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  1. - Top - End - #1
    Pixie in the Playground
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    Default Things to give to PCs (not the good kind)

    You ever had a time where you found a great weapon or item only to find out that its cursed? Well here is some of my favorite cursed things for you to use as you see fit and if there is any you have to share please post!

    Goggles of Impending Doom:
    This pair of goggles when put on have the abilitys of darkvision and low-light vision out to 150' however, if danger is about to befall the character ( anything that has a chance to damage or kill the character) within 3 rounds the goggles go pitch black and stay that way untill the danger has passed. once this ability has been activates the goggles can only be removed by a remove curse spell.

    The Throwing Dagger of Blunt:
    This weapon appears to be a +2 throwing dagger. Upon its first use however its true abilities are shown. This dagger when thrown flies at a speed of 6 in normal air (due to wind resistance) and can only do 1 pt of damage, plus the attack roll can only be done at the end of the round. Fog, mist, illusions ect... can stop the dagger completely. Also it cant sink (water is too thick). once you have used this weapon it will always be in you hand when you attack. to remove this curse you need a limited wish or better to remove it.

    Deathwish Axe:
    this Axe appears to be a +5 vorpal battleaxe and acts as such however, in the axes head rests a pool of unstable liquid for every day this axe is used increases the chance of it exploding (by used i mean you moved it). on day 1 you have to roll a 1 on an attack roll and add +1 for every day thereafter that its still being moved. if you fail your roll the Axe explodes doing 10d6 (fire) to the axe, the person holding it (no save) 6d6 (fire) out to 10' and 2d12 shrapnel damage to all out to 10'. since the liquid is not magical it wont be detected easily since the other abilities it has masks it. If the Axe is not used for 24 hrs the failure goes back to 1.

    Become part of Boraxs club!!!....just stand still though he has bad eye-sight.

  2. - Top - End - #2
    Halfling in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    The goggles are fun, but I'd make it so that they turn black right after your first round in combat.

    The dagger is cool, but less restrictive curse clearance, please.

    The axe? Sweet Jesus, YES! I'll get right on that! I think more D&D items need to be filled with nitroglycerine, it keeps players on their toes!

    And yes, this is my first post to this board, ever.
    Winnar of the Friend or Foe Design Contest (entry), Best Overall, Best Fitting ToB Setting, Staff Choice and Rookie. w00t!

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    Halfling in the Playground
     
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    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Borax
    Goggles of Impending Doom:
    This pair of goggles when put on have the abilitys of darkvision and low-light vision out to 150' however, if danger is about to befall the character ( anything that has a chance to damage or kill the character) within 3 rounds the goggles go pitch black and stay that way untill the danger has passed. once this ability has been activates the goggles can only be removed by a remove curse spell.
    Joo Janta 200 Super-Chromatic Peril Sensitive Sunglasses!

    I like this one, though the rules on the other two could do with some clarification. Would walking around with the Deathwish Axe stowed in your pack count as 'using' it, seeing as it is being moved? I'd say that to use it you'd have to make an attack roll with it.

    I'm guessing that the Throwing Dagger of Blunt is supposed to be so blunt that it even has trouble moving through the air, yes? You also mention that it can be thrown but then go on to say that once used it will always be in your hand when you attack. Does it teleport back? Fly back? Oh, and please tell me that 6 speed was a typo. Calculating that would be a nightmare.

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    Barbarian in the Playground
     
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    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by John_D

    Joo Janta 200 Super-Chromatic Peril Sensitive Sunglasses!
    Darnit! Beat me to the obscure reference!
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    Pixie in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    well the dagger could use a little less restrictive on the curse. a remove curse spell should be enough. and the speed of 6 is accurate (1 foot per second). it teleports back into your hand replacing what ever you are trying to attack with.

    oh and i forgot to add that if the axe comes in contact with an anti-magic field (or any thing that stops the magical abilities of the axe) it goes boom.
    Become part of Boraxs club!!!....just stand still though he has bad eye-sight.

