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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.

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Lucidia's Leather Armor
Classes Allowed: Thieves
[INSERT TEXT HERE] XP Value: 500

Natasha's Plate Mail

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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 RollResult
2Wraith - uncontrolled
3Skeletons - 1d6
4Zombies - 1d6
5Ghouls - 1d6
6Ghasts - 1d6
7Wraith - 1
8Skeletons - 3d6
9Zombies - 3d6
10Ghouls - 3d6
11Ghasts - 2d6
12Vampire - 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


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