You know the drill - suggest items suitable for EfU, and if I like them they may just get added to the module. I'm interested in both ambient loot of various qualities (everything from trash items to the kind of things you find only on the really tough quests) as well as unique items given out by DMs only.
Item Idea Solicitation
Orog War Glaive This massive dented piece of weaponry is favored by the servants of the One-Eyed God as it gives incredible range to a weapon while keeping the advantages of a sharp dented blade. Halberd, +1 intimidate, +1 slashing dmg, 1d4 massive crit.
Madness Blade This small blunt knife is coated with venomous white powder than is known to cause insanity in whatever it infects, however due to the proximity to the poison, the user is also subject.. to side effects. Dagger, Poison DC14, Int 1d4, No Combat Damage, -2 Int.
Kossuth Talisman The small symbol of Kossuth is a testament to the Lord of Flames, in which its touch can cause any weapon to temporarly burst into flame. Alchemist Fire 2uses/day.
Ice Maiden A strangely crafted battle axe emitting a strange blue glow. Its edge is dangerously cold. Battle axe, Only useable by Rangers, Druid, +1 cold damage, + 2 saving throw against Ice, Ice resist 5/-, 100% fire Vulnerability.
Canned Construct This banned armor appears to be slightly magical. It need consume one magica item to become a construct to aid in the defense of its creator Miscellaneous Medium Cast Spell Once (possibly there could be a rechargable one, once perday) Summon Creature V (Deep Gnome Construct). Must consume one magical item in order to use, which powers the armor.
Funny Little Dagger You find this rediculously tiny dagger, well, rediculous. Decreased Saving Throws: Will -1; Cast Spell: Tasha's Hideous Laughter [Single Use]; Decreased Damage -1; Attack Bonus +1
Leech-handling Gloves These thick, water-resistant gloves are designed to handle leeches. Attack and Damage Penalty -1; Bonus Feat: Alertness; AC Bonus vs. Racial Type: Vermin +1 (assuming that Deep Leeches are vermin, of course!)
Under-rose (Gem, 017) The dark cousin of the surface rose, this plant is tough and difficult to pick, and even less pleasant to handle. A rose by any other name might just be the wicked Under-rose!
Monacle (Amulet, 008) Fashionable compesnation for poor eyesight. Persuade +1; Search +1; Spot -2
Warder's Ring This old ring bears the symbol of the Watchers and Warders, Sanctuary's defense organization before becoming the Watch and Spellguard. Bonus Feat: Spell Focus (Abjuration); Lore +1
Martyr's Ring This ring can be used to save anyone but the wearer. Cast Spell: Cure Critical Wounds - Other [Single Use]; Only Usable By: Good; Neutral
Garrotte (Misc. Small; iit_smlmisc_090) A weapon favored by some killers, the cord of the garrotte is wrapped around the victim's neck in an attempt to strangle the unfortunate to death. Cast Spell: Slay Living [Single Use]; Use Limitation Class: Rogue; Assassin; Shadow Dancer; Use Limitation Alignment: Neutral; Evil
Cracked Acid Flask (Potion) This flask of acid looks unstable, and will probably break the moment you want to use it. Cast Spell: Acid Flask
Freezing arrows Arrows. The tips of these otherwise normal zurkwood arrows seem very cold to the touch... +1 cold damage.
Elven Bow (longbow) Elves are known for their great skill with crafting bows. But how a surface elven bow got down here is a really good question... +2 chance to hit.
Unweildly Greatsword
This greatsword has been forged with more damage in mind rather than balance
attack penalty -2 Damage bonus +2 Massive criticals 1d8
Book of gestures! A book containing gestures in every culture, most of which are very insulting.
Use item 1ce per day and gain +2 to taunt!
Extra sharp katana. +3 slashing
Extra sharp katana. +3 slashing
What about extra, extra sharp katana? +4 slashing?
[quote="Howland"]
Extra sharp katana. +3 slashing
What about extra, extra sharp katana? +4 slashing?
XD
Masterful Katana The katana is the pinicle of a swordsmiths craft, and this blade demonstrates that. +3 slashing, +2 attack bonus, minimum level 4.
