Fat Dragon Games - Dungeon Secrets

October 5, 2017 | Author: wbrackney23 | Category: D20 System, License, Breach Of Contract, Trademark, Sword
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Fat Dragon Games - Dungeon Secrets...

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DUNGEON SECRETS

FAT DRAGON GAMES

Dungeon Secrets Book One: Magic Items Editor Tom Tullis Graphic Design Kathleen Tullis Artwork Kathleen Tullis Tom Tullis Play Testing Kevin Buntin, David Hellard, William Herron, Chris Lensch, Mike Romano, Walt Smith, Chris Stephens, Kevin Stephens, Russ Temple, Gary Wegley

Open Game Content & Copyright Information Reproduction of non-Open Game Content contained in this book by any means is prohibited without the written permission of the publisher. This book contains Open Game Content (see pages 17-18 for licenses). All item statistics and text descriptions are considered Open Game Content. All other content such as drawings and paintings are copyrighted by the artist (see page 18 for copyright info). The 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Requires the use of the

Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast, Inc.

Fat Dragon Games P.O. Box 403 Brookville, OH 45309 www.fatdragongames.com

INDEX Amulet of Filtering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 10 Brotok’s Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 10 Buntin’s Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Burglar Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 06 Champion’s Oil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04 Choker Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07 Dagger Vest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5 Darkness Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11 Darkseeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 15 Death Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09 Death Killer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04 Dragonfist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11 Dwarven “Fancy Kettle” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09 Dwarven Hellhammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13 Elven Klamter Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14 Elvish True Flights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09 Exploding Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07 Firecloak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14 Firestars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07 Flamekeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13 Flamestar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 5 Flard’s Bracers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 07 Forest Elf Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 10 Halifax’s Water Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5 Helm of Tongues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13 Holy Defender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 12 Holy Masher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Invisible Touche . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Kings Cleaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 11 Knife of Waterbreathing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14 Liquid Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11 Medusa Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Nivek Snehpet’s Bracers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 14 Onamor’s Vengeance Bolts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5 Pangar’s Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Pathmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 16 Polbrek’s Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13 Probin Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 12 Puddle Jumper’s Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 10 Rockblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 06 Screamers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07 Shard Shafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 06 Slayer Savior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 12 Spellkiller Helm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07 Spirit Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08 Thief’s Coin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 06 Thunder Shafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 04 Tin Can Opener . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 15 Vengeance Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04 Wizard Equalizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09

03

Dungeon Secrets

Death Killer Wielded by the mighty Paladin Hellard, this +2 heavy mace was created with the express intent of battling the undead. Any undead being who touches this mace must make a DC14 Will save or be destroyed. The mace is made of an unknown greenish-gray stone and consists of a smooth cylindrical shaft with an elaborate skull carved on the top. The Death Killer will only work if wielded by someone of lawful good alignment. If an evil entity touches it or tries to wield it they instantly are stunned for one round and take 1d4 HP of damage. If someone of neutral or chaotic good alignment use the weapon it acts as a +2 heavy mace with no other special abilities. Strong Conjuration; CL 14th; Prerequisites: Craft Magic Arms and Armor; Heal Price: 32,312 gp

Vengeance Bow A vengeance bow is a +1 longbow that appears to be made of a bright, shinny red colored wood. Along the front edge is the inscription "By my blood you shall perish". This is the only clue to the unique power that this weapon possesses. If the wielder of this bow first punctures his own flesh with the arrow the magical bonus of the bow will increase. For each 2 HP damage the wielder self inflicts, the bonus increases by 1 up to a maximum of 5. The wounds inflicted by this process take twice the normal time to naturally heal (magical means of healing act normally). Moderate Necromancy; CL 10th; Prerequisites: Craft Magic Arms and Armor; Vampiric Touch Price: 32,375 gp

Thunder Shafts

Death Killer

These delicate looking arrows are easily identifiable by their hollow glass shaft. Each shaft contains a captured clap of thunder. When broken, a loud clap of thunder is emitted causing 1d8 points of sonic damage to all beings in a 40-foot radius unless a DC 18 Fortitude save is made. Any being affected is also stunned for 1 round. Creatures that cannot hear are not stunned but still take the sonic damage. If a critical hit is rolled the target must make a DC14 Fortitude save of be permanently deafened. Faint Evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor; Sound Burst Price: 167 gp

