Spoils: The Armoury in The Twin Towers
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:: Campaign :: The War Chest
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Spoils: The Armoury in The Twin Towers
For those of you that are new, I always tell you the magical properties of an item when you receive it. I'm not fond of the two hour 'appraise' game - it's just not fun. It's up to YOU to narrate how you discover the effects of the magic item. Do not assume that you know what it does off the hop, make it interesting for us (unless you want to narrate using an appraise spell)
Ring of The Dead Sailor
This is a ring of Water Walk, that allows the user to continually utilize the effects of the spell Water Walking at will. For every minute spent using the ring, the bearer suffers 1D4 temporary CON damage, that will only heal after 24 hours rest.
Persilus, Blade of the Agorophobic(Roleplay-intensive)
This is a sentient longsword that once belonged to the agorophobic duke Heilward of Brost. The blade is covered by a ratty old leather scabbard, and it is terrified of leaving the sheathe. It must be coaxed (DC 17 appropriate social check) or forced out (DC 14 STR), and deals base damage of 1d8x2 as it desperately struggles to get back in its scabbard. If the wielder takes any damage, the check must be made again, and if failed he/she must switch to a different weapon and make another check the following round.
Wand of Salt
Once per day, this wand causes intense pangs of thirst against a target that fails a DC18 CON save. These pangs cause serious cramping, causing Disadvantage on any Dex-related checks and 2d4 damage per round until the save is made, or the subject spends 1 minute drinking water.
Glowrod
This foot-long stick is made of a strange, flexible white substance. Its' user may strike it against any hard object, causing it to glow nearly blindingly in a 30-foot radius for 30 seconds, until struck again. Creatures that aren't expecting this light suffer disadvantage on all combat or physical checks for the round.
Book of The Fool
Any user reading this book over the period of one day is magically much funnier. He receives advantage on any social check in which he is able to make a joke. The book loses its bestowing property after use.
Heavy Crossbow of Feathers
This heavy crossbow functions unremarkably, except that it behaves like a feather if dropped or thrown, gusting about and falling slowly.
Ring of The Dead Sailor
This is a ring of Water Walk, that allows the user to continually utilize the effects of the spell Water Walking at will. For every minute spent using the ring, the bearer suffers 1D4 temporary CON damage, that will only heal after 24 hours rest.
Persilus, Blade of the Agorophobic(Roleplay-intensive)
This is a sentient longsword that once belonged to the agorophobic duke Heilward of Brost. The blade is covered by a ratty old leather scabbard, and it is terrified of leaving the sheathe. It must be coaxed (DC 17 appropriate social check) or forced out (DC 14 STR), and deals base damage of 1d8x2 as it desperately struggles to get back in its scabbard. If the wielder takes any damage, the check must be made again, and if failed he/she must switch to a different weapon and make another check the following round.
Wand of Salt
Once per day, this wand causes intense pangs of thirst against a target that fails a DC18 CON save. These pangs cause serious cramping, causing Disadvantage on any Dex-related checks and 2d4 damage per round until the save is made, or the subject spends 1 minute drinking water.
Glowrod
This foot-long stick is made of a strange, flexible white substance. Its' user may strike it against any hard object, causing it to glow nearly blindingly in a 30-foot radius for 30 seconds, until struck again. Creatures that aren't expecting this light suffer disadvantage on all combat or physical checks for the round.
Book of The Fool
Any user reading this book over the period of one day is magically much funnier. He receives advantage on any social check in which he is able to make a joke. The book loses its bestowing property after use.
Heavy Crossbow of Feathers
This heavy crossbow functions unremarkably, except that it behaves like a feather if dropped or thrown, gusting about and falling slowly.
Ao- The Unseen
- Posts : 1334
Join date : 2010-08-15
Age : 35
Location : ON
Character sheet
Armor Class::
Health:
(1/1)
Hit Dice::
(0/0)
Re: Spoils: The Armoury in The Twin Towers
I'm interested in the book, seems right up Emelious' alley.
Nothing else really calls to me. The ring fits thematically, but Em doesn't really need it. And the glowrod is pretty cool, but would be more useful in another's hands.
Edit: Although it could be fun to see one of the others utilize the book... Thoughts? I mean, Em jokes around already, would just be adding a mechanic to it. Feel like someone else could make better use of it.
Nothing else really calls to me. The ring fits thematically, but Em doesn't really need it. And the glowrod is pretty cool, but would be more useful in another's hands.
Edit: Although it could be fun to see one of the others utilize the book... Thoughts? I mean, Em jokes around already, would just be adding a mechanic to it. Feel like someone else could make better use of it.
Emelious Storm- Hero of Legend
- Posts : 123
Join date : 2015-09-16
Age : 35
Character sheet
Armor Class:: 18 (16 without shield)
Health:
(0/41)
Hit Dice::
(0/5)
Re: Spoils: The Armoury in The Twin Towers
Gimble would probably be interested in the wand. The glowstick is just weird, but he'll hold onto it if no one else takes it.
Gimble Nabisco Raulnor- Warrior
- Posts : 53
Join date : 2016-01-07
Character sheet
Armor Class:: 16
Health:
(36/36)
Hit Dice::
(5/5)
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