Unique items from the Adventurers saga
(created and copyright 1991-2000 by Thomas Miller, all rights reserved)
This page was last updated on 28 Apr 2000
disclaimer: just because an item is listed next to a particular adventurer,
doesn't imply that that person still owns it at the current episode time
| Character |
Rings |
Rods, Staffs, & Wands |
Books |
Miscellaneous |
Weapons |
Swords |
Armor |
Artifacts & Relics |
| Alindyar |
ESP ring |
Bigby's wand |
|
Glass globes of Xplo |
|
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| Arnold |
Ring of health |
|
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Robe, holy woolen
Rope of lengthiness |
|
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| Belphanior |
|
Lightning rod |
Book of Beasts
Kronos' Spellbook |
Amulet of Necros
Belt of ogre power
Hourglass of Kronos
Kiel's compass
Teeth of Orcus
Trumpet of Doom |
|
Blackrazor |
|
Eye of Elik
Egg of Nihlus (aka the anti-magic sphere)
Basket of Nihlus (aka the metal box) |
| Bosco |
|
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Boots, winged
Box of Iso
Figurine of wondrous power: silver eagle
Marbles of chaos
Pebbles, light
Telescope, jewelled
Torch, everburning green |
dagger, granite |
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| Lyra |
ESP ring |
|
Infinite spellbook |
Blanket of warmth
Crucible of melting |
|
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| Gorin |
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Armband of the airy ones
Bowl w/black spheres
Woodworkers' knife |
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| Ged |
|
Wand of the Baklunish |
|
Belt vs. normal missiles
Dust of the cloud dragons
Gorka root
Harmonica of gravity
Kiel's sky balloon |
Lightbringer |
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| Nenya |
|
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Clay of Molder
Pebbles, light |
|
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| Otto |
|
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Candle of Darkness
Everfull basin
Lock of Smithy
Pouch of Holding
Water marbles |
barbed knife of wounding |
|
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| Mongo |
|
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Cornucopia of endless food
Golden coin of Zilchus
Hell Cube
Horn of Siege
Kettle of stewing |
|
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Invulnerable Coat of Arnd
Stormcrest |
| Peldor |
Ring of insects' bane |
Scepter of the winds |
|
Bean of Bonzo
Bell of healing
Jub-Jub bird feathers
Necklace of obscurity |
dagger, glass |
Nightfang |
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| Rillen |
|
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Charm vs. wounds
Pyramid of Pyremius
Robes of protection |
arrow, red
arrow, yellow
longbow of doubling
quarterstaff, Rillen's
sling stones of impact |
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| Yod Ironbeard |
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Axe of the Dwarvish Lords |
RINGS:
These rings, typically found in pairs, can be of any physical
construction and appearance. When worn, they link the wearers
telepathically, enabling them to communicate by thoughts alone
up to a range of a hundred feet.
It is theoretically possible to build other powers into these
rings, as well as to "personalize" them so that only certain people
can use their powers.
This powerful ring protects its wearer from all forms of disease,
infection, and parasitic infestation.
This ring holds any and all insects at bay: they cannot approach
within 10' of the ringbearer.
RODS, STAVES, & WANDS:
This highly useful wand can project each of the five Bigby's hand
spells, once per week, at the 18th level of use.
This item is more bane than boon, for it has no inherent attack
powers. Rather, it absorbs any electricity or lightning that comes
within fifty feet, drawing such energy into itself with devastating
effects for anyone who happens to be holding it at the time.
This item acts as a ring of air elemental control, save that
it operates on charges, having fifty at its creation.
The wielder of this mighty wand commands nine powerful fire-
related powers:
LBUZI kills all flames within 50' (1)
INZUS magnifies all flames within 50' by a factor of 5 (1)
BCIQ dancing lights, pyrotechnics in front of wand (1)
KNEC launches a fireball (10d6, no 1s or 2s) (2)
FBIZI does 5d10 heat damage to target (2)
AXUI engulfs target in flames (3d10) for 2-5 rounds (3)
PSAFT drains 10d10 hp from fire-oriented creatures (3)
CSPAN launches one flaming sphere at each living being (4)
in a 90 degree arc
NDREK envelops a 10' wide path, out to 100', in flames (4)
(3d10 per round for 1 round)
The wand must be recharged after its ~100 charges are spent;
this is a difficult process, requiring the cooperation of a
red dragon, a demon, a fire elemental lord, or some similar
being.
