Looting the looters (my group stay out!)

Inanimate Green Carbon Rod - This two-foot length of green carbon-based material radiates overwhelming Universal magic, however it does absolutely nothing on its own. Anyone using the Craft Rod feat and this item finds his creation, when finished, infused with far greater power than intended. The crafter expends quadruple the normal XP cost, and the created rod acts as if under the influence of one or more metamagic feats, depending on the item created, at the DM's discretion.

No type of divination will detect or identify any of the Inanimate Green Carbon Rod's (lack of) powers or properties, aside from the Universal magical aura.
 

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The Arcanoctosphere - This ebony sphere measures about six inches across. It is featureless save for a glyph depicting the symbol for infinity. When the Arcanoctosphere is held and a question asked, it produces the effect of an augury spell as cast by a 15th level cleric. The results of the augury appear as ghostly blue letters on the surface of the sphere. The sphere can be used once per day; attempts to use it more than once in a day result in the cryptic message "Results Hazy - Try Again".
 

Amulet of the Aboleth - Taken fom a Drow City that once had an ongoing conflict with the Aboleth.

This small amulet is a wonderfully detailed carving of an Aboleth. It is even colored correctly. In fact, it is the mummified, shrunken remains of an Aboleth that has been turned into a necklace. The amulet will radiate magic and might even have a very faint, lingering aura of evil (it was an Aboleth) that will make some people nervous.

The amulet does nothing until the wearer enters the water. Once it starts to get wet, the wearer is engulfed in a mucus cloud. This cloud allows the wearer to breathe water, to the exclusion of air, for 3 hours. As well, when the amulet is in water, the wearer is under the affect of a Mind Blank spell.

These benefits are great if you are fighting Aboleth! The Defenders might not find them quite as intriguing. Especially when somebody uses the mucus cloud to breath water and then tries to get out of the water a few minutes later and starts suffocating.
 

A superbly crafted golden bowl that fills with carrion on command once a day.

Illithid sculptures, intricate crystal creations designed to be appreciated by the psionic. They might be dangerously fascinating for the non-psionic.

Storehouses of perfumes and musks, useless to the ghouls but highly valuable, perhaps some rare and magical.

Rings/devices that completly mask the scent of the user/wearer.

A huge dump of rotting vegetables, grain and other foodstuffs. Basically vegetable based fodder of no interest to ghouls. Amongst it might be storehouses of the Underdarks finest wines and beverages, much spoiled and the rest needing to be laid down properly for some time to acheive the right point of drinkability again.
 

???

Piratecat said:
You folks are fantastic. And Steve? With so many ideas, you're saving me the trouble of eating your brain and manually sucking all the ideas out of it.

Ewww! What "Prestige" Class didja hafta join to get that capability?!? I thought cats just liked cheese!
 

Ooooooooh! I just can't resist!

Bone of Contention
This magical bone, about the length of a Huamn arm (roughly 18") radiates a strong aura of Alteration, if detected for. When hurled towards a group of beings in such a manner that it breaks, all within a 30 foot radius of it must make a DC:30 Will save or immediately begin arguing (over anything) for a number of minutes equal to how much they failed the save by! The bone is one-use, and ceases to be magical upon breaking.

While arguing, Listen checks will be lowered, and the targets will be easier both to overhear, and surprise. If attacked, the targets receive a +1 Bonus, both to hit and damage, due to anger. If left alone, however, they will instead bicker about what to do, allowing their enemies to walk right past!

:p Sorry, I couldn't resist! :rolleyes:
 

A Giant Weight Set: Barbells, bench, etc. All in giant size. Exercising with the weight set for one hour per day for one year and one day bestows a +2 Inherent bonus to the Str score.
 

A strange item - Examining it, it has no discernable purpose, but it's made of gold and is very shiny. There is dust on nearby objects but it is perfectly clean. It radiates magic.

Actually, it has no purpose, and it's not made of gold, it's a worthless metal enchanted to/really looks like gold, with an appraisal check making it seem expensive and unlikely to reveal its secret. If the players take it with them, it will multiply in their backpacks, take up space and increase their burdens. Its up to the players to figure out what to do with them.

Also, how about some sort of big, ugly monster more powerful then the players, frozen in stasis. It's wearing lots of expensive, magical items which will not come off. It will attempt to charm the players to get them to take it with them. If they do, you have an instant plot hook.
 

I only have one magic item to suggest, because I only ever made up the one... Not that I ever used it... But I really liked the idea of it.

