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Post by joatmoniac on Sept 12, 2018 16:36:44 GMT
This exercise is straight from the mind of the amazing rorrik and is in reference to Dungeon Master’s Block Episode 158: Legendary Weapons with Peter Welmerink. In this exercise, we'll be fleshing out a special tool in your GM toolbox: the intelligent item! Use these questions below as a guide to building your intelligent item: 1. What kind of item is it? (definitely grab a picture of the interwebs if you want!) 2. What powers does it possess? 3. What is known about it from legend and lore? 4. What is the intelligence's alignment and intelligence level? 5. What goals, if any, does the item have? 6. How much control does the intelligence have of the item’s powers? 7. What quirks does the intelligence have? 8. Anything else you might want to add? Let's find out if your players are smarter than a quarter staff!
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Post by meribson on Sept 12, 2018 21:09:45 GMT
I'm going to copy and paste an old post from my blog and present Giantsbane:
Taken after I left my campground on my April trip.
In the week since the King of Giants had let you live and given you leave to pursue the treasure at the end of the map that brought you here, many things had tried to eat you. From bears and cougars, like any other forest back home, to massive behemoths that resembled nothing less than something out of a mad druid’s fever dreams.
The more mundane predators your party handled easily, but the behemoths gave you no option but to run. Some were bigger than the King of Giants! Fortunately for you and your party, they were extremely slow.
Finally, you have arrived at the labyrinth that the map indicates the treasure is. Now comes the hard part: making your way through the dungeon without dying. Once you reach the treasure room, you know a ritual that should enable to you teleport away with all the plunder.
You can almost hear the treasure calling your name on the draft flowing out of the labyrinth entrance.
Giantsbane, the Ever Thirsting Weapon (greatsword), artifact (requires attunement by a creature with the barbarian’s rage ability)
One of the Seven Blades that vanished at the end of the Sin War, Giantsbane is a blade fashioned out of black stone. The interior of the blade seems to constantly shift and roil like a cloud of black smoke. The gruesome sheathe is the desiccated severed arm of an ogre, and until the blade is attuned the hand keeps an unbreakable grip on the handle.
You gain a +3 to attack and damage rolls made with Giantsbane; when fighting giants this bonus increases to +5. Giantsbane has the following additional properties:
Bloodthirst. Giantsbane seeks battle, and has several abilities to insure that its wielder keeps fighting. The most obvious is its feeding off of the blood of its victims. Whenever Giantsbane deals damage, its wielder gains a number of temporary hit points equal to the target’s hit dice. On critical hits, the temporary hit points gained are doubled.
Combat Rush. When you enter rage, you also attack recklessly. This functions as per the Reckless Attack ability, but applies to the first attack of you rage and you must use the ability.
Keen. Giantsbane scores a critical hit on attack rolls of 19-20.
Sentience. Giantsbane is a sentient chaotic evil magic weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 16. It has hearing and normal vision out to 60 feet. Giantsbane can speak, read, and understand an archaic form of Giant, and can communicate by transmitting emotion to its wielder. While you are attuned to it, Giantsbane also understands every language you know.
Personality. Giantsbane feels no need to reveal its intelligence to new wielders. It first wants to see how far it can push them before they realize that the emotions that it is projecting aren’t their own. The sword’s purpose is to tempt its wielders into destructive wrath, to make them seek nothing more than the next fight.
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Post by DM Pax on Sept 13, 2018 2:19:06 GMT
Been a while since I’ve lifted the weights. Let’s see how I do.
1. What kind of item is it? Flying Broom!
2. What powers does it possess? Well it flies, of course.
3. What is known about it from legend and lore? The broom is one of many magical items “created” by the green hag Grandma Agatha. To the naked eye, it appears as an old broom made of straw. The only distinguishing feature is a length of rawhide secured a bundle of black feathers to the handle. In reality, the broom is a kenku who once tried to bargain with the witch for the gift of flight. The ancient hag granted the wish, transforming the kenku into a flying broom that the hag herself has utilized ever since.
4. What is the intelligence's alignment and intelligence level? Years in the hut of an ancient green hag, the broom has learned the ways of the arcane over the years but has no way of putting its knowledge to practice. The broom has an Intelligence of 16, and it’s alignment is Chaotic Good. The broom is unfortunately incapable of speech in any form, including telepathically, but the broom can “nod” by bending its straw broom, or can communicate by tapping once or twice with its handle.
