Table of Contents

Enchanted Tools

NameCostLoadDurabilityEffectSpecial Ingredient
Bag of Air25,000gp12when the user inflates the bag with his breath, he can, the next round, summon an Air Spirit to do his bidding once per day for 10 minutes.soul gem containing an airspirit
Bag of Holding8000gp112while it weighs 12 load, no matter what's in it, it can hold up to 200 Load of stuff.Hide of a mountain troll
Bag of Taurus15,000gp12this bag has 6 tokens each in the shape of a Bull. When the token is drawn out, a bull magically appears and serves the drawer until either one is slain. Only one bull can be active at a time. The bag fills back up to 6 tokens once sometime between April 20 and May 20. The heart of a quadrupedal troll cow boiled in the blood of three bipedal troll cows
Bowl of Fire25,000gp24when a fire is lit in the bowl, the next round the user can summon a Fire Spirit to his bidding once per day for 10 minutes.soul gem containing a Fire Spirit
Bowl of the Waters25,000gp24when the bowl is filled with water, the next round the user can summon a Water Spirit to do his bidding once per day for 10 minutes.soul gem containing a Water Spirit
Broom of Cleaning2000gp13this broom will clean a designated area under its own powerthe hats of 6 brownies
Broom of Messages5000gp13this broom will fly on its own to a named person or place (moving 100' per turn) and sweep a message into the dirt near the targetthe feathers of a griffon
Crystal Bowl of Delights2000gp21once per day the bowl can be filled with wine or mead (no beer) and up to 10 people take a drink. They all must relax for a half hour, but all gain the benefits of having taken 1 day of safe rest. However, each person runs 1 in 6 chance of being attacked by a corruptor demon. The hair of a Frost Jotun
Drums of Battle10,000gp24as longer as the user pounds the drums, all allies in earshot have advantage to morale checksthe hide of a House Crusher
Drums of Deafness10,000gp22all enemies in earshot cannot hear anything over the drum poundingfoot of a House Crusher or Elephant
Drums of Fear25,000gp22when user pounds on drums, enemies in earshot must check morale at disadvantage. Will continue to be at morale disadvantage if player continues to pound and other causes of morale check atise. soul gem containing a Maddener-Diabolus
Flask of Curses10,000gp12once per hour the user can sprinkle a cursed water from the flask that inflicts the cursed condition on a target.Finger bones of a necromancer
Flask of Fluids10,000gp12up to seven times per day the flask will pour out 1 quart of any non-magical liquid desired, but only a single type in any one dayskull of an alchemist
Flask of Potions20,000gp12flask contains 1d4+1 different potions, each may be drunk from the flask at a command word. Each replenishes after a weekhand of a spell caster, soaked in 6 different potions
Horn of Opening15,000gp13blowing this horn throws open all doors, locks and secret compartments within 60', but makes a very noticeable racket. Useable 7 times per weekthe dust of a brick from the Basilica of St. Peter in Rome
Horn of War10,000gp13blowing this horn gives all allies within earshot +2 to hit and damage if they charge on their next action after the horn is blown. Useable 7 times per week.soil from the grave of a Knight of the Round Table
Lyre of Charming20,000gp13playing this lyre acts causes all listeners to make a Wisdom save or become charmed as long as the playing continuesthe hair of a pixie princess
Lyre of Opening20,000gp13playing this lyre acts as a knock spell, once per ten minutes.The mace of a Baal
Rope of Climbing10,000gp13a 100' long thin silken rope that will allow you to climg without a skill check and will tie and untie itself to secure the climb with a simple command word.hair of an albino black bear
Rope of Constricting15,000gp13lasso that once it hits, from up to 30' away does 1d12 each turn until target is dead or user releases.hair of a mother grinder troll
Rope of Entangling12,000gp13lasso that is thrown at target up to 30' away and will, on a hit, tie up and immobilize target.hair of a druid, dead for 100 years

TOOL ARTIFACTS

The following magic items are beyond the power of modern magic to create and are also extremely rare. They have no special ingredients since they cannot be made by players.

NameCostLoadDurabilityEffect
Saw of Clear CuttingARTIFACT55a two man saw that will cut down a big tree in 5 rounds.
Shovel of Big DiggingARTIFACT55shovel that will dig out a ten foot cube of dirt in one round
Sledge of the GiantsARTIFACT55 huge mallet that can only be used by someone over 8' tall, will smash through this strongest gate in one blow, a wooden wall in 2, a brick wall in 4, a stone wall in 5 or a thick fortress wall in 8.
Horn of BlastingARTIFACT13blowing this horn blasts a 10'x10'x10' breach in a wooden, brick or stone wall, can be used 7 times per week. Range 100'
Bowl of VisionARTIFACT24when the bowl is filled with clear water, a scholar or zealot can gaze into it and see a specific place, person or thing up to 100 miles distant that he has a good description of the location of.
Lyre of BuildingARTIFACT13playing this instrument negates a horn of blasting attack, useable up to 7 times per week. It can also be used to magically build, if played every day for a week it equals the labor of 100 men

Design Notes

PRICE TEST: I've put in some prices, based on someone's attempt to put prices to AD& 2e items, based on AD&D 1e prices, adapted to the items I have hear. Look 'em over, is there some way we could systemize them a bit? are they too high? too low? disproportionate? If we can get this list straight maybe that'll give us a handle.

With the GP=XP system, PCs will earn well over 300,000gp over a nine-level careeractually, between 100,000 and 200,000. I feel like there should be some things that PCs shouldn't even get their hands on until we're ready to call the campaign quits. That horn of blasting or the bowl of scrying are good examples of that.

Other items like the digging shovel and building lyre will completely break our economy, so those should belate-game tools to find or make as well and should be compared against the cost of building castles and fortifications with labor.

Finally, other tools that will break adventures but not break economy such as the broom of flying I'm cool with these costs but I believe they should have drawbacks other than costs such as corruption or stress.


Dave, I love what you've done here! There are so many items and choices, this is really great. My only concern is that some of them kind of break the aesthetic with respect to magic. I've been really trying to keep to the “schools” of magic that lend themselves to a more low fantasy “swords & sorcery” feel. I've removed game-breaking things like teleportation, flight, and remote scrying for the most part which makes me worry about some of the more powerful items. HOWEVER, that said I want to keep them in these lists and just mark their cost up super high (like tens or hundreds of thousands of GP!). Alternately, or in addition to this, may I alter some of the descriptions to add flavor and perhaps a drawback? For example, perhaps the Sledge of the Giants only works because when the PC touches it they are actually POSSESSED by the spirit of one of the original troll kin for a bit and so they only have limited control over what they do? –AHS

Don't forget you have to be over 8' tall to even use the SLedge Yeah, that's a clever drawback. How does one say their character is over 8' tall, though?

Anything you want to change is fine by me, I just used the “Blueholme” magic item list as a baseline, changed a bunch of stuff to get us a good starting point. I agree entirely that some things shouls be hella-expensive and have side effects too, go to town, change and adapt. I thought I could just get a good basic bunch to begin with. Acknowledged. Thanks!