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Dropping Weekly Artifacts

September 16th, 2009

Creating a new and inventive artifact each week takes me too much time, and I feel like the items are below my normal creative standards. I had not done any D&D 4e artifacts when I came up with the idea, and I didn’t realize how formulaic they were. It’s just not exciting for me to do them. I remember my days of playing AD&D 2e in which artifacts were much more dynamic and exciting… or maybe I just remember it that way. Since my heart is not into doing artifacts, I’ll find something a little different to do to fill the dead air.

However, I will continue to do the adventure hooks on Thursdays as those are quite fun to do and I feel the gaming populace at large can get something out of them.


Artifact: Dagger of Darkness

September 9th, 2009

Dagger of Darkness: Paragon Level Artifact

The Dagger is a large sliver of obsidian with a leather wrapped hilt. The Dagger glows a soft purple light when exposed to moonlight.

Item Slot: Weapon
Property: You gain a +4 Item Bonus to Stealth checks.
Property: You gain the Rogue ability to Sneak Attack. If you already have this ability, then your damage dice is increased by one (d6 becomes d8, d8 becomes d10, etc.)
Power (Encounter – Martial, Weapon): Standard Action. You can use unbalancing attack (rogue, 13)

Goals of the Dagger of Darkness:
The Dagger wishes to end as many lives of sentient beings as possible.

Concordance:

  • Starting Score: 5
  • You gain a level: +1d10
  • The final blow in the death of a sentient creature is dealt with the Dagger: +2 (Once per week)
  • You accept the surrender of a sentient being: -2

Pleased (16-20)
The Dagger pulses with great power in your hand and feels warm to the touch.

  • Power (Encounter – Martial, Weapon): Standard action. You can use dragon tail strike (rogue, 17).

Satisfied (12-15)
The Dagger vibrates slightly in your grip.

  • Power (Encounter – Martial): Minor Action. You can use hide in plain sight (rogue, 16).

Normal (5-11)
The Dagger feels like a piece of inanimate glass in your hand.

Unsatisfied (1-4)
The Dagger issues pin pricks of pain into your hand while wielding the blade.

  • Special: The Dagger no longer grant a bonus to Stealth checks.

Angered (0 or Lower)
The Dagger slips from your hand at every opportunity.

  • Special: The Dagger no longer grant a bonus to Sneak Attack
  • Special: You gain a -1 penalty to attacks even when not using the Dagger.

Moving On
When it is time to move on, the Dagger will attempt to embed itself into the current owner with a single thrust before fading from view.


I Missed Again!

September 2nd, 2009

I missed the Artiface Tuesday post for this week. Again! I’m sorry to have done this, but life has caught up to me now that school has started up. I was up until almost midnight last night doing homework instead of creating artifacts or prepping for the upcoming Tacticon, which is just two days away. I’ve done precious little prep work for the con and I’m running four sessions while there! Oi! I might even miss the Adventure Hook Thursday tomorrow because I’ll be so busy with the prep work. Ugh. I’ll see what I can pull out of the hat for tomorrow, though.

Best wishes, and I hope to be back on a regular posting schedule again next week.


Artifact Tuesday: Slippers of the Silent Night

August 18th, 2009

Slippers of the Silent Night: Heroic Level Artifact

The Slippers are made of the finest silk with a thick pad of cloth on the bottom to protect the wearer from sharp items on the ground and to silence footfalls.

Item Slot: Feet
Property: You gain a +2 Item Bonus to Stealth checks.
Property: You gain a +2 Item Bonus to Thievery checks.
Power (Encounter – Martial, Weapon): Standard Action. You can use king’s castle (rogue, 1)

Goals of the Slippers of the Silent Night:

  • The Slippers wish to divert as much wealth as possible from the wealthy to the poor.
  • The Slippers wish to assist as many downtrodden and enslaved people as possible.

Concordance:

  • Starting Score: 5
  • You gain a level: +1d10
  • You free a slave or prisoner: +2
  • You move at least 100 GP worth of valuables from a wealthy person to a poor person: +1 (Once per week)
  • You steal from a poor person: -1
  • You are responsible for the imprisonment or enslavement of a person: -2

Pleased (16-20)
The Slippers massage your feet with pleasure at your accomplishments.

  • Power (At-Will – Martial): Move action. You can use shadow stride (rogue, 10).

Satisfied (12-15)
The Slippers keep your feet at a comfortable temperature at all times.

  • Power (At-Will – Martial): Immediate interrupt. You can use chameleon (rogue, 6).

Normal (5-11)
The Slippers pad your footfalls even in the most difficult of situations.

Unsatisfied (1-4)
The Slippers loosen their bonds on your feet and threaten to fall off.

  • Special: The Slippers no longer grant a bonus to Thievery checks.

Angered (0 or Lower)
The laces on the Slippers knot around themselves impeding your steps.

  • Special: The Slippers no longer grant a bonus to Stealth checks.
  • Special: You gain a -1 penalty to speed.

Moving On
When it is time to move on, the Slippers fall from your feet and run off into the distance outpacing even the fastest sprinter.


Artifact: Boots of Mighty Travel

August 4th, 2009

Boots of Mighty Travel: Paragon Level Artifact

The Boots are a pair of worn, yet rugged, boots made of leather and cord.

Item Slot: Feet
Property: You gain a +2 to speed.
Property: You gain a +4 AC bonus.
Property: You gain a +2 Item Bonus to Athletics checks.
Power (Daily – Martial): No action. You can use hunter’s grace (ranger, 12).
Power (Encounter – Martial, Weapon): Immediate Interrupt. You can use wrong step (ranger, 11).
Power (Daily – Martial): Standard action. You can use momentary respite (ranger, 16).

Goals of the Boots of Mighty Travel:
* The Boots wish to see and travel as many lands as possible.
* The Boots drive you to assist any and all travelers.

Concordance:

  • Starting Score: 5
  • You gain a level: +1d10
  • You travel to a new land never explored before: +2
  • You assist a traveler in need of help: +1 (Once per week)
  • You spend more than a week in a single location: -1 (per week stationary)
  • You impede the progress of a fellow traveler: -1

Pleased (16-20)
The Boots meld into your skin and almost become one with your feet.

  • Power (Encounter – Martial): Immediate Interrupt. You can use leaping dodge (rogue, 16).
  • Power (At-Will – Martial): Move action. You can use great leap (rogue, 2).

Satisfied (12-15)
The Boots soften and form a closer bond with your feet.

  • Power (Daily – Martial, Stance): Minor action. You can use undaunted stride (ranger, 10).
  • Power (Encounter – Martial): Move action. You can use ignoble escape (rogue, 6). (No training in acrobatics required.)

Normal (5-11)
The Boots keep your feet warm and dry at all times.

Unsatisfied (1-4)
The Boots tighten on your feet and make it difficult to walk.

  • Special: The Boots no longer grant a speed bonus.
  • Special: The Boots no longer grant a bonus to Athletics.

Angered (0 or Lower)
The Boots cramp your feet and impede your movement at all times.

  • Special: You gain a -1 penalty to speed.

Moving On
When it is time to move on the Boots will simply fade from around your feet to find new lands to roam.


Artifact Tuesday: Cloak of Roc Feathers

July 28th, 2009

Cloak of Roc Feathers: Heroic Level Artifact

The Cloak of Roc Feathers is a simple cloak adorned with the feathers of a Roc.

Item Slot: Neck
Property: You gain a +4 to AC.
Property: You gain the ability to fly with a speed of 30 feet per round.
Power (Daily — Arcane, Illusion): Minor action. You can use blur (wizard, level 10).

Goals of the Cloak of Roc Feathers:

  • Rescue and save as many innocents from danger as possible.

Concordance:

  • Starting Score: 5
  • You gain a level: +1d10
  • You rescue an innocent from danger: +2
  • You kill an innocent person: -4

Pleased (16-20)
The Cloak’s feathers glow with a soft light and shimmer in darkness.

  • Power (Encounter – Martial): Minor action. You can use shake it off (warlord, level 2).
  • Power (Daily – Healing, Martial): Minor action. You can use stand tough (warlord, level 6)

Satisfied (12-15)
The Cloak flutters in an unfelt wind.

  • Power (Encounter – Martial, Weapon): Standard action. You can use leaf on the wind (warlord, level 1).

Normal (5-11)
The Cloak hangs from your neck and will occasionally flutter in the wind.

Unsatisfied (1-4)
The Cloak hangs limply from your neck.

  • Special: The Cloak no longer grants a bonus to armor class.

Angered (0 or Lower)
The Cloak wraps tightly about your body and refuses to turn loose.

  • Special: You no longer gain the ability to fly using the cloak.

Moving On
When it is time to move on the Cloak detaches from your neck, and flies off on the winds of fate to find another bearer.


Artifact Tuesday: Ring of Hammering

July 14th, 2009

Ring of Hammering: Heroic Level Artifact

The Ring of Hammering is a brass ring with Dwarven runes carved into the outer surface and common letters etched into the inner surface. The runes and letters spell out a promise between Dwarven and Human leaders to always cooperate in acts of artistry and building.

Body Slot: Finger

Property: You gain a +4 bonus to all Endurance skill checks when crafting or engineering an item.

Property: You gain the Power Attack feat while wearing the ring. If you already have this feat, this property has no effect.

Property: You gain +2 bonus to attack and damage rolls while using any weapon of the Hammer group.

Power (Daily — Martial, Weapon): Standard action. You can use shift the battlefield (fighter, level 9).

Goals of the Ring of Hammering:

  • Craft as many fine weapons and suits of armor as possible.
  • Ensure all buildings and other public works are sturdy and well built.
  • Foster well-being between Dwarves and Humans.

Concordance:

  • Starting Score: 5
  • You gain a level: +1d10
  • You are a Dwarf or Human: +2
  • You craft an item while wearing the ring: +1
  • You destroy an item while wearing the ring: -2
  • You destroy a building or other public works while wearing the ring: -4

Pleased (16-20)
The Ring pulses with power and glows a soft amber color at all times. The runes in the ring seem to shift and roll around the brass of the Ring.

  • Property: When you wield a hammer, you gain a +4 bonus to attack and damage rolls.
  • Power (Encounter – Martial, Weapon): Standard action. You can use reckless strike (fighter, level 7).
  • Special: If you are a Human, you gain a +1 to Charisma while speaking to Dwarves. If you are a Dwarf, you gain a +1 to Charisma while speaking to Humans. If you are neither race, this special provides no bonus.

Satisfied (12-15)
The Ring vibrates softly as if purring like a great cat.

  • Property: You gain a +4 bonus to all Diplomacy rolls.

Normal (5-11)
The Ring feels warm to the touch on your finger.

Unsatisfied (1-4)
The Ring feels cold to the touch on your finger, and your finger turns green from the brass.

  • Special: The Ring no longer grants attack and damage bonues when you wield a hammer.

Angered (0 or Lower)
The Ring loosens on the your finger and threatens to fall off at every opporunity.

  • Special: You suffer a -4 penalty to all Diplomacy rolls.

Moving On
When it is time to move on the Ring falls from the your finger, rolls into some nearby debris, a hole or some brush, and vanishes from found never to be seen again.


Artifact Tuesday: Spear of the Elven Forests

July 8th, 2009

This is a day late, but not a dollar short. This is a D&D 4th Edition artifact complete with stats and powers. This is the first time I’ve done this in the D&D 4th Edition system, so bear with me if it’s a little wonky. I’ve only made full-blown artifacts in 2nd and 3rd edition of (A)D&D.

Spear of the Elven Forests: Epic Level Artifact

The Spear of the Elven Forests is a +5 Phasing Spear. Yes, I know spears are not ranged weapons. See below for why it can be thrown.

Enhancement: Attack rolls and damage rolls.

Critical: +5d6 damage.

Property: Can be thrown like a javelin or used in melee combat. It returns to your hand after being thrown.

Property: You can speak and understand the Elven language and read Elven runes.

Property: Your ranged attacks with the weapon ignore the penalty to attack rolls for cover or superior cover.

Power (Daily — Martial, Weapon): Standard action. You can use blade cascade (ranger15).

Power (Daily): For every die you roll for damage, the target bleeds that many points of damage as ongoing damage. Save ends the bleeding effect.

Goals of the Spear of the Elven Forests:

  • Protect Elven forest lands from deprivation and deforestation.
  • Slay as many Orcs as possible.
  • Uphold the honor of the Elven people.

Concordance:

  • Starting Score: 5
  • Owner gains a level: +1d10
  • Owner is an Elf: +2
  • Owner completes a quest on behalf of the Elven people: +1
  • Owner kills an Orc tribal leader or mystic (max 1/day): +1
  • Owner or ally attacks an Elf (max 1/encounter): -2
  • Owner disobeys a direct order of Elven rulers: -2

Pleased (16-20)

The Spear continues to talk as if Satisfied, but compares the owner with Elven heroes of lore. The Spear tells many stories about the Elven heroes.

