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As you enter the dusty old shop, several things catch your eye at the same time. There is a weapons rack on the far wall, full of several very interesting looking weapons that surprisingly don't have any dust on them. To your left is a large cabinet, it's doors hanging loosely, with just a hint of several pieces of armor catching the glint of the pale light coming thru the dirty window. There are two counters directly in front of you. As your gloved hand clears the dust and grime from them you can see the contents.
(If anyone has any original treasures that they would like me to post here, please send them and I will give full credit to the creator.)
Jewelry Case
Ring of Frost (Created & Submitted by Zarkina)
This ring is ivory in color and has interlaced snow flakes around the band. It is cold to the touch and can only be used 1d6 times. The rings powers are
similar to the Ice storm spell except the ring can be used by anyone. The ring
differs from the ice storm spell in that it can produce any form of frozen water, from snow to hail, to ice. The only requirement for this ring is that water must be present.
Ring of Wind (Created & Submitted by Zarkina)
This ring is clear in color with swirling white masses with in the band. The ring's white masses appear to be moving within the band. The ring can be used 1d8 times to summon forth any type of wind. From a small breeze to a tornado. The ring can be worn & used by anyone and they can control the wind by making an WIS check.
Ring of Flame (Created & Submitted by Zarkina)
This ring is amber in color and appears to have a flickering within the band. It is warm to the touch. This ring combines the Fire Seeds, Fire Shield & Fire Storm spells. The ring can be used 1d6 times but the wearer must roll to see what spell will be used. (1-2 Fire Seeds, 3-4 Fire Shield, 5-6 Fire Storm) The wearer rolls after he has made clear he wishes to use the ring. Anyone can wear and use this ring.
Cursed Pin (demonic item) (Created & Submitted by Fillipo)
A steel pin with a ruby head. It has bound a Nabassu Fledgling and it permits the wearer
to use the gaze of the Nabassu once per day (see the description of the demon). This item
has Intelligence 13, Ego 10 and is Chaotic Evil.
Fish
Ring (Created &
Submitted by Fillipo)
A ring shaped like a fish which is eating its tail. It allow the wearer to turn into a
common fish, like those on Monstrous Manual, not longer than 30 cm., without special
abilities, once a day, and to return to the former shape. No system shock roll is
required.
Glen's
Gift (Created & Submitted by Fillipo)
This silvery amulet was given to her beloved by the wizardess Glen and it has the same
ability of the Lifesaver Amulet (it doesn't disintegrate after use, but it still loses the
power), with the difference that it teleports the maker of the amulet at home together
with the owner. It also enables the two to freely communicate in a radius of eight
kilometers.
Jewel
of the Sun (Created &
Submitted by Fillipo)
A golden amulet which represents the image of the Sun. The amulet can be activated to
create Magical Light at will and Ray of Sun once per day. During the day, it gives +2 to
AC and ST.
Lifesaver Amulet (Created & Submitted by
Fillipo)
A bone pendant which teleports without error its owner to his house if he is about to
suffer a fatal wound. The pendant disintegrates after use.
Ring
of Ethereity (demonic item) (Created &
Submitted by Fillipo)
A Succubus is bound in this item. It permits anybody wearing it to become ethereal and
back, once a day- The ring is of an azure shiny material, very resistant. It can't be used
on the Astral plane or on any Outer plane.
Ring
of Invisibility (demonic item) (Created
& Submitted by Fillipo)
This ring contains an Erinyes and lets the owner to become invisible at will, once per
turn. It also enables see invisible permanently. The ring is made of silver, finely
worked.
Shapeshift
Amulet (demonic item) (Created &
Submitted by Fillipo)
It's a copper pendant, made up of deformed metallic strings. Its owner can Alter Self (as
the first level spell) three times a day. A Cambion Major is bound in this item.
Note on demonic items: Demonic items
are made binding a demon inside an object. Breakin the item, the demon instantly returns
to its home plane. If the item is destroyed in the demon's plane, the demon appears, free.
These items are made by the Demonologist class, which I will sooner or later translate to
English.-- Fillipo
Faradhi Rings (Created
& Submitted by: Rohan Aridia)
Made of empowered gold and silver.
Set with various gems that symbolize certain traits.
Shake in presence of magic. Burn in presence of spell casting.
Absorb small amounts of wearer's power over time. (If mage or cleric)
Over time if absorbed enough will actually aid in wearer's power. (only if mage or cleric)
Dranath
Amulet (Created & Submitted by: Rohan
Aridia)
Augments magical powers. Highly Addictive (Save vs. Poison). Can kill if taken in high
doses (System shock). Can also cure certain diseases in high doses. Once addicted can only
wean off of it once (Constitution check). If not succesful person will die of heart attack
or become addicted again permanently (Save vs. Poison, success means addicted again). If
dosage is cut off then will go through withdraw then die of heart attack and system
failures (Save vs. Death, success means paralysis
Fironese
Crystal (Created & Submitted by: Rohan
Aridia)
Strong as steel Capable of magical channeling, enchaning the effect of the spell 3 fold.
Very rare in all areas of the world. Only found in abundance on an very remote island once
a year after a metor shower.
Armband of Accuracy (1,500 XP)
This is a magical leather strap that is adorned with small rubies and tied about the arm. It grants the wearer a +5 bonus to attack rolls for any hand held weapon, but not distance weapons. The +5 bonus does not apply to damage rolls and an attack roll of a natural 1 is still a miss. Unfortunately this item is flawed, not cursed, and each time an attack roll is made while wearing the armband the DM should make a percentage check. On a roll of 99 or 00 the armband's magic misfires and the wearer strikes himself a critical hit with all pertinent bonuses and penalties applied.
Second Case
Glow Stones (Created & Submitted by Zarkina)
These smokey grey stones are marbled a with glittering silvery substance. They come in different sizes but are most commonly no larger then the palm of your hand. To use, hold the stone in the palm of your hand and close your fingers around it. When the stone begins to feel warm, open your fingers and pale moonlight-like light will shine. The stone will give light for approx. a 5 foot radius. When the stone begins to cool the light will fade. The stone never wears out.
Wand of Wall of Ice (demonic item) (Created
& Submitted by Fillipo)
This item contains a bound Osyluth. The effect is identical to the spell.
Wert's
Tunic (Created & Submitted by Fillipo)
This tunic is extremely resistant, and it has a +8 bonus to every ST, besides being immune
to fire and acid. It gives CA 8. It's a light violet tunic, with golden borders and many
internal pockets.
Huggan's
Cylinder (Created & Submitted by
Fillipo)
It is made of two coassial cylinder, one inside the other. The smaller cylinder is a
psionic item with Int 12 and Ego 3 and the outer one is a true magical item. Rotating the
cylinders a variable dimension field (up to three meeters of radius) is generated, which
prevents spying or scrying both magically and psionically. Anybody viewing the effect area
from outside will only see a silent black sphere, independently of what's happening
inside. The item has twelve charges (which consist of PSPs and magical energy);
maintaining a field of X meters radius costs X charges per turn. The item regains one
charge per turn.
Diarmadhi Mirrors (Three types)(Created & Submitted by: Rohan
Aridia)
Watching -- Can be used to watch anything in the vicinity of the mirror. Need two mirrors,
one with the person you are watching. and one you watch from.
Lineage -- Can identify people who are alive. i.e. race,age,class
Does not respond to dead people's names.
Shadow Catcher -- Can trap their "Souls" in the mirror. Body is left a catatonic
state with no mind. Has place for jewels to circle the mirror which can enable person to
speak to the "Soul" that might be trapped in the mirror. But if there is no soul
captured then the user's soul will be captured permanently. Jewels set must be blooded and
in certain order.
Triangles
of the Titans (Created & Submitted by:
Rohan Aridia)
contists of 3 parts 3 stacked triangles.
each part has sway on different stats
1 - Strength, ups str by 1 point while on person
2 - Speed, ups dex by 2 points while on person
3 - Knowledge, ups int by 1 point while on person
If all three are on person and held they combine to make a fourth
triangle.
4 - Omnipotency - ups all stats by 1 point while on person and joined
Harness of the Angels (Created &
Submitted by: Rohan Aridia)
Looks like backpack
When put on it absorbs into skin and leaves two 6in
gashes over shoulder blades dealing 1d6 dmg. Within
2 weeks gashes heal. Within 2 more weeks bones will
begin to protrude from back. Within 1 more week wings
will sprout from back enabling flight for as many rounds
as str+con/2 rounded up, with a height of 200ft. movement
rate while flying is 15.
Slight divination/alteration dweomer will be found
Star Scrolls (Created & Submitted by:
Rohan Aridia)
Old Scrolls that held the secrets of the diarmadhi. Contained History along with spells
and recipes for certain salves that would cause severe pain, prevent massive amounts of
pain, etc...
Also holds information for spells that will do things of the caster bidding (in
considerable boundaries. DM's decision) Is encrypted.
Pretty Bauble. (Taken from Mark's submission to the DM mailing list)
These bits of costume jewelry the
sort children would be happy with are deceptively mundane in appearance. Even
a casual inspection reveals that, while they may be pretty in a childish sort of way, they
are far from valuable. A pretty bauble radiates magic of the enchantment/charm type,
if detected. Casting read magic on a pretty bauble reveals a tiny command work
inscribed on its surface. When held and its command word is spoken, the pretty
bauble will activate after a one round delay. A pretty bauble remains active for
1d6+4 rounds. During that time, any creature prone to keeping treasure within 30
feet of the bauble may come under its effects, so long as the creature actually sees the
bauble. When this occurs, the creature (or creatures) must save versus spells or
become possessed with an overwhelming desire to immediately become sole owner of the
bauble. This is quite likely to result in violence of some sort, depending on the
types of creatures involved. Typically, 1d4+3 pretty baubles will be found at once.
Each pretty bauble functions only once. XP Value: 200 each.
Papyri of Fire and Lightning. (Taken from Mark's submission to the DM mailing list)
Appearing as a stack of papyrus, stitched together with animal gut along one edge, each of the magical sheets bears either a crude drawing of a flame or a lightning stroke (equal chance of either). There are typically between 1d4+4 papyri in a stack. When the top papyrus is torn off, wadded up, and tossed in the desired direction, it releases a 6d6 fireball or lightning bolt (as the 3rd level wizard spells cast at 6th level). Each papyrus works only once. Tearing out a papyrus other than the top one ruins the removed sheets magic. No more than one sheet can be activated per round. XP Value: 300 per papyrus
Wolf Whistle (1,000 XP)
This whistle can be used to summon a normal wolf, as per the monster description, to aid the caller. When blown the whistle makes no sound and magical silence will not stop it's power. The wolf appears instantly, will obey all commands to the best of it's ability and will remain with the summoner until it is dismissed, killed or 3 hours have elapsed. The whistle can only ever be used 3 times.
Gas of Eye Irritation
A highly volatile liquid, it must be kept in a sealed flask. When opened or broken it evaporates, forming a yellowish brown haze. Those creatures in range who fail their saving throw versus poison will have their eyes become red, watery and itchy. Those afflicted fight at -3 to hit in melee and missile fire combat, and have trouble seeing anything clearly. Infravision and ultravision will not function. The chief ingredient comes from the condensed fumes of burning black stones commonly found in the Principality of Blackhill. I enjoy placing flasks of this with my caches. Believe me, adventurers think twice about opening and sampling every potion after experiencing this gas.
Hallucinatory Gas
This potent gas is compressed and tightly sealed in a small bottle. Upon opening or smashing, the gas rapidly expands causing those who breath it in and fail their saving throw to act confused as the spell of that name. Confused creatures react as follows: 01-10 wander away 11-60 stand confused and have bizarre visions with a 5% chance (DM's discretion) of glimpsing an important future event 61-80 attack nearest creature 81-00 remove armor, clothes, and/or any other personal belongings from their body. Those who make their saving throw are left gasping and can take no action for two rounds. The main component is an exotic mushroom only found growing in the Wendarian Range. This product slows up those snoopy bands of fighters and thieves who dare enter my domicile.
Monster Bug Repellant
This oil spread carefully on a person will repel all neutrally-aligned monster insects. Hostile monster insects and those neutrals attacked by the user fight at -2 to hit. Normal insects, hostile or otherwise, cannot approach within one foot of the user due to the magically-enhanced musky smell of this oil. This repellant does not wash away in water. The critical component of this concoction comes from a special pool of black tar located in the Blackhill. If any of you have had to travel through a swamp or have been accosted by an irate druid, then you know this repellant is invaluable.
Chili Powder
When this alchemical preparation is thrown, characters and creatures must make a saving throw versus magic or be hopelessly rendered teary-eyed, in essence nearly blind. Those afflicted are also in great pain. If they try to attack, they'll strike out at -3 to hit and damage. Missile fire is impossible over 30', and also suffers a -3 penalty to hit. The pain and blindness lasts until a Cure Blindness is cast or the eyes have been washed out with a quart of holy water. The chief component is a small pointed red fruit that some Atruaghin clans use to spice up their cooking. Consider this compound when opposing a beholder.
The Spice of Life
Jar One dose (1 tsp. or 5g.) will greatly enhance the flavor of all types of foods and drinks. However, the spice is cursed. Those who consume a single portion of food (meats, fish, breads, soups, etc.) or goblet of drink made with this ingredient or having this ingredient sprinkled on foods and drinks before serving will gain ten pounds, all fat, unless they make a successful saving throw. A second helping could cause a twenty pound gain, a third helping thirty, etc. The weight gain becomes apparent 10-12 hours after swallowing. The effects of this spice will result in increased encumbrance and discomfort as clothes and armor won't properly fit anymore. If somehow it was discovered that a character ate food seasoned with the Spice of Life within the last 8 hours, then it is possible a Dispel Magic cast at the character will do away with the adverse affects. (Note: It is up to the DM to decide what items become unusable or unremovable and what the appropriate exercises would be in their milieu to reduce a character's new found weight. Have fun. Consider the Spice to be of 8th level when casting a Dispel Magic.)
Dust of Smell Suppression
Anybody or anything inhaling this dust will lose their sense of smell for 1-6 hours. The main component is extracted from a small silvery fish the Ostlanders call smelta. You may think this a malignant dust, but alas you are wrong. Ever travel on an Ostlandic ship full of barbarians or flee from a boggle or enter a lab full of foul-smelling fumes? Ah ... you begin to see the logic of having such a compound available.
Flash Pellets
The pellets look like small white marbles. When thrown or slung against a hard surface, such as a floor, ceiling, rocky cliff, street, etc., the pellet breaks and creates a blinding white flash. Those in the area or looking at the flash are blinded for 2 rounds unless a saving throw is made. Light sensitive beings (i.e. goblins, vampires, shadow elves) will be blinded for 5-8 rounds. The paste that forms the pellets is mostly magnesium, an unique metal gleaned from special ores mined by shadow elves. In trials, members of the Thugs' Guild have found these most useful when evading pursuit.
Smoke Pellets
These magical pellets are similar in size and shape to flash pellets, but are smoky grey in color. When thrown hard or slung, they will break and release a very thick smoky cloud that obscures all vision. Initially, the cloud is 1,000 cubic feet - a 10' cube. It expands 1,000 cubic feet each round for the next four rounds. During rounds 6-10, the smoke slowly dissipates. Of course, magical winds will break up the cloud in three rounds or less. The main constituent of this alchemical product is extracted from smoke mephits ... for a price.
Brimstone Balls
This hellish compound must come in contact with a small fire to be activated. Any magical flame or strong heat source will also activate it. The ball explodes and releases a large billowy yellow and black cloud. Those within it must save versus poison or be rendered helpless by the sulphureous stench. Those that save can run out of the smoke. In the second and third rounds, the fumes change into flame doing 2d6 points of damage per round - no save. The magical flames extinguish themselves in the fourth round, and the exhaust dissipates in the fifth. Note: flammable objects within cloud will continue to burn after the fourth round. The chief component is sulphur collected discreetly from the lower plane, Phlegthos. These balls are good offensive weapons and could be used to increase the damage done by fire-based spells. I like to secrete them upon my enemies' personal effects. A Warning: if you are attacked by flames, the balls can explode and affect you.
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