A collection of magic items designed with rogues, thieves, tricksters, spies, and assassins in mind.
Choker of Silence
Wondrous Item (neck), Uncommon
The Choker of Silence is a black leather collar with a brass pendant that looks like a keyhole. When the Choker is placed around the neck of a Medium or Small humanoid creature, the creature is rendered silent thanks to an aura that surrounds their head. The creature may make an initial WIS saving throw against a DC of 17 to resist this effect. A creature that resists the Choker becomes immune to its effects for 1 hour.
I decided that you get it! It is due to specialized training you received at some point in your life. The catch is that you have to come up with WHY you were given this training - work it into the things you’ve accomplished since becoming an adventurer!
2. Money!
This is what you have:
5,000 gp plus 1d10 x 250 gp, two uncommon magic items, one rare item, normal starting equipment.
If you want cooler weapons or items that grow with you, talk to me about it! I like giving you things you want, but I also like being able to surprise you guys so we can work on something together or I can just make something cool for you. This would take the place of the rare magic item.
Remember- your accumulated wealth through your adventuring career isn't just getting gold and buying cool things- you probably FOUND the best of your gear. Where did you find it? What'd you do to get it? Let these ideas stew for a bit to give your character solid points of adventure in their past.
3. Level?
10.
4. Story?
In the interest of leaving some mystery, I will withhold a few things but this is what I’ll give you guys:
This is a new entry point for this story. With how many new characters there are going to be, I wanted to give you all another chance to connect so we’re almost starting this out like it’s a brand new campaign (at least for a session or two).
I would like to have an hour or two where we get together and order a pizza or two to nail down who these characters are. It’ll be a good chance to get excited for the premiere of “season two” and figure out how these characters fit together as a group of people who need one another. I’ll throw a lot of questions at you guys to improvise some connections to knit the group closer, and it’ll be a block of time to nail down your backstories and ask me any questions about the world/character options you’re looking into.
5. Already writing a backstory?
Awesome! That’s super exciting and I’m totally into you guys exploring your character’s past. In order to tie yourselves into the world that’s already been established, I’m asking that at least ONE detail of your past is related to important NPCS/places already encountered in the story. Whether you were a student of Nathalia under the Mechana Guild, or you grew up in the alleys of Arafel and watched the war tear the nation apart - it’s a way to help connect this new character to the people and places that are already important to you all as players. It’ll help answer the question, “While my old character did _____, and ________, and ________, what was THIS character doing?”
Based on the 5th edition rules for combat this fight is about 20 rounds long (based on the assumption each round is 6 seconds). Longer if you consider each strike a round unto itself. A 20 round exchange of attack rolls would be painful at best, but theres more happening here than that.
I like this fight because it’s a reminder that 2 characters in a room with no objects or obstacles can have an interesting fight that incorporate:
1. Athletics, Acrobatics, Insight, Intimidation, Deception and Perception contests.
2. Parrying, disarming, unarmed combat and grappling.
3. A moment of character development in regard to honor.
4. An ending without a character death that results in gameable rivalry.
Don’t make the mistake of letting combat be determined entirely by attack rolls. Don’t be afraid of some flavor.
Concept: a D&D campaign where every party member has been co-opted or replaced by some sort of hostile intelligence; e.g., the fighter has been possessed by a ghost, the wizard is being mind-controlled by her sapient magic ring, the rogue is actually a shapeshifting blob-monster who devoured the original and stole her form and memories, and so forth. Each of them is totally unaware of the others, and believes itself to be the only monster in a group of unwitting human adventurers.
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