___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale II (PC) Items Listing ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ January 17, 2005 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Icewind Dale II Items v 2.01 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ŻŻŻŻŻŻŻŻŻŻŻŻŻ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ Although I left most of the item descriptions in, I removed redundancies where I could. For instance, I list the description for the FIRST "Long Sword", but never again. Also, many items in IWD2 have "better" versions, these also have identical descriptions, which aren't listed. These "better" versions are generally acquired by playing the game in Heart of Fury mode, NOT by finding someone to upgrade your sword. Plot-related items are generally found in "Misc" rather than the category that they might normally belong to. (Say, an important BOOK was a plot item, it would most likely be found in Misc) This FAQ looks best in a fixed-width font, such as Courier New. This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by Black Isle/Interplay I am not affiliated with Bioware, Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. ------------------------------------------------------------------------------- =============================================================================== Table of Contents =============================================================================== Cheating in IWD2 Items Amulets Arrows Axes Bags Belts Blunt Weapons (Maces, Morningstars, Hammers) Bolts Books Boots Bows Bracers Bullets Chain Armor Cloaks Clubs Crossbows Daggers Darts Flails Gems Halberds Helmets Instruments Leather Armor Misc Plate Armor Potions Quarterstaffs Rings Robes Scrolls (non-spell) Shields Slings Spears Swords Wands Spell Scrolls Final Words... =============================================================================== Cheating in IWD2 =============================================================================== To get Cheating enabled, simply check the "Cheats" box in the Config program that first ran when you originally played the game. You can also find the Config program in Start Menu > Black Isle > IWD2. Once cheats are active, in game press Ctrl + Tab to display the console window and then you can enter the following codes: ctrlaltdelete:explorearea() Show full map. ctrlaltdelete:Hans() Teleport party to pointer. ctrlaltdelete:SetCurrentXP([number]) Give selected characters indicated EXP. ctrlaltdelete:AddGold([number]) Add indicated gold to party total. ctrlaltdelete:Midas() Add 500 gold to party total. ctrlaltdelete:FirstAid() 5 healing potions, 5 antidotes, and 1 Scroll Of Stone To Flesh. ctrlaltdelete:CreateItem("xxxxxx") Creates an item ctrlaltdelete:enablecheatkeys() Activates the Hot Key cheats Note: It doesn't matter if you capitalize the cheats or not. Note: If you are creating an item that can have multiples in one stack, use the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300) To get the MAXIMUM number of something, use -1 as your quantity. This causes an integer overflow, and sends it back to the highest number possible (65,535). Doesn't work with addgold(). Example: To create a Boots of Speed ("00boot01"), I would enter in the command line: ctrlaltdelete:createitem("00boot01") To create near-unlimited arrows: ctrlaltdelete:createitem("00arow01",-1) Hot Keys: (for use with the enablecheatkeys() cheat) CTRL+1 -- change the armor of the paper doll (the armor class doesn't change) CTRL+2 -- fades screen to black CTRL+3 -- fades screen to normal CTRL+4 -- highlight the background-interactive objects (such as script triggers, or anything you can click on for information) CTRL+6 -- shapeshift your character into the previous paper doll in list CTRL+7 -- shapeshift your character into the next paper doll in list CTRL+8 -- highlights the text boxes CTRL+9 -- highlight the sprites CTRL+A -- do a sprite animation (see CTRL+S) CTRL+B -- sets "speed" (speed of WHAT?) CTRL+C -- view Chapter Text CTRL+D -- display some strange numbers CTRL+F -- turn the character CTRL+J -- transport onto the position pointed by the cursor CTRL+M -- (Then press ENTER) DEBUG DUMP CTRL+Q -- Makes the creature at the mouse cursor join the party CTRL+R -- heals the party member whose portrait your mouse is currently over (doesn't have to be selected) CTRL+S -- select a sprite animation CTRL+X -- information on position (more) CTRL+Y -- hurts/kills person mouse cursor is over Caution: Use Hot Keys at your own risk. While CTRL-R and CTRL-Y are completely safe to use, CTRL-Q is not and might crash your game. =============================================================================== Items Listing =============================================================================== Note: If you're having trouble telling the difference between the LETTER O and the number 0 (zero), try changing the font to one where there is a / (slash) through the 0 (zero). For example, FIXEDSYS will display the slash. =============================================================================== Amulets =============================================================================== 00AMUL01 A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. 00AMUL02 00AMUL03 00AMUL04 00AMUL05 00AMUL06 00AMUL07 00AMUL08 00AMUL09 00AMUL10 00AMUL11 00AMUL12 Necklace of Missiles This necklace creates a tiny magical bead that will fly unerringly towards its target. Upon striking the target, the bead will burst into a fiery inferno, burning anything caught within the blast area. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6d6 (Reflex save for half) Weight: 1 lb. 00AMUL13 Amulet of Protection +1 Amulets are one the most favored items to enchant by wizards because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Deflection Bonus: +1 Saving Throw Bonus: +1 Weight: 1 lb. 00AMUL14 Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. STATISTICS: Spell Power: Can cast the spell Shield Weight: 1 lb. 00AMUL15 Amulet of Intellect This amulet has been enchanted to improved the wearers learning capabilities. STATISTICS: Intelligence: +1 Weight: 1 lb. 00AMUL30 Lucky Knucky This barely recognizable lump of fish bone has been carried as a good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Saving Throw Bonus: +1 to all saving throws Weight: 0 lb. 00AMUL31 Yeti Skin Scarf This is a scarf that is constructed from the fur of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. 00AMUL32 Winter Wolf Scarf This is a scarf that is constructed from the fur of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 2 lb. 00AMULBT Belib's Multiple Tool Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: +1 to Open Lock skill +1 to Search skill Weight: 1 lb. 00HFAMBT Belib's Multiple Tool of Fortune STATISTICS: Special: Open Lock skill: +2 Search skill: +2 Saving Throw Bonus: +1 to all Weight: 1 lb. 00AMULDS Druid's Stone These sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert. The druids would often meditate while on their lonely vigils, and the stones they wore would help them commune with the earth and stones beneath their feet, telling them of the movements of desert creatures in the surrounding area. In times of danger, they could summon the strength of the earth to their aid, causing their skin to become as hard as stone and giving them some protection against attacks. The reason for their vigil was unknown, but the druids vanished mysteriously over fifty years ago, and no one knows what became of them. Only their druid stones remained, and the stones have told no stories. STATISTICS: Special: Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00HFAMDS Druid's Stone of Thorns Versions of these sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert, but this particular stone was worn by Theon, who was believed to have organized the Anauroch vigil based on portents he had received upon the winter winds. When Atalacyls the Lost eventually crossed the boundaries of the Anauroch desert, Theon gathered the druids to him and engaged him in battle on the sands. Despite the powers of their stones, Atalacyls defeated them to a man and turned their bodies to sand, then made a small pile of their druid stones as a warning to others not to follow him on his path. He continued his journey westwards until he was found by Old Duke Kholsa Ehld, and the two of them met in battle over Atalacyls' crimes against the Weeping Queen. While worn, this stone allows the druid to ask favors of the earth and stones beneath their feet. In times of danger, the stone can summon the strength of the earth to their aid, causing rocky stalactites to erupt from the earth, the area to blossom with spikes, or the wearer's skin to become as hard as stone and giving them some protection against attacks. STATISTICS: Special: Spell Power: Can cast spell Spike Growth once per day Spell Power: Can cast the spell Stoneskin once per day Spell Power: Can cast the spell Spike Stones once per day Weight: 1 lb. 00AMULES Eye of the Storm In the howling north of Icewind Dale, it can be difficult to steady oneself before battle... or even keep one's wit when surrounded by foes. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. When the goblin horde sacked Bremen, this mysterious item was seized from a dead merchant by one of the goblin shamans, who could find no use for it. The medallion was carried for several leagues until the amulet slipped from the shaman's possession and was lost amongst the snows, only to resurface here. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Weight: 1 lb. 00HFAMES Calm Before the Storm Among the many treasures unique to the North, are medallions called the Eyes of the Storm. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. This medallion, however, predates them all, carrying additional enchantments that allow a warrior to keep not only his wits, but his will, when fighting barbarians, goblins, or worse, creatures of the North that attempt to break a man's will. Creatures that attempt to cage the mind of an opponent wearing this medallion find their best spells and charms simply steam off the wearer's mind like water off a polar worm's back. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Constant Effect: User under the effects of the spell Mind Blank while equipped Weight: 1 lb. 00AMULFD Flame Dance Talisman Fire can be the bringer of life, or the harvester of death. With the Flame Dance Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Flame Dance Talisman gave its wearer added protection against all sorts of melee attacks and had the power to launch a fireball once per day at would-be attackers. STATISTICS: Armor Bonus: +1 (generic) Special: Spell Power: Can cast the spell Fireball once per day Weight: 1 lb. 00HFAMFD Sunfire Talisman Fire can be the bringer of life, or the harvester of death. With the Sunfire Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Sunfire Talisman gave its wearer added protection against all sorts of melee attacks and had the power to ignite a sunfire fireball once per day at surrounding would-be attackers. In addition, if the would be attackers tried to turn the tables and attack the