Loot Harder
Loot Harder
Loot Harder
A BOOK OF TREASURES
by ASH LAW & Paul Fanning
Designer Art Director Playtest Credits
ASH LAW Cathriona Tobin Martin ‘Wagon-Master’ Law, Carrie
Rasmussen, Emily ‘Em the GM’
Additional Design Icon Symbols Westlake, Brian The Mysterious
Carrie Rasmussen-Law Lee Moyer, Aaron McConnell Brain, Alaina ‘Ally Tiger’ Walker,
Amethyst Wreggitt-Paulik, Andrea
Developer Layout ‘Kat’ Paulik, Randy ‘Wes’ Westlake
Paul Fanning Jen McCleary
©2018 Pelgrane Press Ltd. All rights reserved. Published by Pelgrane Press Open Content: Except for material designated as Product Identity (see
Ltd. under license from Fire Opal Media, Inc. above), the game mechanics of this Fire Opal Media, Inc. game product are
Open Game Content, as defined in the Open Gaming License version 1.0a
Product Identity: The following items are hereby identified as Product
Section 1(d). No portion of this work other than the material designated
Identity, as defined in the Open Game License version 1.0a, Section 1(e),
as Open Game Content may be reproduced in any form without written
and are not Open Content: All trademarks, registered trademarks, proper
permission.
names (characters, icons, place names, new deities, etc.), dialogue, plots,
story elements, locations, characters, artwork, comments and banter from Loot Harder: A Book of Magic Treasure is published by Pelgrane Press Ltd.
ASH and Paul and Cal and Rob, and trade dress. (Elements that have under the Open Game License version 1.0a Copyright 2000 Wizards of
previously been designated as Open Game Content are not included in this the Coast, Inc. 13th Age is a trademark of Fire Opal Media, Inc. ©2018
declaration.) Pelgrane Press Ltd. All rights reserved.
www.pelgranepress.com
Loot Harder: A Book of Treasures
TABLE OF
CONTENTS
Book, Scroll, Manual, Grimoire 18
introduction 5
Random additional
powers 10 Boots, Sandals, Slippers, Shoes 18
Welcome to Loot Harder: Bracers 18
A Book of Magic Treasure! 5 Chalice, Goblet, Grail 18
Finding Items 5 Chapter 2:
Cloak, Mantle, Cape 18
Minor Magic Items
Relentlessly Practical True Items
5
5
The Archmage 11 Glove, Gauntlet, Mitt 18
Armor, Robe, Shirt, Tunic 11 Helmet, Circlet, Crown, Cap 18
Unforgiveable Puns 5 Necklace, Pendant 19
Arrow, Crossbow Bolt, Slingstone 11
Belt, Swordbelt, Kilt, Girdle 11 Orb (Implement) 19
Chapter 1: Book, Scroll, Manual, Grimoire 11 Ring 20
Magic Item Boots, Sandals, Slippers, Shoes
Cloak, Mantle, Cape
11
11
Shield
Staff
20
20
Primer 5 Glove, Gauntlet, Mitt 12 Symbol, Holy Relic 20
Attuning to true magic Helmet, Circlet, Crown, Cap 12 Wand 20
items 7 Necklace, Pendant 12 Weapon, Melee 20
Magic items and quirks 7 Orb (Implement) 12 Weapon, Ranged 20
Magic item default Ring 13 Wondrous Items 20
bonuses 7 Staff (Implement) 13 Cursed Items 20
Armor, Robe, Shirt, Tunic 7 Wand (Implement) 13 Adventure Hooks 21
Arrow, Crossbow Bolt, Slingstone 7 Weapon, Melee 13
Belt, Swordbelt, Kilt, Girdle 7 Wondrous item 14 Chapter 5:
Book, Scroll, Manual, Grimoire 7 Cursed Item 14
Boots, Sandals, Slippers, Shoes 7 Adventure Hooks 14 The Dwarf King 22
Bracers, Hand-wrappings, Armor, Robe, Shirt, Tunic 22
Vambraces 8 Chapter 3: Arrow, Crossbow Bolt, Slingstone 22
Chalice, Goblet, Grail (Implement) 8 Belt, Swordbelt, Kilt, Girdle 22
Cloak, Mantle, Cape 8 The Crusader 15 Book, Scroll, Manual, Grimoire 22
Glove, Gauntlet, Mitt 8 Armor, Robe, Shirt, Tunic 15 Boots, Sandals, Slippers, Shoes 22
Helmet, Circlet, Crown, Cap 8 Arrow, Crossbow Bolt, Slingstone 15 Cloak, Mantle, Cape 22
Necklace, Pendant 8 Belt, Swordbelt, Kilt, Girdle 16 Glove, Gauntlet, Mitt 22
Orb (Implement) 8 Book, Scroll, Manual, Grimoire 16 Helmet, Circlet, Crown, Cap 22
Ring 8 Boots, Sandals, Slippers, Shoes 16 Necklace, Pendant 23
Scepter, Rod, Cane (Implement) 8 Bracers 16 Ring 23
Shield 9 Chalice, Goblet, Grail 16 Scepter, Rod, Cane 23
Staff (Implement) 9 Cloak, Mantle, Cape 16 Shield 23
Symbol, Holy Relic, Blessed Sickle, Glove, Gauntlet, Mitt 16 Symbol, Holy Relic (Implement) 23
Sacred Branch (Implement) 9 Helmet, Circlet, Crown, Cap 16 Wand (Implement) 23
Wand (Implement) 9 Ring 16 Weapon, Melee 24
Weapon, Melee 9 Shield 16 Weapon, Ranged 24
Weapon, Ranged 9 Symbol, Holy Relic (Implement) 17 Wondrous Items 24
Wondrous Items 9 Weapon, Melee 17 Adventure Hooks 24
Weapon, Ranged 17
Rules on bonuses 9 Wondrous Items 17 Chapter 6:
No Stacking Bonuses 9 Cursed Items 17
Cumulative Bonuses 9 Adventure Hooks 17 The Elf Queen 22
Bonuses of X 9 Armor, Robe, Shirt, Tunic 25
Using magic items 9 Chapter 4: Arrow, Crossbow Bolt, Slingstone 25
Belt, Swordbelt, Kilt, Girdle 25
Recharging magic items 9 The Diabolist 18 Book, Scroll, Manual, Grimoire 25
Timing and Durations 9 Armor, Robe, Shirt, Tunic 18 Boots, Sandals, Slippers, Shoes 25
Arrow, Crossbow Bolt, Slingstone 18 Bracers 26
Belt, Swordbelt, Kilt, Girdle 18 Cloak, Mantle, Cape 26
2
table of contents
3
Loot Harder: A Book of Treasures
Symbol, Holy Relic (Implement) 60 The Orb of True Magic 75 Ring of Fateful
Weapon, Melee 60 Reversals 86
Weapon, Ranged 60
The Scepter of the
Betrayer 76 Adventure Hooks 86
Wondrous Items 60
Cursed Items 61 The Shield of the The Rug of Tapetto 86
Ancestors 76 Adventure Hooks 86
Adventure Hooks 61
The Skin of Evil 77 Saddleback Pauldrons 87
Chapter 14: Adventure Hooks 87
The Staff of Elemental
The Three 62 Light 77 Smart Boots
Adventure Hooks
87
87
Armor, Robe, Shirt, Tunic 62 The Sword of Light 77
Arrow, Crossbow Bolt, Slingstone 62 The Sword of Fighting 87
Belt, Swordbelt, Kilt, Girdle 62 Item sets 78 Adventure Hooks 88
Book, Scroll, Manual, Grimoire 63 Emblems of Deep Magic 78 Tankard of
Boots, Sandals, Slippers, Shoes 63 Dwarvenkind 88
Panoply of Legends 78
Bracers 63 Adventure Hooks 88
Chalice, Goblet, Grail 63 Protections of Faith 79
Cloak, Mantle, Cape 63 Regal Regalia 79 Tatterdemalion Cloak 88
Glove, Gauntlet, Mitt 64 Adventure Hooks 88
Scales of the Primal
Helmet, Circlet, Crown, Cap 64
Dragons 80 Wizard’s tattered robe 89
Necklace, Pendant 64 Adventure Hooks 89
Orb (Implement) 64 Treasures of Primal
Ring 65 Power 80 Appendix:
Shield 65
Staff (Implement) 65 Chapter 17: Index of true
Symbol, Holy Relic (Implement) 65
Story Items 81
magic Items 90
Wand (Implement) 65 Armor, Robe, Shirt, Tunic 90
Weapon, Melee 65 Bow of Unerring Peace 81 Arrow, Crossbow Bolt, Slingstone 92
Weapon, Ranged 66 Belt, Swordbelt, Kilt, Girdle 93
Dragon Horn of Wishes 81
Adventure Hooks 66 Adventure Hooks 82 Book, Scroll, Manual, Grimoire 94
Boots, Sandals, Slippers, Shoes 95
Chapter 15: Fallen Angel Wings 82 Bracers, Hand-wrappings,
Adventure Hooks 82
Consumable Figurine of
Vambraces
Chalice, Goblet, Grail
96
4
Introduction
INTRODUCTION
The bad guys are dead, the monster slain.
Now let’s go through their gear and search the lair! Minor Magic Items
We’re adding another category of magic item alongside the true
Welcome to Loot magic items and one-use items we’ve had from the beginning. It’s
5
Chapter 1
6
Magic Item Primer
CHAPTER 1
MAGIC ITEM
one item per chakra (or slot)—the exceptions are rings (x2)
and different types of weapons (types as in a short sword and
DEFAULT BONUSES
greatsword, but not two greatswords). You can attune as many
wondrous items as you like, because they don’t occupy chakras.
Most magic items have a default bonus. Rather than list these
over and over in each chapter they are right here at the front of
the book.
Boots, Sandals,
Slippers, Shoes
Default bonus: Disengage checks and other checks involving
fancy footwork: +1 (adventurer); +2 (champion); +3 (epic).
7
Chapter 1
Cloak, Mantle, Cape You can attune to up to two orbs. If you do, the recharge
powers of each orb is reduced (recharge 16+ becomes 11+,
Default bonus: Physical defense: +1 (adventurer); +2 (champion); recharge 11+ becomes 6+).
+3 (epic). While wielding two orbs, you only use the default attack and
damage bonus from the strongest orb. However, you do get
Glove, Gauntlet, Mitt to benefit from both their powers.
8
Magic Item Primer
Branch (Implement) the situation. A prime example is magic item sets with bonuses
of X, where X is the number of items in the set that you have
Default bonus: Attack and damage with a divine spell or attack: attuned to so far.
+1 (adventurer); +2 (champion).
Wondrous Items after battle during a short rest (or after about five minutes if used
outside battle). Items that might recharge instantly are listed as
Default bonus: None. Wondrous items do not occupy a chakra. ‘recharge after use.’
9
Chapter 1
6.
RANDOM
Emperor: Coins near the item spontaneously spin or flip.
7. Great Gold Wyrm: This item is always warm to the touch
ADDITIONAL
and smells faintly of dragon.
8. High Druid: Moss and lichen grow on this item, and it’s
POWERS
hard to keep it clean and free of flora.
9. Lich King: Loose bones rattle near the item.
If you want to change up your magic item powers for extra fun, 10. Orc Lord: This item screams in rage when dropped.
here are some interesting random powers to add to magic items. 11. Priestess: This item is covered in holy writing that foretells
These powers are more story-oriented than straight-up benefits, (in vague prophetic terms) a future event.
and some can be as much of a hindrance as a help. Use one of 12. Prince of Shadows: This item’s shadow produces wispy
these powers as a one-off to add spice to an item, or give a unified tendrils of darkness.
flavor to items linked to a single icon. 13. The Three: This item ‘accidentally’ cuts and bruises its
For groups using the 7-Icon Campaign variant, we’ve owner if mishandled.
included those items in brackets, though for this book we’ve 14. Archmage OR Priestess (Hierophant): Birds follow this
named some of them slightly differently to create unique names item about.
instead of reusing existing icons. 15. Diabolist OR Lich King (Queen of Hell): Fires near this item
Oh, and coincidentally, 13 icons plus 7 icons equals a neat flicker so that they resemble demons and hellish scenes.
d20 chart. 16. Dwarf King OR Crusader (Mountain King): Rocks and
1. Archmage: This item is surrounded by a dim, twinkling stonework occasionally rumble and groan near this item.
aura. 17. Elf Queen OR High Druid (Wild Queen): Plants near this
2. Crusader: This item occasionally drips blood. item grow unusually large and quickly.
3. Diabolist: Unnerving whispers can be heard if this item 18. Emperor OR Great Gold Wyrm (Golden One): Those
is held close. sleeping near this item experience unusually vivid dreams.
4. Dwarf King: This item sings in ancient dwarven while it’s 19. Orc Lord (Dark Lord): This item attracts flies and other
being cleaned. insects.
5. Elf Queen: This item glows in the presence of orcs. 20. Prince of Shadows OR The Three (The Shadow Dragons):
This item casts the shadow of a dragon.
10
Th e A r c h m a g e
CHAPTER 2
THE ARCHMAGE
“The thing about wands is that when magic backfires, the wand thinner, change your hair length, etc. It’s not quite as versatile
explodes and not your finger!” as a wizard’s disguise self spell (you’ll end up looking like a
—Din Wencyr, vice-wizard of the Imperial council distant cousin), but creatures that can see through illusions
can be fooled by the physical transformations bought on by
Magic items related to the Archmage tend to be focused around the belt. You set the duration of the change (anything from
arcane magic, and are either whimsical or deadly, or both—as seconds to permanent change). Quirk: Physical dysphoria.
befits the preeminent wizard of the age.
Book, Scroll, Manual,
Armor, Robe, Shirt, Grimoire
Tunic Deeds of the Wizards of Neem (quick action – 1/day): You
Idiographic Robe (recharge 16+): This silk robe’s lining is experience a flash of insight and can swap two unexpended
embroidered with spells. When a nearby enemy hits you with spells (spell slots) that you know for one wizard spell that is
a spell attack, that enemy rerolls the attack with a –2 penalty. lower level than both expended spells. You cast that spell using
If the attack hits, one of your daily spells recharges. Quirk: your primary spellcasting ability. The swap remains in effect
Haughty. until your next full heal-up. Quirk: Conceited.
Mage’s Leather (recharge 16+): This armor isn’t made from a Tome of Relics (1/day): This tome details the secret history of
wizard’s hide, but can save a magician’s skin sometimes. When certain magic items. Expend a recharge or daily spell to
you cast a daily spell, teleport somewhere nearby you can see recharge a magic item power. Quirk: Treasure aficionado.
(champion: recharge 11+; epic: recharge 6+). Quirk: Twitchy.
Robe of Blurring (recharge 16+): The silk for this translucent Champion
robe is spun by the ghosts of moths. Enemies have a 50% miss Manual of the Realms (move action – 2/day): This manual has
chance against you for 1d2 rounds. If you are also affected by a more pages on the inside than its size would suggest. When
blur spell, the % miss chance stacks. Quirk: Sly. you use the manual, you can teleport somewhere nearby that
Victorious Secret: This magically reinforced garment can be worn you can see. Quirk: Distracted by visions of other realities.
unobtrusively under regular clothing. It counts as light armor Tome of Beasts: This tome contains anatomical and
for attack penalties and its default AC bonus. Additionally, cryptozoological diagrams. After each full heal-up, choose a
it has concealed dimensional pockets that can hold up to a specific creature. Until the end of the day, you gain a +3 attack
backpack’s capacity without the weight. Quirk: Never on time, bonus against that specific creature (e.g., “the stone golem that
always late or early. we saw yesterday”); a +2 attack bonus against creatures of the
same species or ilk (e.g., stone golems); and +1 attack bonus
Arrow, Crossbow against creatures of the same type (e.g., constructs). Quirk:
Always consulting the tome.
Bolt, Slingstone
Enchanter’s Arrow: A glass arrow forged in silver fire, with a Boots, Sandals,
glimmer of that flame still within. When you hit an enemy with
an attack using this ammunition, the target is vulnerable to
Slippers, Shoes
daily arcane spells until the end of the battle. Slippers of Astral Travel (1/battle): These curly-toed slippers are
Magician’s Bolt: This ammunition has sigils that light up when made from phase-spider velvet. When an enemy intercepts
it’s fired. When you hit an enemy with an attack using this you, you teleport back to the spot from which you started your
ammunition, the target is lit up and your allies gain a +1 attack move (epic tier: and can retake the move action with a new
bonus against it until the start of your next turn. When you destination). Quirk: Always looking over your shoulder.
roll a natural even miss with this ammunition, the bolt isn’t
expended and teleports back to you. Cloak, Mantle, Cape
Living Cloak: This scarlet cloak won’t let you unknowingly walk
Belt, Swordbelt, Kilt, into danger. When you fall far enough to be hurt or move into
Girdle an area and trigger a trap, roll a hard save (16+). If you succeed,
the cloak animates and keeps you from falling or drags you
Belt of Dials: By spending 1d3 + 1 rounds (or about half a minute away from harm (champion: normal save; epic: easy save).
outside combat) turning the decorative brass buckles, you Quirk: Misinterprets harmless situations as dangerous.
can make yourself younger or older, taller or shorter, fatter or
11
Chapter 2
Orb
(Implement)
Orb of the Phoenix (recharge 11+): This
marbled reddish-yellow sphere is always
warm to the touch. When you make an
attack that deals fire damage, you can
teleport somewhere nearby you can see.
Quirk: Broad-minded.
Orb of Seeing (recharge 16+): A clear glass
orb that magnifies things oddly. You gain a
+4 bonus to skill checks to detect illusions
12
Th e A r c h m a g e
(you still must have reason to suspect an illusion exists). die; on a 4–6, it increases by 2. Your escalation die advances
This effect doesn’t continue after you use the power, though normally, and it only affects your attacks and effects.
illusions revealed to you continue to be obvious to you. Quirk: Alternately, you can give one enemy that uses the escalation
Paranoia about magical traps. die (like a dragon) its own escalation die with a similar penalty
Sphere of the Arcane Princess (recharge 11+): This purple orb instead. Quirk: Always seems to know what is about to happen.
is chased with gold filigree. You gain a +2 bonus to PD or
MD until the end of the battle. The first time the orb fails to
recharge, you gain a +1 bonus to AC until your next full heal-
Wand (Implement)
up. Quirk: Love of luxury. Stick of Tricks (1/day): This wand looks almost like a child’s toy.
As an at-will quick action, you can create minor, random,
13
Chapter 2
Characters who mix melee and magic may want to use a Accurate measuring spoons: A set of small measuring
weapon as an implement because it fits their concept, or spoons, labeled things like “a pinch”, “a dash”, and
maybe they don’t want to have to use two chakras instead “a smidgen”. When used for cooking that requires
of one to improve all of their attacks. There’s no reason a following a recipe, they make food taste better. When
group couldn’t allow magic weapons that aren’t called out used for ritual magic that requires following a recipe
as functioning as implements, to function as such. Many or resembles cooking, they give a +1 bonus. Story
character choices and concepts can easily incorporate hook—Which well-known magical cook wants these
wielding a weapon-as-implement—a Battle Skald bard, a spoons back, and what will the cook do to get them
cleric with the Strength or War domains, a dwarven paladin from the adventurers?
with a few spells and a hammer, a spellcasting elven ranger Uncandle: An uncandle absorbs light, spreading deep
with a bow, etc. shadow around it and freezing anything that touches
its unflame. Uncandles are made from tallow runoff
collected from the graves of wizards. Some books of
Champion magic can only be read by the light of an uncandle.
Mana Drinker (recharge 11+): The grip of this weapon is wrapped Story hook—What type of unlikely un-ink is needed
in a strip of dragon hide. When a spell or breath weapon attack to write words that can only be seen in the uncanny
hits you, that attack has no effect as the weapon absorbs it, un-light of an uncandle? Who needs the adventurers
and you deal +2d6 damage of the type absorbed with your next to fetch them un-ink ingredients?
attack using this weapon that hits this battle. Quirk: Bravery Tiny scroll: A minute magical scroll, perhaps an inch
that verges on foolishness. wide, which unrolls to several inches long. The writing
Wondrous item is too small to make out. Trying to read the writing
gives a +1 bonus to examine other very small things
Hovering Platter (move action – at-will): This 3-foot-wide concave immediately afterwards. Story hook—Was a famous
brass disk levitates when you mentally command it. As a move wizard of the past who disappeared under suspicious
action, you can remain still (perhaps sitting on it) and move circumstances actually permanently reduced in size?
it, or you can move it as part of your own move action. It can Why is that going to be a problem for the PCs?
travel as fast as you normally can, can float up to 3 feet above Incised rolling-pin: Cut with the backward images of
the ground, can flip over if you direct it to, and can carry twice mystic sigils, when used to roll out baked goods (pie
as much as you normally can. The disk hovers (allowing it to crusts, cookies, etc) the images make the correct
cross water, quick sand, or trapdoors, for example), but doesn’t impression, imbuing the baked goods with magic. The
fly (so it will fall into a pit). Quirk: You tense up in dangerous magic of the pies is pretty random—one pie might
situations, especially in prolonged battles. levitate, another might glow, another might release
blackbirds when cut open. Story hook—The rolling
Cursed Item pin itself must be stored carefully—the backwards
symbols have power too. What strange powers might
Wizard’s Skull (wondrous item, 1/day): This talking skull gives a carelessly stored rolling pin unleash?
advice, most of it good. Use the power during a short rest;
you gain one of your expended daily spells of your level or
lower. Curse: The skull knows a lot of obscure facts and long- School for Wizards—The adventurers have been invited to a
forgotten lore, and gives very good advice—until it sees its far-off wizarding chantry to teach the apprentices there some
chance to betray you to further its own goals. Quirk: Ancient of the practical skills that the adventurers know. In the night
wisdom is better than common sense. after the feast to welcome the adventurers, the chancellor of
the chantry is killed in the great library. Who did it? Was it
the conniving potions master? The surly dwarf librarian? The
14
Th e c r u s a de r
CHAPTER 3
THE CRUSADER
“Fight, you lousy maggots, your lives depend on it!” use this power, you gain flight with your next move action
—Sir Zeiss, tiefling dark paladin and your next attack roll this battle that hits deals 3d12 extra
lightning damage. If your flight ends before you land or rab
The Crusader, the iron fist of civilization raised to protect it from onto a secure surface, you fall. Quirk: Loves storms.
demonic incursions. His methods are harsh, but the world would
be harsher still if he wasn’t in it.
As befits the servant of the dark gods, items associated with
Arrow, Crossbow
the Crusader tend to be brutally martial in nature. Bolt, Slingstone
Demonseeker: When you attack a creature with the demon type
Armor, Robe, Shirt, with this ammunition, hit or miss, the target take a –2 penalty
Champion
Soulbound: Gems in this black carapace
seem to pulse in time with your
heartbeat. When you heal using a
recovery, gain a +2 bonus to AC until
the start of your next turn. Quirk:
Aggressive.
Thirsty Iron (heavy): Blood splattered
onto the surface of this armor (usually
made of iron) seeps in instead of
flowing off it. While you are taking
ongoing damage from an effect created
by an enemy, gain a +3 bonus to AC.
Quirk: Drinks blood.
Epic
Chained Demon (recharge 6+): Yep, this is
a demon—chained, beaten, and forged
into armor. When an enemy engaged
with you moves away (yes, even if it
successfully disengages or pops free),
its movement stops, it’s still engaged
with you, and it takes 20 damage.
Quirk: Enjoys bossing others about.
Stormwing (move action – recharge
11+): This armor, which usually is a
breastplate of some type, has demon
wings attached to the back. When you
15
Chapter 3
Belt, Swordbelt, Kilt, Spiked Chalice: Spend a recovery to prevent a nearby enemy from
healing until the end of the battle. Quirk: Envy those more
Book, Scroll, Manual, target vulnerable to holy damage, the target is also vulnerable
to your spell attack, and takes triple damage if you score a
Grimoire critical hit against it. Quirk: Collects trophies from the dead.
The Hammer of Ages (recharge 16+): The stone cover of this Epic
book is pitted and worn. As a standard action, identify nearby Mantle of Dark Power (recharge 11+): This hood casts odd
and far away demons, devils, spirits, undead, and possessed shadows over your face when raised. When a spell attack
characters—even if they are hidden, invisible, or disguised by targets your PD, heal using a recovery (before the attack roll).
illusion. The book also counts as an arcane or divine implement Quirk: Hatred of arcane magic.
with a default bonus equal to its tier against enemies of a type
it can identify. Quirk: Paranoid inquisitor.
Tome of Demon-binding (quick action – recharge 16+): A heavy
Glove, Gauntlet, Mitt
Red-iron Gauntlet: You gain a +4 bonus to all defenses against
book, bound in demon skin. When you use the power, 1d3
attacks that deal fire damage. Quirk: Plays with fire.
random nearby demons and devils become stuck (hard save
ends, 16+). Quirk: Sadism. Champion
Boots, Sandals, Black-iron Gauntlet (recharge 11+): When you take negative
energy damage, roll a save. If you succeed, instead of taking
Slippers, Shoes damage, heal that amount instead. Quirk: Disdainful of those
who can’t stand up for themselves.
Threatening Boots: These boots have spiked cleats. When you
disengage, expand the crit range for your next attack by 1. Epic
Quirk: Eager to fight. Hell-iron Gauntlet: When you miss with a basic attack or at-will
attack against a single target and roll a natural 2 or 3, you can
Bracers reroll the attack. Quirk: Has waking nightmares.
Epic
Bracers of Irresistible Discipline: These leather bracers are warm
Ring
Ring of Confidence (recharge 11+): This ring is carved from the
to the touch. When you score a critical hit, you can choose to
bone of a slain honey devil. When you roll an attack, save, skill
pop free of each enemy engaged with you. Quirk: Plays with
check, or other roll that you can fail, add +1 to that roll. Quirk:
fire and likes to walk across hot coals.
Smarmy.
16
Th e c r u s a de r
(Implement) slaves to care for your mounts and cook food for you (if you
don’t mind the fare). Quirk: Over-developed killer instinct.
Symbol of Wrath: You use your own escalation die, a d8. Your
allies still use a d6. Both escalation dice advance normally, and Cursed Items
escalation die effects affect both dice. Quirk: Rage. Killer’s Almanac (book – recharge 6+): When you hit a staggered
Champion enemy, you score a critical hit instead. Curse: The next time
Figure of Courage: Your allies gain a +1 bonus to attacks against one of your allies is hit, that ally must roll a save. If they fail,
enemies that are engaged only with you. Quirk: Shame at the hit becomes a crit. Quirk: Eager to add new entries to the
others’ failings. book.
Weapon, Melee
Chain of Conceit (1/battle): Perform a reach trick (core rulebook,
ADVENTURE HOOKS
Angel Feathers—The adventurers have heard that a messenger
page 44). Quirk: Deny that you have any quirks.
of the gods of light has been captured and is being held captive
Deceitful Dagger (dagger – 1/day): Flip a d20 result around (a 1
by the Crusader. Moreover, they discover that the divine
becomes a 20, a 2 becomes a 19, etc., a 20 becomes a 1). Quirk:
messenger has a message for them. Can the adventurers break
Unable to tell the truth.
into the fortress where the messenger is held to discover the
Vainglorious: You always know who the ‘biggest baddest’ enemy
message (and possibly rescue the messenger)? Just what is the
is (the GM will let you know based on HP left, monster level,
message?
etc.). When you attack that enemy, you gain a +1 bonus to
Roll Call—The adventurers awaken with headaches to discover
attack and damage that stacks with other magic items. Quirk:
that they drunkenly signed up for the Crusader’s army and
Insists on going first into danger.
are now among the raw recruits and about to go into battle.
Champion Actually, the adventurers are on a secret mission and took a
Dark Smiting (recharge 11+): Declare that you are using this potion of lethe that made them forget the past 24 hours. Were
power before you make a basic attack. You deal 2d12 extra the adventurers smart enough to leave themselves clues? What
damage with that attack on a hit (epic: 3d12), or deal half is their secret mission, and why did they need to forget it?
damage (no extra damage) on a miss. If you are a paladin, you Officer’s Ball—Life in the Crusader’s army isn’t all blood and
can’t use this power on the same turn you use your Smite Evil mud. Due to a case of mistaken identity, the adventurers are
class feature. Quirk: Refuses to help the weak. invited to a gathering of high-ranking servants of the Crusader.
