Home > Suggestions

Ambient Loot Suggestions.

You're all likely familiar with the ambient loot that drops on many EFU quests. (Maybe a little too familiar ;)) I plan on making some large additions to the potential drops that each quest spawns, but I thought it'd be neat if the player base chimed in and suggested some of the things that may have been in the back of your heads for a while now. Feel free to suggest anything, so long as it makes sense in the setting, and fits properly within the normal EFU magical item parameters!

Helm-shaped Rock

An awkward, heavy, cumbersome rock shaped roughly like an open-faced helmet.

+5 Concentration -2 Listen -2 Discipline Quadruple the weight too!

Dagger-shaped Rock

An awkward, heavy, cumbersome rock shaped roughly like a dagger.

-1 Slashing Damage +2 Bludgeoning Damage Extra Damage Type: Bludgeoning Quadruple the weight too!

Rock-shaped Rock

An awkward, heavy, cumbersome rock shaped roughly like you'd imagine a rock would look.

(Catapult ammo that has a Call Lightning effects) Quadruple the weight too!

Edit:

Warhammer-shaped Rock

An awkward, heavy, cumbersome rock shaped roughly like a rock, but with a good handle for swingin'.

Attack Penalty: -2 +1d8 Bludgeoning damage Quadruple the weight, too!

Boot-shaped Rocks

An awkward, heavy, cumbersome pair of rocks shaped roughly like a pair of boots.

Move Silently: -10 Discipline: +10 Movement speed reduced 10% Quadruple the weight, too!

Rocks on a stick

A set of huge rocks on a long metal pole. So very that you're likely to flip out and lose control if you try to swing it.

(Dire Mace) Attack Penalty: -3 +1d8 Bludgeoning Damage Bonus Feat: Whirlwind Attack Bonus Feat: Knockdown Quadruple the weight, too! (80lbs.)

Bogg's Wedding Ring -

An old and tarnished gold ring found upon the finger of Bogg's, quite likely Ghail made. However, it has been enchanted slightly, and has on the side a small rune inside a loverheart, crudely carved on.

Light, 1 use/day

Maybe, 20% chance you'll get it from Boggs.

These items are great. Just one request about this thread though (your item is fine, by the way SkillFocusPwn), please do not make items that will give away any secrets or spoilers about any of the scripted quests.

Gladiator's net

A net that is used by gladiators to ensnare their opponents: an item that allows you to cast Slow once

Slaver's net

A net that is meant to ensnare as many creatures as possible: an item that allows you to cast Web once

EDIT: Gonna keep adding to this post instead of making a new one.

Horror's Claws:

Made from the blade-bones of a greater Hook Horror, this two bladed sword instils fear in its wielder's opponents.

+5 Intimidate Able to cast Fear once per day.

Heh, this probably has no chance, but I'm gonna go ahead and try:

The Svirfneblin PUNISHER MK II This is an experimental device created by a gnomish entrepreneur that wanted to outfit the guards in his Dunwarren security company with powerful weaponry that made use of the weave. A few of these weapons can still be found around the area, but they become useless once the charges have been spent.

The item appears as a crossbow without the arc at its tip- it doesn't fire bolts. Instead, it allows the user to fire energy projectiles (Isaac's Lesser Missle Storm <_>) 3-5 times.

Guides

These strange boots seem to have their fronts made to resemble the face of a Deep Hound. The noses on the two beasts occasionally twitch and move, as a scent of new prey or predator is detected.

Ranger only boots that give +2 bonuses to the skills used in tracking.

Shiny Rock -

A Shiny Rock, kept by the Chosen, that can be thrown against the floor to explode in a haze of bright light and flame.

Alchemist's fire effect and blinding.

About 5% chance drop on Chosen, 20% in the box.

Broken drow plate

Once in a while, even the mighty drow of Traensyr succumb to the dangers of the Underdark. This plate once belonged to such a drow, but it is broken and only the most fanatical drow interested man would even consider wearing it in battle, unless to intimidate his foe.

Full plate: AC: 8

Decreased AC Armor modifier: -3 Intimidate +4 Weight Reduction: 10% of weight

Body of Ed.

This is Ed. Ed is dead.

(Usual corpse weight.)

Undead Healing Stick-

A small and odd little rod, useable by anyone, that appears to be capable of giving small outbursts of Negative Energy. It appears to be crudely made, and fits small hands.

Inflict Minor Wounds 20 charge/uses

5% chance Undead Svirfneblin has it, will use it and drop it with whatever's left.

Helm of Unconsciousness

<--- He wears it.

A nondescript wooden helm, offering no real protection against attacks. On its front is a single circle, whose true meaning is lost in the sands of time.

+2 vs. Mind-affecting Spells

(OnEquip, it puts the wearer to sleep, unless Elven. Once the wearer is woken, the helm is removed.)

Bag of Salt

This bag contains a handful of salt, perfect for spicing up that dull fish, preserving rothé beefs, or throwing in other peoples' faces.

- Choking Powder, single use.

Cool that you're asking for player input !! :D

I'll see if I can kick my head into some sort of creative gear to suggest specific items, but in the meantime --

General suggestion I have is more healing/anti-venom/invisibility in objects that are worn (since these stay on you, and thus remain in your quickbar, if you go to negatives).

Wet Cave Smelling Salts This crumbly chip of stalagmite smells of ammonia and can be crumbled under the nose of someone asleep, confused or stunned to make them awake and alert. However, its smell is strong, and often causes nauseau or coughing.

Single Use : Clarity, -2 Constitution, 3/rounds

Magic Eater Husk This fragile husk is rarely formed intact upon the death of a magic eater, as the arcane energy it stores condenses into mass. If a lesser spell is cast upon it, the husk will absorb the spell, which can be released instantaneously at a later time by breaking the husk.

Single Use : Stores a first or second level spell, usable by anyone.

Goblin Fertility Idol

This small stone statue, roughly carved, depicts a male goblin with enlarged genitalia. Such objects are said to increase the chances of conception when placed beneath the marital bed, resting in a shallow bowl of rothemilk.

Definately a kool idea, but how to start? If these ideas suck, I'm sorry. I really dont have any ideas of whats fair and what isnt mechanically.

Cleaver of the Risen Blight Greatsword This sword looks, sounds and smells evil. Only usable by evil. Enhancement Penalty -2 Charisma Damage Bonus 2 Negative Energy

Reaver of the Sea Maiden Longsword This sword exudes a slight cold aura and is very cold to the touch. Damage Bonus 2 Cold Damage Vulnerability Fire 5%

Revenge of Bahamut Staff The end of this staff is decorated as if to represent a dragon. Cast Spell - Bless Weapon 1 charge Cast Spell - Searing Light 2 charges Charges 7 Only usable by Good

Light of Day Mace The head of this mace seems as if it is only a ball of light. No Physical Damage 2 Divine Damage +2d6 Divine Damage vrs Undead AC -1 (cant block with it, well maybe) Only Usable by Good

Heavy Overcoat Clothing/Robe This is a heavy coat that is great for wintertime. Damage Resistance Cold 5/- Damage Vulnerability Fire 5%

On the whole, the loot in EFU is perfect. The only thing I would think is very important: Make something that casts Bless Weapon for Clerics (divine wand maybe?), because I can't think of one good reason IC why a cleric of Lathander/Kelemvor/Sehanine can't make their weapon stronger against undead while a Paladin of Chauntea can. (sorry about that slight rant against the OOCness of Bioware/Atari) Anyway, the loot is great. And um, Alignment onlys are very good. Too bad there is no diety only equips, that would be perfect.

Powerful Bow

This bow is made with a stronger pull, but requires more time to draw back an arrow and aim.

Mighty +1, AC -1 Mighty +2, AC -1 Mighty +3, AC -2 Mighty +4, AC -2

Vial of slime

This glass vial seems to contain a living slime, shifting and twisting within.

Summon Creature (various levels) with ooze/slime theme

Claw Bracers

A nasty looking pair of claw bracers with serrated, slightly curving blades.

((OOC: You will not be able to use a shield while wearing these. You should also not use UMD to wear them or wear them if you are a monk.))

Damage bonus: 1d6 slashing Skill bonus: Intimidate +1 Bonus feat: Improved Unarmed Strike Only Usable By: Fighter, Ranger, Barbarian

[Anthee's notes: The damage bonus is relatively high, but I'd like to see something like this to be a valid alternative to two-handed weapons or two weapons, since you're not getting 1.5 times the strength bonus to damage or an extra attack or even decent critical hits. The bonus feat is there because you're not really unarmed.]

Boar Totem

A crude granite statuette carved in the resemblance of an angry deep pig.

Charges: 3 Bull's Strength (3) 1 charge/use Only Usable By: Barbarian, Ranger

Deep Prowler Totem

Carved out of a smooth, black stone, this statuette depicts a stealthy deep prowler.

Charges: 3 Cat's Grace (3) 1 charge/use Only Usable By: Barbarian, Ranger

Rothe Totem

This statuette, carved out of a coarse, dark stone, seems to depict a powerfully built deep rothe.

Charges: 3 Endurance (3) 1 charge/use Only Usable By: Barbarian, Ranger

Stone Lizard Totem

Some exceptionally hard stone has been used to carve this grey stone lizard statuette. How such a material has been used to produce such an accurate depiction is a mystery.

