New and Unique (Quest Reward) Items
#71
(07-03-2015, 02:56 AM)Wids Wrote: *snip*
WIDS SAID STUFF
*snip*

This, lots of this.

A small suggestion of my own. Not sure how feasible it is though

Item: Caravaneer's writ/Thayvian letter of safe conduct.

What: an item, likely a 2x2 document that represents the ownership of a caravan or ship, considerable renown should be required to purchase. Possibly even restricted to merchants or faction heads. Ie, people capable of holding a merchant NPC. Placing a NPC at a node on the dock or at the city gate/caravansai that allows travel, then the owner would configure it with a menu or commands

The owner may set rates and be able to utilise it for free, they may set up destinations perhaps allowing for longer trips than normal caravans. However, the more destinations availible and the longer distance covered will raise the cost of upkeep for the ship or caravan. I'm not sure how this would balance out in the in game economy exactly however.

With guild heads and high renown merchants being the only ones open to it, it should be restrictive enough that they won't be overly common. Red wizards might also have the privilege. And I imagine it would be a one way thing, so you will not have unlimited free travel. Perhaps it can even generate income by being sent to a location. Putting it out of action for a time and returning with income. Just an idea

Anyway. Random idea that popped into my head at work. Could be utter rubbish. And if anything is spelt wrong or poorly worded, blame my tablet.

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Item: Lesser Winged Boots / Greater Winged Boots

Description: The origin of these boots is a subject of much debate, some say they are a creation of eleven mages, jealous of their winged brethren's mastery of the skies, others say that they are boons from the wind walker shaundakul. Whatever the truth may be, they are none the less a wondrous item. These boots are pieced together from the tanned hide of a griffon featuring silver embroidery in a winged pattern near the heel. To activate the boot's magic the wearer need only tap their heels together twice, after which they sprout a pair of miniature feathered wings, allowing the wearer to fly a short distance to a location within sight.

(Addition for lesser) what is known is that original examples of these boots are rare, however a number of skilled enchanters have tried to duplicate the effects with varying degrees of success, each time they are activated, the wings shed some of their feathers, when the last feathers are shed, the boots lose their magic completely.

(Addition for greater) whilst many enchanters have tried to duplicate the effects of these boots with varying levels of success, this pair are without a doubt the genuine article, their magic allowing flight <X> times a day.

Item Properties: X charges of the fly unique power(lesser) x uses/day of the fly unique power(greater)

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Item: Lesser/Greater Carpet of Flying/Flying Carpet

Description: Hailing from far off Zakhara, this intricately woven carpet is steeped in enchantment. Whilst the pattern and style of these carpets varies widely, their function remains the same. When the command word is spoken, the carpet begins to levitate after which point it may be controlled with spoken directions. The owner may use the carpet to carry a heavy burden, or they may ride it and fly to a location within sight. The creation of these carpets is a closely guarded secret, held dear by a select few magical artisans in the land of fate.

(addition for lesser) Whilst some of these carpets are true masterpieces, this one is evidently the work of a lesser artisan as with each use, the carpet's fibers unravel, eventually rendering it useless.

(addition to Greater) whilst some of these carpets have been copied by jealous mages, this one was without a doubt created by a master of the craft, capable of flight <X> times per day.

Item Properties: uses of the Flight Unique Power and (if we have it or can get it from PRC) Tenser's Floating Disc, consuming charges (Lesser) X uses/day of the flight unique power and Tenser's Floating Disc.

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Item: Choker of the Siren

Description: This dark leather choker is adorned with a single large pearl. The leather is rumoured to be soaked in the blood of a still living siren and the pearl harvested from shells found in their underwater lairs. Some mages theorise that the pearl absorbs some of the creature's magical qualities, whatever the case may be, these chokers are highly valued among folk seeking aquatic adventures.

When worn about the neck the choker allows the wearer to breathe underwater, however women may unlock the true power behind this amulet and manifest another of the siren's traits (optional, alternative - however, the wearer may also manifest another of the siren's traits) <X> times each day, the wearer will be able to sing a captivating song, rendering those within earshot (unless deafened) charmed.

Item Properties:
<X> uses/day Waterbreathing
<X> uses/day Captivating Song (siren ability) or alternatively, charm person/monster
Use limitation: Gender - Female (I recall cep or PRC added this functionality, not sure if its in the base game.... or if we have it here.)

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Item: Tymora's Lucky Coin

Description: A weather beaten silver coin, slightly heavier than any known currency through the many realms. Bearing the likeness of a beautifull woman some suspect to be the goddess tymora upon one side, and a four leaved clover upon the opposite face. When flipped and caught, some folk report their luck to have improved for a short time.

Item Properties:
Bless 1/day

A greater version could perhaps be found bearing increased uses/day or unlimited uses.

