Shadowbooks Shadowdark RPG TreasureMagic Items
Shadowdark RPG, p. 308
p. 308
Shadowdark RPG, p. 309
p. 309
Ophidian Armor, Pearl of Power, Pipe of the Rolling Hills, Pipes of the Sewers, Portable Hole OPHIDIAN ARMOR Glistening, smooth leather of dappled emerald scales. Bonus. +1 leather armor. Benefit. You have advantage on checks to avoid the effects of poison. PEARL OF POWER A fat, opalescent pearl glowing with an inner radiance. Benefit. Once per day, you may regain the ability to cast a spell you have lost. This cannot restore a spell lost due to a critical spellcasting failure. PIPE OF THE ROLLING HILLS A long, curved pipe that smells of cloves and resin. Benefit. Up to three times per day, regain 1d4 hit points when you smoke this pipe. PIPES OF THE SEWERS A set of tarnished, brass pan pipes with seven cylinders. Benefit. Once per day, you can play these pipes to summon 2d6 giant rats. The rats obey you for d6 rounds, and then they scatter and flee. Curse. If you stop playing while the rats are present, they turn on you and attack. PORTABLE HOLE A black, velvet square of cloth that unfolds into a wide circle. Benefit. The Portable Hole folds open on a flat surface into a 6-foot wide, 6-foot deep hole. It has 20 gear slots of storage. The hole closes when you fold the cloth into a small square. Curse. Placing this item inside a Bag of Holding or another Portable Hole destroys both items and all held inside them. “There's nothing better than a cheese, a pipe, and a story." -Ralina, halfling thief, relating a halfling saying
NECKLACE OF CHARM A gold, fishbone chain that shimmers with subtle beauty. Benefit. Your Charisma stat becomes 18 (+4) while wearing this necklace. NECROTIC MACE OF WITHERING A wrought iron mace tipped with a heavy, screaming skull. Black ichor runs from the skull's eyes when the mace is used to channel necrotic energy. Bonus. +1 mace. Can only be wielded by a chaotic priest. Benefit. While holding the mace, you can turn cure wounds spells you cast into harmful magic that instead inflicts the same amount of damage it would heal. Curse. If you use the mace to cast an inverted cure wounds spell, you are haunted by nightmares that night. You must pass a DC 12 Wisdom check during your next rest or gain no benefit from resting. OBSIDIAN WITCHKNIFE A glinting, obsidian blade that trails black smoke in thin curls. Bonus. +2 dagger. Cannot be wielded by a lawful being. Benefit. When you cast a spell while holding this dagger, you may wound yourself with it. Add the amount of damage you take to your spellcasting check. ONYX DESTRIER A polished, ebony statuette of a running horse. Benefit. Once per day, the wielder can speak the command word to turn the statuette into a nightmare that accepts neutral or chaotic riders. The statuette remains in this form for 1 hour. NIGHTCLOAK ARMOR Matte black leathers enchanted to deepen and darken shadows. Bonus. +1 leather armor. Benefit. Once per day, you may choose to automatically pass a Dexterity check to hide.