sorcerer with their own fire weapons, the Sunfire Talisman would grant its wearer added resistance to fire. STATISTICS: Armor Bonus: +3 (generic) Special: Spell Power: Can cast the spell Sunfire once per day Resistance: 15/- Fire Resistance Weight: 1 lb. 00AMULGC Gohoin's Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. STATISTICS: Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds while equipped Weight: 0 lb. 00AMULMP Mirabel's Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowedge (Arcana): +3 Weight: 0 lb. 00HFAMMP Mirabel's Maleficent Pendant STATISTICS: Knowledge (Arcana): +3 Spell Power: Can cast the spell Malison 1/Day Weight: 0 lb. 00AMULSL Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies. From then on, the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Snow Leopard Charm. STATISTICS: Special: Dexterity: +2 bonus Weight: 1 lb. 00HFAMSL Heart of the Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warriors of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies, as well as immunity to the cold that surrounded the Dales. From then on, the Heart of the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Heart of the Snow Leopard Charm. STATISTICS: Special: Dexterity: +4 bonus Resistance: 4/- Cold Resistance Weight: 1 lb. 00HFAMGC Gohoin's Secret Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds Spell Power: Can cast the spell Improved Invisibility 1/Day Weight: 0 lb. 00HFPNBI Bile of the Damned Fearless, ruthless, and reveling in the death and despair of others, the vile Dreadmaster of Bane spreads his dogma of hate and strife on the land. Nothing makes a cleric of Bane happier than if the strife within the land is caused by one of his disciples. To help a Dreadmaster of Bane better serve his tyrannical god, a special amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's wrath, is (on rare occasions) made. This elixir, once worn by a Dreadmaster of Bane, blesses the evil disciple with increased strength and wisdom to better exercise his dark plans. No one is quite sure, except for very high-level Bane clerics, of all the ingredients that go into the Bile of the Damned amulet - but those that did find out soon became part of the amulet themselves. STATISTICS: Strength: +4 Wisdom: +4 Weight: 1 lb. 00POTNBI Blood of the Innocent STATISTICS: Special: Strength: +2 Weight: 1 lb. 11AMULCM Cleansing Medallion This circular silver medallion allows a good-aligned priest or paladin to draw upon the strength of their faith to heal the sick and injured. It does not appear to be tied to any faith or religion, but it does radiate an aura of well-being and comfort. STATISTICS: Spell Power: Casts Cure Light Wounds once per day Weight: 0 lb. 11HFAMCM Medallion of Dawn STATISTICS: Spell Power: Casts Heal once per day Regeneration: Regain 1 hit point every 3 combat rounds Weight: 0 lb. 11BARDWD Pipes of the Wheezing Dragon When the venerable (and senile) red dragon Craum Straug wandered into the logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents (wisely) fled in fear as the dragon began to belch flames, setting the camp on fire and causing cries of alarm to spread throughout the countryside. After the residents fled, Craum squatted his old bones down upon the blackened buildings, grumbling to himself and snorting flames from his nostrils. A few hours and several miles away, the residents of Hornhollow finally decided that someone must go negotiate with the dragon and see what it wanted. When no volunteers were forthcoming, a lottery was conducted - and the loser, a traveling ministrel, Aznee Fraystrings, was given the dangerous task of attempting to deal with the dragon. Aznee had lived out his welcome in the camp many nights previous, and the loggers considered it no great loss if Aznee gained a new home in the dragon's belly. Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the camp, and finally mustered the courage to speak with the dragon. During the (now-famous) exchange that followed, Aznee discovered that Craum, who was somewhat far along in dragon years and in none too good health, was suffering the draconic equivalent of a bad cough, and his hacking and wheezing masked his plaintive attempts to try and find someone, anyone, who could help cure his fits of coughing. Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a sprig of Maiden's Milk flower, that when crushed and administered in a tea, helped quell coughing in a matter of minutes. Some could undoubtably be found in the forest nearby, Aznee exclaimed, and he set about gathering up several sprigs and preparing them for the dragon. After lumping them into a great pot, he administered the steaming cauldron to the dragon. It is suspected that either Craug drank the mixture too fast, or else Aznee had mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited the mixture back out a few seconds later, setting fire to several acres of the wood and torching poor Aznee where he stood. After this vomitus belch, Craug ran wild for almost an hour, trying to spit out the remainder of the concoction. At the end of his rampage, the venerable red dragon fell over dead, the sudden flurry of activity more than his old bones could stand. When the loggers came to break down the dragon a day later, they discovered that Craum's bones still carried echoes of his coughing fits, and his entire skeleton creaked and wheezed, even after death. They struck a deal with a local mage, who bought the dragon's bones and fashioned a series of musical instruments with them, dubbed the "Pipes of the Wheezing Dragon." These yellow bone pipes are famous