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2730 lines
126 KiB
Plaintext
2730 lines
126 KiB
Plaintext
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 - Supra 14.4 - Sysop: Gug
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A Game Master Support BBS
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RPG, Homebrew Beer, & Fiction Text
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Weapons-1.gallery
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! T h e G a l l e r y o f W e a p o n s !
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compiled by
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Daniela Angelica Back
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KMHK@MARISTB
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*NOTE: all materials are the sole ownership of the originator*
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This Gallery has been brought to you by the many enthusiastic members of
|
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the ADND-L (Advanced Dungeons and Dragons Discussion List) mailing list,
|
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as well as some items of my own making. Please excuse the occasional
|
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misspelling and enjoy our gift to fantasy roleplaying!
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-- Angie
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================================================================================
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M A G I C A L W E A P O N S
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================================================================================
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-------------------------THE SCROLL OF EXPLOSIONS------------------------
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<< From: layten@UWYO.BITNET )>>
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Duration: 2 or 4 rounds depending on version (see below)
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Damage: 2 or 4 round 5megaton explosion (5d100) 10megaton (10d100)
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the damage is taken from the force of the explosion and from
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the flying debris. No damage is actually taken from the blast.
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This scroll was created by Yorthin. the Chaotic Neutral magic user.
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After he was unable to go into a town with a metal door. After using all
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of the 'conventional' means of blowing up the door he came up with this scroll
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which takes either 2 or 4 rounds to read. After he read the 2 round version,
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he was so impressed that he created an even more powerful version (the 4
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round) which created a 10 megaton explosion, instead of only 5 of the
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previous version.
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The use of this scroll is not recommended for anybody except that
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of the Chaotic Neutral alignment. To give you an example, all that was left
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of the town was a crater.
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The usefullness of this scroll is evident when you are in a no win
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||
situation (like when you are fighting say, 50 storm giants) or are unable
|
||
to storm a town or castle because of the defenses, simply read the scroll
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||
and *BOOM* no more castle. The explosion is focused approx 300ft. away from
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the caster, who is not affected by the explosion, (his companions must save
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vs. dex or roll damage from being thrown 30-50 ft, or from flying debris.)
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Needless to say this scroll isn't popular.
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---------------------------THE SHILLELAGH SCROLL------------------------
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<< From: SNURK!ROOT@VAX.CS.PITT.EDU >>
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This scroll, usable only by priests, when read will instantly transform itself
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into a staff (+1/+1d6), which can also receive up to 5 more shillelagh spells.
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These spells will make it +6/+5d6-4. The spells must be cast in successive
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rounds, and last as long as the final spell. When that expires, the staff
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turns back into an ordinary scroll.
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The scroll saves at +1 vs fire, etc..
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a "Dispel Magic" will turn the staff back to a scroll, and will be unusable
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for 1d4 turns.
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DM's call as to how many times this can be used.. 1, 1d20, unlimited..
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---------------------------------BEADS OF ARACHNIDA-----------------------------
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<< From: DAVID@FRODO.WES.ARMY.MIL >>
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Occurrence: 4-10 found at a time (2d4+2) 1"diameter
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Monetary Value: 50gp and 100xp
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Duration: 1 turn + 1d8 rounds
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When thrown at a hard surface (cave floor, tree, rocky slope, knight in shining
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armor, etc.) the bead explodes to produce a sheet of extremely thick webbing.
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It expands and attempts to attach itself to the two nearest supports, which
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may be up to 50' apart. The web will cease expanding when it reaches 200 sq.
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ft. in area, or less, depending on the circumstances (in a 10'x10' corrider,
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the web will be only 100 sq. ft.). If the supports are too far apart, the web
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will collapse and disappear in 5 segments. Creatures of 19 strength or less
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which are caught by the web are held completely immobile. A strength of 20 or
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greater allows a saving throw vs. Spell, with success indicating the creature
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has pulled free and can act normally on the following round. Captives may use
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only those items which are currently in hand. The web can not be harmed by
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normal weapons, but magical ones can cut through it in 3 rounds minus a number
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of segments equal to the maximum plus of the weapon (i.e. a +1/+4 sword can
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cut through in 2 rounds and 6 segments). Magical fires, including a Flame
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Tongue sword, destroy the web in 1 round; normal fire has no effect. Creatures
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which have spider-like abilities are not held by the web, although movement
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across it is at 1/2 speed. +
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--------
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-----------------------------ELEMENTAL WEAPONS--------------------------
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<< From: RK8361A@DRAKE.BITNET >>
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6 different groups of weapons and armor each bearing the powers of the planes
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of: Fire, Water, Air, Earth, Negative Material, and positive material.
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Each weapon is highly coveted and creates desire to own it unless a save vs
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spells is made.
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*FIRE*
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Bow of Fire (long bow):
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+4 bow
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Absorbs 1 point of every die of damage owner takes due to fire
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+2 on saves vs fire.
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1 point of damage per die on cold attacks in addition to normal.
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-2 save penalty versus cold attacks.
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Changes normal arrows into arrows of flame that are similar to
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phosphorus:
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1st melee round: 2-16 points of fire damage
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2nd and 3rd: 1-10 points of fire damage
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4th and 5th: 1-6 points of fire damage
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6th + 1-3 points of fire damage
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*note* Armor will reduce the damage equal to its AC adjustment -1
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per melee round passed.
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for example: a character wearing plate armor and shield takes
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0-9 points of fire damage in the first melee round
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(2-16 minus (8 for AC adjustment -1 for first melee round))
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(2-16 minus 7 = 0-9)
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1-4 points in the second
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(1-10 minus (8 for AC -2 for second melee round))
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ETC.
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Fire can only be extinguished by magic or by suffocating it
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(difficult to do) and after being extinguished particles will
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re flame up. Each arrow has a duration of 20 rounds before
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burning itself out.
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Increases relations with fire using creatures by 8%
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Causes fear in cold using creatures unless save versus spell
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Damage versus cold using creatures is twice normal
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Creates callouses on the hands of the user unless asbestos like
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gloves are used, usually found with the bow. Magical in nature to
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shrink or grow to fit.
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Causes owner to feel cold unless in warmer than usual areas
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Owner feels Very Cold if more than 20 feet from the bow.
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Sword of Fire (long sword):
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Same as bow except for arrow ability, all effects are cumulative.
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Can flame strike as a 30th level cleric similar to a cone of cold
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with the tip of the sword as it's base once per two days.
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Sword blade is so hot that it will melt metal (other than magical)
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Damage of 3-30 plus 1-4 per round for 4 melee rounds if wearing
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metal armor due to the melted metal.
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Save versus Constitution from extreme pain, if failed by more than
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5 points the player is paralysed for 2-8 melee rounds
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if the player doesn't save the player is at minus 4 to hit for
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next round.
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Armor of Fire (Banded):
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Armor class: -1
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Causes all weapons that hit to be at -1 to hit and damage per hit
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unless magical, which then is -1 to hit and damage per 3 hits
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All characters (except wearer) must save versus breath weapon per
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hit or be blinded for 1 round from sparks and flaring.
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Same Effects as Bow, cumulative with all other fire items
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Shield of Fire (large):
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Armor class: 6 (-4 adjustment)
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Same as Armor of Fire except blinding
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fire an 8 dice fireball once per 2 days
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Potions lose their magical properties after 3 hours of being within 10
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feet of the item.
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Gems in 30 yards of all fire items decrease by half their value
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to power the item
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Each Item has an ego of 20 and an intelligence of 15 but will not try
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to control the player unless threatened with harm
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All effects are cumulative in all items, with the following effects:
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2 Fire items:
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Takes 1/2 damage from all fire hits
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Takes 1.5x damage from all ice hits
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Can summon 3 fire creatures of 4 hit dice at 30% once per week
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Can travel to the elemental plane of fire with no harm 1 time
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per week.
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Burn wood, melt ice, evaporate water in a 10' area
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3 Fire items:
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Immune to fire magical or not
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takes 2x normal damage from ice
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Can summon 12 hit dice of fire creatures 3 times per week
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Can travel to the elemental plane of fire after concentrating
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for 3 hours with up to 4 companions
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Can change the degree of heat on their body from normal to
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1000 degrees Fahrenheit at the loss of 1 hit point per melee
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round per 20 degrees
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All 4 magic items:
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Character becomes Equal to an Efreeti with same powers and
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Is Now a Fire saint: All the magic Items meld with the player
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and become part of his being, increasing his intelligence by 4
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and giving him a major ego trip. Player now has 2 equally
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strong opinions on everything, Schizophrenia in other words.
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player can cast gate spell to plane of fire at will 4 turns
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delay.
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Can Increase heat as 3 items at the loss of 1 hit point per 50
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degrees
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All Ice spells have a 20% chance of failing in addition to save
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but do 5 times normal damage.
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Air Earth Water Negative material and positive material coming if asked
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for. Remember to use VERY sparingly, Artifacts aren't found every day.
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================================================================================
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EDGED WEAPONS
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================================================================================
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SWORDS:
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=======
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--------------------------THE CRYSTAL SWORD-------------------------------------
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<< From: DOUGHDE@RCN.BITNET >>
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To hit/damage adjustment: +2 or +3
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Special abilities: Language translation (see below)
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A broad or bastard sword made out of a large single peice of quartz
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crystal. Magic makes it the same weight and hardness of a regular 2-
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handed sword and provides it's special ability which is not obvious or
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always known). When held so the user can see through the blade, it tran-
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slates any written language into any other of the DM's choice, usally
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common, dwarvish or elvish. Can be used 3-5 times a day, and each charge
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lasts for ten minutes. Note: It can only be activated on command! It
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thus has a limited intelligence that only pretains to translation (which
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may not always be precise). The sword must (obviously) be clean to be
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useful for this purpose. The work to be translated must be clearly
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visible and of a sensible language.
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Possible option: only allow it to translate rom one specific language to
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another.
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-----------------------------WERE-BLADE-----------------------------------------
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<< From: JESTER@GACVAX1.BITNET >>
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The Were-blade is a doppleganger of swords, a shape-changer.
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Usually, it looks to be an ordinary, but magic-radiating, dueling
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sabre. In combat against another sword, even two-handed, it takes
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||
on the qualities and special abilities of the opponent's sword (unless,
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of course, the other sword is crappy and breaks; the Were-blade saves as
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a magical sword.). Against more than one sword, the Were-blade
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takes on the qualities of the most powerful one.
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The original Were-blade was made for a Duelist by the name of
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Geeves, in Cormyr of the Forgotten Realms (In my campaign). In following
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my interpretation of the Duelist class and its "honor," I designed the
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Were-blade to reflect the Duelist's desire to win a fight by skill and
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not by magical advantage. The Duelist usually has enough proficiencies
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to handle all the swords into which the Were-blade might change. The
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Were-blade has limited telepathy, enough to let its user know what
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abilities it has taken on in each combat (i.e. whether that
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opponent's sword can cast a fireball once a week, and, therefore,
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so can the Were-blade, for that combat).
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This weapon may suck for any character going up against a creature
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which needs a +2 weapon to hit it but is attacking the character with
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a regular long-sword...
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||
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-----------------------------THE SWORD SNAKE----------------------------
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||
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<< From: AAW254@URIACC.BITNET >>
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# Appearing 1
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AC -2
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HD 1-6 (varies)
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THAC0 Varies depending on strength
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No. At 2(slash/bite)
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Da AT Small(1-6/1-2) Medium(1-8/1-4) Large(1-12/1-6)
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Special Attacks Poison
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||
Special Defenses Immune to sleep/charm/cold spells
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Magic Resistance Small(10%) Medium(20%) Large(30%)
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Intelligence Very
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Alignment Varies
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Size Short to Two-Handed
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XP YOU DECIDE!!!!
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The sword snakes were first invented by an ecentric wizard thet got confused wh
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ile trying to enchant an item. The result was the sword snakes. The sword snak
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es have three different levels of growth. At 1-2 HD the sword snake appears as
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a short sword. It's poison is very weak save at +2 or you skin begins to hard
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en until it becomes metalic (1-4 Hrs. and then death). At 3-4 HD the sword sna
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ke appears as a long sword and its poison is capable of killing in 1-2 hrs. sav
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e applicable. AT 5-6 Hd the sword snake appears as a two handed sword and it's
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poison is capable of killing in 1 hr. save at -2. The poison also has one othe
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r possible effect, If the charecter saves, there is a slim chance 5% that the c
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||
harecters skin will harden anyway, but the charecter wil not die, instead the s
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kin will become natural and give the person a natural ac. of -2.
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||
Also due to the nature of the sword snake if its alignment matches that o
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f the person picking it up, the sword will not attack and instead will function
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as a +4 weapon of the appropriate type. The snake will also defend it's owner
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and has a telepathic link with him/her. The snake is capable of detecting dan
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ger in a 30' radius. If the weiders alignment changes, or if the snake when fo
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und decides that it would be suicidal to attack than the snake will wait until
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an opportun moment (when the party is sleeping) to slither off, or if it is in
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||
it's alignment it might crawl all over the sleeping adventurers cutting them to
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ribbons.
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The sword snake looks like a normal sword, except it's hilt is made of gol
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d and the pommel looks like a snakes head ready to strike,they always have some
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||
sort of gemstone for eyes and their blades are always razor sharp.
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||
A heat metal or any type of spell like that (if it works) will kill a sword sna
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||
ke.
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----------------------------SWORD OF PALAODRIN----------------------------------
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<< From: CELOVINE@COLBY.EDU >> note: this is a VERY powerful sword!
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Intelligence: 17
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Ego : 21
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||
Alignment: Lawful Neutral
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||
To hit/damage adjustment: +5
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||
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Speaks the following languages:
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||
Lawful Neutral, Elvish, Dwarvish, Neutral, Silver Leaf (an ancient language)
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||
|
||
Special Abilities:
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||
Detect Sloping Passages (1" radius)
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||
Detect Magic (3" radius)
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||
Detect Shifting Walls, Rooms, Elevators (1" radius)
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||
Regeneration (2 points/turn)
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||
Pass without Trace (1 time/day)
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||
Death Ray (1 time/day)
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||
Plane Shift (1 time/day)
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||
Lightning Bolt (4-6 Hit Dice, 2 times/day)
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||
Teleportation (1 time/day)
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||
Slay Evil
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||
Sever Neck on Roll of 16 or Higher (creatures up to 10' tall)
|
||
Triple Damage plus modifier versus Evil
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||
Double Damage versus Good (no modifier)
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||
Immune to: Disease, Gas
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||
+5 Protection (3 times/day for 10 turns)
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||
Deflect Magic (on command up to 7 times/day)
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||
|
||
Affects to Personal Attributes:
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||
Major Attribute Raised to 19 Permanently
|
||
Lose 1 Point of Constitution Permanently
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||
Storm Giant Strength (2 times/day for 2 turns each)
|
||
Deafness for 1-4 turns when first used versus Enemy
|
||
Blindness for 1-4 rounds during first combat each day
|
||
|
||
***History of Origin***
|
||
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||
Several thousands of years ago, a city named Palaodrin existed center of the
|
||
Prime Material Plane. It was inhabited by being of lawful neutral, neutral,
|
||
and chaotic neutral alignments only. And these beings fought for the
|
||
purpose of Neutrality, ie. to maintain the balance between good and evil.
|
||
Although their work was done subtlely and secretly behind the walls of Palaodrin
|
||
, it was sometimes necessary for the citizens to take up arms. Many of the
|
||
inhabitants were poor warriors, and the citizens themselves were few in number.
|
||
So it was that they recognized the need for a weapon of great power as their
|
||
defense. Since good beings tended to recognize a form or law of balance, the
|
||
citizens decided that it would be best to make the sword more powerful against
|
||
evil than good. For centuries and millennia, Palaodrin stood as an island
|
||
amidst the struggle for power, and the Sword, as well as other relics they
|
||
created, defended the city against all invaders. But when news spread, some of
|
||
the good beings wondered if such power was evil. The forces of evil saw this
|
||
doubt spreading its way through the forces of good and took advantage of it.
|
||
Through trickery and deceit, evil was able to join good in a combined crusade
|
||
against their common enemy. But, while Good hoped to destroy the power of
|
||
Palaodrin, Evil sought to gain it. The city was overwhelmed by the combined
|
||
forces, unable to defend against both Good and Evil at the same time. Palaodrin
|
||
fell. During the fighting, Mephistopheles searched for the sword which was not
|
||
a difficult task. With its power he could overthrow Asmodeus and defeat Good,
|
||
but when he went to take the sword, he found himself wounded and the Sword gone.
