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Halfling Campaign Magical Items
Note: all items on this page have come from a group of magic items a good friend (Ed O.)
and I brainstormed on a long car trip. The items are based on a group of
powerful halfling adventurers that left a legacy of magic items behind with
their namesakes. The characters involved are Natasha, a paladin; Carabell, a
cleric; Damien, a necromancer; Darling, a sorceress; and Lucidia, a thief. The
DM (Ed) tended to ignore the racial restrictions of halflings regarding class
restrictions. In any case, none of the characters these items are named after
still exist (except perhaps Damien - dead things tend to hang around a while!).
These items added a bit of atmosphere to a halfling campaign that was run
shortly after the creation of these items.
Armor
Lucidia's Leather Armor
Classes Allowed: Thieves
[INSERT TEXT HERE]
XP Value: 500
Natasha's Plate Mail
Rings

Swords

Other Melee Weapons

Damien's Dagger
Classes Allowed: All
Miscellaneous
Lucidia's Latch
Classes Allowed: All
This latch is gold and silver and magically attaches to any item with a door
or hinged opening (like a chest). The latch wizard locks the portal
or item it is connected to, and can only be opened using the command word for
the latch or through use of the knock spell, which causes the latch to
fall free from the surface it is fixed to. The latch is usable any number
of times.
XP Value: 750
Carabell's Kitchen
Classes Allowed: All
An unusual item - it's a pewter plate with intricate engravings around the
edge. When an item is set upon the plate of organic nature, a command word
causes the plate to render the item put there as edible. Spoiled food becomes
able to nourish, poisoned food is rendered healthy, etc. This works on solid
items, not things that are fully liquid. Rumor has it there is a goblet that
matches this plate, but there is no word on where it might be.
XP Value: 1000
Damien's Dice
Classes Allowed: Priest, Mage
This is a set of two bone dice, decorated with skulls and bones to signify the
numbers 1 through 6, much like normal dice. When these dice are cast by a
mage or priest, the dice tap into necromantic magic to summon undead. Most of
these undead will obey the caster of the dice. The summoning table is as
follows:
| Die Roll | Result |
| 2 | Wraith - uncontrolled |
| 3 | Skeletons - 1d6 |
| 4 | Zombies - 1d6 |
| 5 | Ghouls - 1d6 |
| 6 | Ghasts - 1d6 |
| 7 | Wraith - 1 |
| 8 | Skeletons - 3d6 |
| 9 | Zombies - 3d6 |
| 10 | Ghouls - 3d6 |
| 11 | Ghasts - 2d6 |
| 12 | Vampire - uncontrolled |
The number rolled is the number of creatures that are summoned. The summoning
lasts for 1 hour, then the creatures disappear without a trace.
If the creatures were destroyed, their remains also disappear at the end of
the summoning duration. If a creature was summoned uncontrolled, the
creature will leave whenever it wants to leave - no duration is involved then.
This item is quite dangerous, and tends to have an affect on the alignment
of the wielder. If the wielder makes a number of casts equal to his/her level,
the wielder becomes cursed with an alignment change until a remove curse
is cast. Paladins, Rangers, and specialty priests with rigid alignment
requirements must specially seek atonement for actions carried out while under
the influence of the dice.
XP Value: 2500
Natasha's Bell
This small bell is normally suspended in a room and attuned to the doors and windows
of that room (by ringing the bell in front of each portal). When the bell is
set with a command word, the bell will ring when any of the portals it is set
to opens.
XP Value: 500
Natasha's Book
Natasha's Candle
Lucidia's Laughter
JEMIDEX, Webmaster,Content,Graphics.
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