GOLD GUARD (SHORTSWORD)
SHADOW WALKER'S LEATHERS
SAMSONIS RING
DAGGER OF ARGATH
GOLD GUARD (SHORTSWORD)
Description: This finely crafted shortsword bears the inscription "Ral Gather" etched along its silver hilt in flowing script. A large black onyx gemstone sits embedded in the pommel, seeming to absorb light around it. The blade itself gleams with a golden sheen, responding to its wielder's movements with preternatural grace.
Lore: Commissioned by the Half elven blademan Ral Gather during the Twilight Wars, this weapon was enchanted to protect its bearer during the long night sieges when darkvision meant the difference between life and death. After Ral's disappearance in the Shadowfell, the blade passed through many hands, its secondary powers remaining undiscovered by most who wielded it. Scholars believe the onyx pommel contains a fragment of starlight, granting sight in darkness to those who unlock its secret.
D&D 5e Version
Gold Guard Weapon (shortsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this sword, you gain a +1 bonus to AC as your reflexes are magically enhanced (this bonus does not stack with similar effects like the shield spell).
Hidden Power: If you hold this weapon for 24 consecutive hours, you unlock its dormant ability and gain darkvision out to 60 feet while holding it. If you already have darkvision, its range increases by 30 feet.
Pathfinder 1e Version
Gold Guard Weapon (shortsword) Aura faint abjuration and divination; CL 5th Slot weapon; Price 12,310 gp; Weight 2 lbs.
This +1 shortsword grants its wielder a +1 dodge bonus to AC. This dodge bonus stacks with other dodge bonuses but is lost whenever the wielder would lose their Dexterity bonus to AC.
Hidden Power: After being attuned to the weapon for 24 hours, the wielder gains low-light vision while holding the blade. If the wielder already possesses low-light vision, they can see three times as far in dim light.
Requirements Craft Magic Arms and Armor, cat's grace, low-light vision (racial trait) or darkvision; Cost 6,310 gp
Basic Fantasy/OSR Version
Gold Guard Magic Shortsword +1
This enchanted shortsword grants a +1 bonus to hit and damage. Additionally, the wielder gains a +1 bonus to Armor Class due to the blade's enhancement of their reflexes and fighting ability.
Hidden Power: After carrying this weapon for a full day, the bearer gains the ability to see in dim light as though it were bright light (low-light vision) while holding the sword. This allows them to see twice as far as a normal human in torchlight and similar conditions.
SHADOW WALKER'S LEATHERS (LEATHER ARMOR)
Description: This suit of jet-black leather armor is crafted with exceptional artistry, featuring subtle patterns that seem to shift in low light. The leather is supple yet protective, treated with rare oils that deaden sound and absorb shadows. Concealed within the inner lining near the waistband is an impossibly deep pocket that defies normal spatial dimensions.
Lore: Created by the legendary rogue Meryn Shadowstep for her most daring heists, this armor was enchanted by a grateful wizard whose daughter Meryn had rescued from kidnappers. The extradimensional pocket was added as an afterthought, meant to hide stolen treasures from divination magic. After Meryn's retirement, the armor vanished into the black markets of Rosethorne, its full capabilities known only to those who thoroughly examine its construction.
D&D 5e Version
Shadow Walker's Leathers Armor (leather), rare (requires attunement)
While wearing this armor, you have a +1 bonus to AC. Additionally, you gain a +5 bonus to Dexterity (Stealth) checks while moving through dim light or darkness.
Hidden Power: Sewn into the lining is an extradimensional space that functions as a bag of holding (capacity: 100 pounds, maximum volume: 12 cubic feet). The opening can only be accessed by someone wearing the armor who knows of its existence. If the armor is destroyed, the contents are lost in the Astral Plane.
Pathfinder 1e Version
Shadow Walker's Leathers Armor (leather) Aura faint illusion and conjuration; CL 7th Slot armor; Price 8,650 gp; Weight 15 lbs.
This +1 leather armor grants its wearer a +5 competence bonus on Stealth checks. This bonus applies to both the Hide and Move Silently components of the Stealth skill.
Hidden Power: Concealed within the armor is an extradimensional pocket that functions as a bag of holding (type I), capable of holding up to 100 pounds and 10 cubic feet of material. Only the wearer can access this pocket, and they must be aware of its existence. If the armor is torn or damaged significantly (reduced to 0 hit points), the pocket ruptures and contents are lost.
Requirements Craft Magic Arms and Armor, invisibility, secret chest; Cost 4,325 gp
Basic Fantasy/OSR Version
Shadow Walker's Leathers Magic Leather Armor +1
This enchanted leather armor grants a +1 bonus to Armor Class. The wearer also receives a +5 bonus to Move Silently and Hide in Shadows checks due to the armour’s shadow-absorbing properties.
