![]() It will function only once per day, and has 1d20+20 charges.ġ8. After use, a command word will cause the ring to appear at the top of the passage. The tunnel is easily climbable by anyone that can reach the ceiling. Ring of Escape - If placed against a stone ceiling, this ring will expand to the diameter of a man-hole cover and provide a magical passage upwards to the first space above, up to 30'. Resolute Arrow - A sturdy arrow that never breaks whether it hits its target or not, and can always be foundġ7. Roll 1d6 for item: 1= 10' Ladder, 2= Wagon, 3= Small Boat, 4= Large Chest, 5= 18' pike, 6= 10' Boulder (rollable by combined 36 strength).ġ6. It will change 1d20+20 times before remaining full size. Once enlarged it will not shrink until the next day, and vice versa. The speaker of the command word must also touch it to cause the change, which is slow (1 turn). ![]() Once per day it can be commanded to return to full size or shrink. Miniature Item - A large item magically reduced to palm-sized. ![]() It has the following stats: AC4, 1 hp, attacks as a Normal Man with a miniature sword for 1 point of damage. Once activated, it will serve the character, including in combat. Nutcracker - This small (1') wooden construct remains inactive until a command word is spoken. After 20 + 1d20 combats the boots lose their power.ġ4. Nimble Feet - Boots that allow the wearer to strike first during one combat of choice each day (giving a dexterity of 19 for purposes of Holmes Basic initiative). It doubles overnight healing, but the character cannot be awoken unless the mask is removed, in which case benefit is lost for that night.ġ3. Mask of Restfulness - This soft mask is worn over the eyes while sleeping. It absorbs the bad luck and loses power after 1d6 + 2 successful re-rolls are made.ġ2. It allows the re-roll one Saving Throw of choice per day. Lucky Rat's Foot - The mummified foot of an albino Giant Rat. ![]() If a charge is expended, the wielder's movement rate is improved by one category for the rest of the day. Loadstone - A small stone carved in the shape of a mule. After 1d20 + 20 images the mirror loses its power.ġ0. The image will imitate the motions of the wielder, and as the spell it disappears if touched. Image Mirror - Once per day this ordinary-looking steel mirror can store the reflection of a creature, which can be used later that day as a Mirror Image (per the M-U spell). After being exposed to fire 1d20 + 20 times it reverts to a normal shield.ĩ. Heat Shield - This shield has the power to Resist Fire, once per day, as the Cleric Spell. The number of charges to be used must be chosen before listening. Hearing Cone - A small cone that enhances the ability to listen at doors, +1 per charge used. Comes in a jar with 1d20 + 20 doses total.ħ. Additional doses during that same day have no effect. Healing Salve - One dose will heal 1 hit point per character per day. Harpies are said to enchant these to be reusable during aerial combat.Ħ. Harpy Axe - If this hand axe is thrown and does not strike a target in range (30') it will return to thrower's hand, up to three times per day. Golden Throat - A potion that vastly improves the imbiber's parleying skills for 6 turns, giving a +6 on reaction rolls. To keep the lantern lit the character owning it must always buy and carry an extra supply of rations.Ĥ. The lantern sheds light in only a 5' radius, but it will never go out as long as the fungus is fed rations daily. Foxfire Lantern - The interior of this hooded lantern contains a living phosphorescent fungus. A successful hit with a handful inflicts 2d6 damage. Dungeon Dust - A jar of desiccating dust harmful to the "cleanup crew": slimes, oozes, jellies, puddings, molds, gelatinous cubes, etc. It will also talk randomly while adventuring, providing advice or commentary that may or may not be helpful.Ģ. It must be carried uncovered or it will start wailing. Once per day, if fed five gold coins, it will relay one local rumor, which may or may not be true. Brazen Head - Appears as a human head of brass. These items were designed with Holmes Basic D&D in mind, but should be usable with any old school D&D rules, and can also be used as standard monster/NPC treasures.ġ. Many of the items below have charges or doses, and are intended to be used up and replaced by greater magic items found while adventuring. After an item is used, replace that entry with another of your own devising. Simply re-roll if it is a type the character can't use due to class restrictions. Have each character roll a d20 for one starting item. This is great advice, but instead of standard D&D items, why not give each new character a more unusual low-power magic item? Some examples are provided below in the form of a table.
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