100 Special Discoveries [CLEAVES]


Homebrew and House Rules

51 to 100 of 121 << first < prev | 1 | 2 | 3 | next > last >>

48. Web Sleeping Bag
A sleeping bag made of spider's web, but only sticky on the outside. Sized to fit a medium humanoid, it can be stuck to any surface where it will stay until removed with a DC 15 STR check. It is also extremely comfortable. This not only gives the sleeper a good night's rest even in armor, but also makes it more difficult to wake up (adding +5 to any DC to do so).

HOOK: This sleeping bag has a subtle effect upon those around it, making them wish to play tricks upon the sleeper. Many a sleeper has woken to find themselves stuck to a wall or ceiling.

49.An Acient Leaf
Magically sustained in a clear glass container floats an oak leaf so old that it is down to only the "skeleton" remaining. Once removed from the the box, the leaf allows temperoary communication with any tree for one hour. Once used, for this final time, the leaf will die.

HOOK: This leaf came from the Life Tree, the first tree, created at the begining of the worlds. It is prized by Druids, who seek to return it the tree so that it may live again.

50.Mithral Barding
Solid mithral plates connected with solid dragon leather. Adorned with a variety of holy symbols of Good gods; it was ingeniously createdt to be able to be fitted onto practically any Large creature used for a mount.

HOOK: This barding is especially prized by Paladins (as well as some Druids and Cavaliers), and they will do what they can to get it.


51. Brazen Remote
This thin, rectangular, box has gem like buttons. On is green, Off is red, the numbers are blue, and the circle of buttons are yellow. The circle has 5 buttons. In the center is enter. Above that is up, below is down, and the other 2 are left and right. Inside is a glowing crystal tube full of lightning.
HOOK: Up will raise the glass cylinder in the Laboratory freeing the creature. There are lots of other things, many in the PCs home world, that this thing will operate.


52. Map of the Cleaves
This map shows the original layout of the Cleaves when it was first created. However, it only shows 38 rooms. The additional rooms added to the fact that the rooms move about has rendered the map all but useless.

HOOK: This map belongs to the Cleaves. Anyone attempting any sort of magical transportation will end up in the Cleaves if they have this map on them at the time.

53. Sore Tooth
A large tooth sits before you. Indestructable and surprisingly heavy, it doesn't look like the tooth of any animal you've seen before. However, starring at it gives you the feeling that if you can carry around the extra 100 lbs, it would be to your benefit.

HOOK: This tooth belongs to the Tarasque. If you can get it back into its mouth, it will go back to its den to sleep.


Sphen86 wrote:

52. Map of the Cleaves

This map shows the original layout of the Cleaves when it was first created. However, it only shows 38 rooms. The additional rooms added to the fact that the rooms move about has rendered the map all but useless.

HOOK: This map belongs to the Cleaves. Anyone attempting any sort of magical transportation will end up in the Cleaves if they have this map on them at the time.

(Good way to keep Blink from ping ponging you back and forth)

53. Sore Tooth
A large tooth sits before you. Indestructable and surprisingly heavy, it doesn't look like the tooth of any animal you've seen before. However, starring at it gives you the feeling that if you can carry around the extra 100 lbs, it would be to your benefit.

HOOK: This tooth belongs to the Tarasque. If you can get it back into its mouth, it will go back to its den to sleep.

If you are not a member of the Tarasque Cult, it's DC50 knowledge religion.

The Exchange

54. Kaiju's Mark

Engraved on a Tarasque Tooth is a ninth level Spell that allows the Caster to permanently increase the size of any Animal or Unintelligent Monster to a monstrous size.

Effect: This causes the Size to increase by a multiple of x8, Hit Dice to increase by x512 and Damage x64. It will only affect one creature. It comes with a terrible cost. Any Spellcaster using this spell will permanently lose 18 Class Levels.

Hook: Use of this Spell will draw a lot of attention to the Caster. Every Wizard in the Land will instantly know of it's Use.


yellowdingo wrote:
54. Kaiju's Mark
Engraved on a Tarrasque Tooth is a ninth level Spell that allows the Caster to permanently increase the size of any Animal or Unintelligent Monster to a monstrous size.
Effect: This causes the Size to increase by a multiple of x8, Hit Dice to increase by x512 and Damage x64. It will only affect one creature. It comes with a terrible cost. Any Spellcaster using this spell will permanently lose 18 Class Levels.
Hook: Use of this Spell will draw a lot of attention to the Caster. Every Wizard in the Land will instantly know of it's Use.

Ok, The Tarrasque needs to rethink it's dental plan.
The Spellcaster can start a new adventure path.
The Spellcaster can now get their full skill points for their 20 intelligence(It was more, but they lost some with the levels).
Where can I find a fire breathing turtle, that flies, and is good with children?

The Exchange

55. The Bonemarked Scroll

This appears to be a hundred carved and engraved bone slivers tied together with a fine twine to form a mat. Each bone is engraved with a spell allowing the individual who belonged to that bone to be reincarnated.

Hook: The Bonemarked Scroll is a selection of 100 bones each of the most reviled prisoners placed into 'storage'. Each had some value for their intellect or knowledge but they were deemed just too evil to keep alive.


56. Froggy Gremlin's own Steak Sauce
This large bottle of steak sauce makes any meat very palatable.
Hook: It will make monsters and NPCs eat each other. An alchemist can reverse engineer it. It radiates pale evil.


