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| #1Slit518Jan 15, 2015 17:45:53 | What is the craziest item or items you have ever given to a player or players? What edition? What character level? What details do you remember of the item? |
| #2ankiyavonJan 15, 2015 18:12:42 | The Orb of Ashtakala's End - Paragon tier
The Orb of Ashtakala's end is an artifact recently recovered from Xen'drik. The orb is about six inches in diameter, and panelled in the style of a lantern. It emits a soft pink glow. There are eight panels covering the whole thing. Whenever a power of the Orb is used, a number of panels (specified in that power's entry) go dark until the bearer takes an extended rest. If all eight panels go dark, the Orb loses its magical powers temporarily.
It holds within it the living memory of the ancient rakshasa city of Ashtakala, where the Lords of Dust and the greatest of the Two Hundred are trapped. It is the only item that can break the spell set over Ashtakala (setting them all free), and it is also the only item that can send things through the seal. (In other words, it can be used either to trap more things inside Ashtakala or it can be used to free them.) The Orb has no particular preference either way; it wishes only to remember, and by remembering, to live.
It has recently been revealed that the Orb's animating force is more specific than originally thought. It contains the spirit of the ancient First of Two Hundred, Corvin Oneis, who was the only rakshasa to turn away from evil. His motivations are unknown, but believed to be benign.
The Orb does not communicate with its bearer directly. It attempts to influence his actions by altering the world around him or by influencing his dreams and emotions. The Orb wants to witness great acts, whether of heroism or villainy, it doesn't care; it wishes only to be witness to as many great acts as possible, such that it can remember them.
The Orb of Ashtakala's End
Concordance (Starting Score: 5)
Pleased: 16-20 Your penchant for being at the center of great events pleases the Orb, and it opens up its mysteries to you. Property: The Orb's item bonus to knowledge checks increases to +5.
Satisfied: 12-15
Normal: 5-11
Unsatisfied: 1-4
Angered: 0
Moving On
There was another campaign where the players had the Book of Ages, which allowed them to enter Temporal Prime and time-travel at will. It also automatically recorded some events (mostly those that involved it), and could speak by repeating things that had been said in its presence previously. The Orb of Ashtakala's End is a 4E item, and the Book of Ages was in a Hackmaster campaign. |
| #3MagusJanusJan 15, 2015 18:17:03 | For a 3.5E game I played, I gave the characters the Rod of Epic Friendship. Basically, an artifact where you had to save against a DC-50 compulsion effect or you were forced to hug the people nearest you.
The PCs treated it as a joke item and never took it seriously.
In the end, I caused a TPK with it. The BBEG wore spiked armor, equipped his soldiers with spiked armor, and had succubi and wights as additional minions. Then he managed to get the rod away from the party, got his people to surround the PCs, and turned it on.
And that is how I got a TPK via hugging. |
| #4AaronOfBarbariaJan 15, 2015 19:02:39 | More than once, I've had the party run across a deck of many things... they usually avoid it beyond one player saying "Cards? I'll turn one over to see what they look like," and everyone realizing what is going on. However, in one campaign the players were feeling a bit brave and each drew a few cards. One player earned two castles and as much jewelry as he could wear and kept it all for no more than a few seconds before drawing ruin, another gained a castle and the service of a knight, the third gained a level, would gain a level upon defeating the next monster, had to face a minor death or die and killed it rather quickly (clerics are suited for it) and so gained another level, and then drew the donjon card and vanished, while the last player simply gained a castle (always with the castles).
Once, I had the party run across the codex of infinite planes, and as they are want to do my players reacted with extreme caution and immediately sought out a way to destroy or safely lock it away... all while my wife's character kept on just reading it, opening portals to different planes and risking insanity with every page - until the cleric in the party decided to summon a celestial to ask it what to do, and it picked the book up out of my wife's character's hands and threw it through an open portal to some empty-looking plane and said "how about you start by not just standing around like a bunch of fools while someone keeps reading the book that opens portals to who even knows where?!"
