
I'm getting ready to run a one-shot (or at least short) adventure for a group of about 7 people, one of whom has never played an RPG and the rest -- for the most part -- are relatively new gamers. We're in the middle of a fairly serious 3rd Ed. game, and I wanted to break it up with something less serious for a while. We were going to run Ironclaw as a one-shot, but since we're not familiar with that, and want to give our new gamer a non-annoying experience, we've decided to go with what we all know already. To that end, I've been coming up with campy character ideas (the halfling monk name Nah Tso Tal, devotte of the art of Shin Keek) and I've been trying to come up with similarly campy magic items. The campaign I have in mind has the PC's as a second-string of heros out to stop the evil and save the first-string. As such, there are all these "leftover" magic items that the first-string didn't use -- mainly b/c the all had a catch. Think the R&D division in Paranoia, for instance. I want to have a sizeable list, at least a couple or three items per player,maybe even a table I can roll on so we'll all be surprised by it;) Here are my ideas so far. Most of these items are good items, with a critical flaw. I'd prefer they'd be balanced in and of themselves, but I'm not sure I've quite gotten it. Let me know what you think of this list, and any other ideas you might have. Unbalancing the characters isn't a big deal, as this is a very short adventure... +1 Nerf bat This item is obviously magical, and made of a spongy substance. Along one side the leter "J" is inscribed in a complicated rune. Treat this as a club (d8) that only does subdual damage, and can affect magical creatures. Boomerang Hammer This hammer looks like a Hammer of Throwing, and in fact, it tends to work like one. Although, if it misses it's foe by more than 5 points, it strikes the wielder on its return flight. Boots Made For Walking These are 7-league boots, and can be used as such. However, the boots cannot be remvoed once worn, and the wearer can't run (or charge) while wearing them. (Although they can take really long steps.) Sword of Showtune Singing This appears to be a normal +1 longsword. However, when it is drawn it begins to sing the very worst selections -- often from off-Broadway musicals. Everyone in hearing range must make a Will save vs a DC of 15, or take a -5 initiative. The bard ability dealing with music will cancel this affect, but it will also take away the magical +1 bonus. Potion of SuperEgoism This appears to be a normal postion of superheroism, and gives the imbiber +1 AC, and d10 temporary hitpoints. However, it also gives her the belief in her own immortality; the imbiber will use the most brute-force tactics while under the influence of the potion. Ring of the Deciever This appears to be a ring of truth. In fact, the wearer can detect lie 3/day. Unfortunately, the ring always returns the opposite result (truth if a lie, lie if truth.) The ring is also cursed, and cannot be removed. Once per day the wearer makes a Will Save vs DC 15, or suffer from mild to acute paranoia. Armor of Sex Appeal This is good +1 leather armor, and gives that bonus. However, after the wearer puts it on, it shapes itself to their body, firming here, adding there, and showing as much skin as possible. People attracted to the gender of the wearer have to make a will save vs DC of 13 + wearer's charasma (if positive) or be dazzled for 2d4 rounds. Spear of Perceived Destiny +1 Spear. The wielder believes that he is a hero of some great purpose, and must fulfill that destiny. However, he also beleives that he won't die until that destiny is fullfilled. affect magical creatures. Well, that's about it... GenericJoe -- Bi Poly Pagan Switchy Writer Gamer Geek Journal and Stories at http://www.offthebeatenpath.org/genericjoe/ Butter vs. Margarine? I trust cows over Scientists. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/