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    Default Re: Things to give to PCs (not the good kind)

    Darnit! Beat me to the obscure reference!
    Obscure, how so. Every good Hitchhiker has them.
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    Halfling in the Playground
     
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    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Borax
    and the speed of 6 is accurate (1 foot per second).
    ...and pretty tricky given that while D&D uses six-second rounds, it also uses five-foot squares. A speed of 5 would be much easier to work with.

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    Halfling in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    Magnifying Goggles of Sungazing- Act appears to give the character a +5 to spot and search checks and lowlight and darkvision out to 100', but when the character put the goggles on, it immediately twists the character's head to look at the sun if it is up. It takes a DC 25 strength check to force your head away for five minutes at which point another check must be made. The character cannot close his/her eyes, or cover the goggles themselves, but another character can. On the first round of looking at the sun, the character takes 1d4 subdual damage. On the second round the character suffers blindness for 1d12 hours after the goggles are removed and 1d4 subdual damage. Rounds 3 and 4, the character takes 1d6 subdual damage and is blinded for 2d20 rounds after the goggles are removed. On round five, the blindness becomes perminant damage to the eyes and the character takes 1d6 subdual damage. Any rounds after, the character takes 1d6 subdual damage each round. If the character suceeds in looking away, the effects (other than perminant blindness) are set back one round per five minutes of not looking at the sun. The curse does not take effect if the sun is not out. The goggles DO give a +5 on spot checks to see sunspots. Requires a remove curse spell to remove.

    Don't look at the sun through a magnifying glass!

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    Dwarf in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    This is a Call of Cthulhu classic, but it can be used well in D+D.

    A pair of spectacles (what's with the eyewear in this thread) that allow the PC to see into a coterminous dimension. However, it also allows the creatures of that dimension to see and interact with the PC. Having your friend put on some glasses and then get torn to bloody shreds is always fun.
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

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    Barbarian in the Playground
     
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    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Orion-the-G
    This is a Call of Cthulhu classic, but it can be used well in D+D.

    A pair of spectacles (what's with the eyewear in this thread) that allow the PC to see into a coterminous dimension. However, it also allows the creatures of that dimension to see and interact with the PC. Having your friend put on some glasses and then get torn to bloody shreds is always fun.
    I like that one, although it should also have a "Drives you insane" effect, right?

    Also, how do you work it into D&D cosmology? Do you see into the Ethereal? Personally I'd say it makes the most sense to have the things keyed to the Far Realm, but it's not coterminous is it?
    "'To know, to do, and to keep silent.' Crowley had the first two down pat."

  11. - Top - End - #11
    Dwarf in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    It's call of cthulhu everything drives you insane :D.

    In 'standard' D+D cosmology it would need to be something like the far realms (the plane of shadow would work, so long as some nasties were floating around nearby though). Of course the only definition of the far realms I'm aware of is that they're crazy weird and full of things with too many eyes/tentacles/mouths/lovecraftian references. So I don't know of anything that says they can't be coterminous but non-interacting.
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

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    Default Re: Things to give to PCs (not the good kind)

    My curses tend to be more annoying than actually damaging...

    Circlet of Rainbows

    This gaudy brass circlet is studded with glass jewels in all the colors of the rainbow, and some that the rainbow kicked out for bad taste. Despite its appearance, detect magic shows the circlet to have a moderate aura of illusion. Identify reveals that the wearer can use color spray 3/day and hypnotic pattern 1/day. Shiny! Once the circlet is used, however, the DM should smirk and roll some dice. d%, to be exact.

    First roll is for part of the body affected.
    1-20: Hair only.
    21-50: Skin only.
    51-80: Hair and skin, same color.
    81-100: Hair and skin, different colors.

    Second roll is for color(s)! Use a d10 here.
    1: Red
    2: Orange
    3: Yellow
    4: Green
    5: Blue
    6: Purple
    7: Pink
    8: Metallic gold
    9: Metallic silver
    10: White (as in ice-white)

    The color change is permanent, and can only be lifted with a break enchantment, limited wish/miracle, or regular wish/miracle. Mordenkainen's disjunction works too, but you'd better make darn sure all your magic goodies are elsewhere. Dye doesn't take on affected hair, and if you shave it it'll grow back the same color. On the bright side, once someone has been affected by the circlet's curse, they can use it with impunity.