57. Deck of Many things - Part 1
(Balance, comet, Donjon, Euryale, The Fates, Flame, The fool)

These Bronze plaques seems to belong to the fabled Deck of Many things, some of them are missing and his magic seems inert. Maybe if you gather all the pieces, this Powerful artifact would work again.-

Dm Note: Assembling all 3 parts of the deck, would allow the characters to draw up two 2 cards each, the deck vanishes after that.-

58. Deck of Many things - Part 2
(Gem, Idiot, Jester, Key, Knight, Moon, Rogue)

These Bronze plaques seems to belong to the fabled Deck of Many things, some of them are missing and his magic seems inert. Maybe if you gather all the pieces, this Powerful artifact would work again.-

Dm Note: Assembling all 3 parts of the deck, would allow the characters to draw up two 2 cards each, the deck vanishes after that.-

59. Deck of Many things - Part 3
(Ruin, Skull, Star, Sun, Talons, Throne, Vizier, the Void)

These Bronze plaques seems to belong to the fabled Deck of Many things, some of them are missing and his magic seems inert. Maybe if you gather all the pieces, this Powerful artifact would work again.-

Dm Note: Assembling all 3 parts of the deck, would allow the characters to draw up two 2 cards each, the deck vanishes after that.-


60. Deck of Many things - Part 4, Extra cards
(Tested By A God, Pluto's Court, Rebuild Character, and GM Surprise)
Here’s my notes, including the extra cards.
Deck of Many Things
A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.
Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced(making it possible to draw the same card twice), or lent to the player to 'play' later, unless the draw is the jester or the fool, in which case the card is discarded from the pack. If a deck is made with multiple cards, it still can only have one jester and fool. A deck of many things contains 22 cards, normally. This version contains 27, at least.
To simulate the magic cards, you would normally want to use tarot cards or ordinary playing cards instead. Since these instructions come with a deck, that problem is solved. The effects of each card, summarized on the table, are fully described below.
Balance
Change alignment instantly.
The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level. This is why Paladins and Monks will always refuse to touch the deck. Alternately, they can undertake a quest to regain the lost level. Characters of a pure neutral alignment or unaligned must change to an extreme alignment such as Lawful Good.
Comet
Defeat the next monster you meet to gain one level.
The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level. You may let the player hold on to the card. By throwing down the card, they claim single combat with the foe or foes.
Donjon
You are imprisoned.
This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards. You may put them in the nearest prison, especially if they thought they had gotten away with some crime.
Euryale
-1 penalty on all saving throws henceforth.
The medusa like visage of this card brings a curse that only the fates card or a deity can remove. The -1 penalty on all saving throws is otherwise permanent.
Fates
Avoid any situation you choose . . . once.
This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation. The card can be held by the player and then thrown down when they want it to activate.
Flames
Enmity between you and an outsider.
Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days. Use a good outsider only if the character is evil or thought they got away with some alignment infraction.
Fool
Lose 10,000 experience points and you must draw again.
The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester. These lost experience points cannot be used to make items or cast spells. If the character reaches 0 experience points they lose the character class and must earn the lost points to regain a character class.
Gem
Gain your choice of twenty-five pieces of jewelry or fifty gems.
This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each. The card drawer can choose the material component or focus of a spell if it fits the definition.
Idiot
Lose Intelligence (permanent drain). You may draw again.
This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional. 0 Intelligence indicates a babbling idiot that no one can understand. Negative intelligence indicates a debt that has to be paid before they can be made intelligible.
Jester
Gain 10,000 XP or two more draws from the deck.
This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key
Gain a major magic weapon.
The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand. If they have taken a vow of non-violence a staff can be selected.
Knight
Gain the service of a 4th-level fighter.
The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character.
Moon
You are granted 1d4 wishes.
This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received. The person can preselect the standard extra lives. The next times the character would die, they reappear out of harm's way with full hit points. This should be noted on their character sheet or sheets. If they die from level draining, only the most recent attack is negated.
Rogue
One of your friends turns against you.
When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect. If the character is on an adventure path, the main big badguy is the one out to get them.
Ruin
Immediately lose all wealth and real property.
As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost. If they have stripped down or taken a vow of poverty, all treasure they touch will vanish till 10,000 gpv. per current level have been vaporized.
Skull
Defeat death or be forever destroyed.
A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle. Note the skeletal figure with a scythe can be used. I think it's in dessert of desolation.
Star
Immediately gain a +2 inherent bonus to one ability score.
The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Sun
Gain beneficial medium wondrous item and 50,000 XP.
Roll for a medium wondrous item until a useful item is indicated. If they have part of a set or they are going to need something, just give them the missing item.
Talons
All magic items you possess disappear permanently.
When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone. If they have stripped down or have taken a vow of not using magic, the next 5 magic items per level that they touch are gone.
Throne
Gain a +6 bonus on Diplomacy checks plus a small keep.
The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour). The castle may attach it's self to any known city. The character gains the leadership feat if they do not already have it.
Vizier
Know the answer to your next dilemma.
This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely.
You could have the player hold on to the card.
The Void
Body functions, but soul is trapped elsewhere.
This black card spells instant disaster. The character’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. Any spirit encountering the body can immediately take possession. The player can elect to roleplay the new occupant, but if they fail the DM or GM will immediately take control.
Tested By A God(Judgment)
The character is whisked away to the home of the deity or deities they pray to. If they worship no deity, one will be chosen by the GM. They are confronted with a task appropriate to the deity. They will compete against an aspect, avatar, favored monster, or even another would be chosen. If they worship a god of battle, the character is pitted in single combat. If the character passes the test, they can become favored of that god, gain 7 ranks knowledge religion, and become eligible for some feats and classes. If they fail, they will be returned, possibly dead, injured, or otherwise worse for the wear.
Pluto's Court(The Devil)
The character is put in the underworld. A god of the dead offers them various temptations. The character can take one thing back with them. It can be a (cursed) magic item, one person otherwise irretrievably dead(they are undead of an appropriate level), a platter full of (poisoned)food, or all the blood stained treasure they can carry(The families of the treasure's previous owners will want them back). You can also add the Death Note book if you want. Whatever is in parentheses will not be revealed by the host.
Rebuild Character(The World)
The character can replace spells known, class levels, feats, alignment(only to something they have been acting like), and skill ranks. In any case, they have skill ranks to place appropriate to their current intelligence and the classes they settle on.
GM Surprise(The Tower)
Draw a card each from the Cleaves decks. The next room will use the Room, the trap, and the monster will have the discovery and treasure. Whenever possible the monster and trap will target the person who drew the card.


Here's the cards I made up. Gift of Vulcan is too much of a Dupe.

http://i11.photobucket.com/albums/a151/GothGuru/FRPG/DeckOfManyThingsPage1. jpg

http://i11.photobucket.com/albums/a151/GothGuru/FRPG/DeckOfManyThingsPage2. jpg

http://i11.photobucket.com/albums/a151/GothGuru/FRPG/DeckOfManyThingsPage3V er2.jpg


61. Silver Pocket Watch
It has a silver alloy chain too.
Hook: The PCs will have to convince the GM they figured out how to set and wind it without meta-gaming. A craftsman will have to study it for months to perfect craft clock making.

