New and Unique (Quest Reward) Items
#1
Hi everyone. So to give people something to discuss who are bored, at work, or otherwise not logged in to the server, I’d like to get your ideas for potential quest reward items, or even new items that could be found while adventuring.

These items do not have to be constrained to just the typical item properties in the toolset. For example, we have a quest reward item that gives immunity to knockdown for a certain amount of time. This was done by putting a simple ‘Cast Spell: Unique’ item property on the item, and then a special script was setup to run to provide that immunity whenever the item is used. So ideas that like, which are unique in some way, are those I would prefer over a suggestion of a 'Flaming Longsword +5'. Of course the flip side to this is that if the ideas are very complex they may not happen either. It's a fine line to walk.... ;)

I will not be saying which ideas or items make it into the game (you'll have to find that out on your own!), and even if they do I may end up modifying them in some way. But I bring up this topic to see if you, the members of the Thay community, can help provide some inspiration for items or trinkets or artifacts you think might be neat to have some day!
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#2
Penguinator +2
This longsword has an on-hit Cast Spell: Unique that transforms characters into penguins/cows/chickens/random other ineffective animal form if they fail the fortitude save.
"I can't get in there; it's locked up tighter than a chastity belt on a Red Wizard's daughter."
-Aligonda
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#3
Commander's Longsword:

This sword is prized among the legionnaires in Thay of higher positions.
Renown for inspiring troops into great deeds, make men of out cowards,
and more importantly prevail in the many battle's for Thay.

+1 or +2
1 use/day: Remove fear (Rally cry)
1 use/day: Bless (Battle Cry)
1 use/day: Aid (War Cry)

Tool of Mask:

Common among thieves, lawless and assassins alike.
This tool reminding of a dagger can be used to pick locks,
find traps and even disarm or disable both.
Though likely preferred for the blessing of invisibility,
which is said comes from Mask himself.

1 use/day: Invisibility
1 use/day: Knock
+2 Seach
+2 Disable traps
+2 Open locks
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#4
Definitely complicated, but here goes:
ritual circle(furniture, or container):
On speaking to, or placing certain items or items and gold totaling a certain value in, offering your own blood(loss of exp), or possibly killing an npc standing inside the circle, summons and opens a conversation with a powerful tanar'ri. Depending on the outcome based on various skill checks, offerings of gold and items, and modifiers, it will either attack, leave, or offer the player a choice between:
unlock blackguard prestige class regardless of notoriety
call on them for help once(single use item which summons them as a summoned creature. Can't be sold, will disappear if it leaves the players inventory)
bestow gift(gives player a random named, non unique item from loot tables)

Using this item will shift the PC's alignment straight to evil, convert the item to a standard non-interactive summoning circle, and notify the DM team of its use, allowing for future IC consequences.
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#5
(12-18-2013, 01:03 PM)MoreThanThree Wrote: Penguinator +2
This longsword has an on-hit Cast Spell: Unique that transforms characters into penguins/cows/chickens/random other ineffective animal form if they fail the fortitude save.

Sounds like Baleful Polymorph Spell
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#6
Lifesaver: A belt that auto-bandages or casts a CLW on the wearer (1 or 2 charges) when they begin to bleed out.
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#7
(12-18-2013, 07:54 PM)Animayhem Wrote: Sounds like Baleful Polymorph Spell

Does this server have that spell?
"I can't get in there; it's locked up tighter than a chastity belt on a Red Wizard's daughter."
-Aligonda
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#8
Just a few ideas I had. They might all be ridiculous, but I tried my best.[/align]

Finger of Beshaba

The origins of this rusty longsword are shrouded in mystery, but a small symbol of Beshaba on the hilt provide some explanation. Those who are hit by this sword and live on, often meet a horrific end soon after.

-1 or -2 attack
On hit Cast Bestow Curse
On hit Cast Bane
When hit, a chance that the victim will be struck by lightning for the next 3 days.

Tymora's Smile

From a distance, this coin would appear to be any other. Most people would never notice they had it in their possesion. But those lucky enough to take a closer look at it, would notice that on face has an Image of Tymora's Face, surrounded by a four leaf clover on it.

When in inventory, +2 on all saving throws,
10% chance to avoid missile attacks
Immunity to Bestow Curse
Cast Remove Curse once per day

Crown of Cyric

This cursed item causes the wearer to go insane. However, they are immune to all other mind affecting spells or powers while they wear it. It is a menacing item, and it is said that the madness it contains radiates from the wearer.

Wearer goes completely insane, must be Roleplayed appropriately
Cursed, can only be removed by casting remove curse
+8 intimidate
+8 Bluff
+2 Persuade
-8 Discipline
-10 Concentration
-4 Wisdom
-2 Intelligence
-1 Charisma
Red Light, 10m
Immunity to Fear
Immunity to Mind Affecting Spells
Cast Spell 3/day: Feeblemind
Cast Spell 3/day: Fear

Rags of Ilmater

These rags are covered in blood and whip marks, as well as being riddled with lice. They provide the strength and will to aid those in need.
+2 Constitution
+1 Strength
+1 Wisdom
-2 AC
Cast Cure Critical Wounds 1/Day or Cast Healing Circle 1/Day
Cast Cure Moderate Wounds 3/Day or Cast Cure Light Wounds 5/Day
Only Usable by Good

The Hammer of Judgement

This hammer is a item that has proven useful to judges throughout the lands. It gives the wielder the ability to better decide truth from lies. A symbol of Tyr is engraved on the Hammer.

+2 Saving Throws Will
+2 Wisdom
+1 Attack Bonus
+1 Damage Bonus vs Chaotic
Cast True Seeing 1/Day
Only Useable by Lawful

Gondite Tool

This tool serves many purposes. A chisel, a carving knife, a screwdriver, these are just some of it's potential uses. It assits the user in their inventive, Engineering, and Crafting endeavors. A symbol of Gond is engraved into it, and Similar chisels are often used by Gondites.

Craft Trap +3
Set Trap +3
Concentration +2
Discipline +1
Attack and Damage Penalty -3
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#9
Helmet of Kossuth: Wearer eyes glow red and the mouth of his/her grows red and orangeish when worn.
Properties: Fire resist 10
On hit flare spell (chaos shield sort of affect)
+1 to Constitution.

Sahuagin's Fins (Gauntlets)
-1 charisma
1/use per day spell drown

Necromancer's Band (Helmet)
1 use per/day animate dead spell
Only useable by evil
Bonus spell focus necromancy
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#10
I'm kind of coming up short with item names and histories, but I do have some ideas. I really liked Bell's Gift, for the level that it's given and what it does it's a great boon for new characters since it gives them a short lived mind immunity against most of what they fight. So -along that vein- here are some other ideas:

An item that protects against disease/poison for a short term. I'm sure there's a spell that fits the bill and could be used 1/day for this purpose. At work right now, so can't look it up.

An item that protects against ability/level drain for a short term. Maybe negative energy protection 1/day?

An item that gives clarity 1/day.

All of these can be crafted at the forge, but so can Bell's Gift for that matter. Keeping it at a single use won't negate the need for potions either. How many times have you used a serum only to be diseased again in the next fight? It will help in having to buy so many though.

Just some ideas, let me think on it some more and I'll come up with some history and names for them.
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