Charges: 3 Barkskin (3) 1 charge/use Only Usable By: Barbarian, Ranger

Bloodcaller Arrows

The razor-sharp tips of these enchanted arrows glow softly with a red hue. If you touch the tip with your finger, you can feel blood rushing down your arteries towards it.

OnHit: Wounding

The suggestions are awesome, but please take into account the things you've seen before, and make sure your suggests are roughly in line.

Unlimited uses Flesh to Stone. :P

Ridiculously over-powered suggestions will be summarily deleted. Please don't waste time suggesting them.

One of my old CoA characters used a morningstar called One of Many (+1, +3 Discipline, +1 Electrical). I think I lesser version of this, probably with the enchancement +1 removed would be a nice treat to hand out- Maybe it was just the character in question, but I found it extremely flavourful.

Well if you're going to suggest how the eyes of a Gorgon recharge overnight I'm all ears :wink: It wasn't exactally my idea I know it's ridicoulous but I can't think of how the Gorgon's head would recharge overnight or something to that extent.

Mage's Diploma

An off-white faded scroll proving the arcane prowess of some unknown mage. It has a minor enchantment used to help the aspiring wizard during late night study sessions.

Charges: 3

Fox's Cunning (10) 2 charges/use

Experimental Compactor Box

A mind-alteringly efficient way of packing even the heaviest of objects into a smaller space to save weight, the Compactor Box is unfortunately a very heavy object itself.

(Reduces the weight of items by 90%. Weighs 100lbs. itself.)

Locking Gauntlets

Sturdy steel gauntlets designed to lock onto a held weapon and not let go. Alternatively very handy for knocking heads around without a weapon. Regrettably, they can be somewhat cumbersome.

Discipline: +2 Damage Bonus: +2 Bludgeoning damage Attack Penalty: -1

Granite Lizard Figurine: This tiny figurine is carved entirely from a solid piece of granite to resemble a six legged stone lizard. It is remarkably lifelike in all ways a small difficult to decipher script wraps around the lizard's neck as if it were a collar.

When identified the user discovers that the script is an ancient elven dialect that predates the Crown Wars.

Use by elf only. OnUse Special Power

Using this statue summons a Stone Lizard Henchman.

Edit: Mistell

Because I can't find the Curio Shop thread... (most like for all the good it did):

Book of Terrible Stories and Songs

A volume of tales scribed during the ill-fated Story Competition on Uktar 11, 1373. While the stories are not terrible in the sense that they are obscenely frightening, when read aloud, they do have the tendency to strike horror and in some cases sheer disgust at the ineptitude of the feeble author who most likely pulled the story straight from his nether regions in hopes of winning something special. It was later rumoured, when all was said and done, good Reduskan's goblin butler deliberately drank poison to escape the verbal torture following a series of particularly awful performances.

Fear 1/day

Adding a few of these into the module today. Keep your eyes open!

Here are my suggestions, the stats are just suggestions - I suppose alot of things could fit.

Battleaxe: "Axe of The Zurkh"

Description: Created some decades ago by Duergars tired of tiresome druids who meddled with their affairs. They set out to eliminate the ones "sitting on the fence" and thus the phrase "pick a side" is neatly carved into the long zurkwood ornamented shaft.

The fate of the group is debated however, some say they were slain by malarites and others say they simply started arguing amongst themselves. One thing is known: several of these axes have passed through dirty hands in the underdark.

+attack vs neutral targets and usable by good or evil

Battleaxe: "Elven Singing Axe"

Description: A gold ornamented axe, it sings as you swing through the air and seems to resonate loudly when it hits anything metallic.

The tale of these blades are long lost but each one of them are marked by elven blacksmiths from across the realms. It is suspected they found their way down with an elven raiding party or perhaps stolen by the drow. When the debate comes to when the elves would craft axes or not some would suspect these are weapons belonging to worshipers of Corellon Larethian.

- sonic resistance or - sonic saves +1 sonic damage or perhaps sound burst spell?

Random Funky Looking Armour: "Mixed Armour Set" Description: Held together by straps and strings, this armour is fashioned by some crafty fellow. Chainmail, plate, scale and leather is mixed in an ingenious fashion and the belt holds odd buttons with pictures of daggers upon them.

Upon closer examination you can see the belts across the chest hold several darts in springs ready to shot out at any unwary enemy upon a press of a button. Gnomish design at its best.

The ability to cast quillfire X number of times.

Cloak: "Rag-Tag Cloak" Description: This cloak is patched together by several shirts, shorts and other odd garments usually belonging to rascals off the street. It is said they are worn by the older members of gangs that prove themselves by beating up the younger ones and fashioning these cloaks, literally using the poor young ones shorts.

Ac bonus versus lawfull? Or maybe save vs fear? Perhaps intimidate bonus.

An extremly silly looking armour! : "Kara-Turan Parade Set" Description: The "Eagle Claw"-brigade of Kara-Tur was once famous for their constant number of 336 soldiers ready at arms, always having a reserve to replace any fallen or members going into reteriment. Once a month they'd line up outside the headquarters and start marching in diffrent patterns, creating beautiful images and symbols that could be observed by the local lord from his nearby tower. Some debated if they were really such an elite of a battle unit, but atleast they wore pretty colours.

.. It would just look silly.

Longsword: "Blade of a War Maker" Description: These blades are fashioned in a way such that when they're run through a man they will hook into his inside and rip it out as the lounger draws the sword out.

The history of them are more gruesome however - they are fashioned by Orog cultists off the underdark, dark blades dedicated to Ilneval, lieutenant of Gruumsh, a war god on his own and a fearsome warrior. Using such a blade against his own kind would surley thwart him.

- will save perhaps and + piercing damage or massive criticals?

Greatsword: "Club Sword" Description: Somewhat rusty and heavy, this greatsword would serve well to be used in a more club-like fashion than cleaving.

Rumour has it they were found amongst a crazy half-orc bandit gang who used them with the phrase "smash jus face!" and then would proceed to smash your face.

1 point of blud. damage?

I don't know if they're overpowered or useless, but they'd be cool!

Catskin Leathers

Leather Armor OnHit: Resistance (3)

Please please PLEASE script enchanted lodestones (stones cursed to be undroppable, about 50 lbs, can be dropped after remove curse spell) just to annoy all those loot-scrapers. :P

Hungry Rat Hide Plain rat hide armor until you eat a piece of cheese. +1 AC +1 hide for short duration

Main-gauche

The bravo's second-best best-friend; its well-worn hilt accomodating to many a style and grip, most often held in one's off-hand. Wielded by a Master Swordsman, this modest weapon is as a steely shield against all attacks.

Dagger

+3 Parry

Shield of Hinkind

While appearing the same on the exterior as other shields of this variety, these specially made shields were built with small folk in mind. Heavy gauge leather has replaced the metal armbands typically used to hold it to a combatants arm. Additionally, the typical metal trim on the outside has been replaced with hardened bamboo further reducing the weight.

AC: +2 shield (which is the standard for large shields) Base Item: Large Shield Useable by: Halfling and Gnome Feats required: Shield Proficiency

Bonus':15% reduction in weight

Weight: 10.2 lbs.

Umber Hulk Hide Armor Base Item: Studded leather armor, Hide armor

A bluish armor that is exceptionally tough.It seems to be made from the hide of an Umber Hulk

+1 AC Saving Throw Bonus: Mind Affecting(+1)

Spider Silk Shirt Base Item:Clothing

A very soft, and comfortable shirt that you swear allows you to move faster

Immunity:Specific Spell:Web Saving Throw Bonus:Reflex(+1) Skill Bonus: tumble(+2)

Nostalgia time:

Cursed Berserker Great Sword

This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even after the battle-fury has ended, this sword can only be removed via an exorcism using a remove curse spell.

Abilities: Damage Bonus: Slashing [1d8 Damage] Decreased Ability Score: Wisdom [-2]

When the wielder engages combat, a script puts him under a confusion-like effect in which the character attacks randomly and the player cannot control him. The wielder may calm down when he doesn't feel threatened (i.e. very few or no hostiles remaining/no weapons in sight/etc).

Jafar's Turban.

Some stupid looking helmet.

"This is the lost turban of Jafar. It smells of pie. Pie makes people happy."

-2 concentration +2 appraise

Claws of Talona Gauntlet (Magical) These lightly enchanted gloves are highly sought after by aspiring assassins. They protect against poisons, making them easier to handle.

Bonus Feat: Poison Use Save Bonus: +4 vs. Poison

Assassin's Elbow Kukri (Nonmagical) Though oddly named, the Assassin's Elbow is a formidable weapon. The blade is of incredible quality, being light in weight but dangerously sharp and thin enough to slide between the plates of even the toughest armor.

Attack Bonus: +2 Reduced Weight: 80% Extra Damage Type: Piercing

Kobold Fiddle Miscellaneous (Magical) Of all the instruments, the fiddle is undoubtedly the most favored among kobolds. This particular specimen has been enchanted to help the user escape from all kinds of dangerous situations.

Charges: 5 Spell: Expeditious Retreat (1)(2 charges/use) Only Usable By: Bard

Rat Flute Miscellaneous (Magical) Folklore is replete with tales of mysterious pipers who free a town from a plague of rats. Most likely, the musician in question was armed with one of these magical flutes, which can entice rodents into following the player.

Spell: Summon Monster I (3)(Dire Rat) (1 use/day) Only Usable By: Bard

Drow Pwaifi ? Base item: Cloak A tattered cloak which once belonged to one of the lesser Houses of a Drow city, small strands of spidersilk are woven into the fearsome garment. Although most of it's powerful enchantments are long gone the mere sight of someone wearing this cloak is enough to strike fear into the hearts of any who see it.

