Fall 2018 EP Contest

Opportunities to earn extra EP are posted in this forum.

Moderator: Augur

Which item set do you like best?

Poll runs till Sat Nov 17, 2018 10:39 am

Mistoan Academy Arms (Vortigern)
9
38%
Flavortown Slayer Gear (Juan Echo)
3
13%
Alric's Best Protection (Jezebel)
4
17%
The Regalia of the Invisible Knight (Fox)
5
21%
Indomitable (Virtus)
3
13%
 
Total votes : 24

Fall 2018 EP Contest

Postby Augur » Mon Sep 17, 2018 7:32 am

The Fall 2018 EP contest is to create a set of magic items.

Submit any magic item set of your own creation.

Guidelines
  • Grammar and spelling are important to create a quality submission, so you need to seriously proofread your work!
  • Any noteworthy NPCs or Monsters should be described, but not statted in detail.
  • Make sure that any image used meets the requirements as detailed in the various item templates.
  • If you intend to be detailed in your outlining of a settlement, be sure to use the rules for such provided in the Adventure Guide.
  • No contradiction or overwriting of existing canon is allowed.
  • If you're going to expand on an area that's been referenced, you must reference that material.
  • All submissions must use the templates provided.
  • All submissions must strictly follow the guidelines for Enchanted Item Creation.
  • Items types can be: Armor, Weapons, or Rings, Bracelets, Charms, & Medallions.
  • No more than three items to a set.
  • It is suggested that the item set follow some sort of theme or, when used in tandem, lead to some sort of thematic effect.


YOU ARE ONLY AUTHORIZED TO VOTE ONCE PER PLAYER! IF YOU VOTE USING MULTIPLE ACCOUNTS, YOUR VOTES WILL BE STRUCK FROM THE RECORD, AND YOUR ACCOUNTS WILL BE BARRED FROM THIS FORUM.

Explanatory Notes:
The contest ends October 31st.
Augur & Consumer will use the Magic Item Creation rules to validate each submission.
If any item(s) in a set does not observe the rules, the entrant will be allowed a short time to correct his submission.
Any items found not to be validated at the time the judging begins will be eliminated from the contest.
Augur will validate/invalidate each submission at this time based exclusively on the quality of the writing, add a poll to the contest, and the EU community will vote for their favorite submission. (Time to bribe your fellow players!)

The contest judgment will begin on November 1st, and will be concluded by no later than November 15th (IRL permitting!).


Prizes
1st Place: Submission will be discussed on an episode of Radio Free Merctown, and added to the EU canon. +10 EP
2nd Place: +5 EP
3rd Place: +3 EP
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Re: Fall 2018 EP Contest

Postby Jezebel » Tue Oct 02, 2018 7:26 am

Alric's Best Protection

OOC Comments
"The best defense is not to get attacked in the first place. Failing that, be able to take the hit...then escape!"

Preface: Alric was a cautious (some say cowardly & some say wise) ranger who helped scout the hostile terrain of the Eastern wilderness during humanity's first organized forays into this terrifyingly unknown region of the world. For decades he acted as the vanguard for other scouts, settlers, and the dispossessed fleeing the tyranny and corruption of other human domains.

Alric's Cuirass
Image
Rare Enchanted Half-Plate Cuirass
• A.R.: 14
• S.D.C.: 160
Magic Features
• Chameleon (3x daily): Same as the Earth Warlock spell; duration 30 minutes. Can be turned on and off at will.
• Hardened: Additional 100 S.D.C.
Weight: 20 lbs.
Modifiers: None.
Curse: None
History: Reputed to make Alric invisible at the first sign of danger, Alric's Cuirass saved his bacon on countless occasions. Sometimes, those for whom he was scouting weren't quite as fortunate.


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[b]Alric's Cuirass[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/21/20170721082453-5c1730c1.png[/img]
[size=85][i]Rare Enchanted Half-Plate Cuirass[/i]
• A.R.: 14
• S.D.C.: 160
[u]Magic Features[/u]
• Chameleon (3x daily): Same as the Earth Warlock spell; duration 30 minutes. Can be turned on and off at will.
• Hardened: Additional 100 S.D.C.
Weight: 20 lbs.
Modifiers: None.
Curse: None
History: Reputed to make Alric invisible at the first sign of danger, Alric's Cuirass saved his bacon on countless occasions. Sometimes, those for whom he was scouting weren't quite as fortunate.[/size]


Alric's Safeguard
Image
Rare Enchanted Small Metal Shield
• Damage: Can be thrown about 15', inflicting 1D6 damage. A shield-bash does 2D4 damage.
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Blinding flash: Three times daily, same as a 4th level spell at 5th level spell strength.
Weight: 10 lbs.
Modifiers: None
Curse: None
History: Legend has it that Alric carried a dazzling shield with him at all times and attributed it to having saved his life on many occasions. "Even the cursed breath of a chartreuse dragon had no effect! My exposed hair, now green you see, was the only casualty, but the ladies find it quite fetching!"



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[b]Alric's Safeguard[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/07/20181007174450-da070632.png[/img]
[size=85][i]Rare Enchanted Small Metal Shield[/i]
• Damage: Can be thrown about 15', inflicting 1D6 damage. A shield-bash does 2D4 damage.
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
[u]Magic Features[/u]
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Blinding flash: Three times daily, same as a 4th level spell at 5th level spell strength.
Weight: 10 lbs.
Modifiers: None
Curse: None
History: Legend has it that Alric carried a dazzling shield with him at all times and attributed it to having saved his life on many occasions. [i]"Even the cursed breath of a chartreuse dragon had no effect! My exposed hair, now green you see, was the only casualty, but the ladies find it quite fetching!"[/i][/size]


Alric's Brogans
Image
Enchanted Boots
S.D.C.: 30
Magic Features
• Fleet Feet: 10 minutes; three times daily
• Fly (as an eagle): 60 minutes; twice daily.
Weight: 5 lbs.
Curse: None
History: Alric never took off his trusty "boots of only having to run faster than you." While reputedly being quite offensive to sensitive olfactory organs, legend has it that he was able to advance to the rear quicker than anyone else.