Epic Can the adventurers turn this to their advantage somehow? Just
Demonic Deathknell (quick action – 1/round): The hilt of the what does the Crusader’s high-ranking henchmen consider a
weapon features a tiny bell whose ringing is painful to demons. party? Which unexpected person will be at the party, and why?
17
Chapter 4
CHAPTER 4
THE DIABOLIST
What price power? Priceless to those that desire it, invaluable to
those who have the courage to grasp it. Bracers
—Ildurzak, tempter demon Bracers of Agony (1/day): When you roll a natural 1 with an
unarmed attack, you can lose hit points equal to five times
The Diabolist—kind and cruel in equal measure to her followers. your level to turn it into a natural 20. Quirk: No pain, no gain.
If it has the hint of the infernal about it, or it is magic that comes Claws of the Demon: These leather hand-wraps are made from
with a catch, then the Diabolist is probably associated with it. hide taken from a demon’s arms. You can spend a point of ki to
gain a +4 bonus to a physical skill check. Quirk: You hiss when
Armor, Robe, Shirt, practicing your attack forms.
Arrow, Crossbow to add fire damage equal to 10 times your level to the attack,
hit or miss (if the attack targets more than one creature, divide
Bolt, Slingstone the extra damage among the targets). Quirk: Consumes spirits.
Grail of Execration: You can spend a recovery to cast the charm
See Cursed Items. person spell at your level using the modifier of the highest of
your Intelligence, Wisdom, or Charisma for the attack roll.
Belt, Swordbelt, Kilt, Quirk: Desires to corrupt others.
Book, Scroll, Manual, somewhere nearby you can see after the attack. If the attack
deals fire damage, the attack misses instead (no reroll required).
Grimoire Quirk: Ravenousness.
18
Th e D i a b ol i s t
Necklace,
Pendant
Collar of Obedience (recharge 6+): When a nearby
ally uses a quick action to command you to do
something that requires a d20 roll, you gain a +3
bonus to that action. Yes, you can put this collar
on your animal companion, but it must still be
one of your allies that gives the command. Quirk:
Rebelliousness.
Pendant of Passions: The pearl on this necklace
subtly changes color to match your mood. When
you attempt to sway others, whether by using a
magical attack (like the charm person spell) or with a
skill check, you gain a +1 bonus to the roll or check.
Quirk: Plays with other’s feelings.
Orb (Implement)
Globe of Glory (recharge 16+): This golden globe is
studded with varicolored cabochons. When you cast
a recharge spell, describe a special effect as you cast
it to have the spell do something extra interesting
(see sidebar). Quirk: Glory hound.
Pearl of Chaos (recharge 11+): The colors of this
oversize pearl shift and swirl. Roll for two chaos
mage results on the high weirdness table (13 True
Ways, page 18) and choose which one takes effect;
if you are a chaos mage, both take effect. Quirk: You
start to resemble an icon that you have a positive
relationship with (or are the least hateful of ), and
over time the resemblance becomes stronger. The
change is quicker and deeper if the icon is the
Diabolist.
Sphere of the Witchqueen (recharge 11+): This orb is
becoming helpless, during the next adventuring day you gain almost completely black. When you target or damage an ally
a single use of an at-will or basic attack as a quick action as with an attack, reroll any damage dice that are less than half of
the ribbons use your weapon or spells for you. Quirk: Keeps their maximum result (i.e., 2 or less on d6, 3 or less on d8, etc.).
pointless secrets. Quirk: Yours is an evil laugh.
Diadem of Command (recharge 6+): You command a normally
inanimate object with moving parts to fulfil its function (i.e.,
locks lock and unlock, clasps clasp and unclasp, doors open
and close, crossbows fire, lanterns douse and light, etc.). Quirk:
Expects obedience. The globe of glory is kind of vague in its description of
Exquisite Mask (recharge 6+): This painted mask animates and what it does, because we are leaving things open for
blends with your face. When you fail a Charisma skill check, you. Whatever the ‘something extra-interesting’ is, it
reroll it and take the better result. Quirk: Has stage fright. should be worthy of a recharge 16+ magic item and
Horned Mask (recharge 11+): This mask can make you look shaped by whatever special effect the player describes.
downright infernal. You gain a +10 bonus to a skill check (or
checks if multiple targets and rolls) to intimidate or frighten.
Quirk: Better to be feared than loved. Epic
Wig of Fabulous Loveliness (recharge 6+): This color-changing Orb of the Abyss (1/level – recharge special): This sphere is made
wig animates at your command, altering its length and style. of a polished, petrified heart. When you use its power, you
When you use its power, the wig acts like a prehensile limb open a portal to hell. You can use the orb to do something
to block blows and you gain a +1 bonus to AC and PD from like banish a nearby normal strength creature of your level or
attacks that target a single enemy until the end of the battle. lower (or a group of weaker creatures), or non-artifact magic
Quirk: Changes mind at the last moment. item, to hell. You also could let something through the portal,
19
Chapter 4
Symbol, Holy Relic enemies, fetch items, check for traps, etc. The homunculus
is harmless, has 1 HP, has your defenses, and performs skill
Nominus of Cruelty: When you heal, one enemy engaged with checks as if it were you. It lasts for an hour or two, until the
you takes your level in negative energy damage. Quirk: Enjoys task is completed, or until the start of the next battle. Quirk:
cruel tricks. Wicked inclinations.
Symbol of the Noose (recharge 16+): When you roll a death save or
last gasp save, you regain an expended recovery. Quirk: Panics Cursed Items
and gets short of breath when in a tight spot.
If any icon would be associated with curses and power that comes
Champion at a price, it’s the Diabolist.
Token of Kindness (1/battle): When you roll recovery dice to
Cursed Armor
heal, set aside any number of those dice before rolling, and
give the healing from those dice to an ally next to you. Quirk: Default bonus: Armor Class: +2 (adventurer); +3 (champion);
Generosity. +5 (epic).
20
Th e D i a b ol i s t
number of pain points to gain a +1 bonus to that save for each Cursed Weapon, Ranged
point spent. Curse: You are vulnerable to attacks by demons,
devils, and the undead . . . and they know it. Quirk: Dresses Default bonus: +2 to attack and damage (adventurer); +3
flamboyantly. (champion); +5 (epic).
Tephritic Armor (heavy armor only): You gain a cumulative +1 Demonic Bow (recharge 16+): This weapon whispers to you,
bonus to AC and PD each time you are hit with a fire attack. promising victory if only you’ll let it kill your allies. When you
The bonus ends at the end of your turn if you have not been hit roll a natural 1 on an attack roll, skill check, or save, you instead
with a fire attack since the end of your previous turn. Curse: count it as a natural 20. Curse: The first time each day after
When you take cold damage, you take a cumulative –1 penalty using this weapon’s power that you roll a natural 20 attack roll
to all defenses, saves, and skill checks until the end of the with this weapon, the ammunition curves in flight and scores
battle. Quirk: Never warm enough. a critical hit against one of your random allies instead. Quirk:
Unlucky at games of chance.
Cursed Ammunition
Backbiter Bolt: When you hit with a natural even attack roll with
this ammunition, it’s a critical hit instead. Curse: When you
miss with a natural even attack roll using this ammunition, the ADVENTURE
attack hits you instead (in the back!).
21
Chapter 5
CHAPTER 5
Ancestor’s Plate (heavy armor only): The default bonus of this Boots, Sandals,
armor increases by +1 if you are a dwarf (or have a positive
relationship with the Dwarf King), as long as you are not Slippers, Shoes
fighting dwarves or those linked to the Dwarf King. Quirk: Dwarven Doomsteppers: You gain a +2 bonus to miss damage
Gruff and stoic. with melee attacks (champion: +4; epic: +6). Quirk: Tromps
Rune-smithing (quick action – recharge 11+): Create and apply a and stomps loudly.
magical rune (13th Age Core Book, page 284) to a weapon that
you are holding. This does not require you to be carrying a
rune and does not expend a rune that you are carrying. Roll
Cloak, Mantle, Cape
Delver’s Hood: You can see in darkness, and magical darkness
for the effect as normal, and remember that rune bonuses
doesn’t affect you. Quirk: Star-chaser.
don’t stack with a magic item’s inherent bonus. Quirk: Chronic
chronicler.
Stonemail (heavy armor only): You gain a +2 bonus to AC, PD, Glove, Gauntlet, Mitt
and saves while you are standing on solid stone. Quirk: Fear of Glove of the Forge: While wearing these gloves you should never
ships and open water. fear working with hot iron. You have resist fire 16+, and gain
a +4 bonus to saves against fire effects (like ongoing fire
Champion damage). Quirk: Traditionalist.
Tremors (recharge 11+): You cause a minor quake, and each nearby
non-huge (or larger) non-flying creature in the battle can roll
a disengage check as a free action. Each affected creature loses
Helmet, Circlet,
its move action during its next turn. Quirk: Agoraphobia. Crown, Cap
Epic Helm of Domination (recharge 6+): When you make an attack roll
Lavamail (heavy armor only): When an enemy without fire that targets MD, gain a +2 bonus to the attack after seeing the
resistance moves into engagement with you, it takes 10 fire roll. Quirk: Wears an unnerving grin.
damage. Quirk: Love of deep places.
Champion
Arrow, Crossbow Crown of Candles (quick action – 4/day): Snuff one of the four
magical candles on this lit crown to roll a save to end an effect
Bolt, Slingstone on yourself (effects that aren’t save ends require a hard save).
If you fail, the candle stays lit and can be reused (epic: roll a
Ramshead: Firing this magic arrow at a non-magical door will save to end an effect on yourself or a nearby ally). Quirk: Fear
bust it wide open. Magical barriers and magically sealed doors of the dark.
roll a save to resist the arrow’s power; GM determines the save
on a case-by-case basis.
22
Th e D wa r f K i ng
Ring attacks that do fire damage. The spring usually dries up within
five minutes, though some become permanent. Quirk: Thirsty.
Ring of Riches (recharge 11+): You can sense nearby gold, jewels,
and similar wealth until the end of the battle or for the next
five minutes. Quirk: Envious.
Ring of the Underking (recharge 16+): You create a door in a rock
wall or a short passageway through rock. Magical barriers or
materials require a skill check for the ring to work. Quirk:
Needs to sleep on good honest dirt.
Shield
Discus Shield: This shield also acts as a +1
throwing weapon that returns to you after
the attack (champion: +2; epic: +3). Quirk:
Eager to discuss your opinions.
Roaring (recharge 11+): When you fail a
disengage check, make a basic melee attack. Quirk: Angry.
23
Chapter 5
Wondrous Items The Old Throne—A throne belonging to the dwarves has been
recovered from an abandoned deep dwarf settlement. Various
Rock of the Ancestors (recharge 16+): This stone is incised with dwarven factions want the throne, so the Dwarf King has had
the names and deeds of dwarves long-gone; by recounting the delvers make several fakes to throw off would-be thieves.
their deeds you can summon their spirits. The spirits will The adventurers have been tasked with taking the throne (or
perform dwarf-like work for you (digging a deep pit, building perhaps one of the fakes) from the delve in the Owl Barrens
a bridge, forging weapons, etc.). The higher level you are, the back to Forge.
greater the number of spirits who will answer your call and
the more impressive a deed they can perform. Quirk: Whistles
while carrying out tasks.
24
Th e E l f Q u e e n
CHAPTER 6
Arrow,
Crossbow
Bolt,
Slingstone
Blackthorn: When you hit with an attack
using this ammunition, the target
becomes stuck until the end of its next
turn, as thorny vines explosively grow
from its wound.
25
Chapter 6
ongoing damage equal to your level and becomes stuck (save Poisoned Silk: Your first hit with a melee or ranged weapon attack
ends both) as its feet burn and it’s forced to dance. Quirk: each battle deals +1d8 poison damage (champion: +2d8; epic:
Laughs at the misfortune of others. +3d8). However, if your first attack in the battle is a miss, you
Silver Slippers (1/battle for each): When you pop free or disengage also take poison damage equal to your level. Quirk: Craves rare
from a mook, one mook that you were engaged with takes spices.
damage equal to twice your level. When you take miss damage
from an enemy’s attack, you can pop free from that enemy.
Quirk: Giggles unnervingly.
Helmet, Circlet,
Crown, Cap
Yes, the three slipper items here are inspired Circlet of Stars (1/day): The diamonds of this silver circlet
by three common variations on the same shine when danger is imminent. When you and your allies
fairytale—Cinderella (also known as Cendrillon/ are ambushed or when you and your allies spring an ambush
Aschenputtel/Ye Xian depending on the age of on enemies and a surprise round occurs, you can take a turn
the story and the country it was told in). Most of during the surprise round even if you normally couldn’t. Quirk:
the stories include elves or similar otherworldly You believe you can see into the future slightly.
creatures, and dark misfortunes befalling those who Helm of the Arachnid: The helm has eight giant spider-eye lenses
oppose the owner of the slippers. The elves of the that you look through while wearing it. You gain a +2 bonus to
Queen’s Wood probably tell their own version too. checks to detect danger and to avoid being ambushed. Quirk:
Eats flies and other insects.
Laurel of Petals: You gain a +2 bonus to MD and to saves against
Bracers effects caused by attacks against your MD. Quirk: Extreme
conservationist.
Leaf Hand-wrappings: The magic of the living leaves changes on Spidersilk Cap (1/day): You gain resist poison 16+, and a +2
the season. In spring, you gain a +1d4 bonus to all disengage bonus to skill checks to climb and to saves against being stuck.
checks. In summer, when you heal using a recovery during You can also speak the secret language of spiders, though
battle, you heal an additional 1d4 hp. In autumn, your unarmed whether they have anything interesting to say is up to the GM.
attacks deal 1d4 extra fire damage on a hit. In winter, your When you use the daily power, you can use the druid’s Nature
unarmed attacks deal 1d4 extra cold damage on a miss. At Talking class feature power, but only with spiders. Quirk:
champion-tier, the bonus increases from 1d4 to 2d4; at epic- Arachnophile.
tier, the bonus increases to 2d8. Quirk: Likes open skies, fresh
rain, and sunlight.
Scorpion Bracers (recharge 11+): When you score a critical hit
with an unarmed strike, you can instead deal the damage from
that attack as ongoing poison damage (hard save ends, 16+). White ceramic pitcher: Decorated with molded forms
Quirk: Betrayer of trust. of grapes and leaves, it turns any liquid poured into
it into cool refreshing grape juice. Story hook—If a
Cloak, Mantle, Cape way could be found for changing the liquid back to its
original form, could it be used for smuggling, or even
Shroud of Webs (1/day): You make saves against the stuck
poisoning?
condition at the beginning of your turn as well as at the end
Spider hat: It’s a hat shaped like a spider - the abdomen
(even if the condition isn’t a save ends effect). When you use
fits over the head, two of the legs tie under the chin.
the daily power, block a doorway or similar-sized opening with
Spiders tend to avoid you when you wear it, but then
a web as though you were casting the wizard spell hold portal.
so do most people.
Quirk: Loves traps and ambushes.
Leather-wrapped glass bottle: Water drunk from this
Whirlwind Cape (move action – recharge 6+ after use): Fly in a
bottle helps relieve hunger pains (it doesn’t solve
spinning whirlwind, descending to the ground at the start of
problems related to not eating such as weakness, etc).
your next turn. If you fail the recharge roll, you lose a recovery
Water poured from this bottle glows brightly for an
(and your lunch!). If you succeed, you regain the power and
hour or two.
can use it again before descending without the failure effect.
Thread-eggs: Eggs the size of a chicken’s, but the exterior
Quirk: Impulsive daredevil.
“shell” is made of a stiff thread. If the thread is
26
Th e E l f Q u e e n
Ring
Ring of Contrary Actions (recharge 16+ after use): Turn a failed skill
check on its head—a roll of 1 becomes 20, a roll of 2 becomes The darkheart scepter’s servant is an NPC controlled
19, etc. However, the new result must be used for something in by you, the GM. You should set limits to what the
opposition to the desired outcome of the original skill check, servant can and can’t do (and what it is willing to do).
but still beneficial. For example, instead of sneaking past some Set up camp? No problem. Stand watch? OK. Disarm a
guards, you distract them so the rest of your allies can sneak trap? Maybe, maybe not. Fight? No.
past; or instead of flattering a group of goblins into freeing you, The magic of the scepter keeps the servant alive
you disgust them so much that they exile you. Quirk: Unable to no matter what. Just because the servant won’t be
agree with anything. damaged in combat doesn’t mean it can’t be hurt—
Ring of Thorns: While grabbed you deal 1d3 times your level in falling down a pit will still result in a broken leg for
damage to the creature grabbing you at the start of each of the servant. Of course, the magic of the scepter will
your turns. While you are being grabbed by a creature, that keep the servant working no matter how hurt they get.
creature takes damage equal to 1d3 times your level at the start Don’t worry about tracking hit points or defenses for
of each of its turns. Quirk: Plots intricate revenge schemes. the servant—it getting hurt (or healed) is a cinematic
Ring of Vines: Motile vines extend from this ring and grow across special effect rather than something that requires
your body. You can’t accidentally drop things, and it’s much rules.
harder for others to steal items from you; roll twice and take Yes, this is a dark elf item. Exactly how cruel the
the best result on skill checks in such cases. You also gain a +2 item is we leave to you. Maybe the magical humanoid
bonus to skill checks to climb, to drag heavy objects, and to is created by the scepter, maybe it is an imprisoned
take actions in circumstances where having vine ‘ropes’ would innocent, or maybe it is an evil creature bound by the
be handy. Quirk: Wine lover (and a snob about it too). scepter’s magic to serve until it settles its karmic debt—
the scepter has a lot of story potential.
27
Chapter 6
Shield treated as if you were casting a ritual, including time spent and
the requirement of expending a daily spell (any spell is fine, as
Woven-root Shield: When you would be popped free, grabbed, the magic of the staff converts the power to the reshaping of
or otherwise moved against your will (except when an effect trees and bushes). Quirk: Doesn’t like stone architecture.
would teleport you), you can roll an easy (6+) save to negate Unicorn Horn Wand (standard action – 1/day): Call a steed,
the effect against you. Quirk: Stubborn. whether a horse, sand wyrm, dolphin, etc., to take you on a half-
day journey to the closest safe destination. Alternatively, you
Staff (Implement) can travel to the closest location for advancing the campaign,
if that location is known to you. If this power is used during
Champion combat, the steed takes 1d3 + 1 rounds to arrive, otherwise it
Staff of Elven Fire: When you teleport, one nearby enemy who takes that many minutes. At champion-tier, you can summon
you are not engaged with before or after your teleport takes enough steeds for you and your allies. Quirk: Pomposity in the
damage equal to your level. Quirk: Thinks elves are the coolest. face of hardship.
Epic
Staff of Elven Shadows (recharge 11+): When you use your racial
Weapon, Melee
Brightsteel (recharge 16+): When you score a critical hit when
ability, one willing nearby ally can heal using a recovery, but
the escalation die is 5+, the target also becomes stunned until
you gain the hit points instead. Quirk: Insults ‘friends’ with
the end of its next turn. Quirk: Valorous, but somewhat overly
barbed ‘compliments.’
dramatic.
Symbol, Holy Relic Shadow-lash (one handed – recharge 11+ after use): When you
deal ongoing damage with this weapon, heal using a recovery.
(Implement) Quirk: The suffering of others amuses you.
Thorny (one-handed): When you deal ongoing damage with this
Goldenberry (1/day): You can magically create juicy, edible weapon, add the weapon’s default bonus to the difficulty of the
berries. The amount of food you can produce each day is ongoing damage save. For example, a +2 champion tier weapon
enough to feed you well, or to barely keep a small group from would mean the roll for a normal save of 11+ becomes a 13+.
starving or dying of thirst. After a rest, you can set aside a Quirk: Prefers sneaky solutions.
special goldenberry for yourself or an ally. As a quick action,
a creature can eat the goldenberry to heal using a recovery.
Quirk: Prefers veganism.
Weapon, Ranged
Sash of Veneration (recharge 16+ after use): Until the start of Beribboned (recharge 6+): Count an odd attack roll as an even
your next turn, you and each nearby ally gains a +1 bonus to roll, or vise-versa; however, the value of the roll doesn’t change.
attacks against enemies that aren’t engaged with more than Quirk: Decorates your weapons and equipment.
one character. Quirk: Overly loquacious. Darktouched (recharge 16+): When you hit with this weapon, the
Spider Symbol (recharge 11+): You transform into a harmless target is surrounded by a clinging magical darkness and takes
swarm of spiders. While in swarm-form, you gain a +4 bonus a –4 penalty to ranged attacks (save ends). Quirk: Prefers the
to all defenses but can take no actions other than swarming concealment of night.
about the area: you can climb walls, observe, spin webs, and Hawkshot (recharge 11+): Ammunition fired from this weapon
eat flies, and that’s about it. Most enemies will ignore you in transforms into bird-like forms, changing course when it
that form. You can change back to your normal form as a quick misses the target. When you miss with this ammunition, reroll
action. Quirk: Voyeur. the attack against a different enemy. Quirk: Wants to fly.
Star Symbol (recharge 16+): You teleport somewhere nearby or Sand-bow (recharge 6+): When you score a critical hit with this
far away that you can see, or teleport a creature next to you weapon, 1d3 nearby enemies in a group (which must include
to a random, non-hazardous, far away location that you can’t the enemy you hit) get sand in their faces and take a –2 penalty
see. An unwilling creature can roll a save to avoid the effect. If to their next attack roll, or –4 if only the original target is
the save succeeds, your recharge roll automatically succeeds. affected. Quirk: Enjoys the feel of the sun.
Quirk: Contemplates in solitude.
Wondrous Items
Wand (Implement) Elven Lantern: Trees and other flora appear translucent to you
while you hold this lantern, allowing you to spot ambushes
Darkroot Wand (recharge 16+): When you inflict a condition
before they happen and easily navigate wooded areas. Once
on an enemy (ongoing damage, confused, dazed, etc.), the
per day, you can extend this power to your allies until the end
target is also stuck until the first condition ends. Quirk: Takes
of the battle or scene. Quirk: Delights in discovering secrets.
advantage of friends’ misfortunes.
Starsilk Gown: This courtly dress is made from a rare magical
Elderwood Wand: You can reshape trees, bushes and other plants
material—you can wear heavy armor under it and it won’t
to your will, parting vegetation at-will or growing a ladder
show. While wearing the gown, you gain a +2 bonus to skill
over the course of a scene, with a skill check. Truly substantial
checks involving fashion and beauty. Quirk: Over-concerned
effects—such as building bridges or defensible walls—are
with matters of courtesy.
28
Th e E l f Q u e e n
ADVENTURE attending, it’s vital that any potential assassins are stymied.
Rather than stuffing her forest estate with extra guards, the
29
Chapter 7
CHAPTER 7
THE EMPEROR
“For the empire!”
—Captain Notof Inari, Imperial sentinel Belt, Swordbelt, Kilt,
The magic weapons of the Dragon Empire are not released from
Girdle
the Imperial vaults lightly, though occasionally they can be found Girdle of Second Chances: These girdles are popular with nobles
in the tombs of heroes or on ancient battlefields. who like to hide girth gained through over-indulgences, while
The Emperor rules over the Dragon Empire, but it remains being assured of the safety of their food and drink. You have
to be seen if his rule is hollow or if he has the true support of resist poison 16+, and when you save against ongoing poison
the other icons. Having heroes out there with weapons that damage or effects caused by attacks that do poison damage,
remind others of the Imperial glories of past ages doesn’t hurt roll twice and take the best result. In addition, once per day,
the Emperor’s standing at all. you can drink a potion as a quick action. Quirk: Extreme
epicurean.
Armor, Robe, Shirt, Tinker’s Belt: Not everybody in Axis is a noble—most are hard-
working artisans. When you take damage from a trap and the
Tunic natural attack roll was odd, take only half damage from that
Dress/Shirt of Contingencies (recharge 11+): This courtly clothing attack. Quirk: Constantly mumbles.
has ribbons that animate to pass you objects that you have
previously concealed within its voluminous skirts or sleeves. Book, Scroll, Manual,
Take a non-attack standard action, move action, or quick action
that involves your equipment (reload a heavy crossbow, drink a
Grimoire
potion, etc.). You can’t use the action to move anywhere, only Edicts of the Emperors (2/level): Studying this book gives you
manipulate equipment. Quirk: Has killer fashion sense. an almost supernatural ability to use the law for your own
Gladiator’s Armor (recharge 16+): Reroll a missed attack and gain ends. When you roll a 4 on an icon relationship die with the
a bonus to attacks that depends on the number of creatures Crusader, Dwarf King, Emperor, Great Gold Wyrm, or Lich
watching (not participating in) the battle: +1 for a single King, you can treat it as a 6. Quirk: Officious.
bystander, +2 for a small crowd, +4 for a large crowd. Quirk: Runevigny’s Peerage: The thorough reader of this weighty tome
Shows off. will discover proof that they are the inheritor of an obscure
Imperial Plate (heavy armor only): This armor was forged using noble line, and gain a new 2-point background called minor
dragon breath. You have resist 16+ to the attacks of dragons noble. You also have an heirloom or inheritance that you and
and related creatures (dragonics; maybe hydras, wyverns, and/ the GM should determine, probably something that involves
or kobolds). Quirk: Sneezes when anxious. an adventure or two. Quirk: Noblesse oblige.
Noble’s Undershirt (light armor only): This armor can be worn
unobtrusively under clothing. You gain a +2 bonus to AC while
you’re helpless, stunned, vulnerable, or weakened. You also
have this bonus at the start of each battle until you take an
action. Quirk: Snorts when laughing.
Arrow, Crossbow So what if your One Unique Thing is that you are seventh
Bolt, Slingstone daughter of the Emperor, and you have the background
‘Royal princess: +5’? Well you and the GM should work
Ogre Shot: In a past age, the Emperor relied upon ogres rather out what the new background gives you that you didn’t
than dragons. When you hit with this ammunition, ignore the have already—maybe the title that you inherited comes
target’s damage resistance, and the target is vulnerable until with land that produces income for you (Land owner +2),
the end of your next turn. When you score a critical hit with maybe you are a human who has inherited a dwarven
this ammunition, the target also loses all damage resistances barony (Dwarven noble +2), or maybe your new title
until the end of the battle. comes with unusual rights and privileges related to
gladiatorial arenas in Axis (Gladiatorial VIP +2).
30
Th e E m p e r or
Boots, Sandals,
Slippers, Shoes Baby blanket: A small well-loved blanket, rubbing
Boots of the Dragon Rider (recharge 6+): When you would fall, roll calms and relaxes the user. This was previously part
a normal save. If you succeed, you avoid falling and remain as of a noble’s baby blanket. Story hook—Though the
close as possible to the location you were when you started to pattern is threadbare, it is discernible. Is it worth
fall. Quirk: Hot-headed. trying to take back to its original family?
Book with faded heraldic device on the cover: A ledger
Epic book for tracking purchases and expenditures, it
Boots of the Imperator (1/day): The soles of these boots contain always comes up with minor accounting errors in
flecks of lava stone from deep under Axis. When an enemy your favor. If you knew the location of the matching
engaged with you hits you with an attack, that enemy takes ledger book, probably in a bank somewhere, you
twice your level in fire damage, is stuck until the end of its next could take advantage of those errors each time you
turn, and must reroll the attack against you as you stamp your visited. But for now, it’s simply a curiosity.
foot and produce a small patch of lava under it. Quirk: Acts Double-ended wax seal: Seal an envelope with melted
imperious. wax using one end and pour an identical wax blob
31
Chapter 7
Scepter, Rod, Cane Ruby Rod of Rulership (1/day): Cast charm person spell as a 1st
(Implement) level bard/wizard spell using your best ability for the attack
roll (champion: 5th level; epic: 9th level). In addition, with this
Golden Scepter of Dragon Command (1/level): Cast one of the version of the charm person spell, you can target multiple
following wizard spells against a target that is a dragon or creatures with less than 40 total hp (champion: 96 hp; epic:
dragonic creature: charm person, hold monster, or sleep. You 266 hp), targeting creatures with the lowest hit points first.
cast the chosen spell at your level using your best ability for Quirk: Bossy.
the attack roll, except you double the hp threshold (champion:
triple the hp threshold; epic: quadruple the hp threshold). On a
miss, regain this power after your next full heal-up in addition Shield
to any normal miss effects that are part of the spell. Quirk:
Absorption Shield (recharge 16+): When you roll initiative, pick
Enjoys the company of dragons.
a damage type associated with dragon breath (acid, cold, fire,
lightning, poison, etc.). Until the end of the battle, you gain
resist 16+ to that damage type. Quirk: Glib overconfidence.
