Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be…

Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be…

Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be precise). But he’s blue, member of the Guardians of the Infinity and the only protector of the material plane (they come one per plane; when a guardian dies, he reincarnates in a newborn of his own plane). Next quest treasure:

the Infinity Lantern

Holy Symbol, 1-Handed

A magic lantern shaped like the infinity symbol, with glowing light sources in both holes. Comes with a chain to be wielded.

While you’re wielding the Infinity Lantern, you and friendly creatures nearby take +1 armor.

When you raise the lantern to light the way, roll+WIS.

On a 10+, the lantern indicates you the safest route.

On a 7-9, choose one:

– it will also need you to prove worthy once again

– the safest route is the slowest and most distant

– someone notices the lantern’s light

#MundaneItemAlmostMonday

#MundaneItemAlmostMonday

Originally shared by T. Franzke

#MundaneItemAlmostMonday  

Spiked Armor 

This is armor covered in lots and lots of spikes! 

worn, 2 armor, clumsy, hand, dangerous 

(To repeat what the dangerous tag does: 

It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. )

It comes with this move: 

Porcupine Charge!

When you charge into an enemy while wearing Spiked Armor, roll+STR

On a hit you deal your damage

10+  choose 1 

– You knock the thing you tackled down

– You shred their protection with your spikes, reduce their armor by 1 until they can repear it

– The charge stuns or disorients them 

On a 7-9 choose 1: 

– The power of the charge knocks you down too

– The charge will cost you something or expose you to extra danger

– You have to take what you can get, deal -1d6 damage 

On a hit you may choose an extra option from the 7-9 list to choose an extra option from the 10+ list. 

Extra Spiked Armor Moves: 

My armor is my weapon and my weapon is my armor 

When you deal damage with your spiked armor, deal +armor damage. 

Hedgehog Grapple 

When you grapple a foe while wearing spiked armor, roll+CON.

On a hit you have them grabbed and your spikes press into them. Deal a d6 of damage to them. 

On a 7-9 choose 1 

– You have grabbed them in an awkward position, making it easy for them to expose you to their revenge 

– Your grip isn’t good and it will be easy for them to attempt escape you again

– You can’t get them with your spikes, deal no damage

Spike things up 

When you Porcupine Charge, choose 1 additional option from the 10+ list on a hit. 

Still better then Stilts!

You have rigged your spiked armor with enchantements or gadgetry to include extendable spikes. You can Hack and Slash at Reach range but ones you did the extended spikes stay that way and need to be put back in per hand. With the spikes extended the armor gets even more awkward to use and even experienced armor wearers will have problems with it. 

Mantiquore Upgrade

Requires: Still better then Stilts!

You can volley with the spikes of your spiked armor after the upgrade you did. You can unleash a burst of spikes at near range. When you would spend ammo, spend a point of armor instead. 

http://www.geeknative.com/wp-content/uploads/2012/10/bear-armour.jpg

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Drop of Night

Like everything else about him, the Shadow Thief’s knowledge of poison was stolen. He stole the color of the night sky, and traded it back to the Moon Goddess for her knowledge of the plants and venoms that cloud the mind and cripple the body. When asked why he didn’t just steal the knowledge directly, the Shadow Thief replied, “Who says I didn’t?” and showed the bottle which contained the night sky.

The liquid inside of this tiny bottle is an inky black, though when held under moonlight, it glows faintly. When the Drop of Night is added to a poison, the poison becomes much more potent than normal. Alternatively, it can be consumed unmixed, granting the drinker the ability to see clearly in even total darkness until the next sunrise.

I read a book yesterday with a very interesting cursed item.

I read a book yesterday with a very interesting cursed item.

I read a book yesterday with a very interesting cursed item. A horse shoe nail. It’s a perfectly ordinary nail unless you loose it that is. If you loose the nail you loose everything.

Magic items that you actually come up with and use in game are even cooler than the ones you just theorize about.

Magic items that you actually come up with and use in game are even cooler than the ones you just theorize about.

Magic items that you actually come up with and use in game are even cooler than the ones you just theorize about.

Show me yours, I’ll go first.

Athame of Eldritch Channeling : When you deal damage by wielding this weapon (hand, close) you my lose one spell you have prepared that could reasonably target that same enemy. The spell effects that enemy alone even if it would normally effect multiple targets.

This one was actually cooked up by one of my players and made with Ritual. We hammered out the exact mechanics six weeks later.

So, I could use a little help with this…

So, I could use a little help with this…

So, I could use a little help with this…

The Crown of the Dwarven King:

Found in the sealed vault of a dwarfhold overrun by Derro, the party Wizard (the only member to wear it) has heard it whisper to him when the party lost it for a while. Now he’s reclaimed it again, and as soon as he sobers up, he’ll likely put it on. 

But what does it actually do? 

Lazarus Tonic

Lazarus Tonic

Lazarus Tonic

“Though I knew the alchemist had to be at least one hundred and thirty years old, his body was still that of a young man. It was as if he had not aged a day since discovering his formula decades ago. The same, however, could not be said of his mind. He continued to brew and consume that horrible elixir until he became so deranged that he could barely care for himself, much less brew his potions. I had him killed not only to put him out of his misery, but also to burn his blasphemous work.”

When you consume this inky-black potion, you do not age for the next 1d4 years and you permanently lose 1 point from a random attribute. After the potion’s duration has elapsed, aging begins again, though much more rapidly, until your body has caught up with your true chronological age. Drinking another Lazarus Tonic prevents this from occurring.

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Sir Stephen’s Shield

The enchantments of the Witches of the Icy North have long been known to come with a price, but that did not stop Sir Stephen of Blackstone. He traveled north in secret to conceal his blasphemy from his fellow knights. Trading a large bag of gold to them, the witches did indeed enchant his shield, but they warned him that there would yet be another price to pay.

It was shortly after Sir Stephen returned home that a dragon besieged Blackstone Keep. As the right rode out to meet the monster, he raised his enchanted shield, and the dragonfire did not burn him, but instead deflected as light from a mirror. Though the knights of Blackstone won they day, the witches’ prophecy came true, for the fire deflected by Sir Stephen’s shield set ablaze the home of his family, killing all within. Disgraced and overcome with grief, Sir Stephen threw the shield off of a cliff and left Blackstone forever. he sought revenge against the witches, but could never find them, and he perished among the tundra.

This steel knight’s shield has seen a few battles, but it is still quite sturdy. The crest upon it has been scratched almost beyond recognition, though the rune of the Ice Witches are still easily readable on the inner rim. When you raise this shield against an incoming magical attack, roll+CHA. *On a 10+ you wrest control of the spell and may turn it back against the caster. *On a 7-9 the spell is deflected, but it goes haywire and may cause some collateral damage. The price upon the shield is still in effect, and anyone who uses the shield is one day destined to destroy someone or some thing that he loves dearly.