/////////// //Items /////////// @1000 = ~Crown~ @1001 = ~Crown of the Archdruid~ @1002 = ~This class of decorative crown, made of beads or metal, is worn on the head. They are usually decorated with jewels or other precious items and are commonly worn by mages. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2~ @1003 = ~Worn by the leader of the druids of the Black Woods over thirteen generations ago, this artifact was lost when an orcish invasion crushed the druidic community. It has since changed owners often, usually through violent means. STATISTICS: Equipped abilities: – Can memorize one extra 1st- and 2nd-level druid spell – Protects against critical hits Charge abilities: – Charm animal once per day (Save vs. Wands negates) Range: 40 ft. Area of Effect: 1 animal Duration: 10 turns Weight: 2~ @1004 = ~Crown of the Alarphon~ @1005 = ~Within the ranks of the famed War Wizards of Cormyr there exists an order of mages who ensure that none of the wizards betray their nation or king. Spying on their fellow War Wizards, the members of the Alarphon are unknown even to one another. Many wear crowns similar to this to prevent others of knowing their affiliation. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – Immunity to charm and fear – Protects against critical hits Weight: 2~ @1006 = ~Hat~ @1007 = ~Rogue's Hat~ @1008 = ~Felt hats such as this are favorites of bards. Though they offer little in the way of protection, their fashionable appearance matters more to those who wear them. On rare occasions one is discovered that bears enchantments. STATISTICS: Weight: 2~ @1009 = ~Though it appears as flimsy as a common felt cap, this hat has the resilience to withstand a good blow, and it also instill confidence in the wearer. STATISTICS: Equipped abilities: – Immunity to fear Weight: 2~ @1010 = ~Tiara~ @1011 = ~Tiara of the Chanah'Rea~ @1012 = ~This class of decorative tiara, made of beads or metal, is worn on the head. They are usually decorated with jewels or other precious items, and are commonly worn by warlocks. STATISTICS: Weight: 2~ @1013 = ~Where most tiaras are simply ornamental items, this powerful artifact was worn by the High Priests of the Chanah'Rea. It is believed that the stone that graces its center is a fragment of the Standing Stone in the Dalelands. STATISTICS: Equipped abilities: – Saving Throws: +1 – Immunity to charm – Protects against critical hits Weight: 2~ @1015 = ~Ferthgil's Helmet~ @1017 = ~This helmet was forged especially for Ferthgil Trollslayer, son of Breachin Trollslayer. Given to Ferthgil by the Stonehearth Clan during his stay with them after his father died, it fits the dwarf perfectly. Gulmoth Stonehearth, Ferthgil's mentor, placed the blessing of Clanggedin upon it to help Ferthgil channel all of his emotions when needed, especially in battle. STATISTICS: Equipped abilities: – Protects against all forms of charms, panic and holds – Protects against critical hits Weight: 4~ @1022 = ~Crystal Helm~ @1023 = ~Crafted from magical crystals mined from a now-abandoned dwarven mine, armor such as this is exceedingly rare, as the location of the mine itself has long since been lost. The crystals, found only in a single vein, possess a natural resistance to the elements. STATISTICS: Equipped abilities: – Armor Class: +1 – Fire Resistance: +10% – Cold Resistance: +10% – Protects against critical hits Weight: 2~ @1024 = ~Skeezer Lumpkin's 'Dwarven' War Helmet~ @1025 = ~Skeezer was given this helmet by his good friend, Gothmog Stonehearth, a dwarven skald of the Stonehearth clan. Skeezer and Gothmog became good friends after the gnome saved Gothmog's life. Gothmog was ambushed by a patrol of duergar, who made their way to the surface one moonless night to seek out prey. Skeezer, camping nearby, witnessed the attack and thrust his staff into the ground, causing the sky to become as bright as any midday and sending the duergar running. From that day on, Gothmog and Skeezer became close friends. Gothmog even became interested in his gnomish friend's magical abilities, and in secret tried out a few small spells when making the helm, knowing of course that his clan would frown upon such activities. Though Skeezer claims the helm is blessed with all the powers of Clangeddin himself, the prominent horns jutting from its sides impress you far more, particularly when one nearly pierces your arm. Thankfully, he seems to don it only when anticipating battle. STATISTICS: Equipped abilities: – Protects against all forms of panic and boosts morale – Protects against critical hits Weight: 2~ @1026 = ~Helm of the Falcon~ @1027 = ~Bold and ornamental this helm looks to be more of a show piece then a source of protection; looks however can be very deceiving. Enchanted by the high priests of the Sukien, it provides the wearer with the strength of mind to resist all forms of temptation. STATISTICS: Equipped abilities: – Protects against mental attacks (except hold) – Protects against critical hits Weight: 2~ @1028 = ~Thorfinn's Helmet~ @1029 = ~This helm grants immunity to all forms of fear and panic, whether natural or magical. STATISTICS: Equipped abilities: – Protects against all forms of panic and fear – Protects against critical hits Weight: 2~ @1030 = ~Armor of Thorns~ @1032 = ~Upon closer inspection, one discovers that this armor is not made from leather at all, but from an intricate weave of vines and thorn bush branches. The armor was a gift from the nymphs to the druids, a token of admiration for their endless protection of the forests. STATISTICS: Equipped abilities: – Saving Throws: +1 Armor Class: 5 (4 vs. missile, 7 vs. slashing) Requires: 6 Strength Weight: 4~ @1033 = ~Bhaelros' Bane +2~ @1034 = ~Though druidic orders were traditionally rare in the harsh climate of Calimshan, a small number could be found near the Marching Mountains. Persecuted and ridiculed by the Calishites, they often came under attack by priests of Bhaelros. To protect the members of their order, suits of armor such as these were created, allowing the druids to brush aside the lightning spells of the evil clerics. Unfortunately, they could not provide the same protection for the trees, and they fled when their home was destroyed. STATISTICS: Equipped abilities: – Saving Throws: +1 – Electricity Resistance: +25% Armor Class: 6 (8 vs. piercing and missile) Requires: 4 Strength Weight: 6~ @1036 = ~Ferthgil's Dwarven Mithril Plate Battle Armor~ @1038 = ~This plate armor, made of strong plates of mithril alloy, was crafted by Fergil Trollslayer under the tutelage of Otho Truehammer, master smithy, leader of Clan Truehammer and father of his best friend Tearlac Truehammer. Ferthgil has shown himself quite a worthy smithy, but prefers the battlefield to the forge. This armor has the equivalent abilities of normal plate mail that has been enchanted to give it a +2 armor class bonus. However, no magic or enchantments were utilized in the creation of this armor. STATISTICS: Armor Class: 1 (-2 vs. slashing) Requires: 14 Strength Weight: 30~ @1039 = ~Conchobhair's Blessed Plate Mail Armor~ @1040 = ~This plate mail has been blessed to provide extra protection when fighting against large enemies and monsters. Conchobhair finds it to be just perfect for his chosen path of Dragonslayer, giving him good protection and allowing a certain degree of freedom of movement. STATISTICS: Armor Class: 2 (-1 vs. slashing) Requires: 11 Strength Weight: 18~ @1041 = ~Crystal Plate Mail~ @1042 = ~Forged from magical crystals mined from a now abandoned Dwarven mine. The crystals have a natural resistance to fire and cold. STATISTICS: Equipped abilities: – Fire Resistance: +15% – Cold Resistance: +15% Armor Class: 2 Requires: 11 Strength Weight: 20~ @1047 = ~Thorfinn's Hide Armor~ @1048 = ~This is the personal hide armor of Thorfinn Hauskluniff. Though it does not possess any magical abilities, it is a well-constructed piece, almost appearing to be traditional leather due to its cut and design. A snarling wolf emblazoned on the breast evokes its wilder origins. STATISTICS: Armor Class: 6 (8 vs. piercing