The Vault: Rare and unusal stuff for the taking

squeen

8, 8, I forget what is for
I've been lurking, but just been super busy trying to wrap up projects and editing for Footprints.
Understood. But, man, its been super quiet. Feels like begging to just get some feedback on content.

Must be the virus. (...or I've made some enemies!).

Even a "it sucks you wordy bastard" would be helpful.
 

Two orcs

Officially better than you, according to PoN
Heaven & Earth
A pair of curved +1 swords with braided handles, one sky blue/white the other brown/green/black. Lightning plays along their blades and when their tips are near each other crackling arcs of lightning connect them. When used as a pair all creatures adjacent the wielder suffers 1d4 lightning damage per round.

Doomticker
A plain brass wind up clock whose ticking grows more oppressive by the hour. The face has a 12 hour dial but it only winds up 4, these are marked in red. Each hour a Save versus Spells is permitted to identify the cause of their emotions. The first hour it is barely noticeable though a nervous energy fills the room. The second hour stress sets in and those present want to wrap up any plans and leave. In the third hour fear and paranoia sets in: hidden blades, poison, knowing glances are imagined, poison gas if no one else is present. In the fourth hour, if those present have not yet run away or come to blows they are certain of their imminent death - catatonia from fear and despair sets in until the end when the clock stops ticking and anyone present and still under its spell go into cardiac arrest and die.
 

Two orcs

Officially better than you, according to PoN
Bedding of the Bat
Black bat wool blanket that levitates a sleeper (and only a sleeper) to the ceiling or in the air out of bowshot. The bedding sets the sleeper down gently when he wakes. The sleeper has an 80% chance to be hidden from view, as a thief hiding in shadows.

Ipes Abode
A ranseur+3. A helpless, willing or critically hit creature may be imprisoned within one of its two prongs - each may only hold one prisoner and takes on the shape of the captive. The wielder may release one or both at will. When found the powerful and wrathful and vulturelike demon hell prince Ipes is imprisoned.
 

DangerousPuhson

Should be playing D&D instead
Come on DP! Don't sulk. You've been super quiet since finding out many folk here are old enough to be your grandpa father .
Geeze man, can't I step away from this place for a couple of hours without a search party being formed?

I'm trying to take some of Bryce's suggestions (about interestingly detailed magic items) to heart.
Your attempt is better, but still really mechanically clunky. Slows down play. If I were a player who found it, I'd have to remember three paragraphs of rules just to use this thing.

When Bryce speaks of making a magic item interesting, it doesn't mean that your items have to do a ton of different things (which necessitate a ton of different caveats for its user to remember). It means makeing the item memorable, and worth holding onto for reasons beyond the mechanical effects and bonuses.

Your attempt here...
>throwing dagger, burrowing: 1d3 additional damage/round with successful hit, until forcibly removed. Second throw is +3 to-hit if used as a pair against a single target.
...is a good route to condensing things by starting small, IMO. As a DM, reading this I would know exactly what that thing does at a glance - it burrows into flesh (causing further damage), and comes as a pair that offers a bonus if used together. As a player, I can better remember mechnical considerations that fit into a single paragraph.

Throwing what Bryce says onto it, you add character to the thing, a touch of intrigue. The advice of Bryce is nice, but only when used as spice (Rhyme time!) - doesn't require much, but makes a big difference.

Observe your dagger now:

> A Heartseeker Dagger bears a jagged blade set into a stylized silver hilt depicting a mournful figurine - an outreached arm serves as the dagger's guard. When held, the faintest sound of crying is heard by everyone but its handler.
Heartseeker dagger: burrows into flesh for 1d3 additional damage/round with successful hit, until forcibly removed. If used as a pair against a single target, second throw is +3 to-hit.

This is, I believe, what is meant by adding just that little extra to your items.
 

squeen

8, 8, I forget what is for
@Two orcs : The well-named Heaven & Earth blades are functionally a bit too "Ninja-Standard" to get me excited, but I really dig the Doomticker. I'm not sure exactly how I would pull the latter off in a game without over-prescribing for the players---have you used it? What did you say and what went down? The Bat Bedding would be on every outdoor adventurer's wish list (until I sicked Angry Birds on them). The last (I admit, I had to look up a ranseur---I don't know my French weapons too well), I think is exactly the kind of mixed-bag magic item I love. A weapon that traps enemies (and some times let's them out!). That's perfect. I get the sense you've use it in-game too. I would want to make it hard to control.

@DP: That's some nice feedback. Thanks! Yes, I agree, complicated mechanics make for too much to remember/write down on the character sheet and recall during play. On the second attempt, it would be easier (for me): i.e. -3 all the time, unless the matched dagger has already struck (then +3)---one round to extract or d3/round. Critical hit---watch out. What I like is the decision-tree for the player: "Do I waste my turn and likely miss, but if I hit...I might kill it." Also, I do like your suggestion about "...crying is heard by everyone but its handler." That's a nice feature that makes it memorable without a complicated mechanic.
 

Beoric

8, 8, I forget what is for
Your attempt is better, but still really mechanically clunky. Slows down play.
Forget mechanics, "Daggers of Penetration" will slow down play due to the never-ending series of off-colour jokes that will arise every single time they are used, not to mention in a whole lot of social encounters.
 

squeen

8, 8, I forget what is for
Forget mechanics, "Daggers of Penetration" will slow down play due to the never-ending series of off-colour jokes that will arise every single time they are used, not to mention in a whole lot of social encounters.
And this is bad thing?

