Trinkets.Pdf

Trinkets.Pdf

A Dungeon Master Resource Trinkets an eighteenwisdom original Contents Page Magic Arrows of Wonder 2 Fools Gold 3 Hakenza's Warpaint 4 Rose Amulet 5 Thirteen Treasures 6 Thirteen Treasures (continued) 7 Weapons Aztecs 8 Aztecs (continued) 9 Ancient India 10 Ancient India (continued) 11 Puzzles Sorcerer's Whim 12 Sorcerer's Whim (continued) 13 Spirit of Ecstacy 14 Trap Featherfall 15 Featherfall (continued) 16 Monster Redcap Goblin 17 1 Magic - Arrows of Wonder Arrows of Wonder are usually found in a plain quiver. There are 3d6 arrows in the quiver and each are magical. When a detect magic (or similar) is used they will identify as 'Arrows +2' but when they are fired from a bow there is a chance that the magical effect will change in mid-flight. Once a player uses an Arrow of Wonder you should roll the d20 to see what magical properties the arrow assumes before striking its intended target. (roll - 1 to 5) +2 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use. (roll - 6 to 7) +3 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use. (roll - 8 to 9) +4 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use. (roll - 10) Flaming Arrow. No 'to hit' benefit but causes an additional 1d6 burning damage. Destroyed after use. (roll - 11) Ice Arrow. No 'to hit' benefit but causes an additional 1d6 freezing damage. Destroyed after use. (roll - 12) Push Arrow. +2 'to hit', if hits the target must make a DC15 Strength save. On a failure, target takes additional 1d6 force damage and is pushed 15ft backwards. Destroyed after use. (roll - 13) Paralysis Arrow. +2 'to hit', if hits the target must make a DC15 Constitution save. On a failure, target is paralyzed for 1 minute. Destroyed after use. (roll - 14) Piercing Arrow. +3 'to hit', +5 Damage. 1d6 chance arrow is destroyed after use. (roll - 15) Screaming Arrow. +2 'to hit', when fired lets out a horrible shriek that can be heard up to 300 ft. away. All creatures in a 5ft. wide line from user to target must make a DC13 wisdom saving throw. On a failure, a creature takes 2d8 thunder damage and is frightened of user for 1 minute. On a successful save, a creature takes 1d8 thunder damage only. Deaf are immune. Destroyed after use. (roll - 16) Sure Arrow, will only miss on a natural 1 'to hit' roll. +2 Damage. 1d6 chance arrow is destroyed after use. (roll - 17) Healing Arrow, +2 'to hit', if hits target will receive 3d4 hp of healing. Destroyed after use. (roll - 18) Shrinking Arrow, +2 'to hit', if hits the target must make a DC15 Constitution save. On a failure, target shrinks to half normal size for 10 minutes. Destroyed after use. (roll - 19) Flower Arrow. When in flight the arrow will turn into a flower and harmlessly bounce off intended target. Intended targets may become momentarily confused. Destroyed after use. (roll - 20) Glitter Arrow. No 'to hit' benefit. When the arrow hits any object it will explode into a large 10ft wide spherical cloud of glitter that will stick to any surface it comes into contact with. Intended targets may become momentarily disorientated. Destroyed after use. The D20 roll should be made each time an arrow is used or re-used (the magical properties can be different each time so just because an arrow was +3 the last time it was used does not mean it will be the same the next time it is used). 2 Magic – Fools Gold A collection of odd magical items The Fork of the Goat – If used as an eating utensil it will turn almost any item into a nourishing, tasteful meal. And I mean almost anything, shoes, used underwear, healing potions… Orbs of Communication – These small orbs come in sets of between 6 and 10. They can be distributed amongst a group of individuals who can use them to communicate over long distances. They can also be used to share images with other users (maybe show them what you are eating) so that they can pass along their approval. Socks of Cheese – A particularly nasty item that will, when worn and upon command, emit a shockingly awful and powerful aroma. All creatures within a 20ft radius must make a saving throw or be physically sick and disorientated. Cornstalk of Linguistic Ability – When this stalk of corn is placed in your mouth and chewed you will be able to understand any language currently being spoken. You will also be able to speak any language (albeit with a rustic farmer-like accent). Hourglass of Knowledge – This item is very useful during a lull in game play. The player owning the Hourglass of Knowledge can use it to inform the other players that they should wait for a bit. When operated the Hourglass will raise in the air and slowly spin until the action is ready to resume. Cat’s Pillow – This pillow allows the user to sleep absolutely anywhere (even on a window sill in direct sunlight) and regain a full nights rest in just a couple of hours. Be warned, overuse of this item will lead the player to become aloof and look down on the other party members. 