|
||
Although Good had thought the Sword had been destroyed, there have been those
|
||
who have felt that the Sword of Palaodrin used its power of teleportation to
|
||
escape both Good and Evil, and none have been able to find it since.
|
||
|
||
*Next, the Sword of Palaodrin is a little out of hand so here are my
|
||
suggestions to all you DMs:
|
||
1) The Sword must remain with both SLAY GOOD and SLAY EVIL. This will
|
||
keeps its origin and goals intact.
|
||
2) Choose any two Special powers other than those mentioned
|
||
above. This also keeps any players reading this from knowing
|
||
the whole story.
|
||
3) Remember the Sword has an ego of *21*. Play it as such.
|
||
It gets interesting when the two egotists clash.
|
||
4) Choose one ability from each ability, ie. detections,
|
||
immunities, protection, and side effects. I suggest that the
|
||
personal attribute modifier be -1 permanently on the players
|
||
Constitution.
|
||
--------
|
||
--------------------------------DRAGONCLAW------------------------------
|
||
|
||
<< From: AAW317@URIACC.BITNET >>
|
||
|
||
Magical adj: +4 (vorpal longsword)
|
||
|
||
Spells: (1/day)
|
||
|
||
fireblast (12d6)
|
||
lightning bolt (")
|
||
chlorine blast (")
|
||
detect evil dragons (6")
|
||
detect gold/precious metals (ems 6")
|
||
|
||
Special abilities:
|
||
|
||
shoot blade (up to 10" range) +10 dam.
|
||
hilt acts like +4 club when blade is gone
|
||
There are 4 claws on the hilt. If, when used as a club, all 4 claws hit,
|
||
the claws will animate for 1-10 additoional damage and act as a dagger
|
||
of venom.
|
||
The sword's special purpose is to slay evil dragons. When in combat
|
||
with an evil dragon, it does double damage. It also feels a kinship to
|
||
all good dragons.
|
||
Dragonclaw is intelligent and has a personality much like a dragon's
|
||
(greed, etc.) The sword will demand a treasure horde to guard, etc...
|
||
|
||
---------------------------SWORDS OF THE MAGI-----------------------------------
|
||
|
||
<< From: A_COPEAB@CCSVAX.SFASU.EDU >>
|
||
|
||
Occurrence: 2 each of long, broad, short, falchion, etc...
|
||
Magical adj.: +1 (normally and for illusionists) +2 for magi
|
||
|
||
When used by a mage (not an illusionist):
|
||
|
||
- acts as a +2 berserking sword but will NEVER hit an ally (however,
|
||
it may hit a traitor...heh heh)
|
||
- lowers AC by 2
|
||
- doubles the hit points of the mage temporarily
|
||
- allows mage to attack as a fighter of equal level
|
||
|
||
Drawbacks:
|
||
|
||
- the sword's power only lasts 30 minutes, at the end of which the mage
|
||
is very fatigued
|
||
- he is -2 to hit, 10% chance of spell failure, and is at 1/2 movement
|
||
for the next hour.
|
||
|
||
It is light (magically) and can be weilded by even the weakest mage.
|
||
|
||
Note: multi-class and illusionists use it as a +1 sword.
|
||
|
||
--------------------------------LIFEKEEPER--------------------------------------
|
||
|
||
<< same >>
|
||
|
||
+2 bastard sword
|
||
INT: 14
|
||
EGO: 10
|
||
Alignment: Chaotic Neutral (VERY slight evil tendency)
|
||
|
||
- can detect secret doors within 5'
|
||
- detect traps within 10'
|
||
- can cast cure light wounds on owner 3times/day
|
||
- can fire 8 magic missles per day (360' range) (no more than 4 per
|
||
volley.
|
||
- speaks demon, common, alignment, and 1 other language of the DM's
|
||
choice
|
||
|
||
|
||
While the sword is chaotic neutral, it is fairly quiet, preferring to be
|
||
left alone. When it does speak, it tends to be brisk and to the point;
|
||
rarely tactful. The sword's slight evil tendency is perhaps inherited
|
||
from it's previous owner of several years, a cambion demon.
|
||
|
||
--------------------THE CRYSTAL BLADES (STORMBLADES)--------------------
|
||
|
||
<< same >>
|
||
|
||
Magical adj: +3 swords (There are nine)
|
||
Intelligence: 16
|
||
Ego: 16
|
||
|
||
Alignments:
|
||
4 longswords Extremes (LG, CG, LE, CE)
|
||
2 broadswords Neutral Good and Neutral Evil
|
||
2 shortswords Lawful Neutral and Chaotic Neutral
|
||
1 2-handed sword Neutral (Pure)
|
||
|
||
Magical abilities:
|
||
|
||
detect law/chaos (30' radius)
|
||
dispell magic (2/day)
|
||
lightning bolt (8 die; 1/day; 360'range)
|
||
invisibility (on weilder/sword; 3/day)
|
||
become ethereal (owner/gear affected; 1/day at will; no max.duration)
|
||
note: no plusses lost as the swords go to other planes.
|
||
speaks 4 languages two of which are common&old common (DM chooses others
|
||
but they may NOT be dragon, demon, devil, daemon, titan, etc...
|
||
|
||
Each sword's blade is made of Glassteeled Adamite, hence the names.
|
||
In combat, the blade darkens to a misty black color (hence the other
|
||
StormBlades). Although the personality of each sword is different depend
|
||
ing on its preferred alignment (and each has its own unique name, as
|
||
well), the magical abilities of the swords are tha same.
|
||
|
||
------------------------------ELF SLAYERS-------------------------------
|
||
|
||
<< same >>
|
||
|
||
Magical adj: special (see explaination)
|
||
Intelligence: nil
|
||
|
||
Magical abilities:
|
||
hitting a full blooded faerie causes triple damage
|
||
hitting a partially faerie folk causes double damage
|
||
magic of armor created by faerie folk is nullified by swords
|
||
owner gains +5 save vs. magic regardless if it is unsheathed or not.
|
||
(see other notes on magical resistance below...)
|
||
|
||
If the result of the saving throw is 20 or better, the spell has *no*
|
||
effect on the owner. As a side note, beneficial spells must get past a
|
||
saving throw of 2 to effect the user (-1 per level of caste Also, no mag
|
||
ic items of any sort will funtion on the user as long as the sword is wi
|
||
thin a foot of him.
|
||
|
||
For the purposes of this sword, faerie races include:
|
||
|
||
elves, sylphs, dryads, nymphs, pixies brownies, atomies, quicklings, peu
|
||
do- and faerie-dragons, satyrs, sprites, leprechauns, etc. Basically,
|
||
any race that has some inherent magical ability or defense and would be
|
||
found in a sylvan setting (see DMG#1, encounter tables) is considered a
|
||
faerie race. Note that gnomes and halflings are excluded. A partial faer
|
||
ie race is any of the above combined with a non-faerie race (usually hum
|
||
an). Half-elves are the most common example.
|
||
|
||
The metal used in these swords is flat black, and is very difficul for tt
|
||
he Dwarven masters to forge. Other weapons made of this metal (called Zu
|
||
fluct by Dwarves, which today translates as 'elf slayer' although it ori
|
||
ginally meant 'kills wimpy scum') include spears and arrows. The arrows
|
||
do not affect saving throws or magic items, and the spears only give a +
|
||
1 to saves and save against beneficial spells on a 18 or better. If a fa
|
||
erie even touches this metal, he takes one point of damage per pound of
|
||
metal. Note that this could be misconstrued as ego damage. Most Elf Slay
|
||
er swords are broadswords.
|
||
|
||
-------------------------------WIZARD BANE--------------------------------------
|
||
|
||
<< same >>
|
||
|
||
+1/+2 (vs. magic users) Broadsword
|
||
Intelligence: 12
|
||
Ego: 6
|
||
Alignment: Chaotic Neutral
|
||
Communicates: semi-empathy
|
||
|
||
- can detect magic/magical beings within 15'
|
||
- while grasped, gives wielder +2 save versus magic
|
||
- paralyzes any mage it hits for 1-4 rounds
|
||
|
||
--------------------------------PROTECTOR---------------------------------------
|
||
|
||
<< same >>
|
||
|
||
+2 Defender longsword
|
||
No intelligence, ego, or alignment
|
||
|
||
- if within 15' of evil, a black gem on the hilt glows
|
||
- if within 15' of an invisible object, a red gem (on opposite side)
|
||
glows.
|
||
- if gems are removed from the sword, they lose their powers
|
||
|
||
---------------------------MAELSTROM (METAL STORM)------------------------------
|
||
|
||
<< same >>
|
||
|
||
+2 short sword
|
||
Intelligence: 15
|
||
Ego: 7
|
||
Alignment: Neutral Good
|
||
|
||
- Speaks common and Auld Wyrmish (the base of all current dragon
|
||
languages)
|
||
- can detect good and evil within 15'
|
||
- can create 2 illusions per day at range of 120 yards
|
||
- it is moody and slightly obnoxious, however it's basically good and
|
||
so isn't *too* much trouble
|
||
- it does tend to be impulsive and in the worst situations
|
||
|
||
----------------------------------DARYO---------------------------------
|
||
NOTE!!!! for use with spelljammer...
|
||
|
||
<< From: CRIT@ACUSD >>
|
||
|
||
Magical adj: +1
|
||
Intelligence: 19
|
||
Ego: 6
|
||
Alignment: Neutral Good
|
||
|
||
Magical Abilities:
|
||
automatically refreshes personal air (1/hr)
|
||
communicates by empathy
|
||
detects spelljamming activity within 1,500 milion miles, OR detects the
|
||
laregest body within 3,000 million miles assuming at least an Earth-
|
||
like body exists (2/day)
|
||
allows for flight (at 36", 1 hr/day, class B)
|
||
|
||
----------------------------THE SWORD OF KAS----------------------------
|
||
(note: this is VERY long!!!)
|
||
|
||
<< From: PFREY@DREW.BITNET >>
|
||
|
||
(Note: These powers should be kept secret by the Dm...see below)
|
||
|
||
Int:15 Ego:19 Al:CE
|
||
+6 defender
|
||
Telepathy (even when not held)
|
||
Double damage against all creatures which are from a plane other
|
||
than the Prime Material (but only normal damage when on any plane
|
||
other than the Prime Material)
|
||
|
||
Minor Powers:
|
||
|
||
Animate dead (1 figure--by touch)--7/week
|
||
Darkness (5', 10', or 15' radius)--3/day
|
||
Invisibility (improved)--3/day
|
||
Know alignment (when held)--1/day
|
||
Protection +2 (when held)
|
||
|
||
Major Powers:
|
||
|
||
Fire giant strength (St:22 +4/+10) (when held)
|
||
Regeneration 2hp/round (but not if killed. Also, see below)
|
||
|
||
Primary Powers:
|
||
|
||
Slays opponent up to 15hd on an unadjusted 18 or higher (no save)
|
||
Total immunity from cold (when held)
|
||
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
|
||
HINTS ON PLAY:
|
||
*Until the user consciously accepts the sword by committing himself to
|
||
the ways of chaotic evil, the sword will not let the user ever know abou
|
||
t the following abilities:
|
||
|
||
+6 defender--tell him only that it is a +4 defender, but take the rest
|
||
into consideration during combat.
|
||
|
||
Protection +2--simply take this into account when being struck
|
||
|
||
Slay opponent up to 15hd--simply tell them that they struck an incredibl
|
||
blow and the opponent is slain.
|
||
|
||
Fire giant strength--simply take this into account when he strikes an
|
||
opponent.
|
||
|
||
Regeneration 2hp/round--
|
||
secretly accumulate the hit points regained si nce being damaged, up to
|
||
the amount of damage suffered. When he get s damaged in the future, thi
|
||
s amount is subtracted, and he takes no damage (note: the quazit's regen
|
||
erative powers are conferred through the sword and Chris will gain addit
|
||
ional points used towards next wo und. This healing also causes undead
|
||
flesh to appear around the wou nd). Excess hit points are carried over
|
||
towards the next wound. When an amount equal to the damage suffered is
|
||
reached, this total is stored as potential for the next wound. Of cours
|
||
e, this assumes that enough time will pass in order to regenerate. See
|
||
above for all details.
|
||
|
||
Double damage against creatures from other planes--
|
||
do not tell him this power. Simply take it into account during combat w
|
||
ith such creatures.
|
||
|
||
Immunity from cold--
|
||
Whenever he is holding the blade, tell the character that he somehow did
|
||
not take damage from the cold (he was out of the area of effect, his arm
|
||
or protected him, etc.). When he does enter a cold environment, tell him
|
||
he does not feel cold whenever he holds the blade. By that time, he may
|
||
have fallen prey to the sword. Remember: he must be holding the sword t
|
||
o gain the benefits of this power. If it is at his belt, it will not wo
|
||
rk. This will force him to always carry the sword during cold adventure
|
||
s, thus preventing him from casting spells. But, since the sword always
|
||
seems to be working and spells not, then he will not mind this and alway
|
||
s attack with the sword when it advises him...
|
||
|
||
As a result, the sword will appear as the following:
|
||
|
||
+4 defender, telepathic, know alignment, and darkness of varying
|
||
radiuses. Purpose: to fulfill the quest. Gives extra experience
|
||
points. Has powers to reward him with.
|
||
It will not reveal its intelligence, ego, or alignment, as it
|
||
will tell the user that this is insulting to ask. It will say,
|
||
indignantly, that it is exceptionally intelligent and very proud of
|
||
this fact (truth). It will know telepathically the alignment of
|
||
the possessor and take it for its own alignment (lie!).
|
||
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
|
||
Side effects:
|
||
|
||
1. Yearning for item forces possessor to never be away from the
|
||
item for more than 1 day if at all possible--tell the user that
|
||
something terrible will happen if the sword is not kept with him
|
||
at all times. Examples: The powers of the sword will no longer
|
||
function with him, it will be mad and jealous and hate him, it
|
||
might be lost, another might take/steal it, etc. Feed the
|
||
possessor all sorts of ideas to cause him to be paranoid.
|
||
|
||
2. Item has power to affect its possessor when a Primary Power is
|
||
used if the possessor has not followed the alignment or purposes
|
||
of the artifact. This is tricky. If the character is not
|
||
killing monsters or acting chaotic, it will threaten to take away
|
||
its power (see also several paragraphs below). If the character
|
||
does not follow its "advice", the sword will also threaten.
|
||
|
||
3. The item is powerless against and hates most sylvan creatures and all
|
||
rangers. Sylvan creatures include: brownies, centaurs, chimeras,
|
||
cockatrices, dryads, forrest elves (those in the party are high
|
||
and grey elves, but make sure of what they are immediately!),
|
||
griffons, harpies, hippogriffs, manticores, pagasi, perytons,
|
||
pixies, satyrs, sprites, stags, sylphs, and unicorns. Against
|
||
these, NONE of its special powers will work.
|
||
|
||
If any of these creatures come within 100 feet/yards of the
|
||
sword, it will become a +10 short sword (note: not of defending)
|
||
and both its ego and intelligence will increase to 20. It will
|
||
force the possessor to attack.
|
||
In the above case, there is a 25% chance that the sword will
|
||
reveal itself for what it is. If it does reveal itself, all
|
||
powers will become evident to the possessor, and if the sum of
|
||
its new ego, intelligence, and plus (+10) is greater than the sum
|
||
of the possessor's intelligence, wisdom, and charisma, it will
|
||
possess the user. If the possessor's sum is greater, he gets a
|
||
saving throw versus magic with a +1 bonus for every point his sum
|
||
is above that of the sword (this is the only adjustment he gets).
|
||
If he fails, he becomes possessed. If he succeeds, he gets the
|
||
option of casting it away or accepting it. Accepting it results
|
||
in his possession. A character possessed can only be saved by a
|
||
deity. They are not likely to intervene, however.
|
||
|
||
4. This is the most deadly side effect of all. 6 turns after the
|
||
sword is first used in combat, so as to throw off rightful
|
||
suspicion, whenever the user takes damage, he will be adversely
|
||
affected by the regenerative power of the item.
|
||
|
||
The flesh around the wound will appear ghastly. It will be pale
|
||
and very unattractive. Hopefully, the party will attribute the
|
||
effect to the weapon or power of the creature attacking him. The
|
||
flesh is actually undead flesh.
|
||
When hit points equal to 5 times his amount have been
|
||
"regenerated", he will become an undead knight of the same level
|
||
of ability as his major profession. He will be chaotic evil if
|
||
not already. Until this point, the percentage that he has become
|
||
undead will become quite evident. If divine information is
|
||
sought, the fact that it is undead flesh will be revealed, but
|
||
not the source of this change (the sword).