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Item: Beshaba's fixed copper/Copper of Doom

Description: A heavy copper coin, bearing the likeness of a severe maiden upon one face and a set of twisted antlers on the opposite face. It is said that should one flip this coin and catch it, they are able to wish another misfortune.

No matter how many times this coin is flipped, it will always land with the Antler's face up.

Item Properties:
Doom 1/day

A greater version could perhaps be found bearing increased uses/day or unlimited uses.


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Item: Cutlass of Favourable Winds

Description:Prised by sailors the realms over, these enchanted blades are rumoured by some to be blessed by the Exarch Valkur the Mighty himself, granted as a boon to those who take hold of their own destiny and set out against the challenging elements. At first glance they appear to be little more than a master crafted Cutlass, But more fool those who think this a mere length of razor edged steel. The Cutlass grands the wielder power over the winds, often used to assist in naval manoeuvres, however the powers of this weapon are just as easily used to knock an opponent overboard during battle.

Item Properties:
+1 enhancement bonus
Keen
3/day Gust of Wind
+2 Discipline

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Item: Icebreaker

Description: Cold to the touch, with an even icier sting, This blade is rumored to have been forged from a vein of iron nurtured at the heart of a glacier. When activated the blade begins to vibrate softly in the user's hand, upon striking a foe however, the vibration resonates through the target with bone-shattering force. When directed at a construct, the blade's power is even more potent, capable of causing immense damage to their structures.

However even when spent, this blade is nothing to turn away from, as it's icy cut is equally deadly.

Item Properties:

+1 enhancement bonus
1d4 cold damage
uses/day Deafening Clang
uses/day Crumble
slow/freeze effect: on hit (if there is one)
+2 Discipline (I put this on any cutlass as I recall they had a bonus to resisting disarm.)

EDIT: added some more ideas - changed the discipline bonus on my cutlasses.
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#72
While this idea isn't exactly one for a specific new quest reward item or something like that, I've often wondered if it would be feasible to generate random caves, ruins, monster lairs, and treasure troves in the landscape between cities out in Thay's many wilderness areas. These would be like one-shot, randomly populated things that players could happen onto "off the beaten path", and once the player(s) who stumbled upon them left the area their entrance was generated in, they would disappear.

Example One: Treasure Troves
This might be something as simple as a hollow log, or a small hole under a boulder filled with a sack of coin or an item or two. Or a single room cave with trap(s) and a chest at the far end.

Example Two: Monster Lairs
This could be a small cave with 1 - 3 chambers that is home to some randomly specified type of creature, like bears, or trolls, or a wyrmling or some other animal. There would be little to no loot, but it could add an opportunity for a bit of extra XP from cleaning out the lair's resident(s). As another option, it might contain one or two lootable corpses representing the residents latest victims with 'heirloom' items to be returned to the next of kin or something.

Example Three: Caves
Similar to Monster Lairs, only slightly larger with 2 - 5 chambers and populated with a mixture of creatures and/or traps/natural dangers. Perhaps these might feature an XP reward for simply exploring the deepest chamber without dying to the dangers found within.

Example Four: Ruins
Like Monster Lairs and Caves, but again larger still, featuring perhaps 4 - 10 chambers spread over two areas/levels. The first area would be randomly populated with creatures that moved in from the wilds over time to inhabit the ruins. The second area would be accessible trough some difficult path-obstacle like a chasm to be jumped over, a cave-in to be dug through, a narrow passage to be squirmed through, a secret door to be found, an underground river to be swam across, etc. Dangers in the second area would be higher-risk, but the rewards for exploring might be equally escalated. Being ruins, it could be a lost and long-forgotten temple, or a long-dead wizard's crypt or vault guarded by undead or constructs and/or deadly mundane/magical traps, and maybe a puzzle to be solved, or historical lore to be discovered. The odds of finding one of these places would likely be very-very low.

Anyhow, just a concept I thought might be doable and add more flavor to the land of Thay, especially for those who like to explore and find new and interesting places. It might even be possible to tie discovering one of these through NPC quest-givers, similar to how the "escort the slave to the portal in the wilderness" quests work. For the lairs, for example an NPC might offer a bounty on a specific creature(s) that have been attacking townsfolk recently, so they want the creatures tracked down and eliminated. For the Ruins, perhaps an NPC has heard of some local legend about them and wants the player(s) to find the ruins and retrieve proof they exist.
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#73
Hm, I like every idea except the ruins. Ruins should really be landmarks and the idea of randomly stumbling on some and then forgetting where they were is kind of immersion breaking. Maybe add bandit camps, medium to large group of humanoid enemies guarding a loot container, maybe with a campfire and possibly some benches.
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