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[b]Alric's Brogans[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/07/20181007174550-0ae78eab.png[/img]
[size=85][i]Enchanted Boots[/i]
S.D.C.: 30
[u]Magic Features[/u]
• Fleet Feet: 10 minutes; three times daily
• Fly (as an eagle): 60 minutes; twice daily.
Weight: 5 lbs.
Curse: None
History: Alric never took off his trusty "boots of only having to run faster than you." While reputedly being quite offensive to sensitive olfactory organs, legend has it that he was able to advance to the rear quicker than anyone else.[/size]
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Re: Fall 2018 EP Contest

Postby Mad Scientist » Sun Oct 07, 2018 3:17 pm

Set of the Chronocharms

OOC Comments
Preface: These three items share enough traits of design and construction that it’s clear they were constructed as a matched set. Forged of three different metals, each bracelet or necklace can fasten to itself along any point of its length, allowing a variety of sizes of users to utilize them.

These items have been found in various time periods in diverse planes of existence, and the rare time there is more than one set in the same place and time, it's clear they are of significantly differing ages. What becomes clear only with careful study is that there has only ever been one set of items; not tethered securely in time and space, they have been drifting through eras and dimensions since their creation.

Whether this was a desired feature designed by the temporal wizard who created them or an accidental by-product of the energies contained within, the true origin of these pieces are lost in the distant past...or an unknown planar level...or even the far-off future. It's impossible to say.

Bracelet of the Many Selves
Image
*Rare Enchanted Bracelet
Magic Features
• Multiple image: 20 minutes; twice daily.
Curse: None
History: Pulling images of the wearer from other times, this silvery chain is invariably the first piece of the set discovered, then acting as a temporal lodestone for the others to eventually be encountered.


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[b]Bracelet of the Many Selves[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/19/20181019222150-2cff5721.png[/img]
[size=85][i]*Rare Enchanted Bracelet[/i]
[u]Magic Features[/u]
• Multiple image: 20 minutes; twice daily.
Curse: None
History: Pulling images of the wearer from other times, this silvery chain is invariably the first piece of the set discovered, then acting as a temporal lodestone for the others to eventually be encountered.[/size]


Bracelet of the Absent Self
Image
*Rare Enchanted Bracelet
Magic Features
• Invisibility: 10 minutes; three times daily.
Curse: None
History: The next to appear, these golden links focus the stolen moments of appearance from its mate, allowing complete invisibility. The two bracelets together create enough of a focus for the third piece to manifest.


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[b]Bracelet of the Absent Self[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/19/20181019222150-a2db1839.png[/img]
[size=85][i]*Rare Enchanted Bracelet[/i]
[u]Magic Features[/u]
• Invisibility: 10 minutes; three times daily.
Curse: None
History: The next to appear, these golden links focus the stolen moments of appearance from its mate, allowing complete invisibility.  The two bracelets together create enough of a focus for the third piece to manifest.[/size]


Necklace of the Swift Self
Image
*Rare Enchanted Necklace
Magic Features
• Fleet Feet: 10 minutes; three times daily.
Curse: None
History: This length of dark metal greatly accelerates the wearer for short periods, stealing seconds from the end of their lifespan and compressing them into the here and now.


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[b]Necklace of the Swift Self[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/19/20181019224149-56046da4.png[/img]
[size=85][i]*Rare Enchanted Necklace[/i]
[u]Magic Features[/u]
• Fleet Feet: 10 minutes; three times daily.
Curse: None
History: This length of dark metal greatly accelerates the wearer for short periods, stealing seconds from the end of their lifespan and compressing them into the here and now.[/size]


While normally such relatively simple trinkets would be considered uncommon magic, they are actually a great deal more rare that that due to the combined effect of wearing the entire set. When all three items are possessed and linked together end to end to make an unbroken circle, the possessor can use the resulting ring to teleport, up to three times per day. Unbeknownst to the user, however, there is a cumulative one percent (1%) chance each teleport that upon arriving at the destination the items will no longer be with them, having been broken loose from space and time once more.

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Possession of all three items: Teleport: Instant; three times daily.
Cumulative 1% chance per teleport of losing all three items. (0%)


Disqualified.
Notes: The above feature needs to be incorporated textually into each of the items. Such pertinent information has to be included. (This could have been forgiven as it wasn't in our correction instructions.) However, the number of features no longer equate to stated rarity (Uncommon/Rare/etc.).
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Re: Fall 2018 EP Contest

Postby Fox » Tue Oct 30, 2018 3:59 am

The Regalia of the Invisible Knight

OOC Comments
Preface: Legends in the Western Empire tell of a champion of justice (well, if you ask slaves and commoners anyway, those in power consider him a champion of chaos) who returns to aid the people in their struggle against the most oppressive lords. This champion, dubbed the Invisible Knight not because they are actually invisible, but because can be anyone, and seems to go forth unarmed, but has been known to defeat small armies. Some in power claim that there is a group of witches aligned to some Demonic lord who use the magic spell Armor of Ithan and other spells to foster this myth. The fact is, however, these items do exist and are quite powerful, and seem to only fall as a group into the hands of those of Good Alignment (most usually Principled) and a determination to fight oppression. Individually, they are useful, but anyone who finds two or more of them realizes they have greater powers.