and missile) Requires: 9 Strength Weight: 3~ @1052 = ~Crusader's Armor~ @1054 = ~The Splint Mail is the preferred armor of the crusader class warrior, also know as the paladin. Often called religious zealots these warriors fight strongly with great faith in the laws that they boldly defend. STATISTICS: Equipped abilities: – Saving Throws: +1 – Hit Points: +20% Armor Class: 2 (1 vs. piercing and missile, 0 vs. crushing) Requires: 8 Strength Weight: 20~ @1055 = ~Blessed Chain Mail +2~ @1056 = ~This +2 Chain Mail is often worn by priests who are on quests for their faiths. When worn, the priest is blessed with an Aid spell. STATISTICS: Equipped abilities: – Aid: The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. Armor Class: 3 (1 vs. slashing, 5 vs. crushing) Requires: 7 Strength Weight: 10~ @1057 = ~Sukien Holy Armor~ @1058 = ~Sukien Holy Armor, worn by the Holy Guard of the Sukien Temple, this mail possess great magic. Boasting of never being defeated in battle, the Holy Guard are staunch zealots with a will to win that is believed by many to be a gift from the very heavens. This trademark armor with its emblem proudly displayed on the chest is as brash and bold as its wearers. STATISTICS: Equipped abilities: – Immunity to poison Armor Class: 0 (-2 vs. slashing, 2 vs. crushing) Requires: 11 Strength Weight: 18~ @1059 = ~Jet'laya's Chainmail~ @1060 = ~This is Jet'laya's personal set of chainmail. This extremely light chainmail is made of very fine mithral links and was forged for her by her twin brother, Rennar. STATISTICS: Equipped abilities: – Spellcasting is not disabled Armor Class: 5 (3 vs. slashing, 7 vs. crushing) Requires: 5 Strength Weight: 15~ @1061 = ~Korim's Skin~ @1062 = ~Curiously tinged with green, this heavily enchanted armor is unusually light and supple for splint mail. Constructed by the Netherese sorcerer and ranger Korim, it allowed him far greater protection than robes while also enabling him to take full advantage of his range of casting ability. STATISTICS: Equipped abilities: – Spellcasting is not disabled Armor Class: 4 (3 vs. piercing and missile, 2 vs. crushing) Requires: 7 Strength Weight: 7~ @1063 = ~CúChoinneach's Studded Leather Armor +2~ @1064 = ~CúChoinneach constructed this armor for himself during his days as a ranger. STATISTICS: Equipped abilities: – Hide In Shadows: +15% Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile) Requires: 6 Strength Weight: 8~ @1065 = ~Keiria's Bard Armor~ @1066 = ~Keiria has maintained close ties to her elven heritage, and as a result has been able to obtain a few enchanted items from her long-lived kin. Among them is this studded leather armor, magically imbued with protective spells and in turn designed to allow the wearer more freedom when casting spells. STATISTICS: Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile) Requires: 6 Strength Weight: 10~ @1067 = ~Gnomish Workman's Leather~ @1068 = ~Gnomish Workman's Leather +2~ @1069 = ~Gnomish Workman's Leather armor is a variation of high-quality gnomish leather armor. Gnomish workman's leather is adorned with dozens of tiny tool holders and pouches, typically filled with the most bizarre collection of coins, nails , tools, weapons, widgets and sprockets ever assembled on one body. For this reason, a set of gnomish workman's leather provides the protection identical to studded leather armor. STATISTICS: Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile) Requires: 10 Strength Weight: 25~ @1070 = ~This set of armor was created by a gnomish master craftsman and enchanted to offer better protection against unforeseen accidents. The tools and equipment stored in the armor makes finding and picking locks easier. STATISTICS: Equipped abilities: – Open Locks: +10% – Find Traps: +10% Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile) Requires: 6 Strength Weight: 8~ @1072 = ~Skeezer Lumpkin's Mage Robe~ @1074 = ~Colorful, bright and... colorful... Skeezer's robe could aptly be described as a riot of red, particularly when adorned with the many trinkets he holds in high regard. The gnome claims that he invented a new kind of fabric when creating it, one that protects from the withering breath of dragons, the insidious tentacles of mind flayers and the magical blasts of beholders. From what you can tell, the robe would have a difficult time stopping the dagger of a lame kobold. Nonetheless, given Skeezer's skill as a mage, you have no doubt that it carries at least some magical protection. STATISTICS: Equipped abilities: – Armor Class: 7 – Saving Throws: +1 – Magic Resistance: +5% Weight: 6~ @1075 = ~Sorcerer's Robe~ @1076 = ~This Mage Robe has been made for the more advanced mage who has ended his apprentice time and goes at it alone. Its armor class and spell bonus make him better equipped for traveling. STATISTICS: Equipped abilities: – Armor Class: 8 – Can memorize one extra 1st- and 2nd-level wizard spell Weight: 3~ @1077 = ~Robe of the Grand Wizard~ @1078 = ~This powerful robe is rumored to have a dark history. Supposedly created by the archmage Halaster to torment young magelings, it has sown chaos in its travels through the Realms, leaving murder and betrayal in its wake. Despite boasting potent protective enchantments, it has rarely remained with a single owner for long, and some whisper that the robe itself desires nothing less than the destruction of any who seek to claim it. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – Magic Resistance: +10% Weight: 6~ @1079 = ~Robe of Dh'arlo'me~ @1080 = ~This powerful robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse. STATISTICS: Equipped abilities: – Armor Class: 4 – Intelligence: +1 – Wisdom: +1 – Magic Resistance: +10% – Protection From Normal Weapons – Immunity to 1st and 2nd-level spells – Can memorize one extra 3rd- and 4th-level wizard spell – Improves casting speed by 1 Weight: 6~ @1081 = ~Drakelor's Robe~ @1082 = ~This robe was originally a present from the famous mage Drakelor to a friend, who had to go on a long and dangerous journey. Unfortunately, the robe was stolen as the friend rested in an inn after a tiring walk. The thief, who knew well about his loot's value, but not about its origin, arranged a meeting with the most powerful mage he knew. Drakelor, however, recognized his work and immediately understood what had happened. The thief's fate does not need further description. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Weight: 3~ @1083 = ~Drow Mage Cloak~ @1084 = ~Powerful drow mages are often seen wearing fine cloaks that cause them to blend into their surroundings, making it quite difficult to face them in battle. The material used to make these cloaks does not cut easily and is fire resistant. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Equipped abilities: – Armor Class: 3 – Save vs. Breath: +6 – Intelligence: +2 – Fire Resistance: +50% – Non-detection – Can memorize one extra 6th- and 7th-level wizard spell Weight: 1~ @1085 = ~Robe of the Abyss~ @1086 = ~A foul artifact indeed. Woven from the fabric of the Abyss itself, these powerful robes offer protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its origin, it can only be worn by mages of evil alignment. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 – Magic Resistance: +10% – Can memorize one extra 5th-, 6th- and 7th-level wizard spell – Constitution: -30% Weight: 6~ @1087 = ~Robe of the High Templar~ @1088 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – Magic Resistance: +10% Weight: 6~ @1096 = ~Morridin's Cloak~ @1098 = ~This cloak once belonging to the famous bard Morridin. The cloak, which despite the lavish gold weaved into it, Morridin said was only "...a simple cloak that offers modest protection against the elements". The cloak, along with many other personal items of Morridin became a topic of discussion among many. STATISTICS: Equipped abilities: – Armor Class: +1 – Charisma: +1 Weight: 3~ @1099 = ~Faded Cloak~ @1100 = ~This cloak was crafted by the now mad Lord Sorcerer Noober Harpell. Fond of the elven cloaks he saw during his travels, he made this as a similar replica. When worn, it fades the owner almost completely from sight, allowing moving about almost with impunity. Inside the cloak is sewn 'Property of Noober, son of Noober' STATISTICS: Equipped abilities: – Fades wearer: 75% Weight: 3~ @1101 = ~Cloak of the Woods~ @1102 = ~Stolen from the temple of Erreth-Akbe, the cloak was recovered by Archdruid Yarrow when he sought out his revenge against those who defaced his temple. It was rumored that the cloak was given to his son Shephesh as a gift. STATISTICS: Equipped abilities: – Move Silently: +20% – Non-detection Weight: 3~ @1103 = ~Mystra's Cloak~ @1104 = ~These cloaks are said to be given only to a chosen few of Mystra's most worthy priests. Although, due to some of these priests 'untimely' demise, a few cloaks have been seen outside the ranks of this religious organization. The cloak gives the wearer bonuses to physical and magical attacks as well as protection from undead attacks. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +1 – Negative Plane Protection Weight: 3~ @1106 = ~Dragon Skin Bracers~ @1108 = ~These bracers are made of dragon skin leather. Similar items are made by druidic craftsmen on rare occasions such as the death of an old dragon of a dragon whelp. STATISTICS: Equipped abilities: – Armor Class: 4 Weight: 2~ @1110 = ~The Brawling Hands~ @1112 = ~This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. STATISTICS: Equipped abilities: – Dexterity: +2 Weight: 2~ @1113 = ~Gloves of the Magi~ @1114 = ~Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat. STATISTICS: Combat abilities: – 1 extra attack per round Equipped abilities: – Saving Throws: +1 Weight: 2~ @1115 = ~Gift of the Woods~ @1116 = ~Throughout time druids and rangers have struggled to protect the wild from the ever encroaching civilization. On occasion the dwellers of the wild do grant these zealots with favors to aid them in their endeavors to protect them. STATISTICS: Equipped abilities: – Armor Class: +3 vs. missiles – Save vs. Petrification/Polymorph: +3 Weight: 2~ @1117 = ~Mage's Bracers~ @1118 = ~The exact origin of these bracers in unknown. Throughout history, there have been numerous rumors to its current whereabouts and its origins. Dispute their age the enchantments placed upon these bracers is still very strong, unlike many artifacts of a similar age. STATISTICS: Equipped abilities: – Armor Class: 7 – Improves casting speed by 1 Weight: 2~ @1119 = ~Gauntlets of the Faithful Warrior~ @1120 = ~Throughout time, many deities have been know to grant boons to their followers in the way of blessed items. Even though the exact origins of these gauntlets are unknown that must surely be the case with this particular set. STATISTICS: Equipped abilities: – THAC0: +2 – Damage: +2 Weight: 1~ @1127 = ~Apprentice's Ring~ @1128 = ~Similar rings are often given to apprentice's that show exceptional skill or merit. STATISTICS: Equipped abilities: – Can memorize one extra 1st- and 2nd-level wizard spell Weight: 0~ @1129 = ~Ring of Ghaunadaur~ @1131 = ~A highly unpredictable deity, Ghaunadaur often rewards his loyal followers with boons and gifts, including rings such as this. On the other hand, he just as often rewards those zealots with torture and death. Equipped abilities: – Immunity to poison and acid Weight: 0~ @1133 = ~Mopap's Lucky Rune Wardstone~ @1135 = ~Many rumors are passed around the Sword Coast about a chirping squirrel that guards a lucky wardstone. However, no one had ever been able to confirm these rumors until now. STATISTICS: Equipped abilities: – Luck: +1 Weight: 0~ @1136 = ~Mystic Ring~ @1137 = ~The exact origins of this ring are unknown, however, it is believed that this ring was in the possession of an older mage living in a small village and acting as their 'wise man' before he died. STATISTICS: Equipped abilities: – Can memorize one extra 3rd- and 4th-level wizard spell Weight: 0~ @1138 = ~The Unfailing Missile Deflector~ @1139 = ~This ring creates an invisible force field around its wearer that deflects missiles. Even a perfectly aimed missile will deflect to miss the ringwearer or even stop in mid-flight and drop to the ground. STATISTICS: Equipped abilities: – Protection from non-magic missile weapons Weight: 0~ @1140 = ~Traveler's Ring~ @1141 = ~Personal ring of the famous bard Morridin. It is missing a stone. When asked how his ring came to lose its setting, Morridin simply replied, "It fell out while I was traveling." His ring quickly became known as the Traveler's ring. Since Morridin never told anyone what the ring did, the exact nature of the enchantments upon it are unknown. STATISTICS: Unknown Weight: 0~ @1142 = ~Keiria's Bard Ring~ @1143 = ~This ring once belonged to the famous bard Morridin. The Mage King Varashar, a descendent of the Netherese mages, held a seven-year contest to find the most accomplished bard in both magic and music. When Morridin finally overcame his competitors with his own variation of a simple cantrip, Varashar awarded him with the title of Court Bard and this ring. STATISTICS: Equipped abilities: – Can memorize one extra 1st-, 2nd-, and 3rd-level bard spell Weight: 0~ @1144 = ~Signet Ring of the Sukien~ @1145 = ~Enchanted with magic by the High Priests of the Sukien Temple, this ring is worn by all those who protect the temple from evil. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Charge abilities: – Protection From Petrification once per day Range: 30 ft. Area of Effect: 1 creature Duration: 6 hours Weight: 0~ @1146 = ~Charvirak's Glow~ @1147 = ~During the invasion of the Black Horde, in which even the southern nations were overrun, the druid Charvirak sought desperately to protect the Forest of Tethir from the fires started by rampaging orcs and goblins. Capturing the essence of an efreeti in this ring, he used it to walk directly through the flames of the burning trees, putting them out before they could cause any lasting damage. STATISTICS: Equipped abilities: – Armor Class: +1 – Fire Resistance: +30% Weight: 0~ @1148 = ~Jet'laya's Ring~ @1149 = ~This ring belonged to Jet'laya's mother. It is of elven origin and contains a strong enchantment that protects Jet'laya from coming under the influence of charm spells and effects. STATISTICS: Equipped abilities: – Immunity to Charm and Dire Charm Weight: 0~ @1151 = ~Davaeorn, My sources have told me that a small band of mercenaries, some of whom may be members of the Harpers, were in the area of the Friendly Arm Inn. I sent Tarnesh to investigate and stop them, but I have not heard back from him. I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately, and notify Tazok of the situation. Rieltar~ @1152 = ~Otho my friend, These are the brave adventurers I spoke of whom I spoke. I would be grateful if you would create for them a mace of the finest quality and strength. They performed a great service for me and have proved themselves worthy. The weapon will be very important to them in the very near future. Your friend, Lennan~ @1153 = ~Lord Daerthmac, I devote my body, soul and mind to serve ye and love thee as I have never known. Yours for eternity, Clairis~ @1154 = ~Friends, You acted bravely and honorably. With your help we stopped Daerthmac from spreading terror any further. But I must now depart, for my mission is not yet ended. Other evils still threaten the Sword Coast and beyond, and I fear that we may not have heard the last of the vampire or his ilk. However, if I were to ever adventure with a group again, I would hope that they are as brave and honorable as you. Fare thee well, CúChoinneach agus Madadh n'Sgail~ @1155 = ~Letter to Thomic~ @1156 = ~Thomic, You left the shopping list at home again. Don't forget to bring these goods with you when you come home: Bread Milk Chicken Make sure they are fresh. Also, did you bring your rain tunic? It looks like it may rain. Hurry back and try not to stop at every bar between here and there. Katerin~ @1157 = ~Berrto Ghaskill~ @1158 = ~Magic Jar~ @1159 = ~This vial is one of six that contains the life essence of the former companions and one time friends of the mage turned lich, known as the Dark One. Return these vials to the phantoms to give them their freedom.