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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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1000 magic items Uncle Trapspringer invented
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<blockquote data-quote="Celebrim" data-source="post: 424142" data-attributes="member: 4937"><p>'Lest we 'tilt' the thread with all this bumping, a few more items for your perusal:</p><p></p><p>48) Trapspringer's 10 League Boots: These ordinary appearing boots will feel extraordinarily light when worn, and the wearer will notice that they have an extra 'spring' in their step. Anyone who jumps in these shoes finds that they bounce like rubber ball, such that immediately upon completing a jump, they immediately jump again whether they will or no. If they are unwilling to jump, the result of the following jump is equal to the result of the previous jump minus their jump skill (or at least 1 which ever is higher), and is otherwise never higher than the previous jump regardless of the roll. If they are willing to continue jumping, they gain a +5 circumstance bonus for each round that they have been jumping to a maximum bonus of +400. While wearing these boots, the user's jump is not restricted by their height. Each round that they have been jumping thier base move increases by +10' to a maximum of +400'</p><p> If the wearer encounters a solid object while jumping they take falling damage equal to a fall of the distance jumped unless they can make a successful tumble check (DC 40). If the tumble check is successful, they land on thier feet and bounce off. Naturally, the wearer can choose to deliberately fail this check.</p><p></p><p>49) Trapspringer's Trapspringer: This device appears to be a small silver bell. Once per day, when rung and the command phrase 'I wonder what this does?' is spoken, all containers and doors are sprung open (as by the spell 'Knock'), and all traps, whether magical or mechanical (but not 'traps' resulting accidently from natural features or decay of objects) within 60' of the bell ringer are immediately triggered. Although the effects of all traps may be observered, the trapspringer does not necessarily reveal the triggering mechanism, so any trap that is capable of resetting itself may remain dangerous and at least partially concealed.</p><p></p><p>50) The Cloak of Glue: Whenever this garment is worn by a large sized or smaller creature, it appears to just reach past the floor and sweep back in a train several feet behind the wearer. Though one might expect such a garment to exude tar or some other noxious substance, it in fact gets its name from its capracious adhesive properties which cause small objects to stick to it at random. Whenever the cloak sweeps across a diminutive or smaller object weighing not more than 1 lb. there is a 80% chance that it will become firmly affixed to the clock (strength check DC 5 to remove). Objects near at hand or on tables as the person glides are often swept off (DC 5 dex check to avoid unless the wearer is being incautious or deliberately trying to grab an object). Interestingly, the cloak is never stained by dust, soil, or dirt, and seems to repel water so that it is always dry.</p><p></p><p>51) Ring of Decoy: Three times per week, the wearer of this ring can as a free action conjure forth an illusion of himself. This illusion is quite specialized and he must immediately send the illusion running in the direction of his choosing. The illusion has the same move speed as its wearer has when unencumbered, and will continue moving in as close as possible to the direction indicated for up to 1200'. The illusion is programmed so as to avoid interacting with any living being, and so runs as to evade them if possible. On the other hand, the illusion is equiped with a number of simple illusionary reutines so that it appears to open and close doors with perfect ease (as a free action), even doors which are in reality locked.</p><p> Meanwhile, the wearer of the ring is immediately bestowed with a change self spell.</p><p> It is rumored that when worn by a Kender, that when the ring is activated anyone passing by the Kender within a minute of the rings activation must make a will save (DC 17) or be subject to the suggestion that they should ask the wearer for directions.</p><p></p><p>52) The Great Razzberry Horn: This small horn is no larger than a recorder or similar device, but once per day when winded it lets forth a tremendous whining blast which can be clearly heard for 1000'. Anyone but the horn blowers allies in this area of effect must make a Will save (DC 13) or be stunned for one round. Afterwards, those failing thier saves are immediately effected by an Emotion (Hate) spell with regards the reaction to the horn blower. Those with a reaction worse than indifferent are immediately compelled to find the sourse of the blast and will run heedless of all other concerns to find it (or toward it if they are able to discern its location) 1d6x10 minutes.</p><p></p><p>53) The Rod of Bonk: This rod is no bigger than a slender willow wand and no more than 6" in length, and so can be easily concealed in a pocket or pouch. When drawn forth and the command word 'Bonk' is shouted, the wand transforms for an instant into a huge hammer which for all its size is apparantly no heavier than the wand as far as the wielder is concerned. The hammer strikes as a +5 weapon and does base 3d10+5 damage, but can only inflict subdual damage no matter how it is weilded. Each use of the wand expends one charge. Multiple attacks with the wand in the same round expend multiple charges. When found the rod typically will have 1d100/2 charges.