32
Th e E m p e r or
Epic
Red Flag of Rectitude (1/day): Choose to wear or plant the flag.
Cursed Items
wear: Until the end of the battle, when you miss all targets The Emperor generally tries to avoid curses, but the gladiators of
with an attack, you and each nearby ally heal hit points equal Axis aren’t as lucky.
to your level.
plant: When you or an ally nearby the flag miss all targets Cursed Helmet
with an attack, two allies (including you) can heal using a Default bonus: Mental Defense: +2 (adventurer); +3 (champion);
recovery. Quirk: Group unity is paramount. +5 (epic).
Weapon, Melee Gladiator’s Headband (1/day): You rally as a quick action, and
the recovery you spend is free. Curse: While in battle against
Armament of Tactical Unpredictability (recharge 6+): While enemies that are at least double-strength/large or are higher
engaged with two or more enemies, before you make a melee level than you (champion: at least two levels higher than
weapon attack, randomly determine which enemy to target to you; epic: at least three levels higher), you can’t use limited-
gain a +4 bonus to the attack roll. Quirk: Changes topic mid- use powers until the escalation die is 2+. Note, limited-use
conversation. powers include powers, spells, talents, features, magic item
Imperial Might (recharge 11+): When you hit with a melee attack powers including this item’s daily power, etc. Quirk: Speaks
and it could trigger an additional effect (like a flexible attack, in simplistic, crowd-pleasing banter and refers to self in the
using the Fight From the Front feature, or using the Double third person (“Can you taste what The Boulder is brewing?” or
Melee Attack talent), you can ignore the additional effect to “Thuug smash little man!”).
instead deal double damage with that attack. Quirk: Obsessed
with imperial history.
Ruby-studded: When an enemy scores a critical hit against you,
immediately roll to regain one expended recharge power,
ADVENTURE
including magic items (champion: against you or a nearby ally;
epic: as champion, and roll twice for the recharge power and
HOOKS
take the best result). Quirk: Fascination with personal glory. Call of Duty—The Dragon Empire needs more soldiers, and
rather than conscript farmers, the Emperor’s people decide
Weapon, Ranged to send the adventurers out to recruit elite troops. Do the
adventurers go head-hunting in taverns to fulfil their quota?
Shinebolt (1/battle): When you hit with an attack using this
Do they create a traveling show to encourage enlistment?
weapon, the target takes no damage and you and your allies
Do they make promises they can’t keep? Which icon will be
gain a +4 bonus to attacks against the target until the end of
sending agents to subvert or undermine their efforts?
your next turn. Quirk: Hoarder.
Imperial Games—The yearly Imperial Games are here and the
Wondrous Items Emperor wants to watch a mock battle. The adventurers are
put in charge of the fight—it must be exciting and convincing
Captain’s Horn: When you sound this horn (a move action in enough for spectators, be a grand show with a pleasing
battle), others know what information you are trying to relay, ‘storyline,’ but not actually involve (too many) deaths. If they
no matter how noisy the area is. You don’t even have to pre- get it right, the heroes will reap the benefits of Imperial
arrange a code—those you designate who hear your notes patronage; screw it up, and they’ll be fighting in the arena the
will know your meaning. You can convey meaning equivalent next day.
to about a single normal sentence. For example, “help, orcs Noble Endeavors—An Imperial noble has decided to make a
attacked our cleric and the wizard needs healing,” or “open high-risk investment in the adventurers—supplying equipment
the city gates for the hay cart with the brown horse.” Quirk: and smoothing their way in exchange for a cut of their profits.
Stutters. At first the relationship works, but at the first setback the noble
Commander’s Dust: This multicolored powder glows and sends a ‘manager’ to the group to safeguard her investment.
sparkles at your command, dancing in a magical wind. You can How do the heroes deal with the bureaucrat that has been
use the powder to create glowing, three-dimensional images imposed on them? If they kill their ‘manager,’ another will be
(to display maps of battlefields for example), or to illuminate sent (and so on), so they need a creative solution.
an area. When you are done with the powder, it returns to its
pouch or container at your command. Quirk: Over-explains
simple concepts.
33
Chapter 8
CHAPTER 8
THE GREAT
GOLD WYRM
“For honor!”
—Sir Glorian, Paladin of the Light Book, Scroll, Manual,
The Great Gold Wyrm inspires his followers through his example
Grimoire
Book of Justice: This book is a record of (so far) unpunished
of self-sacrifice, sending them dreams and visions to guide their
injustices. When you read this book, select a monster of
path. If any icon would send a vision to adventurers to guide
your choice (see sidebar). You gain a +2 bonus to attack rolls,
them to treasure, it is most likely the Great Gold Wyrm.
defenses, and saves, and your crit range expands by 2 against
Armor, Robe, Shirt, that monster and effects created by that monster. You can
change the monster chosen when you level up. Quirk: Holds
Tunic grudges.
Enchiridion of Heroism (recharge 11+): This book is a how-to
Armor of Red Lightning: When a demon or devil hits you with a manual on heroics. When you roll for a skill check that could
melee attack, it takes lightning damage equal to 1d6 times your be described as heroic and self-sacrificing, gain a +4 bonus to
level. Quirk: Misinterprets jokes as insults. the roll. Quirk: Heroic, to a fault.
Goldenscale: You don’t take miss damage from scaled creatures
(dragons, dragonics, serpents, kobolds, lizardmen, etc.). Quirk:
Contemptuous of those less powerful.
Champion
Platinum Armor (1/day): When an enemy scores a critical hit
against you, you take normal damage instead and can heal
using a recovery. Quirk: Lives in the past.
This is narrower than a whole monster type—you
Arrow, Crossbow couldn’t pick ‘dragons’ but could pick ‘all red dragons.’
You couldn’t pick ‘humanoids,’ but could pick ‘all orcs.’
Bolt, Slingstone
Dreamshot: This ammunition is psychically imbued. When you Boots, Sandals,
hit with a natural 16+ attack roll using this ammunition, make
a ranged basic attack as a free action against a different enemy Slippers, Shoes
that is nearby the original target. The second attack targets Boots of Land-striding (1/day): Until the end of the battle, you
MD and does psychic damage. can move as a free action once each turn. Used outside of
battle, these boots let you run at top speed for half a day,
Belt, Swordbelt, Kilt, making a journey on foot that takes days take only hours.
34
Th e G r e at G ol d Wy r m
Mantle of Golden Scales (1/day): Until your next rest, or until weapon deals fire damage, you gain resist fire 16+). If your
you roll initiative, you transform into a small, harmless gold weapons don’t deal damage of some type, you gain resist melee
dragon. While in dragon-form, you can’t fight, cast spells, or weapon damage 13+. Quirk: Amateur juggler.
use powers (you need to concentrate to maintain the form), but
you can do things like fly, use your breath weapon for mundane
tasks like lighting torches, and other non-combat-oriented
Helmet, Circlet,
actions. Your hit points, defenses, and other stats remain the Crown, Cap
same. Quirk: Obsessed with eggs (and guarding them). Circlet of Mental Fortitude: Double this item’s default Mental
Defense bonus against attacks from demons and devils. In
Glove, Gauntlet, Mitt addition, you gain a bonus to saves against effects caused by
Gauntlets of Axes (1/day): You summon forth a pair of golden demons and devils, and to death saves while fighting demons
axes. Until the end of the battle, you can attack with the axes as and devils, equal to the doubled default bonus. Quirk:
if they were heavy one-handed magic weapons with a default Suspicious of others’ true natures.
bonus of this item’s tier. You have no attack penalty with these
axes, can use two-weapon fighting with them, and use your
Champion
Helm of Negation (1/battle): When you resist damage dealt to
best ability modifier for attack and damage rolls. Out of battle,
you, one nearby ally that you can see gains the same type of
you can command the axes to undertake some axe-related task
resistance until the end of the battle; OR when an ally you can
(chopping down a single tree, destroying a door, etc.), which
see resists damage, you gain the same type of resistance until
they will magically complete (and using your attack stats if
the end of the battle. Quirk: Shares food with others (and takes
needed). Quirk: Whittles little toys.
food without asking).
Champion
Gauntlets of Confrontation (1/battle): You gain resist 16+ to a Necklace, Pendant
damage type that a weapon you are holding deals (so if your Necklace of Tethered Memories (recharge 11+): As
a quick action on their turn, a wounded ally you
can see recounts a pleasant memory of you and can
heal using one of your recoveries. Quirk: Prone to
nostalgia.
Periapt of Second Chances (recharge 16+): When
you fail a save, one nearby ally can reroll the save for
you, applying their bonuses or penalties to the roll.
If that ally succeeds, you both gain whatever benefit
the save grants, if applicable (for example, if the save
was against ongoing fire damage and the ally was
also suffering from ongoing fire damage, you would
both successfully save against that damage). Quirk:
Gives unwanted advice.
Ring
Ring of the Faithful Hound: This ring is carved with
the face of a watchdog. When you are ambushed, roll
a save. If you succeed, the ring growls in warming
and you can take a turn during the ambush round.
Quirk: Somnambulist (sleep-walker).
Shield
Buckler of Winds (recharge 16+): Each enemy
engaged with you pops free from you. In addition,
each other unwilling nearby enemy must roll a save.
If that enemy fails, it pops free from any creature it’s
engaged with. Quirk: Blowhard.
Dragonbreath Shield (recharge 6+): This dragon’s-
head shield allows you make a breath weapon attack
as though you were a dragonic. If you are a dragonic,
you an make a breath weapon attack without
expending a use, though you don’t gain the benefit
35
Chapter 8
36
Th e G r e at G ol d Wy r m
granted, so you get the three wishes of the last wearer of the
Wondrous Items ring, and your wishes go to whoever gets the ring next. Use the
Astounding Figurines (1/day): This set of thirty-two playing pieces Wish List below to determine what those wishes do, or make
is more than it seems. One figurine becomes a simulacrum of up your own. When all three wishes have been fully granted,
a real being or object for a scene, using a d20 + 10 for its skill the genie(s) gloat for a bit, then the ring teleports away for
checks (champion: d20 + 15; epic: d20 + 20). Roll a d20 when somebody else to find. Quirk: Unsatisfied with your situation.
you attune this item or when you complete a full heal-up to
determine which figurine you can call on for help that day.
Wish List
Feats: When you gain a feat from a wish, you can take it as an
1–10: Pawn/Pion – The figurine becomes a henchperson
incremental advance or swap out an existing feat. You can also
that can make skill checks to carry heavy loads and perform
gain a feat you already have, if getting its benefits twice would
feats of strength.
make sense.
11–13: Rook/Tower – The figurine becomes a small one-
Icon relationships: When you gain an icon relationship point
room tower that can make skill checks to help you survive a
from a wish, you can take it as an incremental advance at level
harsh environment or detect an ambush while you rest.
4 or 7, or swap it with an existing relationship point.
14–16: Knight/Horse – The figurine becomes an unusually
Talents: When you gain a talent from a wish, you can swap it with
obedient horse that can make skill checks to help you travel
an existing talent or take it as an incremental advance if you
efficiently or to avoid enemies.
would gain a talent next level. You can swap out existing feats
17–18 Bishop/Vizier – The figurine becomes a spellcaster
to take feats to improve your new talent.
who can cast a single ritual using a wizard spell of your level.
Magic item: When you gain a true magic item from a wish, make
19: Queen/Crown – The figurine becomes a diplomat who
a list of three items of your tier you would like and randomly
can make skill checks to smooth your path in social situations.
determine which one you receive. This item magically replaces
20: King/Throne – The figurine becomes a tactical advisor
an item taking up the same chakra if you have one. If the item
who can make skill checks to know your enemies or to set up
would take you over your chakra limit, increase that limit as an
an ambush.
incremental advance.
Note: If you have your own set of figurines, you can pull one
Roll a d12 three times to determine the wishes, ignoring
from a bag at random instead of rolling. Quirk: Treats others’
duplicates. If you are unable to gain the reward of a wish for
lives as less valuable than their own.
some reason, roll again.
Wondrous Saddle (1/level): You and up to four allies each become
1. Death: The next time a natural 13 attack roll causes an
a talking horse while you wear this saddle on your back. You
ally of the wisher or an enemy stronger than a standard
can be ridden, haul heavy loads, and undertake other equine
monster to become staggered, that creature drops to 0
activities. You turn back to your normal form when you roll
hp instead.
initiative, take a rest, or when somebody removes the saddle
2. Health: You gain the Toughness feat.
from you. Quirk: Always a little hoarse.
3. Love: The next time you are in a relatively safe
environment and not directly adventuring, you meet
and fall in mutual love with someone that you would
(or possibly would not) normally consider your soul-
mate. This significant change in your life results in
So you’ve got yourself a set of astounding figurines (yes gaining the Further Backgrounding feat and/or a new
they come as a set, the magic keeps them together), icon relationship point, representing a shift in your
but what are the simulacrums like? Perhaps they are priorities.
simple automata-like things, or maybe they’re lifelike. 4. Magic: You become a spellcaster, or if you were already
Do different pieces have different personalities? Do a spellcaster, you become more versatile. You can either
the humanoid simulacra form memories, or are they rewrite your character as multiclassing with a new
blank slates each time they are transformed? spellcasting class; or gain the bard talent Jack of Spells,
What happens if you try to play a game with a set replacing references to Charisma with Intelligence or
of amazing figurines? Wisdom if you wish. In either case, you can gain the
Ritual Caster feat, or the wizard Ritual Magic feat if you
could already cast rituals.
Cursed Items 5. Minor wish: You gain a seemingly mundane, if unique,
item that is later revealed to be a true magic item (at the
Ring of (Delayed) Wishes (1/day and special): This ring contains
GM’s discretion).
one or more trapped genies, each capable of speaking aloud.
6. New/better/different life: The last owner of the ring
When you make an attack roll and miss by 2 or less, you hit
wished something like “I wish I was the prettiest girl
instead. In addition, when you attune the ring, the genie(s) offer
in Santa Cora” or “I wish I was the kind of guy Sally
to grant three wishes, which are enacted after the third wish is
the Fishmonger would marry.” You gain the Further
made. Curse: The twist on the wishes is that the genie(s) never
Backgrounding feat and/or rearrange your existing
specify how long after the third wish is made the wishes are
backgrounds to fit the wish.
37
Chapter 8
ADVENTURE
7. Resurrection: Randomly determine an ally (including
you). The next time that character is in a relatively
HOOKS
safe environment and not directly adventuring, they
discover that a deceased person or creature important
to them has returned from the dead. That person
Discretion is the Better Part of Valor—The paladins of the Great
rearranges their existing background points, and/or
Gold Wyrm left treasures behind in the Golden Citadel when
changes an existing icon relationship to reflect this new
it was ruined, and now want to retrieve them. The demons
situation.
that currently make their home in and around the ruins will be
8. Riches: Choose the form of your great riches: a true
watching for the paladins, so the paladins want the adventurers
magic item, the Further Backgrounding feat, or a new
to sneak in instead. Meanwhile the paladins will march in
icon relationship point.
force on the Golden Citadel, creating a distraction. However,
9. Skill: You gain a new 4-point background of your choice,
unknown to everyone involved, a powerful red dragon has
because the last owner of the ring wished to be able to
made its lair deep under the ruins.
pass a test or to have the skill to achieve a specific task.
None May Pass—A paladin once swore that none could cross
Gain the Further Backgrounding feat and rearrange
a bridge without her permission, an oath so powerful that
your existing backgrounds, putting 4 points total into
the paladin’s ghost still guards the bridge. A group of nearby
your new background.
villagers ask the adventurers to defeat the ghost in honorable
10. Success: You gain ownership of a successful business in
combat, so that the villagers may safely cross the bridge
a random city or town, a new 2-point background to
without fear.
match that business, and/or an icon relationship with
The Tournament of Victors—The adventurers receive news of a
an icon prominent in the location.
grand tournament that will be taking place near their current
11. Whoops: The wish affects a random ally instead of you.
location. The tournament seems to be an easy way for a band
Roll again for that ally.
of serious adventurers to win money in contest prizes—and
12. Youth: You grow significantly younger. You gain the
the grand prize is a magic item that they desire. The twist is
Strong Recovery feat and can re-generate your ability
that the tournament’s sponsor is less than honorable, and has
scores to a new configuration if you wish to reflect your
ulterior motives, either toward them or those who enter the
regained youth.
contest.
38
Th e H ig h D r u i d
CHAPTER 9
Arrow, Crossbow
Bolt, Slingstone
Arrowroot: When you hit with an attack using this ammunition,
the target is stuck until the end of its next turn as roots burst
forth from the ground to trip and entangle it.
Briarfoot: A thicket of thorny bushes grows around the target of
this ammunition, or around the area where the ammunition
strikes. Hit or miss, the target and each creature engaged
with it, or next to it, takes 3 damage from the thorns the next
time those creatures move (including popping free) without
teleporting (champion: 6 damage; epic: 9 damage).
39
Chapter 9
Bracers Champion
Wolf-hide Hood (quick action—recharge 16+): You (and your
Soaring-leaf-on-wind Bracers (1/day): Until the end of the battle equipment) transform into a wolf until the end of the battle—
or scene, gain a +4 bonus to d20 rolls that are not attack rolls you can’t use any of your normal attacks or spells, and your
or death saves, and take a –4 penalty to death saves—in most basic melee attack is as follows:
cases that means you’ll need a 20. Quirk: Repeats catchphrases Bite level + 6 vs. AC—1d12 damage per level
during battle. Natural 16+: Ongoing damage equal to your level x 5.
Champion
Bearskull Helm: When an attack that targets MD misses you,
gain temporary hit points equal to four times your level. Quirk:
Feathered cloaks appear in the myths of many cultures. It
Grouchy over-sleeper.
wouldn’t be unreasonable to count the raven-feathered cloak
as two items worth of magic and attunement (filling both the Epic
cloak and helmet chakras and giving both default bonuses) Garland of Feathers: When an enemy targets your MD with an
and give the cloak extra powers. If you do, the extra powers attack and misses, each of your allies gains a +2 bonus to their
don’t need to be something strictly ‘mechanical’ unless you next attack roll if it’s against that enemy. Quirk: Believes small
prefer that, but could be more freeform and story-shaping, mammals are delicious raw.
like the ability to turn into a bird, or the ability to walk into
dreams or commune with spirits.
40
Th e H ig h D r u i d
Necklace, Pendant
Mossy Jade: Gain a +2 bonus to attack rolls, skill checks, and
all defenses against constructs and mechanical traps. Quirk:
Indiscreet. Acorn necklace: Makes foraging in the wilderness
Sacred Acorn: When you would be popped free from an enemy, easier. Probably worth a +1 to a skill check now and
grabbed, swallowed whole, or otherwise moved against your again.
will, roll an easy save (6+). If you succeed, you don’t suffer Fur pouch: When you are hungry and reach into this
the condition or effect. Quirk: Tries to achieve the maximum pouch it always contains a handful of something
effect with the minimum effort. edible—sometimes nuts, sometimes berries, and
All-terrain Staff (1/day): When you first attune this staff, choose
a type of terrain (see the druid terrain caster from 13 True
Symbol, Holy Relic
Ways for terrain types). While in that terrain, when you heal (Implement)
using a recovery, heal 2d12 additional hit points (epic: +3d12).
Flint of Dolorous Transformations (standard action – 1/day): Cast
When you use the daily power, until the end of the battle, all
the disguise self wizard spell at your level, OR transform one
land-based locations in the battle become a terrain type of your
nearby enemy with fewer hit points than you into a helpless,
choice. In addition, once per level you can make the terrain
41
Chapter 9
stuck, untargetable creature until the end of its next turn. You the attack deals. When you hit with an attack with this weapon,
narrate what the target is turned into and why it cannot fight the target takes half damage and you make a ranged basic
or be targeted. Quirk: Loves disguises. attack as a free action. Quirk: Unmaterialistic.
Golden Holly (1/day): Cause a plant to grow 1d4 berries that Weapon of the Woad-warrior (1/battle): The natural attack roll
function as heroic-tier healing potions (champion: champion of a ranged attack made with this weapon triggers a flexible
tier; epic: epic tier). The berries last until your next full heal- attack that you know as if it were a melee attack. Quirk: Wears
up, then rot. Quirk: Enjoys fermented drinks. woad.
Sacred Oakleaf (1/day): When you or a nearby ally heals using
a recovery, you regain an expended recovery. Quirk: Makes
sacrifices at the foot of oaks.
Wondrous Items
Harp of Fate (1/day): You sing about something and it comes
Sacred Sickle of the Circle (1/day): You can calm storms or cause
true, to your benefit. The effect should be similar to a once-
winds to blow. Cast a ritual to control the weather or seas
per-day magic item power. The GM should work with you to
without having to expend a spell, although you still need to
determine how you reshape fate, so pick your songs carefully.
fulfill other requirements. You gain a +4 bonus to any skill
Quirk: Pretends they know the future.
checks for that ritual. Quirk: Prefers isolation, or at least to be
among their own kind.
Epic
Rabbit’s Foot (recharge 16+): Reroll a d20 roll and take the result
you prefer. Quirk: Relies on luck too often. There are two ways to approach this item. One is to ask
the player to sing some songs in character and make
Weapon, Melee a note of some of the lyrics, and weave that into the
Dreaming Stone (1/battle): When you roll a natural 2 or 3 on an story later to the singer’s benefit. If your group is great
attack with this weapon, reroll the attack, taking the higher at improvisation, then that is the approach for you.
result. Quirk: Collects beautiful natural things—shells, The second way is for the player to mention that
polished rocks, etc. they sing a song using the power (but not have to
Horn-handled: Your crit range with this weapon expands by 2 actually sing it), and later say, “hey, remember when I
(usually to 18+) against beasts and plants. Quirk: Only eats sang a song earlier about this very situation?” when they
food that they have ‘earned.’ want to use the benefit. This means nobody must sing,
Moss-covered Stone: Your crit range with this weapon expands by and you don’t have to keep track of what players sing
2 (usually to 18+) against constructs, and you gain a +2 bonus about.
to skill checks to damage inanimate objects. Quirk: Tactless
about others’ mortality.
Sacred Oak (1/battle): End an effect that is causing you to be
dazed or hampered. Quirk: Unmaterialistic. ADVENTURE
Sacrificial (1/day): When you use this weapon to drop a non-
mook creature of at least your level (champion: 1 level higher HOOKS
than you; epic: 2 levels higher than you) to 0 hp, reroll a Fire Leap—The druids of Greenbough Town have ensured
relationship die with the High Druid. If you drop a large or good harvests and health for its residents for generations,
double-strength creature, reroll two dice with the High Druid; but the latest harvest was disastrous. The druids have divined
if you drop a huge, triple strength, or stronger creature, reroll that only the blood of outsiders fitting certain descriptions
three dice with the High Druid. Quirk: Sings songs about trees will reverse the ruin. Oh what luck, the adventurers fit the
(sometimes to the trees). prophecy exactly. The twist is that the prophecy is right and
the adventurers can restore the town’s fortunes, but the druids
I really wanted to put in an item that involved burn- have interpreted their auguries incorrectly in how their blood
ing wicker men, or blood-drenched altar stones, for will help.
the High Druid—so using this weapon as part of a The Hunt—The adventurers are invited to ride with the wild
more elaborate druidic ceremony probably gives any hunt. If they do well the forest spirits will grant them a boon;
ritual a bit more power. fail, and the adventurers will become the prey. What happens if
the adventurers refuse? What strange thing will the adventurers
be hunting when they join the hunt?
Weapon, Ranged You Can’t Fight Progress, or Can You?—The windless village
of Bauerbush is building a dam to control the flow of water
Bow of Tides (recharge 6+): When you miss all targets with an and give their mills steady power. The forest is angry about the
attack made with this weapon, your crit range expands by 1 valley that the mortals plan to flood. Can the adventurers find
until the end of the battle. Quirk: Pessimist. another way to power the mills before they are called upon to
Lightning-struck Pine (1/battle): Attacks with this weapon always stop rampaging walking trees? Can the adventurers convince
deal lightning damage in addition to any other type of damage the forces of nature that flooding the valley is a good thing?
42
Th e L ic h K i ng
CHAPTER 10
43
Chapter 10
Boots, Sandals, and striding through tombstones for example, until the end of
the battle or scene. Quirk: Talks to the dead.
Slippers, Shoes Soul-striders (recharge 11+ after use): When a nearby creature
dies, teleport next to that creature. Quirk: Hears their own
Deathwalker Greaves (1/day): While you’re in a graveyard or heartbeat constantly.
other area with a strong ‘dead’ vibe, phase through solid objects
Bracers
Bracers of the Deathwatch Beetle: Your crit range
with attacks made using these bracers expands by
1 (usually to 19+) against beasts, dragons, giants,
and humanoids; and by 2 (usually to 18+) against
plants. Quirk: Enjoys the smell of carrion.
Chalice, Goblet,
Grail
Skull Grail (1/day): Spend a recovery to reroll
a recharge roll for a spell. If the reroll fails, start
the next battle with 15 temporary hit points
(champion: 30 temp hp; epic: 50 temp hp). Quirk:
Collects trophies.
Tarnished Chalice (recharge 16+): Spend a recovery
and roll your recovery dice but don’t heal. The next
creature targeted by an attack from one of your
allies this battle takes that amount of negative
energy damage, hit or miss. Quirk: Debauched.
Cloak, Mantle,
Cape
Mantle of Ice (recharge 11+ after use): When an
attack that deals cold damage targets your PD and
misses, gain temporary hit points equal to the
damage you would have taken if the attack had hit.
Quirk: Always too warm for comfort.
Champion
Mantle of Vampirism (1/day): Until the end of the
battle, you know which enemy has the fewest hit
points (or are tied for fewest). Once this battle
44
Th e L ic h K i ng
when you hit that enemy with a basic attack or at-will attack,
you regain a recovery, and if that attack drops the enemy to 0 Necklace, Pendant
hp, you can heal using that recovery. Quirk: Grows fangs, or Memento Mori (1/day): Reroll (or force a reroll) of any die
becomes focused on trying to grow fangs. roll (for example, an attack roll for or against a PC, a roll to
Epic determine targets, one d10 in a d100 roll, a damage die; etc.).
Bat-winged Cloak (1/day): When you drop a creature to 0 hp, you If the reroll fails, gain a +1 bonus to saves until your next full
gain flight until the end of the battle or scene. Quirk: Doesn’t heal-up. Quirk: Forgetful.
always know when to stop fighting. Mummified Monkey Paw (3/day): When you or a nearby ally
fails a save, you or that ally succeed instead, but the next ally
(including you) who rolls a save automatically fails and you
Yes, slaying a harmless or friendly creature can can’t use the mummified monkey paw to change the result.
activate the cloak. How will the rest of the group Quirk: Uses the phrase “I wish . . .” constantly (and recklessly,
react to that? considering what else this item might be capable of ).
Necklace of Bones (recharge 16+): When you would randomly
determine an outcome in the game through a die roll or some
other method (such as a chaos mage drawing stones), you can
Glove, Gauntlet, Mitt try again and take the result you prefer. Quirk: Indecisive.
Gloves of Icy Grasp (recharge 11+): When you roll damage dice
for an attack that deals cold damage, reroll the damage dice
Orb (Implement)
and keep the higher result. Quirk: Restrains emotions. Bone Orb (quick action—recharge 16+): One nearby undead
Gravewarden Gloves: You can touch normally intangible creatures creature (including you if you are undead) heals 10 hit points
with these gloves. When you make attacks against spirits and (champion: 20 hp; epic: 30 hp). Quirk: Living flesh disgusts
undead, ignore the ghostly and spirit body (and similar effects) you.
abilities of those creatures. Quirk: Cowardly around ghosts.