When all was said and done, one player said to another "Yeah, I don't know why... but I was just certain that the book wouldn't pass through a portal it created." and that player replied "Me either... but once that angel threw the book through, I thought 'well duh, of course it can go through it's own portals - otherwise how would the user ever go anywhere else? It's not the codex of just one plane'"
In the later stages of a campaign we have only just begun, it is likely that the party will be in possession of another artifiact - I'll try and remember to report back how that turns out. |
| #5CCSJan 15, 2015 20:09:43 | In two weeks I'll be handing the party a Deck of Many Things. They will most likely use it as this is the item they've spent 3 months worth of play questing for..... of course they weren't aware that it was a DoMT.... But it IS the (potential) answer to their current dilema. There's no draw/result that will screw up the campaign. Donjon/Void simply = yet another quest. Losing to a minor death? Yeah, that perma-death would seem to suck. But, as theyve been taking on worse foes with no access to rez-magics, losing here's not any different. I don't expect any party member having a serious problem defeating one (not even if they lost all their gear on a previous draw). Unless they just plain roll poorly.... Anything else? Just new wrinkles in the story![]() |
| #6JenksJan 15, 2015 20:14:42 | I gave my players access to the Wall of the Ages. A giant solar calendar that kept track of all things that have and will ever happen. It was a major artifact, and it could be used to alter history. It was very, VERY dangerous to use however, as one character learned when he erased himself from existence. |
| #7Slit518Jan 15, 2015 20:27:53 | I'm liking the stories. How many of them are user created items and how many are items already existing within the game's rules? I'm aware of The Deck of Many Things. In a D&D 3.5 campaign I gave one of my players a Vorpal Scythe of Returning +13. It was pretty intense, with it's range of 50'. |
| #8Brock_LandersJan 15, 2015 20:38:49 |
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| #10lawrencehoyJan 15, 2015 23:10:21 | One campaign, in which there were over a dozen teenage players, I provided a Deck of Many Things (something that I pretty much work into every campaign I run) and a few characterswere granted wishes.
One player wished for a "...pink pony with laser beam eyes, that would attack any enemies that were loyal to him..."; so, I gave it to him.
Another player wished for 10 of the most powerful magic items; so, I provided the following (that I can remember):
The only RAW item that player received was a Wand of Wonder.
Another player wished for a quiver that would never be empty; so, I gave him one that he had to roll a d6 whenever he drew an arrow: 1 - broken arrow 2-5 - normal arrow 6 - corkscrew arrow (penalty "to hit", bonus to damage or auto crit or something similar - it was a long time ago)
It was a geat lesson for them on the importance of phrasing/wording of a Wish. |
| #11Brock_LandersJan 16, 2015 0:24:27 | Unearthed Arcana for this edition, though, it is pretty self-explanatory, how to House-rule/Home-brew (they are different). |
| #12CFKJan 16, 2015 1:09:48 | 2nd edition AD&D: Black Tabacco. Basicaly an opiate the could smoke and get addicted to, so they need to search for more or make money fast in order to keep their addiction fed. Withdraw included a -2 CON every day they didn't smoked it... After a week (and a -14 on CON) they where "clean". It did made some great stories and till this day, whenever a character finds something the players shout (Out of character) "O dear, not black tabacco I hope!"
2nd edition AD&D: A neckless of a small surfboard that turned into a full size one when the command word "COWABUNGA" was uttered.
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| #13Brock_LandersJan 16, 2015 3:33:47 |
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| #14RazintarrJan 16, 2015 4:52:35 | Probably the Girdle of Masculanity/Feminity that my players acquired in a 2nd edition game, somwhere in the 5-10 level range.
The item in question was in the possession of a maedar (male medusa) as a last ditch resort to turn into a medusa and petrify the party. The maeder and his companion had a plan to pull of a heist. The medusa had petrified a few big monsters ( a hydra and a chimera amongst others). They sold these "very lifelike statues" to the mayor of a city, who put them on display around town. Then the maedar went in to turn the petrified monsters back to life. In the chaos that be caused, the maedar could rob the bank/ a rich merchant. The players caught onto his plan and met up with him when he reached the last monster statue. When he tried to put on the belt, the players realized he was up to something and stopped him. The Girdle then became part of the back and forth between one player that played a woman and another player that would make sexist comments. "Carefull, or you'll wake up with breasts" is probably something you don't hear very often.
