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/B/aleete this thread please

Started by Xathan, April 04, 2006, 06:46:07 PM

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Stargate525

That doesn't scare me. If anything, it's cool.
My Setting: Dilandri, The World of Five
Badges:

Superfluous Crow

Calling it Chuck Norris's face seems like wishful thinking :p
Although I'll admit I have likely had less exposure to Norris up here. And I'm surprised you didn't mention good old Viggo Mortensen ^^
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Elemental_Elf

Quote from: Cataclysmic CrowCalling it Chuck Norris's face seems like wishful thinking :p
Although I'll admit I have likely had less exposure to Norris up here. And I'm surprised you didn't mention good old Viggo Mortensen ^^

I thought Vigo's only half Danish... Then again come to think about it, so is Scajo....


Nomadic



Superfluous Crow

I love that gull picture. Used it on my IM account for a while :)
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Nomadic


limetom

This room would be quite unsettling to walk into:



Elemental_Elf

Quote from: limetomThis room would be quite unsettling to walk into:




Well when you can't afford a room with a view, do the next best thing... I guess... :P


Ghostman

...And then he got tranquilized, taken into a super secret laboratory and dissected. FOR SCIENCE!

¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Nomadic

1
Amulet of the Planes
By speaking mathematical statements, the gem on this amulet will render Cartesian planes as per the request

2
Axe of MANLINESS
Any female character wielding this item is temporarily turned into a male character. No effect on males or elves.

3
Bag of Fairly Useless Items:
Three times daily, an item may be removed from the bag. This item will always be functional and potentially useful but never without another specific item. For example, an unsharpened pencil, an axe handle, or an empty lantern with no wick would all be acceptable products of the bag.

4
Bag of Holding Type I
It sticks to your hand and causes cramps. Whenever you try to drop the bag, you must succeed on a Will save (DC22) or fail.

5
Bag of Holding Type II
When asked to, the bag will wrap itself around an item to prevent it from falling to the ground. It will give the item back to you when you ask it.

6
Bag of Tricks:
This plain leather bag is filled with colorful rubber tubes. Once the user fills one with air and folds it, he must declare what it is. If the folded balloon loosely resembles the named item or creature it will function identically, otherwise it will explode with a rather loud pop!

7
Beer of ANNIHILATION:
Instantly fatal when swallowed. Causes cataclysms when spilled.

8
Belt of Dwarvenkind
While wearing this belt, the wearer is forced to be nice to dwarves

9
Belt of the Elf friend:
Grants you +2DEX and low-light vision. As long as you wear this belt, elves find you hauntingly desirable. Regardless of their alignment, gender and social standing. The effect ends when you remove the belt.

10
Blade of Bland Averages and No Roleplaying:
This magic sword has a variable magical enhancement bonus to attack, X, and a variable magical enhancement to damage, Y, both independent of each other.
X is defined by the function (d20Attack Roll + Any additional non strength modifiers or penalties) + X = 10, essentially treating any attack as a flat 10+Str.
Y is defined by the function (damage dice + any additional non-strength modifiers or penalties) + Y = (Average roll of damage dice), essentially treating any damage dice roll as the average and adding strength.
While this blade does nothing to actually prohibit roleplaying, chances are that anyone interested in such a blade wouldn't do it anyway.

11
Blade of the "I'm Mortal":
When you wield this ordinary looking blade, you are overcome with the feeling that one day, you are going to die. Roll a Will save.

12
Boots of Haste:
When activated, makes your legs move really fast. You must succeed on a DEX check (DC 15) or trip yourself whenever you try to move. You take -20 on all balance checks.

13
Boots of Elevation:
These boots have 6 inch blocks of wood glued to the bottom.

14
Bottle of Air:
This is just an empty bottle, except any elf wearing green will absolutely do anything for you to trade it to them.

15
Bow Ring:
This thin ring is shaped like an arrow wrapped into a loop. When worn, everything will start to lose it's color, and the world will become so dull, oh so very dull. The wearer receives a cumulative -1 apathy penalty to all saves, skill checks, attacks, and damage dealt for each day the ring is worn. Once per day, during a flash of excitement, the wearer can make a DC17 will save to remove the ring.

