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The d4 System: Items

Welcome to a new addition for the d4 System! If you’re disappointed at finding only Weapons, Equipment, and GP when you go treasure hunting, this is for you! d4 System: Items provides you with stats for all sorts of new treasures. Now you can give players real rewards when they defeat the local villain, win the respect of the townspeople, and loot his vaults!

Magic Weapons

 

Acidic Dagger

When this dagger successfully deals damage, the opponent must make a Stamina check at a Difficulty of 3. If this check is failed, the opponent starts to hallucinate, and becomes Dazed. This Weapon is banned in several areas, as it can be considered to be a narcotic. In these areas, it can be bought and sold for twice its value.

GP: 18

 

Blade of the Leech

The draining ability of this Short Sword allows the wielder to gain life at the expense of another. On a successful attack, and if the target has no Armor Hits, the attacker gains back 2 HP. This HP gain can’t happen if the attacker is already at his maximum HP. The HP gain cannot be converted to Armor Hits.

GP: 30

 

Club of Returning

This club has the magical ability to return to its owner when thrown. If a character throws this club, whether or not the attack was successful, it flies back to them at the end of the turn. The character must make a Dexterity check at a Difficulty of 2 in order to catch it; if they fail this check, the club deals its normal damage to them.

GP: 19

 

 

 

 

 

 

 

 

 

 

 

Dancing Dagger

These Daggers are crafted by the various Performers’ Guilds throughout the land. When the command word is spoken, the Dancing Dagger leaps out of the user’s hand and onto the ground. It then starts performing the moves of one of the many dances that exist, like break dancing, tap, tribal ceremonial, and more. The appropriate accompanying music plays in the background, just loud enough for those within 30 feet to hear. All those within range that can hear the music or seeing the dancing, excluding the user, must make an Intelligence check at a Difficulty of 2 or become Dazed for 1 turn. The dancing continues for 4 turns or until the user says the command word again. If the Intelligence check succeeds, it does not have to be made again; if it fails, it must be made again when the character comes out of his Daze. When not dancing, it can be used as a normal Dagger.

GP: 28

 

Deathly Axe

This Battle Axe is expertly forged and enchanted with life draining magic. If a successful attack is made, and the target doesn’t have any Armor Hits left, this Axe deals an additional 2 damage.

GP: 28

 

Explode Co. Explode Bow™

The Explode Co. is known far and wide for their innovative explosive products. After the success of Napalm Enema™ and Rocket Suppository™, the folks at Explode Co. introduced the Explode Bow™. This enchanted Short Bow endows its arrows with a magical explosive charge. When the arrow hits, whether or not it hits its intended target, it explodes, dealing 1d4+1 fire damage to anything within ten feet of the impact.

GP: 20

 

Flame Blade

It initially looks like a regular Longsword, but when drawn in battle, the blade becomes bathed in fire. When used, it deals normal Longsword damage, plus an additional 2 from the fire.

GP: 25

 

Freezing Spear

This Spear contains the freezing power of the Brain Freezy Mountains. On a successful attack, it freezes the opponent in addition to dealing normal damage, effectively Paralyzing the opponent. Paralysis lasts until at least 4 fire damage is dealt to the ice or for 4 turns, whichever comes first. When dealing fire damage to the ice, the frozen           o takes half of all damage dealt, rounded up.

GP: 30

 

 

 

Lightning Axe

A Hand Axe enchanted with electric power. When used, it deals normal Hand Axe damage, plus an additional 1 from the electric shock. If the opponent is wearing metal armor, the shock deals 2 damage instead.

GP: 22

 

Lightning Bow

The Lightning Bow is a Longbow enchanted with electric energy. To attack, roll the Combat check as normal. Instead of firing the arrow, it transmogrifies it into a bolt of lightning that acts as per the Lightning Bolt Spell.

GP: 45

 

Mace of Smiting

This mace is infused with excess kinetic energy, allowing it to hit harder. The Mace of Smiting deals an extra 2 damage on a successful attack.

GP: 22

 

Mallet of Mashing

This enchanted War Hammer gives the wielder a –2 check modifier to all attack rolls made when using it. It also deals an extra 2 damage on a successful attack.

GP: 26

 

Magic Armor

 

Chain Mail of Protection

This enchanted Chain Mail is available in both Upper and Lower configurations. It provides an extra 10 Armor Hits when worn. It also reduces all electricity damage by half, rounded down. When first made, this armor shines with a barely visible white light, but as it is used, the aura becomes less and less noticeable.