Champion’s Oil This flask contains a specially formulated oil used for sharpening edged weapons with a stone. The oil will imbue the weapon with a +1 bonus for 48 hours after application. The flask will contain enough oil for 3d6 uses before running dry. Prerequisites: Craft Magic Arms and Armor Price: 75 gp

04

Dungeon Secrets

Halifax’s Water Bow

Dagger Vest A favorite find for thieves and assassins, these nondescript vest have a special pocket that has been magically altered to produce a dagger each time a hand is placed in it. When found, the vest will have enough of a charge left to produce 2d20 +20 daggers before exhausting its limit. The daggers are simple in design and have no magical qualities. When the last dagger is depleted, the pocket will disappear. Moderate Conjuration; CL 9th; Prerequisites: Craft Wondrous Item; Leomund’s Secret Chest Price: 3,000 gp

This +2 shortbow was created for the legendary warrior Halifax. The bow appears to be made of a silvery, scaly substance similar to fish scales at the center, then shifts to a aquagray color as it continues away toward the edges, gradually appearing more like the tentacles of a squid or octopus. The bow can function as if it was fired in dry air and gives the wielder unrestricted movement and the ability to breathe underwater per the spells Freedom of Movement and Water Breathing. Moderate Abjuration; CL 10th; Prerequisites: Craft Magic Arms and Armor; Freedom of Movement, Water Breathing Price: 48,330 gp

Head of a Vengeance Bolt

Onamor’s Vengeance Bolts These crossbow bolts have a very unusual head on the shaft-instead of the usual point, a crudely sculpted mouth with teeth that is made from a substance that has the appearance of a moldy wood with a greenish-brown color. When inspected, the head appears to be a crude carving and nothing more. Upon being launched into a living being, the mouth begins chewing and will bore through armor or clothing into the body of the target. The mouth will do 1d6 damage each round for 1d4+3 rounds after the first (until it bores to the opposite side) unless a critical hit was rolled. A hit of this nature means the head has detached from the shaft and is freely boring around the body of the target causing 1d6 damage per round indefinitely. If a standard hit has been rolled, the bolt can be removed from the target (a full action) causing an additional 2 HP of damage. If the attack resulted in a critical hit, then it will take 1d4+5 full rounds to locate and remove the head causing 6 HP of damage in the process. The mouth also secretes a poison that deals 1d10 Constitution damage (DC15 Fortitude save for half damage) that can only heal once the head is removed. The poison damage will heal 1pt. per day after removal. Moderate Transmutation; CL 9th; Prerequisites: Craft Magic Arms and Armor; Giant Insect, Poison Price: 1,248 gp

Flamestar A rare and beautiful weapon, the Flame Star is a +2 Heavy Flail that appears to be made of a golden light (emits light as a torch with a 20 foot radius). The true power of this weapon is its ability to pass through all nonliving matter (armor, shields, etc.) when swung to attack (unless attacking undead). At all other times it has solid form and can be handled as such. All bonuses due to armor or shields (including magical) are ignored, only natural bonuses have any affect against it for living beings. If the target is undead, the creature must make a DC14 Will save or be destroyed. Strong Transmutation; CL 16th; Prerequisites: Craft Magic Arms and Armor; Gaseous Form, Heal Price: 128,315gp

05

Dungeon Secrets

Rockblade The Rockblade is a +2 sword made out of an unidentifiable blue-gray stone with veins like marble. The blade edge never dulls or chips. The sword gives the wielder DR10/Adamantine protection as long as it is held - being carried in a scabbard does not provide any protection. The sword can also turn flesh to stone, per the spell, once per month during an attack. The command must be spoken prior to making the attack, and if a critical miss is rolled the spell fails. The command to activate the effect is engraved on the pommel. Moderate Abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor; Stoneskin, Flesh to Stone Price: 100,315 gp

Shard Shafts

Rockblade

While these +1 crossbow bolts were specifically designed to slay vampires, they perform well on any target. Shard Shafts are magically adjusted and have meticulously carved trenches and scoring along their shafts that are strategically placed so that the shaft will shatter into specifically sized/shaped shards upon impact when shot. When they shatter, the target is showered with multiple pieces that create independent wound channels in the target’s body even though they only deal the damage of a standard bolt. The damage will not heal until all shards are removed (DC 20 heal check taking 1d4 +10 minutes) or a Regenerate spell is cast. Any vampire hit by a Shard Shaft must make a DC 25 Fortitude save or be staked by one of the pieces. Faint Transmutation; CL 5th; Prerequisites: Craft Magic Arms and Armor; Warp Wood Price: 131 gp

