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[edit] The Star Sword of Arofel

This fine short sword is made of truesilver and sparkles as such. It is inscribed immediately above the hilt with elven runes.

One of a pair of swords used by the elven hero Arofel during the Scattering in the Second Age, it is said that this blade has more powers when used in conjunction with its sister-sword, the Sun Blade of Arofel, (which is a long sword). In addition, legend has it that in the “right hands” the sword has an additional power.

The Star Sword of Arofel is a short sword +1. When used in conjunction with the Sun Blade of Arofel, the wielder is considered to have the Two Weapon Defense feat.

It has an additional power that is not evident unless used in the proper conditions.

[edit] Wayfarer's Robe

This sturdy purple robe with gold trim on the cuffs, hem and hood is lined with the finest silk with many many pockets on the inside. Each of the pockets is marked with a sewn patch displaying a mundane object of various kinds.

Robes of this kind, while rare, have been known to have often been crafted by powerful merchant-priests of Benvolio who have a need to travel light, but to have access to many of the mundane objects the robe provides. By reaching into a pocket marked with a specific patch, the wearer is able to magically pull that object from the robe as a full-round action. The associated patch then falls off and the pocket disappears.

These are the common patches found on robes of this kind (a number represents the number of patches for that particular item):

  • 2 daggers
  • 1 bullseye lantern (filled and lit)
  • 1 mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • 1 pole (10-foot length)
  • 2 coils of hemp rope (50-foot)
  • 2 large sacks
  • 1 short sword
  • 1 medium shield
  • 1 quiver of 20 flight arrows
  • 1 case of 20 light crossbow bolts
  • bag of 100 silver pieces
  • ladder, wooden (24 ft. long)
  • 2 potions of cure serious wounds
  • rowboat w/ 2 oars (12 ft. long)
  • portable ram
  • 4 weeks of rations (1 patch per week)
  • 3 Bottles of fine wine (1 patch per bottle)
  • 2 waterskins (full)

In addition, the robe grants a +4 enhancement bonus to all Constitution checks for a forced march.

[edit] Scorpion's Sting

The golden hilt and handle of this fine short sword are decorated with carved lines of scorpions, and set with a valuable ruby in the pommel.

Based on swords enchanted by artifice-mages in the years preceding the Invoked Devastation, Scorpion's Sting was designed to strike quickly and with deadly precision.

This +2 short sword of speed can always be drawn as if the wielder had the Quick Draw feat, and allows him or her an extra attack at their highest melee attack value when making a full attack.

[edit] The Black Bane of Alazar

This golden sabre is said to be imbued with the soul and intelligence of a wizened Thaecian sage. Created for the Emperor of Thae in the waning years of the First Empire, it is rumored to have had a hand in causing the Empire's downfall.

The blade and pommel are gold, with a heart-shaped cut black opal on the fancy curved hilt.

It is said the sword could slice limbs from armored men, block killing blows, and caused its wielder to resist magic and heal very quickly. In addition, the sword was said to possess a killing curse that sucked the life from anyone else who tried to wield it.

The exact nature of the curse was never public knowledge, but despite the fame and power of the blade, Alazar, heir to the Eternal Throne and First-Prince of Thae, was said to have used it sparingly.

It is said that it was while trying to break the curse that Alazar released the power that killed everyone in the Imperial Underkeep before construction had finished on it, but no matter how many adventurers have searched the place since or how many monsters have moved in, it has never been found.

[edit] The Eye of Dreams

The Eye of Dreams was created at the height of the First Empire, sometime in the middle of the Third Age. It is said to have been made by the artificer Tholius, considered by many wizards as to have been the most powerful mage in human history -- and one of the most arrogant.

It was used to see at great distances, and to see events of the past and future, and some say its ability to let its user communicate directly with the infinite wisdom of Oneiros eventually drove them mad and often into isolation. It exchanged hands many times amongst the priests of the Dream-King until the early Fourth Age, when Zosh, the legendary oracle and seer finally gained it. Zosh was a follower of Potmos, but eschewed the hierarchy of the temple libraries, seeking solitude to contemplate history and written accounts of events even before the Eye was made his.

He was also called Zosh the One-eyed.

Zosh lived on what is now called the Isle of Shadows, in what is now eastern Morrowind. All sorts of people would seek him out for council because not only was he wise, and had experienced much in his long life before becoming an oracle, but because in using the Eye of Dreams, he was particularly good at seeing the future. However, even when they managed to find him he rarely agreed to advise people, telling them that he had seen a future where they would not believe what he had to say.

However, a priest of the Sixth House (some say Fircisu Manx of Dagoth-Ur) came to him for advice and Zosh told him that one wielding the Eye would kill him. Fircisu interpreted this as meaning that Zosh planned to kill him, so he killed Zosh and took the Eye and hid it so that no one could use it.

If it was the priest that killed Zosh, then he gave into temptation and took it from hiding and began to use it, because it is known that Fircisu the Mighty did own the Eye during the purges that followed the death of Emperor Severus. Now, with foreknowledge of many events Fircisu quickly rose in power in the cannibalistic hierarchy of the Sixth House.