GP: Upper – 35, Lower – 38

 

Helmet of Light

This Helmet appears to be a well-kempt and polished version of its non-magical counterpart. Twice a day the wearer can activate its Light ability. The Light Spell is cast, with the Helmet as the Spell’s target.

GP: 28

 

Shield of Deflection

A favorite of those who enjoy recklessly running into battle with no concern for their           afety, this Iron Shield is imbued with the ability to reflect attacks more easily with no extra effort on the wielder’s part. All attacks made on the wearer have a check modifier of +2.

GP: 40

 

 

 

Slippery Armor

This Studded Leather armor allows the wearer to escape from grapples and bonds easily. Made for both the Upper and Lower areas, any checks made by the wearer to wriggle free of ropes, chains, arms, etc. are made with a –2 check modifier.

GP: Upper – 28, Lower – 30

 

Magic Equipment

 

A few notes on the use of magic Equipment. It takes one turn to use a potion, scroll, wand, ring, or anything else that doesn’t say otherwise, and its effects happen at the end of that turn. Only two rings may be worn at a time. Any additional ones, when put on, are repelled by the magical field from the other two rings, and fly off the finger 10 feet in a random direction. Unless otherwise indicated, any piece of Equipment that creates a Spell-like effect does not require the user to make an Intelligence check.

 

Bag of Largeness

This bag appears to only be able to hold a small piece of Equipment, but it is really enchanted to be able to hold much more. The bag takes up one Equipment space, but provides an extra seven.

GP: 70

 

Boots of Running

When worn, these leather boots provide an extra 10 feet of movement during your turn.

GP: 20

 

Cloak of Invisibility

This gray silk cloak is activated by crossing your arms and saying “I’m invisible!” Once activated, the character is Invisible for 10 turns.

GP: 45

 

Coating Dust

When thrown into the air, this gray powder covers Invisible characters, allowing others to see them. Any Invisible character within 15 feet can be seen completely, and no longer benefit from Invisibility. The Dust’s effects wear off after 5 turns.

GP: 40

 

Gauntlets of Lifting Stuff

These worn, brown leather gloves provide a +2 bonus to Strength when equipped.

GP: 26

 

 

 

 

 

Ice Gem

An Ice Gem is a finely cut, clear blue jewel. When bare skin touches an Ice Gem, they are frozen, becoming Paralyzed for 5 turns. This magical ice cannot be melted, and any damage dealt to it in an attempt to melt or dislodge it is instead dealt to the Paralyzed character.

GP: 40

 

Instant Wall

This item starts out as a small stone brick. When the proper activation word is said, the brick expands and transforms into a brick wall 10 feet high, 1 foot thick, and 15 feet long. If a character actually wants to try to break through this wall, it has 30 Armor Hits and 80 HP.

GP: 32

 

Magic Scroll

Roll on the Spells Table to determine the spell that is written on a Scroll. To use it, make an Intelligence check at the Difficulty given for the Spell. Any effects happen as described in the “Spellcasting” section of the d4 System core rules. You do not need the Magic Casting Skill in order to use a Scroll.

GP: 15 × the Spell’s Difficulty

 

Potion of Cowardice

When this potion is imbibed, it causes the user to be unusually cowardly for the next half hour. They will not attempt to start or enter combat; if they are in a fight when the potion is used, they will flee to the nearest dark corner. If they are far away from any dark corners, they will be fleeing for quite a long time. When the potion’s effect wears off, the character will poorly rationalize their actions to anyone asking.

GP: 19

 

Potion of Curing

This potion, when used, negates any Poisoned Status change.

GP: 25

 

Potion of Dark Seeing

When imbibed, the user gains the ability to see in the dark, as per the Dark Seeing Spell.

GP: 25

 

 

 

 

 

 

 

 

Potion of Dragon’s Breath

This potion comes in four different kinds, one for each of the different colored dragons. The color of the dragon determines the color of the potion, allowing one to differentiate between them. When used, the character has the ability to use the breath weapon of the dragon whose color it is. This ability lasts for 5 turns or until the breath weapon is used. If it is not used within the 5 turns, the effect fizzles, and nothing happens.

GP: 35

 

Potion of Flying

Drinking this potion is the equivalent of casting the Spell Levitate on oneself.