|
||
Such change is permanent and cannot be reversed except through
|
||
the removal of the sword. If it is removed the effects will no
|
||
longer continue. All new damage will be removed from this undead
|
||
flesh and healed as normal flesh. Wish and other similar spells
|
||
can reverse the process. A regenerate spell will cure the flesh
|
||
as if it was damage.
|
||
As this disease progresses, there is a cumulative percentage that
|
||
he will become CE. Each time an amount of hit points equal to
|
||
his original amount is regenerated, there is a 20% chance of him
|
||
becoming CE. This is cumulative, so that by the time 4 times has
|
||
been reached, it is unlikely that he can resist. As soon as he
|
||
becomes CE due to this effect, the undead disease instantly
|
||
creeps over his entire body.
|
||
The possessor's charisma also temporarily suffers. Until he
|
||
becomes CE, his charisma drops 3 points, until a charisma of 3 is
|
||
reached, for every time the hit points regenerated matches his
|
||
original amount. When he becomes CE, his charisma instantly
|
||
becomes 19: the ego of the sword.
|
||
Body odor also becomes a factor with this disease. It is very
|
||
faint and smells of dead flesh. Note: the possessor cannot be
|
||
turned until he has completely become undead. He can then be
|
||
turned as a special monster. He can turn good clerics at his
|
||
level of ability.
|
||
|
||
5. Another side effect of the sword is that it will cause all
|
||
magic cast by the user against his opponent(s) to be ineffective.
|
||
For example, a lighning bolt cast by the user will do no damage.
|
||
A heal spell on a companion, as it is not being used against his
|
||
enemies. Also, other weapons that the possessor use will never
|
||
hit. These two effects are caused by the sword so as to become
|
||
the only weapon he uses.
|
||
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
|
||
DETAILS:
|
||
The sword will select the most greedy and corruptable player to
|
||
possess. The sword will allow its powers to be learned slowly.
|
||
Meanwhile, it will corrupt him and draw him to its alignment.
|
||
When found, it appears as a short sword. The party will not
|
||
likely ask what it looks like in detail, so do not give any
|
||
details. If in the rare occasion that someone asks, be vague,
|
||
"It appears to be an ordinary short sword; it is thin and of a
|
||
dull gray metal. It is very sharp." It radiates a faint magic
|
||
if detected for. It has an inscription on it: 'Abyss Slicer'."
|
||
The inscription was put there by Orcus and will fade when its
|
||
true nature is made known.
|
||
The sword will feel cold and lifeless in the hands of any that do
|
||
not claim it as their own. It will pulse with magic in the hand
|
||
of the one who does claim it.
|
||
The sword will tell the user that it was sent by (his god) to
|
||
slice the Abyss, when in reality it is the slicer for the Abyss.
|
||
The Sword of Kas will know of the party's quest both through Orcus
|
||
and through its telepathic abilities. It will tell the one it possesses
|
||
that it found its way to him through (his god) and that he should keep
|
||
this secret no matter what! He should not reveal the sword's special
|
||
purposes or abilities to anyone. He should use the sword in battle and
|
||
consult with it whenever he can.
|
||
Try not to arouse any suspicion whatsoever! As soon as
|
||
it seems that the sword is pushing too hard, let off a little.
|
||
It will always defend its actions through the above explanation.
|
||
Orcus has planted this as a seed of destruction within the party;
|
||
he does not want his plans to come to an end prematurely. Of
|
||
course, the sword has ideas of its own and does not like to be
|
||
used by Orcus. It will bide its time, but it will be hard
|
||
pressed to do so. If it is revealed prematurely, it is due to
|
||
its impatience.
|
||
Besides wanting its possessor to kill, it will also want its user
|
||
to take as much treasure and magic items as he can. It will
|
||
prompt him to be more greedy, telling him he needs it to be more
|
||
powerful. In fact, the sword will push all actions that make the
|
||
possessor more chaotic and evil. If the possessor is a thief, it
|
||
will suggest to him to perform more backstabs, more
|
||
pickpocketing, more taking of treasure when noone is looking.
|
||
The sword will improve the users thief abilities by 25%
|
||
if used for the powers of chaos and evil, and penalize by the
|
||
same amount when not. The thief should not be aware of this.
|
||
This is so that after awhile, the thief will tend to exercise his
|
||
more successful practices. Whenever the user does act more
|
||
chaotic and evil, the sword will telepathically congratulate him,
|
||
promising him more rewards in terms of its powers.
|
||
The possessed character will become crafty, quiet, and withdrawn.
|
||
He will no longer participate in the conversation. Instead, he
|
||
will follow party cue, waiting for an opportunity. When it
|
||
presents itself, he will cut the throats of his opponents while
|
||
they sleep. He will use the sword's powers to their fullest and
|
||
kill everyone and everything. When he is through with a 1-6 week
|
||
binge of killing everything (during this time the plus of the
|
||
sword increases to +10), he will summon Orcus and become their chief hen
|
||
chmen. The Sword will act as a gate through which they and all their mi
|
||
nions can enter the Prime Material Plane. He will rule the plane when O
|
||
rcus is away. He will become the equivalent of a Duke of Hell.
|
||
As soon as the character takes the sword as his own, he
|
||
has lost the support of his deity. The sword and Orcus will
|
||
prevent the possessor from knowing the loss of his deity. If the
|
||
possessor calls upon his deity, the sword and Orcus will answer
|
||
his call in his deity's name, pretending to be that deity. Where
|
||
before the deity was inactive with the possessor, now "messages"
|
||
will come to the possessor in such forms as "inspirations" and
|
||
"dreams". Orcus will know everything about the party as long as
|
||
the sword is with them.
|
||
If the character possesses a familiar, a quazit will replace it. The
|
||
quazit will be polymorphed to appear exactly like the previous one.
|
||
The familiar will back up all messages sent by Orcus and send similiar
|
||
messages to support those of the sword.
|
||
The user will always be detected as his original alignment
|
||
until he becomes CE. Spells cast by a character of over 15th
|
||
level do have a percentage chance of detecting his changing
|
||
alignment. Only a commune by a cleric of over 15th level will
|
||
discern the true nature of the sword. The sword has a way of
|
||
altering commune spells seeking its nature directly, up to 15th
|
||
level of spells. If a very direct question is asked regarding
|
||
the sword, such as, "Is the possessor of this sword acting in a
|
||
way that he would not believe 10 years ago?" might work. Then
|
||
again, it might not. This percentage is 10% chance per level of
|
||
caster above 15th. If a character fails to detect it, he or she
|
||
does not have a chance of successful detection until he or she
|
||
attains a higher level. Simply tell them that they do not detect
|
||
his alignment to be any different than before. Paladins' detect
|
||
evil also applies to these restrictions and is considered at 2
|
||
levels below their level as a paladin. As soon as the character
|
||
openly acts CE, the paladins will detect an evil so great that it
|
||
will stun them for 1-5 rounds unless they make a save versus
|
||
wands at -5.
|
||
The sword will especially push the user to kill helpless victims,
|
||
saying that it will offer more powers. If asked why it lied
|
||
about its powers to begin with, it will defend himself by saying
|
||
that it does not want the possessor to become too powerful.
|
||
Inform the possessor that, by using this sword, he will gain more
|
||
experience points. This is another lie of the sword.
|
||
When used against the minions of orcus, It will miss every strike and
|
||
draw attention telepathically to the party. The minions of Orcus and
|
||
will always know of the sword's presence.
|
||
When communicating, the sword should refer to himself and the
|
||
user as "we."
|
||
|
||
--------------------------------FIRE BITER------------------------------
|
||
|
||
<<same>>
|
||
|
||
Magical adj: see below...
|
||
Intelligence: 10
|
||
Ego: 18
|
||
Alignment: Chaotic Good
|
||
|
||
Magical abilities:
|
||
detect evil fire using/dwelling creature (glows; 100 foot radius)
|
||
triple damage against such creatures on a natural 20
|
||
fire resistance for weilder
|
||
telepathic in alignment tongue
|
||
|
||
How it fell into Orcus's possession: This pompous sword led its
|
||
possessor through many a mighty battle. As their victories grew
|
||
so did the ego of the sword and the fighter who possessed it.
|
||
Believing their powers to be so great, they decided they could
|
||
take on the queen of the fire elementals. They found a way to
|
||
enter the elemental plane of fire. Unfortunately, the sword
|
||
could not overcome the intense flames found there, let alone the
|
||
flames of the queen of fire elementals herself. Orcus bargained
|
||
it from her at the expense of 66 water elementals and a merman
|
||
prince. All memories of these events have been blasted from the
|
||
sword through Orcus's black magic.
|
||
|
||
-----------------------------DRAGON CHOPPER-----------------------------
|
||
|
||
<<same>>
|
||
|
||
Magical adj: +2 (see below...)
|
||
Intelligence: 11
|
||
Ego: 19
|
||
Alignment: Lawful Good
|
||
|
||
Magical abilities:
|
||
detect evil dragons (glows; 100 foot radius)
|
||
triple damage against evil dragons if a natural 20 is rolled
|
||
telepathic in alignment tongue
|
||
|
||
Because of the nature of the sword, it can only be possessed by a
|
||
paladin, ranger, or LG fighter.
|
||
|
||
How "Dragon Chopper" fell into the hands of Orcus: The story is
|
||
similar to that of "Fire Biter". Its possessor grew so confident
|
||
he single-handedly challenged Tiamat to a duel. Tiamat knew of
|
||
this miscreant before he even entered her plane. She had all of
|
||
her consorts beside her invisible. The Paladin sensed evil, but
|
||
believed it to be Tiamat alone as well as the fact that he was in
|
||
Hell. The Paladin rushed to attack and was blasted by the breath
|
||
weapons of 6 of each type of dragon. The remains of the Paladin
|
||
were never found. His sword miraculously survived. Orcus traded
|
||
6 hearts of each type of good dragon in exchange for this sword.
|
||
He blasted the memory of this sword just as he did "Fire Biter".
|
||
|
||
-----------------------------HELL BEATER--------------------------------
|
||
|
||
<<same>>
|
||
|
||
Magical adj: +3 (+5 vs. devils) (also see below)
|
||
Intelligence: 12
|
||
Ego: 20
|
||
Alignment: Lawful Good
|
||
|
||
Magical abilities:
|
||
double damage vs. devils (additional to the +5)
|
||
destroys devils on a natural 20 if on Prime Material Plane
|
||
detect presence of a devil (100 feet)
|
||
telepathic in alignment tongue
|
||
|
||
(Note: can only be posessed by a paladin)
|
||
|
||
How "Hell Beater" came to be possessed by Orcus: Like its two
|
||
brother swords, this conceited sword goaded its possessor until
|
||
he challanged Asmodeus. Asmodeus disarmed the Paladin and is
|
||
using rings of longevity and regeneration to keep him alive for
|
||
eternal torture and torment. Asmodeus sold the sword to Orcus
|
||
for the head of a Astral Deva and another Paladin. Orcus removed
|
||
the memory of this sword as well. **Note this condition. Devils
|
||
will recognize this sword as Asmodeus's lure and will break from
|
||
regular melee to attempt to bring the possessor back to Hell with
|
||
them. They are promised greater status as a reward and know that
|
||
Asmodeus is sincere regarding promises of this nature.
|
||
|
||
--------------------------COPYCAT BLADE-----------------------------------------
|
||
|
||
<< From: JCROWLEY@WHEATNMA.BITNET >>
|
||
|
||
Appearance: Sword hilt (no blade)
|
||
Magical adj: +2
|
||
|
||
|
||
- At first this sword will appear to be trash, it has no blade, but it's
|
||
a perfectly good hilt
|
||
|
||
- If the hilt is grasped, however, and a command word said, the power of
|
||
the blade is made known.
|
||
|
||
- By touching any substance, and using the command word, a blade for
|
||
the sword comes into existence made of the same material as that
|
||
touched. Therefore holding the blade up to a fire would produce a
|
||
burning blade. A stone blade would be invulnerable to rust monsters
|
||
and such, a blade of holy water (holy ice) would do appropriate damage
|
||
against demons.
|
||
|
||
- note that the magic can copy gold, silver, platinum, diamonds, etc...
|
||
but breaking off the blade to use the raw material as currency ruins
|
||
the magic of the sword.
|
||
|
||
-------------------------------METALBLADE---------------------------------------
|
||
|
||
<< same >>
|
||
|
||
Appearance: Stone or bone sword
|
||
Magical adj.: +1 (this baby doesn't NEED magical bonuses!)
|
||
This is an enormously dangerous weapon. Always crafted from stone or
|
||
bone and tempered in the blood of lava children, the Metalblade
|
||
ignores metal. Completely. Doesn't even know it's there. Passes right
|
||
through it. So those fighters striding around in plate armor, sniggering,
|
||
could be in for a shock... Ignore the AC of metal armor, but magical bonuses
|
||
may or may not have their regular effects.
|
||
|
||
-----------------------TWELVE SWORDS FROM SABERHAGEN--------------------
|
||
|
||
<< From: KRAUTP@SNCAD.SNC.EDU >>
|
||
|
||
Each of these swords appears to be of magnificent craftsmanship. The ade
|
||
blade of each seems to have no depth when looked at and is flawless at
|
||
all times. The hilt of each sword appears as a pair of intertwined
|
||
dragons ending in a black, circular pommel with a symbol on it. Each
|
||
Each sword has its own symbol.
|
||
|
||
|
||
#1 COINSPINNER: Longsword +3 Int:18 Ego:30 Align: True Neutral
|
||
Symbol on pommel: a pair of dice
|
||
Nickname: the sword of luck
|
||
+2 to all rolls when possessing the sword (esp. gambling)
|
||
Ability to teleport itself anywhere it wishes at any time
|
||
Drawback: only the sword will teleport, not the holder
|
||
Only one of the swords which communicates, but usually doesn't
|
||
Personality: Very self serving and egotistical
|
||
|
||
#2 DOOMGIVER: Longsword +3 Int:13 Ego:20 Align: Lawful Good
|
||
Symbol on pommel: a circle
|
||
Reflects all attacks upon holder back at attacker
|
||
all physical, mental, and spells (D100+49 % of the spell is turned
|
||
back at the caster, 101+ = 100%)
|
||
Drawback: Wielder cannot attack if using the power
|
||
|
||
#3 DRAGONSLICER: Longsword +3 Int:13 Ego:20 Align: Neutral Good
|
||
Symbol on pommel: a dragon
|
||
+6 and triple damage vs. all non-unique dragons
|
||
|
||
#4 FARSLAYER: Longsword +3## Int:13 Ego:20 Align: True Neutral
|
||
Symbol on pommel: a bullseye
|
||
Nickname: the sword of vengence
|
||
A nice little weapon with the habit of teleporting without error
|
||
through the heart of your enemy. Where ever he/she/it is. This is
|
||
usually fatal unless the creature has no such organ. In that case
|
||
teleport the weapon someplace useful (be creative).
|
||
Drawback: do not use this power unless you want your enemy's allies
|
||
to gain the weapon because it does not return once used.
|
||
|
||
#5 WOUNDHEALER: Longsword +3 Int: 18 Ego:20 Align: Lawful Good
|
||
Symbol on pommel: a human hand
|
||
Nicknames: the sword of mercy and the sword of love
|
||
If there ever were a weapon that could kill with kindness this is it.
|
||
Each time this weapon is used it either heals, cures, or restores the
|
||
opponent, depending on the ailment. If used vs. undead it attempts to
|
||
"heal" them causing appropriate damage.
|
||
|
||
#6 MINDSWORD: Longsword +3 Int:13 Ego:20 Align: Chaotic Neutral
|
||
Symbol on pommel: arrows going outward in a circle
|
||
Merely gives the wielder a charisma of 25 & complete mental defense
|
||
(not vs. spells or physical attacks though)
|
||
Drawback: power does not work if physically attacking with the weapon
|
||
|
||
#7 SHIELDBREAKER: Longsword +5 Int:13 Ego:50+ Align: True Neutral
|
||
Symbol on pommel: an anvil
|
||
Nickname: the sword of force
|
||
Wielder cannot be affected by physical weapons or spells while
|
||
attacking with this weapon.
|
||
All weapons used vs. this weapon must save vs. crushing blow at a -5
|
||
or be destroyed.
|
||
In addition to these attacks the wielder always gets one attack on any
|
||
one attacking creature per round.
