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ID: 301


November 20, 2005, 10:10 am

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Horn of Leading


Gives a +4 morale bonus to all attack rolls or strength related skill checks for comrades of the blower, but makes hiding, moving silently, or otherwise escaping notice impossible for the blower for the next 1d4 rounds.

Made in the forge of Baelstrom (a powerful fighter/ sorcerer), this horn if crafted from bone imbued with large veins of brass. When blown, the horn sounds like a mixture of a french horn and whale call. Baelstrom created many of these horns in his day and they became one of his prime sources of income, but many were destroyed in the great cataclysm seeing as though both sides had an ample suply of them.

Magical Properties:

When blown, the horn gives a +4 morale bonus to all attack rolls or strength related skill checks for comrades of the blower, but makes hiding, moving silently, or otherwise escaping notice impossible for the blower for the next 1d4 rounds.

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Comments ( 2 )
Commenters gain extra XP from Author votes.

September 24, 2003, 6:29
I like the idea very much, but I think it is pretty overpowered.... A +4 on attacks in D&D 3.0 or 3.5 would mean that you get to the point where you nearly always hit if you are fighting a worthy opponent.

I would say you get a +4 on Str, so a +2 modifier (like the bullstrength potion.... On the other hand, the horn seems to be reusable and it is a mass effect, so probably this should be only a +2 on Str and a +1 on attack rolls and strength related checks.
Voted Zylithan
November 29, 2005, 20:54
I don't care to argue about the specific bonuses (I'll just change them to my liking) but more history and uniqueness would be nice in this post. I feel like a trumpet of leadership or something like that is a common item (heard of before, in many books, etc.). This one needs something else to set it apart in my opinion.

Random Idea Seed View All Idea Seeds

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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