    Imagine the party's macho warmage turning a lovely shade of Barbie pink... or a green-elf who really is green now... ;D
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    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Phasm
    My curses tend to be more annoying than actually damaging...

    Circlet of Rainbows

    This gaudy brass circlet is studded with glass jewels in all the colors of the rainbow, and some that the rainbow kicked out for bad taste. Despite its appearance, detect magic shows the circlet to have a moderate aura of illusion. Identify reveals that the wearer can use color spray 3/day and hypnotic pattern 1/day. Shiny! Once the circlet is used, however, the DM should smirk and roll some dice. d%, to be exact.

    First roll is for part of the body affected.
    1-20: Hair only.
    21-50: Skin only.
    51-80: Hair and skin, same color.
    81-100: Hair and skin, different colors.

    Second roll is for color(s)! Use a d10 here.
    1: Red
    2: Orange
    3: Yellow
    4: Green
    5: Blue
    6: Purple
    7: Pink
    8: Metallic gold
    9: Metallic silver
    10: White (as in ice-white)

    The color change is permanent, and can only be lifted with a break enchantment, limited wish/miracle, or regular wish/miracle. Mordenkainen's disjunction works too, but you'd better make darn sure all your magic goodies are elsewhere. Dye doesn't take on affected hair, and if you shave it it'll grow back the same color. On the bright side, once someone has been affected by the circlet's curse, they can use it with impunity.

    Imagine the party's macho warmage turning a lovely shade of Barbie pink... or a green-elf who really is green now... ;D
    Make their color change everyu time they use it! that would be funny... pop! i'm red! pop! i'm green! pop! i'm... magenta?!
    Cekiatar

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    Default Re: Things to give to PCs (not the good kind)

    If black were in there, an elf who rolled really poorly could have a severe case of mistaken identity.

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    Pixie in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    Shield of the Coward
    This +3 steel shield radiants strong abjuration magic, and is decorated with a gold-and-silver sunburst. However, having been once wielded by a bodyguard who lost his nerve and fled from battle, leaving his young charge to die, it is now cursed. Whenever the character who owns this item is struck in battle - regardless of whether or not he is using the shield or not - the shield casts a shield other effect targetting its owner, but transfers the other end of the effect to the nearest character who is unfriendly or better towards the PC (and who may attempt to resist at DC 25.) This effect causes half of all damage dealt to the shield's owner to be redirected to the other character, who is fully aware of the source of the damage. If the owner ever tries to rid himself of the shield, it reappears somewhere on his person within the hour. If the owner recognizes the shield's purpose and decides to make deliberate tactical use of it, it instantly teleports itself to the nearest unfriendly or better character, changing ownership. The curse may only be broken with remove curse or more powerful magics.

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    Default Re: Things to give to PCs (not the good kind)

    define "tactical use".

    and make it the nearest creature that is "indifferent" or better, unfriendly could be an opponent. aand let them tactically use it, but make it the only sheild that they can ever wear, if they try to use another one then it replaces the other one in the users hand. removable by a remove curse or limited wish spell
    Cekiatar

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    Pixie in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    'Tactical use' is if they go 'okay, I know what this does, so now I'll stick around my barbarian bodyguard forever now.' Up to DM interpretation. The shield's effect is simply too good if used for strategic benefit.

    Unfriendly creatures aren't necessarily attacking the creature, but when the character's shield starts zapping them they're going to get hostile!

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    Pixie in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    A magical +1 eyepatch, that when worn will double your vision (giving you stereoscopic vision). It gives you a +1 to your charisma, but forces the character to tell everyone he has a conversation with what the eyepatch does.

    Hey! Cool eyepatch!
    Yeah, it's a +1 eyepatch that doubles my vision!
    So... it lets you see like you have two eyes?
    Yup.
    Great. Nice to meet you.. (weirdo)


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    Halfling in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    Sometimes, magic is stranger then fiction. There was once a prankster enrolled within a magic school. He devised this.