The Armor of the Invisible Knight
Image
Very Rare Enchanted Chain Mail Full Suit
S.D.C.: 94
Magic Features
• Initial Ability: Regenerating Armor
• Ability for second item: Invisible Armor
• Ability for complete set: Weightless Armor
History: Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the armor was crafted to be invisible because the forces of the influenced lord were under orders to attack those who entered the land armed.
Rather than fight their way through the minions, they had armor that would not be noticed crafted.


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[b]The Armor of the Invisible Knight[/b]
[img]http://explorersunlimited.com/images/upload/2018/08/29/20180829205736-be798010.png[/img]
[size=85][i]Very Rare Enchanted Chain Mail Full Suit[/i]
S.D.C.: 94
[u]Magic Features[/u]
• Initial Ability: Regenerating Armor
• Ability for second item: Invisible Armor
• Ability for complete set: Weightless Armor
History: Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the armor was crafted to be invisible because the forces of the influenced lord were under orders to attack those who entered the land armed.
Rather than fight their way through the minions, they had armor that would not be noticed crafted.[/size]


Blade of the Invisible Knight
Image
Legendary Enchanted Long Sword
S.D.C.: Indestructible
Damage: 2d6
Magic Features
• Initial Ability: Indestructible
• Ability for second item: Invisible Weapon
• Ability for complete set: Physical Transferal
History: Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the blade was crafted to be invisible because the forces of the influenced lord were under orders to attack those who entered the land armed.
Rather than fight their way through the minions, they had a weapon that would not be noticed crafted.


Code: Select all
[b]Blade of the Invisible Knight[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/01/20180901192237-2d0eedda.png[/img]
[size=85][i]Legendary Enchanted Long Sword[/i]
S.D.C.: Indestructible
Damage: 2d6
[u]Magic Features[/u]
• Initial Ability: Indestructible
• Ability for second item: Invisible Weapon
• Ability for complete set: Physical Transferal
History: Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the blade was crafted to be invisible because the forces of the influenced lord were under orders to attack those who entered the land armed.
Rather than fight their way through the minions, they had a weapon that would not be noticed crafted.[/size]


The Signet of the Invisible Knight
Image
Legendary Enchanted Ring
Magic Features
• Initial Ability: Protection from Undead (prevents vampire mind control)
• Ability for second item: Metamorphosis: Human
• Ability for complete set: Multiple Image
History: Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the ring protects against vampiric mind control and repels undead, as well as allowing the wearer to assume other human forms to hide and to create illusory copies to aid in escapes,


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[b]The Signet of the Invisible Knight[/b]
[img]http://explorersunlimited.com/images/upload/2018/04/18/20180418123202-c681f11d.png[/img]
[size=85][i]Legendary Enchanted Ring[/i]
[u]Magic Features[/u]
• Initial Ability: Protection from Undead (prevents vampire mind control)
• Ability for second item: Metamorphosis: Human
• Ability for complete set: Multiple Image
History:  Originally crafted for a Paladin who had discovered a certain oppressive Lord was, in fact, under the influence of a Vampire, the ring protects against vampiric mind control and repels undead, as well as allowing the wearer to assume other human forms to hide and to create illusory copies to aid in escapes,[/size]


Concept: Each item has 3 functions, but only the first function is active while only one item is possessed. The second function of each item only manifests when 2 items or more are owned, and the third power only manifests when all three are owned.
Last edited by Fox on Thu Nov 08, 2018 2:59 pm, edited 14 times in total.
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Re: Fall 2018 EP Contest

Postby Virtus » Tue Oct 30, 2018 2:35 pm

Indomitable

OOC Comments
Once a display at a forgotten museum, these relics recalled their former duties empowered by the surge of energies upon the breaking of the world. Whoever has these items are never alone as fragments of the bravery, determination and duty that are part of their past whisper to those who use them, driving them to go wherever there is need.

Currahee
Image
Unique Legendary Enchanted Weapon
Damage: 5D6 (bullets) or 2D6 (pistol whip)
Ammo: .45 ACP
Capacity: 8 rounds (7 in the magazine, 1 chambered).
Special Abilities
• Double Damage to Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
• Additional Damage: One die of damage is added to the weapon's normal damage.
• Indestructible: Cannot be destroyed by any means, save alchemy.
Personality:Though this pistol is not known to be intelligent in any fashion, wielders often report in desperate hours, hearing a multitude of voices as if comrades in arms were with them. Indeed, when evil is close, they can hear voices calling it out, even as the pistol turns black. Anyone carrying Currahee feels a keen sense of duty to their allies, the vulnerable and the oppressed.
Curse: Any who possess Currahee are driven to defend humans against supernatural evils, even in the face of impossible odds. If humans are known to be facing a supernatural menace within a day's travel, they feel the call to aid them unless they are already engaged in such a duty currently. To refuse requires a successful save vs. magic (16). If successful, the urge can be ignored but the pistol will no longer provide any bonuses, double damage capacity or special powers to the wielder who refused the call until such a duty is fulfilled. It will not render any of its magic abilities to creatures of magic, supernatural beings, undead or animated dead.
History: To look at this pistol, it's a wonder it's still functional, pitted and worn. Currahee's origins lay in the ancient past, in a war of major significance. Who it belonged to is lost to antiquity, but the deeds were of such stature that it was enshrined in a museum before the Dark Ages. At the coming of the rifts, as people scrambled for protection against the horrors of the new age, this artifact responded to a desperate call. Not crafted by any known being, many believe that some combination of the environments this pistol had been exposed to, combined with the coming of the rifts and the desperation of the people in that town, brought this weapon to new life. All through the dark age it was to be found in the hands of those who faced the impossible. Sometimes it would be passed on and other times it was found by the bold as destruction seemed imminent. Curiously it only functions for regular people, becoming mundane for the supernatural or magical. The collectors who have possessed it either found themselves leaving their treasuries to defend those in need or inexplicably meeting someone they gave it to on whim, not remembering exactly why they did so.