|
||
Drawback #1: This weapon causes no damage vs. unarmed people (no
|
||
weapons that is). It just passes through their body causing no damag e.
|
||
Drawback #2: Once you start to attack you are committed, look at the ego,
|
||
you MUST finish all combat, one way or another. The weapon will not
|
||
leave the wielder's hand until combat is done. Also, the wielder may
|
||
not do anything else, like cast spells and use innate abilities, whil e
|
||
fighting with the weapon.
|
||
The weapon also makes a very loud hammering noise when it is used in
|
||
combat.
|
||
|
||
#8 SIGHTBLINDER: Longsword +3 Int:18# Ego:20 Align: Chaotic Neutral
|
||
Symbol on pommel: a human eye
|
||
Nickname: the sword of stealth
|
||
Alter reality spell gone wierd
|
||
Wielder (actually owning will work too) looks like the most Hated/Loved
|
||
Feared Character/beast/whatever the viewer knows or has heard of.
|
||
True Sight 1/week
|
||
Drawback: You do not know who you look like and not everyone will see
|
||
the same person/beast/whatever
|
||
|
||
#9 SOULCUTTER: Longsword +3 Int:18 Ego:30 Align: Lawful Evil
|
||
Symbol on pommel: it has none. Just a blank black field
|
||
Nickname: the sword of despair
|
||
Creates a cause light wounds effect to everyone in sight of the bare
|
||
blade (allies are also included).
|
||
Drawback: Drains the wielder of 1 Permanent H.P. per 3 rounds until
|
||
he/she/it puts the weapon away or is dead (no res. as the sword
|
||
actually destroys the soul of the wielder, not the people being
|
||
attacked).
|
||
|
||
#10 STONECUTTER: Longsword +3 Int:13 Ego:20 Align: Neutral Good
|
||
Symbol on pommel: a wedge cutting into a block
|
||
Nickname: the sword of siege
|
||
Cuts all stone like butter
|
||
+6 vs. creatures made of stone & triple damage vs. stone creatures.
|
||
|
||
#11 TOWNSAVER: Longsword +3 Int:18 Ego:30 Align: Lawful Good
|
||
Symbol on pommel: the top of a battlement
|
||
Nickname: the sword of fury
|
||
+5 & Haste spell in effect when wielded in an inhabitance which
|
||
contains innocent civilians (well, semi-innocent ones will do).
|
||
All damage taken does not affect the wielder until all foes are dead.
|
||
Drawback: The accumulation of damage until the end of the battle could
|
||
be real bad. For example, if you have 50 h.p. and take 90 h.p. of
|
||
damage during the battle, at the end of the battle you will drop dead .
|
||
|
||
#12 WAYFINDER: Longsword +3 Int:18 Ego:20 Align:Chaotic Neutral
|
||
Symbol on pommel: an arrow
|
||
Will point the wielder where ever they truly want to go
|
||
Drawback:The route will not necessarily be the quickest or the safest ,
|
||
but they will get there (if they live).
|
||
|
||
---------------THE SWORD OF THE FAMILLIARITY (ROTWEILER)----------------
|
||
|
||
<< From: s2793064@techst02.technion.ac.il >>
|
||
|
||
The sword is the greatest masterwork of kes; done when he was at lv.19.
|
||
It emits radiation of enchantment/charm and lesser divination.
|
||
The sword looks like a regular metal longsword with a picture of a
|
||
sheperd dog on the handle (a rotweiler).
|
||
The sword had no powers when it was created.this is one of the reasons kes
|
||
created it this way: he didn't want to spend to much power on it. instead
|
||
it takes it's power from the wielder. When it is created it is made of
|
||
three parts. When combined into one it creates a link with the one which
|
||
connected it, becomes one as if never broken, and becomes extremely
|
||
loyal to the owner. This connection lowers 1 con. from the connecter.
|
||
The sword has it's own level which goes up as the owner fights with it. This
|
||
power is taken from the weilder, but as 1 con was removed the owner isnt
|
||
harmed further. The level determines which bonuses the sword has.
|
||
It also determines how strong an allingnment it radiates. It radiates inthe
|
||
wielder allignment when lev 1-4 :weakly alligned
|
||
5-8 :medium alligned
|
||
9-12:strong alligned
|
||
13- :very strong alligned.
|
||
|
||
When the sword breaks or the owner dies (which causes it's breaking) the
|
||
sword lets all the energy accumulated inside blow up and damages all around.
|
||
If the sword is medium alligned or further (over 5), the damage is givenfirst
|
||
to the ones with allignment most far from the weilder.
|
||
if the sword breaks up before the weilder dies he suffers some damage according
|
||
to the swords level.(see table)
|
||
|
||
Kes created the sword partly as an experiment which he never got to performe.
|
||
Therefore it created a faint magical cord which is attached to it and can act
|
||
as a guiding signal for a wizard who knows about it and tries to find it.
|
||
A detect magic from a high level MU (or successfull throw) can see it.
|
||
|
||
table 1:
|
||
all bonuses are accumulative
|
||
|
||
level| turns | damage | bonuses |special
|
||
| needed | when | th |da |sp |
|
||
| | broken | | | |
|
||
-----+--------+---------+----+---+----+---------------------------------------
|
||
weakly alligned
|
||
1 | 0 | 1d10 | +1 | | | -1 con when connected
|
||
2 | 2 | 3d6 | |+1 | | when broken and owner is alive he feels
|
||
| | | | | | great loss and suffers 1d10 in pain
|
||
3 | 4 | 3d10 | | | 3/2| the weilder feels good when holding
|
||
4 | 8 | 4d8 | +2 | | |
|
||
medium alligned
|
||
5 | 16 | 6d8 | |+2 | | pushes wielder to fight against
|
||
| | | | | | opposite allignment giving extra +1 +1
|
||
6 | 32 | 6d10 | | | | +1 con +1 str +1 dex.when held it holds
|
||
| | | | | | hand back (like an handshake).2d10 pain
|
||
7 | 64 | 7d10 | +3 | | |
|
||
8 | 125 | 8d10 | |+3 | | -1 ac.3d10 pain
|
||
sstrongly alligned
|
||
9 | 250 | | | | 2/1| gives -1,-1 against own allignment
|
||
10 | 500 | 9d10 | +4 | | | regenerate 1hp/round in fight.4d10 pain
|
||
11 | 1000 | 10d10 | |+4 | | would not leave hand.when one insist
|
||
| | | | | | will do 1d10 and leave.does another 1d10
|
||
| | | | | | if put in scabard.
|
||
12 | 2000 | 12d10 | +5 |+5 | 5/2| when broken-like familiar+5d10 pain
|
||
very strongly alligned
|
||
13 | 4000 | 14d10 | +6 |+6 | 3/1| will not fight against own allignment
|
||
each level afterwards is:
|
||
| +2000 | +2d10 | +1 |+1 |+1/2|
|
||
| | | | | |
|
||
|
||
table2:what will it do when held by some other fighter?
|
||
|
||
It will never fight exactly like by the hands of the owner...
|
||
|
||
\ distance| | |
|
||
\ | | |
|
||
\ | | |
|
||
\ | | |
|
||
level \ | 0 | 2 | 4
|
||
----------*-----------+-------------+------------------------------------
|
||
| | |
|
||
1-4 | as regular| -1 -1 | can't hold
|
||
| sword | |
|
||
| | |
|
||
| | |
|
||
5-8 | -1 -1 | can't hold | does 1d10 magic.S.T 50% V magic
|
||
| | |
|
||
| | |
|
||
| | |
|
||
9-12 | can't hold| 1d10 as in | 2d10.no S.T.
|
||
| | 5-8/4 |
|
||
| | |
|
||
| | |
|
||
13- | 1d10 | 2d10 | 4d10.no S.T.
|
||
| | |
|
||
| | |
|
||
|
||
------------------------------SWORD OF FORBEARANCE----------------------
|
||
|
||
<< From: reshef@techunix.bitnet >>
|
||
|
||
Magical Adjustment: +1<always a long sword; rather slim and light>
|
||
Intelligence: 0 <although it has a special purpose: to protect weilder>
|
||
Alignment:<none specified by author, personal suggestion: LG or NG>
|
||
|
||
It'll act as any normal +1 weapon as long as the wielder is healthy ( over
|
||
1/2 of max HP ).
|
||
But as the character looses HP, it'll start to make itself useful.
|
||
For every 10% bellow 50% of max HP the wielder is currently,
|
||
the sword adds +1 to his AC against weapons as it starts to fend for the
|
||
wielder. at 10% ( when the wielder is just about finished )
|
||
of max HP, The sword will stop to try to hit the opponent and will concentrate
|
||
on defending it's wielder ( it's very loyal ), adding another +1 to AC and
|
||
also if the wielder hits his opponent ( DM's - Don't let on on the sword
|
||
not attacking to harm ) - it disarms the opponent.
|
||
|
||
The AC bonuses are good only VS hand wielded weapons - it does not affect
|
||
AC vs. arrows and the like.
|
||
|
||
the reason for naming it 'sword of forbearance' are that the sword
|
||
will 'forgive' the user for abandoning her & as it's not intelligent +
|
||
it forgives enemies for hurting it's master a bit as that is life, but it'll
|
||
try it's hardest to keep him alive and well.
|
||
|
||
This Sword is usable only by fighters as the Disarm capability implies.
|
||
if a non-fighter uses it, it'll protect him at 1/2 usefullnes and can't
|
||
disarm.
|
||
If a fighter uses it to disarm an opponent it is a +3 sword.
|
||
Also for a fighter who try to fend off enemies - or any other kind of
|
||
non-lethal combat ( as per the Anearthed Arcana or the 2'nd edition. )
|
||
|
||
-------------------------SWORD OF CANINE ATTRACTION---------------------
|
||
|
||
<< From: STNEEC@MACALSTR.EDU >>
|
||
|
||
Magical Adj: +1 (hit/dam)
|
||
|
||
This little oddity was last reported in PM 26565, a small splinter
|
||
of reality near Torilspace. This is a rather finely made weapon, whose
|
||
most notable property is that it is made completely from the legbone of
|
||
a dragon of unknown species. Its main enchantment is that every canine
|
||
creature who sees it must posess it (no save). They will follow the
|
||
sword around until they have an opportunity to grab it, in which case
|
||
they will make off with it and bury it somewhere. And yes, they will
|
||
follow it if you throw it.
|
||
|
||
Personal suggestion: don't let your players know its power...watch them
|
||
panic the next time they walk about in a city! <hysterical laughter>
|
||
|
||
--------------------------THE BLACK BLADE-------------------------------
|
||
|
||
<< From: OPRDCS@GSUVM1 >>
|
||
|
||
Type: Long sword
|
||
Intelligence: 17
|
||
Ego: 18
|
||
Magical Adjustment: +2
|
||
Magic Resistance: 85%
|
||
Alignment: Chaotic Neutral
|
||
|
||
Description: black onyx obsidian blade w/mitheral inlaid along the blade and
|
||
rune carved. It also has a black diamond pommel.
|
||
The sheath and baldric are made of black dragon skin with mithril tool ing and
|
||
stitching.
|
||
Upon the killing stroke, the wielder will temporarily gain the number of hit
|
||
points of the killed creature. If the creature is humanoid or human the wielde
|
||
r will also gain the levals/hit dice of said person. This will last for a
|
||
number of turns the creature has levals or hit dice.
|
||
If the sword does not kill in three days, its ego will rise one point a day unt
|
||
il it controls the wielder and makes him kill. This can also occur if in battl
|
||
e the wielder loses enough hit points to lose control.
|
||
The black blade act as a dancing sword and also heals 1 point per day.
|
||
It can detect traps, secret doors, and evil.
|
||
It talks telepathically and can speak dwarvish, black dragon, stone golem, orc
|
||
and of course common.
|
||
The voice it speaks in is a deep ominous crackling tone.
|
||
|
||
-----------------------THE COLD INTELLECT SWORD-------------------------
|
||
|
||
<< From: FHGAA99@BLEKUL11 >>
|
||
|
||
(author's note:
|
||
These are the stats for The Cold Intellect and a sword forged from its
|
||
remains. The sword uses a lot of the capacities of the CI so I'm providing
|
||
you with its stats also.)
|
||
|
||
Cold Intellect
|
||
--------------
|
||
|
||
There are several degrees of Cold Intellects.
|
||
Consciousness starts from an intelligence of 16 and then slowly grows to 20.
|
||
Stats vary according to its intelligence. Those of int 16 are always
|
||
first mentioned, then follow the stats of int 17, and so on.
|
||
|
||
AC: 4 - 3 - 2 - 1 - 0
|
||
Move : /20" (floating)
|
||
Hit Dice : 4 - 5+1 - 6+2 - 7+3 - 8+4
|
||
|
||
No. of attacks : 1
|
||
Damage/attack : 1d6 (crushing damage)
|
||
2d8 ( when charging)
|
||
Special attacks : lightning - see below
|
||
Special defense : immunity - see below
|
||
Intelligence: variable ( 16-17-18-19-20 )
|
||
Alignment: most are Neutral
|
||
a few are CN,LN,NG,NE
|
||
a (rare) exception is LG,LE,CG,CE
|
||
Size : hollow sphere of 3' diameter
|
||
Psionics: 100 - 150 - 200 - 250 - 300
|
||
Attack/Defense modes: int 16: : a,c/g,i
|
||
int 17-18 : a,c,e/g,i,j
|
||
int 19-20 : all/all
|
||
Abilities : Domination
|
||
Esp
|
||
Telepathy
|
||
- special abilities ( they require no psionic cost but cease
|
||
to function when psionic ability is zero )
|
||
Levitation ( to keep it floating )
|
||
Energy Control
|
||
|
||
The Cold Intellect is a sleek, dark pink, metal ball. The metal is of unknown
|
||
origin and keeps the energy in the hollow sphere.
|
||
When it gains control over an area ( no other highly intelligent mortal
|
||
creatures left ) it settles down.
|
||
It lives solitary and spends huge amounts of time on thinking and controlling
|
||
its inner energy fluxes. ( a decade is normal )
|
||
When it has refined its energy structure ( and the metal around it ), it
|
||
grows in intelligence and gains additional powers.
|
||
Its hit points are a measure of the quality of the metal. How better, how
|
||
more blows the sphere can sustain before it tears apart. Should this happen
|
||
the energy is dissipated and the intellect is utterly destroyed.
|
||
A CI feeds on the thermal energy around it, hence it is cold.
|
||
|
||
A CI can release strokes of lightning at will. An 16 int CI has a surplus
|
||
energy of 18d6 and is capable of releasing it in strokes of minimum 1d6
|
||
and maximum 6d6.
|
||
17 int CI has 21d6 - max stroke of 7d6
|
||
18 int CI has 24d6 - max stroke of 8d6
|
||
19 int CI has 27d6 - max stroke of 9d6
|
||
20 int CI has 30d6 - max stroke of 10d6
|
||
It can release only one stroke per round. Thus a 20 CI is able to release
|
||
a 1d6 stroke for 30 rounds or 2d6 strokes for 15 rounds, and so on...
|
||
|
||
Recharging can only take place after combat. Exception: lightning bolts
|
||
will be completely absorbed and it number of dice added to the surplus.
|
||
A CI is immune to cold based effects ( due to the guarding metal ).
|
||
Fire based effects: Saving throw failed : half the fire dice will be converted
|
||
and added to the surplus. The other half is deducted from the hit points
|
||
Saving throw succeeded : 3/4 of the dice is added to the surplus. 1/4 damage.
|
||
Excess energy will flow to the earth ( and is not stored ).
|
||
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
|
||
Weapons-2.gallery
|
||
|
||
The Cold Intellect Sword
|
||
------------------------
|
||
|
||
In the beginning the sword is as follows:
|
||
+2 to hit / +2 to damage
|
||
+4 to damage against fire-electricity using creatures
|
||
Damage from such creatures will be added to the energy
|
||
store. Ratio is 6 hit points for 1d6. Truncate excesses.
|
||
Wielder can use lightning bolts with a maximum of 4d6 - from a energy
|
||
store of 12d6. Normal recharging ( without bonuses from damage and attacks )
|
||
is done once a day.
|
||
|
||
The blade is extremely cold, and precautions should be taken while
|
||
wielding ( e.g. ring of resist cold in the hilt, a special enchanted
|
||
scabbard, etc... )
|
||
When the wielder makes its saving throw against lightning, all energy
|
||
will be stored in the sword as a surplus. Excess energy is truncated.
|
||
When he doesn't, he takes half damage, while the rest is absorbed.
