So let's make them more tactical:
- The Ghast(?) Bow. A bow that shoots through the first enemy and hits another (the kid made this).
- Something that lets you levitate 3 times a day? How useful?
- Bonus dmg against... something. We did undead, we did giants. What about chaotic vs. law vs. ?
- A sword that magically gives 10 foot reach(?) against certain enemies or one fight a day or.... Maybe magic light or something extends out from it for another 5 feet.
- Mace -> Bash it against the ground, once per day, summons 3 skeletons to fight for you.
- The D&D Cartoon Energy Bow = WotC made this, and it is great. Make a ladder, came in super handy. Tie up bad guy, super handy. Bring friend to you (treat as teleport), super duper handy.
- It does almost solve too many things, but man it is fun.
- Sneak Attack Dagger - no rogues around our game right now, but like Elden Ring or something, just make it do even more dmg.
- Dagger of flame eating - whatever we called it, the one that absorbs some heat dmg.
- Speed item - armor or weapon... gives you 30 extra movement for 2 rounds once per day.
- Jump high and long - maybe it's similar to boots of striding and springing and striding but... how about just jump over obstacles a couple times a day?
- Amulet of Hacking - makes the Barbarian do a ton of dmg once a day. You get once a day, an Advantage attack, plus add half your level to dmg.
- Axe of Swapping - swap places with enemy (activate) twice a day. To reposition.
- Ring/
Wand/Staffof Eldrich-MagicMissile (notEldrich Blast) + Moving - Once a day, Does a 5 shot MagicMissile (1d6 + 1 Dmg per missile), plus Move enemy 50 feet (each missile moves 10 ft), if would fall of ledge, give enemy reflex save??? Compare this to what Eldrich Blast does, so it has to be similar but better or it'd never get used. Ring not wand b/c, holding too many things. - Boots of the Earth Maw - get the 2e Earth Maw spell going. Twice a day (once per boot), stamp down hard with one boot, ... shockwave like Thunderwave(?) and also creates an EarthMaw to attack and try to swallow.
- Another DCC spell scroll? How does it work with no spellburn and stuff tho, need to think on it. Maybe it just comes as a level Whatever version from DCC.
- Robe of Snakeheads/Snakebites - for magic user types and warlocks. Wear the robe, and if someone attacks you with melee, some magical semi-snakeheads/semi-cloth-adornments bites the attacker for 1d6+2 acid or piercing or electric(think shocking grasp) type dmg, your choice.
- The Warlock from Firetop Mountain is my inspiration (I don't know if those are snakes on his robes, but that gave me the idea b/c it looks like some can bite).
- Boots of MuleKicking - bonus action attack, kick with boots (twice per day as in once per boot) kick an enemy 10 feet away from you, no enemy save (think eldrich blast). 1d6 dmg.
- Robes of the Lizard/Blending - you sort of like an anole lizard/chameleon, blend into certain types of backgrounds. Gives you advantage on hide checks or something.
- Something Lichy - inspiration from this old 2e lich drawing in a dnd art book:
- Bat vest. Or bird/dragonish foot on right knee/leg. Or Rod of Birdleg/dragonishLeg with eyeball.
- Any non-wizard putting on the amulet will be feeble-minded (no saving throw). If a wizard puts on the amulet, it begins to glow with a soft blue-black light. The amulet confers the following powers to its wearer:
- detect magic (at will),
- read magic (at will),
- fireball (12 HD, once per day),
- teleport without error (once per week),
- and magic resistance (50%).
- Once the A m u l e t of Power has been safely obtained, a beautiful female voice will say ”Well done, beloved. Thydeeds find favor in My sight. Go now and spread my in-fluence on the world, that thou mayst grow to be worthy of My full favor.” The glow that fills the room slowly fades, and the character finds himself or herself backwith the rest of the party in the corridor
- (((comes from 2e module, Dungeon Crawl - The Lost Shrine of Bundushatus)))
- xxxxx
DUNGEON ROOM IDEAS (Many from The Lost Shrine of Bundushatus ... this at a glance feels VERY DCC-ish, with Lords of Chaos and stuff making you turn Chaotic-Neutral)
- Also from AD&D 2e module, Dungeon Crawl - The Lost Shrine of Bundushatus, lotsa cool rooms.
- Pg 25, The Rotating Rm.
- has a Chaos Key (that appeard in someone's pocket earlier)
- has tentacles of Chaos
- I would make turning the key less random to orient the room i think
- Illusion rm from same 'Bundushatus
- Looks like you can walk, 2 ft. narrow, super illusion tho. U will fall to 3d10 dmg.
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