Burglar Blade A favorite toy for the avid ‘borrower’ of other people’s possessions, these +1 daggers emit a 20-foot radius of silence (per Silence spell) for 10 minutes once per day. The weapons usually have the command word inscribed on the blade, and as such are easily identifiable by local authorities. In more civilized areas, these daggers are considered ‘thieves tools’ and can even land the owner in the local jail for merely possessing them. Faint Illusion; CL 8th; Prerequisites: Craft Magic Arms and Armor; Silence Price: 5,302 gp

Thief’s Coin This small copper coin has a small spike protruding from the edge and an ‘X’ scribed on one side and an ‘O’ on the opposite. When it is attached near a lock such as on a door or chest, the coin has the ability to lock or unlock it depending on which side is pointing up (‘O’ unlocks and ‘X’ locks) per Arcane Lock and Knock spells. Faint Transmutation; CL 4th; Prerequisites: Craft Wondrous Item; Arcane Lock, Knock Price: 5,000 gp

06

Dungeon Secrets

Choker Bombs

Spellkiller Helm

These bombs consist of a small glass vial or flask with a chemical mixture that will cause an asthmatic like reaction in any creature within a 10 foot area of impact unless a DC 15 Fortitude save is made. The powder causes uncontrollable choking for 1d6 rounds (separate rolls for each affected being) and those affected cannot take any other actions. Price: 120 gp

Attacking Mail This suit of +1 chainmail can be mentally commanded to unhook and launch its links at an incredible speed. The links will deal 4d6 damage (DC 18 reflex save for 1/2 damage, DC 25 for 1/4 damage) to all in a 30-foot radius of the wearer (-1d6 per 10 feet beyond the initial 30). The chain links can be recalled and relinked upon mental command, but the wearer must be able to concentrate for 30 minutes uninterrupted to complete the process. Each time the armor is detonated, there is a 5% chance that the links will be too damaged to relink and the armor is ruined. Strong Transmutation; CL 12th; Prerequisites: Craft Magic Arms and Armor; Make Whole, Telekinesis Price: 30,000 gp

Spellkiller Helm Fashioned by dwarves, these helms offer +3 bonus to spell resistance (SR 15). The helms do not look any different from the usual dwarven style helmets, meaning they are usually designed for function over aesthetics. Strong Abjuration; CL 15th; Prerequisites: Craft Magic Arms and Armor; Spell Resistance Price: 18,500 gp

Flard’s Bracers Screamer

These brass bracers are ornately engraved with scrollwork and in the center, running the length of the bracer, is an engraving of a sword. When tapped together twice, a +1 steel blade grows out of the engraving (approximately the length of a standard short sword) on each bracer. When tapped twice again, the blades shrink back into the bracers. If only one bracer is found, any brass object (such as a coin) can be used to activate the blade extension. Moderate Transmutation; CL 6th; Prerequisites: Craft Magic Arms and Armor; Shrink Item Price: 32,000 gp (pair)

Screamers Favorite security devices of the rich, screamers are dreaded by thieves everywhere. These coins are crafted to look like the coin of the realm with one nasty feature. If ‘tripped’, the coin will emit a loud scream for one hour and cannot be turned off. A thief making his getaway with a bag of coins can not tell which coin is making the noise unless the coins are spread out over a large area to isolate the location of the noise and time is taken to review the lot. Trips for the coins can include simply being moved, being moved beyond a preset border unless done by the owner, being moved after a certain time of day, etc. Faint Illusion; CL 1st; Prerequisites: Craft Wondrous Item; Ghost Sound Price: 50 gp

Firestars Firestars are ornately crafted +1 shurikens with a flame design around the edges. When a target is hit, it is engulfed in fire dealing 3d6 damage. The shuriken can be retrieved and reused but the fire effect only occurs once per day. Strong Evocation; CL 14th; Prerequisites: Craft Magic Arms and Armor; Flame Blade, Flame Strike, Fireball Price: 10,301 gp