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[[b]Currahee[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/30/20181030132515-92cc5119.png[/img]
[size=85][i]Unique Legendary Enchanted Weapon[/i]
Damage: 5D6 (bullets) or 2D6 (pistol whip)
Ammo: .45 ACP
Capacity: 8 rounds (7 in the magazine, 1 chambered).
[u]Special Abilities[/u]
• Double Damage to Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
• Additional Damage: One die of damage is added to the weapon's normal damage.
• Indestructible: Cannot be destroyed by any means, save alchemy.
Personality:Though this pistol is not known to be intelligent in any fashion, wielders often report in desperate hours, hearing a multitude of voices as if comrades in arms were with them. Indeed, when evil is close, they can hear voices calling it out, even as the pistol turns black. Anyone carrying Currahee feels a keen sense of duty to their allies, the vulnerable and the oppressed.
Curse: Any who possess Currahee are driven to defend humans against supernatural evils, even in the face of impossible odds. If humans are known to be facing a supernatural menace within a day's travel, they feel the call to aid them unless they are already engaged in such a duty currently. To refuse requires a successful save vs. magic (16). If successful, the urge can be ignored but the pistol will no longer provide any bonuses, double damage capacity or special powers to the wielder who refused the call until such a duty is fulfilled. It will not render any of its magic abilities to creatures of magic, supernatural beings, undead or animated dead.
History: To look at this pistol, it's a wonder it's still functional, pitted and worn. Currahee's origins lay in the ancient past, in a war of major significance. Who it belonged to is lost to antiquity, but the deeds were of such stature that it was enshrined in a museum before the Dark Ages. At the coming of the rifts, as people scrambled for protection against the horrors of the new age, this artifact responded to a desperate call. Not crafted by any known being, many believe that some combination of the environments this pistol had been exposed to, combined with the coming of the rifts and the desperation of the people in that town, brought this weapon to new life. All through the dark age it was to be found in the hands of those who faced the impossible. Sometimes it would be passed on and other times it was found by the bold as destruction seemed imminent. Curiously it only functions for regular people, becoming mundane for the supernatural or magical. The collectors who have possessed it either found themselves leaving their treasuries to defend those in need or inexplicably meeting someone they gave it to on whim, not remembering exactly why they did so.[/size]


Rampart
Image
Unique Legendary Enchanted Helmet
Magic Features
• Energy Field: Three times daily, same as a 4th level spell at 7th level spell strength.
• Superhuman Speed: Three times daily, same as a 5th level spell at 7th level spell strength.
• Superhuman Strength: Three times daily, same as a 5th level spell at 7th level spell strength.
Weight: 3 lbs.
Modifiers: None
Curse: Any who possess Rampart are driven to defend humans against supernatural evils, even in the face of impossible odds. If humans are known to be facing a supernatural menace within a day's travel, they feel the call to aid them unless they are already engaged in such a duty currently. To refuse requires a successful save vs. magic (15). If successful, the urge can be ignored but the helmet will no longer provide magic features to the wielder who refused the call until such a duty is fulfilled. Its magic powers only seem to work for mundane beings and do not work when used by creatures of magic, supernatural beings, undead or animated dead.
History: Rampart was taken from the same museum as Currahee. Much like the pistol, this helmet is not known to be intelligent in any fashion. Even when it has been worn in situations where it was surely destroyed with its owner, it would later show up again in the hands of another humble soldier. Those who wear it often report that in desperate hours, they heard a multitude of voices as if comrades in arms were with them. Anyone wearing Rampart in the stalwart defense of their comrades, friends or family will never die alone.


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[b]Rampart[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/30/20181030133019-58987ae0.png[/img]
[size=85][i]Unique Legendary Enchanted Helmet[/i]
[u]Magic Features[/u]
• Energy Field: Three times daily, same as a 4th level spell at 7th level spell strength.
• Superhuman Speed: Three times daily, same as a 5th level spell at 7th level spell strength.
• Superhuman Strength: Three times daily, same as a 5th level spell at 7th level spell strength.
Weight: 3 lbs.
Modifiers: None
Curse: Any who possess Rampart are driven to defend humans against supernatural evils, even in the face of impossible odds. If humans are known to be facing a supernatural menace within a day's travel, they feel the call to aid them unless they are already engaged in such a duty currently. To refuse requires a successful save vs. magic (15). If successful, the urge can be ignored but the helmet will no longer provide magic features to the wielder who refused the call until such a duty is fulfilled. Its magic powers only seem to work for mundane beings and do not work when used by creatures of magic, supernatural beings, undead or animated dead.
History: Rampart was taken from the same museum as Currahee. Much like the pistol, this helmet is not known to be intelligent in any fashion. Even when it has been worn in situations where it was surely destroyed with its owner, it would later show up again in the hands of another humble soldier. Those who wear it often report that in desperate hours, they heard a multitude of voices as if comrades in arms were with them. Anyone wearing Rampart in the stalwart defense of their comrades, friends or family will never die alone.[/size]