Critical: +6d6 damage

Property:+3d10 damage vs. Orcs

Power (Encounter — Martial, Weapon): Standard Action. You can use knockdown strike (ranger, 13)

Special: The owner may speak with animals at will.

Satisfied (12-15)

The Spear is giddy with the owner and will rarely shut up about how wonderful the owner is.

Power (Daily): Minor Action. You can heal yourself or an ally within throwing range of the Spear as if spending a healing surge without the expenditure of a healing surge.

Normal (5-11)

The Spear is talkative and friendly to the owner in an attempt to show it is on the side of the owner.

Unsatisfied (1-4)

The Spear grumbles with the owner and constantly berates it in Elven until the owner gets its act together.

Special: The Spear loses the Phasing ability.

Angered (0 or Lower)

The Spear is ominously quiet with the owner and radiates a severe sense of displeasure.

Special: The owner suffers a -4 to all nature rolls. All attack and damage rolls are at a -5.

Moving On

When it is time to move on the Spear simply flies from the hands of the owner, and into the skies to be recovered by someone else in greater need of the artifact.


Artifact Tuesday: The One Wing

June 30th, 2009

I thought of this when I got up this morning and I couldn’t resist the pun of the title. However, the item is not punny. I just couldn’t bring myself to go that far with it.

The One Wing is a single gossamer faerie wing (similar to a the wing of a dragonfly) that will immediately mount on the back of the person that holds there for a moment (takes a single round/action to apply the wing).

The wearer of the One Wing can see all faerie creatures, even those that are ethereal, astral or invisible. In addition to this, the wearer can cross over into the plane of the fae (whatever that may be depending on game system) at will. Even though the One Wing allows entrance into the fae realms, it does not allow for immediate transport back into the mortal realms. The only way back to the prime material plane is through “normal” means, or other magical methods.

The One Wing does allow for flight, but because it is a single wing, when the wearer is flying a loud buzzing noise emanates from the PC which will attract nearby monsters, especially the fae. When the fae realize what the wearer has on his back, they will immediately attack and attempt to reclaim their relic. The One Wing is a vile creation to the fae, and they wish to destroy it and give it a proper burial.

The only way to destroy the One Wing is to soak it in holy water mixed with three drops of blood from a faerie warrior. Once the One Wing is thoroughly soaked, it must be burned in a bonfire created from dried pine needles. If any other form of combustible material is used in the fire, the One Wing will survive the conflagration.


Artifact Tuesday: Carpet of Lordan

June 23rd, 2009

The Carpet of Lordan also goes by the name of Lordan’s Hole because of the strange properties of the carpet. If the carpet is placed just inside the threshold of an established house, anyone entering the house with ill will towards the occupants of the house will fall through the carpet and be trapped in what they perceive to be a hole roughly fifteen feet deep and eight feet in diameter. While in the “hole” they will not grow hungry or thirsty, but will become incredibly bored. Any attempts to be summoned out of the hole will fail, as will teleport attempts.

The truth of the matter is the person is trapped in the weaving of the carpet as an image on the surface of the carpet. Careful inspection of the top of the Carpet of Lordan will reveal tiny figures embroidered in the carpet. The only way to free a person from the carpet is to find the loose thread in their image and start pulling. When the thread finally comes loose from the rug, the person will appear on the ground beside the carpet.

If the thread is cut loose from the surface instead of unravelled, the person in the hole will be torn asunder, and will probably be killed. It takes thirty cuts to free all of the thread, and each cut causes 1d8 points of damage to the trapped person. It is possible to survive this if the trapped person is hardy enough, but this is rare.

To destroy the carpet, a person must roll it up, place it in a bag of holding and then throw that bag of holding into a portable hole. The resulting astral explosion will destroy the carpet and the two magic items. Anything within thirty feet of the explosion will be sucked into the astral plane. Anyone standing within sixty feet will suffer 3d10 points of damage.

The downside to placing this carpet in one’s home is that it drives the owner of the home insane bit by bit. The particular insanity is paranoid schizophrenia. They begin to turn on their friends, family and are violent towards strangers as the voices of the people trapped in the carpet whisper to the owner and tell them to trap more people in the carpet.


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