07

Dungeon Secrets

Medusa Stone

Invisible Toucher

A coarsely made +2 stone spearhead, the Medusa Stone is made from a slick black stone similar to flint. The special power of the stone is its ability to turn any being it hits to stone if a 19 or 20 is rolled. The stone is created by coating the stone in a liquid made from the eyes and blood of a slain Medusa. Moderate Transmutation; CL 11th; Prerequisites: Craft Magic Arms and Armor; Flesh to Stone Price: 21,505 gp

A +2 light crossbow, bolts fired from the Invisible Toucher have a 95% chance to locate the nearest invisible being and target it regardless of what direction it was fired. The attack roll is made as normal as if the shooter could see his target and all bonuses apply. The crossbow stock is made from a transparent crystal substance while the remainder of the weapon is steel. Strong Abjuration; CL 12th; Prerequisites: Craft Magic Arms and Armor; Greater Dispel Magic, Locate Creature, True Seeing Price: 98,350 gp

Spirit Slayer Identified by their skull shaped head, Spirit Slayers are +2 arrow heads that can be attached to any shaft and are able to deal damage to ghosts and other incorporeal beings as if they were solid. They also inflict double damage to incorporeal beings, but a critical hit only increases the damage multiplier by 1. Moderate Conjuration; CL 10th; Prerequisites: Craft Magic Arms and Armor; Chill Metal, Heat Metal, Plane Shift Price:1,007 gp

Pangar’s Arrows The armorer Pangar crafted these +1 arrows for the rangers who defended the wilderness areas of his kingdom over a hundred years ago. Each arrow has a standard shaft and fletchings, but the head is a small rounded black metal bead. The target takes no damage, but is affected as though a Fear spell had been cast (CL 7th) unless a DC 16 Will save is made. Each arrow only has a 30% chance of being recovered and used again due to the age of the shafts. Moderate Necromancy; CL 7th; Prerequisites: Craft Magic Arms and Armor, Fear Price: 75 gp

Spirit Slayer

Buntin’s Staff

Holy Masher

This nondescript staff was commissioned by the notorious ranger Nivek Buntin. It has an invisible +2 spear head on top of it and when held endows the bearer with a +5 increase to natural armor class. The staff can also make any type of vegetation edible to humanoids, providing nourishment to sustain four humanoids (or two and a beast of burden) for 24 hours. This vegetation will satisfy both food and water requirements, but becomes a low grade poison after 48 hours that will cause 1d4 constitution damage upon ingesting. Strong Transmutation; CL 15th; Prerequisites: Craft Magic Arms and Armor; Barkskin, Create Food and Water, Invisibility Price: 50,000 gp

The clerics of the Holy Order of Wegley created these maces to use while in the catacombs beneath their Abbey. The Holy Mashers are +1 maces that emit a white light per the Daylight spell upon command when wielded by a Cleric of any good alignment. The mace has inscriptions of various Wegley chants scribed on the head in random order. If a cleric of the Wegley order (or a cleric instructed how to properly do so by a member of the Wegley) reads these in the correct order, the mace temporarily becomes a +3 mace for 6 rounds once per day. Faint Evocation; CL 5th; Prerequisites: Craft Magic Arms and Armor; Daylight Price: 16,312 gp

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Dwarven “Fancy Kettle” “Fancy Kettle” breastplates and helms are typical examples of dwarven armor aesthetics…they don’t have any. Looking like it was constructed from an old kettle, the armor is made for guards in deep new mines where many dangers still lurk. The armor and helm, when used together, provide an additional magical +2 protection to AC. In addition, it has the following qualities: Resist Acid-Absorbs the first 10 points of damage per attack from acid. Buoyant-Will automatically float to surface of water upon mental command and up to 10x the armors weight can be buoyed. Rust Proof-Immune to all normal and magical forms of rust. Faint Abjuration; CL 5th; Prerequisites: Craft Magic Arms and Armor; Resist Energy, Levitate, Protection from Elements Price: 34,400 gp

Elvish True Flights Crafted by elvish armorers for warriors requiring great accuracy over long distances (and popular for assassinations), True Flights are +2 and can be shot with no range penalty to any target within the shooter’s line of sight. A True Flight arrow carries an inscription on the black wooden shaft saying "The refuge of distance is denied you." The arrows are virtually indestructible by normal means and can be reused. Strong Divination; CL 21th; Prerequisites: Craft Magic Arms and Armor; Craft Epic Magic Arms and Armor; Discern Location Price: 2,567 gp

