Wonderous Items
Wonderous Items
Like the rest of us I eagerly await the release of the Rivendell sourcebook. However, I am skeptical about one section of the book; magic items. In as much as it containing nothing more the Glamdring, Orcrist and Sting (or other possessed items.) So, I though I would post some of the blades that either are or will (or might) show up in my PbP game.
If anyone else has created any type of special item(s) for their games please feel free to post in this thread.
Caladtegi (Lightbringer)
Type: Long Sword
Craftsmanship: Elven
Bane: Orcs
Qualities: 1) Luminesence, 2) Runes of Victory, 3) Foe Slaying
Caladtegi (Lightbringer)- Forged long ago in Gondolin. The name of the smith and original owner are long lost to the mists of time. This blade has seen use in war almost since it was first quenched. The last known wielder was Arantar, one of Isildur's knights, veteran of the Last Alliance and Champion to the King. Both knight and sword never returned from the Fields of Gladden and its resting place is not known even to this day. Is it in the foul hands of some Orc chieftain, at the bottom of a fen in Gladden or swallowed by Anduin the Great? All that is known is that if it ever returns to the hands of Men it will be a beacon to those Free Folk who continue to fight against The Enemy and his dark forces.
Andcarch (Long Fang)- A finely wrought Elven dagger forged many years ago in Hollin.
Weapon: Dagger*
Damage: 3
Edge: 10
Injury: 12
Enc: 0
* The craft to work these blades is long lost. As such no upgrades are allowed.
Iúyevanwa, The Never Lost:
Forged in an Age long past, the Númenorian blade has been carried by the same House since it was first cooled. This shining steel blade and black handled weapon is very plain, with only a single green polished stone adorning the pummel. Traditionally, Iúyevanwa has been passed down when the Eldest Child is married. As it name implies, the owner who wields the blade always returns home. Even those who fell had their bodies recovered and returned home for proper burial.
You can spend a point of Hope after a successful attack to produce and automatic Piercing Blow.
Dorwin-nautr (Wineland's Gift)- A finely crafted Dorwinion blade.
Weapoon: Sword
Dam: 5
Edge:10
Injury: 18
Enc: 2
Shirt of Mithril Rings-
Enc: 8
Protect: 5d
Requires a Master Smith to alter.
Miruvor (Cordial of the Elves)- A rare and delicious drink that invigorates both body and mind. Even a mouthful will relieve all Weariness.
Lembas (Elven Waybread)-Baked in small cakes and wrapped in leaves to keep in freshness. As long as the wrapping is not removed they can stay fresh for days. One cake will provide the enough sustenance for a Man to march a full day. Lembas also strengthens both body and mind and will help a traveller to continue even when hope is lost.
While travelling reduce the difficulty of fatigue checks by 2.
If anyone else has created any type of special item(s) for their games please feel free to post in this thread.
Caladtegi (Lightbringer)
Type: Long Sword
Craftsmanship: Elven
Bane: Orcs
Qualities: 1) Luminesence, 2) Runes of Victory, 3) Foe Slaying
Caladtegi (Lightbringer)- Forged long ago in Gondolin. The name of the smith and original owner are long lost to the mists of time. This blade has seen use in war almost since it was first quenched. The last known wielder was Arantar, one of Isildur's knights, veteran of the Last Alliance and Champion to the King. Both knight and sword never returned from the Fields of Gladden and its resting place is not known even to this day. Is it in the foul hands of some Orc chieftain, at the bottom of a fen in Gladden or swallowed by Anduin the Great? All that is known is that if it ever returns to the hands of Men it will be a beacon to those Free Folk who continue to fight against The Enemy and his dark forces.
Andcarch (Long Fang)- A finely wrought Elven dagger forged many years ago in Hollin.
Weapon: Dagger*
Damage: 3
Edge: 10
Injury: 12
Enc: 0
* The craft to work these blades is long lost. As such no upgrades are allowed.