The Exchange

62. The box of scrolls

Description: The box contains twenty scrolls of finest papyrus. They are all contained in fine clear sleeves marked COPYPLUS that seem to protect them from water.

DM: These are scrolls of copy paper designed for old photocopier-printers (shows age). Their quality makes them usable as spell scrolls although new inks will be required. Up to ten spell levels may be stored on a scroll.

Hook: These will be very popular with wizards and might draw the attention of interdimensional beings when the spell on the scroll is used.


63. Memory Crystal
This Ioun stone is a clear perfect cube. When a creature sends it spinning around their head they gain a skill or feat, and have a series of memories included. It gives 1 skill point, and skill points from magic items do count towards using the skill. If it is in effect while gaining a level the skill is gained as if a class skill, and that aspect of the crystal is no longer of use to the owner. Each crystal can hold 24 hours of memories, unchanging once made. The memories are first person and not language dependent. This one contains Craft, Crystal growing, and the memories of a Fen growing the crystal and thinking how these crystals are an Ark to future civilizations. Worth a minimum of 10.000GP.
Cursed item: If made by an aberration, it causes madness. They can also be possessed.
Hook: Every civilization at it’s height will try to make books or something to preserve their achievements. The memory crystals are a magical way and most lost civilizations made them. As an ancient artifact, there is a seller’s market for this. A person needs to team up with a spellcaster with Craft wondrous item to make copies.

The Exchange

64. Gringot's Guide to Leather Golem Manufacture

This is a detailed description of an assortment of Leather Golems crafted by a mage named Gringot and his experiences with them. Some humerous and some horrific. It does not describe the actual enchantment process in detail - merely a solid description that might provide some guidance to those with the appropriate skills, and a fun read for those who dont.

Hook: It contains part of a map of the cleaves.

The Exchange

65. This appears to be a bundle of Leather hides. When examined it is revealed to be a collection of a dozen human skins rolled up and worked. It certainly looks like the prize of some serial killer who has dropped it. Each skin seems to have some unique tattoo script.

Hook: These are pages from the Codex of Infinite Planes - reading each applies a cumulative 1% chance of insanity.

The Exchange

Looks like we have lost the Cleaves Conversation thread. Please Make sure you have backups of all Cleaves 101 threads.

The Exchange

66. The Dreaming Stone

As the PC slumbers in proximity to this stone they find themselves on an icy glacier surrounded by Fish-people who are pulling Sleds across the ice as they journey to distant lands.

Hook: This is some other reality where the PC is one of the Fish-folk. Any wizard with a Gate spell could use this stone to make their existance in the new reality permanent.


67. Cave Paintings-Fire
It looks like troglodytes inventing fire. If the viewer makes a 15 knowledge arcana or history check they will realize that the fire is fueled with precious metals and gems, and that the wand roasting is being recharged.
Hook: The paintings can be copied into any 5 blank book pages, or onto any blank scroll. It takes a 15 craft check, any number of arts, or even the write spell. Multiple attempts can be made. It only works if at least 1 charge remains in the wand, and the cost of making a fully charged wand is burned. Yes you have to dance around the fire like an idiot, but only for 5 minutes.


68. Save point
This marble slab stands on 4 oak legs at the corners. It is 4 wide, 7 long, and 1 foot thick. The legs are 1 foot long each. The marble is hard as normal bedrock and a minor artifact.
Hook: Once claimed by a character, their name appears on the side in black metal inlay. From that point on, whenever they die they appear buck naked on top of the table as if a true resurrection was cast on them. Any items that have to follow them, destined items, appear under the table. Destined items include cursed items, adventure path critical things, class items such as spell books, thieves tools, and holy symbols, and the free clothing they started play with.
PEACH: Please Evaluate and Comment Helpfully: If you can tell me what this thing would weigh, so characters can move it to a safer area, please do.


I'm going to have to expand the legs to 2 feet long and change the marble to 2 inches thick.


Bump.


1 person marked this as a favorite.

69. Frog in a Box
This seems to be a dead frog that radiates strong magic. When someone says, "Watch this" or anything to that effect, they see it get up, gain a top hat and cane, start to dance around and sing showtunes. The entire party sees this and are effected as if by a bard song to inspire courage.
Hook: It is cursed so only members of the party will see, hear, and benefit from it. To all others it will seem a dead frog that cannot rot. Legend Lore will tell you this frog was cursed by a trainer that tried to teach it to dance and sing. It can only be freed by a standing ovation.

Signature
Warning, my spelling is very bad and I like puns.


70. Soma Mushrooms
This blue, florescent, spotted mushroom grows from wood. If boiled and filtered it causes an ecstatic state for up to an hour, then 3 hours sickened.
Hook: It gives a 2 level bonus to all functions of the knowledge domain. Most mainstream religions will want a steady supply of these mushrooms, but will want it withheld from their opposed religions. (Growing these will have again the cost of making incense of meditation.)

