Try these out in your game if you find yourself/your players forgetting about their +1 swords or whatever.
1d12
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Sweet Loot
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1
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Slingin' Buckler - A circular bronze shield with two crossed
swords on its face. The subject of legend among the pirates of Naga’s
Choke Bay. Well-balanced for projectile applications (as throwing
hammer). When thrown, the wielder may name an ally for the buckler to
ricochet towards, regardless of whether it hits its target. The ally can
catch the buckler with ease unless their hands are full. If they fail
to catch the buckler, it hits them without fail.
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2
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Brothers of Tempest - A hammer and short sword that
crackle with blue lightning. Said to have been forged instantaneously when two lightning
bolts struck the peak of Mt. Tyrem. The weapons are paired, dealing
bonus lightning damage if a single creature is struck with both weapons
at the same time. If both weapons are being held by a single wielder,
they’ll deal the same damage to them. Can also be used to light
fires/power electrical circuits (if your setting allows for that).
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3
|
Collars of the Faithful - Twin silver collars worn around the
neck. Traditionally used by the moonfolk to spirit-link with blinkdogs.
The items are paired; when one collared creature takes damage, the other
is instantaneously teleported to a random unoccupied nearby location.
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4
|
Hythria’s Splinters - Two wands carved from a dark, near
indestructible wood. When activated, the wand/s emit a faint red beam
indicating the location of the nearest inactive Hythria’s Splinter. If
the wands are used to cast spells simultaneously, one spell (chosen at
random) will consume the other and gain its spell levels (i.e. a level 5
fireball and a level 4 magic missile could become a level 9 fireball).
When seven Splinters are gathered, something crazy happens.
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5
|
Mason’s Belt of Becoming - A heavy belt lined with basilisk
scales. Stolen centuries ago from the Etched Tomb of Eternity. When
activated (command word chosen upon attunement), transforms the wearer
into a perfect diamond surrounded by a 10ft cube of inanimate stone. The
wearer has some control over the shape of the stone, and may add stairs
or engravings as they wish. Touching the diamond reverses the
transformation and dispels the stone.
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6
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Peluah, the Wooden Quiver - A thick disk of ringed wood on a cord
with a target painted on its face. Designed by some sick elvish fuck.
Any arrow fired with the intention of striking Peluah will strike it
without fail, curving in midair if necessary. If a creature is wearing
or carrying Peluah, the arrow will critically strike the creature
instead.
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7
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Windswept Tower Gate - A tower shield emblazoned with three
arrows pointing skyward. A holy weapon once wielded by the siege-knights
of Tusikk. Once activated by its wielder (command word chosen upon
attunement), the shield accelerates objects in contact with its front
face in the direction of the arrows. With a running start, allies can
use it to leap great distances.
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8
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Quill of Dimensionality Reduction - A brilliant blue quill that writes without ink. Made from the feather of
a fourth-dimensional raptor. When a certain glyph (chosen upon
attunement) is drawn, the wielder becomes an appropriately-sized
two-dimensional ink figure on any surface they can touch with the quill.
They can hear and see the outside world perfectly well, but can only
move in two dimensions (see: A Link Between Worlds). They return to the
physical world once the glyph is erased by another person.
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9
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Veil of Enormous Illusion - A bejeweled headdress made of
gossamer golden thread. Originally woven by the giants of Hagra Sha.
Disguises its wearer as anything so long as both the wearer and desired
disguise are 8 feet tall or taller. The veil does not discriminate
between a single very tall adventurer and two adventurers on each
other’s shoulders.
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10
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The Music Cow - A four-chambered nightmare bagpipe from hell. Said to have belonged to
Demogorgon himself. It has two mouthpieces, and requires simultaneous
checks and a lot of practice to play “well”. Songs written for the Music
Cow have spell-like properties. The sound carries for miles over open
land and is literally poisonous to angels/devils.
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11
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Bands of Fate Intertwined - Two rings made of red thread and identical sapphire teardrops. Worn by
shadeling lovers on the steppes of Ravenna. When two players make
simultaneous attacks or skill checks, they may agree to exchange d20
values (after the roll but before hit confirmation). If one player rolls
either 20 or 1, both players take that value. If both 20 and 1 are
rolled, the rings disintegrate.
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12
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Light of Day - A marble-white longsword which glows like the sun. Wielded by three
generations of deva royalty in the forgotten age, only to be lost in a
feud for inheritance. Its so juiced up with magic that it cuts just as
well as a mundane sword from inside the scabbard. Deals a shit-ton of
damage, but drawing it from the scabbard blinds the wielder to all
living things.
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"dammit, another fucking +1 sword" by Denman Rooke |
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