5. What goals, if any, does the item have? Inherently good, though recklessly ambitious, the broom wishes to be free of the hag’s ownership. It has no desire to be transformed back into its true form. To free itself, it will readily assist adventurers in defeating the witch or working against her, but it will need to be persuaded or intimidated to overcome its fear of the hag’s wrath.
6. How much control does the intelligence have of the item’s powers? The broom has complete control over its powers. It needs to be treated as a sentient creature, and will only obey through a mutual agreement or a relationship where it fears its owner, much like the relationship between the broom and the hag Grandmother Agatha. If released from the hag, it will happily serve adventurers who will allow it to travel with them and exercise its ability to fly.
7. What quirks does the intelligence have? The hag has controlled the broom for years through fear and intimidation. The witch’s favorite method of instilling terror in the broom would be to light it on fire. As such, the broom is immensely afraid of fire and will not stray anywhere near open flames. Years under the hag’s ownership has meant that the inherently prankster nature of the broom has been repressed, and once free, it will gladly prank the adventurers who saved it. While its pranks aren’t mean-spirited, its perception of morality is muddled by living with a hag for so many years; as a result; its pranks may land the adventurers in danger.
8. Anything else you might want to add? May have been low-key inspired by the Witch Carver’s broom and raven from Brave. Thanks, Disney.
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will
Commoner
Posts: 24
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Post by will on Sept 13, 2018 22:09:20 GMT
Smarter than a quarterstaff 1. What kind of item is it? A pair of sewing scissors called the Unweavers. The left side is known as Pins. The right side is known as Needles. 2. What powers does it possess? Firstly, when the two intelligences within the Weavers agree there is a threat nearby, they grow from regular size scissors into a giant pair of scissors that separate into two slightly misshapen swords. The Unweavers can see the future state of non-magical objects or creatures and can bring about that state with their magic. To do so, both swords must strike the same target in quick succession, and if the target fails to resist the magic attacking its very fibre of being, it "ages" forward in its personal timeline. Tapestries become dirty, worn, and ripped. The fur of beasts turns grey, their legs weak. A man who would suffer a heart attack tomorrow would drop dead instantly. A woman fated to die from the plague would vomit bile, her skin blistering, the entire effects of her sickness striking her at once before she dies. A knight who would die valiantly in single combat against orcs now finds great cleaves appearing through his armor from the future war-chief's axe. Essentially, they "unweave" their target. The scissors don't seem to care that bringing about these futures early would technically prevent that future from happening at all. They are totally unconcerned. 3. What is known about it from legend and lore? Very little, actually -- their creator was fated to die from an infection after cutting himself in the process of writing down their origins, and almost nothing is known about him, because the future where he wrote about their origins mysteriously never came to pass. One thing is known, however: they are highly sought after by clerics and warlocks of chaos gods whose central mission is to defy fate. Those who seek out the Unweavers claim that they are currently held by a powerful warrior who was fated to die after he had fulfilled his prophecy of saving the world but strangely lived on instead. 4. What is the intelligence's alignment and intelligence level? Alignment: Chaotic Evil. They're both gleeful dicks. Generally, however, their alignment has little impact on their wielder, and they have been used for good and evil purposes alike. While they are collectively an intelligent, sentient item, they are actually not that smart. Probably smarter than your average orc, but a human commoner stands a good chance in a chess match against them. 5. What goals, if any, does the item have? Both sides of the scissors ultimately want to separate and forge their own destinies, but they are inextricably linked to one another. Pins has more small-scale goals. She wants to rule the entire world by allying herself with the most powerful ruler in the land and laying waste to all who oppose her master. She naturally gravitates to the strong and powerful, but she also enjoys seeing similar strong and powerful figures defeated. Of the two of them, it's far more likely for Pins to have been the one to entice the legendary hero to adopt them. Her thirst for blood can be used for good. Needles is a bigger thinker. He wants to meet gods and see what happens when he brings about their futures. "Idle curiosity," he says, cackling to himself maniacally. "Just idle