Should be playing D&D instead
So in the spirit of this very nice quote up there let's put together some fun stuff for others to use in their gamesThe1True said:I'm kind of viewing this whole forum currently as an adventure incubator. Am I wrong?
Please keep the same old +1 flaming swords and potions of healing (1d6 or 1d8+2 or whatever) safely locked in your treasure chests.
What I want to put together here is a list of the crazy/fun/awesome stuff of your homebrews, your garage-campaigns and the artefacts you never dared to put into players hands.
I consider everything posted in this thread fair game for the taking. Put it into your campaigns or into your published adventures. Give credit where credit is due and everything will be fine.
Let's go people
All of the following Treasure comes from my Beyond the Wall campaign in my own setting called "Gahan"
Wherever a dragon left a part of it's essence, most often in the form of spilled blood, these strange Berries grow.
A gnarled, waist high shrub full of strange grape sized berries.
The look of the berries depends on the element the dragon was associated with:
Fire: perfectly round and dark red
Water: light blue and nearly bursting with water
Earth: of a greenish hue and wrinkled like raisins
Air: stark yellow and full of air
There are 2d10 berries per shrub.
Eating one or more berries bestows a main and a secondary effect depending on the element of the berries on the eater. Eating to many berries however will give the user a bout of so called wyrmfever.
|+1 on any attack
|+2 on any attack
|+3 on any attack
|+4 on any attack
|+5 on any attack
Fire: immunity to natural cold
Water: breath water
Earth: tremor sense 5m/15ft. (seeing by feeling the tremors in the ground)
Air: move completely silent
The number of eaten berries becomes a malus on any roll except those affected by the main effect.
If someone eats six or more berries he gets a wyrmfever seizure that lasts a whole day (save against poison to halve the time).
The seizure knocks the character out cold, he/she can do little more than lay in bed and be a sorry mess.
Berries of the same element stack, the limit of six berries total remains in effect.
Hagur has eaten three fire berries and 2 earth berries. He now has +3 on any attack and +2 AC for 12 hours. For that time he also has 5m/15ft. tremor sense and immunity to any naturally occuring cold.
He is also in the throes of wyrmfever giving him a -5 on any rolls that are not affected by the main effect of the berries.
The duration of the effects is determined by the total of all eaten berries except when someone eats new berries at a later time. In this case the duration for the new berries is rolled and added onto the remaining duration.
Hagur has eaten 3 berries and rolled a duration of 6 hours. After 3 hours he eats another berry, rolls a 2 and adds two hours to all active effects.
The greedy Bow of bent wood
A masterfully crafted bow made from one piece of dark wood. The bowstring is of finest silk, the grip is bound in red leather. On the whole bow a subtle carving of leaves is visible.
+1 on attack rolls and damage
If a target is unaware of the attacker he may add his dexterity modifier to the damage roll on a succesful hit
The wooden eye
Once a day the shooter can choose a wooden surface (natural or worked) he can see. For one round (6 seconds) the shooter can see the world as if he was "looking out" of that wooden surface. Any arrow shot in this time vanishes from the bow instantly and "shoots out" of the choosen surface.
The bow has an inate greed for gold. Whenever an enemy is killed by the bow, the shooter rolls a d6. If the result is less than the current greed of the bow, all gold vanishes from the killed enemy as the bow "eats" it to fuel its abilties. The bows greed is then reset to one. IF the result is above the current greed nothing happens to the gold and the bows greed is increased by one.
Staff of Saint Reginald
A simple oaken staff, the symbol of the god of winter Zem has been carved into its knob and been filled with silver.
-1 on any attack made by the wielder while the staff is on the wielders person.
The wielder of this staff becomes immune to any damage as long as the staff is rammed into the ground, held with both hands and the wielder recites a prayer of protection to Zem nonstop with his eyes closed the whole time.
As long as these conditons are fullfilled the wielder takes no damage from any source and all damage to anyone in 10m/30ft. diameter around the wielder is halved.
The Sword of Vapor
A masterfully crafted bastard sword. The handle is wrapped in black leather, the crossguard is decorated with dark wood. On the blade, right above the crossguard, a seal showing a single teardrop made of a strange silvery metal is embeded.
+2 to attack rolls and damage
Can be used one or two handed
One-handed: 1d8+2 damage, +2 Initiative
Two-handed: 1d8+2 damage + double strength bonus on damage,
Make a dexterity roll before initiative is rolled:
success - roll initiative normally
failure - act last in turn order for the whole fight
A metal not from this world
Everytime an attack is made with the sword an illusion of the wielder appears making another attack from a different angle. This confuses enemies so that their AC is considered 2 lower.
Once a day the whole sword can be made invisible. It remains invisible until it is drawn or the wielder draws someones attention to it.