BOOKS & TOMES:
This ancient, hide-bound tome hails from some dark place, for
its unnatural powers preclude any ideas that it was meant to be
benevolent in nature. It possesses the following powers:
Protection from Good & Evil, 10' radius when held
Dismissal, Ensnarement, Banishment, Binding, Gate each 1/week
Polymorph Self, Other, Any Object each 1/week
Monster Summoning I-VII (user can try to specify what sort
of creature he wants to summon, success is at the whim of
fate) - each 1/month but the monsters stay for one month
This rare and highly prized tome is capable of holding up to 99
spells, of any level. In all other respects, it is identical to
a normal spellbook.
This ancient, unique tome contains several equally unique
spells and formulae, most of them having to do with undead. The
exact nature of the book remains unknown. Legend attributes
Kronos' book with the power to raise a castle from the ground
overnight, but this has not been verified.
MISCELLANEOUS MAGIC ITEMS:
Created by a powerful high priest of Orcus, this amulet is shaped
like a tiny skull, suspended on an adamantine chain. It grants its
wearer complete immunity to harmful effects and powers of undead,
e.g. energy drain, paralysis, charm, rotting touch. No undead being
can willfully touch this amulet.
Constructed by the djinn, this powerful item confers several powers
upon its wearer. The wearer is automatically granted feather falling
when necessary, and can speak with any creature of the elemental plane
of Air. He also gains a +3 bonus on reaction checks with such beings.
Once per month, the armband can summon a 16HD air elemental to serve
its wearer for one day.
This bean, when planted, tended, and watered, will grow into a
tremendous beanstalk which arcs away into the clouds...
This useful bell doubles the power of any healing spell cast while
it is being rung.
Essentially a girdle of ogre strength, this belt is a bit thinner
and narrower than those that offer giant strength.
This belt confers a permanent "protection from normal missiles"
spell upon its wearer.
This spacious blanket will keep anyone or anything beneath/within
it comfortably warm, even in the midst of a blizzard.
These boots enable the wearer to fly as if he were wearing a ring
of flying.
What the hell _are_ these spheres?!?
This box actually contains a set of magical items: two boots of
striding and springing, one gauntlet of hill giant strength, and
one eye of the eagle. Its origin is still shrouded in mystery.
This unusual candle, when lit, actually produces magical darkness
of a 50' range. It also lowers the temperature within 10' by a
significant degree.
This is simply a regenerative device, healing 1 hp of damage per
round. It cannot, however, bring the wearer back from death as
some rings can.
This green putty, if worked by one of exceptional skill, will
actually assume the form of whatever it is molded into. This lasts
for an entire week, upon which the construct reverts to clay form
for an entire month.
This item never fails to be full of plenty of tasty, nourishing
fare, provided that it is in the hands of a Good individual.
This small metal pot will, upon command, magically melt anything
put within it, up to and including nonmagical steel.
This magical powder, when sprinkled over items, completely water-
proofs them for an entire day. More, the affected items can still
be used underwater, e.g. a scroll could still be used to cast a
spell inscribed upon it.
This shallow pan is much like a decanter of endless water, but
somewhat milder and easier to control.
This figurine can transform into a large silver eagle, twice per
day. This powerful bird moves and attacks as a giant eagle.
These two-inch diameter spheres of glass contain various magically-
compressed gases. Upon breaking of a globe (throwing it at a hard
surface will do) it shatters, releasing its contents in a cloud of
twenty-foot radius. Typical gas-effects used include sleep, silence,
poison, petrification, and blindness.
The possessor of this enchanted golden coin will never find himself
without money.
This unique herb, when eaten, enables one doing so to breathe
normally underwater. The duration of this effect varies with the
amount of root consumed, but a small sprig seems to be good for six
hours or so.
This small but powerful item can cast a "reverse gravity" spell
once per week, if played and the command word is spoken. It may
also nullify one such spell per week, if a second command word is
spoken.
This thing is basically a cubic gate tied to a single plane of
existence: the first of the Nine Hells.
This horn, when winded, causes a powerful earthquake (at the 25th
level of magic use.) It can be winded but once per month, and only
by a warrior of at least 9th level.
This small, fragile time-keeper seems ordinary. However, speaking
the command word while turning it over will cause a Time Stop (per
the spell) at the 18th level of magic use. This item can be used
but once a year.
