- Ring of Blinking: Wearer may make an independent initiative roll 1/ room to instantly blink out of the way of an incoming attack. Success indicates no damage to the wearer and he/ she ends up in another part of the room (DM discretion) but failure indicates the wearer suffers damage as usual.<br /><br />- Dwarven Thrower: +2 Warhammer that can be thrown and returns to the hand of the thrower in the same round. +3 vs giants<br /><br />- boots of stomping: wearer may 1/room stomp downward, creating a seismic event in a cone effect towards the target of his choosing, forcing the target to save (DC at Jeff's discretion) or fall down, losing a round of action and his dex bonus to AC.<br /><br />- endless oil of weapon morphing: This vial of oil never seems to run dry. When applied to any weapon, it retains any magical traits it may have possessed, but changes into a weapon type (from a longsword to great axe for instance) of the wielder's choosing for the duration of the adventure.<br /><br />- ring of spell storing: allows caster of any class to use one additional spell of any level from their repetoire<br /><br />- monks belt: one extra stunning fist per adventure and one additional attack per round during one room once per adventure<br /><br />- long sword (or other weapon) of defending +2: all or part of weapon bonus can be transferred to AC<br /><br />- Dagger of vampirism +2: each successful hit grants user 1 hitpoint which may go over their typical max<br /><br />- ring of spell turning: once per adventure the wearer may reflect a spell coming at them as an instant action, with a 50% chance the spell strikes the original caster<br /><br />- miniature of experience: You act as though you are 1 level higher than you actually are (non-dungeon).<br /><br />- horseshoe of luck: +1 to hit, AC, and all saving throws<br /><br />- Adventurine: This appears to be a common example of this type of stone. When carried throughout an adventure, and shown (though not handed over) at the end of the adventure, the owner received 1 bonus rare item or rare monetary token<br /><br />- Staff of Healing: allows cleric to administer 10 extra points of healing per adventure<br /><br />- Mace of Smiting: +2 heavy mace. A slide of 20 deals an additional +3 damage regardless of whether a crit threat succeeds<br /><br />- Mace of Terror: +2 heavy mace. On a slide of 20, the target must save DC (up to Jeff) or lose a round of action cowering in fear. Even if save is made, target suffers a -2 morale penalty to attack rolls, damage rolls, and saves for that round only.<br /><br />- Blessed Mace: +2 heavy Mace that provides a constant bless spell effect<br /><br />- Summon Dungeon Master!: The little guy from the 80's Saturday morning cartoons shows up to give nebulous advice to adventurers by way of a free major or minor rumor 1/ room<br /><br />- Vorpal Warhammer: will really knock their block off! <br /><br />- Maul of the Titans: A huge hammer, enchanted so that a character of medium size can somehow use normally. Damage is 3d6 (divided on damage wheel as Jeff sees fit) with no bonuses but may hit any creature that requires a magical weapon to affect. Alternatively, the damage could be 2d6 with a +1 enchantment bonus.<br /><br />- Shield of Resistance +2: This large shield provides a +1 bonus to fortitude saves and -1 damage from each successful attack on the user, regardless of source (weapon damage/ magic, etc.).<br /><br />- Plate of the protector: the wearer of this plate armor (+8 to AC) may, only during combat, and once per room, fore go a round of action, to instead via touch, enchant another party member with a +4 AC bonus. Alternatively, wearers may instead give a +2 boon to themselves, though again, they must use a round of action to do this. Either way the enchantment lasts until the end of the room.<br /><br />- helm of foresight: this helm allows the wearer to see a split second into the future, making him/her impervious to surprise. Additionally it provides the user with a +2 bonus to AC (+1 for the helm and +1 for foresight) and +2 to reflex saves<br /><br />- hem of brilliance: this heavily ruby jeweled helm allows the wearer to toss a 3d6 fireball from it 1/ adventure<br /><br /><br />
Insolent fool, why are you not yet kneeling?!?!