    Jewel of rude:
    Looks like a regular ruby. And several have found their way onto various pieces of equipment as ornaments. Designed to let out a loud indecent noise during the exams of fellow students... Has a 20% chance of letting out a loud fart when the weilder is feeling anxious and nervous. (D% first 20). Has a further 70% chance when triggered to let out another sound every round till it a failure occurs.
    Listen DC to hear the sound is 1.
    Ramblers anonymous.

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    Halfling in the Playground
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    Default Re: Things to give to PCs (not the good kind)

    Assorted phobia items:

    Thieve's Punishment-
    These gloves were developed by a rich sadistic wizard who was tired of having his castle broken into. Whenever he caught a theif in his castle, he would put them on the unlucky rogue and put the rogue in a room full of nothing but gold. The door and it's handle were gold, the floor and walls were gold and there were piles of gold throughout the room. The door lead directly outside. The theif could keep whatever he took out of the room, but he could only make one trip. The theif would be let out after a day, if he hadn't already left, to tell none to try to break in.

    Unfortunantly for the theif, the gloves cause acute Aurophobia (a fear of gold), and the wearer must make a DC 20 will save or act as if affected by a Cause Fear spell when s/he sees gold. Noises or actions that the character usually associates with gold causes a DC 15 will save or be affected by a Cause Fear spell. Can only be removed with a Remove Curse spell.


    Wizard's Bane Headband-
    Designed by a wizard hunter who was tired of needing to deal with wizards who could effectively use their spells, he would sell it to the wizard for a reasonable price. The next day, he would move in and kill the wizard while incapacitated. Often he wouldn't have to actually kill them, as they would commit suicide.

    Appears to be a +2 Headband of Intellect. When the wearer puts it on, they do get +2 to their Intellegence, but they also gain Epistemophobia (a fear of knowledge). The character must make a DC 25 will save or think that the fear came from the intellegence that they gained from the headband. If the character suceeds, they understand that it is from the headband. The character must make a DC 25+ the character's intellegence bonus Will save to overcome the fear enough to memorize spells every night. If the character is a wizard, s/he suffers a +20% arcane spell failure chance. The character also suffers a -2 moral penalty on all rolls. Requires a Remove Curse spell to remove.

    Holy Symbol of Fear-
    Created by rivaling gods to destroy important worshippers, these are highly destructive to a cleric or paladin.

    The Holy Symbol of Fear appears to be a normal holy symbol in all respects until touched. Immediately after a character touches it, they immediately develop a fear of the priests of, holy items of, favored weapon(s) of and the god itself that the Holy Symbol of Fear supposedly belongs to. Whenever a character comes into contact with any of the aformentioned (aside from the god itself), s/he must make a DC 25 Will save or be affected by a Cause Fear spell that lasts as long as the character knows it is near. If the character comes into contact with the actual god, the character must make a DC 20 Will save or be implanted with a Suggestion of "Kill yourself before the god kills you slowly and painfully." If they suceed that save, then they must make a DC 35 Will save or be affected by a Cause Fear spell that lasts as long as the character knows it is near. If it is picked up by a cleric or paladin of the god the Holy Symbol of Fear supposedly belongs to, they must make a DC 25 will save or immediately lose their divine abilies (spells, lay hands on, aura of courage, ect). The Holy Symbol of Fear is always around the neck of the character who found it, held in place by a small chain. If it is removed, it instantly transports back onto the neck of the owner. The Holy Symbol of Fear can only be removed by a Limited Wish spell or higher. Once removed, the phobia receeds and clerics and paladins regain their abilities.

    Yay for messing with minds!

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    OrcBarbarianGuy

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    Default Re: Things to give to PCs (not the good kind)

    I had two odd ones I gave out. One was rather whimsical, and the other was actually a fairly good item - neither were cursed. But the looks on the players faces when they figured out what they really were... made it better than any curse I could think of! ;D

    *~*~*

    First one, as I said, was a bit whimsical. Fairly straightforward, really.

    Helm of Invisibility.

    Put it on... it goes invisible. Not you, just the helm.

    It actually was a useful item - it still provides you defense, but your opponents don't know that. Though I would guess that anything that suggests to your opponent to try to hit your head can't be a really good thing.

