7 Votes


Hits: 4274
Comments: 12
Ideas: 0
Rating: 3.0714
Condition: Normal
ID: 2359


March 2, 2006, 2:20 pm

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Troll Gloves


It seems to me that monks tend to get the short end of things, item wise.  There is not much variety out there, and most of what there is is rather cliche.  So, when my players were sent on a job to clear out a troll cave, I created something a bit different.

These are “Troll Gloves”.  They look like the hands of a troll, claws intact.  And in fact, that is exactly what they are. 

I can give the history to them from my world, and you can use that or create your own.  Perhaps this is their origion, and Gus later lost them, sold them, or passed them on..

Sigrin was a strongheart halfling of great ambition.  He absorbed every grain of knowledge he could come across, especially that involving magic.  His travels eventually led him to Ashmore, where he sought apprenticeship with the Shadowsil.  Instead, though, he was sent on a quest with a party of strangers that was basically a fetching errand.  Willing to do anything to work with such a powerful wizard, Sigrin ground his teeth and went as instructed.  Unfortunately, things did not go as planned, and Sigrin did not get his apprenticeship. 

So, he decided to continue traveling with those who were once strangers, but quickly becoming friends.  His travels eventually led him to the creation of these gloves.  They were on a quest to clear out some swamp trolls.  There was a monk in the party, Gus, and he was not fairing very well in combat.  After a particulary fierce battle, as the party contemplated their next move, Sigrin studied the body of the troll they had just slain.  In a burst of inspiration, he saw a way to help Gus.  He quickly set to work, cutting off the trolls hands.  Using what magic he could, he enchanted them to give the wearer some of the benefits of trolls.  It took much of his energy, and the party had to hide in the swamps two days, waiting for his recovery.  It was worth it, though, as the gloves later made the difference between a troll’s life, or that of Gus.

When I created them for my player, he was still at a rather low level, so the properties are not that great.  But this can easily be altered to suit someone of a higher level.

Bonus Damage: 1d8 Slashing damage (That is just minor slashing damage for those of you who do not play D&D :))
Regeneration: 1 hit point per round (A small amount of heath given back each turn)
Penalty: -1 to Charisma (The player will lose a slight amount of charm, and be slightly less likeable.)

These can easily be altered in many ways.  The damage can be made lesser or greater, it can enhance strength, etc, etc.  The only important thing, I think, is to keep at least one point of regeneration and the charisma Penalty.  Those properties are what make them Trollish.

If you like this, check out my Troll Belt for mages…*wicked grin*

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Comments ( 12 )
Commenters gain extra XP from Author votes.

Voted Iain
February 27, 2006, 11:57
I quite like this - that is, it's a good first idea and a nice concept. However...

1) Please don't include stats. Most of us don't use D&D and some people have never used it. Here's an example of how you could put the stat bit better:
a) Grants a small amount of bonus slashing damage.
b) Gives the wearer a small amount of regeneration, similar to but less than that enjoyed by a troll.
c) Makes the wearer duller; he does not seem to "sparkle" as much in conversation. A minor effect, but he will no longer be as good a diplomat as before. (you may come up with a better way of putting this!)

Also, the backstory, whilst not bad, could be better. Instead of putting "some generic magic user", why not invent a monk and write about how and why he needed these and asked a magic user to make them. You don't necessarily need much - just a paragraph or two. If you want, you could bring in the issue of how and why a monk (stereotypically holy, honourable, etc.) came up with the idea of cutting off a troll's hands and drying them. Also, it might have been hard to find a mage willing to make such an item - how did he find one? As I say, you don't have to address this - you could do other things - but those are suggestions.

Overall though, not bad - I do like the concept and powers. Hope this comment is of some help.
February 27, 2006, 12:12
The reason I left the history is so open is because I prefer to tailor that to fit the party, campaign, and world. I find the players enjoy it much more when it actually relates to them, then some generic history that will not fit every world anyway.

In my game, the gloves were created by the mage in the party as a gift to the monk because he was having difficulty in battle. The Troll is an evil creature, so the monk had no issues using it's own weapons against it, and actually liked that he could use something that was once used by evil and turn it to the destruction of evil.

IMHO, the very best thing you can do as a GM is tailor everything to your PCs. I almost never use standard items in my campaign, and even when I use someone elses idea, I create a new histoy and description to fit the PC recieving it. I include thier name, god, where they got it, anything I can to make it special for them. Makes it hard for me to write a history that will apply to anyone, anywhere. :(

As far as the other ways of putting things, that I can do.
February 27, 2006, 15:21
I agree, and you can see my explanation on this in further detail in the bone now submission. But this site is not set up for a quick two paragraph idea and the rest just fill in the blanks. We enjoy as much information as we can, and then choose to tailor what we need or don't like for our particular setting.
Voted Cheka Man
February 27, 2006, 13:57
-1 for the stats and -1 for not much of a backstory.I like the basic idea though.
February 27, 2006, 17:24
The best of the trio, the gloves have some promise, though i think that each item granting regeneration is a bit much, a play could easily swath themselves in repellant troll bit magic items and end up with +3 or more regeneration a turn. Too stackable, and lacking in detail.

It is one thing to leave a submission open ended for adoption into anyone's home campaign, it is entirely another to take something from a video game and drop it in with the most minor of modification.
Voted MoonHunter
February 28, 2006, 0:46
Actually this is more of a type of item... rather than a single magical item. These are things in the 'enchanter's almanac, moderately accessible enchantments... like +1 weapons and the like. I would polish up the post some then link it to the Class of Items- Weapon codex

Vote to be improved when the post is improved.
March 2, 2006, 14:16
Ok..ok...I got y'all a back story. Enjoy. :D
March 2, 2006, 15:30
A little better but it is still a basic item to me.
Voted Scrasamax
March 2, 2006, 16:21
A definate improvement. The backstory gives the rest of a feel for the item, where it came from and the reason it was created. In accordance, I have increased my vote for this it from a 2 to a 3.
Voted Murometz
March 2, 2006, 18:04
you've done a great job overall, taking criticism (my b*****ng), and other's suggestions, and improving all three items!

hope to see more from you soon!
Voted Mourngrymn
March 2, 2006, 20:32
Only voted
Voted Dozus
October 29, 2012, 12:21
It's nice to have a back story for the standard "+1" items. As an individual sub, well, it's not a lot to look at.

Someone should do a 30 of these: 30 Backgrounds to Everyday Magical Items.

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Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

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