Showing posts with label Finders Keepers. Show all posts
Showing posts with label Finders Keepers. Show all posts

Finders Keepers: Key of Thievery

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Key of Thievery: This small, nondescript iron key can be employed to open any door that has been locked with a normal lock, padlock, and the like, as well as manacles, chests or boxes, that have hidden or trick locks, and so on. Further, once per day, the key of thievery can be used to employ a knock spell to open magically held or wizard locked doors, as well as secret doors (as per a knock spell). Note that a key of thievery will not effect in any way traps that may have been placed upon a door, chest, or box, unless the unlocking of such would also serve to disarm the trap. Nor does a key of thievery reveal hidden or concealed doors, secret doors, and the like; it is merely capable of opening them once they have been detected in some manner.

Finders Keepers: Lenses of Blindness

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Lenses of Blindness: These lenses, when placed on the eyes, will cause the wearer to become immediately and irrevocably blind. Only a cure blindness followed by a remove curse cast by a cleric of at least 9th level, or a heal, limited wish, or wish spell can restore sight to the victim and allow the victim to remove the lenses.

Note however that those who have been afflicted by these lenses, and have subsequently successfully removed them by the requisite means, will gain a permanent +3 against all gaze attacks.

N.B. Lenses of blindness will appear to be of some other beneficial type (charming, detection, seeing, etc.) unless an identify spell has been employed by a magic-user of at least 13th level.

Finders Keepers: Boots of Hindrance

The following text & stats are designated Open Gaming Content as per the OGL:

Boots of Hindrance: These cursed boots will make the wearer feel a sense of potency and confidence, particularly when contemplating battle. However, once the boots are donned they cannot be removed, reduce the movement rate of the wearer to a mere 3”, cause the wearer to be treated as though encumbered, and cause the wearer to always strike last in combat regardless of the initiative roll.

Finders Keepers: Ring of Untrained Magic

The following text & stats are designated Open Gaming Content as per the OGL:

Ring of Untrained Magic: This powerful items allows the wearer to cast a single magic-user spell of any level once per day. Note however that there is always a base 5% chance of any spell cast from the ring going awry, modified by the variables on the following chart:

Intelligence 4 or Less: Unusable
Intelligence 5-6: +45%
Intelligence 7-8: +25%
Intelligence 9-13: +10%
Each Point of Intelligence Over 12: -1%
Each Magic-user Level: -2%
Illusionist: -1%
Cleric or Druid: -1%
Fighter: +15%
Thief: +10%
Spell Being Cast is 1st Level: +0%
Spell Being Cast is 2nd Level: +5%
Spell Being Cast is 3rd Level: +10%
Spell Being Cast is 4th Level: +15%
Spell Being Cast is 5th Level: +20%
Spell Being Cast is 6th Level: +25%
Spell Being Cast is 7th Level: +30%
Spell Being Cast is 8th Level: +35%
Spell Being Cast is 9th Level: +40%

Note that regardless of the variables, the base chance for a casting to go awry will never fall below 5%.

If a spell cast from the ring does go awry, then there are several possible outcomes: the spell might fail completely, in which case the ring cannot be used again for another week; the spell may be miscast, resulting in the opposite effect occurring other than the one desired by the wearer, if the spell is reversible or can have an opposite effect; spells with detrimental effects can harm the wearer of the ring, rather than the intended target or victim of the spell; a portal or gate opens up, forcing the ring wearer into another dimension or plane randomly determined by the Referee; a strange effect as dictated by the Referee can result, rather than the desired effect of the ring wearer.

Finders Keepers: Dart of Wounding

The following text & stats are designated Open Gaming Content as per the OGL:

Dart of Wounding: These magical darts cause the same amount of damage as others such mundane missiles, but a +2 to hit is granted when employing them. Further, every round thereafter the victim of such a dart will suffer 2 hit points of damage until healed in some manner, or until a full turn of time has elapsed. The employment of such darts will actually reduce the efficacy of creatures with the ability to regenerate hit points by a like number of points. Thus, a troll that would normally be able to regenerate 3 hit points per round would only be able to regenerate 1 hit point per round for a full turn. A creature that would normally regenerate 2 hit points per round would not regenerate for a full turn. A creature that would normally regenerate 1 hit point per round would actually lose 1 hit point per round.

Finders Keepers: Mask of Disguise

The following text & stats are designated Open Gaming Content as per the OGL:

Mask of Disguise: When donned, a mask of disguise allows its wearer to alter self, as per the illusionist spell, once per day. Note that once a form is assumed, the wearer of the mask must change back to their normal appearance that day, or forever take upon themselves the new form. Only the death of the wearer in such cases will release the mask of disguise from the face of the victim.

Finders Keepers: Ring of Mastery Thievery

The following text & stats are designated Open Gaming Content as per the OGL:

Ring of Master Thievery: This nondescript ring grants the wearer the ability to operate as a thief of 9th level, even if they are not thieves. Thieves of levels less than 9th will be able to operate at the higher level of thieving ability. Thieves of 9th level or higher gain +20% to all thieving abilities while the ring is worn. Note however that lawful and/or good characters will eventually shift in their alignment to chaotic good (if they use the ring and the thieving ability it grants for good purposes only) or to a non-lawful, evil alignment (if they use the ring for evil purposes). This shift in alignment is entirely in the purview of the game Referee. Thieves' guilds highly prize these rings, and will likely set a bounty upon the owner of one.