    But the real value was the humor I got when the player first tried the thing and found that only it disappeared, not him. :P

    *~*~*

    The second item was far from cursed, and in fact was a very powerful magic item. Problem was, it was so none-standard that the players had wasted it before it could ever really prove its use.

    Introducing: The +1 to +5 Sword!

    This magical sword has runes written on the side, which can be identified as numeric ascending runes. (1 to 5, specifically). Just say aloud the rune, and the sword is powered up as a magical sword of the spoken rune's value, and holds this energy for 5 rounds or until the first hit is struck. And yes, this energy will allow you to hit uber powerful entities that normally require major bonuses to hit and damage. You could hit a God with this baby!!!

    Players muse this over, realize that they've earned the whole jackpot, and go hog wild on their enemies. Ever have to deal with a low level fighter with a +5 Sword? He'd just call out the rune each round, and was chopping down Ogres with ease. It was overkill on Orcs, but what the hey, he might have levels, and besides, the +5 gave bonuses to hit as well. Carve through them like butter, they did!

    Too bad they didn't figure out it had charges, till it was too late. 1 charge per "plus". Suddenly the runes quit glowing, and they're out of power. Can't be recharged, it's burnt out for good. They sure got themselves a bunch of Orcs though while it lasted... :P :P :P :P :P

    Maybe it's time I throw a Demon at them, next session. Or a Gargolye, or Werewolf, or anything that requires magical weapons to hit... :D
    Quote Originally Posted by Swordguy View Post
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    Most people wouldn't know what makes a good game if it stripped naked, painted itself purple, and jumped up on a table singing "look what a good game I am!".

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    DwarfBarbarianGuy

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    Default Re: Things to give to PCs (not the good kind)

    Here is an easy one for more modern games.

    Give the most irresponsible/CE PC some C-4. It will cause a TPK within three sessions, and the party won't even mad at you.

    Ahem.

    Anyway, here is one my friend thought up
    Reverse Bag of Holding.
    It appears to be a normal bag of holding, allowing you to stick items in it and store them at no extra weight. However, whenever the bag is opened, there is a 25% it will launch a random item out of the bag at incredibly high velocity. This is counted as an attack, at +15, and the person opening the bag counts as flatfooted. The object does damage as a club of that size, unless it happens to be pointy, in which case it does damage as a Longsword of the appropriate size.
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    Default Re: Things to give to PCs (not the good kind)

    Can the opener use the bag as a weapon? That is, hold it towards someone and open it?

    -Cause that would be funny.

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    Devil

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    Default Re: Things to give to PCs (not the good kind)

    Here's a very evil one.

    Bad Penny

    The Bad Penny appears to be an ordinary but old copper piece and is usually found with several other coins, with nothing to distinguish it. It has distinct Heads and Tails sides (though different Bad Pennies have different markings), and will always be found tails-up. It does not detect as magical or psionic with a Detect Magic or Detect Psionics spell, power, or ability, though other methods of detection (including other spells which mimic the Detect Magic spell) will identify it as being moderately magical of the Necromancy school.

    The Bad Penny attaches itself to a particular character. It may be spent, discarded, lost, stolen, or even destroyed as a normal copper piece, but if so the character must make a Will save versus DC 20. If she fails, the Bad Penny will reappear (even if previously destroyed) and be given to her as the next copper piece she acquires, whether as part of a business transaction, a share of a horde, or whatever. Every time the coin returns to the character, she may take a DC 25 Appraise check to recognize it, with a cumulative +1 bonus for every time it has returned to her. If she is specifically checking to see if the Bad Penny is among copper pieces she receives, reduce the DC to 15. If the Will save is passed, the Bad Penny is no longer attached to her, won't reappear (save through normal circulation of currency), and instead becomes attached to the next person to acquire it (probably the person she was paying). If the character spends some CP without specifying the Bad Penny (perhaps because she does not recognize its significance), or similarly loses them, the DM should randomly determine whether the Bad Penny was one of the CPs and call for a Will save accordingly. A Bad Penny which comes to one character while still attached to another won't curse the character it comes to, and in these instances will always be found heads-up. Edit: If this is the case, it will always be the first copper spent, dropped, stolen, or otherwise lost by the character.