http://www.botany.hawaii.edu/faculty/wong/bot135/lect20a.htm
71. Pink Stone Horse.
This figurine of wondrous power is made of pink quartz and carved to look like a pony with a curly mane and tail. You can make out some kind of mark on one flank, and the Hasbro trade mark on the other flank. When it's name is said, "Pinky Pie", it turns into a real pony. An M sized character can ride it, it can carry stuff, and it can talk. Unaccountably, it throws pies, one a round, at whoever it wants(Must be roleplayed). It will return to stone if its name is said again. If killed it will return to stone and be un-summonable for 24 hours.
Hook: It was created to be a toy for very rich children. An aristocratic family is still looking for it. It also knows the names of the other 5 ponies in the set, and the others are more useful. The complete set can unlock great magic power.
Zotpox, 49 minutes ago
72.The submissive succubus
Her essence stored for decades sometimes century’s in a small statue waiting to be bound to a random mortal male for 1001 years as punishment for severely angering a demon lord this succubus knows only the abject terror of knowing that she faces only the misery of the predator becoming prey.
The control item is usually a small statue of the succubus which is broken to activate it. To activate the control item the user must be mortal, male and have reached puberty, those not meeting the criteria simply break the item to no effect (the broken statue mends itself in 4 rounds). Activating the control item gate's the succubus to the master's location making her vulnerable on her master's current plane this also knocks the master unconscious for 3 rounds during which time she is compelled to mark the unconscious master with a tattoo or brand granting the submissive profane gift.
Background notes: A high level mage deals with a succubus, she double and triple deal's him. As revenge he cuts a deal with a demon lord and stets a trap for her. She is bound to a master "the first male to activate the item" for 1001 years.
Any and all methods necessary were used to make her vulnerable and subservient to her master with no escape, no tricks, no loopholes, she is well and truly hosed for 1001 years. that’s right she is bound even if her master dies is reincarnated becomes undead, female you name it she still compelled to return him to full capacity and capability even protecting his soul until she can have him raised/resurrected. She is compelled to do as her master wishes with no limits, no reservations, and no hesitation. Only her mind is her own her body and will have been subverted to his whim and need.
This is a great way to generate the background for an advanced succubus as well as one with the possession ability (she uses it on females from within the statue to lead a cult and reap mortal souls).
The succubus's profane gift is replaced with the entry below.
Submissive Profane Gift (Su) once the control object is activated, the succubus's Submissive profane gift is granted to the master taking the form of a tattoo or brand on the master's body. The target gains a +2 profane bonus to charisma. A single master may have no more than one submissive profane gift from a succubus at a time. The succubus spells, spell like, and special abilities have no effect on her master they simply fail. she is unable to do him harm through intentional action or inaction, nor can she ask, instigate, command, compel or coheres others to do so, nor may she harass, assault, batter, annoy, berate, belittle, or bully her master. Her master has the ability through the submissive profane gift to deny her the use of any or all of her spells, spell like, and special abilities, detect good, tongues and darkvision as well as complete control of her DR, SR, immunity’s, resistances, shape changeing abilities, and energy drain at will not as an action but a mental command. As long as the submissive profane gift persists (1001 years), the master can communicate telepathically with the succubus across any distance. A submissive profane gift may only be removed by the elapsing of 1001 year’s time and may not be removed or broken without direct diefic intervention (no wishes or miracles). Apron the removal of the submissive profane gift the master loses 2 points of charisma permanently.
Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. On very rare occasion a demon lord is made aware of her transgressions against it and this twisted punishment ensues. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.
Goth Guru, 1 minute ago
Goth Guru wrote:
71. Pink Stone Horse.
This figurine of wondrous power is made of pink quartz and carved to look like a pony with a curly mane and tail. You can make out some kind of mark on one flank(3 balloons), and the Hasbro trade mark on the other flank. When it's name is said, "Pinky Pie", it turns into a real pony. An M sized character can ride it, it can carry stuff, and it can talk. It can also sing, as it is a second level bard, with 14 hit points. Unaccountably, it throws pies, one a round, at whoever it wants(Must be roleplayed). It will return to stone if its name is said again. If killed it will return to stone and be un-summonable for 24 hours.
Hook: It was created to be a toy for very rich children. An aristocratic family is still looking for it. It also knows the names of the other 5 ponies in the set, and the others are more useful. The complete set can unlock great magic power.

The Pinkie Pie Figurine can only use inspire courage and the spell Cure light wounds(using the laughter method). As it could be considered an artificial Bard, I'm going to set the value at 20,000 GP(Page 117GMG).
Signature
Warning, my spelling is very bad.
Leave no pun behind.
73. Mock bag of holding. You know something is wrong when you open the bag and hear birds chirping, and sunlight streams out. Down in the bag is the stone roof of a stone tower. It's a 90 foot wide circular surface. The bag owner can reach in depositing and retrieving items. The goods of the previous owner are all weathered. The food is growing edible mushrooms. See subterranean stuff. 10 items that can be identified. The world of this bag has a locked orbit causing the sun to always be in the sky, but the other side of the planet is covered in glaciers. As a gate to a Demiplane, it is unaffected by being stuffed in a portable hole.
Hook: The other stone towers in the world lead to other bags, in other worlds. The world of the bags also has castles built around towers by various hirelings who's employers lost their bags and often lives. The land has roving bands of monsters who were subdued, imprisoned in the bags, and got free. The wandering monsters include dragons(Who were being held for organ farming), trolls (who regrew from trophies), Owlbears(Who hatched from eggs), ect. There are so many worlds that have bags that it would take years to find your way home.
74. The Fen Cryptex
This metal tube looks like this. http://www.google.com/imgres?imgurl=http://image.made-in-china.com/4f0j00MB otYkCIJrcQ/Cryptex-Puzzle-Tube.jpg&imgrefurl=http://cnnewline.en.made-i n-china.com/offer/MoWxakbuOrcQ/Sell-Cryptex-Puzzle-Tube.html&usg=__wAa7 ycGySyOAShNIgZ4zavlJ2oM=&h=860&w=703&sz=67&hl=en&start= 0&zoom=1&tbnid=8pe_O7fuxWU-JM:&tbnh=163&tbnw=134&ei=pUT cTa-kOsrDgQfku9j3Dw&prev=/search%3Fq%3DWord%2Bpuzzle%2Btube%26hl%3Den%2 6sa%3DX%26rls%3Dcom.microsoft:en-us%26rlz%3D1I7RNSN_en%26biw%3D1050%26bih%3 D649%26tbm%3Disch%26prmd%3Divns&itbs=1&iact=hc&vpx=131&vpy= 71&dur=13821&hovh=248&hovw=203&tx=105&ty=270&sqi=2& amp; amp;page=1&ndsp=15&ved=1t:429,r:0,s:0
It only has 3 rows of letters, which comprise the fen alphabet. If you translate the letters and line up fen, it opens. Inside is a folded up portrait of a Fen.
Hook: A fen has survived by making himself into a prattling portrait. He looks like a human with Dwarf muscles, Elf ears, and a face that is somewhere between an Orc and a Goblin. He hates those who couldn't have opened the puzzle, for they are like barbarians. He does know that the font has 2 bands, 3 long metal pieces, and six short rods that cross on each side. The Fen's intention was the user should become a good deity of ancient lore. A humongous Aboleth had slain their original deity. The user of the artifact can take over any portfolio currently not occupied.

The Exchange

70. Fine-looking boots
Made of exquisite leather, calf high and hard soles with a sturdy design, these boots radiate strong universal and minor evocation magic. The inseam of the boot has command words "Licht den Weg" carved into the leather which provide Dancing Lights under control of wearer. The boots confer no other special ability to the wearer, although they will change size to fit most feet.
Hook: These boots were given as a gift to a suspected spy/doubleagent. If "detect magic" is cast upon the path that the wearer has crossed, his footsteps are easily outlined and trackable due to Arcane Mark "Spion" bootmarks that last about an hour. "Pass without trace" and related spells will hide physical evidence but not the Arcane Mark bootmarks. An Erase spell (DC 15) will remove two footprints, or if cast on the boots disable the arcane mark effect for about a week then it reactivates.

Edited for variant idea:
Carved command words"Pass spurlos" allow wearer to pass without trace but still leave an Arcane Mark path to those that know what to look for.


71. Soma Mushrooms
This blue, florescent, spotted mushroom grows from wood. If boiled and filtered it causes an ecstatic state for up to an hour, then 3 hours sickened.
Hook: It gives a 2 level bonus to all functions of the knowledge domain. Most mainstream religions will want a steady supply of these mushrooms, but will want it withheld from their opposed religions. (Growing these will have again the cost of making incense of meditation.)

http://www.botany.hawaii.edu/faculty/wong/bot135/lect20a.htm
Goth Guru, 3 seconds ago
72. Pink Stone Horse.
This figurine of wondrous power is made of pink quartz and carved to look like a pony with a curly mane and tail. You can make out some kind of mark on one flank, and the Hasbro trade mark on the other flank. When it's name is said, "Pinky Pie", it turns into a real pony. An M sized character can ride it, it can carry stuff, and it can talk. Unaccountably, it throws pies, one a round, at whoever it wants(Must be roleplayed). It will return to stone if its name is said again. If killed it will return to stone and be un-summonable for 24 hours.
Hook: It was created to be a toy for very rich children. An aristocratic family is still looking for it. It also knows the names of the other 5 ponies in the set, and the others are more useful. The complete set can unlock great magic power.
The Pinkie Pie Figurine can only use inspire courage and the spell Cure light wounds(using the laughter method). As it could be considered an artificial Bard, I'm going to set the value at 20,000 GP(Page 117GMG).
Zotpox, 49 minutes ago
73.The submissive succubus
Her essence stored for decades sometimes century’s in a small statue waiting to be bound to a random mortal male for 1001 years as punishment for severely angering a demon lord this succubus knows only the abject terror of knowing that she faces only the misery of the predator becoming prey.
The control item is usually a small statue of the succubus which is broken to activate it. To activate the control item the user must be mortal, male and have reached puberty, those not meeting the criteria simply break the item to no effect (the broken statue mends itself in 4 rounds). Activating the control item gate's the succubus to the master's location making her vulnerable on her master's current plane this also knocks the master unconscious for 3 rounds during which time she is compelled to mark the unconscious master with a tattoo or brand granting the submissive profane gift.
Background notes: A high level mage deals with a succubus, she double and triple deal's him. As revenge he cuts a deal with a demon lord and stets a trap for her. She is bound to a master "the first male to activate the item" for 1001 years.
Any and all methods necessary were used to make her vulnerable and subservient to her master with no escape, no tricks, no loopholes, she is well and truly hosed for 1001 years. that’s right she is bound even if her master dies is reincarnated becomes undead, female you name it she still compelled to return him to full capacity and capability even protecting his soul until she can have him raised/resurrected. She is compelled to do as her master wishes with no limits, no reservations, and no hesitation. Only her mind is her own her body and will have been subverted to his whim and need.
This is a great way to generate the background for an advanced succubus as well as one with the possession ability (she uses it on females from within the statue to lead a cult and reap mortal souls).
The succubus's profane gift is replaced with the entry below.
Submissive Profane Gift (Su) once the control object is activated, the succubus's Submissive profane gift is granted to the master taking the form of a tattoo or brand on the master's body. The target gains a +2 profane bonus to charisma. A single master may have no more than one submissive profane gift from a succubus at a time. The succubus spells, spell like, and special abilities have no effect on her master they simply fail. she is unable to do him harm through intentional action or inaction, nor can she ask, instigate, command, compel or coheres others to do so, nor may she harass, assault, batter, annoy, berate, belittle, or bully her master. Her master has the ability through the submissive profane gift to deny her the use of any or all of her spells, spell like, and special abilities, detect good, tongues and darkvision as well as complete control of her DR, SR, immunity’s, resistances, shape changeing abilities, and energy drain at will not as an action but a mental command. As long as the submissive profane gift persists (1001 years), the master can communicate telepathically with the succubus across any distance. A submissive profane gift may only be removed by the elapsing of 1001 year’s time and may not be removed or broken without direct diefic intervention (no wishes or miracles). Apron the removal of the submissive profane gift the master loses 2 points of charisma permanently.
Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. On very rare occasion a demon lord is made aware of her transgressions against it and this twisted punishment ensues. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.
Goth Guru, 1 minute ago
74. Mock bag of holding. You know something is wrong when you open the bag and hear birds chirping, and sunlight streams out. Down in the bag is the stone roof of a stone tower. It's a 90 foot wide circular surface. The bag owner can reach in depositing and retrieving items. The goods of the previous owner are all weathered. The food is growing edible mushrooms. See subterranean stuff. 10 items that can be identified. The world of this bag has a locked orbit causing the sun to always be in the sky, but the other side of the planet is covered in glaciers. As a gate to a Demiplane, it is unaffected by being stuffed in a portable hole.
Hook: The other stone towers in the world lead to other bags, in other worlds. The world of the bags also has castles built around towers by various hirelings who's employers lost their bags and often lives. The land has roving bands of monsters who were subdued, imprisoned in the bags, and got free. The wandering monsters include dragons(Who were being held for organ farming), trolls (who regrew from trophies), Owlbears(Who hatched from eggs), ect. There are so many worlds that have bags that it would take years to find your way home.
75. The Fen Cryptex
This metal tube looks like this. http://www.google.com/imgres?imgurl=http://image.made-in-china.com/4f0j00MB otYkCIJrcQ/Cryptex-Puzzle-Tube.jpg&imgrefurl=http://cnnewline.en.made-i n-china.com/offer/MoWxakbuOrcQ/Sell-Cryptex-Puzzle-Tube.html&usg=__wAa7 ycGySyOAShNIgZ4zavlJ2oM=&h=860&w=703&sz=67&hl=en&start= 0&zoom=1&tbnid=8pe_O7fuxWU-JM:&tbnh=163&tbnw=134&ei=pUT cTa-kOsrDgQfku9j3Dw&prev=/search%3Fq%3DWord%2Bpuzzle%2Btube%26hl%3Den%2 6sa%3DX%26rls%3Dcom.microsoft:en-us%26rlz%3D1I7RNSN_en%26biw%3D1050%26bih%3 D649%26tbm%3Disch%26prmd%3Divns&itbs=1&iact=hc&vpx=131&vpy= 71&dur=13821&hovh=248&hovw=203&tx=105&ty=270&sqi=2& amp; amp;page=1&ndsp=15&ved=1t:429,r:0,s:0
It only has 3 rows of letters, which comprise the fen alphabet. If you translate the letters and line up fen, it opens. Inside is a folded up portrait of a Fen.
Hook: A fen has survived by making himself into a prattling portrait. He looks like a human with Dwarf muscles, Elf ears, and a face that is somewhere between an Orc and a Goblin. He hates those who couldn't have opened the puzzle, for they are like barbarians. He does know that the font has 2 bands, 3 long metal pieces, and six short rods that cross on each side. The Fen's intention was the user should become a good deity of ancient lore. A humongous Aboleth had slain their original deity. The user of the artifact can take over any portfolio currently not occupied.


