Scrolls
An old scroll with a red wax seal
Rings
Ring of Magnetism
Rods
Rod of Whipping
Staves
Staves of the gods
Wands
Wand of the Whirlwinds
Miscellaneous Magic
Amulet of Luck Transfer
Bone Servant
Canine Masks
Cloak of the Spectre
Collar of Armouring
Gloves of Rending
Invisible Brand
Iron Wings
Masks of Morphing
Portable Ears
Portable Eyes
Smoke of Pipe Mephit Summoning
Armour
Armour of Cyberbiotics
Weapons
Sword of Answering
Potions
Bestial Mutatation:
This potion changes the imbiber into a sort of man-beast
that has the abilities of Bracers of the Brachiation and Boots of
Striding and Springing. The beast also has strength of 18(76)
and claws which do 1d6 (+str bonus) points of damage each.
Though the effects usually last only 5d4 rounds, there is a
slight (5%) chance that the effects will be permanent.
Permanency: This potion, when mixed with another potion, makes the effect of the other potion permanent.
Scrolls
An old scroll with a red wax seal:
(This one isn't mine, but the idea is so ingenious I just had to list it. If this happens to be your idea e-mail me and I'll put your name beside it.)
Have someone hand this to the players, maybe as reward for
some service or as part of a deal, telling them "This scroll can
save your lives. If you're in dire need, break the seal and say
'Bazul'". When the PCs ask question what will happen tell them
that the only thing known is that some event will happen to save
the user. This will summon the pit fiend Bazul, who'll save the
PC's if possible, than taunt them and thank them for summoning
him to this plane. The he'll teleport away to set his evil plans
in motion (conquest etc.). He (and his agents) will make a nice
recurring enemy.
Of course, as an alternative the scroll might really work
the way the characters are told - something will happen to save
them, maybe a wildly improbable event.
The exact circumstances of the PCs miraculous rescue should be
adjusted as it happens.
Rings
Ring of Magnetism:
This ring allows the wearer to bend, twist and lift metal
objects in a 60' radius to a maximum of 2,000 pounds. When used to attack a creature made out of metal, it causes a maximum of 20 points of damage per round and acts as a slow spell.
Rods
Rod of Whipping
This rod looks like a stick bound with leather, but if the
right command words are spoken, it can sprout a magical whip.
The magical whips are:
Fire Whip (6' long) does 1d3+12 points of damage (as burning hands)
Ice Whip (5' long) does 1d4 and drains one point of strength (as chill touch)
Electric Whip (4' long) does 1d8+12 points of damage (as shocking grasp)
Each use of a whip drains three charges. For each charge expended the whip lasts for 1d8+8 rounds. When found the rod will have 9-18 charges (3-6 for each type of whip). To replenish the rod's charges cast the respective spells at the rod.
Staves
Staves of the Gods
These extremely rare devices are given to mortals by
powerful entities of the outer planes in exchange for service.
These staves will be given only for a specific task, and once the
task is completed they will vanish from the wielder's grasp. The
wands can duplicate all wizard and priest spells up to seventh
and sixth levels. All one has to do is humbly request the deity
for certain powers.
Wands
Wand Of Whirlwinds
This wand causes a whirlwind that can be up
to 10' across at it's base, 30' across at it's mouth, and 70'
high (according to the desire of the wielder). It requires one
full round to form the whirlwind and one round for it to
dissolve. The whirlwind lasts one turn. Non-aerial creatures of
less than two hit dice are swept away and killed while hardier
beings take 2-12 points of damage.
Miscellaneous Magic
Bone Servant
This magical spirit is tied to their bones which are located
inside a casket. This spirit will serve like a genie and will
have many of the same abilities. It can:
A bone servant's attacks cause 2-5 points of damage and drain two points of strength from it's victims. Strength returns in 2-8 rounds. A bone servant will sometimes likes to kill his victims with their own weapons, causing damage that the weapon would normally cause. A bone servant can only be hit with a +3 weapon. To summon a bone servant one must be in possession of the spirit's skeleton and know the command words. There is a 25% chance they will kill a summoner of opposite alignment. It is turned as a special undead.