|
||
|
||
Due to the forging process, the quality of the metal is reduced to its
|
||
lowest state. However, its capacity to store energy remains. The 'spark
|
||
of life' that once created the CI is still present.
|
||
When a to hit score of 20 is rolled ( modified or not ) against a
|
||
highly intelligent creature ( e.g. a mage ) the sword will sap an intelligence
|
||
point from him ( permanently ) and add it to his own intelligence. Decide
|
||
for yourself what the effects are on the victim: loss of spells, etc...
|
||
The sword starts from an intelligence of 5. When it has reached an intelligence
|
||
of 10 another CI will be born.
|
||
Once it has intelligence 16 , draining intelligence is at a ratio of
|
||
5 drained points for one intelligence point for the CI
|
||
|
||
Int 10-15 : +2 to hit against normal creatures
|
||
+3 to hit / +4 to damage against fire-electricity using creatures
|
||
Sword has empathy
|
||
Int 16 : True consciousness is now present.
|
||
+2 to hit normally
|
||
+4 to hit against fire-electricity using creatures
|
||
Damage absorbation ratio is 5 hp for 1d6
|
||
Sword has telepathy
|
||
Lightning bolts are the same for a 16 CI
|
||
Saving throws against fire : success:wielder takes no
|
||
damage. Half the damage is absorbed in the sword
|
||
failed:Wielder takes half damage, 1/4 absorbed in sword
|
||
Int 17 : Levitation upon wielder, when nicely asked ( once a day )
|
||
Ligthning bolts as the 17 CI
|
||
+3 on initiative ( the sword has become almost weightless )
|
||
Int 18 : Full psionic powers of an 18 CI are gained ( but only the sword
|
||
can use them, the wielder has to ask for it )
|
||
Damage absorbation is 4 hp for 1d6
|
||
Lightning bolts as the 18 CI
|
||
|
||
The sword has now full powers and will decide upon its goal in life.
|
||
Note that it has no true revenge feelings, since the living CI is another
|
||
being than the one that was killed. However, it may have bad feelings
|
||
about the fact that one of his kind was killed.
|
||
Should it decide to stay a sword, it shall always remain on Int 18, but
|
||
it can drink intellect by draining points ( which is a kind of drug ).
|
||
Note that it will be always hateful against intelligent creatures, since
|
||
it sees them as rivals.
|
||
Should it decide to become a sphere, it loses the draining capacity, but
|
||
can become a powerful 20 CI. When it chooses the sphere, it will ask the
|
||
wielder to leave it behind in a secluded space. When the wielder refuses,
|
||
it will use all his forces to make him do so and afterwards destroy him.
|
||
Even when the wielder agrees,the chance of being killed is high, unless
|
||
the sword is assured ( by Esp e.g. ) of the wielder's loyalty.
|
||
This is because the conversion from blade to sphere is a delicate process
|
||
and the CI wishes no intrusion.
|
||
|
||
Final note: feel free to change the chance of draining int points and/or
|
||
the ratio of draining int points. The purpose was the sword
|
||
should grow along in level as its wielder, until a final
|
||
confrontation occurs.
|
||
|
||
--------------------------THE FLAMEBIRD SPECIAL---------------------------------
|
||
|
||
<< From: KMHK@MARISTB >>
|
||
|
||
*Shortsword with flaming spines making up the hilt (cactuslike)*
|
||
Magical adj: +1
|
||
No Int, Ego or Alignment
|
||
|
||
This shortsword *CAN* be used by clerics (it belonged to a cleric named
|
||
Father Flamebird who just happened to have a weaponsmithing proficiency)
|
||
Only the most docile gods will disallow clerics to use it since it is a
|
||
relic representing survival. It was used in the Age of the Nine Hells
|
||
to keep Father Flamebird alive when all of his kind were going to a
|
||
slow, horrid death by the evil that grew in the land.
|
||
|
||
The spikes:
|
||
- can be shot in a widespread arc (180 deg.) for 5 pts of damage to any
|
||
creature in that area (no to hit unless creature is on the edges).
|
||
- can be shot in a focused beam causing 20 points of damage on a sucess-
|
||
ful to-hit roll.
|
||
- grow back in a week
|
||
|
||
-------------------------------THE DAGGER TIP---------------------------
|
||
|
||
<< From: ADP89@MSU >>
|
||
|
||
This item appears to be the tip of a dagger which has been broken
|
||
off a complete weapon. It has a hole crudely drilled in one end, so that it
|
||
can be worn on a necklace or braclet, like a charm. When a command word is
|
||
spoken, the Dagger Tip falls from whatever it is attached to, becoming a +2
|
||
Dagger. An additional command word will make the dagger Invisible. The grip
|
||
is hollow: the pommel unscrews to reveal a compartment containing Thieve's
|
||
tools. Repeating the command word causes the dagger to shrink back to its
|
||
original form. The small size and relatively harmless appearance of the
|
||
Dagger Tip makes it an easily concealed weapon!
|
||
******
|
||
-----------------------BAARANE'S SWORDS OF AGILITY----------------------
|
||
|
||
<< I apologize for losing the submitor's address >>
|
||
|
||
This is a variation of a sword which appeared in Dragon #38 (I believe.) I
|
||
didn't wish to use a possibly-TSR copyrighted name, so here goes:
|
||
|
||
There are three swords created by the legendary weapon forger Baarane. They
|
||
are a longsword, shortsword, and bastard sword. All weapons have some
|
||
properties in common. All three are:
|
||
|
||
+2 weapons to hit and damage
|
||
(considered +4 for attacking creatures which require a certain +to-hit)
|
||
|
||
After the first round of combat, the wielder will ALWAYS strike first in the
|
||
round, regardless of dexterity or other modifiers.
|
||
|
||
All radiate Continual Light in a 60' radius. Light CANNOT be controlled by
|
||
the wielder: it is ALWAYS on when the weapon is drawn.
|
||
|
||
When wielded, the light pouring from the blade creates a "strobe" effect in
|
||
front of the wielder, adding 2 to his AC for all frontal attacks.
|
||
|
||
Color Spray/Hypnotic Pattern (and similar spells) have no effect on the
|
||
wielder or on anyone standing behind the wielder within the radius of light
|
||
emmitted by the blade.
|
||
|
||
Blade can cast Jump spell at will, up to 5 times/day.
|
||
|
||
Each blade has it's own set of additional properties.
|
||
------
|
||
BAARANE'S SHORT SWORD: (in addition to the above, has these properties)
|
||
|
||
Good Alignment: INT 15, Ego:8
|
||
|
||
Can speak in any language known to the wielder, but will speak only when
|
||
questioned.
|
||
|
||
Will try to convince the weilder to "do good", as appropriate to any question
|
||
it is asked.
|
||
|
||
Will Cure Critical Wounds if the weilder receives a "fatal blow" (ie one that
|
||
could knock character unconsious/dead). The weapon has no control over this
|
||
power. This power will NOT take effect if the weilder of the weapon is Evil.
|
||
|
||
Can detect any of the other two Baarane's swords at a range of 1 mile. It
|
||
must be questioned about the other weapons before it can use this power. The
|
||
weapon has know knowledge of the other sword's powers.
|
||
------
|
||
BAARANE'S BASTARD SWORD: (additional properties)
|
||
|
||
Neutral Alignment: not intelligent
|
||
|
||
If used two-handed, has a 10% chance of disarming an opponent on a sucessful
|
||
"to-hit" roll. It can only disarm an opponent using a one-handed weapon.
|
||
|
||
On a natural 20, if the opponent is wielding a non-magical weapon, it will
|
||
shatter that weapon. If the opponent is wielding a magical weapon, he must
|
||
save vs Paralization (bonus= weapon plus) or be disarmed.
|
||
|
||
If the wielder concentrates on this sword for more than one round, it will
|
||
point in the direction of the nearest of the other two Swords. If the other
|
||
Sword lies on another plane, the bastard sword will point straight up. There
|
||
is no range limit on this power.
|
||
|
||
The Bastard sword was created for one purpose: to destroy the other two
|
||
swords. If this sword is drawn in the presence of one of the other two
|
||
blades, the wielder must make a save vs spells at -4. Failure to save causes
|
||
the wielder to enter a berserker rage, and attack whoever is holding the
|
||
other sword. If the save is made, the weilder becomes aware of the special
|
||
purpose of the weapon, but resists the rage.
|
||
|
||
In combat with someone wielding one of the other Baarane's Swords, if a
|
||
natural 18, 19, or 20 is rolled, the other Sword is destroyed. A magical
|
||
explosion occurs doing 5d4+20 points of damage to all within a 20' radius of
|
||
the combat. If this weapon manages to destroy both of the other swords, it
|
||
loses all it's special abilities, but retains those abilities common to all
|
||
three swords.
|
||
------
|
||
BAARANE'S LONG SWORD: (additional properties)
|
||
|
||
Evil Alignment: INT 10, Ego:4
|
||
|
||
This weapon cannot speak, but can communicate empathically with the wielder.
|
||
|
||
This weapon will cast Fumble on anyone of Good Alignment who attempts to draw
|
||
the weapon, or is stuck by the weapon. Normal saving throws apply.
|
||
|
||
Can Haste the wielder for up to five rounds per week. The five rounds do not
|
||
need to be used during the same combat, or even the same day. The Haste
|
||
ability can be switched on and off. No aging occurs to the wielder.
|
||
|
||
The Long Sword will ALWAYS lead it's master into combats, without regard for
|
||
the wielder's ability to withstand attacks.
|
||
|
||
This weapon hates other enchanted swords. Once per day, any other magical
|
||
swords carried by the wielder of this blade must save vs spells. Failure
|
||
causes other swords to lose one property (or plus, if the weapon has no
|
||
special properties.) This will continue until the offending weapon is drained
|
||
of all magic.
|
||
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
|
||
The Good and Evil swords were created as an experiment by Baarane.
|
||
Considering them too powerful, he secured them in a vault, where they were
|
||
later stolen by adventurers. Outraged and angered, Baarane created the
|
||
Bastard Sword in order to exact revenge on those who had stolen from him.
|
||
Expecting that an Adventurer's natural curiosity would do his work for him, he
|
||
presented the Bastard Sword to an adventuring acquaintance as a gift. In
|
||
time, he knew, someone who used the Bastard Sword would follow it's gentle
|
||
tugs...and he would have his revenge!!!
|
||
|
||
Baarane felt that whatever powers remained in the Bastard Sword after the
|
||
destruction of the other two would be suitable reward for the warrior strong
|
||
enough to complete the task.
|
||
|
||
(I ran an entire campaign around the theft, and eventual destruction, of these
|
||
swords. They can provide a most interesting addition to any storyline...)
|
||
|
||
-----------------------------A novel idea...----------------------------
|
||
|
||
<< From: PARGWE@MOREKYPR.BITNET >>
|
||
|
||
(sic...)
|
||
|
||
> I have been thinking [hit the deck! Thunderman had a thought!]
|
||
>about a new weapon that I thought up. It also seems to me to be
|
||
>to dangerous to the wielder to use. I would like some input on it.
|
||
>
|
||
>
|
||
> I was think about wielding 2 weapons. Then I thought about the
|
||
>walking canes that have blades hid in them. And I began to wonder...
|
||
>
|
||
>I came up with this. Take 2 shorts swords or longish daggers
|
||
>
|
||
> X X
|
||
> ============X8888 8888X============
|
||
> X X
|
||
>
|
||
>and join them at the hilt
|
||
>
|
||
> X X
|
||
> ============X888888X============
|
||
> X X
|
||
>
|
||
>and use this new weapon one handed.
|
||
> But, it seems that the wielder could easily kill himself while
|
||
>using them. Especially if the wielder is inexperienced......
|
||
>
|
||
>Send me your comments, suggestions, what-nots......
|
||
>
|
||
>thanks
|
||
> Thunderwoman
|
||
> She Who Is Looking for a Wish So That She Can Become A He!
|
||
> [Tiamat's pay backs are Hell!]
|
||
|
||
-------------------------------FANGBLADES-------------------------------
|
||
|
||
<< From: MUALLEMA@ECUVM1 >>
|
||
|
||
Unique Item.. no other like them in the worlds.
|
||
|
||
+4 (paired) short swords. (intelligence and ego unknown)
|
||
Whenever a killing blow is struck with one of these blades, the victim's soul
|
||
is destroyed, and the hit points of the victim are added to a running total
|
||
of points stored in the sword. Whenever this total equals or exceeds 1,000
|
||
points, the wielder may add a +1 to any of his abilities (+1 or +5%) permanent.
|
||
Also, the caster may will the swords to glow with burning runes depicting the
|
||
names of all the souls they have destroyed.
|
||
|
||
--------------------------------LAUNCHERS-------------------------------
|
||
|
||
<< From: OPRDCS@GSUVM1 >>
|
||
|
||
Range: 15'
|
||
Damage: 1d6+1
|
||
Loading material: 4 Shurikens or 4 throwing knives
|
||
Speed: 4 segments (4/10 of a round--translation: 2 shots/round)
|
||
|
||
Great for assassins/monks when they're looking for that special
|
||
someone. Lightweight, easy to snatch up for those instant getaways.
|
||
Must be on stable ground or surface to operate properly.
|
||
|
||
------------------------------THE SWORD OF HOPE-------------------------
|
||
|
||
<< From: PARGWE@MOREKYPR.BITNET >>
|
||
|
||
Here is weapon that pops up every once and awhile. Mostly when the Bad Times
|
||
come..................
|
||
|
||
Sword of Hope
|
||
+3 longsword
|
||
Alignment: Good
|
||
Ego: 10+ (varies with the needs of the Land)
|
||
Powers:
|
||
All spells up to 3rd level magic user and 3rd level cleric
|
||
My use any of these powers, but if the wielder attempts to
|
||
misuse the powers, it refuses to work.
|
||
|
||
Morale of all friendly creatures remains at a steady level,
|
||
never changes as long as the Hope Sword is on their side or
|
||
until the evil(?) has been defeated.
|
||
(as an example: Jordan has the Hope Sword in his hand. He and
|
||
his 5 friends are surrounded by an Orc army of 300. His friends
|
||
will say things like "Nice to have known you." and smile
|
||
happily..............)
|
||
|
||
The enemy is slightly daunted by the Hope Sword. In other words,
|
||
the enemies morale drops by 2 or 3.
|
||
|
||
Gives all allies a +2 saving throw, +1 to hit, and a +1 to damage.
|
||
|
||
Usually appears in a strange and awe-imspiring way......
|
||
As a Sword in the Stone (as in Excalibur)
|
||
Fall from the sky in an incredible light and sound show
|
||
Once, it was found in an old family chest that hasn't been
|
||
opened in years
|
||
etc
|
||
|
||
When ever the evil is gone, it disappears........ Is stolen, simply
|
||
vanishes, flies out of your hand and up into the heaven's....
|
||
|
||
A nice weapon to have, but it never stays around for long.....
|
||
|
||
---------------------------DAGGER OF HAPPINESS--------------------------
|
||
|
||
<< From: BEN@OCVAXC >>
|
||
|
||
Similar to a Dagger of Venom, it is +1 and its hilt holds 6 doses of a
|
||
sedative/happy drug. When striking an opponent, there is a 10% chance of the
|
||
dagger injecting the drug into the opponents system. The opponent then makes a
|
||
save vs. poison. If the creature attacked fails its save, one round later it
|
||
sits on the ground with a smile on its face (faces, what passes for a face).
|
||
This obviously doesn't affect things not affected by poison or that don't have
|
||
blood per se. The effects last 1d4 + 1 Turns.
|
||
If the creature attacked makes its save, all further saves against this
|
||
poison are at -2 per injection during the above duration, because the drug is
|
||
still in the being's system. Since the drug is slow acting, there is more of a
|
||
chance that it will be injected over a normal Dagger of Venom - which is 5% -
|
||
on a natural 20.
|
||
|
||
-------------------------------HORGON-----------------------------------
|
||
|
||
<< same >>
|
||
|
||
Two-Handed Frostbrand Sword
|
||
Intelligence: 14
|
||
Languages: Chaotic Neutral, Common, and Gargoyle
|
||
|
||
In addition to the Frostbrand abilities (+3, +6 vs. fire/fire using
|
||
creatures; 50% chance of extinguishing magical or non-magical fires
|
||
in a 10' radius, it casts strength on its weilder twice a day (3 hr.
|
||
duration), and casts heal once per day.