Tin Kitchen
Image
Unique Legendary Enchanted Item
Magic Features
• Purification: Any time food is eaten out of this mess kit, the food is affected the same as the 7th level spell at 7th level spell strength.
• Sustain: Once per day, up to two people who eat from this mess kit are affected by the 5th level spell at 7th level spell strength.
• Its magic powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!
Weight: 1 lb.
Modifiers: None
Curse: Any who possess Tin Kitchen are compelled to share their food or drink with any mundane beings that are hungry and/or thirsty that they meet, if it is within their means. To refuse requires a successful save vs. magic (14). If successful, the urge can be ignored but Tin Kitchen will no longer provide magic features to the wielder who refused the call until such a duty is fulfilled. However, it will still work for any others that eat or drink from it. Its magic powers only seem to work for mundane beings and do not work when used by creatures of magic, supernatural beings, undead or animated dead.
History: Tin Kitchen was taken from the same museum as Currahee. Its value isn't immediately evident to the pragmatic soldier, but to the tired and battle weary it is highly prized. Much like the other two Indomitable artifacts, Tin Kitchen seems to carry memories with it. While eating from Tin Kitchen, users report a peace from whatever turmoil they have been in. Pressing matters seem muted for a few moments in the quiet provided by the meal. The distant sounds of camaraderie sometimes drift to their ears as fond memories come unbidden to their forethought. The flimsy flatware never seems to be separated from the set. Even people who could have sworn they left a fork behind in hurried movement find it inside when they reopen the mess kit. The mess kit can and has been bent and crushed many times but always seems to return to its normally worn condition.


Code: Select all
[b]Tin Kitchen[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/30/20181030133042-a57014d1.png[/img]
[size=85][i]Unique Legendary Enchanted Item[/i]
[u]Magic Features[/u]
• Purification: Any time food is eaten out of this mess kit, the food is affected the same as the 7th level spell at 7th level spell strength.
• Sustain: Once per day, up to two people who eat from this mess kit are affected by the 5th level spell at 7th level spell strength.
•  Its magic powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!
Weight: 1 lb.
Modifiers: None
Curse: Any who possess Tin Kitchen are compelled to share their food or drink with any mundane beings that are hungry and/or thirsty that they meet, if it is within their means. To refuse requires a successful save vs. magic (14). If successful, the urge can be ignored but Tin Kitchen will no longer provide magic features to the wielder who refused the call until such a duty is fulfilled. However, it will still work for any others that eat or drink from it. Its magic powers only seem to work for mundane beings and do not work when used by creatures of magic, supernatural beings, undead or animated dead.
History: Tin Kitchen was taken from the same museum as Currahee. Its value isn't immediately evident to the pragmatic soldier, but to the tired and battle weary it is highly prized. Much like the other two Indomitable artifacts, Tin Kitchen seems to carry memories with it. While eating from Tin Kitchen, users report a peace from whatever turmoil they have been in. Pressing matters seem muted for a few moments in the quiet provided by the meal. The distant sounds of camaraderie sometimes drift to their ears as fond memories come unbidden to their forethought. The flimsy flatware never seems to be separated from the set. Even people who could have sworn they left a fork behind in hurried movement find it inside when they reopen the mess kit. The mess kit can and has been bent and crushed many times but always seems to return to its normally worn condition.[/size]
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Re: Fall 2018 EP Contest

Postby Sentinel » Tue Oct 30, 2018 11:00 pm

Habiliments of the Chosen
Invalid Submission. No corrections made.
OOC Comments
Chosen's Staff
Image
Type: Greatest Rune Weapon
Damage: 1d6x10
Alignment: Scrupulous, Unprincipled, or Aberrant. (There is one staff in existence for each alignment though only three are known to still exist.)
1. Independent personality with an high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the staves never wear.
4. Made of black (Aberrant), blue grey (Scrupulous), or dark red metal (Unprincipled) and lined from tip to handle with runes. Other materials exist for each alignment.
5. Does 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Each variation of the staff can be used by a person of any particular alignment (good, evil, or selfish, etc). Characters of an incompatible alignment take 2D4 points of damage each time they take an action incompatible with the weapons alignment or 3D6 damage if a creature of magic if they fail a save vs. insanity.

Greater & Special Abilities

Spell casting abilities:
• Select a total of six magic spells from spell levels 6-11.
• Anti-Magic Cloud; Astral Hole; Energy Sphere; Re-Open Gateway (Rift); Plane Skip; (Spells for each staff are the same except the last one. Each is different for each alignment.) Wall of Defense (Scrupulous), or Mindshatter (Aberrant), or Metamorphosis: Superior (Unprincipled) (GM can add a new spell for another alignment utilizing magic item validation. Spell is likely commensurate with what alignment would use.)
• Each can be performed three times per 24 hour period.
• All are equal to a 10th level spell

Dimension traveling/warping abilities:
• Teleport: Lesser, Teleport: Superior, Mystic Portal, Time Hole, and Sanctum.
• Each can be performed as often as two times per 24 hour period.
• All are equal to a 10th level spell.

Psionic abilities:
• Possesses all Sensitive and Telepathy: Superior and Telekinesis: Superior.
• I.S.P. 3D4x10+30 at sixth level proficiency.
• I.S.P. recovers at a rate of 10 every three hours.

Curse: No Known Curse.

Personality: All are very clever know it all’s due to their age and experiences. They love to tell stories of their previous owner’s mistakes and how they could have done better. They also admire telling stories of great triumphs that they were a part of, due to no small part of their own of course. A little happy go lucky to taciturn depending on their alignment.

History: Archmages and want to be Archmages could only dream of owning such a weapon as these. Rumored to be from the time of a thousand magics their inherent abilities have allowed wielders to traverse the megeverse.



