Ring of Master Thievery

Ring, legendary (requires attunement by a rogue)

The ring is truly splendid, having a finely cast gold band tipped with a single stone of black onyx that seems to absorb light. The ring is known to have special powers in the hands of an accomplished rogue. It is rumored to have an equally special curse upon it.

The ring grants the user the following benefits to the rogue class:

  • +2 bonus to Dexterity (maximum improves to 22)
  • Triple proficiency bonus to Deception, Sleight of Hand, thieves’ tools checks
  • +2 bonus to AC and saving throws
  • Sneak Attack +1d6, stacks with other sources of sneak attack damage.

The ring has the following baleful effects:

  • The wearer must steal at least 500 gp worth of treasure per month in order to retain the powers of the ring. Failure to do so means the ring loses all of its magical effects and bonuses and the quota amount doubles. Hoarded treasure owned by the wearer begins to turn to foul-smelling dung in amounts equal to the quota per month. Excess treasure stolen during one month does not carry over to the next. Further, each month of shortfall reduces the wearer’s hit point maximum by 20%. For example, a rogue falling short in their stealing 500gp of treasure in one month finds 1000gp worth of their wealth turned to foul-smelling offal and their hit point maximum reduced by 20%. Should a second month pass without meeting the higher 1000gp quota, the rogue finds an additional 2000gp worth of their valuables and equipment turns to putrid excrement and their hit point maximum has been reduced by 40%. If the character meets their quota for at least one month, the ring’s magical effects and bonuses are restored as well as the lost hit points, but transmuted treasure is lost forever except as fertilizer.
  • The wearer of the ring begins to make an alignment shift towards neutral evil, unless they are already neutral evil. The wearer must make a DC 20 Charisma save each month or make one shift towards neutral evil. Shifts along the chaos/law axis takes place first, then the good/evil axis, as the powerful greed caused by the ring consumes them.
  • Once either an alignment shift has occurred or a monthly quota has been met, the wearer does not willingly take off the ring without limited wish or wish being cast on them, with the express purpose of breaking the ring’s curse (remove curse and greater restoration will not work). If the ring is forcibly removed without the appropriate spell casting, the wearer continues to suffer all negative effects of the ring for five months, but gain none of the benefits until the ring is again worn. After a period of five months without wearing the ring, the curse is lifted; unfortunately, the hit point maximum is at 0% so the previous wearer is now deceased.


The ring can be destroyed by the wearer making a donation to a temple of a lawful good, lawful neutral, or neutral good deity equal to a year’s quota of stealing, followed by a sincere vow of poverty kept for an entire year. Upon the dawn of the final day of the twelfth month, the ring cracks.

Section 15: Copyright Notice

The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey Chrisofferson, Matt Finch, Skeeter Green, and Greg A. Vaughan with additional new material by James M. Spahn; Based on original content from Necromancer Games.

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