A suggestion to suggestions. Keep in mind that +1 Attack rolls allows to go through DR of +1/X, and that is very powerful -notice how many +1 AB Weapon you've seen; only specialized against a type of creatures.
[quote="Staring Death"]A suggestion to suggestions. Keep in mind that +1 Attack rolls allows to go through DR of +1/X, and that is very powerful -notice how many +1 AB Weapon you've seen; only specialized against a type of creatures.
English?
Helm of Focus The limited eyesight provided by this helmet's small eyeholes is offset by the wearer's ability to focus extra hard on the task at hand. Concentration +3; Spot -2; Search -2
[quote="Harlstar"][quote="Staring Death"]A suggestion to suggestions. Keep in mind that +1 Attack rolls allows to go through DR of +1/X, and that is very powerful -notice how many +1 AB Weapon you've seen; only specialized against a type of creatures.
English?
Nvm, agter reading it a few million times i got it.
What I'm saying is that +1 to Attack rolls is very powerful, as you eat through DR of +1/X. If you look at the items in game, you've probably never found a +1 weapon at all; only weapons +1 vs a specific type of creatures. However, if you look at the above suggestions, many have +1 in general, even +2 or better.
Translation : +1 weapons in sanctuary are about as rare as LG drow. +1 vs animal, +1 vs goblin, yeah, sure, knock yourself out, but actual general +1 vs everything doesn't happen very often at all. You know all those things that are damage resistant? Like chosen? +1 weapons go through that.
Armour of Randomness A brightly and oddly coloured Half Plate, Which seems to only fit a very specific type of person... Choose 1 random Class and Race, only useable by them +2 Armour AC Prismatic Spray (Single Use)
If you're suggesting an item that's vastly more powerful than anything you've ever seen in EfU, then reconsider suggesting it. At the very least, powerful items should have some major flavor to them.
Put some thought into what you suggest, or don't make any suggestions at all.
I did put though into it, unfortunatly, im not the nerdish, walking DnD dictonary it seems like all you people are.
Masterful Katana +4 slashing.
Girly Armor Apparently permanently dyed a shade none other than hot pink, complete with frilly laces, tassels and pouffes in entirely inappropriate places, you probably don't want to wear this armor in public. Although if you're perfectly secure in your sexuality, feel free, but for heavens' sake, don't let your rivals see you wearing it!
Banded Mail, dyed in pink colors, with the poofy cloth leggings, cloth sleeves that poof out as well, and other assorted things you can think of.
Special Properties: -5 intimidate +3 taunt Tasha's Hideous Laughter 1/day
Personally I would like to see more items that are not only class-specific but class appropriate. As much to add flavour as anything else. Holy books/amulets - cleric/paladin only. It would be quite good if you could make them only usuable by followers of that deity but I don't know how easy that is. A few random examples:
Helm: +3 Spot, +3 Search, Protection from Evil once/day Gond: +4 Craft trap, +2 Lore, Summon lvl 2 construct once/day Ilmater: +2 Heal, +2 to Will save, Cure Light once/day Sune: +2 Persuade, +2 Perform, Eagle's Splendour once/day Ibrandul: +2 MS, +2 Hide, +2 Listen, Darkness once/day Oghma: +3 Lore, +3 Spellcraft, Identify once/day
Other classes, things like claws and robes and sashes for monks, musical instruments for bards I know you already do, loincloths and furry boots for barbarians, plus the totems someone mentioned in a different thread, druids could get staves and cloaks...
I've mostly been playing a cleric so I don't really know the other classes that well.
A lot of the stuff you suggested is already available.
Talona's Dubious Blessing
A dingy copper signet ring that displays Talona's Symbol, a triangle with the teardrops. "Talona's breath is forever and always with you, whomever you or the rest of the world believes in or serves." runs along the inside of the band.
These rings are infrequently crafted by the faithful of Mother of All Plagues as gifts to prominent converts.
Resist Disease: +5 Constitution: -2
Holy Symbol of Bane
A well crafted pendant of a two inch diameter bearing the image of Bane's hand with jets of light shooting from between his fingers.