Hidden Power: Hidden within the armour’s lining is a magical pocket that can hold up to 100 pounds of equipment without adding any weight or bulk. Only the wearer can access this pocket, and they must know of its existence. If the armor is destroyed, all contents are lost.
SAMSONIS RING
Description: This elegant gold ring features a warm amber stone set in a protective rub-over bezel that catches and refracts light beautifully. The band is engraved with subtle patterns that resemble intertwining words and musical notes. When worn, the ring seems to make the wearer's gestures more graceful and their words more compelling.
Lore: Named after Samsonis the Golden-Tongued, a legendary diplomat who negotiated peace during the War of Seven Crowns, this ring was his most prized possession and secret to success. Enchanted by a council of mages who sought to end the bloodshed, the ring enhanced Samsonis's natural charisma to supernatural levels. After his death, the ring was lost for centuries until it resurfaced in an estate sale, its powers dormant and waiting to be rediscovered.
D&D 5e Version
Samsonis Ring Ring, rare (requires attunement)
While wearing this ring, you gain a +1 bonus to AC and a +1 bonus to all saving throws as the ring creates a subtle protective ward around you.
Hidden Power: After wearing this ring for 7 consecutive days, you unlock its social enchantments. You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks. If you already have advantage on these checks, you can add a +2 bonus to the roll instead.
Pathfinder 1e Version
Samsonis Ring Ring Aura faint abjuration and enchantment; CL 5th Slot ring; Price 13,000 gp; Weight —
This ring grants its wearer a +1 deflection bonus to AC and a +1 resistance bonus to all saving throws.
Hidden Power: After attuning to the ring for one week, the wearer gains a +5 competence bonus on Bluff and Diplomacy checks. The ring subtly enhances the wearer's gestures, tone, and presence to make them more persuasive and believable.
Requirements Forge Ring, shield of faith, resistance, eagle's splendour; Cost 6,500 gp
Basic Fantasy/OSR Version
Samsonis Ring Magic Ring
This enchanted ring grants the wearer a +1 bonus to Armor Class and a +1 bonus to all saving throws.
Hidden Power: After wearing this ring continuously for one week, the bearer gains a +5 bonus to Bluff and Diplomacy checks (or equivalent Charisma-based social checks) as the ring enhances their natural charm and persuasiveness.
DAGGER OF ARGATH
Description: This expertly balanced dagger features a hilt wrapped in supple blue leather, worn smooth from years of use. The blade itself has a subtle red tinge along its edge, as if permanently stained by ancient battles. When held in combat alongside another weapon, it seems to guide the wielder's movements with supernatural precision.
Lore: Crafted by the warrior-priest Argath the Undying during his quest to defeat the Plague Lord, this dagger was blessed with regenerative properties drawn from Argath's own divine connection. The red tinge on the blade is said to come from a single drop of phoenix blood, granting the weapon its legendary healing powers. Argath wielded this blade in his off-hand throughout countless battles, and those who inherit it find they can fight with the same fluid, two-weapon style that made him legendary.
D&D 5e Version
Dagger of Argath Weapon (dagger), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this dagger, you can engage in two-weapon fighting even if the one-handed melee weapons you're wielding aren't light weapons.
Hidden Power: After attuning to this weapon for 3 consecutive days, its regenerative magic awakens. When you finish a long rest while carrying this dagger, you regain three times the normal amount of hit points from Hit Dice spent during that rest. This doesn't grant additional Hit Dice but triples the healing from any you choose to spend.
Pathfinder 1e Version
Dagger of Argath Weapon (dagger) Aura moderate conjuration; CL 9th Slot weapon; Price 16,302 gp; Weight 1 lb.
This +1 dagger grants its wielder the benefits of the Two-Weapon Fighting feat when wielding this dagger as part of two-weapon fighting, even if they don't meet the prerequisites. This benefit stacks with the Two-Weapon Fighting feat if the wielder already possesses it.
Hidden Power: After bonding with the weapon for three days, the wielder gains enhanced natural healing. Whenever the wielder recovers hit points through natural healing (such as from a full night's rest or from the Heal skill), they recover three times the normal amount. This doesn't affect magical healing.
Requirements Craft Magic Arms and Armor, haste, regenerate; Cost 8,302 gp
Basic Fantasy/OSR Version
Dagger of Argath Magic Dagger +1
This enchanted dagger grants a +1 bonus to hit and damage rolls. When wielding this dagger alongside another weapon, the wielder fights as though they have the Two-Weapon Fighting ability, reducing penalties for fighting with two weapons (typically reducing the penalty from -2/-2 to -1/-1, or eliminating it entirely if the character already has two-weapon fighting ability).
Hidden Power: After carrying this dagger for three full days, the bearer gains supernatural regeneration. When recovering hit points through natural rest overnight, the bearer recovers three times the normal amount. This only affects natural healing, not magical healing from spells or potions.