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!
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.