Three years later, Fircisu and some of his loyal followers disappeared into the caves beneath Red Mountain, and were never heard from again

The Eye of Dreams does not reappear in history until the year 3002, when a beggar gave it to the adventuring band known as the Company of Four in the city of Davian, near the Sea of Blasted Glass. This group of adventurers was finally able to return the Eye to its rightful owners, the Dream Palace of Oneiros in Thaevoros, the City of the Emperors.

It is now in the possession of High Dreamspeaker Naast of Oneiros. However, it is unknown if he has begun to use the Eye (though it is rumored he does), as he has not appeared in public since winter of 3025.

[edit] Beáth-agh

The name of this mysterious weapon can be translated from dwarven to mean "Steadfast Daughter of the Gods". Crafted from the finest shining steel, and the incredibly rare ironwood of Stonehold in central Arator, the actual origins of this halberd are unknown, though it is obviously of dwarven make as it hold the runic names of the dwarven gods. The name of Krauchaar is on the blade, while Rivkanal is on handle. The name of Lehrothronar is on the butt end, and the name of Natan-Ahb is on the piercing blade. Hodanar’s name is carved into where the metal head joins with the wooden haft.

Beáth-agh is a halberd +2, fiendbane. On a successful hit against fiends of any kind it does an additional +2d6 points of damage (this is never multiplied with a critical hit). In addition, when used as a piercing weapon, the head thrusts out of its own accord on a successful critical hit, doing an additional +1d6 points of damage.

[edit] Blood of Mog

These primitive stoppered clay flasks are about four inches wide and six inches tall. Some of them bear the carving of single eye in the center of the lower round portion.

These vile potions are created by orcish warlocks and medicine men and are said to fill the drinker with strength and courage as were the great orcish warriors of old who received their commands from the orc god Mog directly. The potions themselves are very potent smelling and tasting.

Upon drinking the entire contents of this vial you must make a Fortitude save (DC 15) or become sick for 1d4 rounds, effectively being nauseated for that time.

Those of orcish blood are immune to this effect.

Regardless of the success or failure of this save, drinkers gain a +1 morale bonus to attack rolls and saves versus fear effects, and 1d8+6 temporary hit points. This effect lasts 10 minutes.

[edit] Ring of Excellence

This ring is set with a large smooth sapphire and seven small diamonds (six above, one below). The band is made of white gold.

The style of ring (which automatically shrinks or stretches to fit the fingers of tiny to large creatures) is in the style of House Idris in central Morrowind.

The ring has a limited sentience communicating with the wearer what spells it can store and how many (and which kinds are left). It allows the wearer to cast the stored spells as a standard action with no arcane failure chance, and no chance of it being disrupted (as activating any magical item). Once cast from the ring the spells remain gone until re-cast into the ring. The spells can be replaced by any caster wearing the ring using an arcane source, but regardless of the caster level the spells are limited in level to what they were set at upon the creation of the ring.

[edit] Boom-Stick of Wondrous Might

Cost: A boom-stick of wondrous might is a rare item, and gnomes rarely sell them to non-gnomes (and few non-gnomes want them). Their cost ranges from 850 to 1500 gp.

Ammunition: Balls for the boom-stick of wondrous might can be purchased at the same price as sling bullets (1 cp/5). However, each use of the weapon requires a shot of smokepowder.

Range Increment: 10 feet

Damage: 1d10+ (The damage die on a boom-stick is 'exploding', meaning anytime a 10 is rolled for damage the die is re-rolled and added the previous result, and so on). Strength modifiers do not apply to this damage.

Reloading: Reloading a boom-stick of wondrous might is a full-round action that draws attacks of opportunity.

Firing: Firing a boom-stick is a standard action.

Special: Firing or loading a boom-stick within someone's threatened area draws attacks of opportunity. If used by some who is not proficient, fumbles are automatic on a natural roll of 1 or 2, and they suffer results as shown on the following table:

Boom-stick Fumble Results

Percentile Results

01 - 08 No Effect

09 - 15 Blast of Smoke. Fort Save vs. DC 10 or be stunned for one round while coughing.

16 - 20 Bright Flash. Reflex Save vs. DC 15 of be dazzled for one round.

21 – 25 Lose Grip on Weapon. Make Dexterity check (DC 15) or drop weapon.

26 – 30 Lose Grip on Weapon. Make Dexterity check (DC 20) or drop weapon.

31 - 50 Misfire. Boom-stick misfires. Take 1d10 (exploding die) damage and weapon useless until cleaned and repaired.

51 – 65 Misfire. Boom-stick explodes. Take 2d10 (exploding die) damage and weapon destroyed. Stunned for 1d4 rounds.

66 - 75 Jammed. Weapon useless until cleaned and repaired.

76 – 80 Ricochet. Reflex save (DC 18) or hit self, half damage.

81 – 85 Ricochet. Reflex save (DC 15) or hit self, normal damage.

86 - 90 Ricochet.Reflex save (DC 15) or hit friend, half damage.