~ @1160 = ~Phylactery of Koroval Na'Krugen~ @1161 = ~This vessel contains the life essence of the Dark One, formerly known as Koroval Na'Krugen. Through a very evil ritual, he was able to transform himself into a very powerful undead being known as a lich. A Lich will spend their entire existence discovering more powerful magics that they were able to obtain in their mortal form. This is usually the reason that a mage chooses to take such a horrid form of existence. To destroy the Lich known as the Dark One, you must have possession of this Phylactery. This will prohibit the lich from resurrecting himself.~ @1162 = ~Ancient Relic of Lathander~ @1163 = ~This is the relic that you seek.~ @1169 = ~Battle Cry~ @1170 = ~This delicately crafted horn is decorated with reb ribbons and runic carvings.~ @1171 = ~When Neshum Serret was leading his forces against the orcs he brought with him a young bard whom he gave a gift, a horn enchanted with great power. At the start of each battle the bard would play Battle Cry, the strange and menacing sound it made struck fear into the hearts of many on the opposing side. STATISTICS: Charge abilities: – Battle Cry once per day Special: Fear for 15 rounds (Save vs. Spells at +2 bonus negates) Range: 100 ft. Area of Effect: 20-ft. radius Weight: 1~ @1173 = ~As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount~ @1174 = ~Lute~ @1175 = ~Song of the Nyriad~ @1176 = ~This delicately crafted Lute has silvery strings strung into a deeply stained wooden frame inlaid with gold. The craftsmanship appears exquisite, perfect, and almost inhuman. So much so in fact that even inexperienced fingers playing across the strings seem to strike the most beautiful chords. Oddly enough, there is no visible method for tuning, as if it wasn't necessary. A feeling of awe begins to creep up your spine as you observe all the intricacies of this beautiful instrument.~ @1177 = ~The origins of this lute are not known, its creator however did seem to take that old adage "Music has charms..." to a new level. When played by a skilled musician this instrument produces a sound that can leave the target audience totally beholding. STATISTICS: Charge abilities: – Dire Charm once per day (Save vs. Spell at -2 penalty negates) Range: 30 ft. Duration: 1 turn Area of Effect: 1 creature Weight: 1~ @1239 = ~Grun'lerthkin's Tome of the Greater Wizard~ @1241 = ~This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage with twice the experience of your former self. STATISTICS: Experience: Raised by 10000 points Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25~ @124100 = ~10000 Experience points gained~ @1242 = ~History of the Dark Side~ @1243 = ~History of the Dark Side A long time ago a wise mage by the name Roach happened upon the young elf CúChoinneach. Roach saw in this young elf the true spirit of adventure and proceeded to ask him to take a long journey. This journey descended into the mysteries that lie hidden in the Swordcoast. Roach knew that there was much more here than met the eye. With Roach's guidance and encouragement, CúChoinneach begin to uncover the many dark stories that still lie hidden beneath the surface of the idealic setting of the Coast Road Way. He spent many a sleepless night trying to cast just the right Hex to reveal yet another mystery. Sometimes he would succeed, much to his surprise. Yet, other times his failure would be miserable and disheartening. He also had to deal with the fact that many said the Dark Side didn't exists, or if it does, it's better left to a more seasoned adventurer. But, CúChoinneach paid them no mind and continued the search. During his journey, CúChoinneach met a range of unique individuals that, in thier own way, had contributed to Roach and CúChoinneach's discoveries. Among these colorful denizens of the Sword Coast was a man known simply as Ken the Baker, though he is not a Baker, no one really knows how he got that name. He is often found in the Jovial Juggler in Beregost, usually right after a big victory by Team Baldur's Gate. Ken, as some call him, too believed that many mysteries lie hidden in the Sword Coast and started his team of "Hexers" to begin research of these mysteries. Among these hexers were enchanters, illustionist, and representatives from just about every school. One of these individuals went simply by the name of Banelord. He was able to show CúChoinneach some of the finer points of Hexing, but a short time after that Banelord faded from the scene. Rumours abound as to the reason for his quick departure, but nothing has ever been confirmed. The list continues to grow as the journey continues... Credits: Original Concept by Roach Story Development by CúChoinneach and Roach Areas and Creatures Designed and Hexed by CúChoinneach Darkside Logo created WoRm Items created by a large number of hexers that is too numerous to list here... (Also, CúChoinneach doesn't wish to leave anyone out. But if you go to the TeamBG site you can visit the TeamBG partner sites and find the creator of your favorite item.) Sounds for Jet'Laya, Keiria Silverstring and Conchobhair Strongblade, edited by Grog NPC Jet'Laya was created by Grog All other NPC's were created by CúChoinneach Voice and Bio for Ferthgil Trollslayer provided by Gothmog of the Stonehearth Clan. Original Iconsfor some of the items were created by WoRm Website and Publicity by Ken Baker. None of this would not have been possible if it weren't for Ken Baker and the creation of TeamBG. TeamBG allowed the coming together of minds and provided the ingredients necessary for a successful brew! Finally a quick thank you to Gustov Montessie who has been a major contributor of editors and other programs that make it possible to create a number of the items and spells. And thanks to all the TeamBG Partners. Special thanks to Black Isle Studios, Bioware Corp., Interplay Productions, and all of the individuals who were involved in the creation of Baldur's Gate and Tales of the Sword Coast. Without any doubt the greatest CRPG ever created, and without which I would not have created DSotSC. My last thank you goes to you! The adventurer that who is reading this and was able to find it stashed in a bookcase somewhere in the Dark Side of the Sword Coast. Now get out there and bust some heads ye "Greedy Goblins!" CúChoinneach~ @1244 = ~Holy Water~ @1245 = ~The water in this vial has been blessed and when thrown on any undead creature will do 2d8 equivalent acid damage. STATISTICS: Weight: 1~ @1247 = ~Heart of the Woods~ @1249 = ~The carvings on the amulet speak of life and power from the mother goddess. There is one unmistakable runic mark, the symbol of Erreth-Akbe, the great northern druid's temple. Though clearly ancient the charm still glistens like it was new, its power must lie within its resilience. Upon a closer inspection you note some small signs of wear; perhaps its power is not as eternal as the goddess it pays homage to. STATISTICS: Equipped abilities: – Acid Resistance: +25% Weight: 1~ @1251 = ~Ferium's Necklace~ @1253 = ~This necklace was given to Ferium by her chosen, Ken'lan. The inscription on the back reads "My love to thee 'til the moon doth fade." Jet'Laya has suggested to take this to Lennan, her uncle who is waiting at the Jovial Juggler in Beregost. STATISTICS: Weight: 1~ @1256 = ~The true nature of this amulet is unknown. It seems to be of great power. STATISTICS: Weight: 1~ @1257 = ~Segoy Signet Amulet~ @1258 = ~This amulet bares the trademark symbol of the Segoy, a ruthless band of assassins. The evil seems almost to radiate from the amulet as you hold it in your hands. This particular one is enchanted with magics providing a protective charm, although you can sense that there is a limit to its powers. STATISTICS: Equipped abilities: – Fire Resistance: +25% Weight: 1~ @1261 = ~Amulet of Faith~ @1262 = ~There are many similar items throughout the realms, those that have a more symbolic purpose rather than a practical one. Most