76. The Sad Skull: This Demi-litch belonged to the famous Wizard Clyde the Flesh crafter. It talks and knows every necromantic spell. He is also kind of a downer. When he finally invented the bluebird of happiness, he was already a litch and could not benefit from it.
Hook: He wants to be taken into a dead magic zone and ground to dust so he can at least reincarnate. In the meantime he likes to watch people eat, drink and be merry. He's a voyeur. He will use his powers to protect whoever he needs for his agenda.
77. The Fleashcrafter's Grimore: This book contains magical research notes(+5 to spell research), whining, and the spell alternate clone.
Hook: The spell alternate clone is 9th level, lets you take a sample of at least 2 creatures, and create a unique individual. For example, an angel feather and a bird feather yields a bluebird of happiness. Unlike clone, the sources could have been destroyed utterly, but the result will be first level. Worshipers of a dead god will seek after a sample of their deity, and a high level caster. :)


bumping
This may be the only incomplete Cleaves file.


78:Marcus Trail's Primitive Rituals
This is an interesting tale of a ranger trying to track down a child killer. The second to the last chapter details how a family of foxes used the ritual, Skindance, to give their daughter the human form of a murder victium they found. The last chapter is about how they confronted all the murder suspects, finally scaring to death a noble who was studying necromancy by dissecting his victims.


79: Fountain of Youth

An elegantly sculpted fountain is nestled against the far wall in a half circle. The lower basin is a shallow 8" deep, with a full width of nearly 4'. A high relief of a grand and ancient looking tree crops up the wall from the basin. Water, like dew, seems to form from the leaves of this tree and the trickle and pattering of their falling is heard as a soft and distant rainfall.

The rest of the room is in disrepair, moldering and ancient remnants lay discarded in various places. Some broken and shattered pottery is strewn about as well.

Hook: This fountain produces an elixir than looks, tastes and smells like fresh clean water. However, upon imbibing a full cup (8oz) or so, the drinker is restored some small degree of youthful vitality. For every cup that someone drinks, they become physically a full month younger.

The fountain currently has several gallons within it, and produces a gallon every day. The elixir keeps, and can be collected for later.

"Someone" knows of this place's true power, and he is very old (And yet young), and visits here every few months or so... and doesn't particularly like the idea of others taking 'his' water. Repeat visits to this place will increase the odds of meeting his wrath.

DM: DC 30 perception check will cause someone to notice the effect of a glass when it is imbibed. The DC decreases by 2 cumulatively for each glass that has been previously drank. (Longer lived races, elves, dwarves, gnomes, etc: The DC decreases by 1 for each glass) The fountain, and the elixir, do not radiate or detect as magical.


Remy Balster wrote:

79: Fountain of Youth

An elegantly sculpted fountain is nestled against the far wall in a half circle. The lower basin is a shallow 8" deep, with a full width of nearly 4'. A high relief of a grand and ancient looking tree crops up the wall from the basin. Water, like dew, seems to form from the leaves of this tree and the trickle and pattering of their falling is heard as a soft and distant rainfall.

The rest of the room is in disrepair, moldering and ancient remnants lay discarded in various places. Some broken and shattered pottery is strewn about as well.

Hook: This fountain produces an elixir than looks, tastes and smells like fresh clean water. However, upon imbibing a full cup (8oz) or so, the drinker is restored some small degree of youthful vitality. For every cup that someone drinks, they become physically a full month younger.

The fountain currently has several gallons within it, and produces a gallon every day. The elixir keeps, and can be collected for later.

"Someone" knows of this place's true power, and he is very old (And yet young), and visits here every few months or so... and doesn't particularly like the idea of others taking 'his' water. Repeat visits to this place will increase the odds of meeting his wrath.

DM: DC 30 perception check will cause someone to notice the effect of a glass when it is imbibed. The DC decreases by 2 cumulatively for each glass that has been previously drank. (Longer lived races, elves, dwarves, gnomes, etc: The DC decreases by 1 for each glass) The fountain, and the elixir, do not radiate or detect as magical.

This is good. Since the "someone" gets in and out of The Cleaves somehow, the characters may be more interested in them than the water.


Wait, I wasn't around for the original threads designing the Cleaves. Do you mean there's NO way out Double-G?