GP: 15

 

Potion of Morning Breath

When this potion is ingested, powerful magics increase the odor within your stomach. The result is a case of incredibly nasty morning breath. Any within 10 feet of you must make a Stamina check at Difficulty 2 or become dazed. A success allows you to resist the effects until you move out of range and back in.

GP: 17

 

Potion of Sneakiness

This potion quiets the footsteps of the one who drinks it for 1 hour. This gives a Difficulty modifier of –1 to any checks made for being quiet and stealthy.

GP: 20

 

Potion of Stat Increase

There are six different versions of this potion: one for each Stat. It also comes in six different colors: Red (Str), blue (Dex), white (Int), yellow (Vit), brown (Sta), and grey (Com). When used, the character gains a temporary increase in the Stat of 1d4 for the next hour.

GP: 25

 

Ring of Climbing

The wearer of this ring gains the Climb Skill when wearing it. This ring does not give the wearer a double bonus if he already has the Climb Skill.

GP: 50

 

Ring of Flame

This ring allows the wearer to magically manipulate and create fire. When first made, the ring has 25 charges. The wearer can use the ring to expand the size of a fire, expending 1 charge per 5 feet added to the fire’s radius. He may also, at a cost of 3 charges, create a small, 5 × 5 foot fire. As a final bonus, the wearer may expend 6 charges to cast the Fireball Spell. When all 25 of the charges have been used, the ring becomes a regular gold ring, worth 5 GP.

GP: 60

 

Ring of Jumping

The wearer of this ring gains the Jump Skill when wearing it. This ring does not give the wearer a double bonus if he already has the Jump Skill.

GP: 50

 

Ring of Life

This ornate silver ring can restore the damaged body of its wearer. When newly made, the ring has 30 charges. The wearer may expend 1 charge to heal himself by 1 HP. He may spend as many charges as he wishes at one time, but when all of the charges are gone, the ring becomes an inert silver ring worth 3 GP.

GP: 57

 

Rod of Random Cursing

In order to use this rod, the user must point it at someone within 25 feet of himself. When the rod is activated, roll 2d4 on the table below. The corresponding effect happens to the target.

 

2

The rod shouts something obscene at the target.

3

One random piece of Equipment belonging to the target is disintegrated.

4

The target spontaneously loses 1d4+1 HP.

5

The target wets his pants, and although relieved, is thoroughly embarrassed.

6

The next three Stat checks the target makes get a +3 check modifier.

7

An ettin appears right next to the target, and is very angry because of it.

8

The target changes gender. For a day.

 

GP: 60

 

Stone of Repulsion

This Stone is a round, smoothly polished piece of onyx. Once a day, the Stone’s user may activate it, causing all other creatures within 10 feet to be thrown 5 feet away from the user. All repelled in this manner fall to the ground, and must spend their next turn getting to their feet.

GP: 37

 

 

 

 

 

 

 

 

 

 

 

 

 

Tetrahedron of Wonder

This small, triangular pyramid can be crafted of bone, rock, metal, or anything else that can be carved into the right shape. Each face has a number engraved on it, from 1 to 4. When new, a Tetrahedron of Wonder has 10 charges in it. To activate it, the character rolls the Tetrahedron on a flat surface. This expends one charge and a magical effect happens to a random character within 10 feet of the Tetrahedron according to what side landed facedown. The player should roll 1d4 and consult the table below for the effect.

1

Red – A burst of flame strikes the target, dealing them 1d4+2 fire damage.

2

Blue – A bright blue aura surrounds the target, healing 1d4+2 HP.

3

Green – The target is dazed for 4 turns.

4

Yellow – The target is effected as if by the Levitate Spell.

 

GP: 50

 

Wands

A Wand is a small rod of wood, metal, glass, bone, etc, enchanted with the ability to cast a Spell. Any Spell can be put into a Wand. To use, a character waves it and designates the target, as if casting the Spell himself. A newly made Wand can cast its Spell 10 times. When all 10 castings have been made, the wand becomes useless, worth, at most, 4 GP.

GP: Spell’s Difficulty × 25

 

Other Explode Co. Products

 

Flaming Staff™

At first, the Flaming Staff™ appears to be an ordinary walking stick or can of some sort. When the Flaming Staff™ is pointed at someone and waved around in a somewhat complex pattern, however, the truth is revealed. It takes 1 turn to activate the Flaming Staff™, but no check of any kind is required to do so. As long as the target is within 15 feet of the Flaming Staff™ and the end is pointed directly at him, he is hit. A gout of flame bursts from the tip and deals the target 3d4 fire damage.