3 Magic - Hakenza's Warpaint History – Hakenza is a warrior of local legend. A man who fought and defeated the Orcs in the last uprising almost one hundred years ago. His skill in battle was formidable and his feats of bravery are depicted in many artworks around the local area. Hakenza’s War Paint is a sticky blue liquid which comes in a small jar. If this liquid is applied to the face in one in the patterns used by Hakenza it will temporarily bestow benefits to the character. However, the players will probably not know of Hakenza or his legacy let alone how he applied his war paint! They should be able to find a few design examples on the various paintings and artworks of Hakenza which are relatively common in the immediate area. The small jar will hold enough liquid for 3 to 4 applications and each application will last approximately 6 hours. Hakenza’s War Paint Designs Large Crosses on cheeks under both eyes – STR +2 Three vertical stripes on face (forehead to chin) – DEX +2 Thick band horizontally across face (over nose) – All throws at ADVANTAGE Thick band around each eye – STR +1, DEX +1, CON +1, CHR +1 Two different patterns can be applied at the same time and the effects will be cumulative 4 Magic - The Rose Amulet (wondrous item) The wearer of the Rose Amulet is immune to disease. If the wearer has a pre-existing disease the effects of this disease with be suppressed while the amulet is worn. Whilst wearing the amulet, the wearer will have 19 CON (it has no effect if your CON is already 19 or higher). The amulet holds 10 charges. Whilst worn the wearer can use an action to expend 1 or more of its charges to cast one of the following spells from it (using your spell save DC and spellcasting ability modifier); a) Cure Wounds (1 charge per level, up to 4th level) - (casting time 1 action, duration instantaneous, a creature you touch regains a number of hit points equal to 1d8 + your spellcaster ability modifier. Using an extra charge increases healing by 1d8 for each additional charge. A maximum of 4 charges can be expended each time the amulet is used. This spell has no effect on undead or constructs). b) Lesser Restoration (1 charge) - (casting time 1 action, duration instantaneous, you touch a creature and can either end one disease or one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, or poisoned). c) Mass Cure Wounds (5 charges) - (casting time 1 action, duration instantaneous, a wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs). The amulet regains 1d6 + 4 expended charges daily at dawn. 5 Magic – The 13 Treasures The Thirteen Treasures of the Island of Britain are items appearing in medieval Welsh texts from the 15th and 16th centuries. Of course, rather confusingly, there’s actually 14 treasures in the list (and one list item has two pieces so it’s technically 15). Dyrnwyn (D&D possibility – a flaming sword) The Dyrnwyn (“White-Hilt”) is said to be a powerful sword belonging to Rhydderch Hael, one of the Three Generous Men of Britain. When drawn by a worthy or well-born man, the entire blade would blaze with fire. Rhydderch was said to lend the sword to pretty much anyone, hence his nickname Hael “the Generous”, but any possible recipients would always decline the offer once they learned of the swords mysterious properties. The Hamper of Gwyddno Garanhir (D&D possibility – endless food) Gwyddno Garanhir (a ruler of a sunken land off the coast of Wales) possessed a hamper which would multiply food. Any food put in the hamper would increase a hundredfold once the hamper was closed and The Horn of Brân Galed (D&D possibility – endless drink) The Horn of Brân Galed from ‘the North’ is said to have possessed the magical property of ensuring that “whatever drink might be wished for was found in it”. The Chariot of Morgan Mwynfawr (D&D possibility – a teleportation device) The chariot belonging to Morgan Mwynfawr (“the Wealthy”) is described as a magical vehicle which would quickly reach whatever destination one might wish to go to.

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