What's the German translation?
 

Two orcs

Officially better than you, according to PoN
@squeen
Heaven & Earth are for my campaign which is set in Japan, they have not been found yet. I think they'll be very interesting in play since just drawing both might kill someone nearby from the lightning that arcs about. The Doomticker was just a flash of inspiration, an item that is a mini-scenario in itself, the effect is very different if the room is locked or not and if the clock is in the open or hidden. The Ranseur was for a friend who wanted to include a powerful ranseur in his game, I would simply have called it a winged spear. The trapping effect has tremendous utility since you can use it to carry wounded allies or even pass someone through a small crack if the weapon fits.
 

Beoric

8, 8, I forget what is for
Ok, I'll play.

The Grief of the Bronze Talon

This +1 scimitar is made in the elfin style and has a jade-inlaid hilt and a pommel carved into the likeness of an eagle’s skull. It was forged for the last general of the House of Xas after the death of Lady Xas, and is said to have been quenched in the tears of the Lady’s father. When wielded against servants of the Court of Fate, living or dead, the wielder is filled with rage and sadness, and may make an extra attack with the weapon every second round.
 

Slick

*eyeroll*
Beacon Whistle and Curfew Ring

A short necklace whistle and a small ring (clearly meant for a child's finger but can fit on an adult's pinky with difficulty), both made of silver and inset with matching heart-shaped blue gemstones. When blown the whistle produces an extraordinarily loud tone-- enough to make a wandering monster check in a dungeon-- but if heard by the one wearing the ring they will know exactly where the tone originated and the best route to get there (assuming it travels through known or mundane territory; they will not become aware of secret doors/etc. even if they are the shortest path).
 
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Two orcs

Officially better than you, according to PoN
Coward's Course
The hilt of this dagger is a jeering face in cast bronze. The handle is its tall top knot and the blade its undulating tongue. When planted in someone's back it sinks in deep and sticks there. If pulled out (may be done in the same motion) it deals another multiple of damage, but if left there the victim is unable to turn around, kept on its course by the power of the dagger. The victim has one chance to pull the dagger out, this requires a Save versus Spells or the enchantment of the dagger prevents the handle from being found by the victim.
 

Two orcs

Officially better than you, according to PoN
Recently found by my players:
Collar of the Fire Eater
A choker of ash gray flame shaped lace. Gives the wearer immunity to burns in their mouth and throat, +1 to Saves versus Breath and hot coals may be eaten instead of food, three at breakfast are enough for the day. When hot coals are eaten the choker comes alive with red and orange and the wearer may spit out their three coals as gobs of flame dealing 4d6 damage to a being within 25' (Save versus Breath to avoid damage). Drink will 'extinguish' the choker and produce a prodigious cloud of vapor.

Boots of the Fire Walker
Tall ash gray boots with impressions of flames in the leather. The wearer may walk on anything without suffering burns to their feet, +1 to Saves versus Breath. If a bed of hot coals is walked across the boots come alive with red and orange and count as +1 magic weapons - kicks cause a shower of sparks and deal fire damage to the victim. After a day the color drains from the boots and they require another walk to recharge.
 
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Malrex

So ... slow work day? Every day?
"Disclaimer:
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."

This was in the first post....

I'm looking at you Boots of the Fire Walker....
Two Orcs--you cool with me maybe taking your item and publishing it? Ill give you credit on the credits page. It wouldn't be for a looooong time, but it jumped out at me when I read it that it might work good in a location I have in mind. If not, thats ok too...
 

Two orcs

Officially better than you, according to PoN
(from actual play, the players had a lot of fun with this)
Throne of Rat Control
A throne of carved bone lashed together with leather straps and cushioned with mottled rat fur sits atop a mound of bones, mostly those of rats and humans. Rats scurry among the bones. The sitter experiences the world through his own but also the senses of the nearest rat swarm or giant rat, which he gains control over. Usually a swarm of rats nest under the throne, though it is unclear if the throne attracts them or someone placed the throne on an extant nest.

Every hour on the throne the sitter gains a point of corruption. Whenever the sitter wants to split the rat swarm, even peeling off a single rat, or take control over additional rats or order the swarm to do something against their nature (fight on despite a failed morale check, operate complicated machinery) the strain causes another point of corruption unless a Save versus Spells is made. When the users corruption equal his Wisdom score he will notice his mind slipping and the rat instincts start to overtake him. If another point of corruption is gained he is transformed into a vile wererat, lost to whatever urges and ambitions such monsters possess.

The throne cannot control wererats though it allows telepathic contact and communication with them, either if they are the closest rat or if viewed through the eyes of a rat.
 
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Two orcs

Officially better than you, according to PoN
Handkermischief
Vibrant pink with countless stitched folds and creases. Warm to the touch. Only the most decadent or degenerate court would allow it as part of a dress. If significant body fluid (in amount or meaning), like sweat from battle, snot from a cold, tears from heartbreak or seed from lovemaking is wiped off with the handkermischief the fluid incubates within 4½ minutes into an inch-high duplicate of the person possessing all their personality and knowledge (though power and powers diminished proportionally). The type of fluid used will influence its disposition, a snotling will be phlegmatic and sickly, a seedling lustful and creative etc. It ages a decade each hour though its metabolism and experience of time is normal. A single drop of a potion of Longevity will function as a full dose for the duplicate.
 
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