GP: 40

 

Magic Missile™

This rocket is small enough to be held in the hand, but it packs a powerful punch. To use it, the character makes the attack roll with a Difficulty modifier of –1. The missile flies from the character’s hand, striking the target and dealing 3d4 damage and exploding in the process making it forever useless. If the attack roll fails, the Magic Missile™ falls to the ground a short distance behind the target, and becomes useless until recharged at an Explode Co. officially sanctioned Explosives Vendor. The cost of this recharge is 6 GP.

GP: 18

 

 

Napalm Enema™

Another fine Explode Co. product. If, for whatever reason, you decide to use it, the one it is being used on takes 3d4 fire damage and has a very clean digestive tract.

GP: 15

 

Rocket Suppository™

A pill with a kick. This item can be filled with any sort of potion. When administered, the patient takes 1d4 damage. 3 turns later, the potion comes into effect, doing what it would normally do as if the character had swallowed it. The character cannot sit down until 1 hour after the use of the Rocket Suppository™.

GP: 13

 

Non-magical Items

 

Bag of Caltrops

This is a leather bag full of four-pronged metal spiky things. The bag contains enough caltrops to cover an area 15 feet × 15 feet. This total area can be broken into many uses by covering smaller spaces, if needed. When anyone crosses an area covered with the caltrops, they must make a Dexterity check at a Difficulty of 3 or take 2 damage. For the next 10 minutes, they can only move at half of their normal speed and cannot perform any tasks that require any significant amount of footwork, i.e. climbing, jumping, or tap dancing.

GP: 10

 

Lamp Oil

A flask of oil used in lamps and lanterns. If spilled or poured on the ground, it covers 5 square feet on a level surface. If the surface is tilted, it will, of course, flow down the incline, leaving a thin layer of oil in its wake. If lit, it will burn for 3 turns, and any within it take 1d4 fire damage.

GP: 1

 

Lantern

An oil-burning light source. It usually comes with a flask of oil. It will light an area with a 20-foot radius for 6 hours.

GP: 5

 

Map or Scroll Case

A capped tube of leather made for holding Scrolls, maps, and other bits of writing material. Sometimes they even come with a carrying strap!

GP: 2

 

Paper

Pulped plant matter strained into thin sheets and allowed to dry. I pity the fool who doesn’t know what paper is.

GP: 2 (5 sheets)

Parchment

Animal hide that has been specially prepared for writing upon.

GP: 1 (5 sheets)

 

Pen and Inkwell

A typical wooden pen with an inkwell full of black ink.

GP: 4

 

Poisons

The various poisons of the world can be found in many a dingy shop. Almost always outlawed, they can be quite expensive if you can find them. Although basic poison rules are outlined in the core rules, there are several poisons that have very different effects on those they are administered to. The table below outlines the type, Stamina check Difficulty, damage, and cost of other kinds of poison.

 

Poison

Difficulty

Damage

GP

Dragon Bile

4

4d4

65

Arsenic

2

3d4

25

Ghoul Dust

2

Knocked Out

20

Bloodroot

2

2d4+3

28

Shadow Essence

3

2d4

32

 

 

 

Shovel

A wide, flat, dull blade on the end of a stick. Used for digging. May also, in a pinch, be used as a Weapon. The attack is made with a +1 check modifier, and it deals 2 damage.

GP: 3

 

Spiky Codpiece

This is an extra piece of Armor that can only be worn by male characters. If you don’t know why this is, ask someone. I’m not telling you. Nevertheless, the Spiky Codpiece provides an extra 3 Armor Hits. It is a piece of Lower Armor, and can be worn over any Lower Armor already being worn.

GP: 4

 

Stompy Boots

These boots have been reinforced with hardened leather. They have steel bolted to their soles. They have various pointy objects, including nails, teeth, horns, manticore spines, and bits of pointy twisted metal attached to their bottoms. They can be used as a weapon and deal 3 damage on a successful attack. If they are used to walk on, run over, or shuffle across somebody who is prone or helpless, the damage is automatically dealt to the victim.

GP: 4

Some Final Notes

If you don’t like the effects, names, GP costs, or whatever that these items have, change them. It’s your game, after all. Hey, make up your own. You’ve got same different ideas than I do, and it’s good for the imagination.

Any comments, suggestions, new item ideas, and all else can be e-mailed to me at LordKorax@toast.com. That is, if you want them to reach me.