curiosity." It's probably not a good idea to let him near any gods. The Unweavers PROBABLY wouldn't have any effect on a god, but it's best not to test that theory out. 6. How much control does the intelligence have of the item’s powers? They actually have quite a lot of control, but they have to split that control between them and come to an agreement ... which neither is always willing to do. In the split second they have while both Pins and Needles are slicing through their target, they go through what feels like years of bickering between them as they decide how far into the target's future they want to bring it. Needles would often prefer the target not to die but instead to be brought to the moment in their life they feel the most pain. Pins would rather the target just die. The longer they bicker, though, the less potent their effect, so to an outside observer it seems totally random what happens. 7. What quirks does the intelligence have? They take AGES to come to any decision. Also, their advice can seem schizophrenic or nonsensical due to the unfortunate fact that both Pins and Needles sound exactly the same. Someone who has just picked up the weapon might not even realise that there are two intelligences within it. Only after using it for quite some time would a wielder start to pick up on the two competing viewpoints and personalities. 8. Anything else you might want to add? Both Pins and Needles can choose whether they become shortswords, scimitars, or really any other types of sword they choose. They often become two different weapons, actually, making it quite awkward sometimes to dual wield them effectively, especially considering the short window of opportunity that the weapons have to strike at the same time. The wielder might have to contort themselves into weird positions just to land a strike with a sickle in one hand and a rapier in the other. This is compounded by the fact that they're already quite misshapen in any form due to the necessity of sticking back together once the fighting is done. (it's up to the DM to decide whether their awkward shapes and different forms have any actual mechanical effect or not) CRUNCH: When you strike an enemy with both Pins and Needles in the same round, you must succeed on a DC 15 Dexterity (Sleight of Hand) check to strike quickly enough with both weapons to apply the Unweaving effect. Unweaving: The target makes a DC 15 Charisma saving throw. On a failed save, you roll a d6 on the following table to determine the effects. 1: The target ages by 10 years. 2: The target is shown the worst moment of its life. The target is wracked with terrible emotional pain and becomes incapacitated for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success. For flavour, roll on the Tragedies table in Xanathar's Guide to Everything, pg. 71. 3: The target is brought to a moment in their life where they are tortured or badly hurt. The target takes 8d6 psychic damage. If this damage would reduce the target to 0 hit points, the target is reduced to 1 hit point instead. 4: A weird event happens. Roll on the Weird Stuff table in XGtE, pg. 72. The DM decides how the weird event factors into the situation. For example, a character taken as a slave might suddenly find themselves in rags, without any equipment, maybe even a bit damp. 5: The target takes the brunt of a spell cast against them in the future. Roll on the Wild Magic Surge table from the Player's Handbook, pg. 104, with the effects emanating from the target. 6: The target dies. For flavour, roll on the Cause of Death table in XGtE, pg. 72. The DM decides how the cause of death manifests; for example, a target fated to be killed in battle might find their head literally separating from their shoulders. If the cause is "Unknown", the target merely disappears as if it were never there.
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Post by dmjustgeoff on Sept 13, 2018 22:47:23 GMT
The Hilt of Oblex 1. What kind of item is it? 2. What powers does it possess? It has the ability to create a clone of any other weapon that the user can think of. 3. What is known about it from legend and lore? Nothing is known to most people, but it is a weapon forged by a long lost evil king who sought to create an unbeatable weapon being the bane of all who opposed him. 4. What is the intelligence's alignment and intelligence level? I wanted to make something Lawful Evil. I feel like intelligent items usually wind up being good. It's an intelligence of 17. 5. What goals, if any, does the item have? The main goal is to find it's master, or someone with a similar heart and goal of him. 6. How much control does the intelligence have of the item’s powers? A bit. It usually takes the ideas of the weilder and makes them more brutal and epic. It would work for an Evil character, but usually doesn't do what the Good aligned want. 7. What quirks does the intelligence have? It can speak telepathically to the user. Usually to suggest Evil or threaten the Good user. 8. Anything else you might want to add? It has killed many Good aligned weilders of the blade.
