Hey all, looking for some input or suggestions regarding two cloaks I’m planning to put in my upcoming game :) (They…

Hey all, looking for some input or suggestions regarding two cloaks I’m planning to put in my upcoming game 🙂 (They…

Hey all, looking for some input or suggestions regarding two cloaks I’m planning to put in my upcoming game 🙂 (They are intended to be relatively powerful)

Cloak of the Comet:

When falling from a great height, roll +CON.

On a 10+ choose 3

On a 7-9 choose 2

-Land where you intend

-Do your class damage in an area around your landing site

-Take no damage

-Choose not to impact the surrounding area with your landing

My intent here is to create a “superhero” landing type item, perhaps to give the party’s cleric a grand entrance. 

Cloak of the Starry Void:

When you use the Cloak of the Starry Void to move between shadows that you perceive, roll +DEX

On a 10+ choose 3

On a 7-9 choose 2

-You reappear where you intended

-Nothing is lost in the void

-The void will let you pass unhindered

-You may bring one humanoid with you

This may be too similar to the shadow-walk spell, but I wanted to give the party’s rouge a way to move around the battlefield quickly.

Any and all critisism welcome!

New item:

New item:

New item:

Powdered Rust Monster 3 uses, 0 weight

This thick red slime will rust instantly any metal it comes into contact with. The slime is kept in a brown burlap and silk bag with the lining of a cockatrace’s skin. 1 use is enough to cover a 2 foot square steel or iron object. Roll+Dex, On a 10+ the item rusts away instantly, 7-9; The item rusts but choose one: one of your metal items is affected; You use 2 uses instead of one; the rust slime has gained life and is now a tiny rust creature that could grow. on a 6 or less, the rust get everywhere, choose 2 of the previous.

I like the last option on the 7-9 the best, creating a rust eating ooze for the players to deal with but it may be impractical.  Could be powerful but may not be.

So, I have a game where I am giving the player’s 2 Magic items and starting them at 4th level for a one shot…

So, I have a game where I am giving the player’s 2 Magic items and starting them at 4th level for a one shot…

So, I have a game where I am giving the player’s 2 Magic items and starting them at 4th level for a one shot adventure.  Does anybody have some magical item suggestions?  I have the ones out of the book already.

My players found this book last week and yesterday they used it but it didn’t feel right to GM fiat it.

My players found this book last week and yesterday they used it but it didn’t feel right to GM fiat it.

My players found this book last week and yesterday they used it but it didn’t feel right to GM fiat it. So I made a move instead.

THE LITTLE BOOK OF HARM When you leaf through the sentient book , looking for an out-of-the-ordinary help on a situation, roll+int.

12+: You find a solution that not only works but is also free of side effects.

10-11: You find something that will help your situation but at a cost. Pick one side effect.

7-9: You find something that will help or change the situation at hand, but it will have side effects. Choose three side effects.

6-: I think the phrase is “may you live in interesting times.”

Side effects:

+ It’s unstable and causes issues you may have to deal with.

+ Whatever it is, you will take some direct damage.

+ The people around you take damage from the solution you find.

+ It draws immediate, unwelcome attention.

+ You have to do something terrible in return. Maybe now, maybe tomorrow, or the coming season but there will be a price to pay.

A small pocket book, it’s red cover worn from use and abuse. The title is no unreadable, even if the proper language could be deciphered. Inside the pages are filled with weird symbols and paragraphs that are not helpful or understandable as they seem to change when the page is not open. Here and there though, among the changing pages there are notes in the margins.

The Stone Table

The Stone Table

The Stone Table

There once was a valley of uncommon plenty. Harvests were always strong, winters were gentle, and even the plague seemed to pass it by. Travelers visited the valley often, though some did not return. Perhaps they had decided to settle there. When the travelers realized why the valley had such good fortune over the years, they stopped coming. The valley’s luck began to turn soon after.

A slab of grey granite that has been fashioned into a crude altar. While it was once elaborately carved, the details have eroded over the centuries. Rust-colored stains cover the top of the bare stone, along with the occasional pool of melted wax, made flaky with age.

When you place a sacrifice upon the stone table and beseech Astaroth for a favor, answer the following questions about your sacrifice:

– Is it, or was it, alive?

– Is it considered valuable or irreplaceable to you and your peers?

– Is it something that would satisfy Astaroth’s desires?

– Was it painstakingly prepared for this purpose by you, in accordance with the ancient traditions?

Then roll+the number of “yes” answers. *On a hit, Astaroth will grant your favor. *On a 7-9, it is twisted in some way to better serve Astaroth’s wishes, or perhaps to give him a laugh. He hasn’t had many over the last few centuries. *On a miss, muahahaha.

Cask of Potions

Cask of Potions

Cask of Potions

Maybe you just purchased a “Grab Bag” of interesting looking vials from a shady merchant in a dark alley. Perhaps you found a bunch of bottles and flasks from a magician’s workshop. Heck, you might have just put a few magical ingredients together and hoped for the best. Whatever the case may be, When you open a bottle from a Cask of Potions and drink its contents, roll+ CON.

• On a 10+, You receive the effects of option 1d6 from the potions on the first list.