commonly such items are used to express one's belief in a certain deity. STATISTICS: Equipped abilities: – Armor Class: +1 – Save vs. Death: +1 – Can memorize one extra 1st-level priest spell Weight: 1~ @1263 = ~Jules Antique Pearl Necklace~ @1264 = ~Amulet of the Learned~ @1265 = ~Similar gifts are often bestowed upon apprentice's that have finished or are close to finishing their apprenticeship with a mage. STATISTICS: Equipped abilities: – Can memorize one extra 3rd-level wizard spell Weight: 1~ @1268 = ~Amulet of Great Foresight~ @1269 = ~Amulet of Great Foresight Known for its ability to enhance the vision of its wearer, the Amulet of Great Foresight is highly sought after by leaders of great armies since they are able to see things from miles away and react to enemy strategies. Its origin and recent history are unknown. STATISTICS: Equipped abilities: – Clairvoyance Weight: 1~ @1271 = ~Arrow of Dragon Slaying~ @1273 = ~This arrow is twisted and black, almost radiating evil as if possessed by something larger then itself. It was made specifically to pierce the mighty armor-like scales to kill one type of creature and one type only. In this case the ever feared dragon. This arrow will kill any wyvern outright and does extra damage to dragons. STATISTICS: Combat abilities: – Slay wyverns upon touch (Save vs. Spell negates) THAC0: +3 vs. dragons Damage: 1d6 (missile), +3 vs. dragons Launcher: Bow Weight: 0~ @1278 = ~Arrow of Striking~ @1279 = ~This arrow is brilliant and blue with a bright gold tip. It radiates with magic and is lighter and smaller then normal arrows. It is the preferred arrow of the Holy Guard of the Sukien, who are rumored to possess a bow that can create them. STATISTICS: Damage: 1d6+2 (missile), +2d3 magic damage Launcher: Bow Weight: 0~ @1281 = ~Bolt +1 of Dispelling~ @1283 = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Combat abilities: – Dispel Magic on target when hit (Save vs. Spell at +2 bonus negates) Damage: 1d8 (missile) Launcher: Crossbow Weight: 0~ @1285 = ~Bullet of Detonation~ @1287 = ~This bullet has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel effecting all within the area. STATISTICS: Damage: 1d4+1 (missile), +6d6 fire damage (Save vs. Spell for half) Launcher: Sling Weight: 0~ @1288 = ~Bullet of Holy Water~ @1289 = ~This bullet not only embedded with magical currents so to be a little more balanced and lighter as it jumps towards an opponent, but it is also soaked in holy water, thus providing extra damage to undead creatures. STATISTICS: THAC0: +1 Damage: 1d4+2 (missile), +2d3 damage vs. undead Launcher: Sling Weight: 0~ @1292 = ~Boots of the Forest~ @1294 = ~These boots, woven from slim, supple branches with such expertise so as to appear made of leather, the Boots of the Forest are one of the many gifts bestowed upon the protectors of the forests. Such individuals swear that the boots not only allow them to travel at a greater pace, but also provide them with a much greater sensitivity to their surroundings. STATISTICS: Equipped abilities: – Move Silently: +15% – Immunity to Web, Grease and Entangle Weight: 4~ @1295 = ~Boots of Valor~ @1296 = ~The magic of these boots was specifically designed to aid the wearer in resisting bludgeoning attacks. They plant the wearer's feet firmly on the ground giving them the ability to withstand the blow. STATISTICS: Equipped abilities: – Armor Class: +3 vs. blunt attacks Weight: 18~ @1302 = ~CúChoinneach's Small Shield +1~ @1304 = ~CúChoinneach created this shield for himself after receiving the scimitar 'Mairail' from Sehanine Moonbow. It is fashioned of mithril and the hardest wood of the forest. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile attacks Requires: 4 Strength Weight: 3~ @1305 = ~Jet'laya's Small Shield~ @1306 = ~This is the personal shield of Jet'laya. The wood that the shield is made from was cut from a tree in a holy forest, and the metal used in the construction of the shield was forged in holy water. Thus, just being in the presence of this shield causes all but the strongest of undead to shy away from its wielder. STATISTICS: Equipped abilities: – Armor Class: +1 – THAC0: +2 vs. undead – No protection against missile attacks Requires: 4 Strength Weight: 4~ @1307 = ~Sun Shield +2~ @1308 = ~This shield is warm to the touch as if a fire was burning deep within it. The origins of the shield are unknown and much of its secrets remain just that. STATISTICS: Equipped abilities: – Armor Class: +3 – Cold Resistance: +30% – Fire Resistance: -25% Requires: 4 Strength Weight: 3~ @1313 = ~Heart of the Dragon +2~ @1314 = ~A relatively unknown knight, Neshum was never to swift of the mind. When traveling through the north he came upon a battle, before him were several warriors and a dragon. Neshum decided that the battle was unfair, and took arms in defense of the dragon. Neshum's aid was the turning point and the warriors were defeated. Benderesk, the dragon, repaid the knight's aid by giving him a shield which he bestowed with the strength of a dragon's heart. Benderesk retrieved his gift some years later when Neshum was hired by the same village as the warrior to rid them of this troublesome dragon. STATISTICS: Equipped abilities: – Armor Class: +3 – Magic Resistance: +5% – Hit Points: +10 Requires: 12 Strength Weight: 6~ @1315 = ~The Wall +2~ @1317 = ~In the first days of the battle over Selidor, Kelub's army was besieged by a sea of arrows that blackened the skies. Kelub ordered his finest smiths to make a shield such that his army might be led by a row of them through the onslaught. The smiths worked feverishly and produced a dozen of these shields. They worked splendidly against the arrows, however, when his troops reached the enemy the front row was to exhausted too fight. STATISTICS: Equipped abilities: – Armor Class: +3, +7 vs. missile attacks Requires: 13 Strength Weight: 20~ @1323 = ~Katana +2, Masamune~ @1325 = ~This katana was forged by famous katana-creater Masamune. Just like any katanas made by him, you can easily understand this is a "Masterpiece", the King of all Blades. STATISTICS: Equipped abilities: – Dexterity: +1 THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 8~ @1326 = ~Katana +3, Muramasa~ @1328 = ~This is an excellent katana. However, some say it's "cursed", and others think this sword has its own mind, no doubt a dark brood thirsty mind. STATISTICS: Combat abilities: – 33% chance of wielder go into Berserk upon successful hit THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-handed Requires: 10 Strength Weight: 10~ @1330 = ~Scimitar +1, Yarrow's Tears~ @1332 = ~It was just after the fall of the temple of Erreth-Akbe, the Archdruid Yarrow had just returned from a trip to discover his temple ravaged in his absence. The powerful druid pleaded to the Gods for revenge, and then cried; his tears falling upon his scimitar. The tears empowered his scimitar with his grief and longing for revenge. STATISTICS: Combat abilities: – 20% chance per hit that target is stunned (Save vs. Spell negates) Charge abilities: – Charm Person or Mammal once per day THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 8 Strength Weight: 3~ @1334 = ~Dragonslayer~ @1336 = ~Imbued with strong enchantments, this mighty blade is also shielded by a cloaking spell, preventing any attempts at discerning its true nature. Its origin and history are thus largely unknown, though it is rumored that the sword chooses its wielder, and will prevent any other from using it. Those who have attempted to forcibly control the weapon have found their wills sapped, or worse... STATISTICS: Equipped abilities: – Acid Resistance: 20% – Fire Resistance: 20% – Save vs. Breath: +1 THAC0: +1, +3 vs. dragons Damage: 1d10+1 (slashing), +3 vs. dragons Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15~ @1337 = ~Scimitar +1, The Jagged Lightning~ @1338 = ~The mithril blade of this scimitar is serrated so that it resembles a slightly curved lightning bolt. The scimitar was created in Calimshan in ancient times by a religious cult worshipping a thunder god. It was used