Campaign Magic Items

Crystal Assembly

Crystal Assembly Magic Items

Garth’s Items:

Circlet of Second Chances

Luck favors those who don this plain copper accessory.

Value: (680gp)

Item Slot: Head Slot

Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.

Parrying Maul +1

The wielder of this weapon never truly lowers his or her defenses.

Weapon: Any melee

Value: (520gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you. Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon’s enhancement bonus; if your result exceeds that of the attack roll against you, the enemy’s attack misses. The melee basic attack you make to block your enemy’s attack has no other effect and does not deal damage.

Steadfast Amulet +2

The crystal set in this amulet helps to focus your mind.

Value: (3400gp)

Item Slot: Neck Slot

Enhancement: +2 Fortitude, Reflex, and Will

Power (Daily): Immediate Reaction. Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs.

Ironskin Belt

The first of these belts of chain links was forged by a dwarf armorsmith enslaved by fire giants. It can be activated to provide protection against weapon attacks.

Value: (1000gp)

Item Slot: Waist

Power (Daily): Minor Action Gain resist 5 to all weapon damage until the end of your next turn.

Veteran’s Scale Armor +1

Battered and worn, this unassuming armor helps you get the most out of your experiences.

Value: (520gp)

Item Slot: Armor Slot

Enhancement: AC

Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.

Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power.

Kuruk’s Items:

Enchanted Bearskin

Security comes from standing on the fur of this dwarven relic.

Value: (2000gp)

Item Slot: Wonderous Item

Property: Any dwarf standing on the bearskin rug gains a +2 bonus to all defenses. Non-dwarves who aren’t evil gain a +1 bonus to all defenses. The action to pick up or put down the rug is a minor action. However if the only move you make is a slide then it can be done on the bearskin.

Amulet of Mental Resolve +1

Your mind is guarded when wearing this cold iron talisman.

Value: (520gp)

Item Slot: Neck Slot

Enhancement: Fortitude, Reflex, and Will

Property: Gain a +2 item bonus to saving throws against effects with the charm, illusion, or sleep keyword.

Resounding Craghammer +1

A thundering peal sounds when this weapon hits, dazing its’ target.

Value: (520gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 thunder damage per plus

Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.

Bold Victory Chainmail +1

The magic that flows through this impressive armor bolsters you or your friend as you turn a battle toward victory.

Value: (840gp)

Item Slot: Armor Slot

Enhancement: AC

Power (Encounter): Free Action. Trigger: You or an ally within 5 squares of you bloodies an enemy. Effect: The attacker gains a +2 power bonus to AC until the end of his or her next turn.

Throwing Hammer of Distance +1

This weapon flashes brightly as it hurtles forth, moving with enough force to carry it much farther than normal.

Value: (360gp)

Weapon: Any ranged

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: None

Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares.

Magic Holy Symbol +1

A holy symbol of your god, enchanted with magical power.

Value: (360gp)

Implement: Holy Symbol

Enhancement: Attack rolls and damage rolls

Critical: 1d6 damage per plus

Flagon of Ale Procurement

Sought by brewers and barflies, this ornate flagon is not one you take away from a dwarf—even to save his or her life.

Value: (1000gp)

Item Slot: Wonderous Item

Property: You know the distance to the nearest alcoholic beverage.

Power (Daily): Minor Action. For five minutes, you know the direction and distance to the nearest source of water within 30 squares of you or the nearest alcoholic beverage within 60 squares of you. If you are a dwarf, you can instead learn the direction and distance to ingredients for alcoholic beverages within 60 squares of you.

Arjhan’s Items:

Vicious Execution Axe +2

Some wielders claim this weapon takes pleasure in dealing pain.

Weapon: Any melee

Value: (520gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d12 damage per plus

Amulet of Health +1

This golden amulet increases your defenses and resists poison.

Value: (680gp)

Item Slot: Neck Slot

Enhancement: Fortitude, Reflex, and Will

Property: No Action. Gain resist 5 poison.

Magic Cloth Armor +2

A set of basic yet effective enchanted armor.

Value: (1800gp)

Item Slot: Armor Slot

Enhancement: AC

Uthrag’s Items:

Darkleaf Hide Armor +1

Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties.

Value: (840gp)

Item Slot: Armor Slot

Enhancement: AC

Property: Gain a +2 item bonus to AC against the first attack made against you in each encounter.

Long Battle Tattoo

This Tattoo is often depicted as a shield surrounded by weapons.

Value: (2600gp)

Item Slot: Wonderous Item

Property: When you hit with a daily attack power, you gain a bonus to the damage roll equal to the number of healing surges you have spent since your last extended rest.