Charges: 5 Skill bonus:+3 intimidate Skill bonus: +3 hide Cast Spell: Web 1 charge per use

A large chunk of meat, flavored with spices. When tossed onto the ground; you will soon find animals attracted to the meat and do whatever is demanded of them in the hope it will soon be theirs.

Single Use: Summon Creature (Animal School) up to fifth circle summons.

Solidified "The Stew"

A suit composed of a strange, unidentifiable material sewn together with cloth. Although the smell is horrible, it's unusual sustance is, although a little less solid than one might hope, thick enough to block blades or soften blows.

Base Item: Leather Armour Special Properties: +2 to AC, -2 to Charisma, -2 to Hide, +2 to Animal Empathy

--Dark Edge--(great axe) 1-6 massive critical 2 damage negative energy -3 wisdom -1 charisma Weight reduction 80% Rare loot

An axe which has the weave of negative energy in it and is also exceptionally sharp ...however it does have some slight enchantments which cloud the mind. --Laser gun-- (seriously) ((wand or crossbow)) Gnomish experimental device fires any RAY like energy such as negative energy ray, searing light( is that a ray??) etc.. 5-10 charges Quite rare loot

--Smelly turd-- Grenade weapon (you can have different types of turd such as rothe turd or rat turd which does different disease) on hit causes disease 1d20 (anytype that is approprite)

Harp of Doom Casts doom on enemy of choice Only useable by evil characters 5-10 charges An evil enchanted harp by --some god-- (whichever you feel is relevent) that is used to doom its listener etc

hope this is helpful...(most likely not...*sigh*)

Here are a few ideas i've kicked around. It very well may be these (or something quite similar) exist already. They might also need some balance I bet. You guys would know better than me!

Shepard's Crook

Quarterstaff

Worn smooth by numberless users, this simple staff has been used to herd Rothe for generations.

+5 Animal Empathy Single Use: Hold Animal

Truth or Lyre

Musical Instrument

This enchanted harp has an enlightening effect on its player, giving them greater insight in choice situations.

Only Usable by: Bard

Either (depending on balance/rarity desired): a) 5 charges. 1 Charge/Use: Owls Wisdom (3) 1 Charge/Use: Fox's Cunning (3)

or

b) Single Use: True Sight

Gnomish Hearing Helm

Helmet

This intricate and oddly designed helm can amplify the wearer's hearing beyond most practical means.

+5 Listen -3 Concentration 25% Sonic Vulnerability Single Use: Amplify (1)

Quicksilver Ring

This ring is slimy and feels like it could be ripped apart easily. It can easily melt if to much magic is placed on it. But it possess a few abilities to it remain, before it can ruin the owner.

Abilities:

Spell Resistance 12 Decreased Intellect -2 Decreased Wisdom -4 Spell Faliure 30% Decreased AC versus Allignment Chaotic -7 Cast Spell Once: Polymorphself -------

Cloak of Doppleganger

This cloak was forged from the skin of a killed Deep Doppleganger, one of the more vicious inhabitants of the Underdark, how they got there or why they are there is unknown. This Cloak now blesses the wearer with the abilities of the Doppleganger, but it can only be used three times before the Cloak looses it's magical abilities.

Abilities (includes two new abilities):

+1 to Charisma +2 to Hide +2 to Move Silently

New abilities...

Copy Build (click on a particular Sanctuarian, or other creature) to store it in your mind. Use Build (after storing build you can impliment it and become a replica of the copied person. You recive all their abilites and visible equipment, but it is treated like a polymorph. Therefore you can not exchange their weapons for your own or vice versa. This can be cancelled after a time.) Lasts up to two and a half IG days.

I'm sure a series of weapons could be created along these lines. No Damage does not remove bonus damage from strength, and the elemental damage will still accrue as normal.

Murder Sickle: A sacrificial blade used by the cults of Urdlen. The weapon is made from polished bones, honed to a supernaturally sharp edge and enchanted in an unholy ritual that makes them as hard as steel.

No Damage +2 AB vs Gnomes 1d6 Negative Energy

Aura Blade: A sacred weapon utilized by knightly orders of paladins sworn to hunt the undead. Each blade bears the holy symbol of the paladin who wields it. The symbol magically appears when the blade is touched by a paladin and glows with a gentle golden glow.

No Damage Useable By Paladins 1d8 Positive Energy Damage +1 AB vs Undead Yellow Light: 5 foot radius

Kossuth's Bastard: This weapon is sheathed in flames and heavier than a normal bastard sword, but is often coveted by priests of the Fire Lord.

No Damage 1d10 Fire Damage Flaming Weapon Appearance Weight Increase 110%

Swivniblim Oracle

An unusual device made by the Swivniblim. It is capable of foreseeing the furture, but may only answer simple questions regarding it. When asked, it's appearence changes to resemble that of a black sphere with a small white patch on top.

When used, randomly displays the text of either Yes No Ask again later

Lathanders Blessing

This morning star his been enchanted with a little of the Morning Lords Power

only useable by Good only useable by Lawful

+ 1 to Heal Massive Criticals 1D4: Evil

Robed Armor

High quality, durable robes and an armor type combined. Robes connected to the armor and not transferable. Worn over the armor, concealing light armor types completely.

Same weight, AC and modifiers as the armor underneath.

Item: Robes (modified)

// Can be dyed for RP purposes, and effectively obscures OOC visual identification of PC class. Also great for disguises and nasty surprises. //

A shattered blade. (Longsword)

Whether this blade was once the most finely forged one in the underdark, or the worst, is completely unknown. What is known is that it is a shattered wreck, but those pieces of rusty Shrapnal look volatile.

No damage. Damage penalty -5 On Hit 5% Chance of Disease of Fever (con reduction)

Drowskin Cloak

A Drowskin cloak is made of multiple tanned skins of the evil elven subrace, the Drow, stitched together with their silvery white hair; these 'hides' still contain some of the powerful Spell Resisting magics that their race is renown for.

However, donning such an vile creation causes great distress in those the wearer interacts with and due to the corruptive nature of its origins, such a cloak can never be worn by somebody of good intentions.

Decreased Ability Score: Charisma -2 Skill Bonus: Intimidate +2 Spell Resistance: 12 Damage Vulnerability: Divine 25% Use Limitation: Neutral, Evil

Tymora's Ward

This small amulet is in the shape of a silver coin, bearing the symbol of Tymora. On it's back, it bears several runes of protection and warding. The amulet bestows upon the wearer the protection of Tymora, the Smiling Lady - who would not let her powers be used by anyone of Evil intent. The amulet is designed to ward off evil creatures, and protect from the prying eyes of any foes.

Armor Class Bonus vs Evil: +1 Skill bonus: Hide +2 Skill bonus: Move Silently +2 Not useable by: Evil

//or any variation thereof. There's umptyeleven variations on the Theme "plus-to-hide-and-move-silently-and-AC-if-you're-evil" amulets, but few or no options if you're not Evil.

Camouflage Small Shield

This small shield has been constructed with "soft" materials covering metal details and wood, and darkned in colour. It also bears some magical enchantments to help it blend in with the surroundings. Correctly used, this shield is both a good buckler and an aid for those who wish to remain unseen.

Small Shield Skill bonus: Hide +2 Skill bonus: Parry +1 Only Useable by: Rogue Only Useable by: Ranger Only Useable by: Fighter Only Useable by: Barbarian Only Useable by: Druid Only Useable by: Bard

// EDIT: he, didnt see any like this before today, and today I saw two variants. :p

A flash powder that cause immediate blindness for 2 or 4 seconds, in a small radius of area.

A Rusty Cutlass [scimitar]

This well worn but still serviceable cutlass, probably the weapon of a long dead sailor, has a patina of rust covering its notched & pitted heavy blade. Somehow this blade had found its way into the underdark, probably brought down by the Koa-Toans from one of their slaving raids on the surface seas.

- 1 to hit

+1 to Parry +1 to tumble

Massive Criticals 2 damage due to the serrated and notched blade.

Usable only by Rogues, Bards & Fighters

A natural features like a small rock, a leaf or a water flask from a toten for Hins.

+2 Will save

maybe droped in goblins, orcs etc

from "http://forgottenrealms.wikia.com/wiki/Ghostwise_halfling" :

"Many clans designate a natural feature – a distinctive rock, a lightning-struck tree, a stretch of a particular stream – as the center of their territory and base their wanderings on their relative distance from this place. Some clans carry a tiny portion of this central feature with them as they travel, to reinforce their spiritual connection with their territory and their homeland. Such tokens might take the form of clay vials filled with stream water, small leather pouches filled with dirt from a specific spot, small bits of rock broken from a boulder and worn as a necklace, or even bits of tree bark carried in the hollowed end of a deer's antler.

Among these clans, such tokens are considered a scared charge: To lose or misplace one is a mistake requiring that the transgressor atone in a manner designated by the clan leader. "

Tymora's Tits Medium-Loot Breastplate Sold by merchants, found in high or medium chests, and seldom on dead adventurers. Con Artists sell the same item, but with less potent enchantments, or no enchantments at all.

This rather ugly armour is coloured with green, blue, red, brown, silver, and black, but it only emenates one colour-an extremley bright white light, originating from the crest in the middle of the shabby breastplate.

