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5 years ago ::
Sep 09, 2008 - 1:37PM
#81
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Date Joined:
Aug 27, 2006
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that's strange. i really believed there would be lots more of entries for this contest than the NPC one. I think artifacts involve a little more work to create. Additionally, every campagin will be using NPC (well maybe not every campagin but 99%) but not everyone bothers with artifacts. I generally see artifacts as a plot device. I wouldn't normally stat them out (which is why my Land of Ig didn't include a lot of stats for the artifact in it).
So far I haven't had an inspiration for an entry.
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5 years ago ::
Sep 09, 2008 - 2:44PM
#82
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Also, the Concordance is a lot harder to do than it first appears. You need nice, balanced effects that can scale with the Concordance but not unbalance a party.
We have 11 entries. I'm hoping we hit 14 at least (comes out to one a day).
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5 years ago ::
Sep 09, 2008 - 2:51PM
#83
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Date Joined:
Aug 13, 2007
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Also, the Concordance is a lot harder to do than it first appears. You need nice, balanced effects that can scale with the Concordance but not unbalance a party.
We have 11 entries. I'm hoping we hit 14 at least (comes out to one a day). well could i do 3 more and just get awarded first place?
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5 years ago ::
Sep 09, 2008 - 4:37PM
#84
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Actually they'd all get disqualified, but thatnks for the offer!
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5 years ago ::
Sep 09, 2008 - 8:36PM
#85
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Background Many tribe leaders had raised and fell in the goblin hordes, sometimes even in the same day, due to the goblin treacherous and cruel nature it's hard for any one goblin to obtain and remain in control for long without outside help. But once, long ago in the barbaric age a King, now long forgotten, had risen to command his race leading them into the fray clad in battle armor, a banner and a single sword. The King carved a bloody path to victory through foes great and powerful, capturing new lands and starting a golden era that will be forgotten as swiftly as it came.
The Goblin King's Sword Heroic level One of the three artifacts carried by the ancient Goblin King in the barbaric era, this artifact is a beautiful short sword with glowing orange and brown runes carved into the blade, his handle is green and his guard- three golden circles one inside the other.
The Goblin King's Sword is a +2 thundering short sword. Enchantment: Attack rolls and damage rolls Critical: +2d6 thunder damage Property (Encounter): Minor Action. Once per encounter you can choose one at-will attack to change to a type of defense you check against, you can choose one of the following: AC, Fortitude, Reflex or Will.
Goals of the Goblin King's Sword • Be in possession of a goblin born to greatness. • Participate in battles, helping the goblins acquire new territories. • Be reunited with the other artifacts of the Goblin King.
Roleplaying the Goblin King's Sword The Goblin King's Sword speaks Goblin, and communicates his will this way. If the wielder does not understand Goblin, it constantly gives him a -1 to all attack rolls as the Sword tries to guide the wielder mid battle, but instead confuses him. Concordance Starting score 5 Owner gains a level +1d10 Owner wins a battle along with goblins +2 Owner leads goblins into battle +1 Owner is not a Goblin -1 Owner loses a battle along with goblins -2
Pleased (16-20) "The Goblin King's spirit guides me, and his shadow protects me!" The shadow of the Goblin King follows the wielder, speaking to him, whispering plans and keeping the wielder ever vigilant.
The Sword's enchantment increases to +3. Critical: +3d6 thunder damage Property: The wielder gains the Alertness feat while the sword within hearing distance from him. Property (Daily): Move Action. Once per day and only while marked, the wielder can shift up to his speed, through enemy squares without causing attacks of opportunity, or immediate interrupts.
Satisfied (12-15) "I can sense the King, his presence is near." Property: The wielder gains the Alertness feat while the sword within hearing distance from him. Property (Daily): Free Action. Gain 1 action point or regain 1 encounter power.
Normal (5-11) "What? I think the Sword is talking to me." The Sword urges and tries to talk, in goblin, the wielder to find a group of goblins to lead and unite, painting an image of a great empire and power beyond belief if it will succeed.
Unsatisfied (1-4) "Something isn't right, this sword seems so heavy." Special: Whenever you are fighting minions or goblins (hobgoblins and such) the wielder takes -2 to attack rolls. Remember! that if he doesn't understand Goblin he already as -1 and his attack rolls against minions or goblins will be at -3 now.
Angered (0 or lower) "Finally this sword stopped talking mid combat!" The Artifact's bonus drops to +1 Critical: +1d6 thunder damage Special: Since the Sword stopped talking the wielder doesn't suffer -1 to attack rolls if he doesn't know Goblin. Special: The wielder gains -5 to Diplomacy, Stealth and Thievery as the Sword manages to find the worst possible time to make noises.
Moving On The Goblin King's Sword looked into the soul of the wielder and recognized it for a champion of goblin, even if not one of them, and moves on to search for others to recruit in forging a new empire for the goblins. The Goblin King's soul will then leave the sword and the wielder will be left with a Thundering +2 short sword. If the Goblin King's Sword moves on because it is angered with the wielder it will do so in the middle of a battle, in the wielder greatest moment or need. It will shatter leaving the target unharmed, usually when the wielder hits with his daily or scores a critical hit.