Vestment of the Chosen
[Cloak of Protection]
Image

M.D.C. by Location:

Main Body: 250 SDC A.R. 14 (MDC and No AR in MDC settings)
Weight: 2 lbs.
Modifiers: None

Features:
• Fright Mask/Face-Plate: This enchantment is placed on the hood of the vestment. It is similar to a Fright Wig, in made to scare and intimidate the hell out of an opponent. In most instances, the face-plate/metal mask is shaped to resemble a monstrous or inhuman face. During combat, the wearer can mentally activate the enchantment to make the face-plate move, snarl, frown, make biting snaps, smile, mouth words and make faces, plus horns, feathers, or strands of hair may move around with a life of their own. Many Western based mercenaries, assassins and fighters like to use this magical feature to gain a psychological edge in combat. It is also sometimes used in the gladiatorial arena. Special Bonuses: 1-80% likelihood to intimidate all who behold the wearer or Horror Factor 15 when angry or trying to deliberately frighten someone. Always has the initiative in combat/first attack and people will usually back down from a challenge (80% to intimidate). Note: Conversely, opponents are likely to view this character as the most dangerous and therefore, he is the most likely to be attacked first or by greater numbers. A psionic see aura will not note any significant impression.
• Fly as the Eagle; three times daily same as 5th level spell.
• Impervious to Energy; three times daily same as 5th level spell.
• Fleet Feet: 10 minutes; three times daily.



Band of the Chosen
Image
[Magic Ring]
M.D.C.: Indestructible

Magic Features
• Invisibility: 10 minutes; three times daily.
• Metamorphosis Animal: 30 minutes; twice daily.
• Teleport: Instant; three times daily.
Curse: None Known.
Last edited by Sentinel on Mon Nov 05, 2018 7:55 pm, edited 7 times in total.
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Re: Fall 2018 EP Contest

Postby Juan Echo » Wed Oct 31, 2018 7:36 am

Flavortown Slayer Gear

OOC Comments
History: One does not casually mention Flavortown in polite company. Some will react with overt disgust while others will grow visibly ill or even vomit at the thought of such a place. Some people will claim it is a mythical place, others say it is simply a state of mind, but a select and discerning few will tell you that it is a very real place. Flavortown is a veritable paradise in the Megaverse tucked into a transdimensional pocket.

It wasn't always that; Flavortown was once overrun by vampires, the undead, and the hordes unwashed masses that appeared after Sammy Hagar mysteriously disappeared. But then this guy showed up. And he used his X-treme magical powers to vanquish all the monsters from the dimension ushering in a new era of peace and prosperity. The guy then opened up a burger bar to hang up his magical outfit and serve the masses deep fried nacho mac-and-cheese bites and bacon wrapped jalepeño poppers with a signature condiment unfortunately known as 'Donkey Sauce'. However, after one epic and rowdy happy hour a regular disappeared with the gear. No one worried though because these magical objects would appear again. In a time of need, a rad hero or heroine may be found sporting a bowling shirt, gold chain, and shades and ready to kick butt.

Divine Shades
Image
Rare Enchanted Item
Weight: 0.25 lb
Description:A pair of slick looking shades with white frames.
Magic Features
  • Lifeblast (3x daily): See Rifts Ultimate Edition, pp. 209 for further details
  • Firebolt (3x daily): When the Divine Shades are worn in conjunction with Flaming Bowling Shirt, the Spell Caster creates and directs a bolt of M.D fire; Strike: +4/Damage: 4D6 M.D.
Curse: Use of any magical powers associated with the Flavortown Slayer's Gear will cause the spell caster's hair to stand on end and go white for one minute per level of experience

Code: Select all
[b]Divine Shades[/b]
[img]http://explorersunlimited.com/images/upload/2018/11/10/20181110093914-d7ba4bc9.png[/img]
[size=85][i]Rare Enchanted Item[/i]
Weight: 0.25 lb
Description:A pair of slick looking shades with white frames.
[u]Magic Features[/u]
[list][*]Lifeblast (3x daily): See Rifts Ultimate Edition, pp. 209 for further details
[*]Firebolt (3x daily): When the Divine Shades are worn in conjunction with Flaming Bowling Shirt, the Spell Caster creates and directs a bolt of M.D fire; Strike: +4/Damage: 4D6 M.D.[/list]
Curse: Use of any magical powers associated with the Flavortown Slayer's Gear will cause the spell caster's hair to stand on end and go white for one minute per level of experience[/size]


Flaming Bowling Shirt
Image
Legendary Enchanted Armor
Weight: 0.25 lb
Description: An XXL bowling shirt that seemingly adjusts to the height (if not girth) of its wearer; it can be worn under most forms of armor; made from a black blended fabric decorated with flames
M.D.C.: 5 M.D.C.
Magic Features
  • Burst into Flame (3x daily): Fundamentally the same as the Fire Warlock spell, only it is the enchanted armor that bursts into flame. Thus, the magical flame provides the armor (temporarily) with an extra 100 M.D.C. or S.D.C. (all attacks come off this first), increases the armor's A.R. by two points, and punches, kicks, and any built-in weapon (like the retractable magic blade) inflicts an extra 3D6 damage. Likewise, any punch, touch or grabbing of the blazing armor does 3D6 damage to the fool touching it. There is also the danger of setting combustibles on fire (01-50% chance). Meanwhile, the character inside the armor can see clearly and is unaffected by his own magic flames. Cannot be used in combination with other magical armors (for example Armor of Ithan)
  • Lightblade (1x daily): Causes a sword of brilliant white light to form in the Spell Caster's hand; duration one minute per level of experience; 1D4X10 damage + 1 M.D. point per level of experience when Flaming Bowling Shirt is worn with Money Gold Chain
  • Double number of times spells associated with Flavortown Slayer Gear can be used per day when all three items are worn
Curse: It's a really hideous looking shirt