Based off the popular saying, Tymora's Tits are everything any beginning or veteran adventure could ever want. It creates light, protects (the chest) much more than the mundane suits of armour, and on top of all that, it's lighter than mithral.

AC Bonus +1 Damage Vulnerabilty: Bludgeoning -3 Base Item Wieght Reduction: 60% or 80% White Light 15 Metres___________________

Groundfire Magering

This slightly magical ring is extremley hot to the touch, to the point where the heat is hardly tolerable. Runes are engraved deep in the ring, glowing a light, majestic crimson.

Charges-10 Ring______

Burning Hands 5 Charges a Use Low Light:Red_______

Rare ring found in 'Wizard' Regions and on magical figures.

boots of dashing downside.

uses

Haste 1/day 5th caster lvl

effect- although it gives haste. as soon as the effect of haste runs out the wearer is inflicted with slow casted by a 5th lvl caster.

Armor of the dead.

While this armor seems to be made of the bones of the undead, it looks extremely breakable, the only reason a person would where this is either to creep out people by stinking to high heaven, or the resistance it has to negative energies.

((class, half plate))

-2ac -1 charisma +3 saving throws against negative energies.

Legendary ((Weapon/Armour))

This (ex.)warhammer is absolutley stunning in every way in looks, but no magic-powerful or light-emenates from it whatsoever. It doesn't seem as powerful as the merchant advertised.

Damage Penalty -3 Warhammer Cost: 300 Gold

Bought from Shady Merchants every where... Note:If it's possible, let the item be bought via conversation, not the normal shops. It'll be slightly harder, but it will stop the character from finding out what it does. The coversation would go like this: "You want to see a powerful item?" "Sure." [Legendary Item's Description] (Buy's item, identifies it-the Shady Merchant does that too for 150 Gold)

Dwarven Runestaff

These staves are used by dwarves for purposes of magic and spellweaving, although only dwarven mages themselves would know their exact use. The staff itself is inscribed with many runeverses and holds some enchantments.

Only Usable by: Wizard, Bard, Sorcerer Only Usable by: Dwarf Skill bonus: Lore (+3) Skill bonus: Spellcraft (+3) Usable 1/day: Some type of cantrip

Camouflage paint

This is a set of some type of paint, including green, brown, black, gray, and blue. The paints are made out of some mushroom substance, and will quickly cease to function as camouflage as they dry or you start to perspire. Sets of this type are common amongst rangers, assassins and thieves alike.

1 Charge/use: Camouflage 3 Charges

// perhaps we could see some more "generic" loot - just, y'know, generic leather armours/chainmails/swords/whatever, ammunition, and things like that? It doesn't have to be magical to be loot, and it would add a nice touch.

Name: (some NPC's name) gutrot Description: This 'drink' looks thick as mud, and smells like alchemist fire. It is perhaps the most volatile thing ever thought of to put inside ones body.

Effect: If alchohol save is made, endurance(whatever level). If alchohol save is failed, inflicts constitution decrease as if it were poison.

Possibly be single use alchemist fire if the above is too complicated/hard to script.

http://img443.imageshack.us/my.php?image=koboldtoiletog9.jpg

Gonna go ahead and suggest a series of Lesser <Race> Toilets based on the particular quest. Also, please create a summoning theme based on excrement.

Also: Ring of the Courteous Magocracy Item type: Ring Effects: +2 Lore, +2 Spellcraft, -4 Concentration

To a low-born wizard of independant means, the unique experience of growing up in a magocracy is impossible to reach. This ring, designed so that wizards would be privy to the ways of such societies, provides what are essentially arcane crib-notes. The underlying concept, however, is a little forceful, and can tend to distract the wearer from the actual spells he or she is casting.

(OOC: Do not wear this ring if you have the feat Courteous Magocracy!)

Thank you.

This could be sold at some stores, but it seems like as loot it would be nice.

Name: Tack Bag

Description: This bag of tacks is fashioned so it won't break apart without hitting something. It can be hurled like a sling bullet and when it hits the target tacks fly out of it. However since the bag is not hardened like a normal bullet it does minimal damage on impact.

Properties: -5 damage on hit caltrops

New grenade-like item. Spiked net. Reflex save or be entangled, 1 point of physical damage per round of entanglement, duration left up to discretion of builders.

"The Net"

Sacred to Followers of Eldath, this item can entangle opponents holding them in place for them to get away.

Launcher, Sling, -4 dmg.

Item, Bullet, on hit special effect entangle.

Noxiouse Gas

Throw it and a gas appears and you have to make a fort save against poision or fall under the affect of sleep.

-the Evil stick

Once per day, the owner of this coveted item can wand any target to make it detect as evil.

Ice Mushroom / Fire Mushroom

These mushrooms have been enchanted to give an animal companion an edge by enabling its attacks to be infused with the element of choice for a brief time. One use.

Rune Stone

This stone has been imbued with magic capable of granting a familiar some protection against death, a great boon to arcanists too fearful to summon their familiars most of the time. 2d8 Temporary HP, one use.

Bloody Knife Dagger

Some men think a keen mind is a man's greatest asset. The creator of this weapon probably disagreed. Shelgrin's Persistant Blade, one use.

Shield of Universal Protection Large Shield

There were once whispers of an unknown slave destroying a Thayan enclave on the surface many years ago. It is said he carried with him only a sword and a shield, and when his fellows told him the shield would not protect him against their spells, he simply replied, "It will do." While these rumors may or may not be true, an item such as this gives them some merit. Spell Resistance (3, or some other low number), one use.

Opportunist's Chainmail Chainmail

Making full plate is costly. Enchanting lesser armors permanently is even more costly. For those who do not wish to spend their entire fortune on a suit of armor they will only truly rely on once or twice in their lifetime, or dislike the weight the platemail but still require similar protection, these suits have become a welcomed alternative. Magic Vestment (6), 5 charges.

Wooden Breastplate Breastplate

This odd suit of breastplate has been masterfully made entirely out of wood and leather. A strange herbal tincture has been applied to preserve and harden it against attacks, but even so, it is a poor replacement for a similar armor made out of metal. -1 AC.

Chitin Sword. Scimitar

This 'sword' is the recycled leg of a sword spider, preserved by some sort of herbal tincture. A grip has been carved into the bottom of the weapon. The intent of the device is clear, of course, even if the medium is somewhat odd. -1 Damage, +2 Attack vs Animal, +2 Attack vs. Vermin, +2 Animal Empathy.

A piece of Coal-found when you slay Fire element

Summoning reagent for fire elementals.

(Yes, I know I am spelling it wrong. An alternative to these masks could simply use the bubbleberries in a PC's inventory, with the mask having unlimited uses per day, but that may be more difficult to script.)

Name: Lolbildopoop's Trader Mask

Description: Given to favored traders who frequent the markets of Lolbildopoop, the mouthpiece of this scaly mask is packed with bubbleberries, which allow the wearer to make short trips through the underwater sections of the city. It stinks of seaweed and rotting fish.

Attributes:

Ability Penalty: Charisma -2 On Use: Bubbleberries 1 charge per use Charges: 10

Name: Lolbildopoop's Ambassador's Mask

Description: These scaly masks are given only to the current drow ambassador to Lolbildopoop and members of her staff. The mouthpiece has an opening which allows the wearer to put fresh lungroot inside the compartment after each use.

Attributes:

Ability Penalty: Charisma -2 On Use: Bubbleberries 3 uses per day Only usable by: Elf

Brute's Brain Tonic

Required class: Barbarian(If this can't be done on a potion, maybe a merchant who only sells to barbarians)

Fox's Cunning potion with a poison that reduces your wisdom for the duration.

Not much of a real mechanical advantage to it, except for lulz when a Babarian downs a brain tonic to understand something simple.

A Defensive Longbow ( +1 AC Deflection ) just like the shortbow equivalent.

That's all. ;)

Wooden weapons

Extra Damage Type: Bludgeoning Damage Penalty: -1 Item Weight Reduction: 50%

Enchanted Sheath

An ornate red sheath covered in magic runes, this sheath seems to be able to fit any type of sword. Any blades drawn from this sheath will gain a slight advantage in combat, depending on how they are drawn.

Charges: 3 Cast Spell: Keen Edge (3 charges) Cast Spell: Flame Weapon (2 charges) Cast Spell: Magic Weapon (1 charge)

Bag of glowing moss

Grenade type

A small, non-descript cloth bag. When thrown hard enough against an object, it will break open in flight and cover the target in a bright, bio-luminescent fungus.

(Thrown like a grenade, puts a temporary light effect [2 minutes?] on the target of a random color)

Exploding Torch

Torch

A simple-looking torch, concealing a dangerous secret; inside the brittle base of the torch is a flammable mineral that emits a flash of light when ignited. If the torch is broken on a surface, it will act as a warning signal or, if necessary, a deterrent to attackers.

Cast Spell: Flare (One Use)

Unholy water. Water enchanted by whatever Malign deity is out there. (Evil only) Heal undead 1d4

Silver Dusted Sling

This sling has a few pinches of what looks to be a silvery powder in the satchel.

+1 AB vs shapechangers -1 AB (Just to be fair so you don't get too much AB as dex builds can tend to get)

Tired, so this may not all make sense.

Two items, the first is given out by the DM, the second given by the DM to the holder of the first that spends some coin, some time, and makes a lore roll to successfully study the item.