91 - 95 Bad Aim. Reflex save (DC 20) or hit friend, normal damage.

96 - 97 Ricochet. Reflex save (DC 15) or hit friend, normal damage, automatic knockdown.

98 Bad Aim. Reflex save (DC 15) or hit friend, critical hit.

99 Ricochet. Reflex save (DC 15) or hit self, critical hit.

00 Explosion. Boom-stick explodes. All within five feet take 2d10 (exploding die) damage and weapon destroyed. Stunned for 1d4 rounds. Reflex save vs. DC 15 or catch fire.

[edit] Staff of the Ara-Cemnari

The head of this comfortable walking stick is always carved to look like a natural animal or beast of the wilderness. A leather thong hangs out of its mouth and wraps around the traveler's wrist. This staff grants the user 5 ranks of the Intuit Direction skill. In the hands of a elven priest of any of the Ara-Cemnari, a druid or a ranger, the staff is more powerful; to these individuals, for whom the staff was made, it grants 10 ranks of Intuit Direction, 5 ranks of Wilderness Lore, and 2 ranks of Animal Empathy, but only towards the animal represented on the staff's head.

[edit] Gossip's gem

A Gossip's gem is a small tear-drop ruby earring with a silver clasp. This rather common looking piece of jewelry is a powerful magical item. The earring was commissioned by a businessman who thought his magician partner was cheating him; many duplicates have since been made.

A Gossip's gem grants the wearer the ability to detect lies without fail, in addition, it also grants a +6 to all Listen checks. The earring also protects its wearer from magical assualts that produce sound, it grants a +3 to save rolls to resist magical suggestions and vocal attacks such as a banshee's wail.

Caster Level: 3rd; Prerequisites: Forge Ring, detect lie, ventriloquism, or whispering wind; Market Price: 10,950 gp.

[edit] Ring of Elements

A ring of elements is a ring carved of petrified wood and polished to a high sheen. Four gems are set into the ring in a diamond shaped pattern. There is a topaz, a diamond, a ruby and an opal. Each stone represents one of the four elements, earth, wind, fire and water respectively.

This ring is a powerful item that will produce raw elemental material for use in spells. Spells such as affect normal fire no longer need a fire source to function. This ring can produce 5 cubic feet of elemental material per round.

Caster Level: 7th; Prerequisites: Forge Ring, conjure element or elemental swarm; Market Price: 56,400 gp.

[edit] Blazer's Bane

Blazer's Bane is a scimitar of unknown origins. It is indistinguishable from any other magical blade. Its blade is made of silver and the handle is trimmed in platinum. A single ruby the size of a quarter is set into the hilt of the sword. It is currently in the possession of Elamurix Celendil who has carried it for some twenty years. His exploits of speed and agility in combat have become legend in Wylund. He received the scimitar from a druid who passed it on to him with his last dying breath. The druid, whose name is unknown, was buried by Elamurix in a stone cairn in the southern tip of the Forest of Miir.

Blazer's Bane acts in many ways like a scimitar of speed. It has a +3 bonus to hit and damage. The blade grants the wielder an automatic first attack every round. In addition, the sword confers a -2 bonus to the initiative role. The blade also increases the wielders number of attacks by one level. If, for instance a fighter had 3 attacks every 2 rounds, with Blazer's Bane, he would have 2 attacks every round. The most unique feature of the scimitar is its ability to attune itself to its wielder. Anyone other than the rightful owner of the weapon that attempts to pick up the weapon receives 1d8 points of damage per round until the sword is dropped. The sword may only change hands if it is freely given by the owner or if the owner of the weapon dies.

[edit] Dagger of Last Resort

A dagger of last resort is a dagger with special powers in the hands of a wizard or sorcerer. In the hands of a wizard or sorcerer, it acts as a dagger +2 and allows the mage to attack with the as if he or she were a rogue of the same level. In the hands of any other class of character, the dagger serves as a +1 dagger.

If used to attack by a wizard or sorcerer with no spells memorized, the dagger will cause the loss of 1/2 of the victims total hit points. If the victim makes a successful Fortitude save at a DC of 15 + the wielder's level, he only suffers 1/4 his total hit points of damage. The power of this dagger will only function once per enemy.

[edit] Moonknife

Moonknife is a scimitar of star elven origin. Its blade is covered in elvish runes. The hilt of the sword is shaped in the form of a raven's wings and is offset with a catseye agate. The handle is wrapped in leather and is capped by a carving of a raven's head. The blade is made of mithril steel and the handle and cross piece appear to be made out of ebony although it is stronger than steel.

Moonknife is a scimitar +3/ +6 vs. giants and giant-kin. The blade causes double-dice damage against all true giants. Moonknife is semi-intelligent and will glow intensely whenever a giant is near. The blade always has a slight glow to it, hence its name. There is no way to hide the light of the blade without putting it into a sheath.

[edit] Shadow Vest

A shadow vest is made of black velvet and is a rogue's prize. When worn by any character, the vest confers a +1 deflection bonus to AC. However, when worn by a rogue or a multi-class rogue, the vest's hidden powers become apparent.