16
Wand of Disintegration
When evoked, this wand disintegrates.

17
Deck of Many Things
Activating this scale model transports you to an extra-dimensional patio full of random items, monsters, and one barbecue

18
Dust of Freudian Allusions:
This seemingly unremarkable dust will cast an illusion over any object it coats transforming it into whatever the inner ego of the viewer believes it to be a sexual innuendo for.

19
Dwarf Barrel:
This seemingly wooden barrel will protect one dwarf that enters it. After the user puts the lid on, its completely impenetrable and indestructible, and also generates water and apples for the dwarf inside it. Should the dwarf want to get out, he can do so with a simple strength check, but the barrel will be destroyed. If something else than a dwarf is put in and sealed, it will melt to a random alcohol beverage.

20
Dwarven plate armor:
Dwarf sized armor made of finely crafted metal dishes, saucers, tea cups, flagons, and a gravy boat helmet.

21
Elven Axe of Leaving:
A +2 double headed axe that attempts to jump out of its wielder's hands. Also tries to stay stuck in whatever it strikes.

22
Feather Token
May be traded at any shop for one feather

23
Flail of healing:
This +1 flail deals 1d8+1 points of damage, and heals 1d8+1 hit points to whoever it strikes.

24
FrostFire-brand sword:
Masterwork dual edge long sword. One edge is enchanted with firebrand, the other side is enchanted with frost brand. While they function normally, the conflicting heating and cooling of the nearby air causes a thick fog to issue forth while it is unsheathed. This fog obscures the view of anyone within 10' of the wielder, including the wielder himself.

25
Gale of Marmaduke Amulet:
Whilst adorned, a light wind follows the wearer, whispering "Marmaduke". Every day perform a form of sanity check.

26
Helm of opposite alignment:
Despite the wearers best efforts this helmet never seems to fit his head quite right.

27
Horn of basting:
When this horn is sounded, all roasted meats within 30' become flavorful and juicy.

28
Lantern of Relieving:
Lighting this magical item will transform the room the user occupies into a high class washroom. The illusion lasts 10 minutes.

29
Meat Hammer:
This hammer will cause any wood struck by it to be converted into ham. Hitting the ham with it will turn it into double-ham.

30
Minor pick of tunneling:
When this two inch tall pick-axe strikes soil/stone/clay/etc it creates a 5x5x40 millimeter tunnel to appear.

31
Not-A-Pipe:
This Not-A-Pipe is capable of doing many things. One can smoke Not-Tobacco in it. You might be able to get a good deal of Not-Money for it if you sold it at the Not-Store. You could make a Not-Painting of it and start a Not-Art-Movement. Unfortunately, you can't do any of these things in real life as this is not a Not-A-Pipe, but only a mental representation of it that exists only in the context of a tabletop roleplaying game.

32
Oil of slipperiness:
So slippery that the stopper won't stay on the bottle, and the oil itself readily spills out.

33
Pen of dictation:
This fountain pen tells people what it wants them to write.

34
Phylactery of Undead Turning:
By saying the command word, this phylactery causes all undead within 30ft to turn around.

35
Pipes of the Sewers:
These enchanted metal pipes come in sets of two and are typically lime-green and wide enough to allow passage to a single medium-sized or large creature. If one end of both pipes connects to a flat surface instantaneous travel between the two locations becomes possible by entering the opening of one pipe and coming out the open end of the other.

36
Plus one sword:
When in battle this sword has another sword magically appear on it at an odd angle. This gives -2 penalty to the wielder as it tends to throw the weight off.

37
Plus two shocking sword:
When wielded, this sword magically sprouts two more swords coming off it at odd angles. This gives -4 penalty to the wielder as it tends to throw the weight off. It also shouts profanities.

38
Plus Five Holey Sword:
When wielded, this sword sprouts five other swords at weird angles, imposing a -9 penalty to attack. The user must make a DC 14 reflex save each round or cut their hand on the many blades. All of the swords have rather large holes in them.

39
Potion of Eagle Eye:
Your eyes become eagles, they stick their heads out of your eye sockets and screech menacingly at anyone who approaches you. The eagles will bite your fingers if you bring them close to your face

40
Potion of Health Potion:
This potion turns the next 1d3 potions you consume into potions of Cure ______, depending on the level of the spell in the potion.

41
Potion of Water Walking:
When this is mixed with water, the water will form into a 25 gallon orb with legs which will carry you at walking speed until you dismiss them.

