Daern's Instant Fortress Dmg 160
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- Daern's Instant Fortress Dmg 160 Free
- Instant Fortress 3.5
- Daern's Instant Fortress Dmg 160 Price
- Daern's Instant Fortress Storage
Much of this is a port from an original document which I (Zibby (talk)) did not write, but am putting in as a basis for how items are planned to function. Thank you to those who have contributed to this conglomerate both knowing and otherwise, which has ended up as the items and how items work in Voidhaven.
The cube rapidly grows into a fortress that remains until you use an action to speak the Command Word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Nov 03, 2019 Dungeon Master's Guide. DMG 4 The Dungeon Master How to Use These Rules DMG 6 Know Your Players. Chapter 1: A World of Your Own. DMG 160 Cubic Gate Daern’s Instant Fortress DMG 161 Dagger of Venom Dancing Sword Decanter of Endless Water Deck of Illusions DMG 162 Deck of Many Things DMG 164 Defender. Rope of Climbing No Uncommon 350 gp DMG 197 Saddle of the Cavalier No Uncommon from DND 288 at Metropolitan Community College. Daern’s Instant Fortress: some questions. I have several questions regarding Daern’s Instant Fortress magic item (DMG, p. 160–161): What does “to place” in the first sentence mean? Do I need to hold the cube until it touches the ground, or can I drop it? If DIF can be dropped, then can it be thrown at a distance (e.g. Using rules for.
- 3Magic Item Values in Voidhaven
Daern’s instant fortress is a 1-inch iron cube that, when a command word is spoken, instantly grows into an adamantine fortress, complete with arrow slits and crenelations! Perfect for withstanding a rampaging horde of orcs or taking shelter in from an angry remorhaz out on the Endless Ice Sea.
Crafting Magic Items[edit]
Crafting magic items is a time-consuming process in most games, but as this game world is meant to be a high-magic setting, crafting magic items has been modified to be considerably less time consuming.The progress in gp which can be made toward crafting a magic item increases as a character gains levels, as below. This also applies for gp per day progress when disenchanting.
Level | GP/Day |
---|---|
1 | 50 |
5 | 100 |
10 | 150 |
15 | 200 |
20 | 250 |
Disenchanting[edit]
A character who takes this activity is disassembling a magic item, and extracting its magical essences into a useful common material, called arcane dust. A character must be at least a high enough level to craft a given item, in order to disenchant it. For each day of disenchanting, the character makes progress toward destroying the magic item based on their level as above, up to the full value of the item. Upon destruction of the magic item, they obtain a pile of arcane dust, a glowing blue metallic powder, worth half the value of the magic item it was extracted from. This dust counts as a magic item, and can only be sold through the selling a magic item downtime activity on p.129-130 of the DMG, but cannot be broken down any farther. Residuum can be used in the place of spell components, if you lack a components pouch or focus, and can be spent to cover the gp value of valuable spell components, but it is always consumed when used this way. Arcane dust can be spent in the place of the monetary expense of copying spells into a spellbook. It's main purpose is to be spent to reduce the crafting time of a new magic item, by artificially reducing its value for crafting purposes at a 1:1 ratio. (IE, if you have 50gp of arcane dust, and make a magic item with a value of 90gp, then you only need to craft up to 40gp of that to complete the item. The item is still worth 90gp, you just took a shortcut.) It is always consumed when used, releasing its metaphysical form from its temporarily physical state.
Many thanks to Kydo for your original work on Disenchanting.
Magic Item Values in Voidhaven[edit]
(Sane magic item prices)
Introduction[edit]
Have you ever wondered how much an item truly costs?Have you been wanting to find or craft an item but aren’tsure how it fits in to the grand scheme of things? Did youever look at sovereign glue and say to yourself, “There isno way that glue is worth 500,000 gp when Sentinal shieldis worth 500gp”. Well you are in luck because this guideis for you.Brainstorming with the Giant In the Playground, /r/DnDNext, and EnWorld forums, Saidoro has put togethera set of tables that break down the costs, reasons for thecosts, and DMG page to find the item.
DM Preface[edit]
Your world need not sell the magic items for the pricesgiven below. Your world does not even need to sell themagic items below at all. The primary purpose of thetables below is to establish the relative price of magicitems so that you can have a reasonably sane economyand/or so that you can quickly eyeball how much the swagyou’re giving your players is worth.The items are divided into a few different lists for yourconvenience. The lists are as follows:
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- Consumables are items that are used some set amount of times (usually once) and then are gone.
- Summoning Items are items that summon creatures to kill things or solve problems for you.
- Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
- Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
- Game-Changing Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.
Each is discussed further in their own section. Byadjusting the prices of the various lists, the DM can makeit easier or harder to get their hands on various types ofproblem solving abilities.