Obviously things like a necromancer’s skeletal
Champion minions are undead. But what if zombie form,
Silver-thread Gloves (standard action – recharge 16+): When an ghoul form, ghost form, or vampiric form have been
ally next to you is dying, pull their soul back into their body, cast upon you? My take would be that yes, you are
and that ally automatically succeeds on their next death save temporarily undead enough to benefit from healing
(GM, your call on whether that ally gets to act or not that from the bone orb.
round). Quirk: Fascinated with the process of dying.
Epic
Tarnished Silver Crown: When an attack targets your MD and
misses, deal negative energy damage equal to three times
your level to an enemy engaged with you. Quirk: Nostalgic for You can get creative with the mummified monkey paw,
glories of past ages. inventing reasons why the paw’s magic causes one
person to succeed and another to fail.
Monkeys paws in fiction are known for granting
wishes in the worst way possible—perhaps that is
something that this item can do too, if the adventurers
can work out how to activate that power. Of course, do
they want monkey paw style wishes?
45
Chapter 10
Ring quick action, that creature is also stuck until the end of its next
turn. Quirk: Keen puppeteer.
Ashen Ring (1/day): Until the end of the battle, each nearby
enemy can’t heal or gain temporary hit points until that enemy Staff (Implement)
succeeds with a hard save (16+) and then uses a standard Staff of Blackened Bones: When you cast a spell using this staff
action to do nothing but shake off the effect. Quirk: Likes to that deals negative energy damage or that targets an undead
cleanse/cremate enemies. creature, and your attack roll equals the escalation die, you
Bone Ring: If you are humanoid you are instead considered score a critical hit against that target, even if the attack roll
undead when it would benefit you, and vice versa. You also would normally miss. Quirk: Hears the whispers of the restless
always know the direction and distance to the nearest properly dead. Probably best that they can’t (often) understand them.
kept (not abandoned) graveyard or tomb. Quirk: Cadaverous Staff of Finality (1/day): When you drop an enemy to 0 hp with
appearance (or at least outlook). an attack using this staff, and that creature is neither stronger
Iron Ring (move action—recharge 6+ after use): Draw a nearby than double-strength nor more than two levels higher than you,
small unattended metal item to you, or pull yourself to a large that creature can’t heal, dies, turns to dust, and can’t return or
one. The effect of this power isn’t exceptionally fast: pulling be brought back to life. Once-per-level you can use this item’s
an item to you doesn’t count as any sort of attack, and when power on any creature. Quirk: Trouble comprehending cycles
you pull yourself to an item, even though you are effectively of nature.
flying during that movement, it still provokes opportunity
attacks. If the item is in a grave or a crypt, the power recharges
automatically. Quirk: Hates grave robbers.
Symbol, Holy Relic
Rotten Ring: You are immune to all mundane diseases and have
resist poison and negative energy 16+. Quirk: Loves rotted
(Implement)
Heretic’s Fingerbone (1/day): When you cast a spell using this
meat.
implement, count a natural 1 attack roll as a natural 20. Quirk:
Shield for undead targets, and you regain the spell at the end of the
battle if you targeted only undead with that spell. Quirk: Plays
Bloodthirsty Shield: The first time each battle you hit a beast, music at midnight.
dragon, giant, or humanoid (once for each type) with a melee
attack, heal hit points equal to twice that enemy’s level. Quirk:
Thirsts for blood, obviously.
Shield of Bones (quick action – 1/battle): A beast, dragon, giant, I like to imagine that the bodies of enemies killed
humanoid, or undead engaged with you pops free from you as with the ghost flute wand keep dancing until after
you briefly take control of its bones to force it to move away. the battle.
If you use the shield’s power as a standard action instead of a
46
Th e L ic h K i ng
Weapon, Melee
Deathcaller: When you make an attack with this weapon and the
target has fewer than 5 hp (champion: fewer than 15 hp; epic: Mildly-cursed rat skull: This sigil-inscribed skull
fewer than 25 hp) after the attack, the target drops to 0 hp. groans softly, whispers mildly unsettling things, and
Quirk: Laughs at own jokes, the crueler the joke the bigger the causes small insects to die. Useful for keeping your
laugh. home flea-free.
Heartbreaker: You always know when any nearby creature you Skeleton key: When inserted into a lock (or tapped
can see (including your allies) is vulnerable. Once-per-day against a door), it summons a skeleton to open the
when you or an ally scores a critical hit against a vulnerable door and step through it, holding it open for others.
enemy, that attack deals triple damage instead of double. Only one skeletal doorman can be summoned each
Quirk: Exploits emotional vulnerabilities. day, and it will be reluctant or unable to stray far
Ice-crack: When an enemy deals cold damage to you or scores from the door it was summoned to.
a critical hit against you, your crit range with this weapon Button in a reliquary case: When the tarnished silver
expands by 1 until the end of the battle (cumulative, up to button is sewn onto a garment, it makes others
a maximum crit range of +3). Quirk: Obsessed with ice, the mistake the wearer for a member of the undead
more ice the bigger the draw. (though only from a distance). The magic is in the
Reaping: When you drop a mook with this weapon, heal 3 hp button, the case is just a fancy case.
(champion: 7 hp; epic: 12 hp). Quirk: Cares for their ‘harvest’ Lattice-work lantern: When held in the hand, the
after their death. lantern allows the bearer to see and hear ghosts in
Tomb-spike: Attacks with this weapon deal 2d8 extra holy damage the area. Partly because even non-ghosts appear to
(champion: 3d10; epic: 4d12) on a hit against undead and the bearer to be ghosts.
enemies that deal negative energy damage. Quirk: Venerates Bone door-chime: Small bones suspended from a longer
ancestors, maybe a little too much. bone by sinew-strings. When placed near a door, the
noise of the bones knocking together often manages
Epic to sound out the name of the person using the door.
Peerless: When you are in battle with a weapon-wielding enemy (It’s easier to understand if you’re a necromancer or
who is at least 3 levels higher than you or is stronger than a are closely tied to the Lich King.) Story hook—One
standard monster, this weapon’s default bonus increases to +4, day the bones say your name and the door opens,
or to +5 if the enemy is both. Quirk: Envious of others’ powers. but you’re already in the room.
Weapon, Ranged default bonus from these items goes up to +3—and you must
Life-drinker: When you drop a non-mook enemy to 0 hp with replace one of your existing icon relationship points with a
an attack using this weapon, you gain a +3 bonus to your next positive relationship point with the Lich King (or a conflicted
attack roll with this weapon. Quirk: You believe that whatever point if you already have a positive point; or a negative point if
doesn’t kill you makes you stronger. you already have one positive and two conflicted points) and
Rictus Grin (recharge 11+): When you hit with an attack using any new icon relationship points you gain must be with the Lich
this weapon, deal half the damage as ongoing psychic damage. King, if possible.
While taking this ongoing damage, the target laughs horribly Eye of the Lich King (1/day): When placed in your empty eye
at the pain, if possible, and if the ongoing damage kills it, it dies socket, this undead eye allows you to see what others can’t.
with a huge grin. Quirk: Loves puns. Until the end of the battle or scene, you have x-ray-style vision
Soul-rending (recharge 11+ after use): When you make a basic in addition to normal vision, allowing you to see through up
attack or at-will attack using this weapon, target MD instead of to two inches of metal if you are next to it, and through other
AC and deal psychic damage instead of any other type. Quirk: things like the flesh of creatures (to see bones), contents of
Collects trophies from the dead. pouches, wooden doors, etc.; you can see invisible objects and
creatures; and you can see through illusions as the true form of
(Very Cursed) things are revealed to you. You also gain a +1 bonus to attack
Wondrous Items and damage with all attacks that stacks with other magic items.
Curse: While using the Eye’s daily power, the Lich King knows
The eye and hand of the Lich King are items deserving of a your exact location and can see all that you can see, even if you
campaign all by themselves. They might be true relics, cleaved close your eye or wear an eyepatch. Once you put the eye in, it
from the Wizard King when the Orc Lord slew him—or they can’t be removed until you are dead. Quirk: Desires to seek out
might simply be items patterned after the Lich King’s missing and attune to the hand.
body-parts. Hand of the Lich King (1/day): When placed upon an arm-stump,
Yes, to attune to these items you must gouge out or cut off the withered hand grafts itself on. Make a basic attack or at-will
your own body parts. If you attune to both items, the combined attack against a target with fewer hit points than you (you’re
47
Chapter 10
ADVENTURE
aware of which enemies are), targeting PD if your attack would
normally target AC. If you hit with the attack, it’s a critical
HOOKS
hit. You also gain a +1 bonus to attack and damage with all
attacks that stacks with other magic items. Curse: After you
use the Hand’s daily power, the Lich King takes control of your
End of (Un)Life Regrets—The magic that keeps a lich ‘alive’ is
body and you are confused (hard save ends 16+). You are aware
fading, and it wants the adventurers’ help putting right some
during his domination of you. Quirk: Desires to seek out and
wrongs (in exchange for some of the treasures that it has
attune to the eye.
accrued over a very long existence). The twist is that the lich
isn’t ‘dying,’ it just thinks it is, and as soon as it figures that out
This cursed Lich King-themed magic item originally it will return to its evil ways with a vengeance, and want those
had a much harsher curse involved with it, one that
treasures back.
was a ticking time-bomb for the party and would
force them either to become the Lich King’s loyal Ghost Ship—The legendary ‘living’ ghost ship the Soaring
servants, or his hunted and haunted enemies. Wiser Gentleman needs a new captain, and it has decided that
heads than mine prevailed, and turned the dial one of the adventurers fits the bill. Every body of water the
down a bit. However, if ever there was an icon who adventurers approach fills with mist and the ghost ship’s bell
is all about worse-than-usual curses, the Lich King can be heard. Soon undead sailors begin ‘coming ashore’ to
is the one. kidnap the PC. Can the adventurers solve the mystery of the
Soaring Gentleman before one of them is forced into a ‘lifetime’
of undead servitude?
Unusual Reversal—The White is a captive of the Lich King, and
white dragons have become his creatures. The adventurers
are sought out by a white dragon who has broken free of the
Lich King’s influence. The dragon’s brood are still captives of
a member of the Undying Peerage, and the dragon promises a
share of a dragon hoard if they rescue her young. That’s right—
dragons need rescuing from a (undead) princess.
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CHAPTER 11
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Chapter 11
battle takes +1d8 thunder damage (champion: +2d8 thunder damage you suffered, hit or miss. Quirk: Roars with rage.
damage; epic: +3d10 thunder damage). Quirk: Sees kindness Snuffling-hog back tattoo: When an attack misses your PD, gain
as weakness. temporary hit points equal to the number of mooks you have
killed since your last full heal-up (champion: twice the number
Boots, Sandals, of mooks; epic: three times the number of mooks). Quirk:
Willing to eat anything.
Slippers, Shoes
Charging-boar leg tattoo: When you move to engage an enemy Glove, Gauntlet, Mitt
and miss it with an attack during the same turn, deal extra miss Blue-eye palm tattoo: You can see through the eye on this palm
damage equal to the escalation die to that enemy (champion: tattoo. Gain a +4 bonus to MD against last-gasp attacks that
twice the escalation die; epic: three times the escalation die). target MD (such as a basilisk’s gaze attacks, the petrification
Quirk: Argumentative. attack of a medusa, etc.) and this bonus stacks with other
Snuffling-hog leg tattoo: When an enemy fails to disengage from magic items. You can also cast the wizard cantrip mage hand
you, gain temporary hit points equal to its disengage check roll at will. Quirk: Fears the evil eye.
(champion: twice the roll; epic: three times the roll). Quirk: Roaring-bear hand tattoo: When you drop a beast, dragon, giant,
Willing to eat anything. or humanoid to 0 hp, gain a +5 bonus to your next attack roll.
Stomping-behemoth leg tattoo: When you disengage or pop free Quirk: Roars with rage.
from an enemy, that enemy takes thunder damage equal to
the escalation die (champion: twice the escalation die; epic:
three times the escalation die). Quirk: Unheeding of ‘minor
Helmet, Circlet,
irritations’. Crown, Cap
Chalice, Goblet, Grail Batwing face tattoo: You can ‘see’ using sonar, just like a bat. Gain
a +2 bonus to skill checks to sense what you can’t see normally
Bad-blood Bowl (quick action – 1/day): Spend a recovery to coat (detecting invisible enemies, seeing through illusions, finding
your weapon or the weapon of an ally next to you with a deadly your way in total darkness, etc.). Quirk: Recklessly takes dares.
toxin. Roll your recovery dice but don’t heal. The next attack Blue-eye face tattoo: You can see things that are normally
using that weapon that hits deals ongoing poison damage imperceptible, foretell the future, and have extra knowledge
equal to the recovery roll, and half that much ongoing poison of the past. Gain a +2 bonus to skill checks to detect magical
damage on a miss. Quirk: Licks blood off weapons after use. effects, know about past events, and predict future events.
Once per day you can cast the wizard cantrip mage hand as a
Champion quick action. Quirk: Fears the evil eye.
Goblin Goblet (quick action): Spend a recovery to create a blood-
red sniveling goblin (using the baseline stats, actions, and
player control for a ranger’s animal companion of your level
Necklace, Pendant
except that its hit points equal your recovery roll). The goblin Leadfeather Pendant: You take only half damage from falling.
lasts until the end of the battle. Quirk: Enjoys having lackeys Quirk: Fear of heights.
to boss around. Moon-wolf neck tattoo: Gain a +2 bonus to skill checks to
understand and interact with beasts, and when you drop a
beast to 0 hp, you can immediately roll a save against each
condition affecting you—even if that condition would not
normally allow a save (like being stuck until the end of your
Jokes about ‘hemo-goblins’ aorta be expected, and your turn). Quirk: Very carnivorous.
attempts to staunch them might prove in vein, so inject Swiftstone Necklace (quick action – 1/day): Make a standard
this into your game if you donor regard bloody puns as action attack. Quirk: Talks too quickly.
something that might b-negative.
Ring
Cloak, Mantle, Cape Knuckle tattoos: Your fists count as magic heavy two-handed
weapons of the tattoos’ tier, with one doing cold damage and
Batwing back tattoo (1/battle or scene): When you fall, cast one doing fire damage, OR with one doing lightning damage
the wizard utility spell feather fall as a 1st level spell. Quirk: and one doing thunder damage, OR both doing normal
Recklessly takes dares. damage. Choose which damage type is for your main hand and
Charging-boar back tattoo: When an attack misses your PD, your which is for your off-hand when you first attune to this item.
attacks deal at least half damage on a miss until the end of your Quirk: Sometimes takes things without asking.
next turn. Quirk: Argumentative.
Roaring-bear back tattoo: When you take thunder damage from
an enemy attack, the next enemy you target with an attack this
battle takes extra thunder damage equal to half of the thunder
50
Th e O r c L or d
(Implement)
city guards.
Wooden eye: Anybody who uses this eye to replace
Mace of Dominion (1/battle): This magical implement also counts a missing eye (or mounts it into an eyepatch and
as a heavy melee weapon. You can count one ally as an enemy wears it over one of their own eyes) gains the ability
to target them with a damaging attack made through this item. to see using the eye. The eye can see through wood
If you do, you can then target two additional enemies engaged as though it were cloudy glass.
with that ally with the attack. Quirk: Strength is a great virtue Broken clay tablet: Covered in angular symbols and
of leadership. broken into two pieces, when fitted together it gets
Totem of Fecundity (1/day): When you cast a summoning spell, you twice as heavy. It probably does other things as well,
also summon some goblin mooks (or other lowly creatures that but until then, it makes a great door-stop.
fit your character’s flavor) as if you had cast the necromancer
spell summon undead as a 1st level spell (champion: 5th level;
epic: 9th level), except you summon 1 fewer mook (so 1d3) Weapon, Melee
and the mooks are humanoid goblins (or whatever) instead of
Blood-rage (1/battle): When you miss with a basic melee attack or
undead. Quirk: Maternal monster.
at-will melee attack using this weapon, reroll the attack, then,
Totem of Rage (recharge 16+): When the escalation die is 3+ and
hit or miss, make the same attack against the closest nearby
an ally makes a melee attack on their turn, make a melee basic
ally, moving as a free action that provokes opportunity attacks
attack. Quirk: Goes along with the group.
if no ally is next to you. Quirk: Rage, rage and hatred.
Shield Boiling Blood (recharge 11+): When you miss a melee attack with
this weapon, your next melee attack with this weapon deals
Bad-moon arm tattoo: Gain a +1 bonus to AC as though you +2d4 fire damage (champion: +3d6; epic: +4d8), hit or miss.
had a shield, but your off-hand is left free to wield an off-hand Quirk: Where there’s a whip there’s a way.
weapon or a two-handed weapon. Quirk: Howls in battle. Ogre Noble’s Blade: When a devil, dragon, giant, humanoid,
Shield of Claws (recharge 11+): When you deal miss damage with or spirit hits you with an attack, you learn one of its names.
a melee attack, add the shield’s hp bonus to that miss damage. The default bonus of this weapon increases by +2 against that
Quirk: Acts feral. creature until the end of the battle. Quirk: Holds grudges.
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Chapter 11
from you at the start of your next turn as if you had cast the
necromancer spell summon undead (13TW, page 86) at your
level, except the orcs are humanoids instead of undead. You
also gain a +4 bonus to any social skill checks involving orcs The war-dirge of chaos could be a book magic item
and related creatures (like half-orcs, goblins, ogres, etc.). Curse: that uses that chakra, but no orc has ever taken quill to
When an enemy scores a critical hit against you, the curse’s parchment to write it down—you must hear it to learn
power activates even if it’s expended and it doesn’t count as the the song, though not everybody who is taught the song
daily use of the power, but the orc-things you spawn are hostile can learn it.
and attack your allies—and you if you try to stop them. Quirk:
When you would run into derro, kobolds, troglodytes, or other
humanoid monsters, you tend to run into orcs.
ADVENTURE
HOOKS
Into the Orc Pits—A box containing a secret cargo was being
Technically the orcnest is a ‘cursed disease’ that you can transported to a mysterious location in the far north by
attune by accident when you loot or examine a dead skybarge, when the skybarge was attacked by a dragon. The icon
orc. who was having the box transported tasks the adventurers with
getting it back. The group needs to go to an orc pit deep in the
The Orc Lord’s Axe: (heavy two-handed – +2 to attack and Frost Range to retrieve the box. However, the adventurers are
damage; champion-tier: +3; epic-tier: +5 – recharge 16+ after unaware that the box contains someone who was kidnapped.
use) You must change an icon relationship point you have with Who is the kidnapping victim, where were they being taken,
an icon that is not the Orc Lord to a positive relationship point and why?
with the Orc Lord (or to an ambiguous relationship point if Reversion—The first orc was created by the elves, and now some
you can’t have a negative one, or to a negative relationship orcs are starting to develop elf-like traits. Is this a reversion
point if you can’t have a positive or ambiguous point). When of the warrior bloodline, or the development of a new kind
you attack with the axe and hit an enemy with fewer hit points of orc? Both the Orc Lord and the Elf Queen are desperate to
than you, that enemy drops to 0 hp. Curse: After this power know, and both have tasked the adventurers with finding out.
recharges, the next time you become staggered or a critical hit The twist—neither icon knows that the other icon has sent the
is scored against you, you become confused (hard save ends, adventurers to uncover the truth. Double twist—one of them is
16+). Quirk: Paragon of orcish behavior. responsible for what is happening.
War-dirge of Chaos (1/day): When you drop an enemy to 0 hp, War!—The orcs are on the march, an army sweeping into the
until the end of the battle your movements and attacks create Dragon Empire. However, it is a feint by the Orc Lord—a small
music. While you are creating this cursed dirge, an enemy that strikeforce is being sent elsewhere while the enemies of the
starts its turn engaged with you takes thunder damage equal to Orc Lord are distracted. The adventurers get wind of things
your level, and your attacks that target AC target PD and deal and must stop the strikeforce, but what is the strikeforce’s
thunder damage instead. Curse: When you miss with an attack objective? (If the party is loyal to the Orc Lord, maybe they
while the dirge effect is active, you and each ally engaged with are the strikeforce, and they must dodge the followers of the
the target take thunder damage equal to your level. Quirk: Has other icons).
trouble staying quiet.
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Th e P r i e s t e s s
CHAPTER 12
THE PRIESTESS
“Blessed be the light!”
—Sir Frampton, holy paladin Book, Scroll, Manual,
The Priestess, messenger of the gods of light, upholder of all that
Grimoire
is good and right. Of course, exactly how her followers interpret Book of Light: Reading this book gives you a connection to
her teachings varies—some prefer to be more lawful than good, higher powers. When you heal using a recovery, you shine
others put what they personally feel is right before the demands with an inner light and either heal extra hit points equal to the
of holy laws. escalation die (champion: twice the escalation die; epic: three
times the escalation die) OR deal that much holy damage to
Armor, Robe, Shirt, each enemy engaged with you. Quirk: Always calm.
Hymnal of Echoes: This book contains songs written in a secret
Tunic divine language. When you have read the book and attuned to
Armor of Incense (heavy armor – recharge 11+): This armor’s it, you gain one 1st level bard song (champion: 3rd level; epic: 7th
ornate pauldrons contain censers (containers for burning level) that you cast using your best ability instead of Charisma.
incense). Until the end of the battle, each demon, devil, and Rereading the book during a full heal-up lets you switch
undead that attempts to engage you must roll a normal save. songs. If you are a bard, the song is an extra song in addition
On a failure, that creature can’t engage you. If you engage one to the ones that you normally know. Quirk: Sometimes starts
of those creatures, it has no effect on it. Quirk: Always filling accidentally speaking the divine language instead of their own.
the air with incense.
High Clergy’s Robe (light armor – recharge 11+): Until
the end of the battle, double the armor’s default AC
bonus against weapon attacks. Quirk: Eager to face
the forces of evil.
Vestal Vestments (recharge 11+): This armor has
sacred texts sewn to its lining or inscribed upon its
surface. When you cast a spell that increases the
AC of you or an ally, increase this armor’s default
AC bonus by +2 until the end of the battle. Quirk:
Burns the dead.
Arrow, Crossbow
Bolt, Slingstone
Smite-seeker: When an attack using this ammunition
misses, reroll the attack with a –5 penalty against
a random enemy that this arrow has yet to target,
and if the reroll misses it retargets again with
a –10 penalty. If the second reroll misses, the
ammunition flies out of the battle in search of the
nearest evil-doer.
Belt, Swordbelt,
Kilt, Girdle
Cincture of Potions (2/day): When you drink a healing
potion stored on this belt, roll the recovery twice
and use the higher result. Quirk: Eager to try new
things.
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Chapter 12
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Chapter 12
56
Th e P r i e s t e s s
ADVENTURE
Mark of the Yolonk (1/day): When you fail a skill check, a non-
magical item ‘luckily’ comes to your aid in some way and you
HOOKS
can reroll the check. If the reroll is a natural even failure, this
power is not expended.
Dueling Saints—The adventurers are hired by a bishop to
investigate the seemingly miraculous goings on in a far-off
town. If the events really were miraculous, the bishop would
advance within the clergy, perhaps getting to advance their
ancestor toward sainthood. However, there is a competing
claim from a rival bishop, and another group is already in
You could hand investments out to those with a link
town gathering evidence for that claim. Confusing matters, the
to the infernal, calling them ‘demonic investments’ or
locals are lying to both groups of investigators to conceal what
‘witch marks.’ Of course, the mark that being touched
really did occur all those years ago.
by a high-ranking devil leaves is probably different in
Hail the Chosen One!—A crazy prophet and her followers
appearance from those left by the touch of a divine
have decided that one of the adventurers is their long-awaited
messenger.
Chosen One and are now following the adventurers around,
If demonic investments and divine investments
misinterpreting their words and deeds, seeing miracles where
co-exist in your version of the Dragon Empire, how
there are none, and generally being an inconvenience. The
would that change things? Do the Crusader’s witch-
local religious bigwigs have determined that the adventurers
hunters look for secret marks on the bodies of those
are heretics. How do the adventurers try to escape the
that they suspect of being in league with the Diabolist?
consequences of their fame (or do they choose to capitalize on
Do you need a divine investment to be admitted to
it)? What if the adventurer really is the Chosen One?
certain inner areas of the Cathedral? Do people try
Holy Mole-y—The local temple has started to sink into the
to fake marks on their bodies to appear more holy
ground due to someone or something tunneling beneath its
than they are? Do high-ranking priests wear clothing
foundations. Who is undermining the house of the gods? Is
revealing their marks, or do they hide them away?
it sacrilegious goblin thieves trying to get into a hidden vault,
undead seeking to escape their burial on holy ground, a nest
of bulettes, or just giant moles? The adventurers are asked
to investigate, but unknown to the local clerics, the temple is
built over a much older building and something down there is
going to complicate the adventurer’s investigations.
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Chapter 13
CHAPTER 13
THE PRINCE OF
SHADOWS
“Shh . . .” result, make a ranged basic attack using this ammunition as a
—Mysterious cloaked figure, handing you a sealed letter free action in addition to taking your normal turn in initiative
order that round.
The Prince of Shadows. A rumor, wrapped in myth, shrouded Ropeshot: When you hit with an attack using this ammunition,
in secrecy. Some say that he is actually a she, others that there the target is stuck (save ends). Out of battle, you can use this
is not one single ‘prince’ but rather that it is a name shared by ammunition to roll twice when making a skill check to climb,
various underworld figures, and a few whisper that the Prince of which expends the ammunition also.
Shadows might not exist at all. Whatever the truth, the Prince of
Shadows has ensured that few will ever find it.
Agents of the Prince of Shadows prefer to accrue magic
Belt, Swordbelt, Kilt,
items that will aid them in their hidden deeds. Girdle
Belt of Burning Betrayals (1/day): While you’re staggered, when
Armor, Robe, Shirt, an ally either disengages from an enemy engaged with you or
Tunic uses a power that allows a different ally to use a recovery, you
heal using a free recovery. Quirk: Keeps a list of grievances.
Breastplate of Brazen Entries (recharge 6+): When you fail a skill Belt of Many Eyes (1/day): When you are ambushed, take a
check to force open a door, chest, or similar object, reroll the standard action before the ambushers take their turns—
check and gain a bonus to the roll equal to this armor’s default essentially you are ambushing the ambush. Quirk: Finishes
bonus. Quirk: Headstrong. others’ sentences.
Chemise of Dusk: Gain a +2 bonus to all defenses against ranged
attacks at night or while you’re underground. This stacks with
other magic item bonuses. Quirk: Takes cat naps.
Book, Scroll, Manual,
Nightshirt (light armor only): This chain shirt of blackened links Grimoire
is as fine as silk. Increase the AC bonus of this item by 1. Quirk: Book of Shadowed Secrets (1/day): Deciphering the hidden
Always looking for hidden treasure, secret doors, etc. messages within this book (attuning it) allows the reader to
learn many secrets involving locks and keys. When you fail a
skill check to open a lock or disarm a trap, describe a strange
way to repeat the attempt (jamming a lit candle into a keyhole,
Chemise is an archaic word for a priest’s smock. It’s also humming to disarm a trap, etc.) and reroll the check with a +4
used nowadays for an item of women’s clothing. It is up bonus. Quirk: Repeats gossip.
to you which one this item is, or perhaps it morphs to
fit the situation—as would fit disguise-loving followers
of the Prince of Shadows.
Boots, Sandals,
Slippers, Shoes
Arrow, Crossbow Anklets of Adumbration (recharge 11+): This jangling ankle
jewelry goes quiet when you need to sneak about. Use the
Bolt, Slingstone rogue’s shadow walk power and treat the MD attack of that
power as if you hit. Quirk: Dislikes shoes.
Piercing Shot: When you hit with an attack using this ammunition, Boots of the Nightmare Prince (recharge 11+): When an enemy
until the end of the target’s next turn, it’s affected by one of the moves out of engagement with you, teleport back into
following conditions: dazed, hampered, stuck, or vulnerable as engagement with that enemy after it finishes its movement.
you target a specific part of its body like a hand, eyes, etc. Quirk: Enjoys stalking others.
