This is the kinda thing i love to see. An item that will have the PCs confused as a duck in an airplane for hours and even days after the game stops. It also has uses as a adventure hook (Ex. This common man comes to the PCs asking for help). Good job you truly deserve a cookie. Go to Comment
I had a good time using this item. My players carried it around for a long time after recieving it as a divine gift, they actually encountered a god at one point and handed him the box to see if he could open it. He did, looked inside, chuckled a little, then closed it and handed it back. They never found out it was empty (in game). So much fun, many thanks. Go to Comment
Wow, I gave this a HoH but it seems I never voted... anyway, I came back here because this gave me an idea: The Box That Can Never Be Closed!
Once, long ago, there was a God of Mages known as Tehfayl. He was the God of the young bumbling adepts. He was quite powerful, untill banished from the Godly Realms for causing too much chaos and upsetting the natural balance of things. He was petty and lazy, and liked to use magic for everything.
Once he created this artifact, and possibly The Box That Can Not Be Opened as well, Tehfayl did not mean to create this box. He didn't even create the box itself, it was a gift from one of his worshippers. The worshipper placed the box at his feet. Tehfayl cast a simple Open/Close Object type spell, but... he kinda over did it... The Box sprung open, launching its contents (Rare spell ingredients and such) everywhere!
He was so embarrassed that he blasted the Box from his Godly Realm towards the unsuspecting world below. He has since departed out world, but his magic is still with us. This Box is a cursed artifact. It looks like a normal wooden box, put can not be kept closed, it will spring open at the worst of times. And, even worse, it infects other containers (such as backpacks and potion vials) that it comes close to.
I've just given this to my party. Last session, the ranger spent the whole of a 3 day sea voyage trying to pick the lock (and kept "almost feeling as if she was about to pick the lock, but then realised it was more complex than she had at first thought) and, now that they are back on land, has decided to try and find a mage who she hopes can magically unlock it. Go to Comment
I don't remember if I voted on this all those years ago but I thought about it the other day and threw it at my players. It was an item left in an alchemical lab of a deceased sage. They found him dead along with a few other notable people in the city together.
The were searching his tower for information regarding a particular issue they were having when they came across his lab. Pocketing a few items, the thief of the group tossed the box in his satchel hoping it contained riches or items of magic. He has broken four of his lock picking tool kits and is attempting to find more. He swears that the fact I am not letting him, open it means there is something in it I don't want him to have. It's fun.
Thank you for creating this pleasurable tool of torture. Go to Comment
In Azur, the streets are crowded, and the PCs' poor grasp of Azuran makes it hard for them to find out why. Still, they shoulder their way through the crowds, trying to get to the house of the renowned wizard they seek, when suddenly they realise they are standing very much alone. The crowds have ceased their talking and their gazes are fixed on the PCs. The imperiously clothed man standing before them smiles and speaks in Azuran: "Ah! Volunteers! And so eager too!"