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RegulusCrowe
2018-11-19, 04:30 PM
Hey guys!

I'm currently running a 5 years long campaign and my players suddenly decided that they wanted to kill a god...
So, now I'm in a desperate need of inspirations for a couple of op magic items that could help them along the way.

Feel free to post any idea pops in your mind, no matter how op and game-breaking could it be.

Man_Over_Game
2018-11-19, 05:40 PM
One I've used in my own campaigns was a weapon called Severance.

When you kill someone with it, it traps any divine power in that body from going anywhere. It is instead trapped inside of the corpse, which will quickly disintegrate due to the incompatible power over the next minute.

You then just run around and start killing off clergymen of that God. When they try to channel more power to stop the assailants, you end up removing more power from the God. Eventually, the God will have no choice but to come down and stop you himself, once he's mortal enough to be on Faerun. (Plot-wise, gods normally can't be on Faerun due to messing stuff up real bad between 3.5e and 4e).

Stat-wise, it's the same thing as a Vorpal Blade, with advantage to hit Celestial creatures.

KorvinStarmast
2018-11-19, 05:45 PM
I'm currently running a 5 years long campaign and my players suddenly decided that they wanted to kill a god... So, now I'm in a desperate need of inspirations for a couple of op magic items that could help them along the way. Feel free to post any idea pops in your mind, no matter how op and game-breaking could it be. God's in 5e are not necessarily killable.
If you want to take a page out of Michael Moorcock's books, Elric killed a major demon (at near deity level) with swords that sucked the life essence out of living things. (Stormbringer and Mournblade)

You can start with an artifact, make sure that it is an intelligent weapon, and have as its special power that it sucks the life force out of "X aligned beings" or even that this artifact was purpose built to be the bane of that god by some weird, extra dimensional being like the Great Old One.

Make it a matched set, so that two players have to be doing the soul sucking in order for it to work.

Cross the Streams! :smallbiggrin:

Ninja_Prawn
2018-11-19, 06:00 PM
Have you got any idea what stats you are using for this god? Because the answer to your question really depends on that. If it's just going to be a high-CR monster, then any of the standard magic items in the book will help your players kill it. If you intend to give it specific resistances or immunities, you could just create a weapon that bypasses those.

It's like, you have the power to create both the lock and the key, here. All you need to do is make them fit each other - the exact numbers involved don't really matter.

MintyNinja
2018-11-19, 06:13 PM
By the sound of it, you're players are the ones with stuff to figure out.

But that's not helpful, so here's an idea of what you can do when they inevitably ask:


1. They need to identify which god in particular, the true essence behind all the names mortals call them.
2. They need to bring that god down a few pegs to demi-god, or something killable.

2.a. I recommend amassing change on the mortal plane by either committing genocide against that god's believers, or fouling the reputation so thoroughly that it becomes abhorrent to trust in that church.
2.b. They could also seek out enemy divine beings better suited to deicide and achieve their assistance.
3. This is when you create an interplanar quest to retrieve, assemble, or otherwise create a weapon that is specifically designed to eliminate that god.
4. Fight or quest their way up to the god, faced with unique encounters, guilt-tripping angels, and deceased loved ones pleading for them to stop.
5. The most epic encounter you've ever run. Multiple stages, Legendary Resistances, Background music, and world shaking impacts.
6. Survive the consequences in a changed world.

Son of A Lich!
2018-11-19, 06:52 PM
Oh, man... We've all been there. You go out, run some errands, take out some money from the bank, do a little grocery shopping, Window shop for some gifts for the up coming holidays and you get home and realized you didn't stop by the Halls of Finite Screams to put down the Elder Deity of Significant Discomfort like you were going to. Now, you have to wait until the third Blood Moon, and reassemble the puzzle box Again and I guess the Hounds of Chatter are going to need to be housebroken in the mean time. At least I have Wreck It Ralph on DVD to keep the souls of Damned Children entertained while I wait for the Next third Blood Moon.

Being an Adult sucks sometimes.

It sounds like you might want an Accordion Plot for this. Whenever I have players drop their current interest in the over arcing plot, and decide that "This" needs to be taken care of NOW, I take a second and put it into three steps.

1) Summon the Deity
2) Bind it to the Material plane, making it mortal
3) Kill the Deity

Then, if the players want to look into one of these steps, I try to make "Dude-Guy". "Dude-Guy" is a character that knows all about this one step, but to accomplish it, you have to take 3 steps.

Lets say the party is pretty confident about Summoning the Deity and binding it, because they know that it is possible, but they want to know if they are going to be able to kill it. So, they contact their local wizard who tells them important exposition and he informs them that he is not "Dude-Guy". No, they need to contact Bulitizabrow, an ancient Aboleth in The Caverns of Dark and Moist, because he is the Dude, and this Guy knows how to kill gods like a Boss.

Then They need to;

1) Find and Explore The Caverns of Dark and Moist
2) Be attacked by the Ancient Aboleth, Bulitizabrow and survive without killing him.
3) Convince him to help them kill a god.

Whenever you take a break, you can expand three steps in the in between steps again and again and again, helping you fluff out a full story out of a seemingly impossible task. The players are challenged to do things that they didn't know they could do previously.

This is how you expand the Accordion.

Then, if things seem like the light at the end of the tunnel is moving further away from them faster then they can catch up. you can collapse the Accordion by skipping steps.

The players are already peeved that the had to explore this labyrinth of The Caverns of Dark and Moist? Well, lets skip the fighting of the Aboleth and have him send an acolyte to help them find him. The players are having trouble convincing him to help them? He ushers the process along, at a cost.

"Well I didn't know you wanted to Kill DAVE! I couldn't possibly allow you to kill Dave!.. *Player's roll horribly in their social checks* Well, Dave is a good ally of mine. I wouldn't be able to be seen in public at the Aboleth parties if they knew I helped you Kill Dave... But, my minions are having trouble getting into XYZ location. So, we trade. You escort my minions later, I help you kill Dave now."

So, the Accordion keeps expanding and retracting, back and forth, depending on the pacing of the adventure. This lets you keep dancing while you devise a way to challenge the players effectively and allow them to kill the god if they put in the work behind it.

You can have the players earn or make whatever weapons they need to kill a god, and check the boxes down as they continue. Then, when you are ready to unleash a mortal god against them, you can figure out what bonuses the weapon needs to help them kill the god. And of course, The players didn't know what the weapons did, because it had never been used against a god until now.

Lunali
2018-11-19, 07:06 PM
In my experience, the best way to kill a god is through a massive PR campaign labeling them as weak and/or ineffective plus a promotion of some other god with a similar portfolio.

lunaticfringe
2018-11-19, 07:26 PM
Staff that adds +3 to Spell Attacks & DCs, can store 5 levels of Spells, and has 5 Sorcery Points/Day that the user can use to activate Meta Magic.

Goggles that give the user Devil's Sight when worn & can grant user Foresight for 1 minute 1/Day.

Ambrosia(Potion): Permanent +2 to all Ability Scores and there maximums. For every 10 years that passes, you only age 1 year.