These exceptional feathers can only be found on the highly rare
jub-jub bird. If severed and kept within a half-hour of the bird's
demise, they bond themselves to their new owner in some way (legends
tell of one fellow who found them attached to his rear end, but this
is merely a legend.) In one well-documented case, they assumed the
form of small tattoos, a series of ten, one for each feather. The
powers of the feathers/tattoos are:
white.........feather falling
silver........invisibility (as the ring)
yellow........regeneration (as the ring)
orange........+3 on saves
red...........fire resistance (as the ring)
green.........+3 protection
gold..........wish (1/year)
blue..........cold resistance
purple........haste (3/day)
black.........poison resistance
This small pot magically cooks anything placed within it.
This small, intricately carved item will, upon command, tell its
user the direction and distance of a named place or individual,
provided the quarry is on the Prime Material plane. In cases of
extreme distance, the estimation may not be perfectly accurate.
Another of Kiel Morgan's unique artifacts, this small sphere can
be transformed, by one who knows the command word, into a full-size
floating balloon! This craft has a cabin on its underside, and is
capable of carrying up to ten passengers. It is controlled and
steered using a wheel and a pair of rudders, which are operated
from within the cabin.
This tiny, ornate lock, upon utterance of the command word, will
unbar bars, unbolt bolts, and unlock all locks within fifty feet.
When one of these multicolored marbles is hurled against any hard
surface, it becomes two marbles...which then become four marbles...
and so on, to a maximum of 1024 marbles. Whee.
This highly magical trinket radiates a continual "non-detection"
spell-like effect. Nobody or nothing, short of a divine source,
can locate one who wears this necklace.
These things are merely pebbles with a "continual light" cast
upon them. The reverse (darkness pebbles) are also in existence.
This pouch has the properties and limitations of a quarter-size
(one-fourth) bag of holding.
This small, heavy pyramid of black crystal has a flicker of flame
perpetually dancing within. The item was originally a gift from
the fire elementals to some mortal, but since then, it has moved
from owner to owner. This is because it has somehow acquired the
property of vanishing after any one individual uses it.
The pyramid's sole known power is that it can summon a fire
elemental lord (24 HD) to perform a favor or task for its bearer.
The wearer of this robe gains beneficial effects as if he or she
had used a scroll of protection from undead.
These are identical to cloaks of protection in all ways, save
that they are slightly bulkier.
This thin, strong rope will resist any nonmagical edge, and will
also, upon command, lengthen up to 200'.
These small white fangs are harmless, until planted in any ground
or soil. Once this happens, in one minute's time they will sprout
skeletons! These creatures will be of maximum strength, and are
completely loyal to their creator, serving until slain.
This finely-crafted, arcane item enables a viewer to see at double
the strength and range of eyes of the eagle.
This battered horn of black metal has the power to summon random
types and numbers of undead whenever winded, up to thrice/day. The
only drawback is that the undead are under no obligation to serve
or obey the trumpet's user, and indeed, they may be upset at having
been taken from wherever they were. The exact quantity and quality
of summoned undead is up to the individual DM, though powerful ones
should correspond with lesser numbers (once, a lich was summoned,
but it was the only undead to appear.)
These small, hard blue spheres of glass, when shattered, transform
into ten gallons of fresh, clean water.
This item burns constantly, but gives off no heat or flame, only
a green glow. Thus, it can be stashed safely in a pack or bag,
without danger of fire. It does become a nuisance when trying to
pass undetected, though.
In the hands of a woodworker, this tiny whittling knife can be
used to produce carvings of wondrous quality.
WEAPONS:
When it strikes its target, this highly-enchanted shaft explodes
in a blazing fireball (10d6 damage.) It can only be fired once.
This unique shaft, when fired, splits into a hundred flaming
arrows (1d6 + 1d6 fire, can ignite target.) It is a one-shot item.
This knife operates exactly like a sword of wounding, save that
it is easier to wield. It is not practical for throwing, though.
The blade of this dagger is composed entirely of a dark, smoky
glasslike substance. This weapon has a +5 bonus to hit and damage,
and better yet, the mystical properties of the blade allow it to
pass through metal as if it wasn't even there. Thus, a victim
wearing armor might as well be naked, as far as this dagger is
concerned.