Iúyevanwa, The Never Lost:
Forged in an Age long past, the Númenorian blade has been carried by the same House since it was first cooled. This shining steel blade and black handled weapon is very plain, with only a single green polished stone adorning the pummel. Traditionally, Iúyevanwa has been passed down when the Eldest Child is married. As it name implies, the owner who wields the blade always returns home. Even those who fell had their bodies recovered and returned home for proper burial.
You can spend a point of Hope after a successful attack to produce and automatic Piercing Blow.
Dorwin-nautr (Wineland's Gift)- A finely crafted Dorwinion blade.
Weapoon: Sword
Dam: 5
Edge:10
Injury: 18
Enc: 2
Shirt of Mithril Rings-
Enc: 8
Protect: 5d
Requires a Master Smith to alter.
Miruvor (Cordial of the Elves)- A rare and delicious drink that invigorates both body and mind. Even a mouthful will relieve all Weariness.
Lembas (Elven Waybread)-Baked in small cakes and wrapped in leaves to keep in freshness. As long as the wrapping is not removed they can stay fresh for days. One cake will provide the enough sustenance for a Man to march a full day. Lembas also strengthens both body and mind and will help a traveller to continue even when hope is lost.
While travelling reduce the difficulty of fatigue checks by 2.
Last edited by Beran on Wed Jul 23, 2014 8:18 am, edited 6 times in total.
-
- Posts: 370
- Joined: Wed May 15, 2013 1:11 am
Re: Wonderous Items
Oooo I like these Beran - got any more?
-
- Posts: 19
- Joined: Sun Nov 17, 2013 9:02 pm
Re: Wonderous Items
I created a few 'magic' items for my players, just as an additional reward to Treasure, I would secretly roll whenever they got a large amount of Treasure to see if there was anything special, so the items weren't given to everyone at once, but got revealed over the course of different adventures.
I didn't want them to be overpowered, and not weapons as the Virtue Rewards do a good job of enhancing weapons and armour, and all of them have some kind of drawback, as the items have become a little tainted over the years. The degree of corruption on the items was determined by a standard TN14 Wisdom roll when they came into possession of the item.
The first was a silver ring in the shape of a bird and the eye of the bird was a yin/yang style symbol of unknown semi-precious stones. The ring gave the user a +2 to any Song roll. The drawback made the wearer a little wary and distrustful when meeting new people. So during an Encounter if the wearer wanted to use any other skill except Riddle to introduce themselves, he had to pass a TN14 Wisdom roll to use it. If the roll failed then they had to use Riddle to make their introduction and roleplay being a little distant and untrusting.
The second was a silver wolf's head brooch/cloak pin. It gave a +2 to any Hunting roll. The draw back made the character seem more imposing and intimidating to others who met him. So during an Encounter, if the player failed and also rolled a 'Sauron' on the Feat die with an Awe skill check, then the Tolerance would be decreased by an additional point as the character came across as angry or intimidating.
Another was a set of masterwork Dwarven tools, used for fine detailing work; engraving/gem setting/lock picking etc. These were found on the body of a dead dwarf who had succumbed to Dragon Sickness. They gave a +2 to any Craft roll when used for making a small item, or making something look nice, or to pick locks. The drawback was that the player would have to pass a TN20 Wisdom check to give up the tools to someone else, or do everything in his power to get them back if lost/stolen, as there was some residual Dragon Sickness clinging to the tools. Also if he failed a roll when making an item, it would seem to be fine but the curse would pass over to whomever the item was given to, worse if a 'Sauron' was also rolled. My player failed really badly when he first picked up the item.
Other minor items they discovered were gem studded pommels and hand grip bindings attached to very old and broken weapons. They gave a variety of benefits, when fitted to their weapons, rolled randomly, mimicking the benefits of some of the Valour Rewards and others I created myself. One of my players rolled really well so his axe now vibrates gently in the presence of spiders, although they haven't faced any. Yet.
I'm interested to see how they implement special items into the game, and if any will have drawbacks/curses associated with any of them. But I reckon you can do whatever you want as long as they don't make the characters all powerful, or able to just wade through an army of orcs unmolested. Of course any items of power will be sought by any who know about them, for good or evil, so that can make an adventure all on it's own.
