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Post by Acaos on Apr 2, 2009 5:33:23 GMT
The worshippers of Gond have been at it again. Hammering, nailing, screwing, building, and generally being insane, yet industrious. The Toyshop is designed for parties of 5 level 45-50 characters, and is a small (two-map) area.
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Post by MurphysLawAgain on Apr 2, 2009 9:28:46 GMT
Surprise JackinaBox
This one use item provides a lethal surprise when opened. Instead of the expected puppet, an interdimensional warp is created. One random creature is dragged from somewhere. It will immediately assault the closest creature, so open with care. A few suicidal adventurers have taken to throwing these at enemies. List of target locations: Sssthraks Illithids Abyss
Forging Hammer This unusual looking hammer is covered with tiny runes. If read very carefully they show the name of every craftman who has used it. Items made using this hammer get an imprint to show who made them stamped in tiny letters across the bottom.
Light hammer +25 Craft Weapon +25 Craft Armour +2d12 Physical +2d12 Fire On Hit inflict 1% Fire Vulnerability (stacking) Keen
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Post by Acaos on Apr 2, 2009 15:17:43 GMT
As a note, the megadamage weapons from this area will be Fire/Positive.
A partial list of non-boss critters: Minogon Clockwork Guardian Mine Cutter Mine Grinder Mine Transporter Oil Snake Oil Fiend Liquid Steel Steam Mephit Anbaric Force Prime Mover Scarecrow Spinning Wheel Grenadier Crossbowman
Here's a few item ideas from my notes:
Gnomish Schnorkel: Torch; provides water breathing Phosphorescent Barrier: Shield; enemies which strike the user may be blinded Cognition Engine: Helmet; +4 to Int checks, other goodies
Acaos
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Deleted
Deleted Member
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Post by Deleted on Apr 2, 2009 17:05:00 GMT
Gnomish Gem Working Tools - allows an industrious user to alter the damage type of a weapon enhancement gem (consumable) Clockwork Boots - immunity to timestop (x/times per day) Artificer's Gloves - ESF Craft Weapon/Armor Armor Piercing Bolts - (consumable) crossbow bolts that allow the user to hit a construct without fear of kickback Gembomb Grenades - (consumable) like the spell at caster level x Party Poppers - (consumable) like rainbow pattern spell at caster level x Crucible of Gond (consumable, maybe random boss drop) - allows an industrious user to convert an existing craftable weapon to a megadamage weapon (providing some flexibility in weapon types) Spelljammer's Sailcloth - small stature only cloak with Rona like spell slots Clockwork Riftbomb - single use moderately escapable forcecage Chaos Flute - a legendary horn of blasting equivalent item that doesn't stick out of your forehead if you are small Shadow's Whisper - assassin dagger of course with on-hit ray of enfeeblement effect Steam Powered Sapping Device - large shield with on-hit neg burst effect Spelljammer's Antimagic Raygun - consumable Mord's wand
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Post by MurphysLawAgain on Apr 2, 2009 21:13:42 GMT
A sling to upgrade a divine slinger. As the AA uses DB bows so Slingers could have slings that offered :
Full damage with no KB to the slinger no matter what was hit (exception for paragons perhaps?) +16 GMW Keen
or
1.5 times damage 16 GMW Keen
either of which would make slinger more appealing
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Post by simpetar on Apr 2, 2009 21:15:07 GMT
Hand Ballista - heavy crossbow with Keen and Enchant Arrow XIII (and nothing else)
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Post by simpetar on Apr 3, 2009 6:38:44 GMT
Magebane Technomagnet (slot: item)
When activated, this item emanates strong magnetic waves and oscillations that disrupt magic flows in [large or huge] area. Any enemy spellcaster standing in the aura suffers 50% spell failure. The effect lasts [x] rounds. May be used once per rest.