This handy weapon slices through any and all stone as if it were
butter. Earth elementals, stone golems, xorn, and similar creatures
take quadruple normal damage from this dagger. In all other respects
it is merely a +2 weapon.
NG morningstar +4
Int 15, Ego 26
purpose: to slay undead
disintegrates undead upon successful hit (-4 to save)
detects undead within 60'
speaks Common + wielder's languages
continual light 3/day
sunray 1/week
fly 1/day
This +3 longbow magical duplicates and fires any arrow fired
from it. If the original arrow hits, so does the clone. This
power of arrow-mimicking works on all arrows save unique ones.
All duplicate arrows vanish upon hitting (or missing.)
quarterstaff +4
can shorten to 1' or lengthen to 6' upon command
light, yet virtually unbreakable
may have other magical powers
These stones were color-keyed, and upon hitting a target, they
exploded, causing 3d8 of damage. They came in fire, ice, acid,
and lightning varieties.
SWORDS:
CN longsword +3
Int 17, Ego 16, per 32
purpose: to suck souls
slay foe w/soul to gain levels and full hp for [levels] turns
each 3 days unfed, ego gets +1 until a killing happens
speech & telepathy (Common + wielder's languages)
detect souls 60'
haste (10 rounds) 1/day
100% resistance to charm and fear
N longsword +4 of sharpness
wieldy and light as a dagger for initiative and melee purposes
only a powerless +1 sword in the hands of a non-thief
purpose: to aid and abet rogues (namely, its owner)
grants nine lives to worthy wielder, via teleportation to
nearest safe point at moment of death
ARTIFACTS:
The legendary Axe of the Dwarvish Lords is a powerful artifact with
the sharpest of axe-heads on one side and a hammerhead on the other.
Forged by the dwarven lords of old, this item is a fearsome weapon with
several other powers and properties:
- +5 weapon, can be thrown and will return at double the ranges of a hammer of thunderbolts
- must have 20+ STR to wield properly in battle
- all special powers will only function for dwarven heroes (warriors of level 9 or greater)
- if possessed by a non-dwarf, the axe will eventually transform its owner into a dwarf
- owner will never get lost while underground, and will always know depth, direction, etc.
- can summon earth elemental king, 1/week (this being's reaction will not necessarily be friendly)
- detects orcs, goblins, kobolds (approximate number and distance) within one mile
- owner of the axe can never carry or use any other enchanted weapon
- NE disembodied eye
- continually has: infravision, ultravision
- upon concentrating, has: true seeing, detect magic & traps
- darkness 3/day
- hold monster 1/day
- vision 1/day
- regeneration (1 hp/turn)
- bones/exoskeleton/cartilage of opponent turned to jelly 1/day
- eye glows red upon use of any power
- small fires extinguished upon use of major power
- -1 to CHR
- -3 to permanent hp total
- must have free eye socket, or gouge one
- user's alignment shifts toward evil
This dull metallic sphere is 3' across and weighs 3000 lbs.
It has the interesting and quite powerful property of negating
all magic in a 1-mile radius. This includes spells, items (even
artifacts!) and effects. Upon leaving the Egg's area of effect,
all magical items and effects return to normal; spells are simply
lost.
This hollow cube of unknown and unique alloys is exactly three
feet across, on its interior. A hinged lid and clasp enable it
to be closed and secured. This box has only one power: it keeps
the nullifying radiations of the Egg of Nihlus (qv) from escaping.
- +5 chain mail, indestructible
- feather fall upon command
- infravision to 90'
- protection from evil
- regenerate 2 hp/turn
- haste 1/day
- possessor loses interest in sex
- yearning for item
- item can geas/quest possessor
- spell absorption (21 levels/week)
- possessor gains temporary super-charismatic effect
An ancient dwarven artifact
- purpose: to slay giants and giant-kin
- hammer +5, dwarven thrower (180' range, double damage dice, returns to thrower)
- merely a hammer +1 for anyone not a dwarven warrior
- requires 20 or higher strength to wield
- hammer affects giants as does a hammer of thunderbolts; this is the only time it generates a thunderclap
- can launch a lightning bolt of 10d6 power (2/day)
- bearer may become extremely ill and weak when not on land for more than one day
- bearer is compelled to attack all giants
- bearer becomes prone to fits of both rage and sullen gloom, due to occasional and vague empathic flashbacks
and visions of ancient dwarven times