I didn't want them to be overpowered, and not weapons as the Virtue Rewards do a good job of enhancing weapons and armour, and all of them have some kind of drawback, as the items have become a little tainted over the years. The degree of corruption on the items was determined by a standard TN14 Wisdom roll when they came into possession of the item.
The first was a silver ring in the shape of a bird and the eye of the bird was a yin/yang style symbol of unknown semi-precious stones. The ring gave the user a +2 to any Song roll. The drawback made the wearer a little wary and distrustful when meeting new people. So during an Encounter if the wearer wanted to use any other skill except Riddle to introduce themselves, he had to pass a TN14 Wisdom roll to use it. If the roll failed then they had to use Riddle to make their introduction and roleplay being a little distant and untrusting.
The second was a silver wolf's head brooch/cloak pin. It gave a +2 to any Hunting roll. The draw back made the character seem more imposing and intimidating to others who met him. So during an Encounter, if the player failed and also rolled a 'Sauron' on the Feat die with an Awe skill check, then the Tolerance would be decreased by an additional point as the character came across as angry or intimidating.
Another was a set of masterwork Dwarven tools, used for fine detailing work; engraving/gem setting/lock picking etc. These were found on the body of a dead dwarf who had succumbed to Dragon Sickness. They gave a +2 to any Craft roll when used for making a small item, or making something look nice, or to pick locks. The drawback was that the player would have to pass a TN20 Wisdom check to give up the tools to someone else, or do everything in his power to get them back if lost/stolen, as there was some residual Dragon Sickness clinging to the tools. Also if he failed a roll when making an item, it would seem to be fine but the curse would pass over to whomever the item was given to, worse if a 'Sauron' was also rolled. My player failed really badly when he first picked up the item.
Other minor items they discovered were gem studded pommels and hand grip bindings attached to very old and broken weapons. They gave a variety of benefits, when fitted to their weapons, rolled randomly, mimicking the benefits of some of the Valour Rewards and others I created myself. One of my players rolled really well so his axe now vibrates gently in the presence of spiders, although they haven't faced any. Yet.
I'm interested to see how they implement special items into the game, and if any will have drawbacks/curses associated with any of them. But I reckon you can do whatever you want as long as they don't make the characters all powerful, or able to just wade through an army of orcs unmolested. Of course any items of power will be sought by any who know about them, for good or evil, so that can make an adventure all on it's own.
Re: Wonderous Items
I really like how you added the ME dichotomy of magic with both good and bad aspects. That is something I don't think I would have thought of. Very nice.
I really like the Never Lost, it's something one of my pbp players came up with.
I've been thinking about adding;
-Miruvor
-Lembas
-Elven cloaks
-Elven Rope
Nothing more, yet, for arms and armour (though I should pop in my idea of mithril mail.)
I really like the Never Lost, it's something one of my pbp players came up with.
I've been thinking about adding;
-Miruvor
-Lembas
-Elven cloaks
-Elven Rope
Nothing more, yet, for arms and armour (though I should pop in my idea of mithril mail.)
Re: Wonderous Items
Lifted from the Additional Rules pdf...
There are trinkets, those whose powers are minor and, largely, inconsequential, and there are magical items that often possess a unique Trait accessible via Hope expenditure.
ELVEN CLOAK
Elven cloaks are of fine make, designed to hide the wearer from unfriendly eyes. At a cost of one point of Hope, the elven cloak's Trait, Chameleon, may be utilised as if the player-hero possessed the Trait.
ENCHANTED JEWELS
Jewels that clasp, and remain so until commanded otherwise, or that retain a perpetual gleam are common forms of enchanted jewellery.
ENCHANTED SHEATH
Any sword placed within an enchanted sheath cannot be broken. Such blades may still be dropped, lost, or otherwise discarded, but so long as the sheath is possessed, and the weapon placed within, no stain or break will mark its surface.
