Shadowbooks Shadowdark RPG TreasureMagic Items
Shadowdark RPG, p. 302
p. 302
Shadowdark RPG, p. 303
p. 303
Cloak of Elvenkind, Cloak of the Bat, Crystal Ball, Dagger of the Goblin Hero CLOAK OF ELVENKIND A hooded, billowing cloak that shifts colors to match its surroundings. Benefit. Your checks to hide are always easy (DC 9). Once per day, you can become invisible for 5 rounds. The invisibility ends if you attack or cast a spell. CLOAK OF THE BAT A leathery, black cloak that has a ragged hem and a hood with pointed ears. Benefit. You can fly a near distance as your movement while in a shadowy area. Curse. Each time you use the cloak to fly, roll a d20. On a result of 1, you and your gear turn into a small bat for 3 rounds. CRYSTAL BALL A flawless glass orb with roiling images swirling inside it. Benefit. Only wizards can use a Crystal Ball. You can use it to cast the scrying spell (pg. 70). If you fail the spellcasting check to cast scrying, the Crystal Ball ceases to function for a day. DAGGER OF THE GOBLIN HERO A curved dagger with a halfmoon notch at the blade's base. Bonus. +1 dagger. Benefit. You can speak Goblin. All goblinoid creatures react to you with a friendly attitude.
EGG OF THE COCKATRICE A blue, hard egg as big as a coconut and heavy as a stone. Benefit. Once per week, you can speak a command word that causes a cockatrice to hatch and follow your commands for 5 rounds before flying away. The egg repairs itself over one week. FLYING CARPET A richly woven, red carpet with gold tassels. Benefit. The carpet fits two riders (one is the driver). It can fly double near on the driver's turn. Personality. Neutral. Playful, mischievous. Enjoys visiting new places and gets restless without a frequent change in location. GENIE LAMP A tarnished, brass oil lamp. Benefit. Rubbing the lamp causes its resident djinni (50% chance) or efreeti (50% chance) to emerge. A djinni grants its summoner one wish spell (pg. 73) before disappearing. An efreeti does the same, but only after being defeated in combat. GLOVES OF AGILITY Thin, leather gloves that seem to meld with the wearer's hands. Benefit. Your Dexterity stat becomes 18 (+4) while wearing these gloves. GOBLIN BOMB A preserved rat stuffed with an explosive charge and a fuse. Benefit. You can light the bomb's fuse and throw it a near distance. It explodes in 1d4 rounds, dealing 2d8 damage to everything in near range. GAUNTLETS OF MIGHT Heavy, bronze gauntlets with engravings of Herculean giants. Benefit. Your Strength stat becomes 18 (+4) while wearing these gauntlets.