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| #15shpelleyJan 16, 2015 5:11:30 | A custom magic item that could be used to decode an ancient language written by something they didn't know. Everytime they put it on, they had to roll a saving throw or be spiritually "devoured" by the mask. The reason this happened, which they eventually found out, was that the mask let you see through the eyes of an eldritch abomination. They had to use it multiple times in order to stop the end of the world via a different and worse eldritch abomination.
The arguments over who got to put the mask on the first time (before they knew its effects) were glorious. It managed to eat 2 PCs who didn't prepare properly/did so in an emergency. |
| #16draegnJan 16, 2015 6:36:59 | Various items that cast charm/influence spells. |
| #17CCSJan 16, 2015 10:09:07 | I love giving out strange magic items - either from the books or of my own imagining. So last summer I gave the party an assortment of small, seemingly petrified, rainbow hued, objects. Diamonds, horseshoes, clovers, etc. (Yes, Lucky Charms). These things can be eaten (being magically delicious), or used to produce any of the various rainbow based spells (color spray, prismatic wall etc) or to open the Brifrost & telliport around. The catch was that in order to do anything but have a meal? You needed A) at least one charm of each color, B) to speak the correct command word. The charms used for an effect get consumed by the magic. The parties wizard? He used ALL of them opening the Rainbrow Bridge. |
| #18ZardnaarJan 16, 2015 10:45:12 | A holy avenger at level 9 or so in 2E. Not sure if thats crazy. |
| #19RanthalanJan 16, 2015 10:49:43 | 1st Ed. A magical skeleton key that could open any lock. But it was sentient and talked. A lot. Think of the helpful computer in Hitchhikers Guide to the Galaxy. It got to the point where the party would sometimes pass by a locked door rather than get that "damn key" out. |
| #20ZardnaarJan 16, 2015 11:27:39 | I have also handed out decks of many things and wands of wonder. |
| #21Slit518Jan 16, 2015 11:34:28 | Alright, so would a Wild Magic Sorcerer with a Deck of Many Things, a Wand of Wonder and a Robe of Useful Items be a walking, unpredictable wild-card of a character? |
| #22ZardnaarJan 16, 2015 12:55:21 |
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| #23ThreeofSwordsJan 16, 2015 16:12:17 | Deck of Many Things, aka The Campaign Destoyer. Nothing good ever comes out of using one. Yet players still love to do it.
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| #25MagusJanusJan 16, 2015 19:14:12 |
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| #26Justin2166Jan 16, 2015 20:38:41 | In a 4th edition game in the very first session of a less serious campaign the players found a magical club. The players weren't able to identify its effects (really bad arcana roll), but they knew it was a club and it had a magical effect on it, so they assumed it would be useful in combat and that they would be able to figure it out in battle. They did.
Turns out the item was a club of healing. When used to strike a target, it deals 1d6+str damage like any other club, but heals the target for 1d8 health. While this sounds useless, the group was able to much comical effect, decide to hand the club to the 8 strength wizard for some painful and eventual "free" out of combat healing. Throughout the campaign, whenever someone suggested something risky, the group would pull out the club of healing as motivation to not rush foolhardy into battle and take too much damage. |
| #27Huntsman57Jan 16, 2015 20:22:39 | So in the first campaign I ever ran, which was a 2E game around 1989-1990 timeframe that lasted about 3 years, one of the first items the players found was something I gave them called the bag of infinite chickens. It was about the size of a large dice bag and basically operated as you might expect.
The players quickly began using this item to check for traps and such by releasing chickens into suspect areas. As the game moved along, they would probe me for other capabilities of the bag..."So since it holds infinite chickens it must have infinite space inside right?" "Can the bag's opening stretch to get X inside?" "There's alot of stuff in here. Can whatever I'm looking for immediately come to my hand when I reach inside?" More interested in making sure the players had fun than worrying much about game balance at the time, it was decided the bag had no upward limit in terms of what could be shoved inside, and the opening could be stretched to encompassed whatever they needed to put in it.
I basically ended up creating a bag of holding artifact (with incidental chickens). In the ensuing months and years of gaming entire dragon hoards of treasure would eventually be dumped into the bag, squashing many 'o hapless chicken who were within and just attempting to mind their own business. All too often a player would summon forth just the sword they needed for a particular fight only to find it to be skewering several of the flightless birds.