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will
Commoner
Posts: 24
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Post by will on Sept 14, 2018 10:21:59 GMT
Oh, I remember seeing that on /r/dnd! It would take a lot of effort to find the post again, but I remember the OP went into a lot of detail about how the "hilt" communicated to its owner using the medium of ink. I think there's an opportunity here to get SUPER creative! Can you think of what an ink demon trapped in a bottle might want? How would it communicate? What kinds of forms might it prefer? What kind of wielder would it gravitate to? What effects would it have on its wielder over time? What did it used to be before it was trapped? EDIT: Thought of some stuff about it just because. Not sure whether I like the ink demon or the scissors more at this point. Probably the scissors still, but on the subject of an ink demon: Name: The Inksmear. Communication: the Inksmear can only speak by literally getting spilled on the pages of a ritual book. Its wielder must thrust the hilt into the book as though they are stabbing it, and the ink spreads across the page, forming words of advice or admonishment. Forms: The Inksmear generally takes the form of a shortsword (there's not enough ink to form a larger weapon than that). It can also mimic any straight-edged melee weapon. In addition, it can split off a small bit of ink to form an arrow that can be shot out of a bow, but the arrow must be retrieved or the ink will be lost forever. The powerful effects of such an arrow make it a difficult trade-off that the wielder must make. Alignment: The Inksmear is neutral in alignment and tries to attract worshippers of the gods of knowledge. It has been wielded by priests and paladins as frequently as by cultists and necromancers. For every new wielder, its ritual book gains extra pages filled with forbidden knowledge. Side Effects: The wielder is compelled to keep careful track of daily events, no matter how mundane. Every kill made with the weapon presents an uncontrollable urge to take notes about the history and anatomy of the dead monster. A random faceless soldier struck down by Inksmear may have their family visited by its wielder in a madness-induced quest to discover the life of the person they have killed. History: Inksmear was once a demi-god serving Oghma, Goddess of Knowledge. She sent him to the material plane on a quest for a piece of knowledge lost to the ages. When he was unable to acquire this knowledge in over a thousand years of searching, she grew angry and transformed his flesh and bone to ink, trapping him inside of a bottle shaped like the hilt of a sword. His book of knowledge serves as a way for any wielders of Inksmear to summon him forth and take on the mission to finally acquire that lost knowledge. Only by completing his mission can he be free.
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Post by dmjustgeoff on Sept 14, 2018 14:56:35 GMT
Oh, I remember seeing that on /r/dnd! It would take a lot of effort to find the post again, but I remember the OP went into a lot of detail about how the "hilt" communicated to its owner using the medium of ink. That's really interesting! I thought of the Oblex and it's ability to change shape to a humanoid or other creature to mimic them and so I thought that'd be wild as a weapon. I didn't even see it as ink, but that would be quite the alternative.
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Post by rorrik on Sept 18, 2018 4:11:49 GMT
1. A colorful sack with a light purple silk lining. 2. The sack is a bag of holding capable of holding up to 150 pounds of contents while only weighing one pound. 3. It is said that the bag previously belonged to a collector, explorer, and professor name Pylus. The bag does not know that Pylus is long dead and believes anyone else attempting to access his contents is a thief. It rumored that it contains many great items belonging to Pylus, but without knowing what there is, they cannot be taken out. 4. The intelligence that occupies the bag calls itself Mukdue. It refuses to speak any language but elvish, though some believe it knows more. It is lawful neutral, and while it has gone mad with the loss of its master, it retains a prodigious intellect (20) and still remembers everything that Pylus left in its charge, being his personal secretary. 5. It wishes only to serve its master, protecting his belongings from those who would steal them and trying to convince anyone who has it to return it to Pylus. 6. Mukdue is able to hold his opening closed with a strength DC of 14, but if forced open, the user must know what they desire to take out to obtain anything. Mukdue knows all of his contents and so could help others to access them, but otherwise has no control over access. 7. Mukdue has gone mad with the years it spent in a mass grave with its master. It is wildly suspicious of anyone it meets and has blocked from its mind the events that killed Pylus. Recalling them would be a great risk to its addled mind. 8. Its contents include about a dozen loose coins, paper (bound and loose), quills, ink, a carpet of teleportation, professorial robes, a flask of sour wine, a hefty bust of a satyr, and Pylus' coin purse.
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Post by ReocurringDM on Sept 18, 2018 5:36:53 GMT
1. What kind of item is it? (definitely grab a picture of the interwebs if you want!)
Book of Many Questions
2. What powers does it possess?
It holds the categorized information on anything it experiences. Thus the older it is the better.
3. What is known about it from legend and lore?
There once was a wizard who put the knowledge before anything else. However, he was only a human, so he will not be able to experience and know everything. Thus he created a book and put his soul in. With this, he will live forever and learn forever. Now, isn`t it what everybody wants? =)
4. What are the intelligence's alignment and intelligence level?
The books started out with emphasis on exploration and good, however as time went, it went from hands to hands and learned that evil hands are just as good as providing new information as good. Thus, it grew neutral. Any use is a fair game as long as you show something new.
5. What goals, if any, does the item have?
The goal of the Book is to all the information that is possible to gather. And maybe at some point to challenge the God of Knowledge.
6. How much control does the intelligence have of the item’s powers?
The Book is the power thus it has 100% control over itself.