A rogue wearing a shadow vest is undetectable by magic or psionic powers. The subtlety of the vest's power is such that it affects the minds of individuals searching for the wearer. The vest grants a +6 competence bonus to Move Silently and Hide in Shadows.

Anyone wearing a shadow vest also benefits from the vest's ability to convert all melee damage to bludgeoning. This renders the wearer immune to a rogue's backstab ability and reduces the damage from piercing and slashing weapons by 1 per die of damage.

Caster Level: 7th; Prerequisites: Craft Wondrous Items, misdirection and stoneskin; Market Price: 84,050 gp.

[edit] Signal Arrow

Masterwork arrow designed to emulate birds' calls when fired. The intricate design makes them clumsy in flight, however, resulting in a -2 penalty if they are used to attack.

[edit] Smoke Arrow

Essentially a smokestick (see PHB, p.114) in the shape of an arrow. It does no damage, but results in the smoke being emitted in a 10-foot cube where it strikes.

[edit] Thunder Arrow

An arrow with thunderstones (PHB, P.114) on their tips, thunder arrows do no damage but the thunderstone's sonic attack is triggered on impact.

[edit] Starlight Cloth

is a silky fabric of dark color (forest green, midnight blue, etc.), shot with silvery threads that catch and reflect light, making the cloth appear as if dappled with hundreds of tiny stars. It seems to shimmer and glow faintly in moonlight or starlight.

[edit] Masking Perfume

helps to mask the scent of those wearing it for up to 3 hours, so creatures with the Scent ability cannot detect the wearer from further away then 5' and nullifying tracking bonuses. A bottle contains five applications of the perfume for a medium sized character.

[edit] Star Lanterns

are decorative lanterns made of carved wood or delicately crafted metal. Inside, a small crystal is treated to produce light which illuminates a 10' radius for 12 hours.

[edit] Forest Camouflage kit (Masterwork)

is a set of clothing and body paints which elven hunters and warriors use when in their forest homes. The kit provides a +2 circumstance bonus to Hide checks within the forest. Winter, desert and underground versions have been created by elves in those settings as well.

[edit] Bolas

Bolas allow the attacker to make a ranged trip attack that grapples your target. The attacker must succeed at a ranged touch attack with the bolas. This provokes an attack of opportunity in the same way that any other ranged attack would. This causes the listed damage and allows a free opposed trip attack roll, the attacker adding both their strength and dexterity to the opposed check. If you succeed, the target is tripped and automatically grappled with the bolas. Your opponent can extricate themselves from the bolas as a full round action. (cost 5 gp, d4, crit x2, range 10’, weight 2 lb., type B)

[edit] Boomerang

Returns to its thrower if the attack roll missed. To catch it, the character must make a Perform (Juggling) check against DC 10. Failure means the boomerang lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the boomerang may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves. (cost 20 gp, d6, crit x2, range 20’, weight 2 lb., type B)

[edit] Chatkcha

Returns to its thrower if the attack roll missed. To catch it, the character must make a Perform (Juggling) check against DC 10. Failure means the weapon lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the weapon may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves. Nonproficient users trying to catch a returning chatkcha take damage from its sharp edges. (cost 40 gp, d4, crit x2, range 20’, weight 1 lb., type S)

[edit] Imperial Dagger

A thick dagger roughly the shape of a railroad spike, this weapon has a barbed edge that can easily cause massive wounds. Because this weapon is so unwieldy and requires great strength to properly wield, anyone using an Imperial Dagger suffers a -2 penalty to all attack rolls. (cost 20 gp, d6, crit 18-20/x2, weight 3 lb., type P)

[edit] Imperial Greatsword

This blade is almost 2 feet longer than a greatsword, and is too large for a Medium-size creature to use at all. (cost 250 gp, 2d8+4, crit 18-20/x2, 25 lb., type S)

[edit] Jythka

A polearm with razor-sharp slashing blades, it is useful for making trip attacks. If you are tripped in retaliation of your trip attempt, you may drop the weapon instead of being tripped.

It is also a double weapon, allowing 2 trip attempts as a full round action, in place of making normal attacks. (cost 125 gp, d8/d8, crit x2, 14 lbs., type S)

[edit] Three-Section Staff

This weapon is comprised of 3-sections of wood, of equal lengths, joined at the ends by chain, leather, or rope.

A monk who takes the exotic weapon proficiency in this weapon fights with her unarmed BAB and number of attacks per round. The staff requires 2-hands to use. A Monk or Weaponmaster may choose this staff as her weapon of choice. A monk may substitute their normal unarmed damage for the damage the staff does.

This staff may strike at any target within 10' (counts as a reach weapon). (cost 4 gp, d4 (text), crit x2, weight 8 lbs., type B)

[edit] Parry Dagger

Used in the off-hand as a means to disarm one's opponent, this weapon is held as a shield, not another weapon, and does not cause penalties for fighting with 2-weapons. Grants a +2 circumstance bonus when disarming attempts and sundering blades with your primary weapon.