Ancient Scroll of Puissant Skill at Arms

(// OOC - the name will change depending on the feat given //)

Description - This ancient scroll is written in archaic script, and describes combat techniques in a manner that even a beginner can fathom, but due to it's age and fragility, it appears as though it wont survive being studied more than once.

(// OOC disclaimer here about how to use it //)

And after being studied, lore roll of some predetermined DC, some gold, and some time:

Ancient Scroll of Puissant Skill at Arms

Description - This item now represents the successful study of the aforementioned scroll.

Item Properties:

Undroppable Bonus Feat - Whatever combat feat the DMs want to hand out. In this instance, Weapon Focus - Something.

There you have it. Kind of like the scrolls that they study in the martial arts movies to become wicked at kung fu.

A Black Powder Bag

A grenade like black bag that explodes and cause darkness for a in game 4 rounds or a bit more.

[]s tooh

Rothe wool

This wool is from a rothe and might be sold to your local tailor.

Spider silk ball

Cast web spell, one use.

Magister's suggestions should require an epic montage.

Undead Pieces

I know they already drop knuckles, and those are useless. This would be like breaking an automaton and getting it's weapon, or it's arm.

Undead Arm:

A long, bony arm. Almost useless in combat, but truly terrifying to behold.

1d4 +4 to Intimidate

We've already got the skull mask.

Rib Cage

A skeletal ribcage, it can be carried as a shield.

+1 or 2 to slashing AC -2 or3 to Piercing AC +2 Intimidate

All I've got.

dragon

Enchanted Funny Bone.

An enchanted humanoid humerus that doubles as a decent club. It is clearly the work of an enchanter with a dark sense of humour, as it can pass on an infectious laughter when broken over someone's head.

Tasha's Hideous Laughter: 1 use

Stone Lizard Leather Armor:

+ X to Hide + X to AC

Ointment of Obfuscation: a small pot of gel that can be ussed on another person to grant invisibility.

Single Use: Invisibility

The Goblin Gun

Crossbow 1D8 + 1D4 vs goblins

True strike Once per day

Druid moss

Moss that grows -real- fast and can bind the feet of charging foes.

Entangle effect (like tanglefoot bag.)

Slimy Frog Toy

This weird frog is covered in a smelly, unidentifiable, slick green mucus. When squeezed, a strange black greasy substance seems to fly out of the frog's mouth.

Miscellaneous Small, three charges, grease for one charge.

Blessed <weapon type here>:

This <weapon type> has been blessed by a preist of one of the Triad: Tyr, Torm, and Ilmater. Because of the priet's blessings, it radiates a bright, holy light.

Effects: +1 Enchantment +1 against undead +1 VS evil -2 hide white light (bright)

Cat's Eye Blade (or just the remnants of a hilt & handle)

Description: What appears to be a cat's eye stares out from the hilt of this old sword. You have the strangest urge to hold it up and shout something... (OOC: Have your character say/shout "Give me sight beyond sight" when using See Invisible, or "Hooooooo!" when using Magic Weapon.

Effects: Magic Weapon 1/day See Invisible 1/day

Lizard on a stick: A long thin stalagmite with a dead lizard tied onto the end, dont ask why, but I guess you can use it to attract a small mammal or two Single use Summon Creature I

Bladed Gauntlets:A pair of gauntlets with two painful jagged blades protruding from the hands +1d4 slashing damage

Ward Cestus:A leather glove with a heavy lead weight sewn into the back of the hand and fist that can not only aid in protection, but also deliver a painful punch +1d4 Blunt +1 shield AC Useable:monk

Spell shield:An ordinary wooden shield with a small scrap of parchment sewn into the back so as an extra spell could be scribed on the back Small shield +10& spell failure(to zero it out) 1 first circle wizard spell slot

Doctor's Bedroll This extremely comfy bedroll can be used by the wise to speed up the process of healing of an individual, so that he feels much more rejuvinated after sleeping on this.

Medicinal Herbs 1 use/day

Wand of Fairy Fire

A small mushroom shaped wand with several gaudy glass beads embedded on the head. When the wand is activated, it causes target to be highlighted in a nimbus of colorful light.

One Use Special Property

This script would create the fairy fire effect.

http://nwvault.ign.com/View.php?view=Scripts.Detail&id=3452

I'd also suggest, if desired that fairy fire come with a -1 to Dodge AC and -10 to Hide, since its much harder to avoid a blow when you're glowing brightly for the duration of the effect.

If anyone wanted to add the idea, but lacked the time to finish the script up to work accordingly to the penalties of being so affected, I'd work that out. It'd only take about ten extra minutes, but I am posting this on my way to work.

Monk Tattoos

These would use the clothing armor base that is a naked chest with a tattoo and poofy pants.

"This mystical tattoo is used by XXX tradition. Monks who gain these markings are often the most dedicated of their dojo or monastery. As long as the tattoo is visible, the monk gains mystical bonuses drawn from a link between their inner ki and the subtle forms of the tattoo itself as the monk moves, bends, and sways during combat."

Various tattoos could be made for various monastic traditions:

Monks of the Old Order - +1 Dodge AC Monks of the Hin Fist - +1 AB vs goblins Broken Ones - Bludgeoning Resistance -/5 Dark Moon - Bonus 0 level or 1rst level Sorcerer spell Long Death - +2 saves vs Death Magic Shining Hand - Bonus 0 level or 1rst level Wizard spell Sun Soul - +2 AC vs Undead Yellow Rose - + 1 Persuade, +1 Hide, +1 Lore Zealots of the written Word - +3 Lore Monks of Kossuth - Fire Resistance -/5 Iron Gauntlet - +2 Hide, +2 Move Silently Rune Claws - +2 AC vs Elves Scarlet Scourge - +2 saves vs Poison Changeless Face - Immunity Knockdown Champions of the Pallid Mask - +1 AB vs Undead Red Knight - +2 Concentration, +2 Discipline Clangeddin's Monks - +1 AB vs Giants, +1 dodge vs Giants Gaerdal Ironhand's Monks - +1 AB vs Reptilian Anhur's Monks - 1d4 bonus slashing damage Order of the White Rod - OnHit 1 magical damage to attacker Flaming Star - Bonus 0 or first level Wizard or Sorc spell; +1 Lore and Spellcraft Children of the Passive Voice - +2 Search, +2 Spot, +2 Listen Serpent Guard - +1 Natural Armor

I'd almost debate making the tattoos unequipable and they should definitely be no drop. Which means, these likely should be something you buy or it is assumed that should you "find one" you're actually finding the dyes and design that you'll tattoo on yourself.

An ((OOC: Please do not use more than one tattoo for your character.)) note on the item would prevent any one from just switching through his six or seven tattoos for each variable situation. You should have only one 'mystic' tattoo since it should represent your attunement to your discipline.

How about making some tarot cards as weapons? Like a shuriken or something. People can cause real damage with cards you know, it takes practice, so I would suggest a -1 or -2 penalty so it only really works if you have a weapon focus in shurikens or whatever. It wouldn't really be preferred to the average shuriken, but it'd be cool!

Symbol Ring of the Triad

this symbol of of the Triad, an alliance of Tyr, Torm, and Illmater on a ring. It can cast a spell from each member of the Triad several times, but can run out of charges.

charges: 3

Divine Favor (from Tyr) 1 charge per use Protection against Evil (from Torm) 1 charge per use Cure Morderate wounds (from Illmater) 1 charge per use.

The Ettin's Turd

There was once an Ettin who, desperately hungry, took some mummified corpses from a nearby tomb and used them as food. Alas, the competely dessicated and hardened flesh gave him such bad constipation he had to throw himself off of a cliff in despair, having been unable to pass a stool in two weeks.

He was finally able to do so as he splattered on the bottom. This hammer - shaped, mottled brown and yellow dessicated Turd may be wielded as a warhammer.

- wielder is under the effect of IronGuts spell - Enemies struck must save vs disease or become infected -2 Charisma when wielded

Devil's Blade

A metal whip with sharp razors lining it.

+1d4 slashing damage.

Rush Tonic

A dandy tonic made with Rush Spores. Three times the drug content, and enough for three doses, infact. Though the high drug content could kill you..

3 Special Power Self Only (Poison Save DC 16, on failure does 1d6 CON Damage, and haste regaurdless of save)

Base Item: Potion (Black, V Shaped)

10% Drop Chance from goblin troopers (My goblin barbarian was a rush spore addict), 50% Drop Chance from Duergar Traveler, 5% from Goblin Elite

Deep Boar Meat

Inedibly rank as this beast is, there surely must be some use for it. Either that, or you've found it too irresistible to part without a passing token.

Add together the meat & a bottle (or cook it) to get:

Deep Boar Broth/Brew

A delightfully terrible idea, born of a desperate madness. Great for making enemies fast, last minute emergencies, & bringing a deserving friend down a notch or two!

3 Charges Color Spray (2) 3 Charges/Use ( Awaken (9) 1 Charge/Use (also, -2 Constitution, -2 Charisma, +1 Fortitude Save?) 8)

Vesture of Shadows

Traditional Leather Armor (2 ac)

5 charges

1 charge/use Camouflage

2 charges/use One with the land

3 charges/use Invisibility

+2 hide

Armor used by Rangers and sneaks of the Underdark. It allows you to blend into the shadows, and may allow you to completely disappear from sight!

Gloves of Clapping

Single Use, Sound Burst

Perform +1

These gloves allow the wearer to make a loud noise just by clapping.

