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D&D 5E The Box (review my new magic item!)

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Sunseeker

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So, per a conversation in another thread I was inspired to create a box based on Calvin's "time machine/transmogrifier/duplicator" from the Calvin and Hobbes comic strip
transmogrification.gif

The Box is a large rough-looking wooden crate about 5Wx5Tx10L in dimensions. A quick inspection will reveal that one side of the box is missing. Inside The Box there is a single red button, with no markings or other instructions. The lid must be closed in order for any of the functions of The Box to work.
When placed on it's "back" with the missing side facing up The Box acts as a Time Machine. This functions as the 3.5 Teleport Through Time spell, but only if the occupants are wearing goggles. There is a cumulative 5% chance each time The Box time travels for there to be TERRIBLE SIDE EFFECTS
d100:
01: Travel to just after the beginning of time
10: traveling the wrong amount of time in the right direction (roll d100)
20: traveling the right amount of time in the opposite direction
30: erased from existence
40: rapid aging (+d100 years, to maximum age -1 year for species)
50: rapid un-aging(-d100 years, to a minimum of 1 year)
60: traveling to the intended time in a alternate reality
70: traveling to alternate realities the wrong amount of time in the right direction
80: traveling to alternate realities the right amount of time in the opposite direction
90: No travel at all
100: Travel to just before the end of time


When placed on its long side, The Box acts as a duplicator, creating a living clone of anyone who walks into it, but without any levels. The only difference between the original and a clone is that The Box will unmake a clone instead of clone them. Each use of The Box as a Duplicator on the same person has a cumulative 5% chance of creating a violent chaotic evil variant of the orignal bent on killing the original and all their clones and taking their place.


When placed with the missing side facing down, The Box acts as a Transmogrifier, able to alter the base creature type of any individual within it. This effect can only be undone by The Box, Wish, or a Miracle. Players retain their class and any scores superior to the new creature (unless they don't want to), any effects created by Madness or Corruption reappear within 24 hours, altering the new body in a similar fashion to the alterations of the old body. Though any size creature can exit the box, a creature must be able to fit within the box for it to be transmogrified. An individual in the box cannot hop from Body B to Body C, they must return to their original form, and then select a new form. There is a cumulative 5% each time an individual uses the box for it to have TERRIBLE SIDE EFFECTS.
d100:
01: no transformation
10: younger version of (roll evens same species, odd new species) species
20: right species, wrong type (ie, you want to be a tiger, so you're a cheetah, etc..)
30: similar species (ie, you want to be a tiger, you become a cat-person with tiger-patterns, etc..)
40: additional body parts on original form (1d6: 1:tail, 2: legs/arms, 3:wings, 4: head, 5: mouths, 6: eyes)
50: less body parts on original form (1d6: 1:tail, 2: legs/arms, 3:wings, 4: head, 5: mouths, 6: eyes)
60: additional body parts on new form (1d6: 1:tail, 2: legs/arms, 3:wings, 4: head, 5: mouths, 6: eyes)
70: less body parts on new form (1d6: 1:tail, 2: legs/arms, 3:wings, 4: head, 5: mouths, 6: eyes)
80: opposite sex (roll evens same species, odd new species)
90: older version of (roll evens same species, odd new species) species
100: the transmogrifier can no longer affect you


When placed on its vertical narrow end, The Box acts as a gateway to a pocket dimension where there is a small livable area with a fresh supply of food and drink. This area is designed to house 10 people indefinately, generating new food and water every 24 hours. If the position of The Box is altered, living occupants inside are immediately ejected to the area around the box, inanimate and magical objects remain inside.

I already have a variety of answers for players getting crazy with it, which is why I added the cumulative failure chance. Becoming stupidly powerful via everyone turning into Balors or whatever really isn't an issue for me, the players just get to go fight stupidly powerful enemies...or role-play instead of roll-play through low-level stuff.

So any thoughts? I thought about adding more sides, but started to get myself confused on which side I was talking about. I thought about adding some directional or side-indicating symbols to The Box for reference, but thought that might be too easy. I really want to see a player just push a button and watch the insanity unfold.
 

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It is obviously crazy powerful and basically just crazy. But it could be fun with the right group.
 

It is obviously crazy powerful and basically just crazy. But it could be fun with the right group.

Yeah, its fun to have games that are more about shenanigans. I think I could even fit it into a serious campaign, though I'd probably have to up the chances of side effects.
 

I would turn it into three separate items. The mechanical description is waaaay long. If I gave that to one of my PCs they probably wouldn't use it because it takes too long to read through it.

Individually I love them, they're crazy powerful and really wacky, and would make for cool things to find in a mad scientists lair and start mucking about with.
 


Oh, the box is from Calvin and Hobbes and not Se7en. That would have been... quite different...

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The only two boxes I am familiar with enough to incorporate into D&D are this and Cube/Hypercube (which is the basis for my infinite dungeon).

What's the one from Se7en do?

I would turn it into three separate items. The mechanical description is waaaay long. If I gave that to one of my PCs they probably wouldn't use it because it takes too long to read through it.
I think to a large degree, that's common with my magic items.

Though to be fair, I wouldn't tell them how it works. They'd have to figure that out themselves. Which is why I'm not terribly worried about the power level, as I suspect it will begin its own quest of "Rescue Bob from the Stone Age."

Individually I love them, they're crazy powerful and really wacky, and would make for cool things to find in a mad scientists lair and start mucking about with.
I'd like it to be either found in a very mundane situation that gives no indication as to it's purpose (like, someone is actually using it as a storage crate). Or yeah, some mad scientist is using it and thus, through the encounter, basically teaching players how it works each time the bad-guy uses it. The former would see a lower-level introduction, the latter would certainly be a higher-level introduction.
 

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