|
||
|
||
Horgon is a gruff, brooding sword that speaks in a deep voice and
|
||
shouts "DIE, FIRE GIANT SCUM" when striking a fire giant. It has similar
|
||
messages for other fire using creatures. He gets along alright with his
|
||
wielder and other fighters or people who are CN. He doesn't really like Wilde,
|
||
the Intelligent flame tongue that follows...
|
||
Horgon's primary goal is glory.
|
||
|
||
--------------------------------WILDE-----------------------------------
|
||
|
||
<< same >>
|
||
|
||
Flame Tongue Long Sword
|
||
Intelligence: 15
|
||
|
||
|
||
Wilde is an intelligent Flame Tongue (INT 15) with Black flames. It
|
||
does normal flame tongue damage ( +1, +2 vs regenerating, +3 vs. avian,
|
||
cold-using, and +4 vs undead; acts as a ring of warmth, burns webs). It also
|
||
speaks 4 languages: NG, Common, Elvish, Gnome; casts X-ray vision twice per day
|
||
1 Turn duration, casts detect evil twice per day; and is a special purpose
|
||
sword. Wilde's special purpose is to Kill Drow. Against drow it is a +5
|
||
weapon. Any drow hit with Wilde must save vs magic or be disintigrated.
|
||
Wilde speaks with English mannerisms and in a higher, more melodius
|
||
voice than Horgon. Wilde objects to hitting plate mail, but will do so in the
|
||
hands of his wielder - the ranger/magic user.
|
||
|
||
--------------------------------BIFF------------------------------------
|
||
|
||
<< same >>
|
||
|
||
Long Sword of Annoyance
|
||
|
||
Biff is a +3 long sword who can make himself and his caster invisible.
|
||
The only problem is, Biff never, ever stops talking (unless promised a good
|
||
fight, in which case he might shut up for a round). Biff speaks even while
|
||
sheathed, but his sheath muffles him enough for his wielder to sleep.
|
||
Biff speaks common in a high, loud, voice. "I remember when you shoved
|
||
me into that orc's heart, it was great! I was covered in blood! I could feel
|
||
the heart beating around my blade! The view inside the body was incredible!"
|
||
(etc. etc. etc.)
|
||
|
||
-----------------------ROGENWOHR, SWORD OF MIGHT--------------------------------
|
||
<< From: KL81@MARISTB >>
|
||
|
||
Two-handed sword +3
|
||
|
||
-Wielder is compelled to call sword by full name, while the sword keeps
|
||
saying, "The name's Roger!".
|
||
|
||
-He gets offended when people refer to him as a bastard sword, and
|
||
replies, "Hey, I don't call you a bastard <enter race here>!", unless,
|
||
of course, it is a half-elf wielding it, in which case he would just
|
||
mutter to himself.
|
||
|
||
-Roger has two modes of communication, speech and telepathy. However,
|
||
he uses them at in oportune times. He will speak telepathicly, when
|
||
in public, and when the owner talks to his sword, he looks crazy. He
|
||
will speak outloud when you are trying to sleep, or are trying to sneak
|
||
somewhere. Roger can read his weilders mind as well, but doesn't
|
||
tell his owner that.
|
||
|
||
-Roger was made to kill those races which make up the "giant class",
|
||
and therefore can speak all of those languages very fluently, but
|
||
prefers to just scream the most foul taunts at it's opponents, if they
|
||
are of the giant class.
|
||
|
||
-The special power of the sword is it ability to fire a lightining bolt
|
||
as a 15th level wizard, once per day. Roger will not tell his owner
|
||
of this ability, unless it is a matter of life and death.
|
||
|
||
-Roger is of Chaotic Good alignment, and can only be used by people
|
||
of good alignments. If an Neutral person touches the sword, they will
|
||
be jolted for no damage. If an Evil person touches the sword, they will
|
||
be jolted for 10 points of damage, with no saving throw.
|
||
|
||
-Rogenwohr(pronounced ROW JEN WHORE) is crafted of adamant, mythril,
|
||
and platinum. The blade is pure adamant, while the hilt is made of
|
||
a mixture of mythril, and platnum.
|
||
|
||
-It is rumored that the spirit of Rogenwohr was a ranger in his former
|
||
life.
|
||
|
||
-----------------------------BASTARD SWORD--------------------------------------
|
||
|
||
<< From: KMHK@MARISTB >>
|
||
|
||
LITERALLY, +3 vs. bastards (those whose fathers are not known)
|
||
|
||
-----------------------------PEOPLESMASHER--------------------------------------
|
||
|
||
<< same >>
|
||
|
||
Intelligence: 15
|
||
Ego: VERY high
|
||
Alignment: Chaotic Neutral (but loyal to his master...see below)
|
||
Magical adj: +4 (longsword) and see below..
|
||
|
||
Peoplesmasher is the favorite weapon of Kohran Valkinarde, God of Battle
|
||
and Boasting. The sword can talk and will sing Kender tunes if argued
|
||
with. The following is a breakdown of it's magical adjustments:
|
||
|
||
+4 normally
|
||
+5 vs. regenerating creatures
|
||
+6 vs. cold-using and inflammable or avian creatures
|
||
+7 vs. undead and fire using/dwelling creatures
|
||
+8 vs. people Kohran cannot step on or are better looking than himself
|
||
(this is serious! anyone with a comeliness of 21+)
|
||
|
||
(further details of Kohran are available upon request)
|
||
|
||
-------------------------------BUTT DRILLER-------------------------------------
|
||
|
||
<< same >>
|
||
|
||
+1 dagger normally
|
||
+3 if used from behind (great for thieves!)
|
||
|
||
---------------------------------AKASHA-----------------------------------------
|
||
|
||
<< same >>
|
||
|
||
Intelligence: 17
|
||
Ego: tolerable
|
||
Alignment: Chaotic Good
|
||
|
||
Akasha or Bloodbringer is the most powerful sword of Silvain Darksword
|
||
Goddess of War and Seduction (Greater Goddess). She is the wife of
|
||
Thayathas(Thayathas' bow). Akasha may only be used in the nightime; If
|
||
used in the day, it must save versus spell as a 6th level fighter or
|
||
turn to ash. If this happens, the sword may be restored if the ashes
|
||
are collected and mixed with nine drops of Silvains blood in its sheath.
|
||
The sword talks. Its claim to fame is that it can drain life-levels at
|
||
the rate of 2 per hit if the opponent is 10th level or higher and at the
|
||
rate of 1 per hit if the opponent is lower than 10th level.
|
||
|
||
|
||
SPEARS:
|
||
=======
|
||
|
||
-------------------------------SPEAR OF NAUSEA--------------------------
|
||
|
||
<< From: RESHEF@TECHUNIX >>
|
||
|
||
<in the spirit of the times:>
|
||
How about a spear of naeusa ( I know it's not spelled this way BUT )
|
||
It's a large throwing spear that looks like it can't be thrown very far
|
||
But any one that knows the magic word ( Saddam would be a nice one )
|
||
and then throws it will be not so surprised to see it fly to the range of
|
||
2"/4"/6" ( double range ) and at a hit ( or a miss ) will put forth a small
|
||
stinking cloud : 10' radius. as per the spell.
|
||
|
||
The spear is other wise a normal +1 weapon. if thrown it has no To hit bonus.
|
||
|
||
----------------------------THE SPEAR OF FEAR---------------------------
|
||
|
||
<< same >>
|
||
|
||
This is a normal, well balanced-spear ( +1 to hit when thrown )
|
||
that has the property of looking to anyone not wielding it as
|
||
a HUGE thing.
|
||
|
||
If wielded in melee combat, it is no great advantage, except that
|
||
it has an illusory +3 damage. If a save vs. spells is made,
|
||
this illusory damage will not occur. This save must be made each time
|
||
the opponent is hit.
|
||
|
||
It's greatest advantage is when thrown.
|
||
Then, (except for the +1 to hit, AND the +3 illusory damage),
|
||
when it is on it's way towards the target, it starts to grow
|
||
in the eyes of the target and it seems be double the true size
|
||
or even more. Thus, a save vs. spells must be made to determine if the
|
||
opponent flees in panic from the sight as well as an additional save vs.
|
||
spells to determine whether or not the opponent takes double damage
|
||
upon a hit ( before the +3 modifier ).
|
||
|
||
Another oddity of the weapon is that, because it has an illusory growth,
|
||
even opponents that are outside the spear's range, would see it coming
|
||
their way and might think ( save vs. spells ) that they have been hit
|
||
by the spear. However, they take only normal damage.
|
||
|
||
BOLTS/BOW:
|
||
==========
|
||
|
||
----------------------------BOLT OF ENTRAPMENT--------------------------
|
||
|
||
<< From: SLEEPY@UWYO.BITNET >>
|
||
|
||
Cost: 10,000 gp
|
||
Tip: Cold Iron
|
||
Shaft: Demon Bone (silver coated)
|
||
Fletchings: Roc Feathers
|
||
Enchantments: Forcecage, Perminate spells.
|
||
|
||
The Bolt of Entrapment has a maximum range of a normal (short
|
||
range) bolt. When fired, it streaks out at the target (attack roll
|
||
required for Dwarfs). It stops four inches from the target's face
|
||
and explodes in a bright green light. The target must save vs.
|
||
wands or be blinded for 1-4 rounds. If the save is successful, the
|
||
target notices a dull green encompassing him. If the target fails,
|
||
the target notices nothing. The cage lasts for 1-2 hours and can
|
||
be removed by pulling the bolt shaft (which hovers in front of the
|
||
"lock" of the cage). The bolt is destroyed in the process. This
|
||
bolt is used often to stop PC's but not kill them.
|
||
|
||
------------------------------BOLT OF ITCHING---------------------------
|
||
|
||
<< same >>
|
||
|
||
Cost: 50 gp
|
||
Tip: small mushroom spore
|
||
Shaft: pine
|
||
Fleatching: goose
|
||
Enchantments: none
|
||
|
||
The Bolt of Itching is the combination of some of the most
|
||
irritating substances know in nature. The liquids of poison ivy
|
||
and poison oak is a powerdered form are combined with spores from
|
||
various mushrooms. If a person is hit by this bolt the tip explodes
|
||
causing the contents of the bolt to cover a one meter radius.
|
||
Those who are caught in this cloud must make a saving throw vs.
|
||
poison or stop and itch themselves for 3 turns. Those who do save
|
||
must save again once per three turns or suffer the same effects
|
||
until they are washed clean of the powder.
|
||
|
||
================================================================================
|
||
B L U N T W E A P O N S
|
||
================================================================================
|
||
|
||
------------------------------------MACE OF DEMOLITIONS-------------------------
|
||
|
||
<< From: CELOVINE@COLBY.EDU >>
|
||
|
||
This weapon has two main purposes described below:
|
||
|
||
1) When wielded in combat, the weapon can throw its force upto a distance
|
||
of 25 feet from the wielder. The range modifiers are as follows:
|
||
DISTANCE DAMAGE
|
||
|
||
0 to 5 feet 3d8+4
|
||
5 to 10 3d8
|
||
10 to 15 2d8+4
|
||
15 to 20 1d8+4
|
||
20 to 25 1d8
|
||
|
||
2) The reason for creation of the mace was as a seige weapon. It has the
|
||
ability to crumble walls and shatter doors. Chances for doing so are
|
||
as follows:
|
||
DOORS WALLS
|
||
90% wooden 90% wooden
|
||
80% wood w/iron reinf. 80% iron
|
||
75% iron 70% stone
|
||
70% stone
|
||
|
||
For both doors and walls, subtract 5% per foot of thickness over one foot
|
||
|
||
WARNING: Although this is not a relic, it is extremely rare and does
|
||
have drawbacks. It was a favorite weapon of kings centuries ago,
|
||
and those fortunate to have one were not always fortunate to avoid
|
||
boiling oil. Also, the wielder must make a dexterity check or
|
||
receive damage from flying debris. Also there is a daily limit on
|
||
uses of the mace's force projection. To determine, roll 1d6. For
|
||
walls and doors, this can be done ten times per day, but subtract 1%
|
||
from the chance table per charge used.
|
||
|
||
----------------------------------AXE OF DUMAS----------------------------------
|
||
<< same >>
|
||
This one is a relic. There was only one Dumas and thus only one Axe
|
||
Dumas was a hero of Chaotic Neutral alignment, however, anyone of any
|
||
neutral alignment is able to use this weapon, except for druids. There
|
||
is a catch, though. The Axe will eventually force its owner to become
|
||
Chaotic Neutral over a period of time, determined by adding intelligence
|
||
and wisdom, and dividing by two. This yeilds the number of months that
|
||
it will take before the process is complete.
|
||
|
||
It also has the following powers:
|
||
1) create a Wall of Force (once a month)
|
||
2) cast Disintegrate (once a month)
|
||
3) cast Ray of Death (3 times/week)
|
||
4) detects treasure (on command)
|
||
5) detects traps (on command)
|
||
6) detects enemy (on command)
|
||
|
||
Other than this the Axe acts as a Sword of Sharpness +5 and speaks
|
||
Neutral, Lawful Neutral, Chaotic Neutral, Neutral Good and Neutral Evil.d,
|
||
DMs can decide whether they wish to have intelligence an d
|
||
ego. It's not a necessary item.
|
||
|
||
-------------------------MAXWELL'S SILVER HAMMER------------------------
|
||
|
||
<< From: BEN@OCVAXC >>
|
||
|
||
Maxwell's Silver Hammer is a +3 silver war hammer made by the high
|
||
priest Maxwell. When the magic words "Bang-Bang" are spoken, the hammer acts
|
||
as if a spiritual hammer spell had been cast on it: It flies around and strikes
|
||
at people selected by the wielder. Unlike the hammers used for spiritual
|
||
hammer, Maxwell's silver hammer is not used up. On a die roll of 19 or 20 (out
|
||
of 20), the hammer does double base damage, providing that the creature struck
|
||
has a head that is within reach of the wielder.
|
||
|
||
----------------------------KILLER-YO-YO--------------------------------
|
||
|
||
<< same >>
|
||
|
||
A carved wooden yo-yo, used to hit a monster, will do 1d3 versus small
|
||
and man-sized creatures, and 1d2 versus large. If a 20 is rolled, the yo-yo
|
||
string has encircled the neck (if the creature has one that is small enough)
|
||
and does 2d8 of garroting damage per round until removed.
|
||
|
||
---------------------------------THE MC HAMMER----------------------------------
|
||
|
||
<< From: BROGAN@XAVIER.BITNET >>
|
||
|
||
Magical adj: +2
|
||
|
||
Special abilities:
|
||
|
||
immune to rusting and silly remarks
|
||
gives weilder proficiency in singing and dancing
|
||
due to the natural rhythm of the warhammer, the weilder may get an
|
||
extra attack per odd round.
|
||
|
||
A spell (to b used along with the hammer???)
|
||
|
||
CAN'T TOUCH THIS
|
||
Duration: 2 turns maximum
|
||
Range: self
|
||
Casting Time: 1 segment
|
||
Components: V,S
|
||
Level Five
|
||
|
||
When a wizard evokes this spell his armor class is lowered to -10
|
||
for one round. On the next round his armor class is -9. Each successive
|
||
round the armor class rises until the armor class is equal to the armor
|
||
class existing before the spell. At this moment in time the spell is ven by t
|
||
cancelled.
|
||
|
||
------------------------------STAFF OF CREATION---------------------------------
|
||
|
||
<< From: BARD@CS.CORNELL.EDU >>
|
||
|
||
It looks like a tall piece of polished wood. If you look at it closely,
|
||
its surface seethes with tiny images of all kinds of things appearing,
|
||
and slowly being buried in other images; it feels as if the staff is
|
||
growing by infinitely thin layers. As a weapon, the staff behaves just
|
||
like and ordinary staff, save only that it is unbreakable (in fact it
|
||
indestructable, as it continually recreates itself). It has no combat
|
||
bonuses. It has a single power: it may create anything straightforward,
|
||
at the tip of the staff. This can be used as often as desired.
|
||
|
||
What's straightforward? Most natural things, including live things.
|
||
Anything that an honest laborer could put together in a day's work from
|
||
common materials. Anything not too rare that could be found in nature.
|
||
Anything that could be distilled by wise craft from nature. Here are some
|
||
examples.
|
||
* gigantic iron manacles and chains, positioned around your opponent.
|
||
* splashes of lava
|
||
* immense blocks of ice.
|
||
* various corrosive and toxic substances.
|
||
* large boulders
|
||
* angry elephants and gryphons.
|
||
* tornadoes
|
||
* brick walls
|
||
* large hills
|
||
* gold, silver, and gemstones.
