• Wugmeister@lemmy.dbzer0.com
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    2 days ago

    In one of my dungeons, there was a trapped carpet which caused people who sat on it to belive they were riding a flying carpet. It was in fact an animated carpet, so the barbarian who believed he was flying around the castle was in fact just scooting forward an inch at a time

  • Professorozone@lemmy.world
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    1 day ago

    I once read an article that had ideas for 100 doors. They were clever. One would only open if you knocked on it. Unfortunately that’s the only one I remember, but maybe you could consider others.

  • Grimy@lemmy.world
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    2 days ago

    Not an item but I gave my players a talking pig with a Scottish accent. He was also a huge dick. I had stuff planned for it but they killed and ate it.

  • SlippiHUD@lemmy.world
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    2 days ago

    We had a player who was obsessed with caltrops, and we gave him a magical object that let him turn any object that fit in his hand into a caltrop for 24 hrs. He could make like 50 caltrops a day. There were no real shenanigans to be had except he always turned money he was given into caltrops.

  • Wugmeister@lemmy.dbzer0.com
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    2 days ago

    Hammer of Dwarf Throwing.

    Can only be attuned to by dwarves. As a bonus action, the user may expend a charge to be launched from the location of the hammer towards a target, leaving the hammer behind.

  • GraniteM@lemmy.world
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    16 hours ago

    Castle of Not

    Cursed castle. Everything within it can only be defined by what it is not.

    [Players meet the beautiful princess.]

    “A hideous prince does not stand before you.”

    [Players find a chest of gold.]

    “You have not found a rotten sack full of live crabs.”

  • MoonRaven@feddit.nl
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    14 hours ago

    Alchemy Jug

    Source: Dungeon Master’s Guide

    Wondrous item, uncommon

    This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

    You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

    Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon

  • ClockNimble@lemmy.world
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    11 hours ago

    Singularity Barrel: Can hold an infinite amount of one type of item. You want it to hold scimitars? Sure, it’ll hold as many as you could ever want. You try to put one dagger in there? You gotta dump out all the scimitars.

    • SkyezOpen@lemmy.world
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      8 hours ago

      I’m gonna need 100gp worth of ball bearings. I don’t know what for, but I know whatever it is will be hilarious.

      • ClockNimble@lemmy.world
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        2 hours ago

        An older version had it EXPEL everything inside if you broke the single item rule, but that was nerfed due to being OP as hell. Fill your barrel with near infinite daggers. Toss in a marble and convert whatever is in front of the barrel to free-floating-carbon

    • Kache@lemm.ee
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      2 hours ago

      Can that barrel hold fluids? B/c then what about the ocean or even the atmosphere? (Though it would take a while)

  • Protoknuckles@lemmy.world
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    2 days ago

    Ring of mirth - allows casting of Tasha’s hideous laughter 1/day, but afflicts user with Tasha’s hideous laughter whenever a 1 is rolled.

    Vaguely influenced by Baldurs Gate 3.

  • RagingHungryPanda@lemm.ee
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    2 days ago

    We had one that was a jar of peanut butter you couldn’t give away or get rid of bc it’d teleport back immediately. It also gave a huge migraine and did damage if you ate it, and it refilled daily

  • Postmortal_Pop@lemmy.world
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    1 day ago

    Here’s few of my goofy items over the years.

    Lantern of in-sight: causes any object or entity you’re aware of and can keep a direct line of sight on to glow as bright as a non magical lantern. The lantern itself does not produce light. Had a player use it to highlight someone hiding in a crowd when the party failed to see them.

    Jewel of Becoming: when activated the player became a gemstone for 1d6 hours. The rogue ended up exploiting this heavily by becoming a jewel and either having another player sell her or just being in the path of someone. Once she turned back she’d rob them blind and sneak out back to the party.

    Immovable ladder: it was a rope ladder but the rungs in the middle and either end were immovable rods. This one the artificer cobbled together in game and I allowed for it. They spent a lot of time trying to figure out how to use it for more than a reliable way down from a second floor but never did manage anything wild. They couldn’t even really use it to go up because someone would still and go climb up there to set the top rod.

    Maxwell’s Morning Tonic: a bitter, dark, and slightly oily potion that when drank, counts as a short rest or turns a short rest into a long rest. It also gives you a -1d6 to hit and sleight of hand. It’s just a strong coffee.

    • SkyezOpen@lemmy.world
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      8 hours ago

      Curious what would happen if the jewel was stored in a small lockbox. That wouldn’t be pleasant.

    • r_thndr@lemmy.dbzer0.com
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      15 hours ago

      I’m not sure how Immovable Rods work exactly, but presumably with three of them you could place two, stand on them, place the third at some reasonable height, move the first two to a new location and repeat as needed, then once at the appropriate height, “lock” the top rung and use the ladder proper to climb back down, setting the other immovable rungs as needed.

      Like a climber tree stand for murder hobos.

      • Postmortal_Pop@lemmy.world
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        12 hours ago

        That’s an idea, but the rods had 4 rungs between them that were just wood so they were about 6ft apart. They had used it by setting the bottom, having someone tall put the middle at full length away, then have that person climb up and balance on the top rung to then set the next one at full length. It often led to hilarious critical fails on the balance checks.

        I’m genuinely surprised no one thought to hold them in place with a 10ft pole, that’s d&d 101 right there.

        • Kache@lemm.ee
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          2 hours ago

          That ladder is free “step through the air”. One operator holds up and locks the two rod ends of the ladder, letting the middle of it hang down, and the operator can stand on those rungs. Alternate locking/unlocking the left and right, weighting the feet (instead of the arms), and step through the air at will.

          With a bit of maneuvering, can even bring along the entire party by tying extra normal rope or rope ladders to the magic one. Everyone would have to weight-shift in sync though.