Daern's Instant Fortress Dmg 160 Free
Again, the prices below are not absolute. The DM mayadjust the prices of items individually or by list, they maymake any item available or not, they may say that magicitems can’t be sold for gold at all and that the below pricesonly roughly estimate value when people are tradingmagic items for other magic items or they may even notshow these tables to their PCs at all and just use them toestimate treasure values. The below lists are intended as atool, not an imposition on your campaign world.
Consumables Consumables represent all items that can be usedup when used in their intended manner. By default,consumables are somewhere around one tenth theprice of an equivalent permanent item. The scroll pricesbelow represent a typical scroll of that level. Scrolls withsignificant direct value, such as scrolls of fabricate orwish, may be priced differently.
Summoning Items Summoning items give their users shiny new friendsto help them destroy their enemies or solve problems.With the exception of the Onyx dog, the Silver Ravenand the Ivory Goat of Terror, the value of these items isheavily dependent on how expensive mercenaries are inyour campaign world. The basic rules makes hiring evenquite competent allies startlingly cheap, and while theseitems aren’t based on the ridiculous 2 gp/day rule, they doassume that hiring combat ready minions is a relativelycheap activity that most players will be doing a little bitof if the situation warrants it. Adjust the below pricesaccordingly if this is not true in your campaign world.
| Combat Items Combat items are primarily good for killing things.A few have other uses as well, like the luckstone or theIoun Stone Mastery, but their biggest effect is makingtheir owner better at killing or not getting killed. Increasethe price of these items if you want your players mostlygetting oddball magic items that don’t interact much at allwith combat. All items which are weapons or armor addthe cost of the base weapon or armor that makes them upto their price.
| Noncombat Items Noncomat items give some sort of problem-solvingability not directly related to combat. Some, like theEversmoking Bottle and the Boots of Levitation are alsouseful in combat, but that isn’t where the bulk of theirutility comes from. Increase the price of these items ifyou’d rather have your players resort to combat morepredictably instead of coming up with complicatedschemes that avoid direct fighting.
Gamechanging Items Gamechanging items significantly impacteither the gameworld as a whole or the sortof things that are capable of challenging theirholders. I don’t really see either of these asa problem, but they may not fit with somecampaigns or some settings, so the DMshould take a careful look at the items onthis list and decide whether or not they areallowed.
|
Items that Won’t be priced[edit]
Candle of Invocation: Because we’ve learned a thing or two from 3.5
Deck of Many Things, Efreeti Bottle, Iron flask, Ring of Three Wishes, and Luck Blade: Because Wishes
Well of Many Worlds: Because if the GM wants you to have a TARDIS you’ll have one and if they don’t you won’t
Wand of Wonder: Because lolrandom
Instant Fortress 3.5
Ring of Djinni Summoning: It’s pretty much everything from the gamechanging list in a single item
Bag of Tricks: Creating permanent living creatures does absolutely silly things to the economy
Tome of the Stilled Tongue: No wizard would ever sell this
Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a “level up” type thing
Daern's Instant Fortress Dmg 160 Price
Belt of giant Strength and Potion of Giant Strength: breaks bounded accuracy
Rod of Resurrection: Plot device
Helm of Brilliance: Lolrandom
Stacks also seems to me pretty much improved as the scroll bar is there to assist in finding the application desired just within a glimpse of an eye.With Mac OS X Snow Leopard the videos that are being played can be recorded and same mechanism is true for audio files as well. The Grand central dispatch is definitely equipped with some boost as far as the performance is concerned and a preview for applications like PDF, Videos and Images directories is also made possible. Mac os x install dvd snow leopard retail.dmg to usb. The open CL support is an amazing progress that is literally intended to open up the applications with the more faster speed and with a smoother touch. Further, Apple has spent years in developing the sleek UI and in getting done the dozens of tweaks along with tons of other technological enhancements, and that are evident by the inclusion of customizable installation options, less hard drive space consumption, enhanced support, more stable Safari browser and a bulk of newly added applications. The new technology orientation can be looked into the 64 Bit core applications, Open CL support and a Grand central dispatch.
Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)
Daern's Instant Fortress Storage
Staff of the Magi: Too much power
Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjustthe golem crafting prices as needed
Cursed items
Credits:Saidoro: For the list and the work putting it all together.SalmonSquire: For the layout of the original document.Wizard of the Coast: For making a great 5th edition of D&D.Giant In The Playground: For their help refining the list./r/DnDNext and EnWorld: For their extra input.
Back to Main Page → 5e Homebrew → Campaign Settings → Voidhaven → Creating Equipment and Magic Items
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a Ladder running along one wall to connect them. The Ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your Command, which you can speak as a Bonus Action. It is immune to the knock spell and similar magic, such as that of a Chime of Opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 Hit Points, immunity to damage from nonmagical Weapons excluding Siege Weapons, and Resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 Hit Points.