Dwarven “Fancy Kettle”

Death Commander Any being slayed by this +2 longsword will become a zombie (if being is suitable) 1 round later. The sword can control up to 10 HD of zombies at any one time. If that number is exceeded, the earliest zombie(s) created equaling the overage will immediately turn on the wielder. The sword must be held at all times to maintain control. If dropped, all zombies will turn on wielder. If the wielder can already control undead via other means the 10 HD stacks with that prior control. The sword has a matte steel blade with 10 small skulls etched in the surface on one side. With each HD controlled by the sword, one skull disappears until all 10 are gone. When control is released or the sword is dropped, the skulls reappear. Moderate Necromancy; CL 6th; Prerequisites: Craft Magic Arms and Armor; Animate Dead Price: 100,315 gp

The Wizard Equalizer The Wizard Equalizer is a +2 light crossbow that enables bolts used in it to create an anti-magic bubble (per the spell) when they hit their target. Each bubble has a 10 foot radius and lasts for 10 minutes. There is a 5% chance that the shell will not form upon impact. The bubble is ‘attached’ to the target when activated, so even if the bolt is removed and discarded the bubble remains intact and travels with the target as it moves. Strong Abjuration; CL 12th; Prerequisites: Craft Magic Arms and Armor; Anti-Magic Shell Price: 50,335 gp

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Forest Elf Spear Created by forest elves for their scouts, this +2 spear has the unique ability to avoid anything that obstructs its path to the intended target. The target must be visible to the wielder (even partially is sufficient), but anything in between such as tree trunks, undergrowth, vines, etc. are avoided by the spear in flight. The spear also cannot become lost in a forest or wilderness area if the owner is an elf and is within 50 feet of it some glint or portion will always attract the elf’s eye. Faint divination; CL 3rd; Prerequisites: Craft Magic Arms and Armor, True Strike Price: 8,301 gp

Puddle Jumper’s Skin This plain looking wine skin has the ability to transform ordinary water into a dimensional doorway. Any puddles of water poured from the skin are linked and a person can jump into one and emerge from the other. The effect lasts for 48 hours and then the puddle will evaporate normally. If more than two puddles are poured, the person will jump to the nearest puddle. Moderate Conjuration; CL 9th; Prerequisites: Craft Wondrous Item, Teleportation Price: 20,000 gp

Amulet of Filtering When worn, this item gives the wearer immunity from any toxins in the air. Smoke, poisons, etc. can all be breather as if they were fresh air. This does not give the ability to breathe underwater. The amulet looks like a small glass globe on a silver chain. Close inspection reveals a small swirling cloud of gas inside the globe. Faint Transmutation; CL 5th; Prerequisites: Craft Magic Arms and Armor; Water Breathing Price: 15,000 gp

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Darkness Bombs Innocuous in appearance, these ceramic globes are about 3 inches in diameter and contain a small marble inside that creates a 20 foot radius darkness field (per the spell) when the outer ceramic globe is broken. The outer shell is fairly durable and must be thrown with sufficient force to break. Characters carrying the globes must be careful not to have them break during transit or the adventuring party may find themselves the victims of their own weapon at the worst possible time. The darkness field remains in effect wherever the inner marble goes, so if it is moved or rolls, the field moves with it. The field disappears after 30 minutes. The grenades are the result of creating a slightly different Darkness spell, one where the final component is oxygen. The base spell is cast on the marble after it is placed in the ceramic shell, which is then given a thin coat of wax to seal it. Faint Evocation; CL 4th; Prerequisites: Craft Magic Arms and Armor; Darkness Price: 200 gp

Kings Cleaver The Kings Cleaver is a +5 keen greatsword and adds +5 to the wielder’s Leadership score. If the sword has been unused for more than a year (such as laying dormant in a dungeon) it becomes ‘inactive’ and only being used in battle and drawing blood can reactivate it’s true potential. The sword can also repel spells cast at the wielder (only when sword is held) per Spell Turning once per day and can cast Mass Suggestion once per week. Strong Enchantment; CM 15th; Prerequisites: Craft Magic Arms and Armor; Charm Person, Mass Suggestion, Spell Turning Price: 400,350 gp

