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<blockquote data-quote="(un)reason" data-source="post: 6145162" data-attributes="member: 27780"><p><strong><u>Dragon Issue 322: August 2004</u></strong></p><p></p><p></p><p>part 4/8</p><p></p><p></p><p>Sneaky, stealthy & Stylish: Since stealth is one of the most common things characters strive for, there's always a big market for magical items that boost it. They probably didn't even have to specifically solicit for it. Still, I doubt your players will turn these goodies down if they run across them in a treasure pile. </p><p></p><p>Armor of the Woodland gives you moderate travel and stealth bonuses in forests, including teleporting from one tree to another, which is a huge boon if you're playing Robin Hood. Appear suddenly, and don't let them follow you, and your secret lair will remain undiscovered. </p><p></p><p>Bracers of Blocking make fighting defensively a little more beneficial than usual. Long-term turtling is still probably not a good tactic though. </p><p></p><p>Daggers of Torment give people hit by them hallucinations and flashbacks, which is one of those tricks that's only really useful if you plan to leave them alive for a while afterwards. Since sadism tends to get it's comeuppance, I think I'd bury that one with it's owner. </p><p></p><p>Rapiers of Disarming are pretty self-explanatory and somewhat rehashed. Swashbucking is a fun business, and good guys have their own reasons to not kill the enemy a lot of the time. </p><p></p><p>Saps of Stunning are also a one-trick nonlethal pony. Knock out those guards, and get in and out before the alarm can be raised. Meh. </p><p></p><p>Swords of Murder, on the other hand, are all about the gruesome cascade effects. The more you kill, the better you can kill. For a little while, anyway. You're bound to run out sooner or later, and the comedown'll be a bitch. </p><p></p><p>Amulets of Good Fortune are your basic boosts to saving throws. Nothing particularly in theme about these. </p><p></p><p>Brooches of Alertness let you see in the dark and get general bonuses to your perception skills, so they're most useful to sneaky sorts by a narrow margin. </p><p></p><p>Drums of the Shadow Hound are made from the skins of shadow mastiffs, and offer a wide range of shadow based powers, depending on how you play them. Have fun figuring out how to get the best use out of them. </p><p></p><p>Fey Flutes are also made out of the bodies of their namesakes, and give you appropriate magical powers when played. Careful using them around actual fey, because you know what they're like for lengthy vindictive revenge campaigns. </p><p></p><p></p><p>Lord of darkness: Looks like the demon lord format in issue 312 was neat enough to inspire another entry. Only this time, it's an evil godly native of the plane of shadow rather than the abyss who wants to destroy the world, and has minions of all power levels for you spend a campaign foiling. And he doesn't want to do it because of hunger, but because he's from the time before light and noise and tons of living creatures crawling around breeding, eating, pooping etc etc, and just wants to go back to when the universe was dark and peaceful. So basically, he's the ultimate cosmic embodiment of the grumpy old man who thinks everything sucks these days and just wants us all to gitoffa his lawn. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Since he's an actual god, you don't get stats to fight him with at the end of the campaign, but you do get domains, a prestige class, new spells, a new feat, and new monsters to throw at your players. I'm fairly entertained by this, and it looks open-ended enough to sustain a campaign. Shadows can come in many shades and depths, and sufficiently advanced ennui can be just as dangerous as genuine hate.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6145162, member: 27780"] [B][U]Dragon Issue 322: August 2004[/U][/B] part 4/8 Sneaky, stealthy & Stylish: Since stealth is one of the most common things characters strive for, there's always a big market for magical items that boost it. They probably didn't even have to specifically solicit for it. Still, I doubt your players will turn these goodies down if they run across them in a treasure pile. Armor of the Woodland gives you moderate travel and stealth bonuses in forests, including teleporting from one tree to another, which is a huge boon if you're playing Robin Hood. Appear suddenly, and don't let them follow you, and your secret lair will remain undiscovered. Bracers of Blocking make fighting defensively a little more beneficial than usual. Long-term turtling is still probably not a good tactic though. Daggers of Torment give people hit by them hallucinations and flashbacks, which is one of those tricks that's only really useful if you plan to leave them alive for a while afterwards. Since sadism tends to get it's comeuppance, I think I'd bury that one with it's owner. Rapiers of Disarming are pretty self-explanatory and somewhat rehashed. Swashbucking is a fun business, and good guys have their own reasons to not kill the enemy a lot of the time. Saps of Stunning are also a one-trick nonlethal pony. Knock out those guards, and get in and out before the alarm can be raised. Meh. Swords of Murder, on the other hand, are all about the gruesome cascade effects. The more you kill, the better you can kill. For a little while, anyway. You're bound to run out sooner or later, and the comedown'll be a bitch. Amulets of Good Fortune are your basic boosts to saving throws. Nothing particularly in theme about these. Brooches of Alertness let you see in the dark and get general bonuses to your perception skills, so they're most useful to sneaky sorts by a narrow margin. Drums of the Shadow Hound are made from the skins of shadow mastiffs, and offer a wide range of shadow based powers, depending on how you play them. Have fun figuring out how to get the best use out of them. Fey Flutes are also made out of the bodies of their namesakes, and give you appropriate magical powers when played. Careful using them around actual fey, because you know what they're like for lengthy vindictive revenge campaigns. Lord of darkness: Looks like the demon lord format in issue 312 was neat enough to inspire another entry. Only this time, it's an evil godly native of the plane of shadow rather than the abyss who wants to destroy the world, and has minions of all power levels for you spend a campaign foiling. And he doesn't want to do it because of hunger, but because he's from the time before light and noise and tons of living creatures crawling around breeding, eating, pooping etc etc, and just wants to go back to when the universe was dark and peaceful. So basically, he's the ultimate cosmic embodiment of the grumpy old man who thinks everything sucks these days and just wants us all to gitoffa his lawn. ;) Since he's an actual god, you don't get stats to fight him with at the end of the campaign, but you do get domains, a prestige class, new spells, a new feat, and new monsters to throw at your players. I'm fairly entertained by this, and it looks open-ended enough to sustain a campaign. Shadows can come in many shades and depths, and sufficiently advanced ennui can be just as dangerous as genuine hate. [/QUOTE]
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