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What Are Your Unique Items?
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<blockquote data-quote="Nytmare" data-source="post: 6774459" data-attributes="member: 55178"><p>I ran a heavily modified (inspired?) version of the Banewarrens back in 3.5 and had some some absolutely terrifying evil artifact show up over the course of the game.</p><p></p><p>I can't remember many of them, or how many of them were actually all my ideas, but I think the one that the players enjoyed the most was one that they ended up calling the War Cleaver. It was a goblin polearm that was so big and unwieldy that it limited you to only five foot steps while you were carrying it. Any attack you made with it gave you an extra 5' step and attacked all characters in range. Also it had some kind of insane (like maybe 15-20/x4?) crit range and we were playing with someone's (I forget whose) extra gritty crit and fumble tables.</p><p></p><p>So essentially, what would happen is that the goblin chief would ride in behind his troops and draw it to force his goblin hordes away from him and into the heroes. The players had heard about the group and had spent the previous adventure or so laughing at how easy a fight was going to be against a bunch of goblins. Then the guy shows up and all of his goblins start screaming and running away from him as he unties this thing from his horse. Then in the first round of combat he cuts two of his horses and three of his men who hadn't rolled high enough initiative in half.</p><p></p><p>For the most part, most of my unique items tended to be in the realm of "we're not quite sure what it does, and we probably don't want to find out". Think more along the lines of the Monkey's Paw where using it meant you probably spent at least one night not sleeping, trying to weigh the risks vs the rewards. And even then, if you do use it you spend the next week trying to figure out a way to undo the damage that you did without using is a second time.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 6774459, member: 55178"] I ran a heavily modified (inspired?) version of the Banewarrens back in 3.5 and had some some absolutely terrifying evil artifact show up over the course of the game. I can't remember many of them, or how many of them were actually all my ideas, but I think the one that the players enjoyed the most was one that they ended up calling the War Cleaver. It was a goblin polearm that was so big and unwieldy that it limited you to only five foot steps while you were carrying it. Any attack you made with it gave you an extra 5' step and attacked all characters in range. Also it had some kind of insane (like maybe 15-20/x4?) crit range and we were playing with someone's (I forget whose) extra gritty crit and fumble tables. So essentially, what would happen is that the goblin chief would ride in behind his troops and draw it to force his goblin hordes away from him and into the heroes. The players had heard about the group and had spent the previous adventure or so laughing at how easy a fight was going to be against a bunch of goblins. Then the guy shows up and all of his goblins start screaming and running away from him as he unties this thing from his horse. Then in the first round of combat he cuts two of his horses and three of his men who hadn't rolled high enough initiative in half. For the most part, most of my unique items tended to be in the realm of "we're not quite sure what it does, and we probably don't want to find out". Think more along the lines of the Monkey's Paw where using it meant you probably spent at least one night not sleeping, trying to weigh the risks vs the rewards. And even then, if you do use it you spend the next week trying to figure out a way to undo the damage that you did without using is a second time. [/QUOTE]
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