+ 4 to intimidate +2 to discipline Negative Energy Ray 1/day
Holy Symbol of Mask
+3 to MS, +3 to hide, invisibility 1/day
Holy Symbol of Cyric
+4 to bluff, +2 to persuade, eagle's grace 1/day
Holy Symbol of Shar
+3 to MS, +3 to hide, darkness 1/day
*The last three would need to be a bit more complex, perhaps only showing the symbol in shades of light favored by the deity, shadows, if exposed to blood, etc.
I more meant having the whole list available, or at least the commonly played/more interesting/things DMs want to see more of. I realise at least some of this is already there, and I'll come up with a few more specific ideas later, but what I meant was 'this style of thing is good, make more'. I've been on the server less than two months and I'm only just getting my head around what kind of thing is available, so if something is widespread and I haven't come across it yet, sorry.
Those holy symbol items I like, maybe though they could have a unique per day abililty that actually checks if you're a worshipper.
Then only works for that person.
A person who is wearing the thing and isnt a worshipper and attempts to use the power within (or is the opposite morally that could be even worse, it may CURSE you or worse)
Festering Orc Hand Of Yurtrus A severed and preserved hand of an orc, it has runes enscribed into it's pale white leathery mummified surface, the fingernails are extremely long on this hand. There seems to be something moving just under the surface of the flesh.
Lore role: 25 min: (maybe put a special USE-ITEM radial which does this roll check and makes this extra info appear once the lore check succeeds)
This particular orc hand belonged to the high priest, Gurmak: leader of the deep orc brotherhood of the scarlet scourge. When his health began to fail from disease and age he made a number of rituals to yurtrus that would cause his hand to become useful even beyond his death. As he lay within his final resting chamber he hacked off his own hand with a sacred blade , although he could feel nothing as his hand and most of his arm was consumed by gangrene and the nerves were long dead. He died of systemic failure from a number of diseases shortly after.
+3 vs Disease saves. 1 per day Infestation of Maggots. 50% vulnerability to Positive Energy.
Only usable by Evil, only usable by half-orc/orc.
Thanks for your suggestions so far. Keep them coming. A few tips to help you guys:
Try and keep powerful/one use per day items flavoursome.
This is to say items of such a power should be unique and have an interesting backstory or significance.
Generic items such as Holy Symbols or any other stuff you can imagine people cobbling together with a dogged bit of rope and a poorly fashioned fetish probably won't be that powerful. Or if you really do insist on having powerful Holy Symbols, as stated, they ought to have an interesting backstory rather than a generic "This is the symbol of X on a string". We can easily come up with such items. What we want is interesting, unique, imaginative stuff.
Mask of the Ibrandulyn
Carved from the skull of an adolescent Deep Lizard, long dead, this macabre death's head is of special significance to the faith of Ibrandul, The Dungeon Master. Like scrimshaw, an elabourate series of runes has been carved into the jaw bone, subtley emitting a dull violet glow.
+1 Natural AC
+1 Concentration +1 Intimidation
5m Purple Light
Assasination mask A mask weaved in such a way as to benefit an assasins ability to sneak up on potential targets.
+1 to hide +1 to move silently Useable Only by: Evil
Dark Shield of Shadows
Now I admit this one is kinda selfserving cause i really want a black tower shield for my evil cleric.
Black Coloured Tower Shield marked with ancient runes speaking of darkness and shadow.
Standard Tower Shield +1 Hide couple of charges of Darkness
I know an object like this was suggested before, but I have an idea for it...
Flashbomb of Escape Grants the "Hide in Plain Sight" feat for 1 round. The idea being that you throw it down in front of you (use it), then go into Stealth mode. It could be a little cheaper than invis potions, but only useful if you can sneak (even then you may still be spotted/heard).
An item with darkness would probably suit the purpose, and they exist already. Use the item, then stealth out.
I like that idea :D (Flash Bomb) Yet it should be expansive (where you get the material for the flash?)
I would like to see more staves, not of wizards, but rather the quarter staves:
Metal Quarterstaff: A pole made of metal, made by the duergars:
+2 bludgeoning damage weights 10 lbs
Black paste: The paste seems as dark as Moonless night. It seems sticky, yet does its job to hide its user.