Thundering Greataxe +1

You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound.

Value: (680gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 thunder damage per plus

Power (Daily): Free Action. Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square.

Silvio’s Items:

Thunderburst Longbow +1

Suddenly, the projectile explodes in a burst of violent sound.

Value: (840gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Power (Daily): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.

Sunblade Longsword +1

This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.

Value: (840gp)

Item Slot: Weapon Slot

Weapon: Heavey Blade

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.

Power (At Will – Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.

Power (Daily – Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 1d8 radiant damage.

Cat Paws (Heroic)

Furry on the outside, silky on the inside, these gloves sprout claws that make climbing easier.

Value: (1000gp)

Item Slot: Hands Slot

Property: Gain a +2 item bonus to Athletics checks to climb.

Power (Daily): Free Action. Climb at normal speed and double any climbing movement granted to you by powers until the end of the encounter.

Instant Campsite(Heroic)

This tightly packed satchel expands into a complete campsite that can automatically pack up again.

Value: (1000gp)

Item Slot: Wonderous Item

Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.

F’Lar’s Items:

Dagger +2

A normal magic Dagger.

Value: (1800gp)

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Cape of the Mountebank +1

With a flourish of this silk-hemmed garment, you transport out of harm’s way.

Value: (1000gp)

Item Slot: Neck Slot

Enhancement: Fortitude, Will, Reflex

Power (Daily): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.

Knifethrower’s Gloves

Knives become even more deadly when you hands are wrapped in these fingerless, suede sheaths.

Value: (1800gp)

Item Slot: Hands Slot

Property: You can draw and attack with a dagger as part of the same standard action.

Power (Daily): Free Action. Use this power when you hit with a thrown weapon attack. Add a +5 power bonus to the damage roll.

Inescapable Rapier +1

This weapon grows increasingly eager to strike those you have trouble hitting.

Value:* (680gp)

Weapon: Any

Item Slot: Weapon Slot

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon’s enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.

Boots of Striding

These enchanted boots increase your speed with light or no armor.

Value:* (4200gp)

Item Slot: Feet Slot

Property: Gain a item bonus of +1 to speed with light or no armor.

Solath’s Items:

Tome of the Replenishing Flame +1

This tome’s copper binding is pleasantly warm to the touch.

Value: (520gp)

Item Slot: Implement {Tome}

Enhancement: Attack rolls and damage rolls

Critical: + 1d10 fire damage per plus

Property: When you use a wizard fire power that can be sustained through this tome, you regain hit points equal to the tome’s enhancement bonus each round that you sustain the power while bloodied. For example, if you used the flamina sphere power with a tome of the replenishina flame +2, you would regain 2 hit points each round you sustain the flamina sphere while you are bloodied.

This tome contains two wizard daily fire powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spell book.

Power (Daily – Arcane, Fire, Implement): Free Action. Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter.

Magic Crystal Orb +2

Superior Crystal Orb enchanted to channel arcane energies that effect the mind.

Value: (1827gp)

Item Slot: Implement {Orb}

Enhancement: Attack rolls and damage rolls (+1 to hit with Will effects, +2 damage to Psychic keyword powers)

Critical: +1d6 per plus

Bag of Holding

This item appears to be a simple sack of brown canvas.

Value: (1000gp)

Item Slot: Wonderous Item

Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.

Orb of Nimbal Thoughts +1

This Scarlet crystal lets you move across the battlefield at the speed of thought.

Value: (680gp)

Item Slot: Implement {Orb}

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per plus psychic damage

Property: You gain and Item bonus to initiative equal to Int Mod.

Power (Encounter – Augmentable): Move Action. You shift a number of squares equal to Init Mod.

Augment 1: You regain the use of this power.

Diadem of Acuity

This metal headband enhances your Perception and Insight.

Value: (3400gp)

Item Slot: Head

Property: You gain and Item bonus of +2 to Insight and Perception checks.

Shimmering Cloth Armor +1

The sheen of this armor is brightest when you most need the protection.

Value: (840gp)

Item Slot: Armor Slot

Enhancement: +1 AC

Property: You do not provoke OA w/ ranged or area attacks.

Cloak of Distortion +1

This cloak roil about you like the rippling air of a scorching desert.

Value: (840gp)

Item Slot: Neck Slot

Enhancement: +1 Will, Fort, and Reflex Defense

Property: You gain and Item bonus of +1 to all defenses on ranged attacks from greater than 5.

Campaign Magic Items

Crystal Assembly Chief