Code: Select all
[b]Flaming Bowling Shirt[/b]
[img]http://explorersunlimited.com/images/upload/2018/11/10/20181110093915-955f1c23.png[/img]
[size=85][i]Legendary Enchanted Armor[/i]
Weight: 0.25 lb
Description: An XXL bowling shirt that seemingly adjusts to the height (if not girth) of its wearer; it can be worn under most forms of armor; made from a black blended fabric decorated with flames
M.D.C.: 5 M.D.C.
[u]Magic Features[/u]
[list][*]Burst into Flame (3x daily): Fundamentally the same as the Fire Warlock spell, only it is the enchanted armor that bursts into flame. Thus, the magical flame provides the armor (temporarily) with an extra 100 M.D.C. or S.D.C. (all attacks come off this first), increases the armor's A.R. by two points, and punches, kicks, and any built-in weapon (like the retractable magic blade) inflicts an extra 3D6 damage. Likewise, any punch, touch or grabbing of the blazing armor does 3D6 damage to the fool touching it. There is also the danger of setting combustibles on fire (01-50% chance). Meanwhile, the character inside the armor can see clearly and is unaffected by his own magic flames. Cannot be used in combination with other magical armors (for example Armor of Ithan)
[*]Lightblade (1x daily): Causes a sword of brilliant white light to form in the Spell Caster's hand; duration one minute per level of experience; 1D4X10 damage + 1 M.D. point per level of experience when Flaming Bowling Shirt is worn with Money Gold Chain
[*]Double number of times spells associated with Flavortown Slayer Gear can be used per day when all three items are worn[/list]
Curse: It's a really hideous looking shirt[/size]


Money Gold Chain
Image
Rare Enchanted Item
Weight: 0.5 lb
Appearance: A thick gold chain of an undetermined size. It will look big and gaudy on whoever wears it
Magic Features
  • Protection from Undead:
    • Spell Caster is slathered in 'Donkey Sauce' that holds undead at bay and makes Spell Caster impervious to vampire's hypnotic gaze/mind control
    • When Money Gold Chain is worn with Divine Shades the Spell Caster can summon up to 40 oz. Donkey Sauce daily from hands rather than being slathered by sauce; note, Donkey Sauce summoned from hands can be applied to other people for protection from the undead, or put on a burger, curly fries, or crispy slaw.
Curse: The Donkey Sauce is what actually protects wearer from undead, not the the Gold Chain; washing off Donkey Sauce will negate the effects of Protection from Undead

Code: Select all
[b]Money Gold Chain[/b]
[img]http://explorersunlimited.com/images/upload/2018/11/10/20181110094646-9d8fd64b.png[/img]
[size=85][i]Rare Enchanted Item[/i]
Weight: 0.5 lb
Appearance: A thick gold chain of an undetermined size. It will look big and gaudy on whoever wears it
[u]Magic Features[/u]
[list][*]Protection from Undead: [list][*]Spell Caster is slathered in 'Donkey Sauce' that  holds undead at bay and makes Spell Caster impervious to vampire's hypnotic gaze/mind control
[*]When Money Gold Chain is worn with Divine Shades the Spell Caster can summon up to 40 oz. Donkey Sauce daily from hands rather than being slathered by sauce; note, Donkey Sauce summoned from hands can be applied to other people for protection from the undead, or put on a burger, curly fries, or crispy slaw. [/list][/list]
Curse: The Donkey Sauce is what actually protects wearer from undead, not the the Gold Chain; washing off Donkey Sauce will negate the effects of Protection from Undead[/size][/ooc]
Last edited by Juan Echo on Sat Nov 10, 2018 10:13 am, edited 18 times in total.
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Re: Fall 2018 EP Contest

Postby Vortigern » Wed Oct 31, 2018 6:06 pm

Mistoan Academy Arms
Mistoan Academy Arms

Perhaps the grandest seat of Chivalry in the East is Llorn. And the heart of Chivalry in Llorn is without doubt the Mistoan War Academy which trains the finest (they will tell you so) of the Officer Corps in both the military and the mercenary forces of the Duchy. The graduates have a long history of serving with distinction, discipline, and impassioned service to the welfare of the East.

Eastern Territory, pg 102 wrote:Mistoan War Academy: Named after General Mistoan, the Western Empire general who single-handedly united the people who settled the ruins that once stood where the VasPasseon palace now gleams. The academy is a virtual fortress in its own right with a curtain wall, a parade yard and a keep. Within the academy, the Knight trainees learn about military etiquette, strategy, supply and the code of chivalry in addition to combat and horse training. Graduates of the Academy are the equivalent of a Palladin and are entered in the rolls of the Mistoan Order. Typically the academy only accepts those from the noble and merchant elite. Upon graduation, the new Paladin is given a commission in the Llornian Militia or the Mercenary Corps as an officer. The recruit is required to fulfill an eight year obligation of service in either the Militia or the Mercenary Corps, or a combination of the two. Afterwards, the character is free to pursue other goals, though many choose to stay in the military.


Graduates of the Mistoan Academy are traditionally awarded set of signature enchanted items after being knighted and inducted into the Order. The traditions and prestige associated with these items are more significant than the expense of their construction. However it is noted that each item is left with one empty enchantment slot so that the weapons can grow with the bearer, leaving room for the owner to have selected additional qualities added later on in their career. None the less the Knights of the Mistoan Order are without doubt made well prepared for the travails they must endure when leaving the hallowed walls of the Academy.

