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Post by dm_mainprize on Feb 11, 2015 3:00:39 GMT
Hey guys,
This is an idea I am straight jacking from the r/rpg subreddit. It is also prompted by the funny improvisation the DM Chris and Mitch did on the last episode. The goal will be to test ourselves as DMs and hopefully make us better at what we do. I will post a new challenge each week.
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.
1. Thirst: Found in a desert temple. 2. Bear Tooth: Found in a forest. 3. Ihimlucrist: Found in a chest at the bottom of the ocean.
So home brew some stats for these magic items, and maybe we can come up with something worth while. Feel free to leave feedback for fellow DM's and if you have any ideas for future DM-nastics message them to me!
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Post by Deleted on Feb 11, 2015 7:15:25 GMT
Thirst: A ritual dagger used by the long dead priests of an ancient empire for preparing bodies for internment, the blade slowly absorbs all moisture with which it comes into contact. Though this absorption is too slow acting to cause additional damage when wielded as a weapon, the blade is magical for the purpose of overcoming magic resistance.
Bear Tooth: This small stone amulet is carved in the shape of its namesake. While wearing Bear Tooth, the wearer gains advantage on all survival checks for foraging in forest environments.
Ihimlucrist (cursed): Though it has changed hands many times, the last owner of the fabled Ihimlucrist recognized its evil nature, and cast it to the bottom of the ocean, along with the ill-gotten treasures it compelled him to acquire.
Requires attunement. The Ihimlucrist will not accept attunement to any creature immune to it's Suggestion ability.
This golden bracelet appears to be a series of five hands clasping one another by the wrist to form a circle. Upon attunement, the Ihimlucrist grants its wearer advantage on all sleight-of-hand and thieve's tools ability checks, provided the check is made in direct pursuit of theft. The bracelet possesses a glimmer of intelligence, and seeks the thrill of stealing. Once per day, usually after sunset, it will cast Suggestion on the wearer and compel it to steal something, anything. The spell save DC is 10. If the wearer makes his Wisdom saving throw three times in a row, the spell save DC becomes 15. If he succeeds his saves for an entire week, the spell save DC becomes 20.
Each time the Ihimlucrist successfully places its Suggestion on the wearer, the value of the next stolen item(s) must be greater than the most recent, or the compulsion is not fulfiled.
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Post by dm_mainprize on Feb 12, 2015 18:38:21 GMT
I am gonna throw my ideas out here as well because I completely forgot to add them to my original post.
Thirst (requires attunement, Cursed): This old worn crocodile water skin used for drinking. It is cursed and anyone who drinks from it who isnt attuned to it gains 1 level of exhaustion per drink. At sun up each day the water skin magically refiils itself with cold water. This item and the sharing of this item has been the downfall of many adventuring groups.
Beartooth: A hide gauntlet worn one the forearm that has the teeth of a bear protruding out over each knuckle. This allows the wearer to roll a d6 for unarmed strikes and those strike do piercing damage and are considered magical.
Ihimlucrist (requires attunement): A very mighty sword, wielded by the king of the Mer-folk during the War of Dragons. This blade does +2 damage to chromatic dragons and +3 damage to sea dragons, dragon turtles, and krakens. Ihimlucrist also grants its wielder the ability to breath under water and have a swim speed of 30ft if he/she did not already have these abilities.
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Post by DM Chris on Feb 13, 2015 16:46:33 GMT
Alright here is my hand in this DM Nastics. See what you think.
Thirst: Thirst is a basin of water in the center of the desert temple. It is said to either refresh or dehydrate whoever drinks from it. The god who watches over the temple decides who is worthy of their thirst being quenched. Long after the parties water skins have been emptied they will have no choice but to drink from it. They will either die from thirst if they don't or have the chance to survive by drinking. Hopefully your players heard the stories and packed enough water for the return trip.
Beartooth: (Attunement required). +1 bow. The legendary bow of the Ranger of the woods. It was once said that the bows handle was crafted after the ranger killed the Dire Bear that had ravaged so many small towns of the wooded kingdom. It was said to be lost when the Ranger, then old in age, went out for the hunt and never returned. It is said to be hidden among the trees waiting to be found.
Ihimlucrist: This item is the prized possession of the Kraken of the deep. The Ihimlucrist is said to give anyone who wears it life long past their designated time to die. The Kraken knows this and forever keeps it hidden away because he does not want to lose it. Those who have heard the legends and want the item fear to go after it because of the creature that is said to hoard the Ihimlucrist.