by holy warriors of the cult on special, holy missions. Electricity flows through the blade and small surges of energy cause little lightning bolts to flicker along its serrated edge. Some of the electric energy directed at its wielder will be absorbed by the scimitar. The magic of the scimitar also allows its wielder to strike first in any combat situation. STATISTICS: Equipped abilities: – Electricity Resistance: +30% THAC0: +1 Damage: 1d8+1 (slashing), +1d4 lightning damage Proficiency Type: Scimitar/Wakizashi/Ninjato Speed Factor: n/a Type: One-handed Requires: 8 Strength Weight: 4~ @1339 = ~Sword of the 'Champion of the Green'~ @1340 = ~In the lost days of Netheril, the necromancer J'K'Voorkan attempted to engender a reign of undeath. Onslaught after onslaught of the walking dead threatened to engulf the Realms, until the Hierophant Druid, L'Orax, called to the gods for aid. They caused the Tree of Life to produce a single thorn, which L'Orax took. In a grueling ordeal of fasting, prayer, meditation, and spellcasting from one new moon to the next, the Great Circle produced Thorn. Thorn was presented to one of the key leaders of the forces of Light and Life - S'Mokye, called "The Bear" by his troops for his relentless resistance to the dead. He became the first Ranger, and the first Champion of the Green. Thorn is passed to each new Champion upon his ascension. Such is the power of Thorn that the very plants of the earth may be called upon for aid by the wielder. STATISTICS: Charge abilities: – Entangle once per day THAC0: +1 Damage: 1d10+1 (slashing) Proficiency Type: Two-handed Sword Speed Factor: 6 Type: Two-handed Requires: 14 Strength Weight: 9~ @1341 = ~Cutlass~ @1342 = ~Cutlass +2, O-Tokne's Fang~ @1343 = ~The long, curved, single edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerun. The cutlass, because of its lighter frame, is the choice of many a thief and brigand. STATISTICS: Damage: 3d3 (slashing) Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 4~ @1344 = ~Fashioned from the fang of a dragon, this cutlass seems to almost guide itself at the target. Its added grace gives new energy to the wielder enabling them to attack faster. STATISTICS: THAC0: +2 Damage: 3d3+2 (slashing) Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 3~ @1345 = ~Cutlass +1, Scorcher~ @1346 = ~Forged of layers of red metal, laid upon one another so as to make it appear wrinkled, this cutlass is unusually cold to the touch. Runic carvings near the hilt, reminiscent of the tribal languages of the northern reaches of Vaasa, give the blade its name. Its appearance and apparent lack of enchantment have caused many an adventurer to mistake it as useless. Those more with more inquisitive minds, who carry it along just to be sure, are always pleasantly surprised. Once in motion in battle, swinging toward its target, Scorcher's name becomes clear, as it ignites with a burning flame. STATISTICS: THAC0: +1 Damage: 3d3+1 (slashing), +2d3 fire damage Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 3~ @1347 = ~Cutlass +2, Ghost Blade~ @1348 = ~Anytime a swordsman swings their blade they can see slight images of it tracing along behind. This blade is no different it what is seen, but unlike any average blade it seems the ghostly images of this one also can cut. It was originally owned by a rather porkish and lazy fellow named Bordger who was rumored to have some history of magical training before he had become a thief. Given how well this blades enchantment works he might have been better served to stay a mage. STATISTICS: THAC0: +2 Damage: 3d2+2 (slashing), +2d3 slashing damage Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 3~ @1349 = ~Cutlass +1, Sparks~ @1350 = ~Humming with electrical energy, it is easy to see how this cutlass got its name. The origins of it are not known, but stories of a strange land always accompany any recount of this blade. The first known owner was a pirate just returned to port. He was robbed and killed while in a drunken stupor and even his name remains as much a mystery as this sword... STATISTICS: THAC0: +1 Damage: 3d3+1 (slashing), +2d3 electrical damage Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 3~ @1352 = ~Deceiver's Blade~ @1354 = ~Denat "The Deceiver" was once a very famous bard. He told not only tales of heroes, but also his adventures, he always claimed he was the best swordsman in the realm. At the end of his tales he would dual the best swordsman of his listeners and always wins. His downfall came when he mistakenly used a normal sword instead of this heavily enchanted one. STATISTICS: Equipped abilities: – Dexterity: +1 – Armor Class: +1 THAC0: +5 Damage: 1d8+1 (slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4~ @1356 = ~Champion Sword~ @1358 = ~This is the golden sword given to the highest ranking members of the 'Order of the Most Radiant Heart' by Helm. STATISTICS: Equipped abilities: – Bless THAC0: +1 Damage: 2d4 +1 (slashing) Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-handed Requires: 12 Strength Weight: 12~ @1363 = ~Mairial +2, The Death Hunter~ @1364 = ~This is the personal scimitar of CúChoinneach. Made of pure mithril that has been bathed in the light of the full moon, it was given to him by Sehanine Moonbow, the elven goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, and the heavens. She came to him in a dream a short time after his chosen, Fia'nna, had been killed by army of undead, led by a vampire. Sehanine told CúChoinneach that he would be the hunter, that he was chosen by her to hunt down the most evil undead of the realms. When he awoke he found this scimitar by his side. Sehanine's symbol is the crescent moon. She gave him the blade as a symbol and to remind him of her support. The powers that are bound to the blade are unknown, even to CúChoinneach. Its complete powers are unknown. STATISTICS: Equipped abilities: – Negative Plane Protection THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjato Type: One-handed Requires: 10 Strength Weight: 3~ @1366 = ~Nemmerle's Revenge~ @1368 = ~In a classic battle of good vs. evil the Archmage Nemmerle saw his defeat was inevitable and summoned what was left of his dark magic to enchant his staff and teleported it to his fledgling apprentice. Only in the end did he realize what was needed to win the day, and lacking the strength to accomplish it himself, he saw to it that even in defeat he might grasp some small victory. Gensher had enchanted his robes to withstand any crushing blows, evenly matched in magic he knew the battle would end in close combat and had outwitted the evil sage. The staff gives off a very faint aura of alteration magic. Upon identification of the command word, the staff takes on the attributes of a halberd, which allows it to do slashing damage. STATISTICS: Combat abilities: – Each successful hit casts Panic on the target (Save vs. Spell at +2 bonus negates) THAC0: +2 Damage: 2d6+2 (slashing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 3 Strength Weight: 4~ @1370 = ~Chaos Flail~ @1372 = ~The Chaos Flail is an essence of the Abyss that was formed into a weapon. The magics and origin are unknown. What is speculated is that the souls of vampires have been permeated into the weapon's substance and the item will drink an opponent's life force before the wielders eyes. This weapon also grafts itself to its new owner and can only be removed via a remove curse. It is said the wielder of the weapon also will glow with the vampiric force that now impregnates them as well as the weapon. STATISTICS: Combat abilities: – Each successful hit restored 2 Hit Points THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 7~ @1373 = ~Justice~ @1374 = ~Given to a High Priest during the time of the Ancients, Justice has been a paladin or cleric's most powerful weapon in the fight against evil. Justice is as an ordinary flail to most, but when equipped by "one pure of heart" the entire weapon shines with a golden light. It was believed that Justice's wielder was blessed of the gods. STATISTICS: Equipped abilities: – Hit