7. What quirks does the intelligence have?
If you want to have a piece of information, you must share a piece of your own experience with equal importance.
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dmdrowenforcer
Squire
Posts: 25
Favorite D&D Class: Wizard
Favorite D&D Race: Drow
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Post by dmdrowenforcer on Nov 10, 2018 0:37:36 GMT
The Arrow of the Watcher
This plane looking orc arrow has been encased in polished ivory and black jewels. Among men it is whispered of in fear, among most orcs it is spoken of with open hatred and loathing, but by the faithfull few it is believed to be the presence of Gruumsh himself. They believe that when the god of the elves shot out his eye that part of the dark god's spirit entered the arrow. Transforming it from a shining elven arrow into a black feathered, poisoned, wooden shaft with a cruel barbed tip. The arrow fell to earth, through the neck of an elf about to kill an orc priest through the chest. So is the story of the cult of the black arrow. This group is far more fanatical and bloodthirsty than even the fury of the eye. They worship the arrow as an incarnation of gruumsh, believing it to be his will. Most orcs decry this belief as blasphemy, saying it is worshiping the watcher's defeat, but the cult of the black arrow continues. Powers
The arrow of the watcher has the alignment of chaotic evil and intelligence 18. He can summon fire at will and can kill any elf, or half elf, within a one hundred foot radius. Quirks
The arrow loves to be worshipped and complimented, as well as offered elves to kill. Strangely, it dispises the worshipers of Gruumsh, casting firther doubt on it's origines.
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Post by dmlaser on Nov 10, 2018 19:38:12 GMT
This is my first lift. Be gentle!
1. What kind of item is it? The Everyman Manacles
2. What powers does it possess? The manacles can only be removed by their own will by convincing them to let you go. Charm/Illusion spells have no effect on the intelligence. While bound, you are unable to cast any spells. The manacles automatically grow or shrink to fit any size creature. They can increase their weight by up twice the body weight of the creature they are attached to in order to slow down their captive or become effectively weightless to allow prisoners to be transported more easily.
3. What is known about it from legend and lore? The shackles contain the spirit of the warden of a famous prison. He was fanatically obsessed with keeping prisoners inside, to the point that he frequently kept prisoners beyond their original sentences if he felt they were not sufficiently reformed. He eventually died during a prison breakout, when the prisoners who were escaping shackled him in a cell with no food or water. He slowly went mad and when he died, he transferred his intelligence into the shackles by sheer force of will.
4. What is the intelligence's alignment and intelligence level? Lawful Neutral, he still has his full human intelligence, although he's gone a bit insane over the years. 5. What goals, if any, does the item have? The shackles want to keep anyone they are put in imprisoned, unless you somehow can convince the shackles that you were truly wrongfully imprisoned or are sufficiently reformed or apologetic.
6. How much control does the intelligence have of the item’s powers? The intelligence is fully in control of its powers.
7. What quirks does the intelligence have? The warden was already well on his way to madness before his imprisonment and slow, painful death. Needless to say, these did not improve his mental state. He's obsessed with seeing evil punished, but his idea of 'evil' is painfully strict to the letter of the law and it takes a lot to convince him to change his mind. He was also a well known OCD neat freak and germophobe, so he REALLY doesn't like getting dirty or being used around people's ankles (too close to the feet for his comfort).
8. Anything else you might want to add? This item was last known to be in the possession of a serial killer who somehow escaped while wearing them. He was found again years later with no hands and the current location of the shackles is unknown.
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Post by dmspeedobandit on Dec 12, 2018 1:39:37 GMT
1. What kind of item is it? Opal Horseshoes 2. What powers does it possess?
Dominates the mind of the horse. Increase the speed by 15ft, increase weight able to carry by 100lbs, able to defend itself better using hooves +5 to hit, 2d8+5 AC 14. After a full day in the company of the owner, it will start talking to them. But only in private. May start talking to the rest of the party, DM discretion. Could stay silent when the owners freaks out, hilarity will ensue. 3. What is known about it from legend and lore?
The “Night Rider’s” steed, stamina to gallop 5 days straight without stopping. Can sense danger and aid the rider to avoid it, and helps in combat to unsuspecting enemies. As the sunset crests over the horizon the eyes will go red. The rider can see the red eyes all the time. Knows when the rider is in need of assistance. 4. What is the intelligence's alignment and intelligence level?