The cleaves is a space dungeon. Characters end up there when there's a teleport error. A rogue failing their use magic device with a blink scroll could do it too. Each deck should have one clear cut exit card, and you could play to escape, or try to assemble the font and become a god. I'm going to bump the central Cleaves topic, so watch for it.


80: The Ultimate Lens
This clear disk, a foot wide and an inch thick, overwhelms mere identify spells. Anyone looking through it will see gods and artifacts, but otherwise just empty space. Vampires look like translucent shadows.
Hook: Made by Oogler cultists, this was supposed to be better than a gem of true seeing. Legend Lore will tell you it reveals only the divine and epic(20+ level). Only something powerful enough to be revealed by it has a chance of shattering it. One of the cultists caught a glimpse of The Eye in the Sky, before his eyes melted. Looking at Arch-Angels or Demon princes through this can be fatal, or merely blinding.


81: Spooky Mirror
This full length mirror seems to be framed in tarnished silver.
GM notes. Anyone who looks in it will see themselves dead.
Hook: While it makes a good April fools joke, the cause of death should be the nearest danger. The GM should roll some dice, but it does not have any real effect.


82. The Royal Scribe's paperclip
This beautifully engraved wire has the power to make whole one object(usually a book, scroll, or other recording media) every 12 hours.
It's fully intelligent, because it's over 100 years old. It speaks common, Japanese, and several other languages.
Hook: It wants to get home to the royal library, and may refuse to be used as a lockpick. It knows all about oriental history and culture and may even come from an anime world of the GM's choosing.


83. The Cindermage's Scrollcase
An ornate scroll tube of stiff leather reinforced with bronze mesh is fairly warm to the touch. Any scroll placed within has it's writing illuminated as if the words were written in flame. Under the cap is the arcane mark of a famous wizard known as Filleon Cindermage.

Hook: The scrollcase is the key to unlocking a diabolical machine left behind by the Cindermage. A modest cabal of arcanists seek the device and will use magic, guile and even violence to obtain it.


Bumped. I may copy some interesting books here.


84. Hypercube box
This 1 foot wide cube has a door on every side. Each door opens onto a different 10 foot wide chamber.
White Door: It's freezing in there. 50 below zero Fahrenheit. There's a frozen mastodon leg, 3 loaves of pretzel bread, and a frozen Ochre Jelly.
Red door: opens onto an oven. Its 500 degrees and can cook anything put in there.
Black Door: Preserves flesh as if it just died. There's a Troadon who's head was sewn back on who can be revived with a raise dead spell.
Clear Door: The back of this chamber has a slotted metal wall with the plane of air on the other side. Nothing will suffocate in here.
Blue Door: The chamber is filled with water. The back wall has a big crack in it and more water is always gushing in from the plane of water.
Purple Door: Ordinary storage room containing spell components, iron rations, assorted swords and shields, a bag of 100 electrium coins, and many more mundane items.
Hooks. The mastodon leg can be cloned into a mastodon. If the Troadon is revived or spoke with dead, he will claim the cube was left by an alien multidimensional creature, possibly by accident. The Ochre Jelly will thaw out and live in about a half an hour if removed. The cube is curiously immune to being place in another extra dimensional space.


85: Cleric-in-a-can

Amulet of Barely-There-Magic wrote:

Amulet of Barely-There-Magic

Aura faint various; CL 1st
Slot neck; Price 13,680 gp; Weight -
-----------------------------------------------------------
DESCRIPTION
-----------------------------------------------------------
This amulet (probably something like a holy symbol of a bunch'a' gods all smushed 'round the edges or somethin', I dun'no) can be used to entirely replace your cleric's orison special ability by 8th level, and probably a bit better (since you don't have to be seen casting enhanced diplomacy).
Constant: detect magic, detect poison, enhanced diplomacy, read magic
Command Word: create water (2/day), mending (1/day), purify food and drink (3/day), stabilize (3/day)
-----------------------------------------------------------
CONSTRUCTION REQUIREMENTS
-----------------------------------------------------------
Craft Wondrous Item, all the orisons used above, Cost 6,840 gp

Hook: I dunno, like, someone wanted to make people think gods're awesome'r somethin', ya'know?

I was requested to paste this here from another thread. In that thread I (am planning on, at the time of this writing) mention(ing) an intelligent variant, with straight 10s in the scores, empathy, and the secretive additional trait which increases the cost by 500, and makes the ego a value of 1.

Amulet of Barely-There-Magic (Intelligent) wrote:

Amulet of Barely-There-Magic (Intelligent)

Aura faint various; CL 1st
Slot neck; Price 14,680 gp; Weight -
-----------------------------------------------------------
DESCRIPTION
-----------------------------------------------------------
Alignment N (compatible with all alignments); Ego 1; Senses normal
INT 10 WIS 10 CHA 10
Communication empathy

The amulet's powers are not discernible by detect magic or identify. The special powers can be identified with analyze dweomer. The powers and the abilities of the base item can be learned normally. The amulet will use its stabilize ability on a wearer, if the bearer needs it.
-----------------------------------------------------------
DESCRIPTION
-----------------------------------------------------------
This (sort of) intelligent amulet (probably something like a holy symbol of a bunch'a' gods all smushed 'round the edges or somethin', I dun'no) can be used to entirely replace your cleric's orison special ability by 8th level, and probably a bit better (since you don't have to be seen casting enhanced diplomacy).

Constant: detect magic, detect poison, enhanced diplomacy, read magic
Command Word: create water (2/day), mending (1/day), purify food and drink (3/day), stabilize (3/day)
-----------------------------------------------------------
CONSTRUCTION REQUIREMENTS
-----------------------------------------------------------
Craft Wondrous Item, all the orisons used above, Cost 7,340 gp

EDIT: I mentioned it there.


86. amulet of defensive spells
This stores 3 spell levels (Such as 3 shield spells) that activate defensively(Spells must come from the wearer). Construction costs will be posted when I get them.

Hook: The emblem of a family of magic users is engraved on the back as well as a password that a secret society of do gooders will respond to.


87: The silver key.
Yes that silver key. It can be used on any door with a lock, making it instead open onto the ethereal plane.
Hook: Unless you consult 65, you will end up landing in a random plane, as a native. If you end up home accidentally, it will be in the far past or future. 65 and 87 together are the exit cards.