42
Potion of Spider Climb:
This potion allows the user to climb spiders. Any arachnid touched by the user must make a fort save or turn to stone and act as an immovable rod as long as the user maintains hold on the creature.

43
Quill of Endless Copper:
This rather ordinary looking quill does not write, but instead produces one copper piece each time the quil is tapped on a flat surface.

44
Robe and Wizard Hat:
Anyone may put on both of these items as a single standard action.

45
Resonance stone:
A round crystal ball about the size of an egg. Vibrates eternally for reasons not yet understood

46
Ring of Animal magnetism:
Any animal with this ring in it's possession gains a strong magnetic field. Characters must pass a strength test to hold onto weapons while near this animal.

47
Ring of Breadmaking.
This ring's power can be used once per day to turn any object smaller than a door into an equally-sized loaf of bread.

48
Ring of Chameleon Power:
A simple wooden ring that triples the length of the users tongue. Any action involving the use of of the wearers tongue will gain a +5 bonus.

49
Ring of Eire:
A ring from the magical Green Island. Any food or drink touched by the hand wearing this ring will instantly cause it to change color into various shades of green.

50
Ring of Eyes:
A silver ring with a large eye on it. When activated, the user will see what that eye sees. Only works when worn.

51
Ring of polydactility.
When the ring is worn, you grow an additional finger on each hand.

52
Ring of Rings:
Wearing this ring allows the wearer to wear another ring. This ring counts against the current ring total.

53
Ring of 'Spell Turning':
When the wearer is struck by an arcane spell, the ring produces a prestidigitation effect that

spells out, audibly and visually, the word "turning" in the wearer's native tongue. If the wearer

has no verbal or written language, the ring functions as a ring of spell turning.

54
Ring of Three Wishes (None of which are for you):
For all intents and purposes this ring looks and is usually identified as a Ring of Three Wishes,

but it also emanates a slight aura of Illusion magic, this is because when it is put on a

characters finger, a magic mouth appears on the ring and loudly states three wishes, as determined

by rolling 3d%, one for each wish.
1-50: "I wish that nothing would happen"
51-60: "I wish for (a monster that constitutes an easy challenge for the ring wearer as determined

by DM)"
61-70: "I wish for (a monster that would constitute a fair challenge for the wearer)"
71-80: "I wish for (a monster that would constitute a very tough challenge for the wearer)"
81-90: "I wish for something interesting to happen" (roll on rod of wonder table)
91-95: "I wish he could have his wish" (player gets to make a wish)
96-99: "I wish something REALLY interesting would happen" (DM choice of anything)
00: "I wish for HASTUR HASTUR HASTUR" (TPK)
(Note, the magic mouth speaks in Micky Mouses voice)

55
Ring of Tree Wishes:
A simple wooden ring, that will make any one wish come true, as long as you are a tree of some kind.

56
Robe of Disrobing:
As a free action this robe may fall to the floor regardless of how tangled up on the wearer it is. Note this will not take the restraints if any are on the wearer, only the robe.

57
Scroll of Scrolling:
A scroll that comes with a little black bar drawn along one of its sides. Running your finger along the bar will simultaneously make one end of the scroll roll itself up, while the other end unravels.

58
Shield of Sonic resistance:
Provides full protection from hedgehogs.

59
Staff of INVINCIBILITY:
This staff may not be damaged or destroyed under any circumstances

60
Staff of the Ram:
This plain looking-staff, when given the command word, grows two large horns from it's tip. Counts as a spear for proficiency.

61
Tome of Misunderstanding:
This heavy book contains instruction on languages around the world, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, then she becomes unable to communicate with people properly, instead sounding like a bad translation phrase book. This effect is permanent.

62
Towel of Absorption:
Like a reverse Decanter of Endless Water, this towel absorbs any liquid it is placed over. 1 square foot of this towel can hold up to 10 gallons of any liquid, which can be retrieved simply by twisting the towel and squeezing (the liquid drains at a rate of 1 gallon per round.)

63
Twelve rings of power:
Bestowing immortality to any who wear all 12, one on each finger.

Superfluous Crow

Damn, those are some sweet magical items. A few of them might even be marginally useful!
16, 24, 34 and 39 were especially neat. And one should probably be careful where one uses number 28...
I'm also pretty sure this guy has watched Lost Room; number 43 is remarkably close to a magical pencil in that show.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Stargate525

My Setting: Dilandri, The World of Five
Badges: