[1]
Tango
Consumable
– You find 1d4+1
Using
this glowing material on a single plant kills it, slowly healing and
restoring the user of the item. This only applies to a single plant,
and the amount of life force is tied to the size and strength of that
plant, so trees are almost always used. This item works on giant
fungi sprouts, cave moss golems, etc.
Heals
1d4 health each day, rolled each morning for 3 days.
[2]
Smoke of Deceit
Consumable
– 1 use
When
uncorked, purple fog grants an aura of stealth to all within a short
range. This grants +1 to all stealth rolls for each character until
that character is uncovered. The true power of this item is that word
of a person's passing or namesake does not spread or is not
recognized- this allows for passing through hostile lands or places
with spies as long as you are not uncovered by the very person
searching for you. Nobody but the direct searchers will pass along
word they saw you.
[3]
Orb of Venom
Charm – Carry for Effect
As
long as you are carrying this orb, every time you inflict damage with
bladed weapons or arrows you deal 1 poison damage per round for 1d6
rounds. This applies to all cuts you make while carrying the orb,
including surgical or accidental self inflicted injuries.
[4] Morbid Mask
Equipment – Mask
When you defeat a
foe of at least 2 HD, you heal 1 health.
[5] Ghost Scepter
Magic
– Two uses per day
The
target of this scepter turns into a spectral shade of themselves.
They are unable to be hurt by non-magical weapons and attacks, but
take an extra +1d6 damage from all magic and spell based damage. They
also cannot physically attack others in this form unless they also
possessed a magic weapon when they were turned into a specter.
Successful casting of Turn
Undead knocks
them back to normal. Lasts
a maximum of 2 exploration turns.
[6]
Shadow Amulet
Magic
– One use per day
Once
activated, this amulet takes a single combat round to fade out the
user and make them invisible. They cannot attack, move, or cast
spells during this time, but if they were casting a spell before they
used it they can continue to channel that ability while invisible.
They can speak in a voice that seems to come from everywhere and
nowhere while in this form. Lasts a maximum of an exploration turn.
[7]
Blink Dagger
Magic
– One use per charge; 1d4-1 charges
The
blink dagger allows the user to teleport up to 30 ft in any
direction. This can be used to teleport through solid walls if the
user knows there is an empty space and the general idea of where they
will end up. If you are injured you cannot use the dagger.
The
dagger has a limited number of charges and the party does not know
how to recover them. It is rumored that slaying a transient who will
not be remembered is the only way to recharge the dagger.
[8]
Null Talisman
Equipment
– Necklace
While
worn, this talisman makes the wearer's curses and spells save at -2,
making it harder for enemies to save against them. Spoken curses,
such a literal curse against someone and wishing them damnation, have
been known to mildly jinx people who have been spoken to this way by
the amulet wearer. All who wear the talisman are said to be of a
sharp mind but overly cruel and sacrilegious.
[9]
Void Stone
Charm – Carry of Effect
Every
time you use a racial power, spell, item, or secret fighting
technique that has a daily use limit this stone has a 1 in 6 chance
of restoring it if you are carrying the stone. Each stone can only do
this once per day, and each stone past the first adds +1 in 6 chance
to resfresh.
[10]
Perseverance
Equipment – Ring
This person heals
an additional +1 health each day from bed rest. If you use wound
infection tables, they do not apply to this character when injuried.
The first time this character would be killed by a natural force such
as a blizzard, tidal wave, or volcanic eruption; they appear nearby
instead, miraculously surviving with 1 HP remaining.
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