Cloak of Freedom

Only Useable by: Chaotic

10 Charges

Freedom of Movement 3 charges/use

Cure light wounds 2 charges/use

Weight reduction 20%

This cloak has a sense of free will about it. It seems repulsive to the authorities, but to the lover of risk-taking and freedom, it is wonderful.

In lieu of the recent thread about monks.

Green/Red/Blue Ki Focusing Stone

A small, smooth, green/red/blue stone. When one mastered in meditation focuses their ki energy through the stone, they find themselves better able to use their ki energy to augment their strength/dexterity/endurance.

Only usable by monk. Cast on self only. Three charges of Bull's Strength/Cat's Grace/Endurance (4).

Elemental Haiku

A scroll that simply reads:

"Fire, cold, sound, acid, energy. Such things over me flow harmlessly."

Only usable by monk. Cast on self only. Three charges of Endure Elements (3).

Force Haiku

A small stone table with a poem etched into it:

"Force: always moving and flowing. Seek within one self to control it."

Only usable by monk. Cast on self only. Three charges of Mage Armour (4).

Combat Haiku

A piece of zurkhwood, a poem burned into its flat surface.

"Combat: focus to strike true. Focus to bear harm and pain. Clear mind: success."

Only usable by monk. Cast on self only. Three charges of Aid (3).

Foresight Haiku

A long, thick wand. A poem is written along it, the words traveling at a diagonal angle.

"Dance with sure steps. And see without eyes the danger that approach swiftly."

Only usable by monk. Cast on self only. Three charges of Entropic Shield (4).

Bitter Green Tea

A strange, foreign drink in a large flask. It tastes so bitter that most would not be able to stomach it. Those skilled in controlling their bodies and are able to keep the drink down, however, benefit from its surprisingly cleansing effects.

Only usable by monk. Cast on self only. Three charges of Lesser Restoration (3).

Montezzi *weapon*

This *weapon* was used by a Montezzi member. It is in a slightly better condition then most, and is slightly better then other weapons.

Properties: +1 damage

Fingers of the Painter

Paint covers this glove's fingers.

Casts Color Spray once per day.

Only useable by a Bard

The Painter's Magic Brush

The magic brush is supposed to be able to make your paintings come to life!

Summons a humanoid creature dressed in multi-colored armor, DMs would have to make the stats.

Only useable by a Bard

Amulet Holy Summoning Symbol of X

(All Gods who have domain summoning themes)

This powerful amulet can summon an extra-planar creature devoted to the God of the amulet.

Summon Creature III Single Use Only Useable By: (God's alignment and adjacents)

These could be placed on any water based, Trog or Toa-Koa type quests.

Brigands Buckler ~ Small shield stats ~ 50 or 60% of weight +4 or 5 to parry -1 AC (negates the shields AC bonus, this buckler is about parrying.)

Captain’s cutlass ~ Rapier stats ~ +1 slashing +4 parry

Captain’s cutlass (alternate) ~ Rapier stats ~ +1 slashing +2 parry +1 intimidate +1 persuade

Fading Holy Avenger

This was once the Holy Avenger of a paladin, now dead. It's magics are fading, but it is still able to make those of evil think twice. However, only a true Paladin can weild it.

Stats: Longsword

+1 enchantment +1 damage VS evil Light: (White, 10 meters) Protection From Evil: Once per day Only Usable By: Lawful Good Only Usable By: Paladin

This item would usually be found in places with evil, such as the Uldrenite Cult (very rarely) or more likely, the Hook Horror quest, Linda Knowing's quest, or really any quest where Paladins would really hop into it, and could get killed, but it is mostly in the higher-level quests

Some of these suggestions are pretty powerful. Remember, this is for ambient items.

"big ass flail" heavy flail

"this flail so big ass it hurts more, but it is hard to swing and hold because it is so big ass"

+1-4 bludgeon damage - 2 bludgeon damage - 1 dodge ac

'Thought of the Sorceror'

The apprentice sorceror Xenthan De'ver so frustrated at his options in mage battles when compared to his peers in the Traensyr School of Magic, struck upon the enchantments necessary to embue these rods with a number of regenerating charges of pure magical energy. Quite how many he made remains a mystery.

3/day Magic Missle (3)

(useable only by Sorcerors)

UMD impossibly high for it to be used by any other classes

Mithrilsoul Badge

These badges, blessed with runes and prayers to the Morndinsamman, were given out to Mithrilsouls by the founding elders of that Clan. Since they abandoned Dunendar Hall, their Clan Badges have been appearing in all manner of strange places.

Charges: 1-3 Protection from Evil 1 charge/use

"doom sauce" potion

"when you are hankering for some liquid doom you can find it in this bottle"

cast doom(2) on use

Holy Hand Grenade

This is a holy flask of powder, highly explosive, and blessed. It's powerful, but only can be used by the holy.

Properties: Fireball (single use Only Usable By: Good

Unholy Hand Grenade:

This unholy flask of powder, surging with evil energy, can be used as a grenade. Only the evil can use this.

Properties: Negitive Energy Burst (single use) Only Usable By: Evil

Natural Hand Grenade

This Nature flask of powder, which you realize are instant-growing vine seeds, can be used as a grenade to snare enemies. Only those who are nuteral can use it.

Properties: Vine Mine (or a similar spell): Single Use Only Usable By: Nuteral

Ass Kicking Boots

+1 AB usable by monk only

Busted Full Plate

This full plate is busted. . . but it is slightly stronger against Melee attacks.

Properties: -1 AC 5% immunity to slashing/blundging damage

Kobald hide purse. A bag: **Enter fashionable gnome description here.** (With maybe a non dropable permanent part of a kobald in the corner of it, for authenticity.)

Kobald hide shoes A bag: **Another fashinable gnome description here.** (+1 intimidate)

Shield of the sun, Large shield

This shield is enchanted with some energy from the sun.

Searing light, single use.

goblin kick-it-dwarf-hide leather ball The local soccer ball.

duergar kick-it-goblin-head The other local soccer ball.

travelling trader's wonderous healing elixir cures disease. poisons instead.

Travelling trader's extraordinary healing elixir cures poison diseases instead.

Troll teeth tribal necklace

-2CHA +3 intimidate

Frost giant beardhair belt cold damage resistance 10% vulnerability to fire +10%

Fishmen's octopus-hide whip -1 damage poisons 10% on hit.

clock of mirrors The small mirrors are useful to around check corners for bad guys. -2 hide +2 spot

monks' thick belt +3 parry -3 tumble

Monk only.

Alcemist's Fire Grenade

This is a much more powerful version of a Alchemist's Fire flask.

Properties: Fireball (casting level is DM choice), 1 use (stackable like Alchemists fire)

the rothes herder's whip

whip -3 animal empathy +1 damage vs. animals

The mole hunter's pick axe battle axe -1 damage +1 damage vs kobolds +1 damage vs.gnomes

Armor of Arrow Attraction

Full Plate w/ at least 50% Piercing Vulnerability ( Since I dont believe there is a way to make it specifically vulnerable to arrows )

Volcanic rock

rock x% weight regeant fire theme?

Svirfneblin Defensive Ring

This ring allows the wearer to create walls of magical force around them.

5 Charges

Shield 1 charge/ use

Mage Armor 1 charge/ use

Spiked Gauntlets

These gauntlets allow the wearer to punch harder, and with extra hurting to the poor soul who gets pummeled with the spikes on these gauntlets.

4 Charges

+1 Piercing Damage

Magic weapon? 1 charge/ use

Fire lichen light 1 use only.

Mushroom-spore bag darkness 1 use only.

belt of orog skulls weight +50% intimidate +1

gelatinus cube slime grease 1 use only save vs. paralysis on use or be paralysed.

mind flayer skin leather helm -2 CHA +2 will save.

Dark lake giant oyster pearl detect invisible (or true seeing?) 1/day weights like 25kg

Dark lake giant oyster black pearl heavy gem worth: pick a number.

eyeball made-helm The leather has been tanned, and the main eye ripped out of it's socket, leaving enough space for a small head. spot +1 persuade -1 small size only.

zurkwood crude spear damage -1

zurkwood rod of water finding does nothing but the trader swears it does.

fresh fungus-flower necklace +1 persuade -3 intimidate -1 hide

treasure map Found on a dead corpse. Shows an area of the underdark with an X somewhere on it, and reads "great treasure, but big monster, i'll come back later."

Might also be a way to show the way for occasionnal appearing areas. (@lairs... and the like)

Drow hair wig +1 intimidate -1 persuade resist magic 1

Skull-shaped rock Does nothing special, just a big and heavy rock carved out like a skull.

Gnomish box of entertainment A bix and heavy box. Summon creature (lvl 1 to 4) illusion theme.

Drow dancing boots Made of spider silk. +2 perform -4 intimidate bard only. elf only.

Glowing Bloodred Longsword

This weapon seems to be designed to hurt people with evil's power and protect the user from the eyes of a Paladin. This weapon is only usable by those of evil.

Light: Red 10 Meters 1 negitive damage Only Usable by: Evil Protection From Good: 1 Use per Day.

it's the evil equivilent of the Glowing Golden Longsword

Glowing White Longsword:

This weapon is one of nutrality, it seems to give some extra injury from the Weave itself. This weapons allows one to protect themselves from good or evil once per day, but can only be used by one who is indifferent about good and evil.