    While the Bad Penny is attached to a character, that character receives a -2 circumstance penalty to ALL rolls made, save hit dice and other rolls made while advancing to new levels. This includes Will saves and Appraise checks involving the Bad Penny. Furthermore, the character is more likely to screw up by the numbers. ALL skill checks will result in catastrophic failure if failed by 5 or more, not just those which say so in the description. The character also suffers from critical fumble rules. If a natural 1 is rolled, there is a threat of a critical fumble, and another attack roll is called for. If that roll would be a hit, nothing happens. If it misses, the character trips, drops her weapon, or some other accident befalls her that would take either a move or standard action to correct and which will inhibit her in the meantime. Finally, bad things just seem to happen to the character. Any time a party member would be randomly chosen by a spell, effect, trap, or simply a mundane method such as drawing straws, the character will never be chosen if it is beneficial and will always choose the character if it is not. Also, enemies will be more prone to attacking the character in place of her allies, thieves will be more likely to choose her as her mark, cases of mistaken identity will continually haunt her, and so forth.

    A Remove Curse spell will not destroy the Bad Penny or suppress its effects, but the character will automatically pass the next Will save to keep it from returning. If Remove Curse is cast and the Bad Penny destroyed, it will turn up again, but won't be found first by the character it was attached to. Destroying a Bad Penny, or suppressing its effects without destroying it, requires a Wish or Miracle spell.

    Requires: Bestow Curse, Craft Wonderous Item feat, Caster Level 8th, 2000 XP, price: 10000 GP. Note that the creator becomes the coin's first victim.
    I'm not an evil GM! Honest!

  25. - Top - End - #25
    Dwarf in the Playground
    Join Date
    Jan 2006
    Location
    St. Paul, MN

    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Reltzik
    Here's a very evil one.

    Bad Penny
    (...)
    While the Bad Penny is attached to a character, that character receives a -2 circumstance penalty to ALL rolls made, save hit dice and other rolls made while advancing to new levels.
    That's beyond all hells for a caster. I can't think of any item that RUINS a character's HD that baddly (permanant reduction in HD with no loss of lvl to attempt to earn it back...) And at caster lvl 8th it wouldn't be too difficult to start seeing these things early on in a game... That's just cheating on the DMs part and is horriblly unfair to PCs, personally I'd just drop a champaign with that sort of lunacy.

  26. - Top - End - #26
    Bugbear in the Playground
     
    Devil

    Join Date
    Oct 2005
    Location
    Terra Ephemera

    Default Re: Things to give to PCs (not the good kind)

    BopBop:... ah, it seems to me (from my reading of your post) that you believe hit dice rolls also receive the -2... which would indeed be murder on d4 and d6 hit dice and none-to-friendly for anyone else. If that's the case, read the post, and your own quote of it, more carefully. I specifically EXEMPTED hit dice and other level-advancement rolls from the penalty, for the very reasons you seem to be citing.

    And yeah, the caster level should probably be higher. I didn't think too much about that part before posting it.

    EDIT: Added the words "you believe" to the first sentence. The post has a very different meaning without them. Oops.
    I'm not an evil GM! Honest!

  27. - Top - End - #27
    Pixie in the Playground
    Join Date
    Apr 2006
    Location

    Default Re: Things to give to PCs (not the good kind)

    Edit: Crap, I was typing up my evil coins right as you were posting your evil penny. Oh well. More nasty currency!

    I give you my cursed pocketbook. I love putting enchantments, especially horribly nasty ones, on things the player will often overlook. Coins are the obvious progression of this, as it's not often that a player will look to their moneypouch as the source of their current ailment. Unless otherwise noted, these coins do NOT have a "come back to the owner" bit - they're easily traded, aquired, gained and given out, as what purpose does money have if not to change hands?