+2 hide,-2 concentration /3-4 hours,
9lives Mask of the IbrandulynCarved from the skull of an adolescent Deep Lizard, long dead, this macabre death's head is of special significance to the faith of Ibrandul, The Dungeon Master. Like scrimshaw, an elabourate series of runes has been carved into the jaw bone, subtley emitting a dull violet glow.
+1 Natural AC
+1 Concentration +1 Intimidation
5m Purple Light
Ibrandul wouldn't want followers running around with items that emit light. In fact, a follower of Ibrandul would take great offense to someone just casting the "Light" spell.
Best grab your umbrella before raining on someone else's parade.... (Sorry in advance to the readers. I'm not trying to start a pissing contest.)
[edit] Plus, darkness could screw your party, or have other unwanted effects...
A lesson most readily learned. Consider me firmly put in my place.
Now, if you're done with your amusing turn of phrase..
While I recognize Ibrandul's otherwise overarching distaste for light, you will also notice that in locations such as Ibrandul's temple there are still multiple light sources, and the 'holy pillar' is awash with violet light of its own.
In my description of the item I attempted to emphasise the subtlety of the glow with trite and overly-descriptive language. Perhaps I should have been a tad more obvious.
As for the vaunted flash bomb; I can see how using darkness other than your original suggestion might be potentially negative when in a party situation, but if this is the case.. Then why not merely down an invisibility potion?
Drow lacy underwear of Lolth!
this two piece of attire has little spider prints all over it
some how some rogue managed to sneak in and steal underwear...why this unkown rogue did who knows many speculate he was a pervert who hoarded panties from rare races..
make it a jet black barely covering rags
cast once per day eagels splendor
+2 bluff,persuade
+50% damage from cold
this comes from a little episode Caw and I with a few players had...it may already exist
Mage to battering ram converter
this little helm..with a huge dent it in allow the mage who has ran out of spells and can't rest become useful again!. With this handy dandy kit you can open just about any door with out a knock spell!.
pot helm
cast once per day Iron guts
cast once per day virtue
+2 conentration
use only mage
and if you can make it do the crowbar function that be cool
Mage to battering ram converterthis little helm..with a huge dent it in allow the mage who has ran out of spells and can't rest become useful again!. With this handy dandy kit you can open just about any door with out a knock spell!.
pot helm
cast once per day Iron guts
cast once per day virtue
+2 conentration
use only mage
and if you can make it do the crowbar function that be cool
If you could make it so, that nearby party member actually hold the mage and batter him into the door it woud be WAY cool :D hehe using thier strength, and the mage's "durability" hihi
Touch of Jergal These gloves were taken off the body of a member of the Order of the scribe of the Doomed. The fingers are leaking a thick black-red ink as you press hard on a surface. Upon closer inspection you notice it is in fact your own blood that is connected by a dweomer to everything the gloves might touch. Putting them on a living creature seem to have a reverse effect, absorbing the blood of the creature and feeding it to you. Only Useable by Lawful; +1 Vampiric Regeneration. +1 negative energy damage.
Heavy boots:
Salvaged from a broken animatron, These small boots have had their parts removed and altered for a slightly comfortable fit.
Immunity to knockdown Only useable by: Halflings,Gnomes Weight: 25.0
Rock Sash This sash is favored by subterranean dwellers as it provides camouflage as well as protection to miners. Only useable by dwarf, gnome. -2 Move Silently. 5 charges of camouflage.
Sword of Glory (Greatsword)
This Sword has a very broad and heavy blade, offsetting it's considerable length slightly. Numerous engravings along the blade tell of deeds of valor and greatness. Gold and silver adorn the guard and the handle.
Divine favor (1) 1/day, +1 dodge AC vs evil, -1 to reflex saves, (white) light.
Only usable by: Good Only usable by: Lawful
Maybe I wasn't explicit enough before.
Once per day/super powerful/unique stuff should have a really interesting description, like a bio or history attached to it. Regular descriptions are fine for ambient loot.
If you don't know what I mean, check out the standard mage's battle robes in NWN. Something like that, only more inventive.
