Post by DM Exitium on Apr 28, 2017 14:17:35 GMT
So official 5e stuff for the Rod of Law isn't out yet so I've been homebrewing it's 7 pieces and lore for my homebrew setting
TL;DR short version
I need ideas for the last 3 pieces. If 4 of the 7 pieces are the 4 cardinal elements of Earth, Air, Fire, Water, what should the last 3 be? My first thoughts were, Light, Dark and Psychic. I'm open to suggestions on the remaining 3.
What the artifacts are:
Air = dwarven throwing hammer w/ lightning damage
Water = shapeshifting staff w/ cold damage
Fire = Fiery Ioun stone or Crown, boosting Cha and granting immunity to Fire damage
Earth = Enormous maul that doubles growth of plant and wild-life in a 10-mile radius
What should the Light, Dark, Psychic items be?
Light - Holy symbol of some sort? A false eye that a PC has to replace one of their own eyes with the Eye of Light?
Dark - A cloak? A dagger?
Psychic - I have no idea....
Full Version
Here's what info I have given the PC's:
-There are 4 Elemental Artifact weapons that were forged near the beginning of time in the cardinal Elemental Planes of Earth, Air, Fire, and Water.
-PC's now know these 4 artifacts are merely part of the Rod of Law
-Air artifact hidden in plain site; belongs to the King of the Dwarves
-Staff of Water; thought to be lost to time; but found in the ruins of the Gnomish University, powering their "Waterworks" and providing unlimited energy for their steampunk society to thrive.
-Fire artifact is kept jealously by the Grand Sultan of the City of Brass
-Earth artifact location unknown, but they will start looking for it in the Plane of Earth.
The PC's currently have:
1) Air - an epic Dwarven Thrower by the name of Kerzac's Hammer. It's abilities are like Whelm the artifact maul from the DMG, but it's a dwarven thrower instead of a maul. Gifted to the dwarves from the Wind Dukes of Aaqa in a time after the Planar empire of Aaqa collapsed.
2) Water - a staff that produces a limitless supply of fresh or salty water. The water can take the shape of any 2h weapon and freeze to make maul's, greatswords, greataxes, etc.
Here's what I have planned out as DM:
1) Next up: they will search for the Fire artifact
2) After that; they will search for the Earth artifact, lost in the Swamp of Oblivion between Earth and Water
Then once they complete that...I'm stumped on what the last 3 artifacts should be and where to find them....
My initial idea was to round out the "Element" ideas with:
Light
Dark
Psychic
But even then I'm at a loss for what these items should be, and where to drop them in my world. Material plane is off limits, as I told the PC's that the remaining pieces of the Rod of Law are not on the material plane.
TL;DR short version
I need ideas for the last 3 pieces. If 4 of the 7 pieces are the 4 cardinal elements of Earth, Air, Fire, Water, what should the last 3 be? My first thoughts were, Light, Dark and Psychic. I'm open to suggestions on the remaining 3.
What the artifacts are:
Air = dwarven throwing hammer w/ lightning damage
Water = shapeshifting staff w/ cold damage
Fire = Fiery Ioun stone or Crown, boosting Cha and granting immunity to Fire damage
Earth = Enormous maul that doubles growth of plant and wild-life in a 10-mile radius
What should the Light, Dark, Psychic items be?
Light - Holy symbol of some sort? A false eye that a PC has to replace one of their own eyes with the Eye of Light?
Dark - A cloak? A dagger?
Psychic - I have no idea....
Full Version
Here's what info I have given the PC's:
-There are 4 Elemental Artifact weapons that were forged near the beginning of time in the cardinal Elemental Planes of Earth, Air, Fire, and Water.
-PC's now know these 4 artifacts are merely part of the Rod of Law
-Air artifact hidden in plain site; belongs to the King of the Dwarves
-Staff of Water; thought to be lost to time; but found in the ruins of the Gnomish University, powering their "Waterworks" and providing unlimited energy for their steampunk society to thrive.
-Fire artifact is kept jealously by the Grand Sultan of the City of Brass
-Earth artifact location unknown, but they will start looking for it in the Plane of Earth.
The PC's currently have:
1) Air - an epic Dwarven Thrower by the name of Kerzac's Hammer. It's abilities are like Whelm the artifact maul from the DMG, but it's a dwarven thrower instead of a maul. Gifted to the dwarves from the Wind Dukes of Aaqa in a time after the Planar empire of Aaqa collapsed.
2) Water - a staff that produces a limitless supply of fresh or salty water. The water can take the shape of any 2h weapon and freeze to make maul's, greatswords, greataxes, etc.
Here's what I have planned out as DM:
1) Next up: they will search for the Fire artifact
2) After that; they will search for the Earth artifact, lost in the Swamp of Oblivion between Earth and Water
Then once they complete that...I'm stumped on what the last 3 artifacts should be and where to find them....
My initial idea was to round out the "Element" ideas with:
Light
Dark
Psychic
But even then I'm at a loss for what these items should be, and where to drop them in my world. Material plane is off limits, as I told the PC's that the remaining pieces of the Rod of Law are not on the material plane.