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 424142, member: 4937"] 'Lest we 'tilt' the thread with all this bumping, a few more items for your perusal: 48) Trapspringer's 10 League Boots: These ordinary appearing boots will feel extraordinarily light when worn, and the wearer will notice that they have an extra 'spring' in their step. Anyone who jumps in these shoes finds that they bounce like rubber ball, such that immediately upon completing a jump, they immediately jump again whether they will or no. If they are unwilling to jump, the result of the following jump is equal to the result of the previous jump minus their jump skill (or at least 1 which ever is higher), and is otherwise never higher than the previous jump regardless of the roll. If they are willing to continue jumping, they gain a +5 circumstance bonus for each round that they have been jumping to a maximum bonus of +400. While wearing these boots, the user's jump is not restricted by their height. Each round that they have been jumping thier base move increases by +10' to a maximum of +400' If the wearer encounters a solid object while jumping they take falling damage equal to a fall of the distance jumped unless they can make a successful tumble check (DC 40). If the tumble check is successful, they land on thier feet and bounce off. Naturally, the wearer can choose to deliberately fail this check. 49) Trapspringer's Trapspringer: This device appears to be a small silver bell. Once per day, when rung and the command phrase 'I wonder what this does?' is spoken, all containers and doors are sprung open (as by the spell 'Knock'), and all traps, whether magical or mechanical (but not 'traps' resulting accidently from natural features or decay of objects) within 60' of the bell ringer are immediately triggered. Although the effects of all traps may be observered, the trapspringer does not necessarily reveal the triggering mechanism, so any trap that is capable of resetting itself may remain dangerous and at least partially concealed. 50) The Cloak of Glue: Whenever this garment is worn by a large sized or smaller creature, it appears to just reach past the floor and sweep back in a train several feet behind the wearer. Though one might expect such a garment to exude tar or some other noxious substance, it in fact gets its name from its capracious adhesive properties which cause small objects to stick to it at random. Whenever the cloak sweeps across a diminutive or smaller object weighing not more than 1 lb. there is a 80% chance that it will become firmly affixed to the clock (strength check DC 5 to remove). Objects near at hand or on tables as the person glides are often swept off (DC 5 dex check to avoid unless the wearer is being incautious or deliberately trying to grab an object). Interestingly, the cloak is never stained by dust, soil, or dirt, and seems to repel water so that it is always dry. 51) Ring of Decoy: Three times per week, the wearer of this ring can as a free action conjure forth an illusion of himself. This illusion is quite specialized and he must immediately send the illusion running in the direction of his choosing. The illusion has the same move speed as its wearer has when unencumbered, and will continue moving in as close as possible to the direction indicated for up to 1200'. The illusion is programmed so as to avoid interacting with any living being, and so runs as to evade them if possible. On the other hand, the illusion is equiped with a number of simple illusionary reutines so that it appears to open and close doors with perfect ease (as a free action), even doors which are in reality locked. Meanwhile, the wearer of the ring is immediately bestowed with a change self spell. It is rumored that when worn by a Kender, that when the ring is activated anyone passing by the Kender within a minute of the rings activation must make a will save (DC 17) or be subject to the suggestion that they should ask the wearer for directions. 52) The Great Razzberry Horn: This small horn is no larger than a recorder or similar device, but once per day when winded it lets forth a tremendous whining blast which can be clearly heard for 1000'. Anyone but the horn blowers allies in this area of effect must make a Will save (DC 13) or be stunned for one round. Afterwards, those failing thier saves are immediately effected by an Emotion (Hate) spell with regards the reaction to the horn blower. Those with a reaction worse than indifferent are immediately compelled to find the sourse of the blast and will run heedless of all other concerns to find it (or toward it if they are able to discern its location) 1d6x10 minutes. 53) The Rod of Bonk: This rod is no bigger than a slender willow wand and no more than 6" in length, and so can be easily concealed in a pocket or pouch. When drawn forth and the command word 'Bonk' is shouted, the wand transforms for an instant into a huge hammer which for all its size is apparantly no heavier than the wand as far as the wielder is concerned. The hammer strikes as a +5 weapon and does base 3d10+5 damage, but can only inflict subdual damage no matter how it is weilded. Each use of the wand expends one charge. Multiple attacks with the wand in the same round expend multiple charges. When found the rod typically will have 1d100/2 charges. [/QUOTE]
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