Name:
Tyrant's Shroud (other names: Litch's Veil; Robe of the Dead; Ghoul's Blanket)
Enhancements:
+2 Intimidate, Stone Bones(10) 1/day Use Limitation: Pale Master, Wizard Use Limitation: Evil, Neutral
Item Description:
This garment seems to have just been taken from a long buried grave. It is perpetually musty and contains clumps of rock and dirt wedged into the weave of thread. As you move the robes around further the rank odor of a tomb eminates forth.
Robes of this nature are imbued with a magical taint. The evil presence of the one buried in them was so powerful in life that it transfered over to the shroud from years of close proximity in the grave. If one has the skill, they can command the malignent energies therein to temporarily transfer over to an undead being.
When its power us unleashed near a soil or rock floor, you find that a section of the earth glows black in the rough shape of the shroud. The blackness creeps its way onto the target undead and absorbs into the exterior or essence of the being.
Rationale:
Due to the prestige class design pale masters cast Stone Bones as if a 3rd level caster. The restriction applied to this particular spell and the nature of the class do not seem to mix well.
----------------------------------------------- -----------------------------------------------
Staring Death What I'm saying is that +1 to Attack rolls is very powerful, as you eat through DR of +1/X. If you look at the items in game, you've probably never found a +1 weapon at all; only weapons +1 vs a specific type of creatures. However, if you look at the above suggestions, many have +1 in general, even +2 or better.
Correct me if I'm wrong, but I believe that you're confusing the item property "attack bonus" with "enhancement bonus". Only enhancement bonuses count toward bypassing DR +#/#.
(That last post is mine.)
Incorrect. Attack bonus counts.
Flesh Bomb
This quivering, heavy lump is made out of bits of crawling zombie flesh and numerous jagged bone splinters. Strangely enough, it seems to have a pin with a string attached. What could it do...?
Only usable by: Chaotic or evil. Single charge, negative energy burst.
Tight Gloves
When worn, these dark gloves quickly shrink to a snug fit around the wearer's hands. They're as slick as if oiled, yet never leave traces of grease on any surface.
Although enchanted symbols are inscribed on the inside of the gloves, and they are clearly magical, even the most intense diviner's scrutiny will determine that they have no use whatsoever. At least they look stylish.
Skill bonus: +2 pickpocket skill.
Lead pipe
A heavy section of lead pipe, presumably scavenged from Dunwarren.
Base weapon: Club. Attack bonus: -2 Bonus damage: 1d4
Cloak of the Wandering Priest
A simple, grey affair, this cloak has nonetheless been enchanted to aid those of the clergy who spend an extraordinary amount of their time with travels or other worldly tasks while practicing their faith.
Bonus spell slot: Cleric level 0, level 1. Only usable by: Bard, ranger, rogue.
Healer's apron
A white, blood-spattered apron with pockets containing various tools of the trade, such as sharp knives, thread and needle or gauze. One pocket even contains a small pamphlet, illustrating such things as the major arteries and organs of all the more common races.
Although highly useful, outside of a house of healing the apron has a slightly macabre and perhaps even silly look.
Skill bonus: +2 heal, +1 lore, -2 intimidate, -1 persuade.
Claw of Sharess
This curved weapon is forged into the image of a long cat's claw, with a push-dagger hilt. Holy symbols of Sharess adorn the hilt and blade, and priests of the Mother of Cats are trained to use it in combat as well as in rituals.
Base weapon: Dagger. Extra damage: 2 divine damage. Skill bonus: +1 concentration. Only usable by: Cleric. Only usable by: NG, CG, CN. Increased value to prevent use with UMD, unsellable.
Sap
A pliant club, made of thick leather and filled with round metal pellets, the sap is most often used to render a target unconscious without excessive harm.