Canine Masks
These items, crafted by shamans of barbarian tribes, grant the wearer
unique characteristics that are praised in the animal's whose fur the
mask is made out of.
Fox: Grants permanent pass without trace
Wolf: Grants Strength
Hyena: Tasha's Uncontrollable Hideous Laughter 1/hour
Jackal: Grants 50% chance to hide in shadows and move silently, also grants a x2 to backstab. If
Cloak of the Specter This magical cloak allows the character to mimic ghosts and other spooks. It's Abilities are:
Fog Cloud once/day
Invisibility once/day
Ghost walk once/week
When the wearer of the cloak "ghost walks" the individual becomes noncorporal. This allows the character to walk through walls and floors, and makes him immune to all weapons except magical ones. He cannot be turned by a cleric. Unfortunately, the character is unable to fight, cast spells or speak during this time as well. The effect lasts for 10 rounds, or shorter if the wearer wishes.
Collar of Armouring This powerful artifact, when attached gives the wearer the properties similar to that of an iron golem. The wearer of the collar becomes a creature of solid metal that never needs to eat or drink, never becomes tired, and has an AC of 0. The weight of the wearer increases to 5 times his original weight. The collars are designed for:
1d20 roll 1-10 Horses 11-16 Dogs 17-18 Griffons 19 Mount Dragons 20 Humans
Gloves of Rending These magical gloves strengthen the wearer's hands to 19 strength (though not the rest of his body) and is adorned with sharp claws that do 3-12 points of damage each.
Invisible Brand This magical branding iron is used to create an invisible symbol. The mark can only be seen by those that the brander wants to see the mark. This brand is mostly used by various shady organizations to help identify each other. Thus the symbol, or image is often branded on the forehead or palm of the hand. It can also be used to mark the doorways of hideouts as well.
Iron Wings These metal wings cover a 20' wingspan which allow a character to travel at a movement rate of 60' at maneuverability class A. Once per week the wings can cause a blade storm in which the wings shoot some of their feathers to cause 8d4 points of damage to all within 40' of the wearer. Using this ability more than once a week permanently ruins the wings, as the wings need time to create more iron feathers. The wings collapse to form a pack which weighs four hundred pounds.
Masks of Morphing These masks enable the wearer to change the features of his head and face at will.
Symbiote (Venom from the Spider-man comics)
These appear to be a thick viscous fluid which can be confused with any oil or potion in a vial, or a perhaps a jelly or pudding when found slithering around. However, when it joins with a human being it is found to be an intelligent entity with many special abilities. They include: 19 strength, spider climb, 1/4 of web/per
round, AC 0, and 75% chance to hide in shadows and move silently.
However, they also pose the same problems that intelligent weapons
do. (See the intelligent weapons section of the DMG).
Pipe of Smoke Mephit Summoning
Portable Ears These are small magical items that pick up a sounds and transmit them up kilometer away to a magic mouth attuned to this device. These devices are usually used for spying.
Portable Eyes
These are similar to portable ears except they allow people
to record images and send them up to a kilometer away to a
scrying object (usually a mirror or crystal ball) attuned to this
device.
Armour
Armour of Cyberbiotics:
This armour allows humans or humanoid creatures to have
added strength and power. These suits of armour are fashioned
from the parts of a slain iron or mechanical golem. It gives the
wearer a strength of 20, but it slows the movement rate to 6,
because of the cumbersomeness of the armour. In addition to the
strength each suit has one of the following powers:
1d20 roll 1-4 Claw attacks 1d4/1d4 +6 5-7 Fly at will 8-10 Magic Missiles (cast at 9th level) at will 11 Breath Weapon (cone 20' long with a 5' foot base) or (cloud
20' long, 15' wide and 10' high) once every three rounds 12-13 Burning Hands at will 14-16 Infravision at will 17 Iron Tentacles at will 18-19 Any Two 20 Any Three
Weapons
Sword of Answering:
This is a longsword with a hilt set with an aquamarine. It has a chaotic good alignment and intelligence of 15. It's powers are: