This weeks exercise will be to create magic items based of their name and where the were discovered by your players. These could be weapons, trinkets, tools, or anything just so long as the do something magical.
So home brew some stats for these magic items, and maybe we can come up with something worth while.
That is the basis of the very first DM-Nastics that ever was! With the main show being on a break, the holiday weekend taking all the time I have, and the weekend before being the first real life meet up of most of the DMB crew it has been a bit crazy as of late. So yeah, all that to say we need to get back into the gym! So here is a list of magic item names, and locations they were found. Grab one, grab them all, either way get the creative juices flowing once again!
1. Stormrage - currently a tournament prize 2. Ivory - currently part of a collection 3. Ikwentan - currently found in a graveyard 4. Alakaslam - currently locked away in a vault 5. Moon Boat - currently on display in a museum 6. Coroded Sphere - currently in a pawn shop 7. Solarsong - currently a family heirloom 8. Ogrus - currently found in the wrong hands 9. Shadowfall Cage - currently in scattered pieces 10. Ataraxia - currently lost to time
Moonboat - sounds like something Marty McFly's parents would say to him back in 1955
Okay so Ogrus - Totem of the Ogres.
- Praised and used for hundreds of years by Ogre clans, who meet every year to fight over the right to wield Ogrus. - Can be used as a club or holy symbol to Gruumsh/Sigdrifa - Fear aura 60ft Radius for Small-Medium creatures, Wis DC 15 for 2d6 minutes. - Double damage against Dwarves and Elves. - 6ft long, requires large size or 16 strength to wield. - Once per month the club must have fresh blood dripped along it or it will revert to normal club stats. - Currently being used by a Human Paladin of Vengeance, using his cult of Demon worshippers to raid Lusina Tirion farms and mines.
Ataraxia- This circlet was once worn by Ansis, a Gnome Warlock. Her mentor, Thanian, gifted it to her upon completion of the Warlock Trials. The circlet grants the wearer immunity from being charmed or frightened, and anyone trying to intimidate you has disadvantage. Ansis grew to be one of the most powerful Warlocks of her time. To prove to herself how powerful she actually was, she created her own plane of matter. It took her 300 years, but she finally made it through. The trip was so stressful, however, that she did not have enough energy or power left to create a permanent portal. She and Ataraxia are gone forever, or until her plane is discovered by another powerful magic user.
Post by DM_tonofbricks on Sept 10, 2016 1:12:18 GMT
Moon Boat: It was said that when the first elves attempted to cross the near infinite waters between their homes and the land of today, the gods themselves stood in to prevent them from leaving. The elves, proud as they were built great ships capable of true flight, so that when the ocean heaved and great storms sought to sink them, the elves simply flew above the clouds in what was deemed The Fleet of the Moon. Out of a love for their eternal people the gods would not destroy the fleet as it flew above the endless ocean. Soon, though, the elves found that gods do not lightly accept open defiance. Once on their new continent the elves found their magic had faded and could not be restored. They had become trapped. Worse still, they would eventually learn their immortality had been stripped away. Over the centuries countless dedicated groups have sought to recreate these ships. Despite reason and in defiance of magical laws no wizard could ever grant true flight to a ship. The more successful attempts usually allowed boats to float some feet above the water to avoid maelstroms, shallow waters, and even pass over land. These sad reminders of providence lost are called The Moon Boats.
- Crews up to 100 - 2 Forward chaser guns (3d8), 4 broadside guns (3d8), and 2 swivel cannons in the rear (3d6) - Movement of 60ft per turn - Constantly floats 10 feet off of the ground or water (not true flight, just levitation. requires wind to accelerate)
blakeryan Love the weapon, but I have to know how in the world did the paladin get the weapon, and is he attacked once a year by a bunch of ogre, or does he defend the right to keep it each year? Great stuff.
dm_jon I think this a great idea, and wonder how you would leave clues behind for players to use this as a plot thread? Also, what would this plane look like with decades or centuries of a bored and lonely warlock living on it?
DM_tonofbricks that is a very intriguing item, and makes for a great visual in large scale battles. Are these exclusively elven, or have other races taken the concept and fully realized it's lost glory, and how does that make the elves feel?
Great stuff, and hopefully there will be more on the way.
was thinking the paladin has anger issues, took over an ork/ogre stronghold, sometimes ogres pop by and he gives them the 'join me or feed the crows' speech but just thought Ogres are underused and need some love! (don't picture that!!!)
Post by DM_tonofbricks on Sept 15, 2016 0:48:05 GMT
I would imagine they are exclusively elven. In my mind, something like this, a reflection of their cultural history, would be a pretty closely guarded secret. Maybe the quest itself is about stealing the one in the museum for the purpose of understanding how it was made.
The Solar Song A tapestry with ancient lyrical writings which dictate how to perform a special ritual to summon forth holy guardians of a god. The lyrics of the song were woven into the tapestry in divine golden silk which casts a soft glow, and 16 angels adorn the edges of the tapestry, all holding a unique weapon. The tapestry was woven by the angels of a Lawful Good Deity, who then gifted it to his most faithful priests to be used should the god ever be unable to lend aid to his followers in times of darkness. The god's holy order kept it safe for hundreds of years, but when it was needed most, it was taken away by a greedy priest who deemed his order's fight a lost cause. The Solar Song still hangs in the priests family home, and has been passed down through 6 generations of his treacherous family.
The ritual requires the tapestry as a focus, a blessed symbol of the god who created it, a drop of molten gold, and at least 10 people to sing the Solar Song. Upon singing, a holy fervor will fill the voices of the singers, causing their voices to ring out to the heavens. The tapestry will glow a blinding light and from it will spring forth a Solar Angel. For every 10 people singing, on angel will spring forth from the tapestry (up to 16 angels) and will fight any perceived evils until their are defeated or the singing stops for any reason.
The clues would be around, but only in the form of bard songs, and stories told to children. There are a few elves left that know the truth, but they are in a secluded temple on top of the tallest mountain in the plane.
The plane is just a small island with a tower surrounded by an astral sea. There is a portal in the center of the top floor of the tower, but Ansis is too weak to power it. She spends her time poring over the thousands of tomes she transported to the plane before she arrived.
Ivory Currently a part of Ilsen the Collectors private, secret, collection of illegal magical items, Ivory is an artefact as dangerous as it is enticing.
The form of Ivory is impossible to accurately describe as it is different for each sentient creature who views it. What all its forms has in common though, is that they seem to be made of finely crafted ivory.
When a sentient creature lays eyes upon Ivory, the creature will see a fine ivory statue of a nature most pleasing to that creature’s innermost desires and be compelled to pick it up. When the creature physically touches Ivory, a feeling of euphoria fills the creature and it is compelled to acquire the stature by any means necessary. If the previous owner will agree to a trade, the curse is lifted and Ivory becomes the property of the creature. If no trade is reached, the creature will feel compelled to steal the statue.
The next dawn the statue will return to its current owner without fail (even if in a bag of holding) along with all of the magical items and gold the creature owns. The creature will then feel the force of the curse. Over a week, the creature will feel a stronger and stronger compulsion to once again acquire the statue. If this is achieved the curse will reset, but otherwise Ivory will act as normal. If at the end of the week the creature has not yet reacquired the statue, the following will happen:
Day 8 - The creature no longer benefits from resting Day 9-13 - The creature is increasingly exhausted, becoming weaker and more emaciated Day 14 - The creature dies
Casting Greater Restoration or Remove Curse will remove this effect. The current owner of Ivory is immune to its effects and benefits from gold/magical items transferred. If the current owner is killed, Ivory will bind to the first creature to physically touch it.
Ikwentan Ikwentan is the powerful nodachi wielded by the legendary warrior Odo Tarranachi. Currently it is embedded in the grave of the general within his crypt. Underneath the sword a prophecy is written in celestial.
The sword becomes unattached from the tombstone when taken by a Fighter of lawful alignment. Ikwentan is a sentient sword that will not leave its current owners side until this character has died, upon which the sword will return to its place in the tombstone. The sword will speak telepathically to its wielder, urging this person to charge great foes for glory.
If used against creatures of small or tiny size, it will still be considered a magical weapon but will give no bonuses to attack or damage. Ikwentan will also mock its wielder for cowardice.
When wielded in combat against medium sized foes, Ikwentan is content, but not exuberant, and will yeild a +1 bonus to attack and damage.
When in combat against a large creature, Ikwentan gives a +2 to attack and damage as well as a +1 to AC and will laugh wholeheartedly in the thrill of combat.
When in combat against a huge or gargantuan creature, Ikwentan provides a +3 to attack and damage rolls, as well as a +2 to AC and makes it wielder immune to fear-effects. Ikwentan will continually spout relevant tips on fighting the creature in question and congratulate every successful blow. Finally focused entirely on the battle at hand.
Ikwentan is an old sword that has seen countless battles in the hands of experienced warriors. It is, what one might call, an enthusiast, encouraging its current wilder to perform greater and greater martial feats. It does not care whether it is used for good or evil, just that the challenge it faces is great and that it used with proficiency. It will comment on questionable tactical decisions and be outraged at perceived weaknesses, such as sneaking around. If ignored or not properly revered by its user, the sword might rebel and decide to return to the tomb prematurely.
Alakaslam Currently locked away in a vault underneath the main temple of Kord or whatever deity rules over war and tempests.
Alakaslam is a greathammer imbued with divine magic. It grants a +3 bonus to attacks and damage made with it and once per day, upon a successful strike, it can unleash a level 3 Thunderwave.
Alakaslam was originally created to be used by Kords Champion, a mighty barbarian that strode into the middle of combat leaving swaths of dead enemies in his wake. Never one to fear his enemies, the Champion of Kord would often find himself surrounded on all sides. It is said, however, that when this occurred, the garish smile that adorned the champions scarred face turned into a sinister grin that no enemy has ever survived witnessing.
Eventually the Champion succumbed to old age and was raised to war forever at Kord’s side. Many have since tried to wield Alakaslam, but none have been able to harness its awesome might.
Solarsong A beautiful golden harp that is currently the family heirloom of the prestigious Bard-family Shortholt. The origins of Solarsong are clouded in mystery. Some say that it was made by the Muse herself, sung into existence underneath a midsummer sun. Some say that it is a piece of the sun itself, taken glorious form on the material plane. Some say that it was a divine gift bestowed upon the first of the Shortholts and that it through its awesome might guarantees the continuation of the Shortholt bloodline. Some say that the Shortholts themselves make up all these stupid stories…
Solarsong is a golden harp that can be wielded as an arcane focus for any bard with the skill to use it. When a bard is playing the harp, proficiently, it produces bright light in a 30 feet radius and dim light for another 30 feet. Any spellattack cast through this focus has a +3 bonus and any saves made against spells cast through this foucs is made at a disadvantage. Any charisma-check made while playing the harp is made with advantage.
Ataraxia Atariaxia, an orb of pure arcane power and condensed malice, is currently adrift in the space in between the planes, cast there by the Archmage. Constructed by the Lich Mundus with the aid of the dark god Veccna, Ataraxia was once used to wreak havoc upon the material plane. The Lich Mundus used the orb in order to raise armies of undead, ghosts and banshees the likes of which the world had never before seen. Even the combined might of the civilized world was not enough to stop the tide and the world once again teetered on the brink of all-consuming darkness.
The Archemage, his name lost to time, led a daring raid into the heart of the enemy’s camp. Stealthily gaining access to Mundus’ inner sanctum, the party managed to corner the Lich. In the fight that followed the Archemage was mortally wounded and chose as his last actions to envelop himself and the orb in a spell that sent them into the abyss. With the orb gone, Mundus’ armies were consumed by infighting and civilization was once again saved from certain destruction.
The sacrifice of the Archemage has now become all but forgotten by everyone but the evil god and his disciples, who seek to reclaim the orb and unleash its terrible powers once again unto the material plane.
Ataraxia is an orb, 5 feet in diameter, made from purest black. To those who can control it, Ataraxia grants total control of any undead or ghost creature within a 100 mile radius. In essence, the orb forms a hive-mind connecting all the undead and forces them to do as the controlling agent commands. Liches are exempt from this effect, but usually chose to work with the current wielder of the orb, secretly attempting to supplant him at every turn.
