STUFF WE HAVE MADE

Using LoreKeepers’ alpha system. Stuff we have made.

NEON VERONA

ROMEO & JULIET CYBERPUNK SETTING
Using Lorekeeper, we wrote a whole campaign setting around Romeo and Juliet, the players are caught trying to smuggled and faciliate the romance between the Montague Corporate and the Capulet Crime Family.

The main plot involves a classic tale of forbidden love. Two young individuals, a son from Montague Industries and a daughter from Capulet Crime Family, have fallen in love. 

"O Romeo, Romeo, where in the network art thou Romeo?"

The Players are hired by a third party, an AI with unclear motives, to help facilitate their secret meetings and ensure their safety. They are our Romeo and Juliet, using their street aliases R1OT & Crimson Ghost when meeting in secret. 

Full Campaign Setting for free.
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Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: Common, plus up to two other languages
Challenge: 3 (700 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Contractual Obligation. The golem can impose a magical contract on a creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be bound to the golem's contract. While bound to the contract, the creature must obey the golem's commands or take 10 (3d6) psychic damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Reactions
Contractual Retribution.
When a creature bound by the golem's Contractual Obligation effect disobeys a command, the golem can use its reaction to deal 10 (3d6) psychic damage to the creature.

This creature is perfect for a campaign centred around commerce, politics, or intrigue. It can serve as a formidable opponent in a negotiation or a powerful ally if the party can figure out how to bind it to a contract.

THE BIZDEV GOLEM

This Biz Dev monster, born from a wizard trying to work out how to make his first board meeting more interesting is a construct made from the physical embodiment of contracts and deals and stone tablets. It's a creature that thrives in the world of commerce and negotiation.

Medium construct, neutral

Armour Class:14 (Natural Armour)
Hit Points:45 (7d8 + 14)
Speed:30 ft.

STR: 14 (+2)
DEX: 12 (+1)
CON: 14 (+2)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 16 (+3)

1. Puzzle Lock: The Curious Nex can only be opened by solving its complex series of interlocking mechanisms, sliding panels, and hidden compartments. A character attempting to open the box must succeed on a DC 20 Intelligence (Investigation) check. Each attempt takes 10 minutes, and a character can only make one attempt per day.

2. Magical Storage: Once opened, the Curious Nex reveals a small, extradimensional space capable of holding up to 10 kilos of non-living material. Items placed inside the box do not change its weight or dimensions. The box can be closed and locked again by reassembling the puzzle.

3. Puzzle Mastery: While attuned to the Curious Nex, the wielder gains advantage on Intelligence (Investigation) checks made to solve puzzles and decipher codes.

To attune to the Curious Nex, a character must spend a short rest focused on the puzzle box, attempting to understand its intricate mechanisms and magical properties.

A Curious Nex, the Magic Puzzle Box

Wondrous item, rare

This intricate and enigmatic puzzle box is crafted from a combination of rare woods, metals, and gemstones. probably of koblin origin. Curious Nex’s is a highly sought-after item among collectors, scholars, and adventurers alike, as it is believed to hold a secret power within.

Gobby Grub Disease

This peculiar magical disease is known to affect food, causing it to develop a sentient personality. It is often spread through contaminated plates or utensils, and once infected, the food becomes animated and interactive. 

Features:

Sentient Food: When a character tries to consume food affected by the Gobby Grub Disease, the food comes to life, gaining a personality and the ability to communicate with the character. The food's personality can vary, ranging from friendly and helpful to mischievous or even hostile.

Infection: The disease can be spread through contaminated plates or utensils. The disease can be removed from the items by casting a remove curse spell or by thoroughly cleaning the items with a purify food and drink spell.

Interaction: Characters can interact with the sentient food, gaining potential benefits or drawbacks depending on the food's personality. For example, a friendly food might provide the character with useful information or a morale boost, while a hostile food might attempt to distract or annoy the character.

Duration: The Gobby Grub Disease lasts for 24 hours after consumption. After this time, the food's sentience fades, and it reverts to being ordinary, non-sentient food.

Rule: When a character begins to consumes food affected by the Whimsical Nourishment Disease, the DM can roll a d6 to determine the food's personality: 1-2 Friendly, 3-4 Mischievous, 5-6 Hostile. The DM can then roleplay the food's interactions with the character, providing potential benefits or drawbacks based on the food's personality and the character's reactions.

Koblin Clockwork War Chariot

Wondrous item, rare

This unique war chariot, designed by the ingenious Koblin artificers, is powered by intricate clockwork mechanisms. It is crafted from a combination of sturdy metals and advanced Koblin technology, making it a formidable vehicle on the battlefield.

Features:

Clockwork Propulsion: The Koblin Clockwork War Chariot is powered by a self-winding clockwork engine, allowing it to move at a speed of 60 feet per round without the need for horses or other creatures to pull it. The engine requires winding every 400 feet travelled, it takes 12 seconds.