• On a 7-9, You receive the effects of option 1d4 from the potions on the first list.

• On a miss, You guessed wrong, and the potion you drank is 1d4 of the options on the second list.

LIST 1

1: Antitoxin

2: Lesser Healing Potion (6 HP)

3: Potion of Fire Resistance

4: Stoneskin Potion (+2 Armor Ongoing, but -1 Ongoing to DEX)

5: Potion of Luck (Reroll the next failed roll, or maybe just +1 forward)

6: Potion of Vitality (Heal 10 HP and 1 Debility)

LIST 2

1/4: Firewater (1d4 damage ignores armor)

2/5: Poison (1d4 of the options from the Thief)

3/6: Weakness (Gain a debility)

4: 2d6 from the above (Yeah, you got the worst of the worst)

*Note that the above options and effects are open to your interpretation, and can be changed to better fit the scenario.*

Throne of the Alasari

Throne of the Alasari

Throne of the Alasari

The throne is made of dark wood more black than brown. The frame is cut in smooth curving lines, never harsh or straight, which gives an alien sort of fashion. The wood is has hundreds of lines about a finger’s width swirling across the surface. An undefinable pattern, a maze for the eyes. Obviously well-crafted — although it doesn’t expound the gold and gems of the mighty kingdoms and it lies under a blanket of dust, it humbly carries authority. It had been forgotten, but not the people who sat before.

When you first sit in the throne an barrage of sensory images pound against your mind. The thoughts and emotions of others. All feeding on you, consuming you. Take 1d6 damage with WIS for your armor and take the stunned.

You can telepathically communicated to anyone in the vicinity.

You sense snippets of thoughts and feelings of those in the vicinity. Whenever you roll Parley or Defy Danger Charisma while sitting on the throne take + 1.

When you ask a question to someone who is in the vicinity with the intent to extract a true answer Roll + CHA

On 10+: the throne extracts the answer from their mind and gives it to you.

On a 7-9: the throne extracts some of the information.

On a 6-: the throne extracts false information (which you believe to be correct) and you take a -1 forward with the target.

(NOTE: the throne gives answers according to how the target perceives the world not how it actually is)

When you desire to take control of someone Roll + CHA

On a 10+ the target falls under your control. They will follow any orders you give them and will never try to hurt you in any way unless explicitly commanded. You can communicate to them wherever they may be. If any time the person dies while controlled under you dies, lower your total HP by one and take -1 forward.

On a 7-9 Like above except it will only last for a day.

On a 6- Lower your wisdom by 1 (permanently). The target can no longer be targeted by the throne. Increase the throne’s counter by 1. You gain hold equal to this counter. Spend 1 hold to use any of the thrones abilities on anyone you have either met or know their true name (they don’t need to be in the vicinity).

Throne Counter = 0

_“You lost it? How could you lose it?” Syra grimaced as she laid back in the throne. Fools, all of them were fools.

“I’m sorry mistress, they took it from me,” said a small man as he wiped away a trickle of sweat from his balding head.

She looked at her subjects in disgust. They thought they could hide their disloyalty to her. She knew, she could see it — Morace turning his head from side to side as he hurriedly hid the white stag pendant in his jacket. She could feel his greed mixed with guilt as he planned to sell it to the Thorvian merchants. It had been a hard year for him and with winter coming he wanted to stock up so his daughter had food for the long season. Of course, that was no excuse for him to disobey her, and to think he would sell it for a pittance of its true value.

“You think to hide your traitorous acts behind veils of lies?” She began to mutter the words of power and she felt her body fill with the magic and depart as Morace spasmed on the floor. Soon he was still, a trickle of white froth dripping from his mouth.

‘Rykee, retrieve the pendant’ she silently commanded. Her loyal bodyguard left her side and searched the pockets. He pulled out the pendant from the breast pocket and brought it to her. Syra smiled as she clutched the cold white stone figurine.

Her subjects were staring, and she could hear some of their murmurs, their fear. She waved for a couple servants to remove the body. “Let this be a lesson to you. Those who serve me well will be rewarded well and those who are disloyal… they will suffer the wrath of the Silent One.”_

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?).

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?).

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?). It is covered with figures of warriors holding various weapons. When the dust is swept aside, it is as sharp and pristine as ever. This weapon is hard to wield, but deadly when used properly.

The tags are far, near, hand, clumsy, and dangerous.

When you throw the chakram, roll plus Dex. On a 10+ choose 3, on a 7+ choose 1, on a 6- you miss and injure/break something you wish you didn’t. On a 12+ you can also choose to name a limb or item your target has, it’s cut in two.

-You can hit up to three targets of human size within near range.

-The chakram ricochets back to your feet.

-It intercepts an incoming ranged attack.

-It cuts through protection, ignoring one type (GM’s choice) of damage reduction.

Created a new item for the game with my Wife and I.

Created a new item for the game with my Wife and I.

Created a new item for the game with my Wife and I.

Old Journal

This old book has been with you a long while, recoding your days past. When you read a passage from its pages tell what it is and Roll+WIS.

10+ You take +1 forward to a similar chalange ahead

7-9 You take +1 forward, but there are even dire troubles unbeknownst to you. The GM may or may not tell you what they are.

#DungeonWorldItem