Decisive Wrath
Image
Rare Enchanted Longsword
S.D.C.: 50
Damage: 3d6
Mundane Features
Magic Features
  • +1d6 Damage
  • Double Damage To Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
Curse: None
Appearance: A finely crafted longsword of dwarven steel. The fuller of the blade is engraved with the motto "Never draw me without reason. Never sheath me without honor."
History: These blades are crafted in lesser imitation of the style of Western blade that Mistoan himself carried into the battles that forged modern Llorn. The maxim engraved upon the blade is said to have originated with the Lady mother of Mistoan, who commissioned the blade, as a reminder of just action to her adventuresome son.


Code: Select all
[b]Decisive Wrath[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160012-0d8958b5.png[/img]
[size=85][i]Rare Enchanted Longsword[/i]
S.D.C.: 50
Damage: 3d6
[u]Mundane Features[/u]
[u]Magic Features[/u]
[list][*]+1d6 Damage
[*]Double Damage To Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.[/list]
Curse: None
Appearance:  A finely crafted longsword of dwarven steel.  The fuller of the blade is engraved with the motto "Never draw me without reason.  Never sheath me without honor."
History: These blades are crafted in lesser imitation of the style of Western blade that Mistoan himself carried into the battles that forged modern Llorn.  The maxim engraved upon the blade is said to have originated with the Lady mother of Mistoan, who commissioned the blade, as a reminder of just action to her adventuresome son.[/size]


Burden Of Nobility
Image
Rare Enchanted Necklace
S.D.C.: 20
Magic Features
  • Fleet Feet: 10 minutes; 3/day.
  • Superhuman Strength: 10 minutes: 3/day.
Curse: None
Appearance: A thick bronze chain suitable to denote knightly station with medallion to the fore with the seal of the Mistoan Order. Engraved with the words "Justice" and "Temperance" on either side of the image of a balanced scale on the rear face of the medallion.
History: The official emblem of station for Knights of the Mistoan Order. Those bearing an intact medallion and comporting themselves properly likely could pass themselves off as a member of the Order under most circumstances. Order members finding one in the possession of anyone else are prone to examine the situation very closely. The engraving on the rear face of the medallion is intended to remind the bearer of virtues they should be seeking to enact in their lives as Order members.


Code: Select all
[b]Burden Of Nobility[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/31/20181031143318-5cf165f1.png[/img]
[size=85][i]Rare Enchanted Amulet[/i]
S.D.C.: 20
[u]Magic Features[/u]
[list][*]Fleet Feet: 10 minutes; 3/day.
[*]Superhuman Strength: 10 minutes: 3/day.[/list]
Curse: None
Appearance: A thick bronze chain suitable to denote knightly station with medallion to the fore with the seal of the Mistoan Order.  Engraved with the words "Justice" and "Temperance" on either side of the image of a balanced scale on the rear face of the medallion.
History: The official emblem of station for Knights of the Mistoan Order.  Those bearing an intact medallion and comporting themselves properly likely could pass themselves off as a member of the Order under most circumstances.  Order members finding one in the possession of anyone else are prone to examine the situation very closely.  The engraving on the rear face of the medallion is intended to remind the bearer of virtues they should be seeking to enact in their lives as Order members.[/size]


Clarity of Judgment
Image
Rare Enchanted Shield
Damage: Can be thrown about 15', inflicting 1D6 damage. A shield-bash does 2D4 damage.
Magic Features
  • Indestructible: Cannot be destroyed by any means, save alchemy.
  • Foebane (3x daily): Enables the user to identify the strongest life force (level/hit points/S.D.C/brute strength) among the enemies before him.
Curse: None
Appearance: A sturdy wood and metal plated shield. Usually painted with the arms of the bearer.
History: The shield is an ubiquitous accouterment of the knight and frequently is used to display their identity to friend and foe alike on the field. Almost a necessity for that reason alone it also can serve as a potent defense against many attacks that might otherwise significantly imperil the bearer.


Code: Select all
[b]Clarity of Judgment[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703081455-b3a8cc03.png[/img]
[size=85][i]Rare Enchanted Shield[/i]
Damage: Can be thrown about 15', inflicting 1D6 damage. A shield-bash does 2D4 damage.
[u]Magic Features[/u]
[list][*]Indestructible: Cannot be destroyed by any means, save alchemy.
[*]Foebane (3x daily): Enables the user to identify the strongest life force (level/hit points/S.D.C/brute strength) among the enemies before him.[/list]
Curse: None
Appearance: A sturdy wood and metal plated shield.  Usually painted with the arms of the bearer.
History: The shield is an ubiquitous accouterment of the knight and frequently is used to display their identity to friend and foe alike on the field.  Almost a necessity for that reason alone it also can serve as a potent defense against many attacks that might otherwise significantly imperil the bearer.[/size]
Last edited by Vortigern on Thu Nov 08, 2018 1:17 am, edited 2 times in total.
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Re: Fall 2018 EP Contest

Postby Augur » Mon Nov 05, 2018 11:11 am

These submissions are now under inspection for item validation by Consumer & Augur.

If you want correction feedback regarding your submission, PM Augur & CC Consumer in your PM.
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Re: Fall 2018 EP Contest

Postby Augur » Wed Nov 07, 2018 9:39 am

Those of you who have posted submissions have been PM'd a screencap image with required corrections as discussed between Consumer and I.

You have until Saturday morning to complete your corrections. [That's a firm deadline.]

Corrections are to be made only to the submission posts themselves.

Good luck!
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