A Belloi Flower thrives even when disconnected from its root structure. It provides bright light in a 60’ radius and dim light for an additional 60’. Displaying a Belloi Flower on your person gives you Advantage on Persuasion, Deception, and Performance checks (or the equivalent of a huge Charisma boost in systems not-5e). If replanted on any living substance, the Belloi Flower will take root once more and germinate. The petals of a Belloi Flower can be ground into a powerful poison with a DC 15 check using an Herbalism Kit with which you are proficient. When the poison is coated on a weapon, that weapon deals +2d8 Radiant damage for 24 hours. Targets killed with Belloi poison will sprout Belloi Flowers. When the poison is consumed, the target must make a DC 15 CON save or it is Poisoned (condition) and takes 2d8 Radiant damage (a save removes the poison from the target’s system, usually by vomiting out whole and plantable seeds). This check must be made every 24 hours until the target saves or fails four times. On the fourth failure, the target dies as Belloi Flowers burst from its body. A single Belloi Flower yields this much poison 5 times. Belloi Flowers cannot be destroyed. They can be burned, slashed, carved, smashed, sliced, stomped, baked, or eaten, but, eventually, the remnants of the “ruined” flower will grow anew. Fully-grown Belloi Flowers will spread their seeds. Belloi seeds grow to “adulthood” after three days in fertile soil or living tissue. Etc: Adventure Hooks: - A kingdom waits in trepidation as their ruler grows more and more sickly, but is horrified when his body bursts into a wicked and beautiful bloom. The Court Apothecary reveals the true nature of the monarch’s death, and the adventurers are charged with finding the wanton assassin. (Bonus points if the party returns to collect the bounty, only to find the castle devoured by flowers.)
- The adventurers (especially a Druid) begin to see dreams of a land covered in heavenly flowers. The flowers call to them, begging them to open a portal between their realms. The flowers promise that the connection of their two worlds would lead to beauty and peace. (Depending on how trusting your PCs are, you may need some other force in the world to open this gate.)
- The adventurers stumble upon a large iron safe that burns to the touch. The narrow cracks in the safe pour forth golden light. (I’ll admit to the evil of this one, as it plays entirely on loot baiting. This also makes it hilarious.)
tl;dr -
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Post by dmgenisisect on Dec 24, 2015 6:35:25 GMT
First time in the gym, hope I didn't go overboard
14. Essence of Fate Power/Rarity: The essence of fate is a remnant of a cosmic power older than the gods themselves, with the power to alter reality, it is a relic level item and is unique.
Backstory: In many cosmologies their are things older even than the gods, with powers beyond even the gods themselves. More forces of nature then the divine, one such entity is the Gamaester, the power that drives narratives and stories. The power of the Gamaester touches all sentient creatures, but none more so then the bearer of the essence of fate. This strange crystal appears unannounced and unwarranted in the possession of mortals, and grants them the power to become mighty heroes; but at a cost. Fate is fickle, but fair; the essence of fate brings fame, glory and power to bearer, but also trial, tribulation and a life without rest. Just as soon as it appears, it vanishes, seeking out now legends yet to be told.
Effect: As a free action, the bearer of the Essence of Fate can utilise it's power to alter reality in some way, perhaps producing an item or spell effect where non-should have existed, or having an ally arrive with perfect timing. When ever this power is used the gem ceases to glow bright orange and instead emits a purple light. While in this state it cannot be used by the bearer until fate repays the debt created. Fate is fickle though, sometimes the bearer attempts to bend fate too far; the gem will still glow purple as if used but no effect will be generated.
Etc: This item inspired by the fate mechanic from the new Star Wars RPGs, which I find to be a possibility for interesting roleplaying opportunities. Obviously caution should be exercised in putting this much power into the hands of your PCs but under the right circumstances this can be very fun indeed.
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retsamnoegnud
Commoner
Posts: 24
Favorite D&D Class: Monk
Favorite D&D Race: Half-Elf
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Post by retsamnoegnud on Mar 2, 2016 12:47:49 GMT
Item #8
Name: The GreenWalk Boots Power/Rarity: Variable/Unique Backstory: Made by a sect of extreme druids who believe that man's influence is too strong in the world, the GreenWalk boots have appeared many times throughout history. They were first given in secret, where they nearly destroyed the city of Lorheim. They were seized and kept secret for years, until they reemerged on a hermit who sought to bring beauty to the world and shunned cities. They were given to a young adventurer named Vald when the hermit rescued him from exposure, and were then taken by bandits who killed Vald in his sleep. Now, the rest in a cobbler's shop, unsuspecting and plain among his second-hand shoes. Special Abilities: Plants appropriate for the region grow in your footsteps within an hour of your passing. In a field, you might spawn wildflowers; in a desert, cacti; forest, saplings or ferns, etc. However, when in a man-made area, such as paved streets or stone floors, plants break through, cracking the stone. Floorboards made of wood revive and sprout. An unsuspecting messenger wearing these boots could convert an entire city into a forest overnight (this is what nearly happened in Lorheim). The GreenWalk Boots' only other magical property is that they show no wear, regardless of time or use.
- The Backwards DM
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Post by joatmoniac on Aug 9, 2016 22:55:06 GMT
Podcast ideas a plenty! Posts and posts. 13. Bag O' Fog - used by an assassin Aethelwulf Fogfiend. He would toss out some of the fog material that would cover and area with a think dense fog. He used it to great affect to take out those he wanted to murder. He eventually died, and the Bog O'Fog pops up now and again in legends that tell of its use. It is said it could only be recharged on a cloudy day and that it's ultimate power is to be used as a Cloudkill spell. - dm_mainprize 5. Feather of Avian Affinity - This red feather is made from some sort of gem and can be used to bring avian creatures to your location. If a person focuses on the item it will draw forth creatures close to them that are avian. Could be a great tool used by people at sea to see if they are close to land. - joatmoniac
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