Prankster’s Arrow: When you hit with an attack using this Silken Slippers (quick action – recharge 16+): Scuttle or leap
ammunition, the target is vulnerable to your next attack; and someplace nearby you would not normally be able to (across
when you miss, the target takes extra psychic damage equal to a pit, up a high wall, etc.). This power is not teleportation, so
your level. you can’t pass through solid objects and you still could suffer
Rogueshot: As a quick action during the first round of battle (or opportunity attacks if you don’t disengage. Quirk: Loves
surprise round), roll a d6. When the escalation die reaches that spiders.
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Th e P r i nc e of S h a d ow s
Glove, Gauntlet, Mitt in time. Roll a hard skill check. If you succeed, learn about
something relevant to the adventure or campaign that
White Gloves of the Phantom: These monogramed gloves happened at your location. Quirk: Aficionado of oddities.
originally belonged to a master thief. Gain a +4 bonus to skill
checks involving manual dexterity. Quirk: Leaves clues at the
scene of crimes committed.
Ring
Ring of Sincerity (1/day): When you attempt to influence a
creature (through a skill check, using a charm person spell,
etc.), roll twice and take the better result. Quirk: Affectionate.
Ring of the Blind Seer (1/day): Cast the bard spell befuddle (13th
Age core rulebook page 88) at your level using your best ability
score against an enemy you have already attacked this battle.
Quirk: Blurts out secrets.
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Chapter 13
Shaft of Darkness (quick action): This implement creates a beam Wintersmith (bow – 1/day): Attacks made using this bow deal cold
of darkness and shadow. Cast the wizard cantrip ghost sound, damage. When the escalation die is 3+ and you hit an enemy
except using shadows instead of noise. Quirk: Prankster. with an attack with this bow, that enemy takes a –4 penalty to
all defenses (hard save ends, 16+). Quirk: Loves winter nights.
Shield Champion
Shield of Obscuration (1/day): While you are hiding with allies Bow of Moonlight Steps (recharge 11+): When you attack with
close by, this shield produces a magical glamor to help. When this weapon and miss, one nearby ally can teleport next to,
you and one or more allies next to you roll skill checks to sneak
and become engaged with, the target. Quirk: Has odd bathing
or hide, each ally uses the highest result. Quirk: Tries to make
habits.
friends with everybody they meet.
Shield of the Silver Rose (interrupt action – 1/battle): When an
enemy engaged with you targets you with an attack, a willing
ally that’s also engaged with that enemy and not targeted by its
attack can become the target of the attack before the attack roll
instead of you. Quirk: Vain.
Symbol, Holy Relic Butter knife: This dull knife butters anything that it is
touched to—useful for buttering bread, or, if you’re super
(Implement) desperate or intent on vandalism, for making a floor
slippery.
Onyx Symbol (1/day): When you miss every target with a daily
Miniature tavern sign: Originally made to aid bootleggers
spell cast through this symbol, you instead hit every target,
navigating the sewers to their next drop-off point. This
and a random ally that casts spells (including you) loses their
next standard action and expends (without effect) a random small coin-sized object transforms into the likeness of
daily spell of at least the same level as the triggering spell. the signage of the nearest drinking establishment and
Quirk: Values privacy. glows brighter the closer one gets. Story hook—OK, OK,
Sigil of the Magpie (1/day): When an ally misses every target the Prince actually stole it from the Dwarf King. What are
with a daily attack that targets more than one enemy, after you going to do about it, beardo?
this battle and until your next full heal-up, you can repeat Elegant leather shoes: These leather shoes mold to the
the attack against a single target as if your ally was the one wearer’s foot and give perfect grip on any walk-able
attacking. Quirk: Likes shiny things. surface—don’t slip in mud, never let a wobbly cobblestone
slow you down. These aren’t as magical as boots that are
Weapon, Melee true magic items, but are probably good for an occasional
+1 on a skill check until your magic boots arrive.
Hammer of Nightfall (recharge 16+): When you hit with an attack Silver key: This key opens any adventurer-tier environment
using this weapon, teleport the target to someplace nearby.
door, provided that it isn’t magically locked. However,
This movement can’t harm the target. Quirk: Makes mid-
each use of the magic key causes some of the user’s money
battle puns.
to disappear—an amount equal to whatever it would cost
Light-drinker (recharge 11+): When you hit an enemy with an
to hire a locksmith to unlock the door, bribe a key-holder,
attack using this weapon, that enemy is vulnerable to your
or hire a brute to smash the door down.
attacks until the end of the battle. Quirk: Has a sinister laugh.
Shadow Blade (1/day): Cut a shadowy doorway into a non-
magical wall or other barrier of similar size (so no tunneling
through mountains). The doorway lasts until the end of the
battle or scene. Quirk: Dislikes light. WONDROUS ITEMS
Perfect Disguise: There are many perfect disguises, but each
Champion perfect disguise is a different item of clothing or jewelry.
Dancing Blade (recharge 11+): This blade jumps out of your
When you wear the item, you physically change to look like
grip to strike your enemies at odd moments. When you roll
whatever the disguise is designed to be—a priest’s smock
initiative, note your natural roll (or rolls). Until the end of the
might transform you into a priest, a courtier’s elaborate wig
battle, when a nearby enemy makes a natural attack roll that
will change you into a noble of the court— and you gain a +10
matches your natural initiative roll, make a melee basic attack
bonus to all skill checks to pass as that person. The disguise
against that enemy as a free action. Quirk: Sings.
alters the rest of your clothing and equipment, overlaying
Weapon, Ranged illusions over those things it can’t transform. You even gain
some familiarity with the customs and mannerisms to aid in the
Smoke Bow: The wielder of this bow is surrounded by a nimbus masquerade: transformed into a priest, you’ll speak like a priest
of smoke. Once per round when you miss with this weapon, and can instinctively perform simple religious ceremonies or
gain a cumulative +1 bonus to all defenses until you hit with quote scriptures; the disguise of a courtier would give you the
an attack or until the end of the battle. This bonus stacks with manners and feeling for politics needed to get through a day
other magic items. Quirk: Burns incense. at court. One downside is that each disguise is fixed—whoever
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Th e P r i nc e of S h a d ow s
In the 13th Age Bestiary 2 we talk about the Echo, a shadow-dimension that lies alongside the mortal realm of the Dragon Empire. In
that book, we say that only the Crusader has access to that place. Well, him and maybe shadow dragons.
Dark-iron is a strange metal found deep under the Echo. What is it? The remains of dead night crawlers, some universal substrate,
the blood of gods slain in battle? Whatever it is, dark-iron has some odd properties when forged, though getting ahold of the rare ore
and finding a shadow-smith to work it is going to be a very difficult quest deep into the Echo—the sort of quest the adventurers might
undertake if they know they are going to be facing shadowy foes that phase.
Phase spider silk makes for great bow strings, right? Of course, you can’t just harvest silk from dimensional webs found in the Echo
and string a bow with it, but a cunning shadow-smith might be willing to do it for you, for the right price—finding such a shadow-smith
will involve a quest.
So does the Prince of Shadows have some claim to the shadowy Echo? Does the Prince of Shadows have shadow dragon allies
who construct these items out of things found deep in the Echo? Or are these items stolen from the Crusader, and the Prince has no
knowledge of their true origin?
If you prefer not to involve the Echo at all, or keep it the domain of the Crusader only, then the origin of these cursed items lies
with shadow dragons.
dons the courtier disguise will be the same courtier, so if a 2 when attacking with this bow, the attack automatically hits
disguise is associated with a crime or is a known persona, then one of your allies (including you) closest to the target. Quirk:
by donning the disguise you might end up being blamed for the Covets worthless trinkets.
crimes of previous owners. The second downside is that the Dark-iron Ring (cursed ring – recharge 11+): Extend your reach
disguise grants enough borrowed knowledge to get through through solid objects until the end of your next turn. You can
cursory interactions but not true knowledge (a disguise that use this power to attack a target’s PD instead of AC, or remove
turns you into a blacksmith gives you enough ‘smith-ness’ to an object from inside a trapped chest or from behind a locked
bluff your way as a smith among smiths at the local tavern, but door, for example. Curse: When you attack and roll a natural
you won’t be able to forge a nail). Quirk: Prefers the disguise’s 1, you phase into the floor, ground, or a nearby object and
fake persona to their own. are stuck and dazed until the end of your next turn. Quirk:
Sack of Looting: This bag is bigger on the inside (sleeping-bag Paranoid about losing things: memories, friends, items, their
size) than on the outside (a small drawstring pouch). Anything way, etc.
put in the bag that can fit into a sleeping-bag-size opening,
up to about 80 pounds of material, isn’t apparent and weighs
nothing while inside. Each bag is different: one might be made ADVENTURE
of black silk, another of pink beads, and another of soft tan
leather. Quirk: Can’t leave anything behind. HOOKS
Stolen Election—The council of ruling clergy of Santa Cora are
Epic electing a new leader after the untimely (and suspicious) death
Flying Carpet (1/day): Spend a recovery and fly using this carpet of the last incumbent. The adventurers are hired to ‘steal’ the
as though you had cast the wizard spell flight at 9th level. Quirk: election for the official. Can the adventurers bribe and cajole
Fears open water. the corrupt, influence the innocent, and get their patron
elected to high office? What will the adventurers do to avoid
Cursed Items being killed to hide the secret of their involvement while still
ensuring that they get paid?
Default bonus: +2 PD (adventurer); +3 (champion); +5 (epic).
To Catch a Thief—The heroes are hired to protect a valuable gem
Cloak of Shadow (cursed cloak – quick action – 1/day): Become
from a master thief. They must set traps, take shifts guarding
a living shadow until the end of your next turn. While a living
the gem, and otherwise protect it. If the gem is stolen, they
shadow, you can move through solid objects but not end your
will have to get it back. The twist is that the gem is a fake (the
turn there, and you can pop free from all enemies as a move
owner isn’t taking chances) and when the master thief still
action. Curse: You are vulnerable to fire and holy damage, and
manages to steal it and discovers the ruse, he’ll come after the
when you are hit by negative energy damage, you also take
adventurers for answers.
ongoing damage equal to half the damage of the original attack
Turnabout Intruders—On the eve of receiving a reward for
as the cloak comes to life and strangles you. Quirk: Sneaky.
a quest, the adventurers black out. They awake three days
Default bonus: +2 attack and damage (adventurer); +3
later in unfamiliar bodies in the backroom of a disreputable
(champion); +5 (epic).
establishment (their attributes, classes, races, backgrounds,
Phase Bow (cursed ranged weapon – recharge 11+): You can
etc., are intact, but their equipment and real bodies are
target an enemy you can’t see but that you know is in the battle,
elsewhere). Who exactly has body-jacked them? Why? And
without taking any penalties. Curse: If you roll a natural 1 or
what are they going to do about it?
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Chapter 14
CHAPTER 14
THE THREE
“All hail the Three, I live to serve!”
—A kobold, on toast Arrow, Crossbow
The three most powerful (evil) dragons in the world, rulers of
Bolt, Slingstone
Drakkenhall, and de facto monarchs of all monsters. All other Dragonbolt: When you attack a dragon with this ammunition,
(evil) dragons bow down before them. target PD instead of AC. On a hit against a dragon, the attack
What happens to dragons who rebel against the rule of the deals double damage (triple damage on a crit). In addition, on
Three? Maybe you find the remains of rebel chromatic dragons a natural odd hit against a dragon, it loses flight until the end
on the backs of the followers of the Three. of its next turn; and on a natural even hit against a dragon, it’s
hampered until the end of its next turn.
Armor, Robe, Shirt, Screwshaft: This magical arrow burrows through even the
thickest scales and toughest muscles. When you hit a non-
Tunic mook enemy with this ammunition, repeat the attack against
Blackscale (recharge 11+): When you or a nearby creature takes that enemy. If you hit with the attack and that enemy is also
acid damage, pop free from each enemy engaged with you. large or huge (but not double- or triple-strength) or larger,
Quirk: Secretive. repeat the attack a third time.
Bluescale: When you take or deal lightning damage, gain a +2 Steel Rain: This ammunition is crafted from hundreds of spikes
bonus to PD until the start of your next turn. This bonus stacks that have been magically transformed into a single projectile.
with other magic items. Quirk: Bites things when frustrated. Make a basic ranged attack using this ammunition against 1d3
Greenhide: This armor is made from the wing membrane of a + 1 enemies in a group. The attack deals half damage on a hit
green dragon. Gain resist poison damage 16+ and a +4 bonus and no damage on a miss.
to saves against effects and conditions caused by attacks that
deal poison damage. Quirk: Distrusts elves. Belt, Swordbelt, Kilt,
Redscale (1/battle): When an enemy hits you with a melee
attack, the enemy takes twice your level in fire damage. Quirk:
Girdle
Practices pyrography (burning patterns into wood or leather). Black Belt (recharge 11+): When an enemy hits you with a melee
Whitehide: Made from the soft under-skin of a white dragon, this attack, either force the enemy to reroll the attack; OR deal acid
armor is cool to the touch and makes you harder to detect. You damage equal to 1d6 times your level to that enemy. Quirk:
gain a +1 bonus to all defenses at night or while underground. Performs individual training exercises (kata) during downtime.
This bonus stacks with other magic item bonuses. Quirk: Fear Blood-red Kilt (standard action – recharge 11+): “Attack” a dead
of graveyards, tombs, etc. enemy to heal using a free recovery. Quirk: Neglects to clean
blood from weapons.
Three-eyed goblin-skull hat: The wearer of this hat is considered very attractive and charismatic by goblins and similar creatures,
and it confers the ability to speak and understand goblin languages. Story hook—Who was the goblin with the three eyes?
Someone interesting, we wager, with a story to get tangled in.
Serpentine ribbon: A long embroidered ribbon—when tied, braided, or wrapped into wet hair, it dries the hair near-instantly. The
ribbon has a tendency to animate like a snake (or possibly a dragon’s tail) at odd moments.
Dragon-scale needlecase: A slender needlecase, fashioned out of a dragon-scale and incised with runes and other mystic symbols.
Needles stored within this case can perform many basic sewing functions on their own, from darning and repairing ripped
clothing to embroidery. Thread and fabric must be made available, or they will use any materials left around –including taking
apart one perfectly-fine garment to repair another.
Shell notebook: The covers of the book are large cockle shells and the pages made of processed seaweed taken from the Iron Sea.
The paper never disintegrates and the ink never runs. The first half of the notebook is full of the notes of a blue sorcerer.
Dragon-breath tankard: This enchanted wooden tankard is carved to resemble a dragon’s head. If you drink enough strong drink
from the tankard you can breathe out fire (works exactly like a once-per-battle dragonic breath weapon). The downside is that
the amount of enchanted dragonmead you need to drink gives you a -2 penalty to all skill rolls and attack rolls.
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Th e Th r e e
63
Chapter 14
effect, the spell instead has no effect and you regain it at the
end of the battle. Quirk: Dismissive of non-magic users.
Helmet, Circlet,
The dragonskein mantle is an unusual item. Yeah, you
get to fly, but you can’t cast spells or fight with weapons
Crown, Cap
or do anything else that your class would let you do Dragonskull Helm: You have the awareness and ability to see your
(though perhaps that’s an icon advantage waiting to surroundings like some dragons. Gain a +2 bonus to detect
happen). If the item is getting a lot of use, maybe you invisible creatures and to see through illusions, and a +2 bonus
wake up one morning to discover that you no longer to attacks against invisible creatures that stacks with other
need your mantle and you are now a full-time dragon— magic item bonuses. Quirk: Disgusted by filth.
well, that’s possibly a way for a character to retire from Horned Crown: This black crown is decorated with diamonds
a campaign. It’s also a great plot hook—a cult of would- and pearls, and while wearing the crown you instinctively
be-dragons is seeking the mantle so that they can fulfil know when you are being watched. Gain a +2 bonus to detect
what they believe to be their collective destiny. invisible or hidden creatures, and to skill checks to avoid being
ambushed. Quirk: Haughty.
Orb (Implement)
Azure Orb (recharge 11+): When you reduce a nearby
non-mook enemy (or the last mook of a mob) to 0 hp
with an attack that deals lightning damage, teleport to
the enemy’s location. Quirk: Fascinated with the other
blue orbs.
Caerulean Orb (recharge 11+): When you roll a natural
even hit with an attack that deals lightning damage, gain
flight until the end of your next turn. Quirk: Fascinated
with the other blue orbs.
Cobalt Orb (recharge 11+): When you roll a natural
even miss with an attack that deals lightning damage,
the target and the two enemies closest to it take thunder
damage equal to your level. Quirk: Fascinated with the
other blue orbs.
Sapphire Orb (recharge 11+ after use): When an enemy
hits you with an attack that deals lightning damage, the
enemy takes half the damage (though you still take full
damage). Quirk: Fascinated with the other blue orbs.
64
Th e Th r e e
Champion
Dragonhide Shield (1/day): When you first attune to this item,
Weapon, Melee
chose a damage type: acid, cold, fire, lightning, or poison. Hidden Claw (quick action – recharge 11+): This weapon can
When you or an ally next to you are critted by an attack that mystically hide, allowing you to sneak it anywhere and pull
deals damage of the chosen type or by an attack from a dragon, it out from behind your back or under your cloak when it is
the crit is a hit instead. Quirk: Intimidated by enemies bigger needed. During your first turn in a battle, make a melee basic
than you (like dragons). attack. Quirk: Smirks at inopportune times.
Venomous Trident (2/day): Your attacks with this weapon
Staff (Implement) deal poison damage. When you score a critical hit with this
weapon, the target takes 5 ongoing poison damage (champion:
Champion 10 ongoing; epic: 20 ongoing). Quirk: Wary of poisoned drinks.
Staff of Hungry Darkness (recharge 16+): When you deal damage
to an enemy with an attack made with this implement, that Champion
damage becomes ongoing acid damage (hard save ends, 16+). Dragon Lance (heavy two-handed weapon – quick action –
Quirk: Cruel. recharge 6+): Until the end of your turn, your melee attacks
Staff of the Gathering Storm (1/day): When you hit with a can target nearby enemies. Quirk: Fears being attacked from
lightning or thunder attack, you and one nearby willing ally above and prefers high places.
teleport next to a different nearby ally you can see. Quirk:
Loves watching lightning. Epic
Dragon Strike (recharge 11+): Take your standard action at the
Epic start of the round, before your turn. During your turn, you can
Column of Flame: This staff is made from magically bound use your move and quick actions. Quirk: Sheds, usually hair,
elemental fire. You gain resist fire 16+ and a +4 bonus to all maybe something else.
65
Chapter 14
ADVENTURE
Chromatic dragons are thematically linked to damage HOOKS
types, and so draconic items often have damage-type- A Dying Request—The adventurers kill a dragon, but as it
changing powers. What happens when those powers dies it begs them to look after its unhatched young. Will the
conflict? adventurers fulfil the dragon’s dying wish, or will they make
Here are Ash’s suggestion, in order of precedence: omelets? Why did the dying dragon entrust its young to its
1. Items override class talents and powers. killers? How does one raise huge apex predators that will grow
2. An item with a damage-type-changing power to be bigger and smarter than the adventurers some day?
that happens only sometimes beats one whose power Council of Wyrms—A great dragon council has been called, and
is always-on. the adventurers are asked to act as enforcers of the peace. How
3. A higher-tier item supersedes a lower-tier item, does one keep the peace between huge forces of destruction
but a lower-tier ‘sometimes’ power beats a higher-tier harboring inscrutable grudges? What is behind the adventurers
‘always-on’ power. being picked as peace keepers? What is going to be discussed
4. If two items are otherwise evenly matched, at the days-long council, and what are the adventurers going to
weapons override non-weapons. discover that will put them in danger?
Otherwise, just roll randomly as the two items To Serve Man—A black dragon has taken up residence in a town,
have a contest of wills and have the item’s quirks start acting as its protector. The townsfolk thrive under the dragon’s
to take over. protection, as it eats any monsters or bandits that threaten
the town. The dragon helps at harvest time, aids in quarrying
stone, and is in all ways benevolent. All the dragon asks in
Weapon, Ranged return is to eat one person each year, chosen by the town. This
monstrous arrangement works out as a lower monster-death-
Lightning Bow (1/day): This bow fires bolts of lightning and
per-capita than before the dragon came. When the dragon gets
needs no ammunition unless you choose to use it. Attacks
sick, the townsfolk hire the adventurers to protect the dragon
made with this weapon deal lightning damage on a hit and
and discover if it was poisoned. Complicating matters is a band
thunder damage on a miss. When you make an attack with this
of righteous dragon-slaying paladins, a faction of townsfolk
bow and roll a natural even hit, turn it into a critical hit. Quirk:
who want to stop the regular tithe of life to the dragon, and a
Brags about own prowess, often using bombastic catchphrases
rival dragon who wants to move into the territory.
mid-battle.
Soot Bow: Once per round when you attack with this bow, gain
a cumulative +1 bonus to AC and PD that stacks with other
magic items until the end of the battle. When you are hit by
an attack, reduce the AC and PD bonus by 1 (but it can’t go
below 0). When you move, the cumulative bonus is reduced to
0. Quirk: Starts to believe own lies.
Champion
Pyroclastic Bow: Attacks made using this bow deal fire damage
on a hit and thunder damage on a miss. You can use this bow to
gain a +4 bonus to checks to break or damage objects. Quirk:
Loves breaking things.
Epic
Dragon Wishbone Bow (1/campaign): When you score a critical
hit twice during the same day (between full heal-ups) using
this bow, it shatters and disappears, and you can make a wish.
The wish takes the following form: during the start of your
next session, change all of your icon relationship dice to be
with the Great Gold Wyrm or the Three, staying within icon
relationship maximums. Reroll your icon relationship dice,
treating 5s and 6s as advantages as normal. Quirk: Cautions
others to be careful what they say, but speaks rashly themselves.
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Consumable Items
CHAPTER 15
CONSUMABLE ITEMS
“Welcome adventurer, to Nilrem’s Shop of Wonders. Alchemical Clay of Flesh Renewed: When applied, this reddish clay knits
astonishments, minor magical marvels, potions, lotions, and together wounds, though it has more unsavory uses too (such
strange notions are all yours if you’ve got the coin!” as creating flesh golems). When used to stabilize the dying,
—Nilrem, talismancer and shop-keeper the assisting character gains a +5 bonus to the stabilization
roll, and if the roll succeeds, the dying character can heal using
True magic items are created by powerful magic, are remnants a recovery. Clay of flesh renewed can be used to re-attach
of past ages, and/or are created when a momentous event comes severed limbs, even by those without the ability to magically
to pass. Rarely do true magic items swap hands for mere gold; heal others, provided the limb is fresh. Creating flesh golems or
if they are traded at all, it’s to seal a treaty or as a reward for doing tricky non-magical surgery with this clay requires many
services that require more than wealth. doses. The clay works by bonding to wounds and transforming
However, there are lesser magical items: potions, one-use into new flesh. A sculptor-surgeon could use this as a means
scrolls, and items that just can’t retain their power for long. of fantastical cosmetic surgery with a successful skill check.
These you might find for sale, though usually only in a city or Cost: 200 gp.
large town.
The prices listed here are only guidelines. If a town has only Dancing Shoes: These shoes have one good dance in them, but boy
one lone peddler of potions and curios, then prices might be what a dance. The shoes only work for the tier the character is
higher, with more competitive pricing available only if you buy in, and can be used in a scene or in battle.
in bulk or are willing to trade some unusual things you’ve found For a scene, you gain a +5 bonus to heroic-tier skill checks
during your adventures. involving dancing, before bursting into flames once you stop
Here are some new options you might find at such an dancing, taking your level times the amount shown below in
establishment. fire damage as the shoes burn up. Higher-tier shoes are more
Antientropic Powder: This enchanted ash is popular with wealthy expensive.
sorcerers who can’t seem to keep servants. When thrown The first time you use them in combat, until the end of the
at an area, the magic of this sparkling grey powder reverses battle, you can pop free from each enemy engaged with you
entropy—things get cleaned, untidy messes become ordered, as a move action (once per round). If you don’t pop free from
rust/rot reverses itself, etc. It’s also useful for adventurers who enemies or move normally during your turn, you take 1d4 fire
like sleeping in clean dry dungeon areas, or to sort large heaps damage (champion: 2d8 fire damage; epic: 4d10 fire damage).
of loot into neatly stacked piles of coins. The shoes turn to ash at the end of the battle.
Cost: 25 gp for a small cottage’s worth of deep-cleaning and Cost: 50 gp; champion 100 gp; epic: 200 gp.
tidying. The effect is permanent, at least until the area becomes
untidy and dirty once more. Dust of Eternal Slumber (standard action): Taken from graves
of those that died due to dark sorcery, this dust sends beasts,
Bigger-on-inside bag: This container is lined with magical fabric, dragons, giants, and humanoids into a slumber. Cast the
allowing it to hold two satchels’ worth of stuff. wizard spell sleep at 3rd level as a close attack using an attack of
Cost: 2 gp for a purse; 5 gp for a satchel; 10 gp for a backpack; +7 vs. PD (champion: 5th level spell, +13 vs. PD; epic: 9th level
20 gp for a trunk; triple these prices for a container magically spell, +18 vs. PD) against a single creature engaged with you. If
enchanted to follow you about. you roll a natural 1 on the attack roll, you are hit by the attack.
Cost: 200 gp; champion: 400 gp; epic: 800 gp.
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Consumable Items
Lubricious Catholicon (quick action): Roll twice for your next Quick-change Outfit (quick action): This clothing appears to
disengage check and use the higher result. This alchemical be one thing, but is another. The first time you use this
potion is the antidote to, and antithesis of, viscid paste. item’s power, the outfit shifts into its true form. The shape
Cost: 50 gp. and volume of the two types of clothing is immaterial to the
change: a breastplate can become a ball gown as easily as
Magic-in-a-bottle (quick action): Alchemists often produce wizard’s robes can become beggar’s rags. A quick-change outfit
strange fumes and unstable admixtures while trying to create can have non-magical armor as one of its two forms, though
other items. This bottle contains something, but you won’t any bonuses or penalties are only applied while the outfit is in
know what it is until you break the bottle and let whatever its armored form. Once the clothing switches to its true form,
is inside out. Roll a random effect on the chaos mage’s high the magic ends; you can’t switch back and forth between two
weirdness table (page 18, 13 True Ways). Using a bottle of a forms. These outfits are commonly used by those of Axis to
different tier means you roll twice, or three times if it’s a two- make sure they are wearing the right outfit for the occasion,
tier difference. Take the result you prefer. and, of course, by assassins.
Cost: 25 gp; champion: 50 gp; epic: 100 gp. Cost: 100 gp, plus the cost of both outfits.
Mask of Face-swapping (standard action): These magical disguises Ring of Burning Daylight: When worn, this ring begins to shine
are used by thieves and assassins. Each one lasts for 1d3 + 1 like sunlight. The ring’s magic allows a wearer of its tier
uses. When used, you cast the wizard utility spell disguise self to accomplish more than normal in a short span of time;
at 3rd level (champion: 5th level; epic: 7th level). Afterward, the mundane tasks that would take weeks can fit into a single day,
mask takes on your appearance. and journeys that would take days can fit into hours. The ring’s
Cost: 150 gp; champion: 250 gp; epic: 350 gp. magic ends when the journey is over, the tasks are done, or the
sun sets.
Polymorphic Potion: This potion constantly changes color. Each Cost: 60 gp; champion: 120 gp; epic: 240 gp.
potion changes the drinker’s form for an hour or so, but not in
a way that’s useful as a disguise. Some potions might give you Straw-man: This easily-destroyed construct will animate for
the head of an animal, others make you glow like a lantern, about 10 minutes. Adventurers usually use them to check
and some will turn your skin bright blue or translucent. In corridors for traps. If the construct matches the tier of the
Horizon, wizards use these potions in magical games, though trapped area, each character gains a +4 bonus to detect traps
in Drakkenhall polymorphic potions have more serious uses, in an area it moves through. Once a straw-man detects/springs
easing meetings between different races (it’s hard for a goblin a trap, it’s destroyed.
to take offense at a kobold if they both look like humanoid Cost: 60 gp; champion 120 gp; epic; 180 gp.
terriers).