Light: White 10 Meters 1 Magic Damage Only Usable by: Nuteral Protection From Alignment: 1 Use per Day.

The nuteral equivelent of the Glowing Golden Longsword

Brass knuckles: gloves +1 bludgeoning damage

List of goblin jokes

Found in a goblin camp, made to make goblins laugh

Tasha's hidious laughter single use.

Fullplate 25 Magic Resistance Casts Greater Dispel (15) three times / day Wearer cannot use any magic including potions of any sort, even healing - they will simply have no effect if consumed Any precast buffs will be dispelled when the armor is donned

Blade of Chaos - Dagger

Random effect centred on struck foe, but may affect all others in the area

Chance of Web, Fireball, Slow, Haste enemy, Polymorph enemy into random form, Cure Serious Wounds on enemy, Cast Phantasmal killer on enemy, turn wielder invisible

BoneBlade Bastard Sword - forged for the use of a vampire warlord, this blade, though immensely powerful, is by its nature extremely harsh on mortal wielders.

Doom on hit DC 13 Keen Plus two negative energy damage Cast Stone Bones (20) 3 times/day Cast Negative energy circle 3 times/day Cast Vampiric touch (10) once /day

Chance of 1-8 negative damage to wielder each hit Chance of draining one point of strength from wielder each hit Chance of casting Level Drain on wielder each hit Chance of casting a Negative Energy blast centred on the wielder that will harm all caught in it Chance of casting Harm on the wielder per hit

Cursed

Please remember that the idea for these items is to be not very powerful, but rich in story and 'ambiance'.

Goblin/Kobold Head (pick one)

It seems goblin/kobold hunting is popular in Underdark...

Dwarven Waraxe, Found on duergar mine quest.

Description: This dwarven waraxe was used by the clan chief, It seems to have been either broken or dulled from something, but still hurts quite a bit.

1d8 massive criticals + intimidate - persuade - bluff + blunt damage - slashing damage

Jubal Sock-puppets Gloves

These old silken socks have two ruby gemstones impregnated into them that seemed to have served as eyes for ye olde puppet performances. Due to its unpopular nature amongst the Drow, the puppeteer's hands were often cut whole or melted after poor performances back in Traensyr.

Nevertheless, these rare sock-puppets do carry certain powers even if the roundabout adventurer who discovers a pair may find... a freshly cut finger inside them as a bonus.

+ 2 fire damage. + 2 Perform. - 1 Intimidate.

The lists of Boredom

During his many bouts of Boredom, the Duegar chief of Clan Graxilath ((Whatever the places name)) made of list of the thing he wanted to do. However, he only managed to accomplish one before he met his demise at the hands of adventurers.

Clarity, 10 charges.

The Widow Maker-

A dagger women use to kill there husbands

+piercing damage, -Intimidate -1 attack penalty

Shepherd's Staff:

Quarterstaff +2 Animal Empathy +2 Persude -2 Intimidate Spell: Hold Animal, one charge

Anti-Magic-Eater-Rune

This rune wards one from the use of magic eaters so long as one carries it. IT is, however, easily destroyed.

(what it does is it allows players to be warded (and explain why NPC's never attract magic eaters), but it is very rare since it is destroyed easily, as in just dropping dead is enough to break it)

Luke Danger Anti-Magic-Eater-Rune

This rune wards one from the use of magic eaters so long as one carries it. IT is, however, easily destroyed.

(what it does is it allows players to be warded (and explain why NPC's never attract magic eaters), but it is very rare since it is destroyed easily, as in just dropping dead is enough to break it)

This idea is good, except If the item was plot and got destroyed on a reset and was moderately expensive from sugriam or found rarely on quests.

Totems of Uthgar (a torch or small shield with no ac) _____________

Black Lion – usable by Good +2 Diplomacy 1 charge eagles splendor Black Raven – usable by chaotic +2 intimidate +1 AC vs lawful Blue Bear – usable by Evil +1 taunt 1 charge bears endurance Elk – Usable by chaotic +2 bluff 1 charge cats grace Gray Wolf – Chaotic neutral +2 intimidate +1 ac vs Iycanthrops Great Worm- chaotic good +2 AC vs evil +2 ac vs chaotic Griffon – usable by true neutral +2 diplomacy +2 intimidate +2 Bluff Red Tiger – usable by chaotic +2 dmg vs animals Tree Ghost – usable by good +2 Diplomacy 1 charge bulls str Thunderbeast- usable by chaotic 3 charges iron horn

Broken Bottle This twist on the classic bar-fighter's weapon consists of a broken-off spirits bottle bound to a wooden handle. It looks crude, but wickedly sharp.

Club Enhancement Penalty -1 +1d3 Slashing Damage. +1 Intimidate -1 Persuade

Found in Lower.

Helm of blindness

The wielder is blind while wearing this helm, but his ability to hear enemies increases.

+10 Listen

Special effect: blindness.

Mithrilsoul essence

Many a month after Rinaldo Montezzi, Prince of the Lower, killed off most of the Mithrilsoul clan within the Fortress, these started appearing in the levels inhabited by spirits. It seems that the spirits managed to siphon off some essences of the Mithrilsoul's souls. The dark magic that caused this to happen is unknown, but you wonder why the spirits didn't aquire the entire soul if they had the chance. By devouring it, you heal yourself a small ammount, but only the most wicked can do so. The good however, will gain such a healing, for they took the time to rescue the essence of a Mithrilsoul member. Those indifferent of good and evil shall not recive any healing.

Misc. tiny Cure Light Wounds (2): 1 use Only usable by: Evil Only usable by: Good

Should be found in either the Fortress quest, or, if you want to go out on a limb, the Hoaran Crypts quest. The point of it is to provide a bit of history to the Lower.

Substance Spider Skin:

The giant spider, rumored to be created by the Spellguard and killer of Rinaldo Montezzi, was set loose on the Lower and killed. The fierce battle sent cleavings of this spider's skin in many a direction. While the 'Substance' should be magical, you can't feel any magic from the skin, possibly because there is only a tiny bit of it.

misc tiny

Helmite shield This large shield has a red base (background) and a silvery eye painted in the center.

As large shield +1 deflection AC +1 spot See invisible one/daily usable by lawful only

The Little Hammer

The Little Hammer, hammer used by Svirfneblin smiths, somehow got here.

+2 bludgeon damage.

Some odd Mold

You found this stuff growing somewhere. You don't think it would be a very good idea to eat it.

On Use, Disease-self (some contagious disease)

Chosen Hunter's Bolts Produced in greater numbers after the Chosen started raiding Lower, these bolts are silvered and enchanted against the were-rats. Bolts +1d6 Cold Damage against Shapechanger

I've never heard of silver bolts, and anyone with a crossbow is completely screwed by Chosen as a result as it can't be enchanted, whereas bows get +1 and Silver Arrows.

Chosen Hunter's Crossbow This battered bow bears tooth marks as if it was dragged from its former owner's hands by the were-rats. Although clumsy and unwieldy, it is built to punch through even the Chosen's tough hides.

Heavy Crossbow +1 vs Shapechanger Enhancement Penalty -1 Massive Criticals: 1d6 Damage

Silver Shard

A shard of silver, if you gather enough, it MAY be possible to forge a weapon capable of fighting the Choosen.

((OOC: If you intend to forge one, you'll need a DM))

misc tiny

Alchemy for Dimwits, (V II)

A big book for dimwits.

15 lbs

The Underdark's Smallest Violin This tiny svirfneblin-made violin can be used to play a tune so sad and demoralising that it saps the enemy's will to fight.

Only usable by: Bard

Curse Song (1) 1/day

Or, if that's not possible to script Bane (3) 1/day

A Large Trout

Some find themselves unable to speak after being slaped with such a demoralizing weapon as a rotting, largish trout.

Club On Hit: Silence (DC= 10)

Or, if that is too powerful, silence 1 charge.

These items are to give players a fair chance against Choosen, what with them becoming more common. However, they should have some limit, such as only being dropped by bosses (such as the leader of the Uldrenite Cult) or higher level enemies (for example, Drow), this way they're still not as common as they may, but still can be found often enough that players aren't going to get their butts served on silver platters when they don't have a Helmite Amulet or it's out of charges.

Weapon Charm

Many creatures, especially in the Underdark, have a resistance to attacks. As such, the magic users of many of Underdark's camps, cities, and towns have been creating these to give their allies' blades a extra bite.

This is perfect for breaching SOME magical protection, however, some creatures are more powerful and this will be unable to breach.

Misc. Small Magic Weapon (lowest caster level), 1 use

Improved Weapon Charm

Many creatures, especially in the Underdark, have a resistance to attacks. As such, the magic users of many of Underdark's camps, cities, and towns have been creating these to give their allies' blades a extra bite.

This is perfect for breaching SOME magical protection, however, some creatures are more powerful and this will be unable to breach.

This version is better then others, for use in extended trips or when it can be afforded, allowing two casts of Magic Weapon before burning out.

Misc. Small Magic Weapon (lowest caster level), 2 uses

"DINOSAUR KILLING SWORD" - scythe

"THIS WAS MADE TO BE THE BANE OF DINOSAURS"

+ 2D6 slashing damage vs reptillian - 2 damage

"Dungeon Master's Lute"

This lute belonged to a mad, duergar wizard who crafted an inescapable dungeon, filled with the greatest horrors of the Underdark. As those who were lost within wandered until their death, he would taunt them from the walls by playing music, totally demoralising them.

Bane (2) 1/day

I heartily endorse Halfbrood's Product and/or service! (Seriously. Make it. Now. ) :)

Random swag in lower

This is random loot you come across in lower, doing highly dangerous job of the looter, dodging chosen, and such. Corpses, piles of rubble, etc...should have loot that could sell for 5-20 coins.

You know, that would be easy-ish to implement too. Every time Chosen spawn in Lower, spawn a bunch of "Lower Civilians" too, and have them carry the loot. They're practically guaranteed to get slaughtered, and they'll provide random distribution of that loot.

fredly's last shoes - boots

"these were fredly's last sh0es"

+ 2 saves vs cold Only usable by: Chaotic Evil Only usable by: Paladin

Silver Studded Gloves: Gloves These gloves are made of leather with small, pointed silver studs riveted to them. They don't really deal any more damage against most foes, but the silver lets them tear into were-beasts easily.

+1 Enhancement Bonus vs Shapechanger +1 Cold vs Shapechanger

//basically a way for Monks not to have to resort to using a silver handaxe and losing their unarmed base AB. There's no reason to give them an enhancement penalty, as they don't lose a hard edge like bladed weapons do. Also, a last resort for non-monk chars, as it would overcome DR, but leave them vulnerable to AoOs.

Wrecking Bar: This prybar appears to have been designed for opening up, or busting up mechanical devices.

Club +1d4 Bludgeoning dmg vs Constructs. +4 Craft Trap 2 Charges Crumble (6) 1 charge/use

//A real problem with the Craft Trap weapons is that they are Martial (hammers) or Martial/Rogue (the shortsword), and Wizards and Bards, two "scholarly" classes can't use them. This trades the AB for extra damage to make it less of a powerful melee weapon, and offers a few crumble blasts for ranged fighting.

Sharpened Silver Tableware: Dagger 1d4 damage, 19-20 critical -1 Enhancement -3 Damage +2 vs Shapechanger +2 Cold vs Shapechanger

This crude dagger is actually a silver butter-knife, looted from the Montezzi Fortress and sharpened up by an enterprising Lowersman.

200 Gold, sold in market, or fairly common. Basically it's the anti-Chosen version of the Positive Club. Completely insignificant damage against anything but its intended target.

Silver Fish-Knife-on-a-Pole Spear -1 Enhancement -7 Damage +2 vs Shapechanger +1d6 Cold vs Shapechanger A silver fish-knife, set into the end of a staff. Possibly the most pathetic spear you've ever seen, but then, silver does burn the Chosen...

derflaro fredly's last shoes - boots

"these were fredly's last sh0es"

+ 2 saves vs cold Only usable by: Chaotic Evil Only usable by: Paladin

C/E and Paladin????????? Please correct me if I am wrong.. but how could something be usable by both?

Sold at the Kua Toa Store

Dead fish club (Club with its model changed to be a fish)

-1 ab +2 acid or blunt damage -2 charisma

Grease bucket. (for the cellar cleaning lowbye quest) Grease once only. weight: heavy

Cursed woodman's axe (in Boggs quest) battle axe - 5 will save. - 5 resist negative energy. +1 damage against against vegepies, woodzombies, etc. (druids? elves?)

Illusionnary treasure hoard (clowns quest)

Treasure pile weight 50 pounds, real value value: 0, or disappears on leaving area.

Hopefully people will fight over it.

partially digested armor (every metal armor, can drop from Umbers, Giant Lizards..)

armor, -10% weight -1 AC resist acid: 1.

Letsplayforfun Illusionnary treasure hoard (clowns quest)

Treasure pile weight 50 pounds, real value value: 0, or disappears on leaving area.

Hopefully people will fight over it.

The Illusionnary part should not be in the title, but there should be a roll you make upon pick up, like a spellcraft that (if you win) says 'This treasure pile is a worthless illusion! You can locate the signs of it being an illusion.', and a fail, it says nothing. not even rolling a check.

This ought to be found on Choosen (or any Lower enemies) now:

Partially destroyed silver weapon: (any silver weapon) 'The Choosen gathered up as much silver as they could and are attempting to destroy it, carefullly. After all, being quick is a way to loose a lot of men. While it's been destroyed partially, it should still pack a smal punch against a choosen.'

+1 cold VS Shapechanger -2 damage

Gnoll head

This is a gnoll head.

Shackles or ropes, both wrist and ankle should be made available. This item does not necessarily have to actually be able to be put on somebody (but of course grouping them as gloves, boots or combination of both would be nice). But having them would make it more interesting when taking a prisoner. For instance, somebody gets beaten down, instead of playing the ridiculous [tell] them they are subdued to stay down, you would be able to role-play saying shackled the subdued person. Now when this person regains consciousness you hand them the shackles and they have to put them on or at least hold them in their pack and consider themselves shackled. The reason the person needs to have them at least in their pack is in case of some sort of escape. Now they would have to figure out how to get them removed.

Being able to group them as some sort of glove or boot that needed a key (or open lock DC) to remove and gave some sort of serious penalties like negatives to dex and strength for wrists and serious negatives to movement rate and dex for ankles would be completely awesome. But of course I don’t even know if that is mechanically possible.

There may even be varying varieties of shackles such as poor, average, good and masterwork that have varying penalties and open lock DC modifiers.

RIPnogarD Shackles or ropes, both wrist and ankle should be made available. This item does not necessarily have to actually be able to be put on somebody (but of course grouping them as gloves, boots or combination of both would be nice). But having them would make it more interesting when taking a prisoner. For instance, somebody gets beaten down, instead of playing the ridiculous [tell] them they are subdued to stay down, you would be able to role-play saying shackled the subdued person. Now when this person regains consciousness you hand them the shackles and they have to put them on or at least hold them in their pack and consider themselves shackled. The reason the person needs to have them at least in their pack is in case of some sort of escape. Now they would have to figure out how to get them removed.

Being able to group them as some sort of glove or boot that needed a key (or open lock DC) to remove and gave some sort of serious penalties like negatives to dex and strength for wrists and serious negatives to movement rate and dex for ankles would be completely awesome. But of course I don’t even know if that is mechanically possible.

There may even be varying varieties of shackles such as poor, average, good and masterwork that have varying penalties and open lock DC modifiers.

There already are shackled available in game to purchase from a few places.

Stats for this can be found in the Book of Erotic Fantasy! (compliant with OGL) I know because I own one. *Insert Evil Laugh here*

But all kidding aside, Page 125 lists price and DC info.

Manacles, Masterwork: Fine - 2, 000gp Diminutive - 1,000 gp Tiny - 500 gp 1/2 lb Small - 50 gp 1 lb Medium - 50 gp 2 lb Large - 50 gp 10 lb Huge - 500 gp 50 lb Gargantuan - 5000 gp 250 lb Colossal - 15,000 gp 1,150 lb

Escape Arist skill to slip free (DC 30 or DC 35 for Masterwork Manacles). Breaking the manacles requires a Str check (DC 26 or DC 2* for Masterwork Manacles). Normally manacles have a hardness of 10 and 10 Hit points. Most Manacles also have a lock, an additional cost depending on quality.

Goblin Butcher

There already are shackled available in game to purchase from a few places.

Well obviously it’s a feasible idea then...

I’ve been playing in EfU for almost six months now and have never seen them, perhaps they should be made more accessible?

RIPnogarD
Goblin Butcher

There already are shackled available in game to purchase from a few places.

Well obviously it’s a feasible idea then...

I’ve been playing in EfU for almost six months now and have never seen them, perhaps they should be made more accessible?

Why should shackles be readily available to a former SLAVE town. It doesn't make sense that anyone would want to keep shackles around there.

Relinquish Why should shackles be readily available to a former SLAVE town. It doesn't make sense that anyone would want to keep shackles around there.
I hear your logic, once you get them off you may want to smash or melt the dang things, but there is also the obverse side of the coin too.

One would be able to debate that shackles would be a dime a dozen in Sanctuary. After all you would think quite a few people may have showed up in this town wearing them. Especially now that the city is over 150 years old once these shackled slaves arrive it’s not likely they would care if the person that took the shackles off them kept the dang things. Value is value, salesmen would see a profit, Watch members would see a way to detain prisoners, Spellguard would probably have a display case full of the different types. Thugs are thugs and would use them for assorted reasons.

I wont even get into the PC's that worship Lovitar... :wink:

They are available in at least two places I can think of. As far as them being available in sanctuary it might even be illegal to carry them if you are not watch/spellguard because of something like intent to enslave.

The availability issues aside, the cost is magnanormous. So not worth it.

You know, like Rip I have been playing for awhile and I have not seem them either. And even IF they are available and even IF they are illegal (I have not seen anything against it). One way of solving this is making they a crafting item. Allowing those that wishing them can create them.

On a side note: I would think it is a DM's call on if it is worth it or not.

Broken/tarnished/near-destroyed *insert watch/spellguard/seeker gear peice here*

The war in Sanctuary has caused a lot of damaged civil forces items to be scattered around. They won't pass off as actual gear, and they lost any magics in them at destruction. Still, better then nothing.

Sai (or parrying dagger) This weapon is often used in the off hand to assist a two weapon fighter in one-on-one action.

(stats as dagger) +5 parry -1 damage

In some cases using double sai (one in each hand) while fighting might be able to increase your chance to 'disarm' your opponent.

* Parrying is a weak skill, I've been try to find a way to make it more potant.