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H4H: Red Hand of Doom (full)


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s@squ@tch said:
And -- I'm glad to see that I am surrounded by freakin' tanks -- all of you have well over 40hp (read: meat shields), with a cleric swinging a big @ss axe to boot!


Just don't rely on Duroin to stand in one place...I see him as moving around a lot once combat starts. :D
 

Too bad I didn't get in, but that's pretty much what I was expecting, considering that Michal didn't exactly fit into any of the core four slots you were looking for.

Good gaming to those who did make it!
 

EvolutionKB said:
Sweet, hope we get some good items. I don't remember if this was asked or said, but who is doing the rolling?

I decided to do the rolling. I usually like the Players to do it, but there is a lot of rerolling involved when items come up that are totally useless to any of the party involved (Like artificer items and essentia or psionic items)

All items are either in the Magic Item Compendium, DMG, or in rare cases the PHB.

If you need details on the items (which I am expecting some of you will) I will happily explain thier functions. Just let me know which ones need explaining.

Kirrg Vrolo
Sphere of Awakening
Masterwork Full plate
Potion of Barkskin +5
Crystal of Lifekeeping-Lesser
Boots of Stomping
Healing Belt
Silversheen
Scroll of Daylight
Wand of Cure light Wounds 10 charges
2 Potions of Lesser Vigor

Sir Jonathan Williams
Elixer of Flaming Fists
Crystal of Adamant Armor-Least
+1 Chain Shirt
(2) Oils of Magic Weapon
Gloves of Spell Disruption
Everburning Torch
Potion of Haste
Chronocharm of the Grand Master
Helm of Battle

Virashil N'al Sil
Wand of Snake's Swiftness 10 charges
Wand of Read Magic 10 charges
Wand of Invisibility 10 charges
Wand of Mage Armor 10 charges
Eternal Wand of Enlarge Person
Brute Ring
Arcanist's Gloves
Empowered Spellshard of Ray of Enfeeblement
Scroll of Bear's Endurance
Scroll of Lightning Bolt
Potion of Barkskin +3

Duroin Slatefist
Climber's Kit
Masterwork Studded Leather
Life Ring
Everlasting Rations
Pearl of Speech
Shiftweave
Acrobat Boots
Bag of Tricks-Gray
Amulet of Natural Armor +1
 


Rhun said:
Need explanations of these items (guess I'll need to pick up the MIC sometime):


No prob

Life Ring
Body Slot: Held
Activation: Standard
Weight: 5 lbs
This 3' diameter, 4" thick wooden ring has 4 equally spaced handholds.
A piece of thin twine crosses the middle of the ring.


To activate break the twine. Once active the Ring grants Feather Fall on the next 4 creatures who touch it within 10 rounds. The duration of each subject's Feather Fall is equal to the number of rounds remaining in the item when the subject touches the ring. At the end of the duration the item becomes useless.

Everlasting Rations
Body Slot: Held
Weight: 2 lbs
This nondescript, small leather pouch has a light blue silk drawstring.

This pouch contains enough rations to feed a medium creature for one day, every morning at sunrise the pouch magically creates more food.

Pearl of Speech
Body Slot: Face
Activation: -- and standard (command)
Weight: 0 lbs
This large blue pearl is shot with crisscrossing brown green and gold veins.

This pearl is placed on the tongue where it is absorbed. (a standard action) until you speak a command word to release it,
While absorbed it allows you to speak and understand one language (in this case Draconic).
Additionally while it is active you can Produce a Command effect (as the spell) 1/day Will DC 11.


Shiftweave
Body Slot: Torso
Activation: Swift (mental)
Weight: 5 lbs
This ordinary clothing has gossamer threads woven randomly into the threadwork.

When you activate shiftweave it changes your garb to resemble any of 5 specific outfits designated during its creation. (I will leave the specifics up to you)
It has no effect on any armor you wear (nor can it mimic armor) nor can it change any other magic clothing you wear.

Acrobat Boots
Body Slot: Feet
Activation: -- and swift (command)
Weight: 1 lbs
Multiple brass buckles run up the length of these finely crafted black boots.

Continuous +2 comptetance on Tumble checks.

In addition the boots have 3 charges that renew everyday at sunrise.
Spending one or more charges grants you an enhancement bonus on speed for one round.

1 charge = +10'
2 charges = +15'
3 charges = +20'
 

Okay some good items and some not so good items for everybody: One thing I noticed is that nobody has a magic weapon and there is a lesser weapon crystal(which can only be put in a weapon with an enhancement bonus. It is true that it could be kept for when magic weapon or greater magic weapon is available. The elixer of flaming fists would be useful if we had a monk or had a spell that would let somebody fight with natural weapon ala polymorph, etc. The only thing that jumps out at me from somebody elses list is the MW full plate. My dex is low enough to use it without hindrance and I'd be willing to give up the chain shirt for it.

Edit: oops your dex is lower than mine. You can keep the FP. :)
 
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I think everything is straightforward for me, I'm at work and so I don't have access to my books, but I'll run through them tonight when I'm home and ask any questions then. However, I will have my background typed up soon, I have it scattered throughout several notes and just need to transcribe it all.
 

Into the Woods

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