Base weapon: Club. Attack bonus: -2 Special: No damage. On hit: Sleep, 10% chance, DC 14.
alogenMage to battering ram converterthis little helm..with a huge dent it in allow the mage who has ran out of spells and can't rest become useful again!. With this handy dandy kit you can open just about any door with out a knock spell!.
pot helm
cast once per day Iron guts
cast once per day virtue
+2 conentration
use only mage
and if you can make it do the crowbar function that be cool
If you could make it so, that nearby party member actually hold the mage and batter him into the door it woud be WAY cool :D hehe using thier strength, and the mage's "durability" hihi
done it...RPed it use the party mage as a ram..but he didn't have a helm...it was quite the bit of RP
Blackjack
The blackjack is a short, heavy-headed club usually covered in leather. While it is all but useless in melee, a skilled user can knock out an unsuspecting victim with it. It is thus favored by thieves and scoundrels of all sorts who care not so much for an honorable battle.
Properties: No Combat Damage Decreased Attack Modifier -1 Bonus Feat: Sneak Attack (+1d6) On Hit: Stun (DC=16) (Duration: 25% / 3 rounds) Only Usable By: Assassin, Bard, Ranger, Rogue
[EDIT: Grendel, I swear to god I didn't notice your suggestion before posting this xD Oh well...]
Vine Arrow
These arrows seem to lack a sharpened head entirely. Instead, a thin knot of what appear to be still-green vines is tied around the tip. They writhe slowly as you watch.
Properties: No Combat Damage On Hit Cast Spell: Entangle (Level 1)
BTHE LUCKY DRINK
A strange, multi-coloured drink, rumoured to be created from left-over potions and old experiments. Although it can prove useful, it's effects are too random to relay on.
Upon comsumption, the user recieves one random benificial effect as if they had drank a potion brewen from a 3rd level caster. The list of effects are chosen from one of the following.
1. The drinker is Blessed as though they had consumed a potion of Bless or had the spell cast upon them. 2. The drinker receives a bonus to strength as though they are under the effect of a Bulls Strength spell. 3. The drinker receives a bonus to dexterity as though they are under the effect of a Cat's Grace spell. 4. If the drinker is unlucky enough to recieve this effect, they take a strength drain as though they had been the target of a Negative energy ray spell.
Possibly with other/more random effects, could make certain situations such as arena tournaments more interesting.
MrGrendelSap
A pliant club, made of thick leather and filled with round metal pellets, the sap is most often used to render a target unconscious without excessive harm.
Base weapon: Club. Attack bonus: -2 Special: No damage. On hit: Sleep, 10% chance, DC 14.
I think they're more commonly known as a Cosh. I think a Sap is an explosive charge
Ether Dagger
A softly glowing dagger whose blade seems to fade in and out of your sight.
-No Damage -Enchantment Bonus: +5 -Decreased Damage: -5 -Decreased Attack Bonus: -5 -Damage Bonus (Magical): +1
Main Entry: sap3 [probably short for sapling] : BLACKJACK, BLUDGEON
But now that you mention it, I do like "blackjack" better. ;)
Sap, as a feat, already exists.
Narcotic potions:
Some people believe that the comsumption of divine potions actually shows lack of faith in their own gods in favor of another. Thugs and corrupt alchemists have capitalised on this and created potions out of cheap and dangerous regeants.
The result is a cheap source of potions that can bring the same effects as ordinary potions but at the cost of suffering side effects that include being exhausted a few hours later, lost of hearing or eye sight for a few hours as well as disease. Using too many of these potions in a short amount of time can be fatal unless a person can rid themselves of the negative effects regularly
The idea behind this to introduce that people dont always depend on gods or casters of the arcane for potions, the lowlife or assassin would depend on these greatly due to their cheapness, if they can bear withstanding the side effects of cause! maybe a fortitude check of DC 18 to withstand the effects and that being increased by 2 for every potion they use before resting. Side effects you can make up at your lesuire.
lovethesuit Sap, as a feat, already exists.It has been disabled for balancing reasons... and can't be activated without a hack.
Book of barsongs
A extremely popular book in the underdark, many drunken parties often end up with a song or two being chanted across the room, all thanks to the unknown writer of these songs. A flick through the book reveals memorable songs such as " ten beholders floating on a wall" and "Yoho Yoho a slavers life for me!". When singing these songs, people often feel they can overcome any foe no matter the odds, wether this is a magical effect of the books or just a drunk's foolish pride is still heavily debated.