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Post by dm_mainprize on Feb 14, 2015 0:23:09 GMT
Nice, love the basin idea. How would you deal with players who are not worthy? perhaps do something with exhaustion mechanics? I like to imagine that if you drink from it and are not worthy you begin to wither away like the guys in the Mummy with B.Fraser who opened the cursed chest and are consumed by imhotep.
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Post by DM Mitch on Feb 14, 2015 1:59:16 GMT
Can I just say that I love this?
Thirst: An CE intelligent sword that was buried far beneath the surface in an underground desert temple. There it remains waiting for someone to find it, and to turn them to it's evil wills. Thirst constantly wishes to drink the blood of the heroes of the world, and tries to turn anyone who takes a hold of it. (There would be a Will save mechanic to resist the hold of Thirst, but once failed, the item latches to the owner, and poisons their mind. The sword must be forcibly removed, or the holder killed to break the hold.)
Beartooth: Holy relic of the Werebears. This is necklace worn by a faithful follower of Balador. It appears as an abnormally large bear tooth, of which legend goes once belonged to Balador himself. The legend tells that Balador lost the tooth in a battle against Malar. Although Malar has a few good blows, Balador won the fight, and bestowed a powerful protection on the tooth. The worthy owner of Beartooth gains a strong protection from werewolves.
Ihimlucrist: A seemingly ordinary looking locket. This artifact has been know to become lost many times in history because of it's simple and ordinary appearance. The dark secret about this locket is that it contains the power to trap a single mortal soul inside of it. When a soul is trapped inside, a portrait of the person trapped appears in the inside of the locket. If the locket is destroyed, so is the soul inside. The lockey, however is virtually indestructible, only being able to be destroyed by an angel of a good aligned god (or a god themselves of course). Trapping and releasing a soul from the locket can only be done by knowing a secret incantation, spoken in abyssal, and by sacrificing someone precious to the spellcaster.
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Post by dm_mainprize on Feb 14, 2015 2:05:13 GMT
Dang I dont want anything to do with that locket. No way. Keep it away from me and my loved ones.
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Post by DM Chris on Feb 14, 2015 5:32:02 GMT
Nice, love the basin idea. How would you deal with players who are not worthy? perhaps do something with exhaustion mechanics? I was thinking Dehydration would set in immediately and every few hours they would gain a level of exhaustion as a result. It is a slow onset of exhaustion, but much quicker than the typical you consume less than your gallon of water a day and gain a level of exhaustion the PHB uses. The people who drank have no immediate effects, but three hours later they begin to notice something happening to their bodies. As for who gets the dehydration. It would most likely be left up to the pantheon of gods that you have and their relationship with the god who is worshiped in the temple. Or you could leave it up to a completely chaotic god and just roll dice for it. Your choice. So yes the people would slowly begin to wither away like the men imotep steals body parts from until they can get new water...Hopefully the Druid of the group hasn't used all his spells and can create some water for himself or the unfortunate soul who drank and wasn't favored.
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Post by dm_mainprize on Feb 16, 2015 2:17:08 GMT
Two days till I post a new DM-Nastics. Get in here and put your DM-ing muscles to work! I have an awesome idea for our next challenge.
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Post by friartook on Feb 16, 2015 16:33:57 GMT
Wanted to get this in before the next posts.
Thirst: A goblet imbued with power to control a nations water supply. Can cast Create or Destroy Water at will. (sorry this one's kinda lame, my idea was very similar to the basin in DM Chris's response)
Bear Claw: At first appearance, a simple bear claw necklace. However, this claw is a claw stolen from the the Great Bear Spirit. Casting Detect Magic reveals a strong magic aura around the item. All attempts to attune the item fail; the first time the necklace is worn overnight during a full moon it become permanently attuned to the wearer and the wearer finds that the claw has sunk into the skin and bound itself to the bones in the wearers chest and the player has modified lycanthropy (werebear). Every full moon the wearer must make a DC 20 will save or become a dire bear for the duration of time the full moon is in the sky. The player's actions as a Dire Bear are dictated by the DM and are consistent with those of an actual, wild Dire Bear. All equipment the player has is left behind and any clothing or armor the player is wearing at the time is destroyed by the transformation. After this transformation happens at least once, player may attempt to take a hybrid bear form at any time. When this is attempted, the player must again succeed on a DC 20 will save. On a failed save the player takes the form of a Dire Bear for 1d4 hours under the same conditions as if there were a full moon. On a successful save the player takes a hybrid bear form. Their physical statistics (Str, Dex, and Con,), Hit points, and armor class are those of a werebear in hybrid form. any clothing or armor worn is destroyed by the transformation, but all other equipment remains in their possession and equipped. The only way to remove the claw is to return it to the Great Bear Spirit in the Feywild.