Dragonfist The Dragonfists are ornate gold and silver gauntlets with meticulously sculpted silver dragon on the back of the wrist/forearm area. Originally created for the guards of a dragon cult, the gauntlets have found their way into other hands over the years ever since the cult met a fiery end. Each gauntlet can emit a blast of fire (similar to a Fireball spell) 5 times per day upon command. The blast is emitted from the sculpted dragon’s mouth and can hit targets up to 50 feet away from the gauntlet. The blast causes 5d6 damage and is concentrated in a 10 foot wide target area. The fire will ignite flammable materials or boil water (10 cu. ft.) The gauntlets also give the wearer the ability to fly five times per day as well. Upon command, the sculpted dragon wings grow to a 3 ft. span and begin flapping, able to carry the wearer aloft for 5 minute durations at a speed of 60 ft. When the time expires, the wings slowly begin shrinking in size, gently lowering the wearer to the ground. Faint Evocation; CL 5th; Prerequisites: Craft Magic Arms and Armor; Fireball, Fly Price: 60,000 gp

Liquid Dagger A liquid dagger is found in a small glass vial with a cord to suspend it around the neck. The vial contains a silvery liquid that appears to be mercury. When the vial is opened and the liquid is poured out it takes the form of a dagger (+2). The dagger can be converted back to its liquid form by simply holding it over the vial for several seconds. Strong Transmutation; CM 15th; Prerequisites: Craft Magic Arms and Armor; Polymorph Any Object Price: 3,302 gp

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Dungeon Secrets

The Slayer Savior

Holy Defender

Tasked with slaying a dragon, this +2 longsword was gifted to the famed warrior Templerus centuries ago. Passed down from age to age, the sword has 14 notches in the pommel indicating the number of dragons slayed with the weapon. The blade is a dark charcoal color with an etched silver dragon that runs its full length. On one side the dragon’s head is at the blade’s tip, on the other side it is at the hilt. The sword gives the wielder the unique ability to be resurrected one time if killed by fire (only the deathblow needs be by fire, other hit points can have been lost by any means). The character is restored 1d4 rounds after death at full hit points and health. Once this has happened all magical abilities and bonuses of the sword are gone forever. The silver etching changes to blood red once this has happened. Any dragon within 500 feet of the sword can detect the scent of dragon blood in crevices/nicks on the blade and will be aware that multiple dragons have been injured or killed with it. Strong Necromancy; CL 18th; Prerequisites: Craft Magic Arms and Armor; Resurrection Price: 72,315 gp

A weapon for the truly devout and pious, the Holy Defender is a +4 heavy mace that deals an additional 2d6 damage when wielded on holy ground (ground sprinkled with holy water is considered holy on a temporary bases until water evaporates or dries). If the user is of lawful Good alignment, some or all of the mace’s +4 bonus can be transferred from attack/damage to enhance armor class. This is a free action but must be declared at the start of the characters turn. The maces come in many styles depending on the religious order that created them. A cleric or paladin can usually identify the the weapon with a DC 12 intelligence check. Moderate Evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor; Bless, Consecrate, Shield, Shield of Faith Price: 98,315 gp

Probin A x e These greataxes were created for dwarven warriors who were charged with taking back a valuable mine that had been overrun with orcs. Two hundred were crafted for the warriors tasked with this mission, and over the centuries they have found their way into non dwarven hands. These weapons are highly desired by collectors because of their unique construction. There is no wood or steel in the axe, only an unknown alloy created specifically for these weapons. This alloy is similar to aluminum but far stronger and lighter, resulting in the speed increase when wielding the weapon. The secret of creating this alloy was only know to the dwarven clan that created these axes, and they no longer exist. The great-axe is +1 for all attacks unless the target is an orc. Then its bonus becomes +3 and will deal an additional 2d6 damage on top of its standard amount. The axes also allows the wielder to make an additional attack when making a full attack action. This is not cumulative when combined with a haste spell. Moderate Conjuration; CL 9th; Prerequisites: Craft Magic Arms and Armor; Haste, Summon Monsters I Price: 50,320 gp

