I was really drawn in by the backstory and although, as some say, the soul stealing sword has been done before, the history and twists on the sword's properties make for an interesting variation. Well done... Go to Comment
I left the item details pretty vague so that GM's can fill in the details themselves. In the context that I was thinking in when I made it up I wasn't even thinking of the munchkin aspects. The type of use I envisioned was the item being used against the players by a powerful vampire. Can run can't hide type deal. Or perhaps that it was being used by a good character who was trying to fight the vampy urges and find a cure. The character would then half to deal with the curse and possession affects.
Thanks again for the comments. It's been years since I played so I'm sure I'll need help in the "making good ideas good for games" department.
I'll probably change things so that high level clerics can detect beings who use the cloak to become invisible and do things to negate the effects. Also the cloak could also degenerate after being on the prime material plane for a certain length of time. Go to Comment
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.