Ambient Loot Suggestions, EfU:A Edition

Started by lovethesuit, September 13, 2008, 05:19:15 AM

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SnottySnitch

Stargem

These gems are much prized by the Stargazer halflings, and have been used for centuries in their rituals and divining magics. They can be used to see through illusions and unravel mysteries.

Charges: 1-3
Ultravision 1 charge/use
Identify 1 charge/use
See Invisibility 3 charges/use

Hammerfist0

Quote from: RIPnogarD;87482Fur-lined woolen cloak/(or bear skin cloak)
(new cloak design :-D)
6lb
* Counts as a bedroll
* damage reduction -/1 cold

Yes!

Mechsword

Kobold Rat Flail

Base Item (Light Flail, with a rat for a club like that dead fish one... or just a normal flail.)

This flail was made by one of the desperate Kobolds in their defense, by tieing the tail of a uneaten rat to a large stick.  It hurts somewhat, but is really just ineffective and unweildly... despite the fact the wielder would go through the extra trouble of not accidently hitting themselves with it.  No idea where the rat has been though.

-3 Damage
-2 Attack
DC 14 Disease that rats give on hit.

The Crimson Magician

Loincloth of Deception-
(New awesome loincloth-like style please.)

The runes on this loincloth looks to be able to form illusions, obviously meant to mislead your opponent.

5 Charges

Displacement, 1 Charge/Use

Ghostly Visage, 2 Charges/Use

______


Parrot Feather Staff (Wand)

This stock of wood has colorful feathers on the top of it. Perhaps in the past, they belonged to a colorful bird.

Color Spray- 5 Charges

______


Spiked Necklace

This cord has been tied together, and decorated with all sorts of sharp, pointy shells. A clear reminder of how to deal with pointy things.

Disable Trap + 1

Craft Trap + 1

Set Trap + 1

Relinquish

Troglodyte Scale

This fell off a troglodyte you killed.

Either unenchanted or with something ranging from cure minor to blur.

Lansert

Cattle Whip:
+4 Intimidate
+2 Taunt
-2 Persuade
-4 Damage (Whips are not used -on- the cattle, they are used to create a loud and sharp noise to scare cattle)

Lover's Necklace of Reckoning:
"You never listen to my needs."  Donning this necklace will fix this problem.
+4 Listen
+4 Persuade
-2 Bluff
-2 Intimidate

RIPnogarD

Conch shell horn
* Scare  (3) 1/day
* Full round action that does give AoO against the wielder.

It would be cool if it worked like a bard instrument and made a loud sound as well. That way it could be used above and beyond just the scare ability and be used by anybody as warning devise or something.

MyraTorrens

Flower lei - amulet, +1 persuade.

You should also be able to make these with herbalism + 30 flowers.

Draon17

Nightriser fingers

Base item: darts

Some of the more... interesting newcomers to Ymph found a makeshift supply of throwing weapons. These fingers have a small wooden splint running through them and the tips have been sharpened.

weight reduction: X %
-1 attack
+1 damadge (cold)

Egon the Monkey

Bonecrusher Bolts
The blunted, lead-weighted tips of these bolts are meant to crack the unnaturally tough skulls of Nightrisers.

+1d4 Bludgeoning Damage against Undead
Pretty much Crumplers for EFU:A's common tough nuts.

Some items I thought could make use of some of the more uncommon spells.

Shreiker Shell
This clamshell has been enchanted to emit a deafening shriek when opened
Horizikaul's boom (3) Single Use.
Nobody uses Boom, and I've never seen an item that causes it.

Gloves of Conflagration.
These heavy leather gloves have small phials of alchemist's fire on them and can set a foe alight with a punch. You're not sure how sane such an approach is, however....
25% Dmg Vulnerability, Fire.
Combust (2) Single Use.

Flaming Lash.
This whip is enchanted with a constant flame at its tip, and can unleash a blast of fire.
Whip
+1 Fire Damage
3 Charges
Flame Lash (3) 2 charges/use

Beehive Bomb.
This appears to be a small beehive, its entrance sealed up with wax. You could throw it at an enemy to cause him to be covered in bees.
Weight 2 lbs
Use: Quillfire (4) single use

Phosphorescent Paste.
Made from deep-ocean fish, this paste can be smeared on an item to make it glow.
Like the "add item property: Light" stone the Drunk Half-orc used to give, but adds Light, Dim, blue, 5m.

Sticky Stick.
This staff is covered in a tarry gunk at one end, and can shoot blasts of it to slow down and trap opponents.
Quarterstaff
7 Charges
Grease (3), 1 charge/use
Web (3) 3 charges/use

Shuddering seed
This large seed pulses with a green glow and shakes like it is about to burst into growth at any moment.
Use: Vine Mine (1) Single Use.

Egon the Monkey

I always wished NWN had more options for "good" necromancers, specifically stuff like Disrupt Undead. So an inverse version of those 2/day -ve Energy Ray bandages would be nice.
http://www.d20srd.org/srd/spells/disruptUndead.htm

Gauntlets of Disruption.
These glowing gloves are able to release bursts of positive energy that are especially useful against the Undead.
Use: Searing Light (2) 1/day
Cure Minor Wounds (1) 1/day
Light (dim) 5m, Yellow
Hide-2
Useable by:
Bard
Sorcerer
Wizard

The damage (2d6) against undead is comparable (2x1d6) to the Bandages against living things, and the Cure Minor, although less powerful in level than Ghoul Touch, is also healing.

lovethesuit

As a matter of fact, I use Horizukaul's Boom. Without giving too much away, it was very necessary for a puzzle yesterday. Guys, if you specialize, get every spell! It's the only way to fly!

Driftwood Sequencer's Staff

Once a powerful wizard's staff, capable of memorizing and casting spells, this gnarled stick of driftwood has been broken and cracked amidst the sea. Its magic somehow involves water, and despite its weakened state it can be broken to give the wielder a short gasp of air.

Bubbleberries effect / single use

Luke Danger

Old Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit is old and won't last more then one use. It can not break down special materials like magic runes or advanced metals, and will most likely destroy them in the process. ((This means that things like armor imbued with +1 runes can't be recovered with this, the same for materials like Mithril.))

Basic Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 3 times before breaking. It can not break down special materials like magic runes or advanced metals, and will most likely destroy them in the process. ((This means that things like armor imbued with +1 runes can't be recovered with this, the same for materials like Mithril.))

Expert Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 3 times before breaking. It can break down special materials like magic runes or advanced metals, but may ruin the chance of destroying the rest of the item in the process. ((This can salvage things like armor with +1 runes or mithril))

Supirior Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 5 times before breaking. It can break down special materials like magic runes or advanced metals, but may ruin the chance of destroying the rest of the item in the process. ((This can salvage things like armor with +1 runes or mithril))


The whole point of these items, if couppled with a crafting system, will allow players to really take a part in building the island up. I suggest that if anything's being sold, only the first three are, the supirior ones should probably only be found on DM quests or those ones everyone hates. Salvaging requires a craft check that's approperiate (weapons, weapons. Armor, armor, and every thing else, traps).

Just an idea, but at the very least it adds ambiance because it shows that folks carry tools to salvage equipment and make it useable.

lovethesuit

Eh, not quite the point of the Ambient Loot thread. Besides, didn't you already make a topic about crafting?

Luke Danger

Ah, all right, my mistake.

And the thread was asking the DM's what skills would make sense, not suggest this. I will suggest the whole thing in a thread if you want me to. I just suggested it since, at the very least, the kits can be used as a ambiant suggestion used when DM's are arround or for RP. Just putting it in the air, that's all.