Cost: 50 gp. Stretch-rope: This expensive alchemically-created rope is stretchy
and elastic. It will hold weight for 1d3 uses before breaking,
Potion of Tongue-swapping: This potion doesn’t really swap and characters using it for a skill check that requires stretchy
tongues, it just seems that way, and lasts for a scene. You can rope gain a +4 bonus.
perfectly imitate the voice of whoever you’re thinking of when Cost: 1 gp per foot.
you drink it, and gain a +4 bonus to skill checks involving
disguises or verbal imitation, as long as you have heard that Tangle-rope: A short length of weighted, enchanted rope. As a
person speak. The potion’s effects also allow you to speak the quick action, cast the wizard spell hold monster at 3rd level
language of the person you’re imitating. using +7 vs. PD (champion: 5th level spell, +13 vs. PD; epic: 9th
Cost: 60 gp; champion: 120 gp; epic: 240 gp; iconic: 480 gp. level spell, +18 vs. PD) against a single normal-sized nearby
creature.
Power-stone: These dwarf-made semi-precious gemstones hold Cost: 300 gp; champion: 600 gp; epic: 1200 gp.
reserves of magical energy. When mounted to a weapon, the
power-stone grants a +1 bonus to attacks and damage with that Trauma Doll: This small doll absorbs pain, and then releases
weapon (champion: +2; epic: +3). When mounted to armor the it on another living being. As a quick action, a nearby
power-stone grants a +1 bonus to AC (champion: +2; epic: +3). creature (including you) of the doll’s tier or lower is no longer
When you score a critical hit with a stone-mounted weapon, or considered staggered, and a different nearby creature (also
when an attack against AC crits you, the power-stone cracks as including you) is now considered staggered. This doesn’t affect
you lose its bonus and take 5 force damage (champion: 15 force hit points totals, only who’s staggered for effects that trigger on
damage; epic: 35 force damage). that state. This effect ends when the first creature either heals
Cost: 300 gp; champion: 600 gp; epic: 1200 gp. above half of its maximum hit points, or drops to 0 hp. The doll
freezes and shatters after it’s used.
Cost: 100 gp; champion: 200 gp; epic: 400 gp.
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Chapter 15
Mystery Potion: You know how it is—a trader buys a load of Viscid Paste (quick action): This paste sticks things together with
potions and gets an oddball thrown in as a bonus. Or maybe an almost supernatural strength. Gain a +4 bonus to a skill
an adventurer brings a potion back from a dungeon, but who check of the appropriate tier to do something like bar a door
knows how old it is or what it started out as. Or maybe a novice or climb up a wall.
alchemist wasn’t paying attention. When you drink a mystery Cost: 20 gp; champion: 40 gp per; epic: 80 gp.
potion of your tier or higher roll a d10: 1= start making last Wakebread: Baked with secret elven herbs, this bread lets you
gasp saves; 2= lose a recovery; 3= you are dazed until the end stay alert and keep watch all night, and still gain the benefit of
of your next turn; 4= roll a random chaos mage high weirdness a full rest provided you don’t do anything too strenuous while
effect; 5= this turn make a basic or at-will attack as a quick on watch.
action; 6= roll your next d20 roll twice and use either result; 7= Cost: 10 gp.
heal using a free recovery, 8= recharge an expended recharge
power or magic item power, or regain an expended racial Wizwood Wand: This implement is useful to apprentice wizards.
power; 9= regain an expended per battle or daily power (or The wand default bonus grants a +1 bonus to attack but not
two recoveries if you have no daily spell or power to regain), damage with spells cast through it, but it breaks the first time
10= roll again twice and keep either or both results. you roll a natural 1 on a spell attack or ritual skill check using
Cost: 50 gp, champion: 100 gp; epic: 200 gp. the wand.
Cost: 300 gp.
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CHAPTER 16
ARTIFACTS nearby that you can see. Quirk: Never shows their true face.
Champion
An artifact functions like a normal true magic item, possessing
the same default bonus (if any), and occupying one of its bearer’s Blurred Eye (standard action – 1/day): Cast the wizard spell
chakras/slots (unless it’s a wondrous item). invisibility at 5th level. Quirk: Hides their intentions.
Artifacts have multiple powers, each with its associated Misty Presence (1/day): When you score a critical hit, you become
quirk. When you attune to an artifact, choose one power from invisible until you attack, until you cast a spell, or until the end
your tier or lower—when you gain a level after that, you can of the battle. Quirk: A good story is better than the truth.
choose to learn another power. You don’t have to attune each of Epic
an artifact’s powers, and you don’t have to take them in order. Dusk-walker (1/day): While invisible, make an attack without
The default bonus depends on the highest tier power you becoming visible. Quirk: Uses the appearance of chaos to cloak
have chosen from the artifact. their real plans.
You can carry one artifact at a time. Each power you choose,
possibly including an artifact’s special power, counts as an
additional magic item for the number of true magic items you
can use before their quirks overpower you.
THE DECK OF
If you attune an artifact without the correct icon
relationships, the artifact will eventually disappear or betray
WONDROUS THINGS
A deck of magical playing cards that gives random yet powerful
you. Artifact entries generally list positive relationships first, benefits. Shuffle those cards well!
then negative ones. A conflicted icon relationship can count as Artifact description: This deck of one hundred cards seems
either a positive or negative relationship as an artifact nudges not too dissimilar from others of its kind, but anybody who looks
you toward its goals. closely at the cards can tell that there is more than a hint of
power to them.
History: Nobody knows who crafted the Deck of Wondrous
THE CLOAK Things, but it is commonly agreed that all the icons of a past age
were jointly responsible for its creation.
OF DEEPENING Icon relationships: Any, provided it’s conflicted.
Attunement: You attune these cards as wondrous items. The
SHADOWS eight suits of ten cards can be attuned to as a group at adventurer
tier. The twenty higher arcana cards can all be attuned at
This cloak is blacker than night, like a hole in the world.
Artifact description: The cloth of the cloak drinks in light, champion tier. The epic-tier power requires attunement, giving
making it hard to look at for those not used to seeing absolute the deck three ‘slots’ of attunement.
black. Special power (or is it a curse?): In your campaign, the
History: The cloth of this cloak was woven on the night of deck can be found card by card, or all at once, or somewhere in
the world’s first murder. No, the cloak is made of the shadow between. If the deck is not found all at once, a character attuned
of the creator of the universe. Wait, that’s not right . . . the to at least one card feels compelled to find more cards—the deck
cloak belonged to the first icon to rise to power. The only truth wants to be complete. Sometimes fate brings a new card as part
about this cloak is that it seems to surround itself with lies and of a monster’s loot; other times the deck will rearrange destiny to
falsehoods. bring others attuned to their own cards to you.
Icon relationships: Prince of Shadows (positive), The Three Unified quirk: All the cards have the same quirk—attune to
(positive), Dwarf King (negative), Emperor (negative). as many cards as possible.
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Chapter 16
Champion
The champion-tier cards are the
twenty face cards of the deck, its major
arcana. When you attune your first
major arcana card, you’re potentially
attuned to them all and don’t need to
attune card-by-card. You draw major
arcana cards less often, so their effects
are powerful. The twenty cards are:
Asterism (quick action – 1/battle):
Teleport someplace nearby or far
away that you can see.
Crowned Sun: Cast the wizard cantrip
light at-will. Once per round when you
hit an enemy with a natural even roll,
the attack deals extra damage equal to
5 times your level to that enemy and
all of the damage is holy.
Eye of Night: Gain a +4 bonus to
detect invisible or hidden things,
and a +2 bonus to attack rolls while
underground or at night.
Fountain: Until the end of your
next rest, your recovery rolls are
maximized.
Greater Gem: The first time each battle
you expend a daily power or recharge
magic item power, you automatically
regain it or recharge it.
Green Leaf: When you roll initiative,
gain temporary hit points equal to
your recovery roll.
Hanging Tree: Each battle, the first
death save or last gasp save you or an
ally rolls automatically succeeds.
Hidden Star: When a natural attack
roll against you is less than or equal to
the escalation die, make an at-will or
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Artifacts & Item Sets
THE DARK-IRON
basic attack as a free action. If that attack hits, it’s a critical hit.
Huntress: When your first attack roll each battle is less than or
FIST
equal to the escalation die, make an at-will or basic attack as a
free action. If that attack hits, it’s a critical hit.
Jester: Each battle, the first natural 20 attack roll against you or This gauntlet is perfect for those who intend to cut a swath of
an ally is a natural 1 instead; OR the first natural 1 attack roll destruction through life.
by you or an ally is a natural 20 instead (it’s one or the other, Artifact description: The pitted black iron of this gauntlet
whichever comes first). Then roll three times for the next is said to have been extracted from the blood of a dark god slain
attack roll you make that battle and take the worst result. by her own kin.
Key (quick action – 1/battle or scene): Unlock a lock you can see, History: The Dark-Iron Fist wants to win, at any cost, and
reset or disarm a nearby trap, undo buckles on armor, unstitch has been owned by many tyrants and conquerors—it doesn’t
a garment, etc. particularly care what the cause is, why its wielder is fighting,
Masked Lover: Cast the wizard spell disguise self at your level. or who gets hurt on the way to victory. The Dark-Iron Fist offers
While the spell persists, roll twice on all skill checks that use extra encouragement when its wielder’s path to victory coincides
Charisma, taking the higher result and adding a +4 bonus to with the plans of the dark gods.
that result. Icon relationships: Crusader (positive), Lich King (positive),
Mirror: A mirror image of yourself appears, acts as your ally, and Diabolist (negative), Great Gold Wyrm (negative).
fights on your behalf until the end of the battle. The creature is
unreal—a creation of the magic of the deck of wondrous things. Adventurer
Use the base stats for a ranger’s animal companion of your Symbol of Power: Treat the gauntlet as an implement for arcane
level. and divine spells. Quirk: Life is harsh, and so are they.
Princess: Others treat you like royalty. Gain a 7-point background Dark Power: Any weapon, magical or not, you wield while wearing
(yes 7): apparently royalty. the gauntlet gains a default bonus as if it were a magic weapon
Red Chalice: The first time you become staggered each battle, heal of the gauntlet’s effective tier. Non-magical weapons wielded
using a free recovery. If you’re already staggered, immediately this way tend to break from the forces involved, usually being
heal using a free recovery instead. good for only one battle unless they are sturdily constructed
Rose: Rose vines grow around you. The first time each battle you (then only a natural 1 attack roll ruins the weapon). Quirk:
become stuck or fail a disengage check, end the stuck effect Oppressor of the weak.
on yourself and you can pop free from each enemy engaged
with you.
Champion
Power-strike (recharge 11+): When you heal to your maximum hp
Tower: Once during each battle or scene, you can destroy a single
using a recovery, you gain a bonus to the next miss damage you
non-magical barrier (door, wall, etc.) as a move action. Magical
deal this battle equal to the “extra” hit points you didn’t need to
barriers are down or allow access until the end of the battle or
use from your recovery roll. Quirk: Fears the dark gods.
scene, then return to their previous state.
Vizier: The first time each scene (but not during a battle) you fail Epic
a skill check, reroll it with a +4 bonus. Life-drinker: When you drop a non-mook enemy that has hit you
Wandering King: You receive unexpected aid at some point before this battle to 0 hp, heal using a free recovery. Quirk: Vengeful.
the end of the session. Randomly choose an icon that you don’t
currently have an icon relationship with, then reroll all of your
icon dice for your character’s tier as if they were with that icon.
Winged Heart: While you’re staggered, you gain flight. THE DIADEM OF
Epic
Wondrous Wish: You can use the deck to make a wish. The wish
STARS
This relic is mentioned in ancient elven songs, though no two
is limited in scope—you can’t use it to become an icon or a songs agree about its origin.
god, nor do something like draining the Midland Sea—but Artifact description: This diamond-encrusted silver tiara is
you could do something like gain an additional (extra) icon elven made, though its style is of primordial design.
relationship point, gain an extra epic feat, power, talent, or true History: The Diadem of Stars has a complex long-term
magic item, or something else freeform your GM will allow. As plan that involves the elves leaving this world for another—the
soon as you make the wish, the deck becomes unattuned to you diadem’s scheme will take eons to unfold, so it usually can afford
and scatters—the cards teleport away to await the next time to be subtle in its manipulations of those attuned to it. The
they are found. diadem doesn’t talk, instead asserting more of a gentle mental
pull.
Icon relationships: Elf Queen (positive), High Druid
(positive), Orc Lord (negative), the Three (negative).
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Chapter 16
Adventurer Epic
Resilience of Eons: Gain resist psychic damage 16+ and increase Dragon-rebirth-destiny: See sidebar.
this item’s default bonus by +1. Quirk: The stars might burn
Three of these items have the same epic power: the
out, but they need to stay the course.
awesome and game-changing dragon-rebirth-
Nobler Blood (recharge 11+): Gain an elven racial power (dark
destiny. Rather than list it three times, here it is
elf, high elf, or wood elf ) until the end of the battle. If you are
in one place.
an elf, you can only gain a racial power from an elven type that
Dragon-rebirth-destiny: During your next full
you are not, and if you are not an elf, you can’t gain the same
heal-up, you begin to become a dragon. Gain one of
elven racial power more than once a day. Quirk: Melancholic.
the following benefits: resist damage 16+ to acid, cold,
Champion fire, lightning, or poison; the dragon abilities whipping
Deep Heritage (1/day): Gain a +2 bonus to attacks with bows, tail, tough hide, twisted mind, or nimble; or the daily
swords, staves, and wands until the end of the battle. This use of a sorcerer breath weapon spell of your level that
bonus stacks with other magic items. Quirk: Obsession with doesn’t recharge during that battle, but does use your
stars and seas. highest ability score for the attack and damage rolls.
During each full heal-up, you can trade one of your
Epic feats or magic item attunements for a new dragon-
Overworld Travel (standard action – 1/day): Spend a recovery to rebirth-destiny benefit. You can’t take more than one
cast the 9th level wizard spell teleport. Quirk: Has a plan and resistance or damaging breath weapon spell, but you
carries it through to the end. can take the same breath weapon spell, as well as
dragon’s leap, more than once, granting you additional
daily uses (up to 4 total for each spell).
THE DRAGON Quirk: You want to become a dragon.
CROWN
This crown is reputed to be the one on which the first Emperor
based the design of his crown.
Artifact description: The metal of this crown is pitted with
THE FIRST CLAW
The stone in this necklace holds more power than its dull age-
age, yet it’s nearly indestructible and no normal wear and tear
worn appearance would suggest.
will damage it—it’s definitely a product of an earlier age.
Artifact description: This necklace contains a petrified
History: This crown predates written history, or at least
stone that looks almost like the tip of a gigantic claw.
the recorded history of humanoids. If anybody knows the true
History: The ‘stone’ in this necklace is said to be the tip of
history of this crown it’s the dragons.
the first claw shed by the first dragon—in fact, it’s the claw itself
Icon relationships: Emperor (positive), Great Gold Wyrm
that says this, whispering it into the mind of whoever picks it up.
(positive), Orc Lord (negative), the Three (negative).
Icon relationships: The Great Gold Wyrm (positive), The
Adventurer Three (positive), Elf Queen (negative), Lich King (negative).
Blessing of Fire (1/day): Gain resist fire damage 16+. When an Adventurer
enemy rolls a natural odd miss with an attack that deals fire Dragon Spirit Mentor (recharge 11+): Gain a +4 bonus to a skill
damage against you, heal using a recovery. Quirk: Respects check involving a mental ability score (Intelligence, Wisdom,
fire-breathing creatures. Charisma). If a dragon is involved in some way, the recharge
Voice of Thunder (quick action – recharge 16+): Speaking the automatically succeeds. Quirk: Listens to dragons.
secret phrase that the crown reveals to you activates this Deep Breath (special – 1/day): If you are a sorcerer, recharge a
power (make it a good one). Make a basic weapon attack that breath weapon spell as a quick action. If you are not a sorcerer,
targets PD instead of AC and deals thunder damage. Quirk: as a standard action use your highest ability score to cast a
Lets others know who has the real power. sorcerer breath weapon at your level, but unlike normal breath
weapon spells this one can’t recharge. Quirk: Admires dragons.
Champion
Voice from the Throne (standard action – 1/day): Spend a Champion
recovery to command a nearby creature as if you were casting Dragon Knowledge (standard action – 1/day): The claw can
the matching spell at your level: Attack (discombobulate; bard), mentally communicate with its wearer, painfully imparting
Obey (charm person; wizard), Run (cause fear; cleric), or Stop centuries of knowledge about a dragon enemy the wearer is
(hold monster; wizard). Use +12 for the attack roll (7th level: facing. Spend a recovery to choose one nearby dragon of 8th
+15, 9th level: +18), and if the attack misses, you can spend a level or higher. Until the end of the battle, gain a +4 bonus to
recovery for the miss to have no effect and to regain this power attacks and defenses against that dragon. Quirk: Knows their
at the end of the battle or scene. Quirk: Likes being the one to betters.
lead. Epic
Dragon-rebirth-destiny: See sidebar.
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Artifacts & Item Sets
Adventurer Champion
Balance of Nature (1/day): When you or an ally in a battle rolls a Deathless: The next time you die (only), immediately regain full
natural 1, change the roll into a natural 20, and the next natural hit points, and your creature type become undead. Quirk:
1 rolled by an enemy this battle also turns into a natural 20. ‘Dead’ and ‘alive’ are just labels, ones that no longer concern
Then, the next natural 20 rolled by an enemy this battle turns you.
into a natural 1, and the next natural 20 rolled by you or an ally Life-drinker (1/day): When a nearby creature (including you)
this battle turns into a natural 1. The fourth change, or your takes negative energy damage, heal using a free recovery.
next full heal-up, ends the effect. Quirk: Concerned for the Quirk: Helps others understand that death can sometimes be
land and the trees. welcome.
Red in Tooth and Claw (recharge 6+): When you make a damage
roll or a recovery roll and the roll is less than average, reroll
Epic
Peer of the Realm of Death (1/level): When an ally dies, activate
until it’s not. Quirk: Searches fallen foes for useful materials.
this power. During your next rest, permanently reduce your
Champion maximum recoveries by 1 to return that ally to “life,” if they
Sacrifices Must Be Made (quick action – recharge 11+): When are willing. Their creature type becomes undead and they gain
you use the blade to drop a creature that is higher level than vulnerability: holy. They must also change one of their icon
you (epic: at least 2 levels higher) to 0 hp, make a basic attack relationships to be with the Lich King, if one wasn’t already.
or use an at-will power or spell. If the creature was double- Quirk: Keeps their friends close.
strength or large, you can instead use a recharge spell or class
(not feature or talent) power; and if the creature was huge,
triple-strength, or stronger, you can instead make a standard
action attack or use a daily spell or class power. Quirk: Buries
THE ORB OF TRUE
enemies to enrich the soil. MAGIC
Magic is the solution to every problem, even if it is also often the
Epic root cause. This orb marks the one attuned to it as a spellcaster
The Greater Good (1/day): When an ally dies, that character
of rare talent.
instead spends two free recoveries and all conditions and
Artifact description: This pearlescent crystal orb fits
effects on them end, and you start making last-gasp saves.
snugly in your hand, warm to the touch.
Quirk: All life is equally sacred.
History: The Orb of True Magic houses part of the mind
of a lost god of magic; if you teach magic to others, recover lost
magical knowledge, or learn new magic, the orb is pleased. No
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Chapter 16
one knows which god of magic; perhaps that is the knowledge the Fool’s Reversal (1/day): When an ally
orb is trying to recover via its various wielders through the ages. rolls a natural 1 on an attack or
Icon relationships: Archmage (positive), Lich King saving throw, you can use this
(positive), the Three (positive), High Druid (negative). power once until your next
Special drawback: The orb doesn’t like it when spellcasters full heal-up: When you get a
are killed by those without magical talent. In fact, it becomes natural even roll on a d20,
very angry. When a non-spellcasting ally drops a caster enemy to it’s a natural 20 instead.
0 hp, that ally takes a –1 penalty to saves (cumulative) until the Quirk: Laughs at others’
end of the battle. misfortunes.
Adventurer Champion
Arcane Recall (1/day): Spend a recovery to cast a recharge or Dark Dance (1/day): A
daily arcane spell that you or one of your allies expended. Use nearby enemy swaps
your primary casting ability score to cast the spell. Quirk: positions with one of
Loves books. your nearby willing
Magesight: You gain a +4 bonus to perceive magical fields, active allies (no opportunity
spells, lingering enchantments, supernatural influence, etc. attacks). Quirk: Plans are
Quirk: Seeks out new knowledge. boring.
Champion Epic
Superior Insight (recharge 11+): When you miss an enemy with Song of Chaos (1/day): When an attack hits
a daily spell attack, gain a +2 bonus to attacks and defenses you, a nearby enemy takes the damage
against that enemy until the end of the battle as you learn and effects, if any, instead. Quirk: Enjoys
interesting things about the creature. This bonus stacks with destruction!
other magic items. Quirk: Boldly goes where nobody has gone
before.
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Artifacts & Item Sets
Adventurer level (if it’s a large or double strength monster, heal double its
Intercepting Shield (1/day): When an enemy scores a critical hit level; if it’s a huge, triple-strength, or stronger monster, heal
against you, it’s a normal hit instead; OR when an enemy hits triple its level). Quirk: Takes items from defeated enemies, and
you with an attack, that attack deals no damage or effects. gladly accepts rewards from those they aid.
Quirk: Tries to make those who came before you proud.
Dwarven Battle-cry (quick action – 1/day): One nearby enemy
Epic
Triumph of Might (1/day): When you score a critical hit, activate
pops free from all enemies and takes 10 thunder damage
this power. Your next hit this battle is also a crit. Quirk:
(champion: 20 thunder damage; epic: 30 thunder damage).
Contempt for weaker enemies.
Quirk: Searches for the dwarf smith’s tomb.
Champion
Ancestral Guardian (recharge 11+): Gain a +2 bonus to AC until
the end of the battle. This stacks with other magic items. Quirk:
THE STAFF OF
Knows that their ancestors and predecessors are watching (and
judging) them.
ELEMENTAL LIGHT
This staff is dedicated to goodness and light and refuses to be
wielded in the service of evil.
Epic
Artifact description: This golden shepherd’s crook is
Wisdom of the Ancients (recharge 11+): When you fail a skill check
reputed to have been forged by the gods from the light of the
involving dwarves, smithing, or ancient history, reroll it with
very first dawn.
a +4 bonus. Quirk: Concerned with funerary rites, specifically
History: The staff seeks to uphold the ideals of goodness
in relation to themselves.
and light and attempts to guide the path of the one attuned to
it—it seems to turn up in places and times where its aid is most
There is a long tradition of magic items that talk out
needed.
loud, and we’ve never really addressed that.
Icon relationships: Great Gold Wyrm (positive), Priestess
I’d say a single talking magic item in a group
strikes the right balance, unless the GM can handle (positive), Crusader (negative), Diabolist (negative).
all those personalities and interactions. Just don’t Special drawback: You can’t attune to the staff (or stay
let talking magic items shift the focus away from the attuned to it) if you have a non-negative relationship with the
players and their characters. Crusader or the Diabolist.
Champion
Aura of Light: When you miss with an attack made with this staff,
THE SKIN OF EVIL add +1d4 extra holy damage to your miss damage with that
attack (epic: +1d8). Quirk: Extolls the virtues of the sun.
This thick, leathery armor has been toughened by time to become
harder than metal, and still retains ancient magic. Guiding Light (1/campaign): Cast the cleric spell resurrection
Artifact description: The armor is stained dark by the without it counting toward your lifetime or per-level casting
blood of countless enemies. limits, and even if you can’t normally cast the spell. Quirk:
History: This armor is said to have been worn by the Orc Self-sacrificing.
Lord when he defeated the Wizard King. The Skin of Evil certainly First Light: The first time each battle that you attack an enemy
seems to want to find the Orc Lord, but what would be the result with this staff, that enemy takes extra holy damage equal to
of the Orc Lord wearing this item in the 13th Age? the attack roll (epic: 2 times the attack roll), hit or miss. Quirk:
Icon relationships: Orc Lord (positive), High Druid Leads the charge against darkness.
(positive), Emperor (negative), Lich King (negative).
Epic
Special drawback: When you attune to more than two
The Power of Light (quick action – 1/day): Spend two recoveries
powers of this armor, it bonds to you, and you can’t remove it—
to allow a nearby ally to heal using a free recovery and to end
unless you somehow find a way to destroy the artifact, or can
one effect or condition they are suffering from (including
persuade it to find a new host.
making last-gasp saves). Quirk: Serves the greater good.
Adventurer
Exploit Weakness (recharge 6+): When an enemy engaged with
you rolls a natural 1 on a d20 roll, make a basic or at-will attack
against it. Quirk: Exploits weaknesses.
THE SWORD OF
Push Forward! (quick action – recharge 11+): Make a basic or
at-will attack, or move closer to an enemy. Quirk: Admires the
LIGHT
This sword-hilt is without a blade, but when you will it a blade of
powerful. glowing light springs forth.
Artifact description: The sword’s hilt is gold, inlaid with
Champion silver, bronze, copper, and brass, and decorated with dragon
Feast on the Fallen (1/battle): When you drop an enemy to 0 hp,
designs.
including the last mook of a mob, heal hit points equal to its
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Chapter 16
History: The sword seeks to vanquish evil and is willing age passes, a new item will become part of the set.
to sacrifice the lives of others to do so. The sword attempts to Icon relationships: Archmage, Diabolist, High Druid, Lich
manipulate its wielder into going into situations where they will King, Priestess, or the Three.
confront evil creatures. Item set power: After each full heal-up, choose two damage
Icon relationships: Emperor (positive), Great Gold Wyrm types that are the same as types of damage that one or more of
(positive), Diabolist (negative), the Three (negative). your daily spells deals. You gain resist damage to both damage
Special drawback: You must take the Blade of Light power types equal to X + 12.
first before you attune to the weapon’s other powers.
Adventurer
Adventurer Orb of Arcane Vision (recharge 11+): Until the end of the battle,
Blade of Light (recharge 11+): Melee attacks made with this add your level to your miss damage with at-will spells. Quirk:
weapon always deal holy damage. When you make a melee Accrues magic knowledge.
attack roll, roll twice and take the result you prefer. Quirk: Orb of Esoteric Images (recharge 11+): When a nearby ally casts a
Seeks out and confronts evil. daily spell, heal hit points equal to 1d4 x the spell’s level. Quirk:
Gloriole (standard action – 1/day): Spend a recovery to make a Desires to build and maintain a tower.
d20 + 5 close attack against the MD of each nearby aberration,
demon, devil, and undead enemy with less than 50 hp Champion
(champion: d20 + 10 and less than 100 hp; epic: d20 + 15 and Boots of Mysterious Movements (move action – recharge 11+):
less than 200 hp). On a hit, the target uses all of its actions Teleport someplace nearby you can see. Quirk: Lets none see
during its turn to safely (disengaging as needed) move away their mysterious comings or goings.
from you (save ends). On a miss, it’s the same effect but only Robe of High Magic (1/day): When your attack roll with a daily
until the end of the target’s next turn instead. Quirk: Believes spell is less than or equal to the escalation die, activate this
being brave is better than being safe. power. During your next rest, spend a recovery to regain the
spell. Quirk: Believes knowledge is dangerous to others and
Champion should be kept secret.
Detect Evil: Gain a +2 bonus to sense the presence, true
appearance, and motives of aberrations, demons, devils, and Epic
undead. You also gain this bonus against creatures who have a Crown of the Phoenix (1/campaign): When you die, your body
positive relationship with the Crusader, Diabolist, Lich King, disappears in a burst of flame. You reappear alive after the next
Orc Lord, or the Three. Quirk: Uses might for right. full heal-up. Quirk: Leaves a lasting legacy.
Robe of the Phoenix (light armor): Gain a bonus to death saves
Epic and last-gasp saves equal to the escalation die. Quirk: Seeks
Dragon-rebirth-destiny: See sidebar. mastery over death, so secrets won’t die with them.