Finders Keepers: Club of Endless Beatings

Club of Endless Beatings: This wooden club serves as a +3 weapon. Further, it can be commanded to defend its owner; thus, the club will move about and strike opponents on its own once so commanded, attacking as a 5th level fighter. The club can be so animated for up to a full turn, once per day. Note that such clubs are susceptible to fire damage, making saving throws against such at a -1 penalty, and losing its magical bonus against such attacks as well.

Copyright GA Norris 2011

Finders Keepers: Wand of Lethargy

The following text & stats are designated Open Gaming Content as per the OGL:

Wand of Lethargy (M): This spell has an effect similar to the spell sleep (cf.); however, a wand of lethargy is able to put to sleep opponents of more than 4+4 hit dice. Up to a total of 12 hit dice worth of creatures can be put into a comatose state by employing a wand of lethargy, but each creature is entitled to a saving throw (albeit at a -2 penalty). Thus, up to twelve 1 hit die creatures could be put to sleep, or a single creature of 12 hit dice. One charge is drained for every hit die worth of creatures put to slumber, but the wand is rechargeable by the usual means. Such wands will have from 1-100 charges when found.

Finders Keepers: Rod of Earthly Might

Rod of Earthly Might: Rumored to have been forged on the elemental plane of earth, the rod of earthly might is a peculiar device. It allows the owner to regenerate at the rate of 3 hit points per round as long as the owner is standing upon solid earth. Once per day, the wielder of a rod of earthly might is able to cast one of the following spells at the 13th level of ability: transmute rock to mud (or the reverse), stone shape, or dig. Once per week, the wielder may use stone to flesh (or the reverse), raise a wall of stone, or conjure (an earth) elemental. Note that upon the activation of any of the rod's powers (not including the regeneration granted to the owner), there is a base 5% chance that the wielder and all others within a 20 foot radius will be immediately transported to the plane of earth. Each power activated consumes one charge, and such rods are never found containing more than d20 charges. It is rumored that a rod of earthly might can be recharged only by visiting the elemental plane of earth, but this has not been confirmed.

Copyright GA Norris 2011

Finders Keepers: Sandals of the Four Winds

Sandals of the Four Winds (Monks): These magical sandals grant a monk several distinct powers. First, they allow a monk to fly as per the spell (qv.) once per week for a number of turns equivalent to the monk's level. A monk wearing these sandals is able to run up walls and across ceilings at his normal movement rate as though he were under the power of a permanent spider climb spell (cf.). Further, sandals of the four winds grant monks special insight, such that they are able to detect illusions 75% of the time within a 3” radius with no concentration on the part of the monk. Finally, a monk wearing these sandals is immune to the effects of irresistible dance, slow, hold person, entangle, or any magic or effect that would hinder his movement in any way.

Addendum: I erroneously marked this post as Open Gaming Content, and have since changed that designation. Sorry!

Copyright GA Norris 2011

Finders Keepers: Sword +1, +3 versus “giant class” creatures

The following text & stats are designated Open Gaming Content as per the OGL:

Sword +1, +3 versus “giant class” creatures: These swords grant +1 to hit and damage when wielded against most creatures. However, when wielded against “giant class” creatures (those creatures against which rangers get a damage bonus, including most evil humanoids and giants), the weapon is +3 to hit and damage.

Finders Keepers: Wand of Pain

The following text & stats are designated Open Gaming Content as per the OGL:

Wand of Pain: When this wand is turned upon adversaries, it causes all within the area of effect to save versus death magic; failing the saving throw means that the victim will writhe in pain uncontrollably upon the ground for 2d4 rounds. The area of effect is a cone, 2” wide and 3” long at the terminus. The effects of a wand of pain can be negated by dispel magic, or by a cleric casting remove paralysis. A wand of pain will have d100 charges when found.

Note that a large mirror or other highly reflective surface can actually cause the beam of a wand of pain to be reflected in the opposite, intended direction.

Finders Keepers: Ring of Darkness

The following text & stats are designated Open Gaming Content as per the OGL:

Ring of Darkness: These rings are nondescript, having no markings, gems, runes, or distinguishing characteristics to indicate that they are magical or valuable; however, they do radiate magic if detected for. A ring of darkness allows the user to cast darkness 15' radius once per day, at the cost of a single charge. Such rings will have from 2-20 charges when found, and can be recharged. Note that there is a 5% chance that a shadow (qv.) will seep into the summoned darkness from the plane of shadow and immediately attack the wearer of a ring of darkness each time the item is employed.

Finders Keepers: Ring of Lycanthrope

The following text & stats are designated Open Gaming Content as per the OGL:


Ring of Lycanthrope: This cursed ring will cause the wearer to become subject to lycanthrope, the specific form determined by rolling a d6 and checking the following table:

1- Wereape
2- Werebear
3- Wereboar
4- Wererat
5- Weretiger
6- Werewolf

The wearer of a ring of lycanthrope will be unable to remove it without a remove curse cast by a cleric of at least 12th level. Any violations of alignment while in were-form must be dealt with by having a cleric cast atonement, or the character will eventually be subject to a permanent change of alignment.