Chelle's Wand of Magic Pies
Radiates both Evocation and Conjuration
For all intents and purposes, this appears, to the trained eye, to be a wand of magic missiles, except that it is shaped like a spoon. (Like a wooden mixing spoon.) When the user holds the wand and speaks the command word ("Duck") up to three Banana Cream pies will fly from the wand and strike the target unerringly as per the Magic Missile spell. The user can choose whether to shoot one, two, or three pies at a time, but one charge is taken away for each pie. The user may also split (tee hee) the pies to multiple targets as per Magic Missile. The pies do no damage (physically) and taste delightful, however, if, and only if, a target is struck with all three pies at once, there is a 75% chance that the target will fall down from the impact. (They strike in rapid succession and with increasing velocity.) At which time, if the target falls, "Pie Spooge" will make it difficult to move in the area around the target as per the grease spell. ((Although I suppose you would only need one pie to break somebody's consentration or interupt the casting of a spell... And, depending on the disposition of the target, it may also have a sort of non-magical Taunt effect.))


So that's my suggestion for a magic item:

As far as other stuff, I'd like to suggest a few bits of "flair"...

In the July 1994 issue of Dragon (starting on page 31), there was this great little article called "Trifling Treasures" (by Halina Adamski). The article talked about how, whenever we loot bodies, they only ever seem to have some money and a few pieces of equipment on them. But if you go through your down pockets, or backpacks, purses, beltpouches, etc... There's not just money, but also things like ticket stubs, receipts, lint, a d20 you thought you had lost...

The rest of the article consisted of five tables ("Food", "Plants and Animals", "Ornaments", "Miscellany", and "Cryptic Notes") of stuff that you might find when you kill something or find around a camp/home.

Some of my favorites from each category, these might be good for the memento vivi (What a great phrase!) that Len was talking about.

Food:
- A small wicker strainer filled with tea leaves. (50% chance used)
- Cookie crumbs and a dead beetle.
- An oiled cloth containing a chunk of smoked fish
- An awful-smelling hunk of blue-green-gray fuzz (roughly at the center of it is a bit of cheese)
- Potion vials containing cordial or liquor
- a number of small, translucent red items, of a rubbery texture shaped like adventurers... Cherry flavored.

Plants and Animals:
- A handfull of fur
- A daisy with two petals left ((Awwwww...))
- A carefully folded bit of parchment containing a very pretty (dead) butterfly.
- A number of live mice in a small cage.

Ornaments:
- A wig
- A brass tin, the lid polished to a mirror shine, the inside holds a small soft brush, and pinkish powder.
- A lace garter adorned with satin rosebuds
- A rolled up pair of damp, filthy, wool socks.

Miscellany:
- A pair of six-sided bone dice (Or six "oddly shaped" bone dice...)
- A brass key
- A bit of partially started crochet with a crochet hook and a bit of yarn
- A single playing card (Most likely an Ace of Spades/Swords... But it could be anything.)
- A lock of hair, tied with a ribbon.
- A wooden token "Good for 1 free drink at The Bowels of the Earth"
- A small portrait of a "very attractive" member of the opposite sex, and same race, of the bearer

Cryptic notes:
- "Take the first wight after the well" ((Don't correct me on spelling for this one, I meant to do that.))
- A smeared note "Ungodly treasure!" is the only legible part. ((Well... You might want to slip something in there about Modrons...))
- "The object in question is at the miller's"
- Song lyrics. (possibly about the Party's past exploits... They've never heard it, but it's quite popular... Somewhere.)


Slap a Mystal's(?) Magical Dewomer on any one of these things (particularly the moldy cheese), sit back, and enjoy the show. :)
 
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- art (including statuary)
- jewelry
- monuments
- unique weaponry
- books and information
- history
- magic


Bone, wood and crystal clubs that are really wands crafted by giants and require 2 hands to use, for a medium charecter.

A book on creating ghoul dopplegangers. And possibly some experiments or prototypes.

A worm farm. Terrariums containing various types of nasty flesh eating worms. And a book From Rot Grubs to Brain Worms, a laboratory note book.

A skull that babbles incoherently causing confusionin all within 30'.

Enchanted nets:
Sleep net. target entangled affected by sleep.
Pain net. Target entangled suffers 1d6 damage per round.
Enfleebing net. Target entangled affected as Ray of Enfeeblement
Etc....

Net throwing ballista. This weapon throws large nets capable of entangling all targets in a 10' square, or a single creature of large size.

Ghoul bone mace *cursed* a +3 intellegent heavy mace made of the leg bone of a large ghoul. Any creature wielding the mace must make a fort save DC: 18 or immediately turn into a ghoul. Creatures struck by the mace are affected by ghoul touch.
 

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