If used as a weapon of attack, it is treated as a normal dagger, and all normal penalties for fighting with 2 weapons apply. (cost 10 gp, d4, crit 19-20/x2, weight 1 lb., type P)

[edit] Banestone

Banestone is used to charge the most powerful arcane magics, and using banestone with items that increase the potency or store a reserve of power offers a +2 synergy bonus to the item creation role.

[edit] Lifestone

When Solnor forged the dwarves on the Anvil of Life, the ashes that fell to the side cooled and formed into what is now called Lifestone. This mineral resists arcane magicks, and protects life forces. Using lifestone in magic items that support this ethos offers a +2 synergy bonus to the item creation roll.

[edit] Angelica

DC to Find: 15 Preparation Time: 6 hours Preparation DC: 15

  1. of Uses: 4

Raw Herb Cost: 2gp Prepared Herb Cost: 10gp

Description: Angelica, also called wild celery, is renowned for its use as a tonic to prevent poor health. If a tonic made from its root is drunk morning, noon, and night (3 doses per day) on a continuing basis, the user is granted +2 to all saves vs. natural diseases and illnesses. The tonic must be so drunk for 3 days straight before the bonus is granted. If a single dose is missed after this time, there is no penalty; however, if 2 or more consecutive doses are ever missed the bonus is lost and the process must begin over.

[edit] Ginseng

DC to Find: 20 Preparation Time: 1 week Preparation DC: 12

  1. of Uses: 10

Raw Herb Cost: 20gp Prepared Herb Cost: 100gp

Description: Prepared as a tea, Ginseng has the capability of stimulating the system of one who imbibes it. A single dose can be used to remove the effects of fatigue for a duration of three hours. Multiple doses can be taken to keep off the effects of fatigue for up to twelve hours, after which further doses will do nothing until fatigue is removed through proper sleep. Additionally, the tea may also be able to remove paralysis. If poured down the throat of a paralyzed individual, a new fortitude save vs. the paralyzation is allowed in 5 rounds (5 rounds after the tea is imbibed, basically). If the saving throw is successful, they break free of the paralysis. Paralysis which is inflicted without an initial fortitude save cannot be broken in this way, however. The person pouring the brew down the throat of a paralyzed individual must have 5 or more ranks of the Healing skill, or risk causing the victim to be drowned, as a paralyzed person cannot properly choke if something goes down the wrong pipe.

[edit] Mrindorn's Valor

Mrindorn’s Valor is a large adamantine shield of dwarven design. Its field is detailed with such grace and skill that it appears to be chiseled stone. It is bordered with a smooth band of mithril with crystal dwarvish runes inlaid with diamond dust. In the common tongue the runes read "Forever we shall stand".

Mrindorn’s Valor is a large adamantine shield +2. In the hands of a non-dwarf, it confers a temperary -2 Cha penalty as long as it is in the characters possession. This penalty cannot be removed by any means except by getting rid of the shield. For dwarves, the shield acts as a +3 large steel shield and grants a +4 charisma bonus when dealing with other dwarves. In the hands of a dwarven fighter, paladin or barbarian of 10th level or higher, the true powers of the shield emerge. Mrindorn’s Valor acts as a +5 large steel shield. It grants its owner free use of the Bulwark of Defense feat (see Epic Level Handbook). In addition, the shield grants its user DR3/-. This ability stacks with damage reduction provided by class enhancements (i.e., dwarven defender ability) but not with damage reduction granted by magical means.

[edit] The Eye of Solnor

The Eye of Solnor is a small steel shield about 32" in diameter. It was created by priests of Solnor for the Order of Aster (paladins of Solnor). The shield is passed on between the Chosen of the Order of Aster. The bearer of this shield is considered to have the direct blessing of Solnor. The shields outer rim is a red steel with amber gems spaced about 6" apart around the perimeter. The center of the shield is made of mithril.

The Eye of Solnor is a small shield +2. The shield may only be yielded by characters of good or neutral alignment. Any evil creature attempting to wield the Eye must make a Fortitude save or be blinded for 1d4 days. In the hands of a member of the Order of Aster or a paladin of either Solnor or one of his Aspects, the Eye is a powerful weapon. The shield grants the wielder a +4 to all turning checks. In addition, the shield has three command words which are imparted to the owner telepathically. By saying the command word illu, the front of the shield eminates a soft light slightly brighter than a torch. Ranged attacks suffer a -1 penalty to their attack roll. This power may be used an unlimited number of times. Mas Illu causes a very bright (daylight) light on the face of the shield. When first activated, any person in front of the shield must make a Fortitude save (DC 15) or be blinded for 1d6 rounds. In addition, ranged attackers suffer a -4 penalty to their attack roll and melee opponents suffer a -2 to hit. This power may be used three times per day and lasts for 6 rounds. Gran Illu causes the front of the shield to emit a 60' ray of light ten times brighter than daylight. This light is so intense that it can destroy undead. Any undead entering the rays of this light must make a Fortitude save (DC 25) or be destroyed. Those that save suffer 3d6 damage. Anyone in front of the shield when this power is enacted must make a Fortitude save (DC 25) or be blinded for 2d6 days. This intense light is nearly impossible to look at and all ranged attacks suffer a -8 penalty to hit and have 100% concealment. Melee attacks are equally difficult and suffer a -4 to hit. This light is so intense that simply shutting ones eyes will not block the light. This power may be used three times per week and lasts one round.

