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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

Orn Magic Items

This covers all magic items that are unique to the Orn campaign.  More 'standard' magic items occurring during the adventures are to be found in the published reference books.

The list is in alphabetical order.  Each entry also specifies where the item can be found.  


Boots and Gauntlets of the Greenwalker

These are green leather gauntlets and matching knee-high boots.  
They have the following properties:

A wearer of the gloves has the ability to nurture all plants and similar growing things.  Plants held in the gloves will grow at twice the normal speed, and be free from disease for 100 days.  Broken stems and leaves will heal with ten minutes attention.

The boots allow the wearer to pass through forests and shrubs, however dense, without hindrance. All penalties for difficult terrain are nullified in such conditions.  The natural world remains unaffected by the wearer’s passage and they cannot be easily tracked through such terrain.  

Only rangers above 6th level have a chance of tracking the wearer, and (i) this should be one of their favoured terrain types and (ii) they should have the Hunter archetype.  The boots leave so little imprint that the surface should be treated as bare stone (see DMG 5e p244).  Thus, a base DC of 20 even for such gifted trackers.

A wearer of both gloves and boots can additionally identify healing or poisonous plants within twenty feet.  The wearer knows the name of the plants, and whether they are health-giving or injurious, but not necessarily how they should be used to best effect.

No attunement required.

 Found in Goblin's Heist.


Broomstick, Witches 

A fragile-looking broomstick made of sticks and twigs.  

Requires a command word to activate (usually something such as ‘kill’, ‘death’ or ‘poison’ in a cursed language).  Requires an Identify spell or equivalent to discover the word.  

After activation it will travel where the holder wills for up to 4 hours in one day.  Maximum speed 35’.  Ceiling height 700 yards.  Can hover

Does not require attunement,

Found on defeated witches, for example in the Search for the Forest Dwarves

Flying Carpet

A small piece of delicate grey silk, 18 inches by 30, that can carry one person, or several if shrunk.  Requires training and experience in its control.  Does not require attunement.   Can travel for up to five hours per day.  Max speed 30’.  Can hover.  Ceiling height 1 mile.

Gem of Bravery

This exudes a 10’ zone of protection from fear and dread, giving +3 to saves against any spells or other effects (including psionic) which would cause such emotions.

Does not require attunement.

Found in the Search for the Forest Dwarves


Ironwood Dagger

+1 Dagger, +2 vs those of evil alignment

Does not require attunement

Found in the Goblin's Heist


Ironwood Longsword

+1 longsword, +2 vs those of evil alignment

Does not require attunement

Found in the Search for the Forest Dwarves


Ring of Diversion

This is a silver ring of Diversion; it has a tiny engraving of a primrose flower on it.  The wearer of the ring acquires the new Skill of ‘Distraction’ while they are wearing it. No attunement required.

 Found in the Goblin's Heist


Ring of Lesser Dinosaur Control

This is a gold ring with a setting of a small chip of amber.  It is effective on up to four dinosaurs of 6HD or fewer.   The wielder can issue simple, single word commands such as ‘Stop’, ‘Retreat,’ ‘Attack’ and the dinosaurs must obey. 

If the command clearly endangers the creature’s life, such as instructing a velociraptor to ‘Jump’ at the top of a high cliff, or ‘Attack’ when already badly wounded, the dinosaur makes a ST against Wisdom (DC 8).  If the save is successful, the beast is no longer controlled, and is hostile to the wielder.

The ring can also be used to control one or two lizards other than dinosaurs, of 3HD or fewer, in the same manner.  

No attunement required.

 Found in the Goblin's Heist


Token of Fidelity  

This is  blue sapphire, roughly 2 inches by 1 by ½ an inch.  In one of the larger faces is an engraving as below: 

 


This has been carved exquisitely, in fine lines.  If held at either end by two characters, it can be used to validate promises and contracts, by indicating when either party makes a promise in bad faith.  

If one of the parties lies, or misrepresents their commitment to an arrangement, the other person touching the stone knows this immediately.  Only two people can touch the stone in this way at the same time.

No attunement required.

Found in the Goblin's Heist


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