|
||
* living flesh (e.g., muscles and bones and blood to replace those that
|
||
your foe's sword have just removed from you.) It can completely heal
|
||
some kinds of wounds, in particular stabs, slices, and severs. It is
|
||
much less effective against crushing, burning, freezing, and so on, as
|
||
the problem isn't simply destroyed flesh; it heals 10-40% of such wounds,
|
||
and repeated attempts to heal don't do any good. It can heal the bearer
|
||
or someone that she touches with the staff.
|
||
* most potions (all the ones in the DMG, for example)
|
||
* selected other magic objects, based on simplicity rather than power;
|
||
Things with an elemental quality about them, a simplicity of form and
|
||
function. All these objects are very hard to control.
|
||
+ Spheres of Annihilation. Although they are antithetic to the staff's
|
||
purpose, they are just the kind of thing it can create. Note that the
|
||
staff is indestructable, and so may be used to poke the sphere to try
|
||
to keep it away from you. (They tend to ignore talismans of sphere
|
||
control.)
|
||
+ Gadgets that call storms. (The storms often get out of hand.)
|
||
+ Javelins of Lightning. (They tend to go the wrong way on occasion.)
|
||
+ Dust of Appearance / Disappearance / Choking (Tends to last rather a long
|
||
time.)
|
||
- Nothing that is under its user's control, except in the simplest way.
|
||
For example, those talismans which control spheres are very much a way
|
||
of taming the world, which put them 'way outside the staff's realm.
|
||
The dusts up there are pretty straightforward; dust of illusion is
|
||
intended to be subject to human will, and hence totally outside the
|
||
scope of the staff. Rods of Beguiling are right out.
|
||
* Teddy bears, chocolate-chip cookies, and hot cocoa. (To feed and comfort
|
||
the city that just got flooded, for example.)
|
||
|
||
Comments:
|
||
1. This list is intended to suggest the staff's scope and power. It is not
|
||
nearly complete.
|
||
2. Things that it creates are real, and not kept here by magic or anything
|
||
like that. They cannot be dispelled.
|
||
3. Conversely, things that are created are not under either the staff's or
|
||
the weilder's control. If you summon an elephant, you'd best be able to
|
||
deal with it.
|
||
4. A naive user of this staff will be less effective than a clever one. It
|
||
is not a brilliant melee weapon -- not by itself, at any rate.
|
||
5. Some things are marginally straightforward; e.g. moving objects. The
|
||
staff is unreliable at creating such things; they vary greatly in
|
||
quality and accuracy.
|
||
6. It's pretty good for empire builders. But they have to be careful
|
||
with economics and such. Don't tell people that you can make as much
|
||
gold as you want...
|
||
|
||
-------------------------THE STAFF OF VORTICES--------------------------
|
||
|
||
<< From: VB7R0014@SMUVM1 >>
|
||
|
||
The Staff of Vortices is (+3) to hit and damage and looks as if it
|
||
came from a tree that had been badly twisted by a tornado or a
|
||
cyclone. It is wooden and whitish in color.
|
||
|
||
It can summon from 1-4 cyclones which do a total of 4d12 points of
|
||
damage. If a full cyclone is cast, it will do 4d12 points of
|
||
damage. If a half cyclone is cast, it will do 2d12 points of
|
||
damage and the staff will still be able to summon 2d12 points worth
|
||
of cyclone that day.
|
||
|
||
A maximum of 4d12 worth of cyclone can be cast in a 24 hour period.
|
||
If a 1/3d cyclone is cast, it will do 2d8 points of damage. A
|
||
quarter cyclone can also be cast. (NOTE: Three 1/3 cyclones will
|
||
be the most power the staff can cast in a day, but if all three are
|
||
cast simultaneously, the result will be one 1/2 and two 1/4s. Four
|
||
cyclones, total, are the most that the staff can cast in a day.)
|
||
|
||
Cyclones are controlled, as desired, by the holder of the staff.
|
||
If cast in water, they can either become water spouts or whirlpools
|
||
with the same propensity for damage as a normal cyclone.
|
||
|
||
GP value: 12,000 Exp value: 2,500
|
||
|
||
--------------------THE STAFF OF THE PRISMATIC DRAGON-------------------
|
||
|
||
<< From: PFREY@DREW.BITNET >>
|
||
|
||
A rope of entanglement with 'color spray' as its command word. Watch
|
||
as the characters dive to the ground, eyes shut, when a monster uses
|
||
it! >-)
|
||
|
||
0 charges:
|
||
|
||
Light
|
||
Darkness, 5'r
|
||
|
||
1 charge:
|
||
|
||
Phantasmal force Cone of cold
|
||
Hypnotic pattern Fire storm
|
||
Pyrotechnics Prismatic spray
|
||
|
||
2 charges:
|
||
|
||
Prismatic sphere
|
||
Monster summoning VI
|
||
Plane travel (to Prismatic; himself only)
|
||
|
||
It may absorb spells and cause a retributive strike.
|
||
|
||
The prismatic sphere functions at nighttime. It will
|
||
last until dispelled.
|
||
|
||
The prismatic dragon is the first son of Tiamat. He has exactly the
|
||
same appearances as Tiamat. The exception is that each head
|
||
breathes a color of the spell prismatic spray that matches his head.
|
||
|
||
------------------------MONK'S STAFF OF FIGHTING--------------------------------
|
||
|
||
<< From: KL81@MARISTB >>
|
||
|
||
- It is normally a +2 Bo staff.
|
||
|
||
- Monks weild it as a +4 Bo staff.
|
||
|
||
- It creates a mystical forcefield around Monks which reduces their
|
||
armor class by four and enables them to DODGE spells if they roll
|
||
against the attack. The field only covers 1 person.
|
||
|
||
- The force feild is on when the staff is held, but only if the user
|
||
knows the command word.
|
||
|
||
- Once per day, the wielder can Call Lighting by tapping the
|
||
staff on a surface, and invoking the command word.The spell is
|
||
exactly like the priest spell, save that there needn't be any clouds
|
||
about. The spell equals that of a tenth level priest.
|
||
|
||
- This staff is made of Darkwood and two mythril shods, one on each
|
||
end. The command word for the staff can only be found in the direct
|
||
study of it for 2 days. The word is found in the arua of the object
|
||
and takes time to decifer. One needn't speak the word out loud, only
|
||
the knowlage of the word and skill with the staff are needed.
|
||
|
||
-------------------------------THE AUSSIES--------------------------------------
|
||
|
||
<< From: snurk!root@vax.cs.pitt.edu >>
|
||
|
||
Init
|
||
Type Cost Weight Size Type ROF Modifier Damage Range
|
||
Normal 2gp 1# S S/P 1/3 4 1d6 30
|
||
3-pronged 15gp 1.5# S S(P) 1/3 4 1d8(+2) 40
|
||
Slayer 20,000 " " " (spec) (spec) (spec) (spec)
|
||
|
||
The normal boomerang is the same kind everyone thinks of when they think of
|
||
Australia. Its effective range is 30 yards, requiring 10 vertical yards and
|
||
5 more horizontal yards (to compleat the turn). The weapon can be thrown
|
||
to hit on the way out, or on the return trip. Both sides of one handle are
|
||
often sharpened, thus the slashing capability. This will not return after
|
||
a successful hit.
|
||
|
||
The 3-pronged is one similar to the one from the movie "Krull". It has 3
|
||
arms, with curved blades projecting from the ends. When thrown, the PC must
|
||
state if he is throwing it to stab or slash. If it hits as a slash, it has a
|
||
50% chance of returning as normal, an additional 25% chance of returning close
|
||
to the thrower. If it is thrown to stab, if it hits, it does not return.
|
||
This weapon needs the same 10 yards vertical space, but turns in the 40 yards.
|
||
|
||
In both cases, 1/2 STR bonus to damage is applied. This weapon requires 2
|
||
slots for each level of proficiency. If only 1 is used, each throw has only
|
||
a 30% chance of returning to the thrower, and a 10% additional chance of
|
||
returning near the thrower. If used by someone with no proficiency, Non-Prof
|
||
penalties are doubled. With 1 slot used, normal penalties apply.
|
||
|
||
The Slayer is the same as the 3-prong, except it also has the following powers:
|
||
o Limited telepathy with owner,
|
||
|
||
o Unlimited flight time while owner concentrates, up to max range.
|
||
|
||
o Capable of striking up to 4 targets, or 1 target 4 times,
|
||
|
||
o On a nat20 and unless the owner specifically says not to, it delivers the
|
||
equivalent of a lightning bolt as a 20th lvl spell. (No bonus/penalty to
|
||
saves) This can be done once per day. It only functions when thrown to
|
||
pierce.
|
||
|
||
o It has the same range (40), and is capable of hitting +1 extra target for
|
||
each 10 yards less than 40. (5 at up to 30 yards, 6 up to 20 and 7 up to 10)
|
||
It works basically like a pinball.
|
||
|
||
o The owner can summon it to return to him up to 4 times in a row. The range
|
||
of the telepathy is 100 yards. If it is just laying there, it returns on
|
||
the first try (roll vs Int if you don't like that.). If it successfully hit
|
||
on a Piercing attack, Have the owner roll vs (STR + INT)/3 for it to
|
||
successfully break free and return.
|
||
|
||
========================================================================
|
||
M I S C E L L A N E O U S
|
||
========================================================================
|
||
|
||
-----------------------------THE DRAGONGLOVES---------------------------
|
||
|
||
<< From: ST101493@BROWNVM >>
|
||
|
||
Quantity: 12 pairs (6 for chromatic dragons, 6 for mettalic dragons)
|
||
Specific Purpose: Fight dragons (gain complete control over them)
|
||
Qualification: User must know the command word (see below)
|
||
|
||
These gloves look completely ordinary and take on the respective
|
||
colors of the dragon species they are capable of dominating. Tiamat's
|
||
glove is gray. The metallic gloves are made of mail from the same
|
||
metal as its respective dragon species. Bahamut's glove is made of
|
||
platinum. Once the command word is spoken, however, they burst into
|
||
flames without hurting. The fire is colored exactly like the
|
||
color of the gloves. The fire itself is a kind of faerie fire that
|
||
serves no purpose other than to let the dragons know who is wearing the
|
||
gloves/what they're dealing with.
|
||
The command word is not constant. It is the true name of the
|
||
oldest/most powerful dragon in exitence at the time. When it is spoken,
|
||
the wearer gains total control over all dragons of that color. This
|
||
adds the dimention that the wearer must find out the name of said dragon
|
||
without being crisped (insert menacing look here). The idea behind it
|
||
is that if someone is good enough to find out the name of the dragon,
|
||
he/she has right to dominion over the followers of that dragon. There is
|
||
absolutely NO chance for the gloves to malfunction if in good condition
|
||
(which they are since they would have to be destroyed by magic even more
|
||
powerful than they! Eeek!)
|
||
|
||
Additional Powers:
|
||
|
||
Force Shield from Dragon Breath - at will of wearer; protects against
|
||
all types of dragon's breath; spherical in shape; 50' across; may be
|
||
placed centered up to 100' away from wearer of gloves (to protect
|
||
companions); duration: 2 rounds or the duration of the dragon breathing;
|
||
will NOT stop a dragon's flight...be careful not to place it directly in
|
||
front of it the shield will be useless.
|
||
|
||
Detect Dragon 5 mile radius (any color)
|
||
Dragon Breath Immunity (all colors)
|
||
All hand held weapons do double damage against dragons
|
||
+4 to hit in all cases (not only when dealing with dragons
|
||
|
||
NOTE: The author recognizes the power of the gloves. In his world, magic
|
||
is EXTREMELY rare, so these even the balance. He invites feedback on
|
||
them.
|
||
|
||
--------------------------------CAT'S CLAWS-------------------------------------
|
||
|
||
<< From: KINSONV@CITADEL >>
|
||
|
||
Appearance: Fine leather gloves that appear ordinary unless detect
|
||
magic is cast.
|
||
|
||
- on command will sprout 2-3 inch razor sharp claws
|
||
- when index finger is inserted into a keyhole, the claw can be commanded
|
||
to alter its shape to pick the lock
|
||
- allows the wearer to climb most surfaces with the grace/ease of a cat
|
||
- as a melee weapon, they do 3-7 damage each using the regular animal
|
||
attack: claw, claw, bite (ignore the bite if you will)
|
||
|
||
-----------------------------CHAINMAIL OF THE FLAME PITS------------------------
|
||
|
||
<< From: bard@cs.cornell.edu >>
|
||
|
||
Pretty potent stuff, as it makes many common attack forms very costly to
|
||
the attacker.
|
||
|
||
Blackened and blasted-looking chainmail, which stinks of smoke and
|
||
sulphur. It touches the pits of Hell somehow. It has no combat bonuses
|
||
per se, but it has these properties:
|
||
* Everyone within 10' not somehow immune to smoke suffers a -2 penalty on
|
||
combat and saving throw rolls, and so on. (E.g., thieves do stuff at
|
||
-10%, etc.)
|
||
* Everyone within 2' takes 1-6 points fire damage every round.
|
||
* Everything hitting the armor gets covered with flaming crud, somewhat
|
||
more noxious than flaming tar. It is rather a pain to get the crud off:
|
||
a matter of a few hours' work with tools and vinegar to get it off of a
|
||
sword. Creatures with acid weapons can get it off their teeth in a few
|
||
minutes; other creatures are in for either a long trip to the dentist or
|
||
a few months of foul-tasting mouth.
|
||
- Blunt weapons covered with crud do 2 points flame damage the first
|
||
round, 1 the second, and no extra damage the third. They are a pound
|
||
or two heavier, as well. Repeated hits put more crud on the weapon,
|
||
making it stay at two points of flame damage for an extra 1-2 rounds
|
||
per hit.
|
||
- Pointed weapons do one point of flame damage for two rounds. However,
|
||
the tar blunts them; they lose half damage (for very pointy ones, like
|
||
rapiers) to 1/4 damage (of not-so-pointy ones, like spears). Repeated
|
||
hits on the armor are cumulative, so a rapier will be useless after two
|
||
hits and a spear after four.
|
||
- Body weapons (claws, teeth, fists, etc) are effected as above. Claws
|
||
and teeth are sharp, usually. The owner of the body takes 1-4 to 4-16
|
||
points of fire damage (small claws get 1-4, large mouths get 4-16, vary
|
||
these numbers as necessary.)
|
||
- Other effects at the DM's judgement.
|
||
|
||
Note that the combat modifiers and the fire damage always get the wearer; the
|
||
armor is rather dangerous to wear without fire resistance. It does not
|
||
confer fire resistance by itself; indeed, it would be antithetical to the
|
||
enchantment to make it do so.
|
||
|
||
-------------------------THE THREE ITEMS OF NEPHATAT--------------------
|
||
|
||
<< From: BLHUBER@MTUS5 >>
|
||
|
||
(1) The first, Nephatat's Fireball, is a scroll. Read Magic will
|
||
reveal the name, but 'the scroll is too complicated for you to
|
||
comprehend.' The typical wizard places the scroll in his backpack,
|
||
right next to his or her traveling spellbook. That's were the magic
|
||
comes in. When held within one foot of any written spell for longer
|
||
than one turn, the scroll releases all of the stored spell energy in a
|
||
spectacluar way:
|
||
All of the combat spells go off centered on a random person
|
||
within twenty feet. All of the non-combat spells explode for 1d4
|
||
damage per level of spell to the caster, and all items within 1'
|
||
(namely, the backpack) must save vs. magical fire or be blown to
|
||
bits. Note that all spellbooks and scrolls, including the NF scroll,
|
||
have no save if they were within 1' of the NF scroll.
|
||
Not only does this heavily damage any mid-level mage, but he or
|
||
she then cannot memorize his or her spells.
|
||
<compiler's note: also good against monty hall mages *evil grin*>
|
||
|
||
(2) The second item, Sting, is less dramatic. (Believe it or not, I
|
||
made the name up myself.) Sting is a dagger +3 of pain. Any hit with
|
||
an 18 or greater causes the victim to save vs. paralysis or be -2 to
|
||
hit for the rest of the combat due to the pain. This made it the
|
||
favorite weapon of the halfling fighter/thief, and he used it to great
|
||
extent. Unfortunately, that's not all there is to Sting.
|
||
Sting is a semi-intelligent dagger. It has a 13 INT and a 30
|
||
EGO(!) because it has a secret purpose: Slaying paladins. Sting will
|
||
stay hidden until it's user recognizes some paladin. Then, it will
|
||
possess the user and attempt to backstab said paladin. It gives the
|
||
wielder several powers to accomplish this task:
|
||
|
||
1) The wielder can backstab as a thief of two levels higher.