Points: +4 – Saving Throws: +1 THAC0: +2 Damage: 2d4+2 (crushing) Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 12~ @1376 = ~Ferthgil Trollslayer's Battle Axe~ @1378 = ~This battle axe belonged to Ferthgil's father, Breachin Trollslayer. Breachin lost his life, while Ferthgil was a teenager, protecting him from a patrol of verbeegs. Ferthgil has since only used this battle axe in battle and refuses to use any other weapon carrying his father's honor onto the battlefield. STATISTICS: THAC0: +3 vs. giant humanoids, +2 vs. monsters Damage: 1d8 (slashing), +3 vs. giant humanoids, +2 vs. monsters Speed Factor: 5 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 5~ @1379 = ~Battle Axe +2, Enrager~ @1381 = ~The history of this weapon is unknown, but one look at it and it is easy to tell that it is a very fine axe created by dwarven hands. The weapon seems to call to you to wield it and charge into battle. STATISTICS: Combat abilities: – Each successful hit has 50% chance to cause the wielder to go berserk (Save vs. Spell negates) THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7~ @1382 = ~Minotaur Axe~ @1383 = ~These axes are powerfully enchanted by Minotaur sorcerers in a process known only to them. They are light where they should be heavy, and slice through metal armor as easy as they slice through cloth. STATISTICS: THAC0: +1 Damage: 2d4+2 (slashing) Speed Factor: 2 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 5~ @1384 = ~Pole Axe~ @1385 = ~Dwarven War Axe +2, Screaming Death~ @1386 = ~Like the Halberd, pole axes is created as an anti-horseman weapon. However, pole axes have no tip. They are behemoths on the battlefield, which can deal great damage. STATISTICS: Damage: 1d12 (slashing) Speed Factor: 12 Proficiency Type: Axe Type: Two-handed Requires: 13 Strength Weight: 20~ @1387 = ~This axe dates back to the clan wars, it was made by Thordar of The Vale for his son Kelvin to use in battle. Kelvin was never much of a warrior, and the axe was made to assist him in his weaknesses. The name comes from the battle of Wyvern Falls, the first time Kelvin used it in battle. Each time he struck down an opponent, Kelvin would scream in disbelief, hence the name 'Screaming Death.' STATISTICS: Equipped abilities: – Armor Class: +1 THAC0: +2 Damage: 1d8+2 (slashing), +1d6 damage (Save vs. Death for half) Speed Factor: 10 Proficiency Type: Axe Type: Two-handed Requires: 15 Strength Weight: 20~ @1390 = ~Pole Axe +2, Kilther~ @1391 = ~Kilther was the general of "Silver Knights". When they were invaded by a Huge Orc Cavalry, all of his knights wanted to ride mounts into the orc hoards. But, Kilther banned this. He forced his men to walk on foot, equipped with bow, halberd or pole axe. He chose this particular one. When fighting began, the poles stopped the orcs advance. Showers of arrows were launched and the axes brought the Orcs mounts to a halt. The Orcs lost thousands while the Silver Knights lost only 19 men, including Kilther. STATISTICS: THAC0: +2 Damage: 1d12+2 (slashing) Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 12 Strength Weight: 10~ @1393 = ~Dwarven Throwing Axe +1, The Furnace~ @1395 = ~This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +1 Damage (melee): 1d8+1 (slashing), +1d3 fire damage Damage (thrown): 1d6+1 (missile), +1d3 fire damage Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 3~ @1396 = ~Staff of Life~ @1398 = ~White and gold, pulsing with great power this staff was formed at the dawn of time by the first ray of the sun as it glistened off of a pure body of water. Offering little in the way of offense, this staff does provide its wielder with powerful protections. STATISTICS: Equipped abilities: – Immunity to 1st-level spells Charge abilities: – Creates Potions of Extra Healing and Antidotes (5 charges) THAC0: +1 Damage: 2d2+2 (crushing) Speed Factor: 6 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3~ @1399 = ~Staff of the Ancients~ @1400 = ~Staff created by a race called the Ancients, who lived many centuries ago. Few relics from that time period exist today and even the decendants of the Ancients know very little about the artifacts. STATISTICS: Equipped abilities: – Armor Class: +1 THAC0: +3 Damage: 2d4+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3~ @1401 = ~Ethric~ @1402 = ~This staff grants immunity to non-magical weapons. This is a powerful staff that has a very powerful evil enchantment. All of its properties are unknown. STATISTICS: Equipped abilities: – Protection From Normal Weapons THAC0: +1 Damage: 2d8+1 (piercing) Speed Factor: 8 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3~ @1403 = ~Warlock's Staff +2, Chitiruhkha~ @1404 = ~This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning. STATISTICS: Charge abilities: – Lightning Bolt (10 charges) Damage: 4d6 electrical (Save vs. Spell for half) Range: 60 ft. Area of Effect: 1 creature THAC0: +2 Damage: 1d8 +2 (crushing), +2d6 electrical damage (Save vs. Wands for half) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3~ @1407 = ~Quarter Staff +1, Bonebreaker~ @1408 = ~While most mages are slight in stature, Estaroil was slight when compared to a mage. His master, the Archmage Heleth Otrad, feared that her student would never survive any conflict and crafted him this staff. Heleth enchanted it with the ability to shatter bones on impact, hence slowing the opponent and giving the fragile Estaroil some chance. In time Estaroil grew to be not only a powerful mage, but also in stature and eventually discarded his former master's gift. It has not been seen since. STATISTICS: Combat abilities: – 20% chance each hit that target will be slowed for 18 seconds (Save vs. Spell at -4 penalty negates) THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4~ @1409 = ~Staff Of Nature~ @1410 = ~This staff has been used by a tribe of Druids for many centuries now. Passed down from leader to leader on the tribe of archdruids in the land of Kazgard. It is said that this staff was forged by nature itself and it glows green to show this staff truly is off natures power. This staff is very powerful and the passed owners of this staff were very powerful people indeed. STATISTICS: Equipped abilities: – Hit Points: +10 – Lore: +20 – Can memorize two extra 1st-level divine spells THAC0: +1 Damage: 2d3+1 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 2~ @1411 = ~Skeezer Lumpkin's Staff of Unpredicability +1~ @1412 = ~Skeezer created this staff to aid him in his travels. While in the process of creating it, he became distracted and lost track of the enchantments that he had placed on the staff. The result is a weapon that produces an entirely random effect on anything that Skeezer uses it on. STATISTICS: Combat abilities: – Unknown THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4~ @1414 = ~Tearlac Truehammer's Giant Feller~ @1416 = ~This war hammer is the personal war hammer of Tearlac Truehammer, son of Otho Truehammer. He forged this weapon himself after many years of training under the watchful eye of his father. Some consider Otho, to be one of the finest, if not the finest smithy on the Sword Coast and the quality of the weapon shows that Tearlac may just be second only to his father. Tearlac carved decorative runes on the shaft to display his heritage proudly. This war hammer is made of mithril alloy, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is made of very strong oak and is about 18 inches long. STATISTICS: THAC0: +1, +4 vs. giant humanoids Damage: 1d4+2 (crushing), +4 vs. giant humanoids Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 10 Strength Weight: 8~ @1420 = ~Spear of Fire~ @1422 = ~This Spear's head is magically burning, which make this spear very deadly in combat. STATISTICS: THAC0: +1 Damage: 1d6+1 (piercing), +1d6 fire damage Speed Factor: 3 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3~ @1423 = ~Spear +3, Dragon Scepter~ @1424 = ~Named so because of the dragons ornately carved into the shaft of the spear. Its exact origins remain unknown. STATISTICS: THAC0: +3 Damage: 1d6+3 (piercing) Speed