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January 15, 2007, 4:04 pm

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Rings of Sound Sleeping


Rings of great benefit, but also sizeable danger.

These rings were crafted long ago by the head of the Magesteel family. A noble family of known for great warriors and magesmiths. These rings are of great benefit for all classes, but especially Magic users. These rings have many appearences and thier command words vary just as much. This is due to the fact that they have been magically duplicated by many Mages over the centuries. These rings are greatly prized by dungeon delvers as their Magic user companions can regain thier spells much faster wielding it. However one must be most careful when using it, and know who they can trust(see powers) 

Magical Properties:

These rings when placed on any finger instantly place the wearer into a form of magic stasis. When they awaken (by someone speaking the command word, even a Magic Mouth) be it 1 second or a dozen centuries; it will be as if the wearer had a full nights sleep (8 hours). However tis does not age the wearer faster if they wore the ring for less than that. The greatest danger of these rings is that some thing goes wrong and the command word is not said for years; for example the person putting on the ring doesn’t know it’s power or the person they task to wake them has the wrong command word.

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Comments ( 13 )
Commenters gain extra XP from Author votes.

June 4, 2003, 15:46
Hmmm... this item is different and it is very risky. I don't think I would want it, but I do think it would be a good asset to a game. =) I can just immagine adding that to my game... People have a bad habbit of trying stuff out in my games without knowing what they do, hehehe...
June 4, 2003, 17:23
I can imagine a cruel mage arriving at a castle, bearing this gift for the King. When the King falls asleep the mage can take control of his lands. Since he is the only one to know the word which will wake the King no-one wishes to anger him, so his usurpation is easy.

He leaves the King in a hidden chamber of the castle with a cryptic riddle to the word of awakening...
June 4, 2003, 22:32
Imagine the players stumbling in on what they think is a sarcaphogas and notice a book nearby. After repeated attempts to force the lid open, the settle down to decipher the book. They find the last page has only the words "Command Word: Vivrin" or whatever command word you want. If one of them says it, the 'statue', that was really the mage with the ring on covered in god only knows how much dust, sits up and says "What?"
Barbarian Horde
June 6, 2003, 6:11
Wow... does the 'stasis' protect the sleeper from the outside world? Otherwise the rats would eat him sooner or later. Anything from animal repelling to being indestructible. What do you say?
June 7, 2003, 20:42
Imagine that.

"Wake up! There are maggots eating your nose!"
June 11, 2003, 4:38
Another fun one. Not sure if I would use it in a tight group because the negative effect would be negated by the trust in the group...but a group that has real world and character issues with each other...OH WHAT FUN!!!
Barbarian Horde
July 8, 2003, 2:30
Though I like the idea and I am going to use it, I do think it needs some extra rules. They way it is right now, a magic user may replenish spells in one second, so a single ring is enough to benefit even 500 spellcasters, or a single spelcaster can use the ring to have his spells replenished 500 times a day.

This would overpower the spelcaster tremendously.

I will incorperate this into my campaing, but like I said, with extra rules. To replenish you would need at least a couple of hours of sleep and you would have to wear the ring for a prolonged time to have it be effective.
July 8, 2003, 15:28
You could just make the ring's effects work once a day. That way, only one person could gain the effects of a full nights sleep. Or maybe, after the ring's effects work, the user can't take it off for 8 or 12 hours. It's a side effect that limits its usefulness.
Barbarian Horde
August 20, 2003, 19:00
what about making it die out (lose charge) after a year or after 100 uses. Adding a bad part to this ring woulc be that the ring can not be removed or the wearer will simply collapse needing 30 days of rest before being able to adventure again.

Limits on this would make for a real treat, but for sure you would have to make only one person in a part be able to use it. hence the can not remove .... that way your not passing it around your crew never sleeping...:)
Voted Murometz
June 14, 2006, 10:38
Only voted
Voted Cheka Man
June 14, 2006, 13:17
A good idea for those fairytale sleeping monarchs.
August 21, 2010, 0:42
This is a nice item, it can make a good prison item too, leaving prisoners asleep and just leaving them. They won't feel a thing.
Voted valadaar
March 1, 2013, 9:41
I like this, though the ability to recharge instantly seems a bit much.

Some versions of D&D would not be too badly unbalanced as some have both a sleep and a study period requirement (though I usually did not enforce *that* rule).

I would limit it to allow for 1 extra set of spells per day, with the risks that being put into an unwakable sleep provides. There could also be long term consequences for monkeying with one's sleep patterns, and part of the need for sleep could be to gather manna for the coming day.

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       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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