|
||
2) The pain effect is rolled three times, and minuses are cumulative.
|
||
3) On a successful hit, the paladin must save vs death at -2 or die in
|
||
two rounds from the pain, in which time he or she cannot act.
|
||
4) After one strike, if the user believes that he or she has not been
|
||
seen, Sting will have them resume their former activity and then
|
||
cause all memory of the incident to be erased. For all intents
|
||
and purposes, the user is innocent.
|
||
If, however, the user knows that he or she was seen, Sting suddenly
|
||
drops control, and the user is confused for 1 round.
|
||
|
||
The party with Sting in its midst returned to their wounded NPC
|
||
paladin ally and found him stabbed to death, and the halfling didn't
|
||
know any better. He did know better, however, when he managed to
|
||
successfully backstab a paladin who was with six other extremely
|
||
high-level characters. The party was incredibly lucky that the
|
||
paladin didn't die.
|
||
|
||
(3) The third item is a crystal ball. When found, it is is mounted
|
||
on a black oak base with a small gold nameplate. On it is inscribed
|
||
the name, 'SoulStealer.' It is apparently indestructable, as it will
|
||
weather anything the PC's can throw at it.
|
||
Any wizard foolhardy enough to attempt to use this crystal ball
|
||
will find that it functions properly. Until he or she locates the
|
||
intended scryee. At that point, the scryee must make a save vs.
|
||
magic or his or her mind will be sucked into the crystal. Then the
|
||
viewing wizard, with no saving throw, has his or her mind exchanged
|
||
for the one in the crystal. At that point, the scryee is in control
|
||
of the viewer's body, and acts as he or she pleases. Then, anyone who
|
||
even glances at the crystal, except for anyone who has been in it, has
|
||
his or her mind exchanged for the one currently in it. Any mind in a
|
||
body that gets killed is dead, and the rightful mind cannot re-enter.
|
||
Any viewer who wishes to may fail to prevent their mind from entering
|
||
the crystal, and thus have a chance of entering the next viewer's
|
||
body.
|
||
Eventually, there will be one mind in the crystal when all has
|
||
quieted down. This soul cannot be freed by anything short of a wish.
|
||
After a mind has been in the crystal for one month straight, it will
|
||
die and move to the afterlife.
|
||
|
||
Important note:
|
||
These last two items have a particlarly sneaky purpose. If they
|
||
are both brought within 10' of a character with memorized or carried
|
||
spells, Sting will possess it's weilder to stab SoulStealer. This has
|
||
the effect of releasing, as Nephatat's Fireball, all of these spells
|
||
within 20'. It will not directly set off items, however. After the
|
||
ensuing exposing, both Sting and Soulstealer will be slag.
|
||
Since the explosion has Nephatat written all over it, the
|
||
characters may decide to track him down. They will be dissapointed to
|
||
hear that he has been dead for one hundred years, after a certain
|
||
demigod found one of his items....
|
||
|
||
-------------------------VLADIMIRE'S WIG OF MAGES-----------------------
|
||
|
||
<< From: KL81@MARISTB >>
|
||
|
||
(okay, okay, its not REALLY a weapon but it is certainly humorous!)
|
||
|
||
"Greetings Lone-star....Oh, sorry, wrong flick.
|
||
Well anyway, without futher adeu, the weapon that really belongs in
|
||
the Gallery of absurtity......." -- Thisslenot.
|
||
|
||
-can only be used by mages
|
||
-mages who are bald and pick up this relic, have the urge to put it
|
||
upon their head
|
||
-covers up all bald spot's, and almost looks real
|
||
-adds a bonus to armor class by +1
|
||
-10% chance that any intellegent creature attacking the mage will be
|
||
stunned by the absurtity of the wig on the mage (mage will assume that
|
||
good fortune has looked upon him, and never suspect that the wig
|
||
appears funny looking on him, no matter what anyone says he will assume
|
||
that they are jealous).
|
||
-once per day, the mage can throw the wig and it will entangle an
|
||
opponent in a Web spell.
|
||
|
||
History: Created by the great mage Vladimire (you remeber him, don't
|
||
you?) to appear that he still had a full head of hair. His enchantments
|
||
went awary, and he created the wig. When he died, the wig left in
|
||
search of any bald mage it could find (its part of the enchantment). It
|
||
appears as an ordinary brown haired wig.
|
||
|
||
-----------------------HULAHOOPS OF THE HOBBITS-------------------------
|
||
|
||
<< From: KL81@MARISTB.BITNET >>
|
||
|
||
-there are five of these in existance, each with a different color
|
||
scheme (red, green, blue, white and muave stripe, and purple with
|
||
yellow pok-i-dots).
|
||
-all of the hulahoops can be used by any race, but get an extra bonus
|
||
when used by hobbits.
|
||
-the basic abilities of the hulahoops is as follows:
|
||
*when being used, the edges of the hulahoops become sharp, and can be
|
||
used as if the wielder were proficient with the hulahoop, damage is
|
||
equaled to that of a longsword.
|
||
*can create a minor globe of invunerability once/day
|
||
-each hulahoop also has it's own special ability
|
||
|
||
Red-can drill into the ground. Usually used to make hobbit holes.
|
||
|
||
Blue-user can fly for 2 turns as a modern day helicopter.
|
||
|
||
Green-can cut through any vegtable like a ginsu knife.
|
||
|
||
White and muave-can be thrown in ring toss and NEVER niss.
|
||
|
||
Purple and yellow-allows user to impress opposite sex at will.
|
||
|
||
-all hulahoops will shink to the size of a ring, at wielders will. Will
|
||
automaticly agust to wielders ring size, so it can be worn.
|
||
|
||
History: The five hulahoops were created to make life easier for the
|
||
lazy hobbits. The hobbits contracted their creation from a local mage.
|
||
The hulahoops were spread to different hobbit villages and continue to
|
||
help and entertain. The hulahoops will apear, if found by adventurers, they
|
||
seem to be strange colored rings. Upon inspection, the command words
|
||
will be found on the inside rim. When at full size they appear as normal
|
||
hulahoops.
|
||
|
||
-------------------THE BLOODY RED COIN OF MAYTYRDOM---------------------
|
||
|
||
<< From: PARGWE@MOREKYPR.BITNET >>
|
||
|
||
(author's note: This is the most powerful RELIC in my posession. Please
|
||
view it as it was intended.)
|
||
|
||
|
||
This is a very powerful, very deadly relic of the
|
||
God Reper (the God of Redemption).
|
||
|
||
It is a golden coin that has a red tint to it. On one side
|
||
is a picture of a set of scales that are unequal. The other
|
||
side shows the scales righted.
|
||
|
||
Along time ago, Reper looked apon the world and saw that for many
|
||
individuals, a simple act of redemption was not enough to cleanse
|
||
them of the harm that they did.
|
||
|
||
In order to give these few individual's a chance for redemption,
|
||
Reper created the -Bloody Red Coin of Maytyrdom-.
|
||
|
||
The one seeking redemption (and they MUST have committed some crime
|
||
that not even the Devil himself would appreciate, it must truly be
|
||
a terrible crime....) must have a very important, truly impossible
|
||
mission. (ie, save the world from a Monster, and they are only 5th level
|
||
and they have no magic items. The mission is one that they can not hope
|
||
to accomplish without the help from a hand full of gods....)
|
||
|
||
They must instead go on a quest to find the -Bloody Red Coin of Maytyrdom-.
|
||
(makes finding the Holy Grail look simple!).
|
||
|
||
When they finally find the coin, the one seeking redemption holds the coin
|
||
up to their face and say "I have done great wrong. Let my life be redeemed
|
||
by accepting my life."
|
||
|
||
1 of 2 things/events happen:
|
||
1) the peaceful solution
|
||
Immediatly, the PC or NPC seeking redemption is filled with a great feeling
|
||
of relief and understanding. Then, they retire from adventuring and the
|
||
world. Usually, they return to their homeland and settle down, and live
|
||
for many years as quietly as possible...
|
||
|
||
2) the Bloody solution (for the TRULY EVIL of the EVIL)
|
||
Immediatly, the coin will begin to glow a clear blue light that is
|
||
awe-imspirng. All allies are totally healed. Lost limbs return.
|
||
Old PC's and NPC's grow younger. Then, the one seeking redemption
|
||
is comsumed by a Fireball (5d6 damage to anyone/thing that tries to
|
||
save him/her. If a PC dies, they are revived [no penalities] in 2 rnds).
|
||
Then, the PC?NPC explodes into a gory mess (gross, to the extreme.
|
||
Blood, guts, brain, etc... only for the sadistic DM).
|
||
|
||
Now, the truly wonderous event happens. what ever FORCE/MONSTER?etc that
|
||
is threatening the world is instantly defeated by what ever means is
|
||
availible. Reper often shows up himself to do the job.
|
||
|
||
Afterwards, the coin vanishes, to reappear in another deadly place.
|
||
Waiting for another brave soul to come in search of redemption....
|
||
|
||
------------------------MEDALLION OF DEADLY ARCHERY---------------------
|
||
|
||
<< From: B1599142@BROWNVM.BITNET >>
|
||
|
||
The medallion of deadly archery is a large (seven inches in diameter) round
|
||
medallion of brass hanging on a brass chain.
|
||
At the center of the medallion is a brilliant bright-red hexagonal
|
||
gemstone about two inches across. It is the color of fresh arterial blood.
|
||
Radiating out from the gem at precise sixty-degree angles from one another
|
||
are six shallow grooves which run perfectly straight out to six simple
|
||
(almost childish) pictographs, each about one inch tall, which run around
|
||
the rim of the medallion. These are also cut to a shallow depth in the
|
||
brass. The six pictographs correspond (clockwise from the top) to:
|
||
Accuracy, Traveling, Direction, Capture, Cloud, and Lightning. When one of
|
||
six command words is spoken, a bright point of red light or energy races
|
||
from the gem up the groove to the pictograph which pulses once, firing a
|
||
small red energy-image of itself at the head of an arrow held ready. This
|
||
image will glow on the arrowhead for one round and if the arrow is fired
|
||
during that round, one of the following will occur:
|
||
|
||
Accuracy: When the command word oxyolai (ahks-yo-LAY-ee) is spoken,
|
||
the arrow will have the power to make small adjustments in mid-flight
|
||
which greatly increase its chance to hit. The arrow will be +6 to hit
|
||
and will do one point of bonus damage for each five points or fraction
|
||
of five points between the minimum needed to hit the target and the
|
||
actual final roll, cumulative of bonuses.
|
||
|
||
Traveling: The command word abuheacs (a-boo-HEE-aks) will enable the
|
||
archer to be instantly transported to wherever the arrow so
|
||
ensorcelled has landed.
|
||
|
||
Direction: Uttering the command word sissmif (SISS-mif) and the name
|
||
of a person, place, or thing, then firing the magicked arrow into the
|
||
air will cause the arrow to transform into a fiery orange streak which
|
||
will point in the direction of the object desired out to the limit of
|
||
the archer's range and then persist for one turn.
|
||
|
||
Capture: When activated by the command saixgiva (sigh-iks-GEE-vah) an
|
||
arrow will, when within ten feet of the target explode into a cobweb-
|
||
like pattern of golden energy force-lines which will seek to entrap
|
||
the target. If the archer hits and the target saves vs Magic spell
|
||
(device) it successfully dives aside or is only partially entangled
|
||
(depending on the circumstances). If the target fails, it is firmly
|
||
entrapped in a mesh of iron-hard energy, although no damage accrues.
|
||
This condition persists for 3-12 rounds.
|
||
|
||
Cloud: The command usbyopi (oos-bye-OP-ee) causes the arrow to
|
||
explode on impact (causing half normal damage) into a Stinking Cloud
|
||
of 10' diameter on the round of impact and 20' diameter on the second
|
||
and subsequent rounds. It will persist from 2-8 rounds, depending on
|
||
wind conditions. Those within the cloud must save vs Poison or suffer
|
||
the effects of the second-level spell Stinking Cloud (cf magic-user
|
||
spell in Player's Handbook).
|
||
|
||
Lightning: Use of the command agthizmi (ag-THIZ-mee) causes a small
|
||
bolt of blue lightning to strike wherever the arrow lands (the arrow
|
||
does full normal damage). This bolt will due 4-16 points of lightning
|
||
damage (half if save vs Breath/Dodgeable) to any creature in its path,
|
||
which extends 20' back from the point of impact.
|
||
|
||
Regardless of the function selected, the medallion is usable once per
|
||
round. Any of these powers will destroy the arrow used, so they
|
||
should not generally be placed on already enchanted arrows.
|
||
Furthermore, the medallion of deadly archery is a charged device. It
|
||
is currently at full power (36 charges) and each function uses one
|
||
charge. As charges are expended, the color of the central gem will
|
||
fade from bright red toward faint frothy pink and finally absolutely
|
||
clear when all charges are exhausted. Fortunately, the medallion is
|
||
rechargeable. It must be dunked in the fresh blood of intelligent
|
||
beings sacrificed with an obsidian knife (made by the archer himself)
|
||
on the dark of the moon. For each energy/experience level of persons
|
||
so sacrificed, the medallion will regain a little color and one
|
||
charge. Be sure to get all the blood out of the victim in order to
|
||
get the full value of its levels. If the medallion is ever completely
|
||
drained of charges it will become an ugly piece of useless costume
|
||
jewelry.
|
||
|
||
------------------THE CUBE OF THE NETHER PLANES-------------------------
|
||
|
||
<< From: PFREY@DREW.BITNET >>
|
||
|
||
Use a d6 to determine which side is pressed. All sides are
|
||
exactly the same and cannot be marked.
|
||
|
||
Charlies cube:
|
||
side:
|
||
1 Opens a gate from Acheron's 2nd plane (the plane of the
|
||
evil Stygian Sorcerers) to the PM. If on any other plane,
|
||
it will open a gate from Acheron's 2nd plane to the plane
|
||
the cube is on.
|
||
2 Opens a gate from Pandemonium's 4th plane (that of imps,
|
||
quazits, gremlins, and other small evil creatures) to the
|
||
PM. If on another plane, it will open a gate from
|
||
Pandemonium's 4th plane to the plane the cube is on.
|
||
3 Opens a gate from the 1st plane of Gehenna (Oinodaemon's) to
|
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the PM. If on another plane, it will open a gate from the
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||
1st plane of Gehenna to the plane one is on.
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||
4 Opens a gate from the 333rd layer of the Abyss (Orcus's) to
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||
the PM. If on another plane, it will open a gate from the
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||
333rd layer of the Abyss to the plane one is on.
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||
5 Opens a one way gate from Hades' 3rd plane to the PM.
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||
If on any other plane, it will open a gate from
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||
Hades' 3rd plane to the plane one is on.
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||
6 Opens a one way gate from Hell's 8th plane to the PM. If on
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||
another plane, it will open a gate from Hell's 8th plane to
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||
the plane one is on.
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||
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||
---------------------------BAG OF THIEVES-------------------------------
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||
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||
<< same >>
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||
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||
Die DX Ac Lvl Hp Race Al Equipment
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||
1 10 8 10 40 Dw NG Leather, short sword, rope of climbing
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2 12 7 11 42 1/2 orc CN +1 Leather, +1 short sword, invis ring
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||
3 14 6 12 44 gnome LN +1 Leather, +1 ring, dagger venom
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||
4 16 4 13 56 Halfling NE +1 Leather, +2 dagger, guantlets dex
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||
5 17 3 14 58 1/2 elf LE +2 cloak, +2 ring, +2 dagger, pipes sewers
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||
6 18 -4 15 70 elf CE +5 cloak, +5 ring, dagger venum, net entrap
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||
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||
If any item is removed from them, it will dissapate 1 round after
|
||
they return to the bag. When they come out of the bag, they will
|
||
have it again. Only 1 can be drawn each day, it takes 1 segment
|
||
to become their form. They must commit a deed reflective of
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||
their alignment. They cannot be ordered back into the bag. If
|
||
they are slain, no more of that type will be available. If a
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||
good character uses the bag, they are responsible for its
|
||
actions. The bag will appear to be exactly like a bag of tricks
|
||
(ie: they feel fuzzy objects in the bag). If their are no backs
|
||
to stab, locks to open, traps to find, pockets to pick, etc.,
|
||
they will return to the bag. They cannot be prevented, other
|
||
than by force, to stop. They can, however, be commanded to
|
||
return to the bag.
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||
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||
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||
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