‘Chaotic Good’ Int 16 (+3) Whispers quippy remarks to the rider. 5. What goals, if any, does the item have?
Wants to remain subtle, will trust the rider and maybe the rider’s companions with it’s secret. Hold distance and speed records… Will encourage racing. It would love to find a way to resurrect the previous rider (it’s original master) died 62 years ago from a fall off a cliff after the steed tripped during a battle. 6. How much control does the intelligence have of the item’s powers?
Full control, if it is in a fight, or doesn’t trust the rider. It will not give the benefits, buck the rider, or maybe even attack… (extreme case) 7. What quirks does the intelligence have?
Basically ‘Kit’. Very snarky, helpful, and not modest. Defensive of the rider, make the intelligence the opposite sex of the rider (or not whatev’s we all need love) jealousy toward ppl, other magical items, and other mounts. 8. Anything else you might want to add?
The horse slowly over the course of weeks, changes its appearance and size to a very large black horse with white ‘socks’ around it’s hooves.
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Post by letterlost on Dec 9, 2019 20:14:55 GMT
The Gray Umbrella 1. What kind of item is it? A 4ft long bamboo framed umbrella with a gray leather canopy, weighing 5lbs. it has multiple raised jagged lines that might look like lightning bolts, close inspection will reveal them to be “scar like”. 1d4 (1d6-versatile) + 1d4 psychic damage on failed Wis save (see below). 2. What powers does it possess?At the beginning of each day at sunrise you must make a Wis saving throw (12) upon failure, and/or anytime the umbrella is opened, clouds begin to coalesce above you and in 1d4x 10 minutes it begins to rain in a 20foot diameter around you. The gray umbrella may also make it rain on its own. If it begins raining because of a failed save then only a successful persuasion or deception check (requires attunement) will make it stop. If the rain begins because it was opened, it will continue to rain until the umbrella is closed. This is for all purposes considered an 8th level spell. When used as a weapon, the creature struck hears whispers of hopelessness laced with subtle enchantments and is reminded of the worst day it ever had. If the creature can hear (thought it need not understand) these feelings reawaken and they are once again filled with the feelings of depression and hopelessness, knowing that things will never get any better. They must succeed on a Wis saving throw (12) or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn. This damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4). 3. What is known about it from legend and lore?There are legends of a powerful staff that has the power to call forth water from the sky! 4. What is the intelligence's alignment and intelligence level?The gray umbrella is lawful neutral. Its powers are emotionally tied. Intelligence 8, wisdom 14 5. What goals, if any, does the item have?It simply exists. Why does it exist? That’s a whole other sad story. 6. How much control does the intelligence have of the item’s powers?The gray umbrella’s powers are emotionally driven, it has only as much control over them as it does its own feelings. 7. What quirks does the intelligence have?The umbrella is very sad, depressed, filled with hopelessness knowing things are never really going to get better. nothing lasts forever, it hurts to get hit, your friends will either die or stab you in the back, nobody really loves you (and even if they do, they will eventually die), everyone dies eventually, why eat if you’ll only be hungry again in a few hours, is it even worth buying that healing potion, is your life really worth more than theirs … and it’s raining (again). Think Eeyore from Winnie the pooh or Marvin from hitchhikers guide to the galaxy and you’ve got it. 8. Anything else you might want to add?The gray umbrella’s sad story: Once a very long time ago, there was a god born and hidden on Dayiembe. It was alone. The god, let’s call them Netir (#EBoN), remained alone until they made their own caregivers, friends, companions; call them what you may. They were artificial beings, half toy half automaton, created from the surrounding grasslands and Netir’s own divine will. First they were caregivers; then as Netir developed they were friends; then when Netir was grown they were, in turn, left alone. They each developed their own personalities; the grey goat (let’s call him Gray(#naturallycreative)) had inherited all of Netir’s feelings of hopelessness and self-doubt, his burden to bear to ease his master/creators mind. As time went on, rain came to the grasslands and never left. It seemed like if followed the Gray around and turned up when he did. He never stopped complaining about it, he just went on and on about how wet he was, how that made him feel even sadder, how he wouldn’t blame the others if they left him also, maybe they should just kill him and be done with it. So they killed him. You can’t blame them really, he was better off dead. But he wasn’t dead. Perhaps none of them ever could be, for they weren’t really alive. The other creatures did the only thing they could; they turned him into an umbrella. If you feel so incline it would be perfectly reasonable to call Gray “Eeyore” and make him a donkey.
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