Armored Chassis: The chariot is reinforced with metal plates, providing it with an Armor Class of 16 and 50 hit points. The chariot is immune to poison and psychic damage, as well as any condition that would affect a living creature.

Mounted Weapons: The Koblin Clockwork War Chariot comes equipped with a mounted blunderbuss.

Clockwork Repair: As an action, a character proficient with tinker's tools can attempt to repair the chariot by spending 10 gp worth of materials and succeeding on a DC 15 Intelligence (Tinker's Tools) check. On a success, the chariot regains 2d6 hit points.

5. Capacity: The Koblin Clockwork War Chariot can carry up to four Medium-sized creatures or an equivalent combination of smaller and larger creatures.

To attune to the Koblin Clockwork War Chariot, a character must spend a long rest familiarizing themselves with the chariot's controls and clockwork mechanisms.

Mounted Blunderbuss Features:

Ranged Weapon Attack: The mounted blunderbuss has a +6 to hit, with a range of 30/90 ft., targeting a 10 ft. cone. On a successful hit, it deals 2d8 piercing damage to all creatures within the cone.

Reload: The mounted blunderbuss can hold up to 3 shots before needing to be reloaded. Reloading the blunderbuss requires an action.

Swivel Mount: The blunderbuss is mounted on a swivel, allowing it to be aimed in any direction. The Koblin operating the weapon can use their bonus action to change its direction.

The Koblin War Chariot, armed with this mounted blunderbuss, becomes a fearsome force on the battlefield, capable of dealing significant damage to enemy forces while maintaining the Koblins' signature mobility and adaptability.

Bollo's Shoulder Pad

Wondrous item, uncommon (requires attunement)

This shoulder pad, once belonging to the young Warlord Bollo, is crafted from a combination of sturdy leather and reinforced metal plates. A family heirloom the only recovered piece from a powerful suit of armour.

Features:

Balanced Protection: While wearing Bollo's Shoulder Pad, the wearer gains a +1 bonus to their Armor Class. 

Unhindered Movement: The shoulder pad is designed to allow for maximum mobility. The wearer does not suffer any reduction in movement speed or disadvantage on Dexterity (Stealth) checks due to wearing this armor piece.

Swift Strikes: Once per short or long rest, the wearer can use a bonus action to make an additional weapon attack with advantage. This ability represents the shoulder pad's balanced design, allowing for quick and precise strikes in combat.

To attune to Bollo's Balanced Shoulder Pad, a character must wear it during a short rest, adjusting the straps and padding to fit comfortably and securely on their shoulder.

MAGIC ITEM: THE GRASP OF SHADOWS

The Grasp of Shadows, a macabre and eerie magical item, is said to be crafted from the severed hand of a thief called Valkor Ironfoot who met a grizzly end in the darkest depths of a abandoned elf city.

When the Grasp of Shadows is activated, it emanates an aura of darkness that envelops the user, allowing them to blend seamlessly into the shadows and become nearly invisible.

However, the Grasp of Shadows comes with a sinister price. The hand is said to be cursed, and those who wield it may find themselves haunted by the vengeful spirit of the thief from whom it was taken. This malevolent presence may manifest as terrifying nightmares, sudden chills, or even spectral apparitions that torment the user.

It is a sought-after item for those who value stealth and subterfuge above all else. But beware, for the darkness it offers may come at the cost of one's own sanity and soul.

The Grasp of Shadows

Wondrous item, rare (requires attunement)

This macabre magical item grants the following abilities to its wielder:

1. Shadow Cloak: As an action, the wielder can activate the Grasp of Shadows to become nearly invisible in dim light or darkness. While in this state, the wielder has advantage on Dexterity (Stealth) checks. This effect lasts for up to 1 hour and requires concentration, as if concentrating on a spell. Once used, this ability cannot be used again until the wielder finishes a long rest.

2. Illusion Mastery: The wielder can cast the following spells using the Grasp of Shadows, without requiring any material components: disguise self (1 charge), silent image (2 charges), and invisibility (3 charges). The Grasp of Shadows has 5 charges and regains 1d4+1 expended charges daily at dawn

3. Cursed: While attuned to the Grasp of Shadows, the wielder is haunted by the vengeful spirit of the thief from whom the hand was taken. The wielder suffers from nightmares, causing them to gain no benefit from a long rest unless they succeed on a DC 15 Wisdom saving throw. Additionally, the wielder may occasionally experience sudden chills or see spectral apparitions, causing them to have disadvantage on ability checks and saving throws for 1 minute. This effect can occur once per day, at the DM's discretion.

To remove the curse, the wielder must undergo a remove curse spell or a similar effect. However, doing so also removes the magical abilities of the Grasp of Shadows, turning it into a grotty old severed hand.