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Dungeon Secrets

Helm of Tongues

Dwarven Hellhammer

An ornate helm with a full human face sculpted into it, the Helm of Tongues allows the wearer to speak per the Tongues spell for a one hour duration three times per day. The helm also provides the ability to Speak with Dead for six minutes per day and can cast the Scare spell once per day on creatures with 6 HD or less in a 30 ft. radius for 5 rounds. When any of these abilities are used, the sculpted face on the helm becomes animated and the mouth emits the voice of the wearer. Moderate Necromancy; CL 6th; Prerequisites: Craft Magic Arms and Armor; Tongues, Speak with Dead, Scare Price: 10,050 gp

Possessed by only the greatest of dwarven heroes, Hellhammers are +2 warhammers that gain an additional +1 when wielded by a dwarf who is in contact with earthen ground or stone and deals an additional 1d6 damage against beings who are also in contact with earthen ground or stone. When thrown by a dwarf, the Hellhammer splits into three hammers and each attack the target independently and recombine once the attack is completed (the additional 1d6 damage does not apply when hammer is thrown). Strong Transmutation; CL 21st; Prerequisites: Craft Magic Arms and Armor; Craft Epic Magic Arms and Armor; Shades, Stone Shape Price: 76,312 gp

Flamekeeper

Brotok’s Blade

A fragile looking mace, the Flamekeeper is a most exquisite weapon. The head of the mace appears to be a glass globe, but is actually an incredible hard crystalline substance that cannot be broken. When found, the globe will have a miniature fire burning within it. The shaft of the mace has two words carved into it, CAPTURE and RELEASE. When the mace is held over fire and the word CAPTURE is spoken, it absorbs and stores the fire in the head. When the word RELEASE is spoken the fire is emitted, almost like a waterfall, from the head to the ground (in other words it doesn’t shoot the flame like a flame thrower). The Flamekeeper can absorb a 400 square foot area of fire. Strong Universal; CL 17th; Prerequisites: Craft Magic Arms and Armor; Wish Price: 106,305 gp

This +2 shortsword belonged to one of the most infamous saboteurs and assassins in history, Kammen Brotok. Brotok was highly sought after for his talents at infiltrating virtually anywhere his clients required something to be obtained, someone to be eliminated, etc. His secret was a shortsword that allowed him to assume the shape of the last person who’s blood the blade most recently tasted (note the victim did not need to be killed, only wounded for at least 1 HP of damage). The sword allows this shape to be taken at will as often as desired, but when it has been touched by new blood that form is lost until it’s blood is sampled again. Moderate Transmutation; CL 7th; Prerequisites: Craft Magic Arms and Armor, Polymorph Price: 64,310 gp

Polbrek’s Flail

Firecloak

The weapon of the dark warrior Polbrek was a +1 heavy flail that allowed the user to drain HPs from it’s victim and transfer them to the wielder. The target must be of the same race (or part race) as the wielder to allow the transfer. The flail cannot store points, nor can the wielder be restored beyond starting HP amount. The flail deals 1d10 damage and the amount of HPs transferred per attack equal the damage rolled –2 (0-8 HP). With each successful attack the flail also deals 1pt. of constitution damage (note this amount is not affected by a critical hit). Moderate Evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor; Cure Serious Wounds, Mage’s Sword, Vampiric Touch Price: 52,315 gp

A nondescript gray-green cloak that can erupt in flames when it is stepped on. To activate this ability, the cloak must be spread on the ground and a command word spoken. Once this is done it is ‘armed’ and will instantly emit a roaring fire (10 foot square) that causes 13d6 damage (DC15 reflex save for half damage) to whatever creature(s) stepped on it. It cannot be tripped by inanimate objects like stones, and the fire only burns the creature on the cloak, wood flooring or plants/weeds will not ignite. The cloak will have 1d20+30 (31-50) charges when found before being burned to ashes upon the 50th ignition. Strong Evocation; CL 13th; Prerequisites: Craft Wondrous Item; Fire Storm Price: 25,250 gp

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Dungeon Secrets

Knife of Waterbreathing This knife allows the bearer to breathe normally underwater. The only clue to its unique ability is the decoration on the blade, a drawing of fish scales and head etched along the length. When held with any portion of the dagger above the surface of the water, the wielder can breathe underwater indefinitely. Some portion of the knife must always be above the water or the bearer cannot breathe. Faint Transmutation; CL 5th; Prerequisites: Craft Magic Arms and Armor; Water Breathing Price:15,302 gp