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Post by Lythe Featherblade on Apr 3, 2009 7:30:35 GMT
Epic Bracers of Martial Prowess
Legend has it that there was once a band of soldiers who felt they had to be prepared for any and every possible situation. They trained with every known weapon, and when they did face a formidable foe, they were not good enough in any single weapon to put up much of a fight. It seems this story is well known among the craftsmen of Gond, as these gloves are clearly their solution to the problem of versatility. ---- Using the Unique Power on this item on a weapon will grant you the Weapon Focus and Epic Weapon Focus feats for that weapon. ---- You must rest to activate the bracers. If you remove them, log out, or more than one hour of real time passes, they will deactivate.
Special Properties: Armor Bonus +15 (Ac Deflection Modifier) Damage Immunity: Bludgeoning 5% Immunity Damage Immunity: Piercing 5% Immunity Damage Immunity: Slashing 5% Immunity Enhancement Bonus: Constitution +4 Enhancement Bonus: Dexterity +4 Enhancement Bonus: Strength +4 Improved Saving Throws: Universal +5 Use: Unique Power Self Only 1 Use/Day
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Post by dodrudon on Apr 3, 2009 8:13:00 GMT
Oh too cool Discombobulator Ray --- Casts Disintegrate on non-Constructs, and Crumble on Constructs. Consumable wand. Anti-Robot Invasion Grenades --- All Constructs in area stunned for one round. If they fail a Fort save, they are stunned another three rounds after that. Wave-o-Matic Grenades --- All Constructs in AoE are slowed. Bronze Pantalettes --- Wonder what this does.
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Post by simpetar on Apr 3, 2009 10:10:00 GMT
Hypersensual Spectacle Dial Sight (helm)
16 deflection AC +6 Dexterity, Inteligence True Seeing Darkvision +10 Parry, Listen, Spot Bonus Feat: Blindfight (hopefully not too overpowered...)
Special power: when activated, grants 127 Listen for a [short time] together with immunity to blindness and deafness, may be used once per rest
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Post by unwitting1 on Apr 3, 2009 16:31:05 GMT
A one-shot electrifier?
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Post by Lythe Featherblade on Apr 3, 2009 18:11:39 GMT
Mechanical Crossbow of Wonder
This crossbow is entirely made of metal, and a constant humming and whirring coming from inside the stock hints that there is more to it than meets the eye. The groove for the quarrel is completely enclosed with no visible way of reloading this crossbow, but a plethora of levers and switches on the side seem to indicate that this is done automatically. Unfortunately some of the switches are broken, and there is the rattle of loose parts when you shake the crossbow. ---- This crossbow will call forth ammunition from nothingness. ---- The special ability will randomly change the type of ammunition produced.
Special Properties: Attack Bonus +17 Bonus Feat: Rapid Shot Mighty +17 Skill bonus: Craft weapon +10 Skill penalty: hide -10 Skill penalty: listen -5 On hit: special ability 50% chance
Ammunition types (to be randomly swapped between)
1 Fire 4d12 positive 4d12
2 Piercing 4d12 slashing 4d12
3 Acid 4d12 Electric 4d12
4 Cold 4d12 Divine 4d12
5 Sonic 4d12 Negative 4d12
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Post by MightyKhan on Apr 3, 2009 18:42:28 GMT
clockwork orange
Clockwork sword at the press of a button, this heavy swords edges will change from smooth to serrated to blunt and back to smooth again. --- +13 enhancement +10d4 slashing/piercing/bludgeoning damage using the unique power (a swift action) will change the damage type
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Post by simpetar on Apr 4, 2009 0:40:42 GMT
Pouch of Corrosive Powder
- when a trapped chest is sprinkled by Corrosive Powder, trap´s device gets rusty, decreasing the disarm DC by 2d4 - when a locked chest is sprinkled by Corrosive Powder, lock´s mechanism relents, decreasing the open lock DC by 2d4 - one charge of the Powder is sufficient to damage one mechanism (trap or lock), when used on both locked and trapped chest, trap is affected first, lock second; you may use the powers separately - contains 20 charges
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Post by Acaos on Apr 4, 2009 19:52:27 GMT
I think we have a good amount of loot suggestions for this area. Please direct your mighty head-mounted clockwork thinking-pods to the other three areas (especially the poor neglected Catacombs): Thanks, Acaos
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