This artifact fufills the next optional elements: (and some more) 1. The artifact can speak but not in Common. 2. The artifact is appropriate for a character at the Heroic tier of play. 3. The artifact is one of a pair or set. Please note in case of English phrasing errors that it is my second language. Thank you.
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5 years ago ::
Sep 10, 2008 - 4:10AM
#86
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Updated!
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5 years ago ::
Sep 10, 2008 - 7:38AM
#87
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- Hero Artisan Gold Medalist
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You know, when I first read the title I got giddy because I read Forge as the shortened term for forgery, not forge as in blacksmithing, and I thought we were designing items pretending to be artifacts.
But still, the idea is cool. I wish I'd gotten in the the Villain contest, as I was all kinds of revved up for that.
Still, this will help me learn 4E better, so I'll have a go at it.
Resident Shakespeare
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5 years ago ::
Sep 10, 2008 - 10:33AM
#88
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Date Joined:
Jan 12, 2006
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The Amulet of Depressing Despair
The Amulet is appropriate for characters at the beginning of the heroic tier.
Amulet of Depressing Despair Heroic Level One of four items created for young to enhance his heroic qualities, the Amulet of Depressing Despair was originally named the Amulet of Shining Hope. Then it became sentient, and began to question its own existence. It still retains many of its intended powers, but they are tainted with despair.
The Amulet of Depressing Despair is a +1 amulet of protection with following properties and powers.
Enhancement Fortitude, Reflex, Will Property You take a -1 penalty to Will defence against fear effects Property You take a -1 penalty to Charisma-based skill checks in skill challenges Power (daily) Standard action. You and any allies within 5 squares gain a +2 morale bonus to attack rolls until the end of the encounter. Power (at-will) Minor action. You gain a +1 morale bonus to your next attack roll Power (encounter) Minor action. You can make a saving throw with a +2 bonus to end a condition.
Goals of the Amulet of Depressing Despair
- Bring hope to those who have none - Help starting heroes to find their path to greatness - Be destroyed
Roleplaying the Amulet of Depressing Despair
The Amulet of Depressing Despair was created to raise hope among those around it. During battles, the Amulet mostly plays it role and helps its wearer. However, the Amulet suffers from existentialistic angst and depression; it is full of despair and wishes to be released of its existence. Therefore, it mostly complains just about everything, and tries hard ignore all positive things; if it can't, it will think of it as something negative and complain anyway.
Concordance Starting score 5 Owner gains a level +1d10-4 Owner completes a major quest (max 1/level) +2 Owner completes a minor quest (max 1/level) +1 Owner flees from combat +1d4-3 Owner takes steps to find a way to destroy the Amulet (max 1/level) +2 Owner expresses the intention not to destroy the Amulet -10
Pleased (16 - 20) ”The Amulet seems almost full of hope” The Amulet has temporarily overcome its problems. They still hover in the background, and are ready to be exposed to those opposing the wearer.
The Amulet's enhancement bonus increases to +2. Property You gain a +2 bonus to all Diplomacy checks. Power (daily) Standard action. All enemies within 5 squares take a -2 penalty to attack rolls until the end of the encounter.
Satisfied (12 – 15) ”The hope is there. If I try, I can reach it to help me.” The Amulet seems to have been encouraged by its owner's deeds, and it is now closer to what it was meant to be.
Property You no longer take the -1 penalty to Charisma-based checks. Special You gain a +1 bonus to attack rolls against creatures whose level is equal to or greater than yours.
Normal (5 - 11) ”I can see a faint flicker of hope in this depressing world” The Amulet tries to bring hope to its wearer, but mostly just fails miserably.
Unsatisfied (1 - 4) ”The Amulet makes me see the truth; there really doesn't seem to be a good reason for existence.”
Property You take a -2 penalty to all skill checks in skill challenges. This replaces the penalty to Charisma-based skills. Special You take a -2 penalty to attack rolls against creatures whose level is equal to yours or greater.
Angered (0 or lower) ”Why am I alive? I just want to die.” The Amulet has reached a level in its depression which makes it next to impossible for it to raise any hope in anyone.
Property You take a -5 penalty to all skill checks in skill challenges. This replaces the -2 penalty. Property You take a -2 penalty to attack rolls. This replaces the penalty againsta creatures whose level is equal to or greater than yours. Special All of the Amulet's powers are now daily powers.
Moving on ”I thought I could never be happy again.” The Amulet sees that its owner requires help no more, as they are already on their way to greatness. The next time the owner gains a level, the Amulet disappears and its sentience and other abilities travel to another place to 'help' next young hero to find their place in the world. If the Amulet is at least satisfied, it leaves behind a normal +1 amulet of protection. If the Amulet leaves because it is unsatisfied with the owner, it leaves nothing behind, and the owner suffers from existentialistic angst for three months, taking a -1 penalty to all Charisma-based skill checks.
Optional elements included: 1, 4, 5, 6, 11
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5 years ago ::
Sep 10, 2008 - 10:57AM
#89
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Updated!
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5 years ago ::
Sep 10, 2008 - 11:09PM
#90
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Date Joined:
Jul 20, 2006
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The Amulet of Depressing Despair Is it just me, or is this Marvin the Paranoid Android on antidepressants in amulet form? I'm definitely putting this in my next campaign.
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