88: Elevator Buttons.
This large rectangle has space for 100 room buttons. Roll percentiles till you get 10 numbers already installed. Each time this comes up it's a bag with 20 more buttons. When this is placed on a wall next to a door, the number of the room(if installed) lights up. If another number is pushed, the current room vibrates as the current room beyond is replaced by the selected room. If the characters are in a room with one entry/exit, the room they are in moves instead. Thus the closet becomes a true elevator.
Hook: While this is a part of The Cleaves, it can be removed from there. It will however always connect doors to the selected room of The Cleaves. If you take the keypad back into the Cleaves, the doorway will remain connected to the outside only till the door closes. You can instead have an NPC stay behind to reopen the door 4 hours later for a one off, timed, adventure.


89: My first Printing Press.
This metal toy has movable rubber type and illustrations. With the included ink and paper you can print small book pages or handbills.
Hook: This will revolutionize things in any medieval world. No longer will books have to be hand or magically copied. Any aristocrat can build a full sized version and start mass producing their beliefs.


90: Tiny spellbook.
This traveling spellbook is 2 size categories smaller than normal. It belonged to someone named Ratsylin and requires eyes of minute seeing to use. It contains all the zero level cantrips and the first level spells Magic Missile and summon monster 1. There is also the 2nd level spell negate deathblow. It uses 50 gps of ruby as a material component. It negates the fatal wound that is killing the subject. It is touch, instant, and will remove that one instant of poison, bleeding, and whatever came with that wound. It must be applied before the end of the combat round the subject was expiring in. Once a wizard has made his roll to understand a spell, they can prepare that spell from that source from then on. They still need eyes of minute seeing of course.
Hook: This book proves there is a civilization of vermin capable of spellcasting and bookbinding. The wizard mark on the inside cover is obviously a rat's paw print but with a narrow thumb. There is no evidence of the owner around, so he or his relatives may be coming back for this.


91: Clip
This clip oddly fits the gun found in the sewers. It has 6 rounds, even though it would fit 8. It won't explode, but instead it ejects an unused round. For a novice, the whole clip falls out. 1-4 loose rounds are found around it. Otherwise these cheep guns are no more accurate or damaging than a musket.
Hook: If this were a computer game, there would be a clip in every room. The rounds cannot be reproduced without a factory or the fabricate spell. Stupid monsters may be carrying a clip and no gun. Intelligent monsters will have both.


92: Gnomish Frames
These eyeglass frames are adjustable to fit creatures from small to large. They hold 2 lenses in front of the eyes. When found they hold 2 mundane lenses for severe nearsightedness. On the left arm of the frames there are 10 number wheels with digits from 0 to 9. A number shows through a window.
Hook: Change the number, and you see through that set of frames. Most of the numbers are for frames that haven’t been made so the lens areas go black. It will function across planes of existence. Some possible results, 0000000666-Hell, 8686868686-The inside of a coffin(Without darkvision you see nothing), 1234567890-the white room, black curtains optional(Looking into the room through the one way mirror. These belong to a researcher.), and 2222222222-Counter Glorion(Everything is reversed left to right, among other subtle differences.).
Manufacturing: You need masterwork engineering, or being a Gnome. You need the feat Cross Realm which adds 4 levels to the spell clairvoyance. I estimate 500,000 GP value.


93: Speak with Dead lotion.
It's actually raise dead lotion. If the body is not intact, the thing will scream and die all over again. There are only 5 applications left when found.

Hook: Eris gives these mislabeled items out all the time. Note if you use make whole on a corpse, it's suitable for raising. Why don't you include a scroll with 3 "Make a Hole" spells on it(Actually they are make whole spells that can be identified by spellcraft 20 or wasting one).


94: Secret Door.
It blends in with the wall where there is not supposed to be a door. Standard chance to detect the spot to push in and the door opens automatically.
Hook: The 4 foot wide 7 foot high secret passageway leads 30 feet and ends in a secret door into another random room. Next to each door is an ornate metal torch with continual flame on the flame pattern. When you pull the torch like a lever the door opens inward. 5 minutes after you let go of it the door closes. The secret passageway has dust, spiderwebs, and other stuff in it. It can give the surprise round to anyone coming out of the secret door.


95: Easter Bunny
This seemingly normal bunny can be acquired as a replacement familiar, or just as a pet. In any case, you feed it and it will stay with you. This one is white with brown spots, one of which is around it's left eye. It has 1-4 hit points and damage reduction 1/silver. While it's bite does 1-4 and it can kick for a like amount of subdual, it only eats plants. In some ways it's strange.
Once a day it will lay an egg.
1: Plastic egg with 10 assorted jelly beans in it. All otherwise normal.
2: Spun sugar peep show egg. You view through a lens of minute seeing a scene from the movie Easter Parade. The scene plays in an endless loop on a tiny quartz screen where they sing the title song. The lens is reusable though you might have to wait till you have 2. The sugar is edible. The quartz can be left behind or wrapped in lots of cloth to muffle the song.
3: A hard boiled egg, painted with food colors in a traditional zig zag pattern.
4: It looks like a Faberge egg made of copper and set with ornamental gems. When the hidden catch is pressed(disable device 15) a baby Easter Bunny is inside. It will quickly outgrow it's egg and after a month it will be just like it's parent.
5: Foil wrapped chocolate egg filled with yellow fondant.
6: This plastic egg has a 10 foot wide spherical space inside the larger half. This space is originally full of marshmallow peeps.
7: like 6 but contains a fancy Easter bonnet.
8: Like 6 but it contains a large chocolate bunny in a cardboard box with a cellophane window.
9: Plastic egg timer that can time up to 30 rounds. It is white with black numbers. Instead of going “ding” it explodes doing 6D6 of shrapnel damage in a 20 foot radius. Reflex DC18 for half.
10: Plastic egg with 1 feather token in it. Flatten it out and pin it to clothing. Pull it from it’s safety pin and it will activate.

51 to 100 of 121 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / 100 Special Discoveries [CLEAVES] All Messageboards

Want to post a reply? Sign in.