Eventually matters began to spiral completely out of control when, at higher levels, the players hired an army to assault a fortress. They simply marched their army into the bag (of course I answered in the players favor when the question of breathable atmosphere inside the bag came into question) and then smuggled the bag into the fortress.
I remember when I finally put my foot down. This was during a Spelljamming module called "Under the Dark Fist." The players located the crystal sphere (solar system) and planet of the main enemy. Instead of invading they said "well we'll just take 4 ships, going in opposite directions around the planet while each is holding a corner of the infinite bag and just swallow the planet. No more threat!" My players still recall when I lost it that day. Rationale be damned I let them know in no uncertain terms that there would be no planet swallowing with the bag of infinite chickens! |
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| #29CulveDaddyJan 17, 2015 5:54:59 |
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| #30tubadancrossJan 17, 2015 12:52:28 | These are from a campaign involving the four horsemen of the apocalypse and their own personal items, so all are potentially deadly on a catastrophic level. |
| #31Slit518Jan 17, 2015 14:32:16 |
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| (Reply to #31)tubadancross |
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| #33Slit518Jan 17, 2015 15:18:20 |
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| #34CaliburnJan 17, 2015 15:42:15 | I gave a player temporary control of the Seraphic Engine in Scarred Lands (by S&S Studios - 3rd Ed. campaign world).
Never topped that... never will... |
| #35Destrier37Jan 17, 2015 17:49:42 | I remember a custom item I gave out back in my 1E days (been a while)... The Chime of the Winds. It could only be wielded by a chaotic aligned character and it produced a random (d100) air / sky spell effect once per day. The list had lots on it like Invisibility, Gust of Wind, etc... The outcome of using the Chime was impossible to predict and usually hilarious. The thief (rogue) kept trying and trying to roll a 00 (Time Stop), but was never able to pull it off. The index card it is listed on is probably still here somewhere packed up with my 1E books.
PS: The Whistler walks by night and knows many things. |
| #36ThreeofSwordsJan 17, 2015 18:56:58 |
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| #37ArtifactJan 17, 2015 18:58:25 | In our 4e campaign, we had some fun with dropped story items. These were unique items (explained in Mordenkainen's Magnificent Emporium) of myth, legend, and fairy tales (like the magic beans in Jack and the Beanstalk). Story items allowed the PCs to overcome or get around an otherwise unpassable obstacle or challenge. In our Runegate setting, where travel from world-to-world (mini-settings) was thje norm, the most common obstacles revolved around the idea of a blocked path or a closed door for instance.
Our DM introduced the idea that gods of travel, Avandra and Fharlanghn carried travel journals in their endless wanderings throughout the many worlds. Every so often, an entry would be lost (fall out, scatter to the winds, as it were). We collected them, here and there, and our ultimate reward was a couple of story items.
That's how he got our attention, by dropping these story-items, video-game style (an aspect we enjoyed and played up). One item, a lantern, emulated the effects of a pathfider story item (revealing an otherwise hidden destination), and the other was a series of scrolls that emulated an Instrument of Planar Passage (which allowed us to pass a portal guardian). Anyway, sorta crazy |
| #38The_StrayJan 18, 2015 9:58:35 | I offered a deck of many things and a wand of wonder in my 3.5 game, but the same character talked the party out of using them both times.
However, in my 4e game I introduced Seeker. Seeker was a living wand, a neural parasite that bonded with its host to give it powers. It was first a wand, then a Witchblade-like gauntlet. It had shadowy powers, and once raised the character it was bonded to from the dead.
I had fun with it, so I introduced it to my current 5e camapign.
Seeker Hailing from the cold depths of Ibhar, the Dark Nebula, this fleshy purple wand sees the world through a single red, tri-lobed eye. It physically bonds to the wielder when it attunes, leeching off the wielder's life force and biology in order to thrive. The wielder has disadvantage on saving throws against disease because of this. However, it also bolsters the wielder's mind, making them immune to being charmed or frightened. If the wielder ever attempts to end attunement with the wand, they take 4d10 psychic damage from the strain of severing the link it forges. Seeker grows warm whenever an aberration is within 120 feet of it. Seeker has 7 charges. It regains 1d6+1 charges daily at midnight. If you expend Seeker's last charge, roll a d20. On a 1, Seeker drains your lifeforce to sustain itself, dealing 4d10 necrotic damage to you.
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