78
Artifacts & Item Sets
Boots of Mythic Journeys (quick action – recharge 16+): Pop free Epic
from each enemy engaged with you. Quirk: Shows off. Helm of Fairness (1/battle): When an ally fails a saving throw, that
Cape of Many Tales (1/day): When you fall and would take ally can reroll the save. Quirk: Accompany others to greatness.
damage, take no damage instead. Quirk: Daredevil. Shield of Impartiality (1/day): When you become staggered,
Weapon of Legendary Deeds (1/day): Your crit range with this increase the escalation die by 1. Quirk: Puts their cause before
weapon expands by an amount equal to the escalation die until their safety.
the end of the battle. Quirk: First into a fight.
Champion
Armor of Fame (light armor – 1/day): When an enemy scores a
REGAL REGALIA
An item set fit for royalty.
critical hit against you or a nearby ally, it’s a hit instead; OR
Item set description: This set of items is made of the very
when an enemy hits you or a nearby ally with an attack, it’s
finest materials: pure white silk, ivory, gold, etc.
a miss instead. Quirk: Believes stories about their own fame.
History: The Regel Regalia has a long history, with various
Ring of Renown (1/day): Until the end of the battle, each of your
items of the set showing up as parts of coronation ceremonies of
nearby allies gains a +1 bonus to AC that stacks with other
royals who have risen to iconic status. When the Regal Regalia
magic items. Quirk: Overly vain.
comes to a commoner, it’s usually a sign that they are destined to
Epic become a monarch.
Crown of the Legendary Legend (recharge 11+): When you miss a Icon relationships: Emperor, Elf Queen, Dwarf King, or
target with an attack against MD, reroll the attack and take the Lich King.
result you prefer. Quirk: Boastful, but never untruthful. Item set power: The items radically change to suit their
wearer and that person’s moods—a wicked queen might have the
Regal Regalia become a gown embroidered with skulls, while a
PROTECTIONS OF righteous bishop might wear the same robe and it would become
a simple surplice. Gain a +X bonus to skill checks to influence
These magic shields and helmets need to be spread about within a Adventurer
group to gain the greatest benefits; it’s a set that needs teamwork. Cape of the Monarch (recharge 11+): When an ally fails a save,
Item set description: These helmets and shields feature an reroll it for them with a +4 bonus. Quirk: Bossy.
eye design on them. Scepter of the Sovereign: This item also serves as both an
History: The items in this set originally were carried by implement and a magic melee weapon of the attuned
the blind triplet paladins of Dunshelm. The many stories about character’s preference: simple, light or heavy; one-handed or
them never say which deity or deities (or devils or demons) they two-handed. Quirk: Sometimes domineering.
served, and discovering the secret may reveal a vital fact about
a past age. Champion
Icon relationships: Crusader, Diabolist, Great Gold Wyrm, Royal Crown (recharge 11+): When you miss an enemy with an
or Priestess. attack, that enemy takes extra psychic damage equal to 1d6
Item set power: The default bonus of each item in this set is times your level. Quirk: Trusts own judgement, perhaps too
equal to X (counting all items a group has, not just per person). much.
Stately Sash: Gain a +2 bonus to death saves for each death save
Adventurer you have rolled this battle, including the current save (so your
Hood of Blind Faith (cloak – recharge 11+): While underground first death save each battle gets a +2, your second +4, etc.).
or at night, when a nearby ally rolls an attack or skill check and This bonus stacks with other magic items. Quirk: Looks for
dislikes the result, they can reroll it. Quirk: Trusts others to do ways to extend the duration of their power in the world.
their part.
Shield of Deferred Detriment (recharge 11+): When you use this Epic
power, a nearby ally gains a +2 bonus to AC until the end of Ring of Majesty (recharge 11+): When you heal using a recovery,
the battle. This stacks with other magic items. Quirk: Protects you and each nearby ally gain temporary hit points equal to
their allies. 2 times your level. Quirk: Sometimes commanding towards
allies.
Champion
Eyeshield (1/day): When you use this power, a nearby or far away
unengaged ally makes a ranged attack that is treated as a close
attack using your location. Quirk Willing to guide others.
Helmet of Justice (recharge 11+): When you roll a skill check to
help an ally, gain a +4 bonus to the skill check. Quirk: Trusts
the group.
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Chapter 16
80
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CHAPTER 17
STORY ITEMS
The items in this chapter count as regular true magic items. now a high-ranking elven noble (maybe it’s even the elf queen).
They aren’t as world-shaking as artifacts, but they have their own However, the bow doesn’t seem to want to part ways with the
stories that will intersect with the PCs as something more than a party and performs unbidden trick shots to stymie the elf sent to
useful item with a curious quirk. fetch it. Can the party find their way out of what may become a
major diplomatic incident?
Adventure
Hooks
Contest of cheats—The party
find themselves in a situation
where they need to win an archery
contest. When it becomes obvious
that they are cheating with a magic
bow, everybody else begins to cheat
creatively. Can the adventurers’
tricks beat those of the other archers?
Family heirloom—The original
owner of the bow intended to pass
it down to her daughter, who is
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Chapter 17
creatures. (For the record, the horn grows in size as the person becomes conflicted, and at epic tier you also gain a negative
it is attuned to gains power. In adventurer tier it will be the size icon relationship point with the Great Gold Wyrm that treats
of a hunting horn. See the illustration for the size during epic 6s as 5s. These relationships can exceed the normal maximums.
tier! The horn resets when an owner blows their last dragon- Quirk: Afflicted with night terrors and apocalyptic visions.
call.)
Quirk: With a magic wish-granting horn surely the good times
will never end.
Adventure Hooks
The trump of doom—You have come to believe that the creature
Adventure Hooks from whom these wings were taken was on a mission to blow a
trumpet to announce the end of the world (or maybe the end of
Take my horn, please—The adventurers are ‘gifted’ the horn by an age). Now fate is calling you to the lost trumpet so that it can
a smiling stranger. The stranger has just learned of the downside be blown (see The Last Trumpet item).
to the horn and wants to pass it on to another before the dragon Living witness—The angel is still alive, imprisoned deep in
shows up. What did the stranger wish for, and how will the wish an icon’s domain (the Diabolist, possibly the Crusader, perhaps
come back in strange ways on the new owner of the horn? the Prince of Shadows or another, more shocking icon). That icon
Wishes once wished—The Three are very aware of the wants to reunite the angel with its wings. What dangers does the
adventurers siphoning off their magic with the horn. Rather cult and the angel pose to the adventurers, and to the world?
than sending dragons after the party, the Black and the Blue
have decided to mess with them. The dragons stop showing up,
but somehow all the wishes are ironically ‘misinterpreted’. If the
adventurers wish for a giant bag of gold they’ll get a giant’s bag of
FIGURINE OF
gold (and an angry giant), if they wish for quick horses they’ll get
horses that quickly run them away from where they want to go, if
FASTIDIOUSNESS
This small time-worn brass statue seems to resemble whoever is
they wish for a way to cross a river then the river will freeze over
attuned to it. It is said that it long ago belonged to a ruler from
(and they’ll have to deal with a sudden blizzard). The horn is still
deep under the mountains, and was captured in war by the elves.
useful, but the wishes always come with unforeseen problems.
Since then it has turned up on many battlefields.
(wondrous item)
FALLEN ANGEL
Always: Whenever you would become dirty, the figurine becomes
dirty instead.
WINGS
Recharge 11+ after battle: Transfer an effect or condition from
you to the statue, which experiences it instead. As a quick
These wings were carefully cut from an angel. Those who the wings action and as the first action on your next turn, you must
choose instinctively know the blasphemous ritual required to graft toss the statue away from you to avoid experiencing the effect
them onto their own back. anyway (a statue taking ongoing fire damage would still burn
(cloak… kind of ) you, a statue that is stuck would cause you to be stuck, etc.)
Always: +2 PD (champion: +3; epic: +5). Aftereffect: If the statue’s power fails to recharge its ‘always’
Once per day, adventurer tier and upwards: Take no damage power flips until the end of the day—any time the statue would
from falling, instead you drift in a semi-controlled way to the become dirty the dirt appears on you instead.
ground. Quirk: Obsessed with keeping the statue clean and safe.
Once per day, champion tier and upwards: As a move action
pop free and fly until the end of your next turn.
Once per day, epic tier: You can fly as a move action for five
Adventure Hooks
The Dwarf King’s true name—The figurine can be attuned to
minutes or until the end of a battle.
other people and its effect reversed, if you know the right words
Curse: This is obviously an item tainted by great evil, and being
to get it to do so. You could then use the figurine to drown
huge wings grafted to your back they are impossible to hide.
somebody at a distance, or burn them alive, or imprison them. A
Everybody and everything that meets you feels an aura of evil
devil approaches the party and claims to have the Dwarf King’s
about you. True, this might help you intimidate others, but
‘true name’ and the right words to attune the figurine to him—
you’ll have real trouble getting served in taverns or convincing
and is willing to grant a wish in exchange for the statue. Will the
town guards to open the gates to you after dark. You take a -5
adventurers part with the statue knowing that the devil intends
penalty to any positive social interactions with any creature
to use it against the Dwarf King? How will the devil ironically
that is not a demon, devil, or undead, and gain a +2 bonus
twist their wish against them?
to attempts to intimidate or frighten these same creatures. At
The Elf Queen’s treasure—The figurine is part of a magical
champion tier and upwards, these creatures gain a +1 bonus to
boardgame, a missing piece. If the adventurers return the piece
attacks against you. These modifiers do not apply to creatures
to the set the boardgame can be played once again. Legend has
that are strongly associated with the Crusader, the Diabolist,
it that whoever wins the boardgame wins treasure from the first
or the Lich King. While attuned to these wings, any positive
Elf Queen’s hoard. However the legend is wrong—the boardgame
icon relationship with the Great Gold Wyrm or the Priestess
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Story Items
did belong to the first Elf Queen once upon a time, but when
played it shrinks you down and places you within a miniature
maze complete with ‘giant’ ants and other ‘monsters’.
Lots of adventurers have unique things where
they are part-animal, used to be an animal, or
Adventure Hooks when the wearer is attuned to this item, they transform to be
slightly more like the person whose hair is in the locket. Each
Old pipe, new tune—Technically humans are animals, right? transformation is minor—eye color, the shape of the nose, an
If you find the right tune you could reverse the effects, or turn inch in height—but the changes will accumulate over time until
regular animals into people. Of course you’ll need to experiment the wearer is the twin of the hair donor. The wearer usually
a bit, but if anybody finds out that you are luring people from doesn’t realize the change immediately.
their homes and transforming them you’ll be in trouble. Still, it’s Quirk: Need to preserve the memory of a loved one.
all for the greater good, right? Right. It’s not like the flute has got
inside your head and you are justifying your compulsion.
Chester the talking cat—You are accosted by a talking cat
Adventure Hooks
Dark elf magics—An elven assassin was the previous owner of
that claims that it was a victim of the flute, one that fell down
the forget me knot and used it to assume many guises, always
a hole and was knocked unconscious before the transformation
intending to return to their original shape one day. Now the
was complete. The cat, Chester, wants you to destroy the flute
adventurer has the locket, and is being stalked by an assassin who
and return it to humanoid form. The twist is that the magic of the
wants it back. Of course the assassin probably no longer looks
flute protects it from normal harm, it can only be destroyed in
like an elf. Who is it—the blacksmith, the barmaid, the town
one very specific way. Oh, and ‘Chester’ isn’t all that it seems, and
guard? Things will really start to hot up after the first couple of
breaking the enchantment and turning the cat back is actually a
assassination attempts.
very bad idea.
The hotline—The locket’s magic is powered by hell itself,
Of mice and mazes—The Diabolist has imprisoned
a tiny abyss no wider than a hair. Demons can’t get through the
somebody that the party needs to rescue. The only problem is
crack—but they might be able to listen at it. Is there anything
that the prison is almost impossible to break into—you’d have to
that the adventurers have recently discussed that hell might be
be as small as a mouse. Do the adventurers fancy using the flute
interested in?
to go on a tiny mouse-sized quest? Being more strong-willed
than most, the adventurers will turn back in a day or two—until
then they’ll have to contend with hungry cats, deep ‘chasms’ that
they could normally step over, and kobolds the size of giants.
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Chapter 17
HEAD-DRESS OF
THE SQUIRREL
This hat (or oversized mask) looks like the head of a giant squirrel.
When you wear it you peer out of the eye-sockets.
(hat)
Always: +1 MD (champion: +2; epic: +3). Additionally, you can
speak and understand the language of squirrels. Unfortunately
squirrels rarely talk about anything worthwhile, unless you are
interested in nuts or trees.
Recharge 6+ after use: You can summon a scurry of squirrels
to your aid. The friendly squirrels will appear near-instantly
if you are near woodland, but if you are in the overworld or
deep underground you might have to wait some time for them
to show up. The squirrels have no special powers or abilities,
are non-magical, and are as smart as regular squirrels—they
might be able to fetch you the keys to the jail you are stuck in,
but they won’t be able to fast-talk the guards.
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85
Chapter 17
LOOTED GLASS
(gambling, arbitrarily picking the right corridor to go down,
randomly rolling to see which party members get caught in a
FIST
trap, etc).
Quirk: Unflappable optimism—even when mortally wounded
you’ll be able to see the bright side.
This hollow glass fist has been passed from orc to orc, often
changing hands as part of watchfire bets. Exactly how the fist
came into the possession of the Orc Lord’s followers is anybody’s Adventure Hooks
guess—but legend says it was once part of a statue dedicated to a The Archmage’s ring—This ring belongs to the Archmage, or
deity of healing. at least it did in a past age. The current Archmage needs it to
(wondrous item) complete a magical apparatus, and has sent agents to retrieve it
1/day: At the end of a rest, eat the fist and spend a recovery. from the adventurer who currently wears it. How the Archmage’s
Until your next full heal-up you have resist 13+ to melee agents intend to get the ring (violence, payment, etc) depends
attacks against AC that don’t have a damage type. on the icon relationships of the party. The twist is that the ring
Quick action—1/day after you’ve eaten the fist: The fist doesn’t want to be made part of an apparatus, and keeps twisting
reforms and magically punches itself out of your body. Spend fate to arrange unbelievable coincidences to avoid this fate.
a recovery and make a close attack against a nearby creature: Shadow Port showdown—The ring of fateful reversals
CON + level vs AC. The target takes CON + 1d12 X your level is part of the local lore in Shadow Port—everybody knows
damage on a hit, and half damage on a miss. The fist then somebody who swears that their second cousin had a friend who
returns to your possession and you lose the resist 13+ until the once wore one. The ring is really part of a set of a dozen rings,
next time you eat the fist. and once a year the ringbearers are compelled by fate to meet
and gamble. It is said that the Prince of Shadows has one of the
Adventure Hooks rings, and wears a disguise while gambling with the other ring
bearers—though that could just be another urban legend.
Monster with a glass hand—The glass fist is indeed part of a
larger statue, but one that is alive and wants to reassemble its
various parts. The players learn of this when the hand animates
and starts to scrawl messages in the dirt. Will the party fight to THE RUG OF
keep the hand, and if they don’t, what will the statue do when it
becomes whole? TAPETTO
Good god—Followers of an obscure god of healing come This rug is embroidered to show an aerial view of rolling hills and
looking to reclaim the lost fist of the glass statue. What penance deep wooded valleys. If you stare at it long enough the clouds seem
will the clerics demand of the party? And maybe a band of orcs to move.
known as the ‘glass smashers’ show up, wanting to induct the (wondrous item)
party into their number as honorary members (after a suitably Recharge 16+ after use: The rug is a gateway to another land
harrowing hazing). Also maybe some enemies of the Orc Lord called Tapetto. You (and anybody who sits on it with you)
arrive wanting to destroy the glass fist once and for all. And can enter the land of Tapetto for up to an hour before you are
maybe then a dragon turns up, wanting to add the glass fist to its returned to the rug.
treasure hoard . . . . Quirk: Feels compelled to search for Tapetto in the real world.
Adventure Hooks
RING OF FATEFUL Spillage—Villagers from Tapetto report a recent miraculous rain
REVERSALS of wine over the valley in which they live. Funny, you spilled some
wine on the rug yesterday.
This ring is a simple twist of copper, studded with gems on the Warp and weft—The Crusader has a plan to sneak an army
inside in such a way that they cannot be seen when the ring is through Tapetto—out of the rug, and into wherever the rug
worn. It is said that the ring was created in a past age when the happens to be (say, a hellhole). First, he needs to find Tappeto,
premier magic user was also a trickster. and gain ownership of the rug. Are you willing to endanger the
(ring) people of Tapetto in order to aid an icon in finding it?”
Recharge 18+: When you fail forwards you can choose to have True love—An important NPC used to own the rug (or
the opposite of whatever was supposed to happen occur perhaps another gateway into Tapetto) and fell in love with one
instead—for example if you slip while climbing a wall and of the inhabitants. The NPC seeks to reunite with their lost love,
lose your sword out of its scabbard, instead of losing a sword and is willing to do anything it takes. Dare the adventurers stand
you somehow gain a second sword. Such reversals of fate are in the way of true love? How can the party turn this to their
generally beneficial, but still result from your character failing advantage? Who would seek to stop the lovers reuniting?
forwards. The door swings both ways—Something dark lurks
Aftereffect: If the ring’s power fails to recharge, you gain a in Tapetto. Something that is searching for a way out. The
+1 bonus to skill checks and saves involving pure chance adventurers must stop a monstrous entity in Tapetto before it
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Story Items
SMART BOOTS
comes to the dragon empire. How to you hunt and fight something
in a place that you can only visit for a couple of hours each day?
For when you need to march all day and night. There are many
pairs of smart boots, most worn by paladins of the Great Gold
Wyrm who find themselves called upon to fight without resting.
(boots)
We’ve left the geography of Tapetto vague so you can Always: +1 to disengage checks and other fancy footwork
fit it into your campaign as you see fit. Tapetto is small (champion: +2; epic: +3).
enough that you can ride out of the area in a day, which Recharge 11+: You can command the boots to march, and march
means that it’s large enough that the adventurers can’t they will. You can rest while marching, and can even sleep. You
get to the edge of the small realm in an hour. There are must give the boots a direction to march in, or instructions as
a handful of villages, perhaps a very small castle, and to the route they are to take. You can also give the boots simple
lots of farms and semi-wilderness. conditional instructions like “if I fall unconscious in battle walk
The adventurers could end up using the rug as a me so that I’m next to our cleric” or “if I get lost, take over and
way to hold secret meetings, as a way to sneak party march me back to our camp”. The boots can only remember
members into places by delivering the rug there, or just one instruction at a time.
as a place where, for an hour a day, they can go hide Quirk: Each pair of smart boots has its own quirk. Roll a d4 when
and rest. you attune to the boots: 1. Wanderlust—the boots sometimes
The rug isn’t intended to be a way to avoid walk you to unexpected places if your directions were unclear. 2.
consequences. Fleeing a fight with an orc patrol by Stubborn—the boots dislike getting wet, so you should take them
jumping into the rug will probably mean that the off to ford rivers. 3. Joyful—the boots want to dance when music
adventurers return to find that their rug has been is played or when birds sing. 4. Bloodthirsty—the boots want to
taken by the orcs and now they have to fight a whole charge into battle.
war camp!
Adventure Hooks
SADDLEBACK Old orders—This pair of boots suddenly remembers old orders
and wants to march you off over the horizon. Where are you
PAULDRONS being marched to, and what will you find there? Who gave the
orders, and why did the boots only just remember them now?
These oversized leather shoulder-pads allow the wearer to carry These boots are made for talking—The boots one day start
great weight on their shoulders while suffering no encumbrance. speaking aloud. They have decided that they have been party to
Originally designed to allow a dark lord to ride a giant into battle, too much slaughter, and have decided to go on a pilgrimage—
they have since found use among many mythic adventurers of taking their wearer along for the ride. How do you deal with
legend. boots that have a soul?
(armor)
Always: +1 AC (champion: +2; epic: +3). As a move action, an
ally next to you can climb up onto your shoulders and ‘ride’ you
THE SWORD OF
(if you are willing to let them). While riding you, your ally loses
their move action (unless they use it to dismount) and instead
FIGHTING
moves with you—so if you become grabbed or stuck so do This sword is fated to bring about the downfall of monarchs, and
they, but they can stop riding you as a move action. While you so is rightly feared by (most) of the icons. Among the intricate
have somebody on your shoulders, your ‘mounted’ ally gains scrollwork on its hilt are pictures that give clues to its past deeds.
a +1 bonus to their melee and ranged attacks, and you gain a (cursed melee weapon)
+1 bonus to your AC and PD against attacks that don’t target Always: +2 to attack and damage with melee attacks through this
both of you. Only one ally at a time can ride on your shoulders weapon (champion: +3; epic: +5).
(unless you are very big and your allies are exceptionally small). Recharge 16+ after battle: The sword makes an attack against
Quirk: Prefers to meet their problems head-on (often at a charge). an enemy engaged with you. The sword attacks using your
level + 5 vs AC, and deals 1d20 damage on a hit (champion:
Adventure Hooks 4d20; epic: 7d20). The sword’s attack doesn’t use your actions,
and can happen at any point in the round. You don’t have to be
Ghost rider—Somebody once died while riding on a friend’s conscious or even alive, you only have to be gripping the sword
shoulders, and their ghost haunts the saddleback pauldrons. The and it will do the rest.
phantom seeks to complete unfinished business, and that means Once per battle, or once per five minutes: The sword teleports
joining up with the Crusader’s forces on a foolhardy mission. into your hand so that you are holding it. You can’t control this;
Until the adventurers help the ghost fulfil its destiny, they will be if you throw the sword away or tie it up in a chest, it will still
haunted by a ghostly presence every time they stop to rest. get back to you.
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Chapter 17
Adventure Hooks the directions of somebody who has been drinking that much
dwarven ale?
Destiny denied—The Priestess has sent a brave band of
adventurers to seek the sword so that it may be used to defeat a
member of the Lich King’s ‘undead peerage’. However, you came
by the Sword of Fighting long before they did, and they want
TATTERDEMALION
you to give it up to them. The sword refuses to go with them,
constantly teleporting back into your hand and encouraging
CLOAK
In a past age there was a creature, perhaps an icon, known as the
you to slay the servants of the Priestess. Do you try to join the
Beggar King. The tatterdemalion cloak was said to have been the
NPC’s quest with them and abandon your own, seek some sort
royal robe of the Beggar King.
of peaceful resolution, or obey the dark urgings of the cursed
(cloak)
sword?
Always: +1 PD (champion: +2; epic: +3). Provided you are in a
Wanted—You are identified by villagers as the mad killer
place where a beggar could be expected (a city street, travelling
who has been coming into their lands at night and murdering
on a road), casual onlookers will see you as a beggar provided
people. Are you being impersonated, are the villagers mistaken,
you have the cloak’s hood up. You gain a +4 bonus to skill
or has the cursed sword been using your body while you are
checks to pass as a beggar if you are closely examined or found
asleep? What is really going on with the villagers, what secret are
in an area where a beggar would not normally be found.
they protecting that they don’t want outsiders to know? Who else
Recharge 11+: While posing as a beggar, if you beg passerby for a
might get drawn into this mystery?
specific item, by the end of the scene somebody will have given
you that thing. You could beg for a map of the city sewers, a
TANKARD OF purple wig, a trained dancing pig, anything. The only things
you can’t use the magic of the cloak to beg for are items of
DWARVENKIND value like magic potions or actual money. No, you can’t use the
magic of the cloak to beg for more magic items.
This tankard was created for the Dwarf King. Many times the Quirk: Doesn’t place much value on personal property.
ruler of the dwarves has given the magical drinking vessel as a gift
to one of his subjects, but they in turn make a gift of it again, and
eventually it ends up back in his vault.
Adventure Hooks
(wondrous item) You don’t always get what you want—The cloak’s magic starts
Always: Any liquid put into this tankard becomes drinkable and to… well, not exactly malfunction, more sort of over-reach. The
delicious—poison, mud, lava, acid, dragon blood... anything! wearer of the cloak asks for the keys to a jail cell, and instead they
Recharge 11+: As a quick action drink from the tankard and get keys to every lock in the building. The wearer asks for a meal,
spend a recovery to heal yourself. and ends up with a cart full of produce. At first this is great, but
Aftereffect: If the power of the tankard fails to recharge, you soon the cloak’s magic working overtime draws attention from the
may use its healing effect once more that day, but doing so local thieves’ guild, who want the cloak for themselves. How do
imposes a -1 penalty to attacks and defenses until the end of the party convince the cloak to limit its eager over-effectiveness?