[edit] Talon of the Hidden Blade

A normal looking dagger, decorated only by a symbol of an open hand on the handle. The weapon is enchanted to +1, but radiates more magic than this might warrant. The reason for the surprisingly large dweomer becomes apparent when the wielder first tries to put the dagger down. As the wielder’s hand opens the dagger vanishes, and a tattoo of a dagger appears on the palm of the wielder. The tattoo will remain until the command word is spoken, upon which the dagger will instantly re-appear in the wielder’s hand, the tattoo gone. While the dagger is in tattoo form it will not radiate any noticeable dweomer. Obviously the advantage of this blade is that it is extremely well concealed against most forms of detection. Only very specific searching with “detect magic” or such like will arouse even the slightest suspicion.

A word of warning: if the wielder did not read the command word on the handle of the dagger before trying to put it down (and it becoming the tattoo) for the first time, he will be unable to remove the tattoo, nor get the dagger to reappear. The command word is not visible in the tattoo, which is an exact likeness of the dagger.

[edit] Ardanaith

A holy sword sworn to Aranris El-Macil with the ability to determine guilt and innocence. Ardanaith was forged in the early Second Age by the master swordsmith Koroduin and wizard Firyn near the kingdom of Ilúien in eastern Aluvèthor. The sword was created for paladin-lord Kystrel the Just and was buried with him in -8204. Endren's Seven happened across the hidden tomb in -1147 and when the sarcophagus opened to Endren's touch it was determined that the blade had chosen its next owner.

Game Information: +3 Attack, +3 Damage. During ritual judgement the sword "dances" and may discern lies, striking once per falsehood uttered against deceivers. Against those that lie during judgement, the sword acts as a weapon of "bane", adding an additional +2 Attack, +2d6 Damage.

[edit] The Black Sword of Thras

A masterwork bastard sword fashioned in Oth before the Invoked Devastation. A handful of these swords have survived to the present, for most part they were destroyed during the Sundering. Most that have survived were at one point interred with warriors that died during that troubled time. Bastard swords by nature are knightly weapons and carrying them is a sign of status in many Telluri societies. Recently, such a sword was presented to Jerdyn of Tolmara by the King Falconedge during his knighting.

[edit] Throatcutter

A Fourth Age Rha'al falchion forged in the Imperial province of Cyradia by the swordsmith Sharesra for the assassin Shir'amir. The blade has been linked to the deaths of several nobles in Hyboras and the Empire of Mel’Cendia, before disappearing for over 1600 years. The next mention of the sword was half-way across the world, in Verith when it was to be auctioned in 2430. The auction never took place because the sword was stolen from the vaults of the Hlaarn Guild. History states that the sword's edge sought out the throats of its victims.

[edit] Phlogostrax

A long heavy Hyborean blade crafted in the city-state of Cymrith circa 2757 for use in the Battle of the Wastes. The sword was first wielded by Karhek Mand, a captain in the Overlord’s army. Following Mand’s death in 2761, his son carried the blade into Imperial lands where he and sword disappeared. The sword reappeared over 200 years later in Whytecoin where it was purchased by a ship merchant and taken to Highkeep. In Highkeep, the sword was kept on display at a weapons dealer's shop for nearly 40 years before an anonymous purchase. Rumor has it that the Tempest is intensely interested in its recovery.

Game Information: +1 Attack, +1 Damage, Keen; on a successful critical a flame issues forth along the blade's length dealing an additional +1d8 hit points of damage for 2d6 combat rounds. If another critical is scored in that time the flame is reborn for another +1d6 cumulative rounds until the flame dies. The blade has no known drawbacks, but does grow hot to the touch in combat.

[edit] Is'khadriin

Is’khadriin is a relic of Wylund, carried by all its past heroes. Should a defender die, the sword chooses another to take its place. New defenders are compelled to present themselves to a priest of the War Father on Ulu’taari ground, where they undergo the Ritual of the Defender. Recently, the sword chose the half-elven paladin of Bralvanyr, Olvaen Moonshadow as its heir.

Game Information: +3 Attack, +3 Damage. The most potent ability of the sword is called Battle Fury. If the wielder's side is outnumbered 2 to 1 he gets an additional attack each round. If the wielder's side is outnumbered 4 to 1 he gets an additional two attacks each round. If the wielder's side is outnumbered 8 to 1 he gets an additional three attacks each round, etc. A character engaged in Battle Fury has restrictions similar to those of Barbarian Rage.

[edit] Sword of the Overlord, Uren-bane

Indoril of Cymrin was a wizard who occupied his time with collecting cadavers and building servants from their pieces. Depictions (there are two) of the wizard portray him with the sword at his belt, but no surviving stories detail its use. A painting of the wizard used to hang within Winter’s Chill, a tavern of sordid repute in Cymrin, but disappeared several years ago. Another portrait of the wizard has been reported in a "book of wizards" within the Iron Library. The sword is constructed of Imperial steel, but of Uren style (Cyradi do not typically make longswords) which may date the sword to the time of the Occupation. An opaque blue stone sits in the pommel.

The Sword of the Overlord was most recently recovered from the lair of a venerable sapphire drake.

Game Information: +2 Attack, +2 Damage. In the hands of a Cyradi, a Hyborean, or a warrior of Fhaardi descent, the blue stone softly illuminates a 5 ft. radius (allowing Low-light Vision) and becomes a bane sword versus arcane casters and anyone of Imperial heritage.

[edit] Red Pain

A fine curved blade and ornate scabbard. Close inspection reveals dull red veins in the blade's dark metal. Should the scabbard be unsewn one will find the inside is marked with nine red runes that glow deeply when near the sword blade. These runes give the sword its power. Without them, the sword becomes nothing more than a weapon of quality. The sword itself was forged from the armor of a soldier that had been tortured for one hundred days. The soldier's body was slowly lowered into the molten forge, becoming one with the iron. The cast bars were taken to a master Imperial smith and fashioned into a masterwork blade in 2300. The blade was then presented to the Nethran magus Orás in 2322 who imbued the scabbard with the necessary runes. Each rune was drawn with living Fae blood. Red Pain has had many wielders in the centuries since and has found its way from Imperial lands to the Fhaard to Gwythnecht to Wylund (where it was last seen as the blade of a bandit lord during the Kernin invasion. When the sword is drawn, it is covered in dancing red electricity.

[edit] Ur'hakal

A short toothed sword of Ur’dari construction. It is easy to mistake Ur’hakal for something other than a sword, due to the splayed squared flanges along its blade. The sword is unwieldy and doesn't cut as much as it rips into flesh. Furthermore, the blade is designed to hold a dose of poison for extended periods. Oily poisons are preferred as they do not dry as quickly. The Ur’dari word "ur’hakal" is scratched into the flat of the blade. These foul swords are sometimes used by Poisoners. Recently, an Ur’hakal blade was found on a Kernin assassin in Highkeep. The sword cannot be sheathed.

[edit] Shield of Argos the White

A beautifully crafted Imperial kite shield with a steel boss riveted to its center. Though faded (but revealed with cleaning), the shield face is painted with two rampant drakes. Around the boss, engraved in archaic Cendian lettering reads, "Shield of Argos the White, King of Jaresh Gor". On the reverse side (in the wood) is the shield maker's mark (crossed hammers inside a square and the letter "F") and a dwarven style date. The shield was stolen from the grave of Argos the White in the bowels of Krysur, 2458, and has not been seen since.

Game Information: The shield radiates strong magic, that was detectable (faintly) through a stone sarcophagus and an interior lead coffin. The shield acts as a large wooden shield +3 (AC +5). No other properties of the item are known.

[edit] Celestial Sanctuary

Celestial Sanctuary is a suit of full plate mail of traditional design. It is made of an ivory metal that is believed to be an adamantium alloy. The armor has no matching helm but a deep cowl protects the sides and back of the neck. The neckline is adorned with a wide band of golden scroll work that dates back in design thousands of years. The armor’s other decoration is the wide belt that has similar scrollwork and has a large, smooth oval gem in the center. The leg grieves and arm plates are trimmed sparingly in the same scrollwork. The armor also has a set of metal gauntlets that are decorated in much the same manner as the belt, a large gemstone is located on the back of each hand.

Celestial Sanctuary is a suit of full plate mail +4. The unknown metal that it is made from makes it extremely light; it weighs in at just over ten pounds for the entire suit. The armor has a constant protection from evil with a 30' radius and may only be worn by characters of lawful good alignment.

It’s powers are legendary and numerous. One persistent rumor is that the suit is indestructible. Another is that its powers magnify in potency if all three of its components (armor, belt and gauntlets) are brought together and worn. A third is that it has a counterpart that was created to oppose its use on the mortal realm.

[edit] Tongue of the Serpent-Mage

Tongue of the Serpent-Mage’s last known (and most famous) possessor was Mondreyes Silvercroe, one of the most famous pirates of the Azure Sea. Sailing out of Scrape was his ship, “The Silver Crow”. He was the terror of Wylundi and Kernin merchant shipping from 2824 to his last voyage in 2858. An excellent swordsman renowned for his smoothness and inhuman speed in battle, Mondreyes quickly gained the nickname “The Serpent-Mage” from awed enemies. Despite this moniker, however, he was also renowned for loyalty to family and friends - something he claimed to have learned from his father Malek, a guard lieutenant in Scrape.

Several years before the start of this naval career, Mondreyes left home to seek his fortune. Because of his skill with a blade, he sold himself as a caravan guard and a body guard. He even had the occasion to travel with a merchant in Toralin on a trading mission, and it is there that he claimed to have acquired the sword.