Factor: 5 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5~ @1426 = ~Otho Truehammer's Mace +1~ @1428 = ~Otho has created this finely crafted mace for you. The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and made of the finest Iron, as it sits atop a polished oak shaft. Even though there is an iron shortage all smithys keep on hand a small amount of fine iron for "special" purposes. STATISTICS: THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8~ @1429 = ~Otho Truehammer's Mace +1~ @1430 = ~Elminster the Sage has placed a very powerful enchantment on this mace that Otho created for you giving it special powers to defeat evil undead creatures. You notice that the mace now glows with an inner blue light. STATISTICS: THAC0: +1 Damage: 1d6+2 (crushing), +4 vs. undead Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8~ @1431 = ~Mace of Disruption - Blessed~ @1432 = ~After Morninglord Jarent gave the mace the blessing of Lathander you notice that it seems to almost breathe with a life of its own. You can feel the power surge through your hands as you wield it. It seems to call to you... eager to seek out the undead! STATISTICS: Combat abilities: – Undead must save vs. Spell or be utterly destroyed THAC0: +1 Damage: 1d6+2 (crushing), +4 vs. undead Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8~ @1436 = ~Dagger +2, Adder Sting~ @1438 = ~Created by an insane mage thief, this tool was used but briefly by it's creator. The exact circumstances of his death are unknown, but the dagger appeared soon after in the hands of a well known assassin. This jet black blade is split in the middle and ends in two razor sharp points. In addition, the blade secretes a greenish poison that inflicts painful wounds on any it so much as scratches. Of course, the wielder is not immune to this poison and even the careful owner has been known to nick himself on occasion. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown – 5% chance of nicking yourself (6 poison damage) THAC0: +2 Damage: 1d4+2, +6 poison damage (Save vs. Spell for half) Damage type (melee): Piercing Damage type (thrown): Missile Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 2~ @1439 = ~Drow Adamantite Dagger +3~ @1440 = ~Most drow carry daggers forged from adamantite alloy and reinforced with enchantments. Some are even coated with one of the several types of drow poisons, allowing them to be well-prepared to deal with assassins, a constant danger in drow society. Of course, the daggers are also used just as frequently by the assassins themselves... This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Combat abilities: – Target must save vs. Poison at -4 penalty or suffer 10 points of damage per second in 10 seconds – Target must save vs. Paralyze or become unconscious for 10 seconds THAC0: +3 Damage: 1d4+3 Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1~ @1441 = ~D'Raavhen's Fang +2~ @1442 = ~Vampiric dagger of Lorik D'Raavhen. The mere sight of this dark blade strikes a fear in you that is beyond description. It pulses with such an aura of pure evil, your first, and only thought is to run until your body collapses from exhaustion. Its blackened blade was apparently forged from the arcane substance of the Abyss, giving the weapon an appearance as dark and foreboding as its master. STATISTICS: Combat abilities: – Inflicts damage upon the wielder and heals the target THAC0: +2 Damage: 1d4+2 Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1~ @1446 = ~Keiria's Light Crossbow of Speed~ @1448 = ~This light crossbow has no extra enchantments to distinguish it from others of its type. The only difference is its color, as Keiria strives always to remain fashionable, even on the battlefield. STATISTICS: Combat abilities: – 1 extra attack per round THAC0: +1 Damage: +1 (missile) Speed Factor: 3 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 5~ @1452 = ~Elven Bow, Goblin Bane~ @1454 = ~This bow was created to be used by elves in defense of their forests from goblins and hobgoblins, though there is no special ability against goblins or hobgoblins. STATISTICS: THAC0: +2 Damage: +2 Speed Factor: 3 Proficiency Type: Short Bow Type: Two-handed Requires: 3 Strength Weight: 2~ @1456 = ~Strength Long Bow +1, Vibradeath~ @1458 = ~Crafted by forest elves for the Snow Barbarian Prince, Corbus Denox, this bow provides increased strength, damage and accuracy. The resonant low hum after it is shot gave birth to its name. STATISTICS: Equipped abilities: – Strength: +1 THAC0: +2 Damage: +1 Speed Factor: 5 Proficiency Type: Long Bow Type: Two-handed Requires: 6 Strength Weight: 2~ @1459 = ~Holy Bow of the Sukien, Saw Tooth~ @1460 = ~Saw Tooth, probably so named from its appearance, sporting an array of tooth like barbs along its outer length. Only seen in the temple of the Sukien, this is the weapon of a Holy Guard. Runic carvings indicate a command word that when activated creates a block of 5 Arrows of Striking. STATISTICS: Charge abilities: – Create Arrows of Striking once per day THAC0: +2 Damage: +3 Speed Factor: 5 Proficiency Type: Long Bow Type: Two-handed Requires: 6 Strength Weight: 2~ @1462 = ~Ettin's Wand~ @1464 = ~Ettin was monk from the time of the Ancients. Aside from his priestly duties he was a very adept herbalist. He discovered three magical herbs that when, combined have the effect of paralyzing the user for a short period of time. There is also a small chance of being poisoned when using these herbs. Ettin's knowledge was later discovered by a mage who found a way to deliver the herbs from a distance by coating magical spheres with the herbs. STATISTICS: Charge abilities: – 30% chance to poison target Damage: 30 posion damage in 15 seconds Range: 100 ft. Area of Effect: 1 creature – Stun target (Save vs. Wand at -4 penalty negates) Range: 100 ft. Area of Effect: 1 creature Duration: 2 rounds Requires: 9 Intelligence Weight: 1~ @1465 = ~Sapphire Wand~ @1466 = ~Used by the Mage King Varashar while he was holding audience, or court. He used the wand as a form of punishment after he had past judgment. According to most stories he said "Your amount of guilt will determine your amount of pain." STATISTICS: Charge abilities: – Punishment Damage: 2d4 Area of Effect: 1 creature Special: Possibility of additional damage for the next 3 rounds. Requires: 9 Intelligence Weight: 1~ @1467 = ~Wand of Chain Lightning~ @1468 = ~When activated, the wand will eject a ball of electrical energy that darts forth to target area. When the ball reaches the target is discharges in a 40 ft. area doing 6d6+6 electrical damage to all creatures within that area, half with successful save vs. wand. STATISTICS: Charge abilities: – Ball of Electrical Energy Damage: 6d6 electrical (Save vs. Wands for half) Range: 40 ft. Area of Effect: 40 ft. Requires: 9 Intelligence Weight: 1~ @1470 = ~The Branch of Many Thorns~ @1472 = ~Crafted by nymphs for the keepers of the wood this bramble bush branch is enchanted with thorns that grow anew upon use. Originally gifted to Elgenon the Wise, protector of the Tree of Wisdom, it has since been passed on to druids who have proven their worth as protectors of the wood. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown – +5 poison damage in 5 rounds (Save vs. Poison negates) THAC0: +1 Damage: 1d8+1 Damage type (melee): Crushing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Club Type: One-handed Requires: 3 Strength Weight: 4~ @1473 = ~Ass' Jawbone~ @1474 = ~This appears to be nothing more than the jawbone of an animal, perhaps a donkey or mule. In a pinch this could be used as a primitive club... STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 3 Strength Weight: 3~ @1475 = ~This is the jawbone of a donkey that the Nazerite warrior/priest Samson used to kill 600 Philistines in one day. A formidable weapon of humble origin. STATISTICS: Equipped abilities: – Character's outline becomes blurred – Armor Class: +1 – Saving Throws: +1 THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 3 Strength Weight: 3~ @1476 = ~Mielikki's Blade~ @1477 = ~Trungle's Supplies~