The Big Event

For characters who aren't active in a campaign, but who still have plans for world domination.
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Hardcorhobbs
Posts: 5423
Joined: Mon Aug 01, 2005 7:38 am
Location: Fort Wadsworth

The Big Event

Post by Hardcorhobbs »

Cast:
Tegonwal of Phaulkon (Eric)
Thrax (Cory)
Hogarth Middenfeldt (Lance)
Cutheric (Damon)
Gavin "Two Cups" Gallows (Tom)
Englewood (Anthony)
Pembrooke (MC)
setanta14
Posts: 3880
Joined: Wed Jun 29, 2005 1:57 pm

Re: The Big Event

Post by setanta14 »

Treasure:

2 Silver Swords from Githyanki Knights
1 extraordinary Silver Sword from the Githyanki Warlord

5 minor artifacts of assorted types (more to come)
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Fen's Ego
Posts: 825
Joined: Fri Aug 26, 2011 3:00 pm
Location: Easton, PA

Re: The Big Event

Post by Fen's Ego »

Aaaand a "gently used" Githyanki astral ship with some...ketchup stains on the prow. Astral ketchup.
"Good, bad, I'm the guy with the gun."
setanta14
Posts: 3880
Joined: Wed Jun 29, 2005 1:57 pm

Re: The Big Event

Post by setanta14 »

You actually didn't take the ship, you all plane-shifted out from within the godshead.
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Fen's Ego
Posts: 825
Joined: Fri Aug 26, 2011 3:00 pm
Location: Easton, PA

Re: The Big Event

Post by Fen's Ego »

Rolling on Piracy to appropriate their brain boat.
Hmm...how do I get this thing to the prime material plane? Oh well, guess we're stuck with horse uber.
"Good, bad, I'm the guy with the gun."
setanta14
Posts: 3880
Joined: Wed Jun 29, 2005 1:57 pm

Re: The Big Event

Post by setanta14 »

1. Go back to that location on the Astral Plane
2. Find a portal large enough to sail a Githyanki raiding skiff through
3. Hope the psionic helm works in the Prime Material Plane (little tip.. IT WON'T)
4.???
5. No Profit
Fen's Ego wrote:Rolling on Piracy to appropriate their brain boat.
Hmm...how do I get this thing to the prime material plane? Oh well, guess we're stuck with horse uber.
setanta14
Posts: 3880
Joined: Wed Jun 29, 2005 1:57 pm

Re: The Big Event

Post by setanta14 »

Silver Swords
On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. The normally insubstantial cord is treated as a tangible object with hardness 10 and 20 hit points. A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium. When the cord is damaged, the astral traveler must succeed at a Constitution save (DC 10 + damage dealt) or be immediately forced to return to its body. If the silver cord is completely severed, the creature’s material body (and astral echo) is slain instantly. The cords of travelers with the Mind Blank power active are immune to silver swords.

Githyanki Knight’s Silver Swords
Weapon, very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic greatsword. It deals an extra 3d6 psychic damage to any target it hits.

Sword of Zallrak'Rhas'Nek
Weapon, legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic greatsword. It deals an extra 3d6 psychic damage to any target it hits, and ignores resistance to slashing damage. While holding this sword, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.


Mirror of Doom
Wondrous item, artifact (requires attunement)

The Mirror of Doom was wrought by the Umbral Queen ruling the Shadow Elves of Caer Sidi, a symbol of her malice and vanity.

The Mirror is crafted with a pewter handle and backing with intricate engraving, while the reflective surface seems to be a silvery metal that never burnishes or scratches, and all reflections appear dimmed and shadowy.

Random Properties. The Mirror of Doom has the following random properties:
1 minor beneficial property
1 minor detrimental property

Shadow Crossing. Once per week, when on the Material Plane, the wielder may use the mirror to cause a doorway or other bounded portal whose reflection is held by the mirror to become a crossing to the Shadowfell, or if on the Shadowfell, the mirror may be used in similar fashion to create a crossing to the Material Plane. The precise location the portals lead to is determined by the DM.

Spells. When an attuned wielder of the mirror holds it before them with the reflective surface exposed, you can use an action to cast one of the following spells (save DC 18) from it: mirror image, phantasmal killer, project image, weird.
Once you use the mirror to cast a spell, you can't cast that spell again from it until the next sunset.

Destroying the Mirror
To destroy the Mirror of Doom, it must hold the reflection of a creature with a petrification gaze, such as a basilisk or medusa, while simultaneously being hit by a disintegration effect, such as from the eye ray of a beholder.


Shard of Laexerion
Wondrous item, artifact (requires attunement)

Laexerion of Tarramiysse was the first mortal of his world to unlock the secrets of the highest levels of arcane spells. He eventually ascended to become a demigod of magic, and it is said that crafting the shard was one of his milestones in doing this.

The shard is a opalescent green irregular crystal nearly a foot long, one end coming to a sharp point, while the other is more blunt.

Random Properties. The Shard of Laexerion has the following random properties:
1 minor beneficial property
1 minor detrimental property

Spell Potency. Three times per day, when a spellcaster who is attuned to the shard uses an action to cast a spell, they may ignore a target’s resistance to spells or magic effects. If the target does not have resistance, the target instead makes the saving throw with disadvantage.

Destroying the Shard
To destroy the Shard of Laexerion, it must be securely fastened in some way (such as in a jeweler’s vice) so that it cannot move, and then it must sustain in excess of 50 points of thunder damage from a single source, such as from a shatter spell cast at higher level. However, doing so causes the shard to catastrophically burst into a cloud of razor sharp fragments causing 6d10 piercing damage within a 20 foot radius.


Ring of Exiles
Ring, artifact (requires attunement)

When the Ranger Lord Aethirian Skysworn’s insurrection failed, he was exiled from the Azure Empire, and was forced to make a perilous crossing of the Wasteland of Haggavor with the last remnants of his army. He was gifted with what became known as the Ring of Exiles by a servant of his deity, The King of the Iridian Sky, to aid him in seeking refuge until he could one day return.

The ring is a simple band of platinum with a beveled top surface bearing runes in a circular pattern which surround a sky blue smooth gem.

Random Properties. The Ring of Exiles has the following random properties:
1 minor beneficial property
1 minor detrimental property

Veiled Appearance. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

Spells. The ring has 7 charges and regains 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells from it, without needing the material components: create food and water (1 charge), protection from poison (1 charge), sending (1 charge), stoneskin (2 charges), find the path (3 charges).
You can also use an action to cast comprehend languages from the ring without using any charges.

Destroying the Ring
The Ring of Exiles my only be destroyed by any disintegration effect.


Shield of Enigmas
Armor (shield), artifact (requires attunement)

The origins of this shield are a riddle wrapped in a mystery inside an enigma.

Random Properties. The Ring of Exiles has the following random properties:
1 minor beneficial property
1 minor detrimental property

Alertness. While the shield is in your possession, you have advantage on rolls for initiative and on Wisdom (Perception) checks that rely on sight.

Displacement. While holding the shield, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Resolute. While holding the shield and you fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the shield again until the next dawn.

Shadow Stealth. While in dim light or darkness, you can take the Hide action as a bonus action.

Destroying the Shield
The Shields of Enigmas can be destroyed by immersing it in the frozen tears of a fire giant.
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