Elven Klamter Armor This magical version of elven Klamtel breastplates is +2 and gives the wearor the ability to instantly teleport between trees merely by touching one and having a rough idea where the second tree is located (must be within one mile). The armor can perform this function twice daily and both trees must be living. If a destination tree is destroyed while transporting, the wearer will emerge from the nearest living tree to the destination tree. Moderate Transmutation; CL 11th; Prerequisites: Craft Magic Arms and Armor; Transport Via Plants Price: 51,870 gp

Nivek Snehpet’s Bracers Dull gray in appearance, these steel bracers each have four small steel weapon sculptures attached to the metal with each weapon being approximately 1-2 inches in length. Each bracer has a dagger, a longsword, a greataxe and a longspear depicted. The sculptures can be pried off and when free of the bracer, they grow to normal size. The weapons are each +1 for 24 hours after being pried off and once fully grown, cannot be shrunk down/replaced on the bracer again. Every lunar cycle any weapons missing reappear on the bracers. Moderate Transmutation; CL 6th; Prerequisites: Craft Magic Arms and Armor; Shrink item Price: 10,000 gp (pair)

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Dungeon Secrets

Tin Can Opener "Tin Cans" (knights in full plate armor) are the bane of orcs everywhere. These +2 keen greataxes are created for orc chieftains and warriors who have accomplished great feats in battle. When wielded by an orc against a paladin or other good aligned Knight, the weapon will have an additional +2 for attacks and damage rolls and inflicts a bonus 2d8 damage. The base +2 bonus is not automatic. If the axe has not drawn blood in the last 72 hours it has no bonus. It must draw blood from two separate beings to achieve +2 (+1 per blood type) and only if it has reached +2 will it be able to activate the additional +2 versus paladins. These greataxes have no resale value outside of orc clans, and orcs will not buy them either, preferring to slay any non-orc that dared to try selling - or owning - the weapon (thus no resale value to outsiders). Characters can gain the favor of orc clans (and in the process get necessary assistance, directions, intelligence, etc.) if a found weapon is returned to the clan - even if it did not originate with a member of that that particular group. The greataxes are no more ornate than a usual orc weapon (orcs absolutely abhor fancy finishes on their weapons – a true warriors tool is functional, not aesthetic). The only indication of what this blade truly is resides on the face where a small crudely etched inscription in Orc lists the name of the original owner and clan and these words “With each taste will my power grow”. Moderate Transmutation; CL 10th; Prerequisites: Craft Magic Arms and Armor; Keen Edge, Summon Monsters I Price: 32,320 gp

Darkseeker Helm

Darkseeker This helm emits a permanent Selective Light spell (see description below). Only when the helm is worn can the bearor see the effects of the Selective Light spell. Minor Evocation; CL 4th; Prerequisites: Craft Magic Arms and Armor; Selective Light Price: 5,300 gp

Selective Light Evocation [Light] Level: Sor/Wiz 2 Components: V, F Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No Similar to the spell Light, this version emits a type of light that is only visible to the caster and up to threeadditional specified beings. The light emitted brightly illuminates a 25 ft. radius, plus an additional 20 ft. that is dimly lit. This spell also counters a Darkness spell, but unlike Light does not dispell it for others. Material focus: A small piece of smoked glass and a drop of water placed into the eyes of any additional beings selected to view the light.

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Dungeon Secrets

Pathmaker A Pathmaker is an ancient and rare totem of the centaurs. Many centuries ago a branch of centaur evolution existed that had the ability to mentally manipulate trees in the forest as they moved to as to have a clear path wherever they went. This power still exist in the bones of these long dead ancestors of current day centaurs. Totems made from these bones give the weilder the ability to temporarily move trees around their path. When used, the totem will clear a ten foot wide and twenty foot deep area of any trees, bushes, undergrowth, etc. The effect is temporary and moves with the totem. The bearor and anyone else close to the totem can move freely and without any penalty from undergrowth or other natural hindering terrain. Moderate Conjuration; CL 10th; Prerequisites: Craft Wonderous Item; Teleport Price: 40,000 gp

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Dungeon Secrets OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Dungeon Secrets Volume One Copyright 2005 Tullis Aviation Art, Ltd. Artwork Copyright 2005 Thomas A. Tullis Artwork Copyright 2005 Kathleen A. Tullis

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