That's all I have ideas for tonight, maybe I will come back to this later though
Experience: Limited Enthusiasm: Great Knowledge: Mediocre
Post by Ulf_Beorstruk on Sept 25, 2016 5:30:46 GMT
A unique figurine of wonderous power, when inactive it appears to be a small carving of a horse in black marble, veined through with electric blue crystal. Upon saying the command word, the figurine becomes Stormrage, a jet black destrier with a blazing mane of blue flame. Electricity crackles from its eyes and hooves, and as it runs lightning arcs to creatures in its wake.
It is the grand prize in a tournament held by Bel-Garaphon, a storm giant demigod, to find the greatest horseman of the age. Though the tournament was intended to be open only to demigods, your characters have somehow managed to get themselves entered.
Corroded Sphere - A metallic sphere roughly 6 inches in diameter, this object is covered in celestial script. Wrapping in a single, unbroken line around the outside of the sphere, the script is a spell of banishment, intended to be used on fiends to return them to their home plane. The sphere is actually constructed of concentric, fused spheres that are all covered in celestial script. The outermost sphere appears corroded, but the inner spheres are all perfectly clean and untarnished. At the very center of the smallest sphere is a solid ball of silver, cast around a thin sliver of bone shaved from the knuckle bone of the angel Glamiel. Glamiel was known as the "Divine Usher" whose job was to find fiends and escort them back to their home plane, by force if necessary.
The Corroded Sphere was loaded into a catapult or trebuchet and launched at fiends in battle. Upon impact with its target, the target is transported back to its home plane of existence. It's essentially a cannonball, and once it lands it has an area of effect in a line about 75 feet long. Any targets that get hit take 4d8 damage and are immediately vanished to their home plane of existence. Targets can make a DEX save to avoid being affected. (The sphere actually has to hit you to have an effect.)
Sitting inert on a shelf is not enough to cause the sphere to activate. It takes a strong kinetic force to activate the sphere, such as being fired from a catapult or hurled by a giant. All of the spheres are separated by a thin layer of blessed oil. When enough force is applied, all of the spheres make contact, unleashing the spell.
Using one of these spheres essentially burns it out. The bone sliver at the center is expended, and the sphere becomes inert.
Moon Boat- currently on display in a museum on the estate of a minor nobleman, the Moon Boat is an artifact that allows users to travel great distances quickly.
The Moon Boat appears to be a small model boat made of ebony and mother of pearl. On a moonlit night, the Moon Boat can be placed in a body of water. Once upon the water, a shimmering, ghostly, full-size version of the boat appears in the sky overhead, following the movements of the model boat in the water. A shimmering, silver rope connects the two.
It was this quality that lead to the Moon Boat being snapped up for a nobleman's collection. However, most do not understand the true power of the Moon Boat.
Once upon the water, a magic spell may be cast that causes the image in the sky to swing down as the model boat swings up. As they change places, the full-size ship that was formerly in the sky becomes solid, and the model becomes a ghostly smudge in the sky.
Characters may then board the ship. Upon performance of the same spell, the ship and its passengers are swept into the sky, while the model ship sweeps back down to the water below.
The characters may then pull the model ship up onto the full size ship and set sail. The ship will only last in the sky for the night, but allows you to move as swiftly as the wind. Close examination of the model ship at this time reveals that miniature versions of the people on the full size ship are wandering around the model ship.
To exit the ship, reverse the process. Lower the model ship back to the water, perform the spell, climb out, perform the spell again, and pocket the model.
Aeons ago, an unknown mage mastered magics that allowed him to control shadows and give them physical form. Traveling to a forbidden cave in a mountain of iron, he gave shadow form, creating a liquid pool of pure darkness. He did many other things, but they do not pertain to this story. Then, he died.
Millenia ago, an elven druid was separated from her party and lost, and found the pool. After finding her way out, she returned to study the strange properties, and managed to bond this liquid shadow and form it into a lattice, strong as steel, from which she forged weapons and armor for herself. When she died, the weapon and armor were passed down from mother to daughter.
Centuries ago, the bloodline of that druid fought a demon that could not be killed, and no known magic or material could bind it. Sacrificing their ancestral heirlooms, they reworked them into the Shadowfall Cage, meant to contain the cursed demon for all of eternity. Its latticed shadow contained the nameless thing, and it was buried on a lonely island in a frozen sea.
Yesterday, the demon broke free, shattering its cage to the four corners of Dayeimbe.