    Coin of Chaos
    The Coin of Chaos resembles an ordinary gold coin, if a bit larger and more crudely minted than others. It activates when owned by a living creature (ownership in this case is determined by proximity - if the coin is hidden on, held by or in any way in contact with that person, it activates; if it's in a coffer or hoard, it does not). It takes 24 hours for the Coin of Chaos to acclimate itself to its new owner. Once per day, at a random time, the Coin of Chaos manifests an effect much like a Wand of Wonder, targetting any intelligent, conscious creature within 30 feet of the coin's owner. The owner is included in that potential doom raffle.

    Coin of Command
    The Coin of Command resembles an ordinary gold coin of a somewhat unfamiliar currency and design. It activates when owned by a living creature (ownership in this case determined by proximity, much as the Coin of Chaos). The Coin of Command is an insidious thing that causes all direct commands that the owner hears and understands (such as "buy this now!" or "go to hell") to act as a suggestion spell with a Will saving throw DC of 17 and a caster level of 5. The Coin of Command is often used as an underhanded trick by pushy salespeople who always go after that extra sell.

    Coin of Contamination
    The Coin of Contamination resembles an ordinary gold coin, though dirty and irreperably tarnished. It activates when owned by a living creature (ownership in this case determined by proximity, much as the Coin of Chaos). The Coin of Contamination takes 24 hours to acclimate itself to its new owner. The coin radiates an unpleasant miasma, fouling the atmosphere around its owner (though invisibly; the miasma is more felt and smelled than seen) in a 20 foot radius, and bearing the unmistakeable scent of disease. Any creature who spends more than 10 minutes inside this miasma is threatened by a random disease (though constant; each Coin of Contamination emits a single particular disease, most often cackle fever, filth fever and mindfire). The coin's owner is never affected by it's emanations, acting as a carrier, though it certainly makes social interaction more interesting.

    Coin of Corrosion
    The Coin of Corrosion resembles an ordinary, if somewhat old and beat-up-looking gold coin. It activates when owned by a living creature (ownership in this case determined by proximity, much as the Coin of Chaos). The Coin of Corruption emits an energy harmless to living creatures and organic objects but highly corrosive to metal. Each day that the coin spends activated it deals 1d6 points of damage to metal items that have spent more than 24 hours within 20 feet of the coin. Often, the first things to go are the other coins...

    Coin of Cessation
    The Coin of Cessation resembles an ordinary gold coin stamped on both sides with an eclipse design. It activates when owned by a living creature (ownership in this case determined by proximity, much as the Coin of Chaos) and takes 24 hours to acclimate itself to that person, upon which the coin's curse takes full effect. At a random time each day, the coin radiates an antimagic field for two hours. Rumored to have been designed by a group of dragons annoyed by constant magically-aided theft from their treasure hordes, the Coin of Cessation is a bane to adventurers, often activating at the worst possible time.

  28. - Top - End - #28
    Dwarf in the Playground
    Join Date
    Jan 2006
    Location
    St. Paul, MN

    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Reltzik
    BopBop:... ah, it seems to me (from my reading of your post) that you believe hit dice rolls also receive the -2... which would indeed be murder on d4 and d6 hit dice and none-to-friendly for anyone else. If that's the case, read the post, and your own quote of it, more carefully. I specifically EXEMPTED hit dice and other level-advancement rolls from the penalty, for the very reasons you seem to be citing.
    Ah, I read it as All rolls made, save (as in saving throws), HD, ect. well then that's not nearly as bad. Sorry about the misunderstanding. My goodness, my inital look on it was something out of Munchkin and we all know that Munchkin and D20 systems should never meet...
    That said, this coin looks delightfully awesome I may have my greedy party stumble across it, I know the drow will take it without a second of thought.... ;D

  29. - Top - End - #29
    Dwarf in the Playground
    Join Date
    Dec 2005
    Location

    Default Re: Things to give to PCs (not the good kind)

    I still like the robe of blending...

  30. - Top - End - #30
    Pixie in the Playground
    Join Date
    Nov 2005
    Location
    Kansas City

    Default Re: Things to give to PCs (not the good kind)

    Quote Originally Posted by Goumindong
    I still like the robe of blending...
    With 3 settings, blend, mix and puree'? (pardon my spelling, I don't know how to use the propper e, or spell for that matter. Quite frankly, I'm surprised I can read).

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