that battle (and a really bad headache about an hour later). The Mummers—The cloak was part of a set of magical
Quirk: Loves to carouse and make merry. costumes that have traditionally belonged to a mummer’s troupe
(a group that puts on plays in public that retell folk tales). Though
the mummers valued the costume for its more obvious ability,
their plays helped to reinforce certain realities. Without the
tatterdemalion cloak reinforcing the idea of the Beggar King
as a kindly figure, people have started to forget the ‘true’ myth
and remember a different one. The behavior of the population
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Story Items
of the Dragon Empire is starting to shift for the worse. Will the The 1st time you roll a natural 13 each day: A beneficial magical
adventurers join the mummers in Shadow Port to put things effect occurs. Roll a save: 1-5: the magic is harmless and only
right? minorly helpful but the robe’s power recharges, 6-16: the
magic grants a +4 bonus to whatever task you were attempting
when you rolled the 13 or you find a very useful item in one of
WIZARD’S the robe’s pockets, 17+: as a quick action on either this or your
next turn, you can cast a wizard spell of your level or lower
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Appendix
Armor of Incense keeps demons, devils, and undead away Adventurer Priestess 53
Armor of Red Lightning damages demons and devils Adventurer Great Gold Wyrm 34
Blackscale acid damage lets you pop free of enemies Adventurer The Three 62
Chemise of Dusk conditional defense vs. ranged attacks Adventurer Prince of Shadows 58
Crystal-plate long-lasting bonus when you are critted Adventurer Elf Queen 25
Deathknight gain AC when nearby ally becomes staggered Adventurer Lich King 43
Flamesteel free attack vs. enemies that fail disengage checks Adventurer Crusader 15
Gladiator's Armor reroll that's better with a big audience Adventurer Emperor 30
Goldenscale no miss damage from scaled creatures Adventurer Great Gold Wyrm 34
Hexed Carapace (heavy) (cursed) gain advantages by being hit by demons Adventurer Diabolist 20
High Clergy's Robe (light) good against weapon attacks Adventurer Priestess 53
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Knot-of-whips chest
attack bonus for returning enemy's attack vs. AC Adventurer Orc Lord 49
tattoo
Lavamail (heavy) burn those who dare to close with you Epic Dwarf King 22
Mage's Leather teleport when you cast a daily spell Adventurer Archmage 11
Noble's Undershirt (light) larger bonus when things are going badly Adventurer Emperor 30
Owlbear chest tattoo your crit raises AC bonus Adventurer Orc Lord 49
Owl-feather (light) forces AC/PD attack to reroll vs. your MD Adventurer High Druid 39
Primal Ruby Armor temp hp from an attack vs. AC Adventurer item set 80
Redscale deal fire damage to an enemy that hits you Adventurer The Three 62
Roaring-bear chest tattoo no miss damage while engaged with 2+ enemies Adventurer Orc Lord 49
Robe of High Magic regain spell you rolled low with Champion item set 78
Robe of the Phoenix
death save bonus = escalation die Epic item set 78
(light)
Rotted (light) AC bonus when helpless or taking ongoing damage Adventurer Lich King 43
Soul-drinking AC bonus when ally dies . . . or becomes helpless Epic Lich King 43
Stomping-behemoth
resist damage 16+ against environment and traps Adventurer Orc Lord 49
chest tattoo
Stonemail (heavy) stand firm on solid stone Adventurer Dwarf King 22
Stygian Iron change death save failure to success Epic Lich King 43
Tephritic Armor (heavy) (cursed) being hit by fire increases your defenses Adventurer Diabolist 21
Thirsty Iron (heavy) gain AC bonus while taking ongoing effects Champion Crusader 15
Tombweb negative energy damage and the like is not so bad Champion Lich King 43
Tremors minor quakes turn out to be good for disengaging Champion Dwarf King 22
Vampiric AC bonus when you take out an enemy Champion Lich King 43
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Appendix
Piercing Shot hit the target with a condition of your choice Adventurer Prince of Shadows 58
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I n de x of Tr u e M a g ic I t e m s
Bad-moon waist tattoo gain a humanoid hunter background Adventurer Orc Lord 49
Belt of Burning Betrayals heal yourself if others aren't going to help Adventurer Prince of Shadows 58
Belt of Fists make a basic unarmed attack Adventurer Great Gold Wyrm 34
Belt of Phylacteries gain a recovery, perhaps, when out o fthem Epic Lich King 43
Belt of Teeth attack when you succeed on a death save Adventurer High Druid 39
Black Belt force enemy reroll or deal acid damage Adventurer The Three 62
Blood-red Kilt 'attack" a dead enemy and heal Adventurer The Three 62
Crossed-axes waist tattoo deal more damage after becoming staggered Adventurer Orc Lord 49
Girdle of Gigantic
bonus to Strength skill checks Adventurer Crusader 16
Strenth
Girdle of Resurgent
your rallies help allies Adventurer Great Gold Wyrm 34
Justice
Girdle of Second Chances bonuses vs. poison and quick potion drinking Adventurer Emperor 30
Grave Dirt Girdle become ghostlike after using a recovery Adventurer Lich King 43
Ligature of the Lich save bonus after using a recovery Champion Lich King 43
Primal Sapphire Belt heal when you are low on hit points Champion item set 80
Sash of the Swan Song pop free as you become helpless Adventurer Elf Queen 25
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Appendix
The Adventurer’s
better healing (honest) Adventurer Diabolist 18
Cookbook
The Blue's Book skill check bonus for social and location trivia Adventurer The Three 63
Enchiridion of Heroism reroll skill checks that are truly heroic Adventurer Great Gold Wyrm 34
Grim Grimoire gain a new tomb guardian background Adventurer Lich King 44
The Hammer of Ages identify demons, devils, spirits, etc. Adventurer Crusader 16
Killer's Almanac (cursed item) crit staggered enemy (and ally?) Adventurer Crusader 17
Map of the Deeps gain a dwarven tunneler background Adventurer Dwarf King 22
Scroll of the Serene Sky gain flight; and always float above the ground Epic Priestess 54
The Tome of the Black reduce acid damage Adventurer The Three 63
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Anklets of Adumbration shadow walk as if you were a successful rogue Adventurer Prince of Shadows 58
Book of Demonkind you count as a demon and gain resist fire 18+ Adventurer Diabolist 18
Book of Land-striding great speed, in or out of combat Adventurer Great Gold Wyrm 34
Book of Mysterious
teleport Champion item set 78
Movements
Book of Mythic Journeys pop free of all enemies Adventurer item set 79
Charging-boar leg tattoo increased miss damage when you move to attack Adventurer Orc Lord 50
Dwarven Doomsteppers bonus to miss damage with melee checks Adventurer Dwarf King 22
Fire Walkers Adventurer The Three 63
Glass Slippers talk your way into places you shouldn't be Adventurer Elf Queen 25
Iron Slippers disengage and leave your enemy stuck Adventurer Elf Queen 25
Sandals of the Creator heal 10% of the time you attempt to disengage Adventurer Priestess 54
Smart Boots move you as instructed, allowing you to rest Adventurer story item 87
Snuffling-hog leg tattoo gain temp hp when enemy fails to disengage Adventurer Orc Lord 50
Threatening Boots higher crit range after you disengage Adventurer Crusader 16
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Appendix
Black Lotus Bracers crit to regain ki or a once-per-battle power Adventurer The Three 63
Bracers of Agony transforms the worst miss into the best crit Adventurer Diabolist 18
Bracers of Irresistible
pop free after you crit Epic Crusader 16
Discipline
Bracers of the
crit range expands against a lot of critters Adventurer Lich King 44
Deathwatch Beetle
Claws of the Demon spend ki to help a physical skill check Adventurer Diabolist 18
Dragon-skin Hand-wraps three half-damage attacks dealing energy damage Adventurer The Three 63
Iron Petal Bracers pop free and move after dropping an enemy Champion Crusader 16
Prayer-wheel Bracers rally when you hit with a melee attack Adventurer Priestess 54
Scorpion Bracers turns your crit into ongoing poison damage Adventurer Elf Queen 26
Shadow-strike Bracers negative energy damage and target PD, not AC Adventurer Prince of Shadows 59
Spiked Hand-wraps better crits vs. demons and devils Adventurer Crusader 16
Ten-dragon-punch
conditional crit range expansion Adventurer The Three 63
Bracers
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Bad-blood Bowl put an ongoing poison damage effect on weapon Adventurer Orc Lord 50
Consecrated Chalice nearby ally heals using free recovery Adventurer Priestess 54
Druid's Cup transform a creature into an animal scout form Adventurer High Druid 40
Glass of Fire spend a recovery to add fire damage to an attack Adventurer Diabolist 18
Goblet of Proferred
reroll a relationship die Adventurer Crusader 16
Blood
Grail of Power gain attack bonus until end of battle Adventurer item set 80
Iron Grail spend a recovery to reroll an attack with 2d20 Adventurer Crusader 16
Primal Grail let an ally use two recoveries Adventurer High Druid 40
Ruby-decorated Goblet cast spark at-will, fireball once a day Champion The Three 63
Skull Grail spell recharge with temp hp benefit on failure Adventurer Lich King 44
Spiked Chalice spend a recovery to prevent enemy from healing Adventurer Crusader 16
Tarnished Chalice turn a recovery into negative energy damage Adventurer Lich King 44
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Appendix
Bearskin Cloak bonuses when attacks miss your PD Epic High Druid 40
Cape of the Champion hope when all other hope is lost Adventurer Great Gold Wyrm 34
Cape of the Monarch reroll ally's save with +4 bonus Adventurer item set 79
Charging-boar back
improved attack after enemy misses vs. your PD Adventurer Orc Lord 50
tattoo
Chasuble of Fell Might punish those vulnerable to holy damage Adventurer Crusader 16
Cloak of Shadow (cursed) ghost-like movement, with vulnerabilities Adventurer Prince of Shadows 61
Cloak of Shifting
gain random energy resistances Adventurer The Three 63
Allegiances
Fallen Angel Wings flight and powers stolen from angels Adventurer story item 82
Hood of Blind Faith ally gets reroll of attack or skill check Adventurer item set 79
Hood of the Bat conditional extra attack dice Adventurer item set 80
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Mantle of Dark Power heal when an enemy targets your PD Epic Crusader 16
Mantle of Gloom dramatic effects with a swish of the cape Adventurer Prince of Shadows 59
Mantle of Golden Scales transform into non-combatitive small gold dragon Adventurer Great Gold Wyrm 35
Mantle of Ice turns cold misses into temp hp Adventurer Lich King 44
Mantle of Mists miss chance vs. all attacks in one battle Adventurer Archmage 12
Mantle of the Abbot tricks that keep everyone fed Adventurer Priestess 54
Roaring-bear back tattoo return thunder damage you take on your next hit Adventurer Orc Lord 50
Shroud of Webs better at not being stuck; create a web Adventurer Elf Queen 26
Snuffling-hog back tattoo when attack misses PD, gain temp hp for slain mooks Adventurer Orc Lord 50
Tatterdemalion Cloak get what you need posing as a beggar Adventurer story item 88
Thousand Rainbow-scale
swap between your talent and another classes' talent Adventurer The Three 63
Cape
Whirlwind Cape fly in a spinning whirlwind for a turn Adventurer Elf Queen 26
Wizard's Tattered Robe unpredictable goodness when you roll a natural 13 Adventurer story item 89
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Appendix
Blue-eye palm tattoo bonus to last-gasp saves; and cast mage hand Adventurer Orc Lord 50
Burning Mittens burn those who grab you, and cast spark Adventurer The Three 64
Gauntlets of Axes fight superbly with a pair of magical axes Adventurer Great Gold Wyrm 35
Gauntlets of
resist a type of damage dealt by your weapon Champion Great Gold Wyrm 35
Confrontation
Gloves of Icy Grasp roll cold damage twice and use higher Adventurer Lich King 45
Gloves of the Forge resist fire 16+, and a save bonus vs. fire Adventurer Dwarf King 22
Helping Hands free skill checks involving nearby objects Adventurer Priestess 54
Hummingbird Feather
quick hands Adventurer Diabolist 18
Gloves
Poisoned Silk start each battle poisoning *someone* Adventurer Elf Queen 26
Red-iron Gauntlet big defense bonus vs. fire attacks Adventurer Crusader 16
Roaring-bear hand tattoo dropping foes provides bonus on next attack Adventurer Orc Lord 50
Silver-thread Gloves get an ally to succeed with a death save Champion Lich King 45
Spell Gauntlets cancels your miss effect and regain the spell later Adventurer The Three 64
Velvet Glove of
intimidation bonus Adventurer Emperor 31
Leadership
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Animated Ribbons protects you when you are helpless Adventurer Diabolist 18
Antlers of Primordial
bonus to magic item recharge roll Champion item set 80
Vitality
Arcane Eyes all-around vision and free-flying eyes as scouts Adventurer Archmage 12
Batwing face tattoo see' like a bat, +2 skill check bonus Adventurer Orc Lord 50
Bearskull Helm temp hit points when attack vs. MD misses you Champion High Druid 40
Blue-eye face tattoo know things you shouldn't Adventurer Orc Lord 50
Commoner's Crown swap places with random creature Adventurer Prince of Shadows 59
Crown of Candles four candles, four free saves a day Champion Dwarf King 22
Crown of Ice cold damage when you target MD Adventurer Lich King 45
Crown of the Legendary
reroll an attack vs. MD Epic item set 79
Legend
Crown of the Phoenix a fiery resurrection Epic item set 78
Diadem of Command make an inanimate object fulfill its function Adventurer Diabolist 19
Diadem of Disguises cast wizard spell disguise self Adventurer Prince of Shadows 59
The Diadem of Stars resilience of eons, deep heritage, overworld travel Adventurer artifact 73
blessing of thunder, voice from the throne, dragon-
The Dragon Crown Adventurer artifact 74
birth destiny
Dragonskull Helm perception bonuses Adventurer The Three 64
Garland of Feathers ally bonuses when an attack vs. MD misses you Epic High Druid 40
Gems of Elemental Magic your elemental damage spell gives you resistance Adventurer Archmage 12
Gladiator's Headband (cursed) you rally well, but are overly dramatic Adventurer Emperor 33
Halo of Flies pscychic link with a swarm of flies Adventurer story item 84
summon squirrels; also, transform into giant
Headdress of the Squirrel Adventurer story item 84
squirrel
Helmet of Justice skill check helping an ally gets a bonus Champion item set 79
Helm of Domination bump up your attack vs. MD when most needed Adventurer Dwarf King 22
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Appendix
Helm of the Arachnid more likely to sense ambushes Adventurer Elf Queen 26
Horned Crown you know when you are being watched Adventurer The Three 64
Horned God's Antlers cast bless or cure wounds Adventurer High Druid 40
Iron Crown when outnumbered, deal negative energy damage Champion Lich King 45
Mask of the Rabbit MD bonus vs. attacks that don't deal damage Adventurer High Druid 40
Primal Platinum Crown make an attack against enemies in a group Epic item set 80
Royal Crown deal psychic damage when you miss Champion item set 79
Spectra Spectacles learn about creature or magic item Adventurer Prince of Shadows 59
Spidersilk Cap your are spidery in a number of ways Adventurer Elf Queen 26
Tarnished Silver Crown when attack vs. MD misses you, deal damage Epic Lich King 45
Wig of Fabulous
very pretty; also your hair blocks for you Adventurer Diabolist 19
Loveliness
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NECKLACE, PENDANT
Item Power Tier Icon Page
Amulet of Fables skill check bonus while staggered Adventurer item set 78
Dragontooth Necklace you know all draconic languages Adventurer The Three 64
The Heart of Death undying, life-drinker, peer of the realm of death Adventurer artifact 75
Lodestone Pendant you know exactly where you are Adventurer Dwarf King 23
Moon-wolf neck tattoo understanding of beasts, and bonus save Adventurer Orc Lord 50
Mummified Monkey Paw turns failed save into a success, but at a cost Adventurer Lich King 45
Sacred Acorn prevents a number of problems posed by enemies Adventurer High Druid 41
Stone Pendant of
force enemy reroll Champion item set 80
Rulership
String of Lights your own personal light show Adventurer Archmage 12
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Appendix
ORB (IMPLEMENT)
Item Power Tier Icon Page
Azure Orb teleport to where you dropped the monster Adventurer The Three 64
Caerulean Orb your lightning attack yields flight Adventurer The Three 64
Cobalt Orb miss with lightning and produce thunder Adventurer The Three 64
Orb of Arcane Vision more miss damage with at-will spells Adventurer item set 78
Orb of Esoteric Images heal thanks to ally's daily spell Adventurer item set 78
Orb of the Holy Mother summoning spell only requires a quick action Adventurer Priestess 54
Orb of the Illuminated
change target of enemy attack to engaged enemy Adventurer Priestess 54
Seeress
Orb of the Phoenix teleport when you cast a fire damage spell Adventurer Archmage 12
Orb of the Sacred Father bless a creature you control with temp hp Adventurer Priestess 54
Orb of the Wise
delayed and double effect from spell Adventurer Priestess 54
Grandfather
The Orb of True Magic arcane recall, superior insight, star-traveler Adventurer artifact 75
Sapphire Orb enemy hurts when they hit you with lightning Adventurer The Three 64
Sphere of Verdant
heal when you deal fire damage Adventurer High Druid 41
Growth
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RING
Item Power Tier Icon Page
Bishop's Ring defensive bonus and mystic document sealage Adventurer Priestess 55
Bone Ring choose between being humanoid and undead Adventurer Lich King 46
(cursed) reach through solid objects; but don't ever
Dark-iron Ring Adventurer Prince of Shadows 61
roll 1
Iron Ring magnetism tricks, really, but don't say that aloud Adventurer Lich King 46
Knuckle tattoos your fists count as heavy two-handed weapons Adventurer Orc Lord 50
Ring of Contrary Actions flips a failed skill check around Adventurer Elf Queen 27
Ring of Darkness use rogue's Shadow Walk talent successfully Adventurer The Three 65
Ring of Delayed Wishes (cursed) get exactly what you want, fer sure, oh yeah Adventurer Great Gold Wyrm 37
Ring of Fateful Reversals fail even more than forwards Adventurer story item 86
Ring of Fire cantrips, and a daily daze effect Adventurer The Three 65
Ring of Iron Tides move when enemies pop free or disengage Champion Archmage 13
Ring of Majesty temp hp for you and allies when you heal Epic item set 79
Ring of Major
melt enemies with acid Epic Archmage 13
Transmutation
Ring of Minor Illusions invisiblity and minor illusions Adventurer Archmage 13
Ring of Minor
minor transformations of objects Adventurer Archmage 13
Transmutations
Ring of Petty Concerns grooming; also hampering an enemy Adventurer Diabolist 20
Ring of the Blind Seer cast bard spell befuddle Adventurer Prince of Shadows 59
Ring of the Faithful
avoid being ambushed Adventurer Great Gold Wyrm 35
Hound
Ring of the Lorekeeper bonus to skill checks involving ancient knowledge Adventurer High Druid 41
Ring of the Underking create a door or short passage through rock Adventurer Dwarf King 23
Ring of Thorns pokes grabbers with thorns Adventurer Elf Queen 27
Ring of Vines handy vines sprout from your body Adventurer Elf Queen 27
Rotten Ring you're icky, and resist things like a superior undead Adventurer Lich King 46
Sheriff 's Ring of
pound down doors; other objects Adventurer Emperor 31
Knocking
Wooden Ring dead wood sprouts and blossoms Adventurer High Druid 41
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Appendix
Cane of Night-kissed
rearrange urban or underground environs Adventurer Prince of Shadows 59
Cobbles
Golden Scepter of
cast spell against dragon-creature Adventurer Emperor 32
Dragon Command
Mace of Dominion target ally to increase number of enemy targets Adventurer Orc Lord 51
Scepter of Majestic Deeds protects you from looking foolish Adventurer Elf Queen 27
Scepter of Shadows hit to boost an ally's AC vs. target Adventurer Prince of Shadows 59
Scepter of the Sovereign multi-function implement and weapon Adventurer item set 79
Shaft of Darkness cast ghost sound with shadows Adventurer Prince of Shadows 60
Totem of Fecundity add goblin mooks to summoning spell Adventurer Orc Lord 51
Totem of Rage in long fights you'll probably get another attack Adventurer Orc Lord 51
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SHIELD
Item Power Tier Icon Page
Bad-moon arm tattoo takes the place of a shield Adventurer Orc Lord 51
Buckler of Winds pops everyone free of engagement Adventurer Great Gold Wyrm 35
Dragonbreath Shield breath weapon attack like a dragonic Adventurer Great Gold Wyrm 35
Dragonhide Shield turns an energy crit into just a hit Champion The Three 65
Dragonscale Shield half damage if an ally is also a target Adventurer The Three 65
Fortification of the
bonuses against elves and undead Adventurer The Three 65
Absent
Mirrored Shield make enemies go where they don't wanna go Adventurer Diabolist 20
Primal Onyx Shield low enemy attack roll may give you an attack Champion item set 80
make a melee attack when you fail a disengage
Roaring Adventurer Dwarf King 23
check
an attack or defense bonus triggered by enemy
Shield of the Avenger Adventurer Great Gold Wyrm 36
crit
Shield of Bones control effect on enemies who dare engage you Adventurer Lich King 46
Shield of Burnished Gold last gasp attacks rebound to attacker Adventurer Priestess 55
Shield of Claws add to melee miss damage Adventurer Orc Lord 51
Shield of Deferred
ally gets AC bonus Adventurer item set 79
Detriment
Shield of Displayed
become target of attack instead of ally Adventurer Priestess 55
Convictions
increase escalation die when you become
Shield of Impartiality Epic item set 79
staggered
Shield of Obscuration helps your allies hide Adventurer Prince of Shadows 60
Shield of Stone AC bonus vs. weapon attacks when staggered Adventurer High Druid 41
The Shield of the dwarven battle-cry, ancestral guardian, wisdom of
Adventurer artifact 76
Ancestors the ancients
Shield of the Green Man AC bonuses vs. plants and beasts Adventurer High Druid 41
Shield of the Silver Rose switch attack target to willing ally Adventurer Prince of Shadows 60
Woven-root Shield resist being moved against your will Adventurer Elf Queen 28
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Appendix
STAFF (IMPLEMENT)
Item Power Tier Icon Page
Astral Staff cancel negative effects when you teleport Champion Archmage 13
Crook of the Shepherd spend recovery to let ally heal Champion Priestess 55
Distaff of the Weaver create web as a hold portal spell Champion Priestess 55
Scythe of Reaping dropping enemies gives you a bonus casting Champion High Druid 41
Spear of the Huntress expand ally's crit range vs. specific enemy Champion Priestess 55
Staff of Blackened Bones fun with escalation die synchronicity Champion Lich King 46
Staff of Elven Fire teleport and deal fire damage to another enemy Champion Elf Queen 28
Staff of Elven Shadows steal your ally's healing Epic Elf Queen 28
Staff of Finality ends some enemies who would otherwise return Champion Lich King 46
Staff of Hungry Darkness deal ongoing acid damage Champion The Three 65
Staff of the Four Seasons make unique flexible meleet attack with staff Champion High Druid 41
Staff of Time gain your own improved escalation die Epic Archmage 13
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Badge of Pride recover your pride and attack again after missing Adventurer Great Gold Wyrm 36
Bronze Dragon-sign penalizes foes who try to do too much Adventurer Great Gold Wyrm 36
Copper Dragon-sign creates fog that shuts down ranged attacks Adventurer Great Gold Wyrm 36
Ensign of Loyalty afflicted allies yield attack bonuses Adventurer Orc Lord 51
Figure of Courage allies can help you out in combat better Champion Crusader 17
Fire-blackened Tooth your holy damage is fire instead Adventurer The Three 65
Fivefold Burning Eye swap a divine spell for an arcane spell Adventurer The Three 65
Fork of Feasting split recovery dice up with nearby allies Adventurer Dwarf King 23
Golden Flag of Honor varies, but involves enemy criticals Adventurer Emperor 32
Golden Holly holly berries work as healing potions Adventurer High Druid 42
Heretic's Fingerbone turns one terrible miss into a crit Adventurer Lich King 46
Iconoclast's Relic expands crit range under certain conditions Adventurer Lich King 46
Nominus of Cruelty when you heal, deal negative energy damage Adventurer Diabolist 20
Onyx Symbol turns terrible miss into a hit but costs ally dearly Adventurer Prince of Shadows 60
Purple Banner of
varies, but involves you and allies' saves Adventurer Emperor 32
Righteousness
Red Flag of Rectitude varies, but compensates for misses Epic Emperor 33
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Appendix
Sigil of Dragon Wings gain flight after you cast a daily spell Epic The Three 65
Spider Symbol transform into harmless swarm of spiders Adventurer Elf Queen 28
Stone of Sloth better recoveries under certain circumstances Adventurer Lich King 46
Symbol of Munificence misses turn to temp hp for you and your allies Adventurer Priestess 55
Symbol of
enemy fear aura triggers you or ally healing Adventurer Priestess 55
Scrupulousness
Symbol of Second
reroll last gasp save Adventurer Priestess 55
Chances
Symbol of the Moon cast bard spell charm person Adventurer Priestess 55
Symbol of the Noose regain a recovery when you roll a death save Adventurer Diabolist 20
Symbol of the Star gain a recovery, and double-up an ally's healing Adventurer Priestess 55
Symbol of the Sun cast cleric spell cause fear vs. undead Adventurer Priestess 55
Symbol of the Tolling Bell your failed death saves are great for your allies Adventurer Lich King 46
Talons of Envy gain an ally's recharging spell as a daily spell Adventurer Orc Lord 51
Token of Kindness use your healing dice to help an ally instead Champion Diabolist 20
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WAND (IMPLEMENT)
Item Power Tier Icon Page
Darkroot Wand add stuckness to another spell effect Adventurer Elf Queen 28
Ghost Flute increases hit point thresholds vs. undead Adventurer Lich King 46
Lightning Tine when you take damage, you zap back Adventurer The Three 65
Unicorn Horn Wand call magical steed; not necessarily a unicorn Adventurer Elf Queen 28
Wand of Dream-sending cast sleep spell when helpless Adventurer Great Gold Wyrm 36
Wand of the Paladin cast magic missile, with a few benefits Champion Great Gold Wyrm 36
Wand of the Under-river create a helpful freshwater spring Adventurer Dwarf King 23
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Appendix
WEAPON, MELEE
Item Power Tier Icon Page
Arcane Blade arcane implement; crit gives quick casting Adventurer Archmage 13
Armament of Tactical
random targets improve the attack Adventurer Emperor 33
Unpredictability
Astringent Chain penalizes target's disengage checks Adventurer Priestess 56
balance of nature, sacrifices must be made,
The Blade of Sacrifice Adventurer artifact 75
greater good
Blood-rage reroll a melee attack, but then use it vs. ally Adventurer Orc Lord 51
Boiling Blood a miss adds fire damage to your next attack Adventurer Orc Lord 51
Bright-lance make melee attack vs. nearby enemy Adventurer Great Gold Wyrm 36
Brightsteel stuns along with a critical hit late in a fight Adventurer Elf Queen 28
Dragon Lance melee attack targets nearby enemies Champion The Three 65
Dragon Strike take your standard action at start of round Epic The Three 65
Dreaming Stone low attack roll becomes reroll Adventurer High Druid 42
basic melee attack vs. 1d3 enemies, ignore your
Dwarven Rage Adventurer Dwarf King 24
crits
Flint Blade (one-handed) (cursed) more fire damage, for and against Adventurer Diabolist 21
Giant-slayer attack bonus vs. larger and huge creatures Adventurer Dwarf King 24
Godslayer enemies have trouble getting away from you Epic item set 80
Hammer of Cursing (cursed) extra attacks, for and against Adventurer Diabolist 21
Ice-crack taking cold damage expands your crit range Adventurer Lich King 47
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Mana Drinker absorbs spells and breath weapon attacks Adventurer Archmage 14
Sacrificial combat success lets you reroll High Druid dice Adventurer High Druid 42
The Sword of Light gloriole, detect evil, dragon-rebirth destiny Adventurer artifact 77
ongoing damage saves from this weapon are
Thorny (one-handed) Adventurer Elf Queen 28
tougher
Thurible of Smiting deals ongoing damage on a miss Adventurer Priestess 56
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Appendix
WEAPON, RANGED
Item Power Tier Icon Page
Beribboned switches odd and even attack rolls Adventurer Elf Queen 28
damage bonus for thrown weapons; cast mage
Blue-eye arm tattoo Adventurer Orc Lord 51
hand
Bow of Burnished Gold fire or holy damage Adventurer Priestess 56
Bow of Moonlight you miss target, ally teleports to engage target Champion Prince of Shadows 60
Demonic Bow great crits, but also against allies Adventurer Diabolist 21
Destiny-seeking (thrown) better against the most dangerous enemy Adventurer Dwarf King 24
Hawkshot arrows that miss find other targets Adventurer Elf Queen 28
Lightning Bow lightning damage, thunder damage, one crit Adventurer The Three 66
Phase Bow (cursed) target enemy you can't see; allies at risk Adventurer Prince of Shadows 61
Pyroclastic Bow fire and thunder and breaking things Champion The Three 66
Rictus Grin half the damage becomes ongoing psychic damage Adventurer Lich King 47
Soot Bow defense bonuses that vanish when you move Adventurer The Three 66
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I n de x of Tr u e M a g ic I t e m s
WONDROUS ITEMS
Item Power Tier Icon Page
Astounding Figurines magic gaming set with many powers Adventurer Great Gold Wyrm 37
Bow of Unerring Peace misses sentient targets, unerring vs. objects Adventurer story item 81
Dragon Horn of Wishes wishes obtained; but dragons ain't happy about it Adventurer story item 81
Elven Lantern you can see through trees and plants Adventurer Elf Queen 28
Eye of Lich King (cursed) read the full writeup! Adventurer Lich King 47
Flute of the Ecdysiast makes mindless dancers of the weak-willed Adventurer story item 83
Flying Carpet fly as if you had cast wizard's flight at 9th level Epic Prince of Shadows 61
Hand of the Lich King (cursed) read the unabridged version Adventurer Lich King 47
Harp of Fate true songs Adventurer High Druid 42
Heartstone can be any type of magic item, variable powers Adventurer story item 85
Horn of the Battle Steed use relationship dice to summon steeds Adventurer Crusader 17
Rock of the Ancestors summon helpful dwarven spirits Adventurer Dwarf King 24
Starsilk Gown courtly dress conceals heavy armor Adventurer Elf Queen 28
Tankard of Dwarvenkind any liquid becomes drinkable and delicious Adventurer story item 88
Traveling Lectern intelligent reading stand that helps with rituals Adventurer Priestess 56
War-dirge of Chaos (cursed) a song of thunder, a personal soundtrack Adventurer Orc Lord 52
Wondrous Saddle transformation into magical horse Adventurer Great Gold Wyrm 37
115
Appendix
DIVINE INVESTMENTS
Item Power Tier Icon Page
mark of the Ahurak manifest a holy weapon (weapon or implement) adventurer Priestess 56
mark of the Angel avoid falls by sprouting wings (cloak) adventurer Priestess 56
mark of the Eskandari defense at the cost of lower offense adventurer Priestess 56
mark of the Seraphim deal fire damage when engaged (armor) adventurer Priestess 56
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MINOR ITEMS
Item Power Tier Icon Page
cut crystal apple translates writing, but mishandles food-related text adventurer Priestess 55
dragon-breath tankard drinking too much lets you breathe fire adventurer The Three 62
dreamy scarf embroiders itself with wearer's last dream adventurer Emperor 31
feller's axe provides proper dwarven responses to plant monsters adventurer Dwarf King 24
fur pouch feeds you when you're hungry adventurer High Druid 41
grabbing mirror slaps, grabs, or caresses those who come too close adventurer Emperor 31
117
Appendix
118
I n de x of Tr u e M a g ic I t e m s
CONSUMABLE ITEMS
Item Power Tier Icon Page
119
Appendix
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