Ihimlucrist: This item is an ornate, jeweled eye patch found in a sunken shipwreck. This ship is chocked full of treasure and guarded by many undead sailors. The eye patch belonged to an especially greedy pirate captain who was also a wizard. His ship was overrun by the authorities and, rather than allow his treasure to leave his possession, he used blood magic, sacrificing his own life to lay a curse on his ship. The ship sunk to the bottom of the sea and all aboard it became various types of undead, bound to the ship and compelled to defend it. The eye patch itself, once attuned, gives the wearer intuitive knowledge of the location of any nearby treasure of any kind. Any time the eye patch makes the wearer aware of this treasure, the wearer feels a strong compulsion to get to this treasure. No save is required, but there is a strong desire to find and retrieve this treasure.
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Post by DM Chris on Feb 16, 2015 20:08:57 GMT
Bear Claw: At first appearance, a simple bear claw necklace. However, this claw is a claw stolen from the the Great Bear Spirit. Casting Detect Magic reveals a strong magic aura around the item. All attempts to attune the item fail; the first time the necklace is worn overnight during a full moon it become permanently attuned to the wearer and the wearer finds that the claw has sunk into the skin and bound itself to the bones in the wearers chest and the player has modified lycanthropy (werebear). Awesome. Simply the best! *Que "Simply the Best" by Tina Turner* Just the simply the best part. Nothing else from that song is worth listening to. That is such a cool idea. You could almost make one for each type of lycanthrope creature and then create a backstory as to why they exist. My mind is racing now.
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Post by dm_mainprize on Feb 17, 2015 2:49:39 GMT
Ihimlucrist: This item is an ornate, jeweled eye patch found in a sunken shipwreck. This ship is chocked full of treasure and guarded by many undead sailors. The eye patch belonged to an especially greedy pirate captain who was also a wizard. His ship was overrun by the authorities and, rather than allow his treasure to leave his possession, he used blood magic, sacrificing his own life to lay a curse on his ship. The ship sunk to the bottom of the sea and all aboard it became various types of undead, bound to the ship and compelled to defend it. The eye patch itself, once attuned, gives the wearer intuitive knowledge of the location of any nearby treasure of any kind. Any time the eye patch makes the wearer aware of this treasure, the wearer feels a strong compulsion to get to this treasure. No save is required, but there is a strong desire to find and retrieve this treasure. After listening to the underwater campaign sode, I really want to add your Ihimlucrist idea to my world to test the waters with my players, being underwater would be foreign enough, then fighting a gang of undead pirates. That sounds awesome. Also the next DM-nastic will be up in about 24 hours! I have the idea all prepared and ready to go, very eager to post it as I got some ideas from another member of this community.
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Post by nateham44 on Feb 17, 2015 4:09:41 GMT
Lots of good ideas already taken...
Thirst: A small hand mirror made by mages of a nomadic desert tribe. Concentrating on it will show the way to the nearest water source. (Not to be confused with an IPad with Google Maps on it)
Bear Tooth: A bear's tooth on a simple leather string. When worn you get +2 to CON and you have Advantage on Animal Handling when dealing with bears.
Ihimlucrist: An intricately carved piece of whale bone about four inches long. It can be worn ad a necklace but must touch the skin. The wearer becomes Empathic (with limited Telepathy) with sea creatures. Wearer also gets Summon Sea Creature.
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Post by dm_mainprize on Feb 17, 2015 14:31:37 GMT
Love the idea for the mirror nateham44, that item could mean life or death to the tribe, and I could see a party of adventurers having to accomplish some impressive deeds to be aloud to use/borrow it.
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Post by nerdbillydelux on Feb 17, 2015 23:42:47 GMT
1. Thirst: Found in a desert temple. This cursed water skin looks like a normal water skin yet constantly refills it self. The liquid inside smells and tastes like water but is under an illusion spell and is actually wine that only dehydrates those who drink from it further.
2. Bear Tooth: Found in a forest. This primitive talisman consists of a bear tooth adorned with feathers and grants the wearer a +1 bonus to str. along with the ability to commune with the ancient bear spirit guarding the forest. 3. Ihimlucrist: Found in a chest at the bottom of the ocean. This Copper crafted box appears to have been submerged for centuries yet shows no signs of oxidation or corrosion. once properly activated this box acts as a navigation device that leads only to one specific island that never stays in one place for more than a month.
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