20 charges
Protection from evil: Use 1 charge
Protection from good: Use 1 charge
Hook Horror armor:
After a recent insurge of Hook Horrors in their mines, the Grunstubble smiths salvaged lot of excellent raw material to create some nasty-looking armor. The pure visage of such wear instills fear and panic in thoose who are weak of heart, not to mention the terrible hooks which impale anybody's hand daring to attack the wearer.
base item: banded mail Intimidate +4 On hit effect: 1d3 piercing damage on the attacker
Bone hook:
This hook once belonged to a fearsome hook horror. Now it is formed to be a cruel weapon, intimidating in appearance. Nothing makes people obey you faster than this hook placed to their necks.
base item: sickle damage bonus: +1 piercing Intimidate: +2
Shield of Leadership
A fine Golden Tower Shield covered with thousands of names in neat common. Although you have heard of none, a small plaque on the back has some more sensical writing. "This shield has been used by War Leaders of Faerun. Use it well, Blessed One."
+3 Persuade Eagle's Splendour 1 Use/day Negative Energy Vulnerability 10%
Most likely an item given on a DM quest from some Celestials or Holy people.
Sickle of Equality
An old and worn sickle, slightly tinted green. "ROT" Is etched roughly onto the blade, and you can see why from the odd fungus growing on the weapon.
On hit -2 strength, DC: 14 -2 strength
Wand of the Faker
This Wand appears to be specifically useable by those who "Fake" Magic. It has a symbol of a golden foot print upon it's side, and appears to be made out of ivory.
30 Charges
Cat's Grace: 1 charge/use Eagle's Splendour: 1 charge/use Ghostly Visage: 1 charge/use Invisibility: 3 charge/use Ethereal Visage: 10 charge/use Only Useable by: Halfling, Dwarven Defender
Saps exist in the module.
Fire sword
If you look upon the hilt of this blade, you will see, in tiny writing, "This sword is the property of Jolly Man Circus." It appears that this harmless sword, made out of glass, was used by a travelling circus when they met their end by the creatures of the Underdark. The inside of the blade is filled with oil which, when the hilt is held, sets ablaze. However, the flame is non-magic, and could thus do very little damage, and the blade is blunt.
Scimitar Visual Effect: Fire No Damage Fire damage: 1d2
Dagger of Obfuscation
The amethyst set into the pommel of this dagger and the slim, ebon blade that tapers off into an extremely sharp point both suggest a high level of craftsmanship. When handled, the blade's magic triggers a shift in the wielders stream of consciousness that brings to light the dormant bitterness and disappointment that he has been harboring. The rush of negative emotions can be quite distracting, and, consequently, the users level of awareness and ability to concentrate are lessened.
If the wielder focuses on these emotions long enough, the amethyst in the hilt begins to cloud, and if he is willing to focus on one of these thoughts to the extent that they are accepted and any positive emotions are pushed from his mind, the dagger can summon an orb of darkness.
Darkness 1 charge/use (15 charges) +1 piercing damage - 3 concentration - 5 listen
Lead Helmet
This battered old helmet is made lead. It's particularly heavy and makes the wearer a bit ill, due to its chemical ingredients but surely it has some use?
Traits
Protection from Paladin's Detect Evil -1 or -2 CON
Goblin Rocketship Breastplate: Chance on hit when struck 10% fireball(3) 10/- Fire resistance 10% vulnerability to slashing/piercing/bludgeoning
Large jar of goo
This large glass jar is filled with greenish, thick liquid. It appears to be sealed tightly, and only way to access it's contents is by breaking it.
Summon creature II, one charge (summons ooze)
-------------------------------------------------------------------- The idea in this item is that it might (if it is possible to scrip it so) summon either a hostile or friendly ooze. Probably best to add two identical items which give no glue which one it is.
Large jar of goo
This large glass jar is filled with greenish, thick liquid. It appears to be sealed tightly, and only way to access it's contents is by breaking it.
Summon creature II, one charge (summons ooze, or maybe several oozes)
-------------------------------------------------------------------- The idea in this item is that it might (if it is possible to scrip it so) summon either a hostile or friendly ooze. Probably best to add two otherwise identical items which give no glue which one it is.
(Sorry about double post, thought I was logged in already)