According to his tale, the caravan was attacked by a force of fearful snake men, who were barely repulsed at significant cost to the group. Mondreyes himself slew the creatures' leader, and claimed the sword and an unusual emerald necklace as spoils of war. Worse luck was in store, however. On the return voyage, the ship was attacked by pirates and boarded. With Tongue of the Serpent-Mage in his hand, the skilled bladesman cut a circle of death all about him; finally, the impressed pirates offered him membership in their crew if he would only cease attacking. “Seeing as I was the only one still alive by that time,” said Mondreyes, “I accepted.” He rose rapidly in their ranks thereafter, and soon commanded a ship of his own.

His subsequent career as a pirate is a matter of record, and even the Sea Barons were said to have respected his naval skills and cunning. In 2855, Mondreyes dared a return to Toralin, where he conducted trade and reportedly acquired a special item. He and his ship vanished in 2858, however, shortly after leaving on a southwest course. They were never seen again.

The location of Tongue of the Serpent-Mage is thus something of a mystery. Yet this minor conundrum is far eclipsed in sailors' tales by “the Mystery of The Serpent's Nest.” Though Mondreyes was undoubtedly a very wealthy man, his treasures were never found. Clues in old logbooks found in Scrape (and since vanished) reportedly hinted at a secret island location near “the neck of Scylla” and terrible guardians of fanatic loyalty.

Amazingly, many who have heard these stories have nevertheless set out in search of this place. Thus far, however, none have discovered the mythic island and returned to tell of it. Some even speculate that entire story was a deliberate fabrication, and more information would undoubtedly be gleaned if the wreck of the Silver Crow were ever discovered. Alas, that has not happened either. The Mystery of the Serpent's Nest thus continues to be spoken of in dockside taverns all over this part of Telluria, and still fascinates many a treasure-seeker today.

Tongue of the Serpent-Mage is a wavy–bladed short sword crafted in the “flowing water” style, and made of a strange, dark-green metal. This metal was reportedly incredibly flexible, and so dark as to be almost black. At each end of the golden cross guard is a cabochon-cut emerald valued at 5,000 crowns. The sword hisses slightly when drawn from its scabbard.

Game Information: Tongue of the Serpent-Mage is a short sword +2 and confers two additional powers on its wielder. It enables its wielder to always strike first in any given melee round, even against hasted opponents. It strikes with such speed that any protection afforded by shields, dexterity and enhanced movement are negated. Furthermore, on an unmodified roll of six or more, the sword injects a paralytic poison into the victim. A Fortitude save must be made or the victim will lose 1d4 temporary Dexterity.

[edit] Orcsting

This bow was created in ancient Celdenor as a gift for a hoarfoot scout, who saved the life of his commander when their ambush on a war party of orcs failed disastrously. After his death, it passed from halfling to halfling until its last owner was slain during the fall of Celdenor, at which time it was lost and presumed destroyed.

This short bow is fashioned from highly polished phandar wood, greenish-brown in color and striped with thin black grain lines throughout. Six oval brilliant cut alestones are inset into the outer face of the bow. Closer examination may give the impression that the bow was never finished, for there are no notches for the attachment of a bowstring. A green leather thong is wrapped around the grip, and if it is removed silver-filled dawn elven runes that read "Emeras" will be found underneath.

Any archer grasping the grip (other than an orc or goblin, who receives 2d8 points of damage) may reach as if to draw back a bowstring where one would be expected, causing a magical string and arrow to appear. This string and arrow appear to consist of green faerie fire that is solid to the touch. When the arrow is released, the string disappears until another arrow is "nocked" in the same fashion as the first. This enchantment means that the archer will never suffer from broken bowstrings, nor will he or she need to carry arrows.

The bow can fire two of these arrows per round, each inflicting 1d6 points of damage upon a successful hit. Neither the bow nor the arrows it produces confer any bonuses to hit or damage, though the latter are considered to be of +3 enchantment for determining who may be struck by them (and are unaffected by a protection from normal missiles spell). All ranges are considered to be short with this bow, though the range of a normal short bow is retained. Any called shot is still subject to the usual penalty of -4 to hit, however.

The archer can fire "normal" magical arrows if he or she chooses to do so, though the standard range penalties to hit will then apply. Any bonuses to hit and/or damage of the magical arrow are used, plus any additional magical effects it may have ('of slaying', etc.). Remember that this is a short bow, however, so no sheaf arrows are allowed.

The archer's AC is improved by 1 versus all missile and thrown weapon attacks coming from his or her front, due to the power of the alestones inset in its front. By this same power, however, he or she must pass a Dexterity check in order to grab the bow in a hurry if it has been set down, as the bow will slip out of his or her grasp .

Finally, the archer can invoke a special protection power for up to 6 of his or her friends by touching each with the bow and speaking the word "Emeras." The archer will never hit any friends protected in this fashion if he or she fires into a melee involving them. Any arrow that would normally hit a protected player simply vanishes. In order to change the friends protected, the archer simply touches the new friend(s), and the first ones to have been protected will be "overwritten" by the new one(s).

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