This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

The Arcane Collection

Started by One Horse Town, August 05, 2010, 03:21:52 PM

Previous topic - Next topic

One Horse Town

Threadcrap somewhere else, sunshine.

Narf the Mouse

Quote from: One Horse Town;397765Threadcrap somewhere else, sunshine.
Ok, I'll post a gag artifact that players can get a chuckle over, especially if they're not techies. Granted, it's group dependent, but so are most gags.

...Wait...
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

One Horse Town

Wardrobe of Roderigo the Magnificent - This is a hefty piece of furniture. Six feet high and four feet wide. Inside, there is enough room to hang ten complete sets of clothing and ten pairs of footwear. The owner of the wardrobe can decide to alter the cut, colour, design and material of one piece of clothing per evening. Once the Sun rises, the desired changes have ocurred. The piece of clothing reverts back to its natural state after 12 hours.

837204563

#18
I have some questions about these items.  I'll start with 2.  Isn't item #2 equivalent to a branding iron?  Since a branding iron is also painful I'd expect evil individuals to go with the branding iron.  For #3, who would want to assassinate a concubine?  On the subject of the earrings: these concubines habitually wander around town without any guards, a town full of individuals who want to molest them, and someone thought that tinkling earrings were going to solve this problem?

One Horse Town

Quote from: 837204563;397878I have some questions about these items.  I'll start with 2.  Isn't item #2 equivalent to a branding iron?  Since a branding iron is also painful I'd expect evil individuals to go with the branding iron.  For #3, who would want to assassinate a concubine?  On the subject of the earrings: these concubines habitually wander around town without any guards, a town full of individuals who want to molest them, and someone thought that tinkling earrings were going to solve this problem?

G.Gygax, "I give the gift of endless imagination."

One Horse Town

Colony Helms - Two metal rods set at a 90 degree angle emerge from these steel helms. Named for the mercenary band who wear them, if 2 people wearing a Colony Helm are within 10 feet of each other, they may send and receive telepathic messages to each other. Each helm may only broadcast to or receive from one helm at a time. The commander of The Colony is said to wear a 'master helm' capable of transmitting to and receiving from multiple targets at a time and at greater distances.

The Colony are rightly feared for their coodinated and efficient manner and command a high price.

Silverlion

The Minute Marionette
A wooden puppet 5"  tall, when the command word is spoken it comes to life and can move and dance or carry small objects or act as directed. It cannot fight or speak as it is was fashioned as a child's toy.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

Mug 'o Ale: This famed item, considered by Dwarves and Halflings to be near holy, can be described simply: It is a mug of ale. Specifically, it's always full. Aside from an festive benefits, it's also quite useful for bartenders, as a disinfectant, for setting things on fire and if you're in need of surgery. It can also supply some nutritional benefit.

Dwarves and Halflings who have a Mug 'o Ale tend to be somewhat secretive about it, as the normal social rules about theft tend to become somewhat...Strained.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

One Horse Town

Compass Dagger - When this plain looking dagger is placed on a flat surface, it turns to face north.

One Horse Town

Cuneiform Canes - This is a mahogany walking stick topped by a silver handle. Sigils picked out in gold relief snake around it. The cane acts as a defense against symbols and glyphs. If the cane is to hand and the bearer is confronted by an arcane symbol or glyph trap then if the magic of the cane overcomes the magic of the attacking force, the wearer is unaffected - furthermore, the symbol is erased from the surface it rests apon and is safely stored in the cane, forever neutralised. A new sigil is thereafter visible on the cane's surface. The cane can safely store 10 symbols or glyphs and is typically found with 3 or 4 already inscribed on it. Once 10 symbols have been contained, the staff is nothing more than a pretty (and expensive) walking stick.

Silverlion

The Whip of Action
The whip consists of hand woven leather in black with a wooden handle concealed under the leather. Each strand is blessed with a single magical rune. When used in action, it adds a +1 t0 checks to inspire others or leaving them awe struck. (Essentially the "Awesome!" factor.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

One Horse Town

Cloak of Paths - This standard looking calf-length cloak (usually black) hides a remarkable magical purpose. When taken from the wearers back it can be laid over an abyss of up to 5 feet in width. The cloak magically hardens in place allowing passage over it. It can support only one person at once crossing it and cannot support someone heavier than 300 lbs. The cloak only works on surfaces that the wearer is walking on.

Once traversed, a command word returns the cloak to normal. The cloak's power can be used 3 times per day.

Narf the Mouse

Hole Powder: This curious, mobile powder constantly seeks the nearest, deepest hole around. Placed in a jar, it can help detect pit traps and the like. Poured on the ground, it can lead you various places. And, of course, enterprising adventurers will find more uses for it.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.