HITHLAIN ROPE
Hithlain ("mist thread") is an Elven material used in the manufacture of rope. It is gray, has a silken texture, and has a slight silvery sheen when viewed in darkness. Hithlain rope is very strong, yet light and slender. Knots tied in hithlain rope can be undone at a whim with a simple tug, yet they hold fast whilst utilized. At a cost of one point of Hope, hithlain rope's Trait, Elven Bound, may be utilized as if the player-hero possessed the Trait.
MAGICAL TRAITS
Chameleon
You are able to blend into your surroundings, merging with, and disappearing into, the surrounding terrain.
Elven Bound
You are capable of restraining a target with tough, secure bonds.
There are trinkets, those whose powers are minor and, largely, inconsequential, and there are magical items that often possess a unique Trait accessible via Hope expenditure.
ELVEN CLOAK
Elven cloaks are of fine make, designed to hide the wearer from unfriendly eyes. At a cost of one point of Hope, the elven cloak's Trait, Chameleon, may be utilised as if the player-hero possessed the Trait.
ENCHANTED JEWELS
Jewels that clasp, and remain so until commanded otherwise, or that retain a perpetual gleam are common forms of enchanted jewellery.
ENCHANTED SHEATH
Any sword placed within an enchanted sheath cannot be broken. Such blades may still be dropped, lost, or otherwise discarded, but so long as the sheath is possessed, and the weapon placed within, no stain or break will mark its surface.
HITHLAIN ROPE
Hithlain ("mist thread") is an Elven material used in the manufacture of rope. It is gray, has a silken texture, and has a slight silvery sheen when viewed in darkness. Hithlain rope is very strong, yet light and slender. Knots tied in hithlain rope can be undone at a whim with a simple tug, yet they hold fast whilst utilized. At a cost of one point of Hope, hithlain rope's Trait, Elven Bound, may be utilized as if the player-hero possessed the Trait.
MAGICAL TRAITS
Chameleon
You are able to blend into your surroundings, merging with, and disappearing into, the surrounding terrain.
Elven Bound
You are capable of restraining a target with tough, secure bonds.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Wonderous Items
Well, there's half my list. Excellent work. I am wondering should Hithlain not also cause a small amount of endurance loss to Shadow creatures that bound up by it as "burns and bites" these type of creatures?
Re: Wonderous Items
Or perhaps reduces Hate or prevents Hate from being spent...Beran wrote:Well, there's half my list. Excellent work. I am wondering should Hithlain not also cause a small amount of endurance loss to Shadow creatures that bound up by it as "burns and bites" these type of creatures?
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
-
- Posts: 370
- Joined: Wed May 15, 2013 1:11 am
Re: Wonderous Items
What about counts as 3 levels lower while bond?zedturtle wrote:Or perhaps reduces Hate or prevents Hate from being spent...Beran wrote:Well, there's half my list. Excellent work. I am wondering should Hithlain not also cause a small amount of endurance loss to Shadow creatures that bound up by it as "burns and bites" these type of creatures?
Re: Wonderous Items
I almost prefer "Attribute Level is halved." since that scales nicely and doesn't create the problem of "The goblin runt has an AL of 2, minus 3 for the rope means what?"poosticks7 wrote:What about counts as 3 levels lower while bond?zedturtle wrote:Or perhaps reduces Hate or prevents Hate from being spent...Beran wrote:Well, there's half my list. Excellent work. I am wondering should Hithlain not also cause a small amount of endurance loss to Shadow creatures that bound up by it as "burns and bites" these type of creatures?
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
-
- Posts: 370
- Joined: Wed May 15, 2013 1:11 am
Re: Wonderous Items
poosticks7 wrote:
What about counts as 3 levels lower while bond?
Yeah good point.zedturtle wrote:I almost prefer "Attribute Level is halved." since that scales nicely and doesn't create the problem of "The goblin runt has an AL of 2, minus 3 for the rope means what?"
Who is online
Users browsing this forum: Google [Bot] and 3 guests