throughout the Realms and, when used by a bard, they can be used to spit bursts of flames at opponents. Unfortunately, even when not in use, the pipes tend to creak and wheeze, attracting the attention of anyone nearby and making attempts at stealth and pick pocketing useless. A thin cord made of dragon gut is strung through the pipes, so they can be worn around the neck and can be easily played when danger threatens. The cord looks charred, as if it was burned recently, and is surprisingly tough. STATISTICS: Special: Can cast Burning Hands 3/Day Can cast Agannazar's Scorcher 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFBDWD Craum Straug's Pipes STATISTICS: Special: Can cast Fireball 3/Day Can cast Delayed Blast Fireball 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFAMLK Young Ned's Knucky This barely recognizable lump of fish bone has been carried as good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Luck: +2 Saving Throw Bonus: +2 to all saving throws Weight: 0 lb. 12AMULHC Houndstooth Collar This filthy enchanted collar was stripped from the neck of Vghotan's dead worg and bears the crude marks of goblin sorcery. When worn around the neck, the wearer gains the ability to call upon the strength and ferocity of a worg, turning his hands into claws and raking opponents for tremendous damage. STATISTICS: Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 12HFAMHC Vghotan's Band STATISTICS: Strength: +1 Constant Effect: User is under effect of the spell Freedom of Movement while equipped Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 53AMULHD House of Despana Insignia This small obsidian and adamantite amulet has a metal hoop near the top through which a purple and pink ribbon passes. The raised surface of the amulet features the arrow and hexagon glyph of House Despana. Malavon Despana crafted the amulet for his brother, Ilmryn. Legends state that when Malavon and his allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face his brother, then the Weapons Master of House Despana, in a pitched battle. Just as Ilmryn gained the upper hand, Malavon uttered a secret word that invoked an unknown power within the amulet. Ilmryn was surrounded by a magical barrier that protected him from harm. Since it was ostensibly a beneficial magical effect, Ilmryn's natural magic resistance did not help him resist the amulet's power. When the Weapons Master emerged from the protective sphere, he found himself face to face with over a dozen of the most powerful tanar'ri he had ever seen. He died screaming, cursing his brother's name. STATISTICS: Spell Power: Can cast Blur 1/Day Spell Power: Can cast Melf's Acid Arrow 1/Day Spell Power: Can cast Otiluke's Resilient Sphere 1/Day Weight: 1 lb. 53AMULBS Incandescent Blue Ioun Stone This magical stone was crafted long ago somewhere beyond the astral plane, though its exact age is hard to discern. The stone was made by a githzerai craftsman named Bashenee for a great monk of the githzerai race. This unnamed monk died in battle with githyanki foes and the stone drifted among their race for years. Somehow, the stone eventually was given to Oinchack'olp, a mind flayer, who kept it as his prized possession. STATISTICS: Wisdom: +2 Weight: 1 lb. =============================================================================== Arrows =============================================================================== 00AROW01 Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW02 Masterwork Arrows STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW03 Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW04 Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW05 Corrosive Arrows +1 This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow 00AROW06 Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow 00AROW07 Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow 00AROW08 Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00AROW09 Frost Arrows +1 The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow 00AROW10 Arrows of Piercing The arrow of piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1d6 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow 00AROW14 Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow 00AROW85 Arrows of Disruption +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow 00AROW86 Returning Poison Tipped Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow 00AROW87 Keen Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow 00AROW88 Stunning Arrows +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW89 Sure Strike Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow 00AROW90 Arrows of Lesser Dispelling STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow 00AROW91 Everlast Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow 00AROW92 Arrows +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW93 Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW94 Arrows +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW95 Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow 00AROW96 Hunting Arrows These arrows have been fitted with a specially designed arrowhead. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow 00AROW97 Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW98 Stunning Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW99 Sparking Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow 00CWARWB Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00CWARWE Arrows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWF Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWG Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow =============================================================================== Axes =============================================================================== 00AX1H01 Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H02 Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H03 Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H04 Battleaxe +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H05 Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H06 Returning Throwing Axe +2 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: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H11 Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H12 Masterwork Handaxe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H72 Returning Acid Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H73 Throwing Axe of Disruption +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H74 Keen Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H75 Mage Killer Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H76 Returning Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H77 Throwing Axe +1 STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H78 Keen Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H79 Ice Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H80 Corrosive Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H81 Axe of Displacement STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H82 Axe of Wounding STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H83 Battleaxe of Decay +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H84 Battleaxe of Celerity STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H85 Winter Axe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H86 Battleaxe of Disruption +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H87 Battleaxe of Fiery Defense +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H88 Battleaxe of Precision +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H89 Throwing Axe of Shocking Burst STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H90 Handaxe of Expertise +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H91 Battleaxe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H92 Battleaxe +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H93 Battleaxe +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H94 Battleaxe of Focus STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H95 Battleaxe of Burning STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H96 Masterwork Throwing Axe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H97 Battleaxe of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H98 Mystical Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H99 Battleaxe of Speed STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HAS Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HBA Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HCK Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXCK Stormshifter STATISTICS: Thrown: Damage: 2d6 Damage Type: Electrical Enchantment: +5 Special: Returning: Returns to user Ball Lightning: Inflicts electrical damage to all objects within a 5' radius Melee: Damage: 1d6 +5 Attack Bonus: +5 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSC Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXSC Screaming Axe STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: +3d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to weilder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSP 00HFAXSP Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HTA Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX2H01 Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H85 Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H86 Greataxe of Ice +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H87 Greataxe of Blurred Visions +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H88 Greataxe +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H89 Greataxe +4 STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H90 Greataxe +3 STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H91 Greataxe +2 STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H92 Greataxe +1 STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H93 Greataxe of Digestion +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H94 Massive Greataxe of Flame +5 STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2H95 Greataxe of Might +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H96 Greataxe of Cleaving +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H97 Masterwork Greataxe STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H98 Greataxe of Elemental Bursts STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required 00AX2H99 Greataxe of Vampiric Flame STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2HBB Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HBD Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXBD Big Black Flying-Death STATISTICS: Damage: 1d10 + 3 Attack Bonus : +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d10 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HWT Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXWT Grim Widow-Through STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00CWAXEB Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00CWAXEC Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXAS Soul Stealer The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +3 bonus Speed: +1 additional attack per combat round Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBA Scales of Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +5 Special: Balance Damage: 1d8 + 5 Attack Bonus: +5 Dispelling: 25% chance Dispel Magic on target (Will save) Special: Power Damage: 1d8 + 10 Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Special: Accuracy Damage: 1d8 Attack Bonus: +10 Keen: Increases chance of a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBB Cowards Flight Cowards Flight is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Cowards Flight will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear Spell Process: 50% chance target is Slowed Keen: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11AX1HHO Haft Over Head There is little doubt that Dullcobble Tweed was the worst carpenter in the history of the profession, and an even worse weaponsmith, but his continual boasts of his great skill and insight eventually caused his fellows to challenge him to make a throwing axe worthy of his boastful claims. Dullcobble, realizing he had to back his proud words, agreed heartily... but inside, he was struck with fear that he would fail the test. Dullcobble made several attempts to fashion a chopping axe, most of them ending up as cordwood next to his fireplace. In the day before his challenge was to be called due, his only surviving weapon was a lop-sided axe whose haft was widely overbalanced. Realizing that displaying such a weapon would make him the laughing stock of the community, Dullcobble hired a wild mage to take his misshapen axe and turn it into a serviceable weapon. The mage shrugged, took his payment, and promised the axe to Dullcobble on the dawn of the next day. When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep, unchanged, and he had no choice but to take the axe to his challengers... and take his chances. When Dullcobble brought it into the town's meeting hall, the axe's appearance was greeted with derision and laughter. Dullcobble, his face burning, became so angry he threw it at his tormenters - and watched as the haft traveled over the blade's head to smash into a pillar and shatter it, causing the roof to collapse. Dullcobble, slack-jawed with surprise, was knocked unconscious by a falling timber, but the other challengers made it outside without injury. Dullcobble's blow to the head was a serious one, and it turned him into the village idiot - not much of a change from his previous lifestyle. The axe itself was tossed upon a merchant cart headed north, and it was never seen again. Whatever the enchantments the wild mage scrawled on the axe did, it causes the haft to be the first to strike an opponent, doing crushing damage instead of slashing damage. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXHO Dullcobble's Axe STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX1HKS Kegsplitter This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. STATISTICS: Damage: 1d8 + 1 Damage Type: Slashing Special: +2 Damage vs. Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXKS Kegsplitter of Shaengarne Ford STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Strength: +1 Slays Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX2HEW The Executioner's Wife In the filthy port town of Luskan, executions are a daily occurrence and a welcome relief from the monotony of town life. This greataxe was the only possession of the town executioner, who was reported to never let the blade leave his side, giving it the name of the "Executioner's Wife." As the years passed, however, the town executioner eventually found a willing mistress in one of the town's brothels who seemed untroubled by his profession, and he paid her numerous visits over the following months. When the town authorities came to arrest the harlot (who was actually an accomplished thief) for thefts within the city walls, they found the city executioner in her bed and the woman nowhere to be found. The executioner was implicated in her escape, and his own axe was used to behead him in the town square. The execution had a record turnout, and many agreed that the "executioner's wife" had had her final say on his adultery. Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11HFAXEW Tale of the Executioner's Wife Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 41AX1HAI Aurilian Ice Axe This appears to be a normal handaxe but is made completely from ice. It bears the snowflake-in-lozenge symbol of Auril. STATISTICS: Damage: 1d8 Damage Type: cold Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51AX1HDF Duergar-Forged Axe Duergar master artisans forged this axe of dull gray steel. Its balance is so perfect and its exceptionally sharp blade so well-wrought that magic was surely used in its making. STATISTICS: Damage: 1d8 Attack Bonus: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51HFAXDF Duergar-Forged Doom Axe STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZH6AX The Giant Cleaver STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures that require magical weapons to hit Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6HFSC Mighty Scalecleaver This thin-bladed battleaxe holds a notched but wicked edge. Thousands of years old, the weapon was crafted for use in battles against the throngs of yuan-ti that sought to dominate the world. The styling of the blade is quite different from the axes found in dwarven halls and barbarian hands throughout the north. Throughout its long history, the weapon has killed hundreds of yuan-ti while in the possession of many brave warriors. When the yuan-ti finally had a chance to take the blade from their human adversaries, they seized the opportunity. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6SC Scalecleaver STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed =============================================================================== Bags =============================================================================== There are a lot of different codes for bags. For instance, both 00GBAG05 and 00GBGA05 will produce the same bag. (That is, if you use both codes, they'll open into the same bag) However, both gem bags and potion bags still have 20 different codes that produce entirely different bags. Why they allow the "BAG" and "BGA" codes at the same time (when they're the same exact thing) is beyond me. 00HBAG01 or 00HBGA01 00HBGB01 Bag of Holding 00GBAG01 or 00GBGA01 00GBAG02 00GBAG03 00GBAG04 00GBAG05 00GBAG06 00GBAG07 00GBAG08 00GBAG09 00GBAG10 00GBGB01 00GBGB02 00GBGB03 00GBGB04 00GBGB05 00GBGB06 00GBGB07 00GBGB08 00GBGB09 00GBGB10 Gem Bag 00HBAG02 or 00HBGA02 00HBGB02 Mercenary's Sack 00PBAG01 or 00PBGA01 00PBAG02 00PBAG03 00PBAG04 00PBAG05 00PBAG06 00PBAG07 00PBAG08 00PBAG09 00PBAG10 00PBGB01 00PBGB02 00PBGB03 00PBGB04 00PBGB05 00PBGB06 00PBGB07 00PBGB08 00PBGB09 00PBGB10 Potion Bag =============================================================================== Belts =============================================================================== 00BELT01 Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. 00BELT02 Golden Girdle Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Bonus: +3 vs. slashing weapons Weight: 2 lb. 00BELT03 Girdle of Bluntness Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands; lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Bonus: +4 vs. blunt weapons Weight: 2 lb. 00BELT04 Girdle of Piercing An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Bonus: +3 vs. piercing weapons Weight: 2 lb. 00BELT05 Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well- known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped Weight: 2 lb. 00BELTAD Arcs of Disredain Disredain was an eccentric wizard who became enthralled with the manipulation of electricity. In addition to the wands he created, Disredain made a number of experimental magic items during a fifteen-year period of frenzied research. This belt was one of the items he did not think highly of. Consisting of large, crescent-shaped slices of mottled copper sitting back to back, the belt is quite thick and unique in appearance. A cleric of Talos named Ylkath wore the Arcs for three decades before he died of old age. His companion, the Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three years before she was shot dead by pirates that survived one of her nautical attacks. The pirates sold the belt to a fence. Its history past that point is unknown. STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Resistance: 1/- Electrical Resistance Weight: 3 lb. 00HFBTAD Insulated Arcs of Disredain STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Spell Power: Can cast the spell Lightning Bolt 1/Day Resistance: 2/- Electrical Resistance Weight: 3 lb. 00BELTBG Black Goat Girdle Made by halflings, the Black Goat Girdle is sacred to all of their religious sects. Legends say that the Black Goat appeared to a nameless halfling village that had been sacked by goblins during a terrible winter. The tribe of warriors slew most of the halfling men, burned the fields, and took all of the town's livestock. Broken but not hopeless, the villagers congregated for prayer in the burned chapel at the center of town. Out of the smoke drifting over the edge of town, a black goat appeared with six kids, five black, one white. Over the course of six days, the kids grew, gave birth to more kids, and each previous generation died in the night. The milk, meat, and hide provided by the goats helped the halflings survive through their harsh winter. After the six days of miracles had passed, the town tanner made a belt from the hide of the mother goat that had appeared out of the smoke. Halfling tales often contain stories of halfling heroes wearing the Black Goat Girdle on their adventures, though no one has yet determined exactly where the legend truly originated. STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Weight: 3 lb. 00HFBTBG Blessed Black Goat Girdle STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Saving Throw: +2 bonus Weight: 3 lb. 00BELTDB Dragon's Belt A barbarian tribesman by the name of Edhan asked his shaman to enchant this belt for him. Edhan risked his life hunting for young white dragons in the tundra north of Icewind Dale. Though the risk was extreme, the foolhardy barbarian was wealthy beyond what most tribesmen can dream of. As he aged, Edhan lost his edge. The belt helped protect him in his later years. Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair of young whites. Barbarians from the Tribe of the Great Wyrm eventually recovered the warrior's body, but chose not to inter his body. They traded his belt away with the rest of his equipment. The front of the belt features a broad white dragon's chest scale. Leather lined with polar bear fur makes up the rest of the belt. STATISTICS: Saving Throw Bonus: +3 to Reflex saves Weight: 3 lb. 00HFBTDB Warded Dragon's Belt STATISTICS: Saving Throw Bonus: +3 to Reflex saves Resistance: 6/- Cold Reistance Weight: 3 lb. 00BELTLG Little Giant This belt of woven hair is a curious belt, and it is woven from a mix of red dwarven hair and verbeeg giant hair. It was originally worn as a substitute by the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a hundred giants after several raids by greedy verbeeg wiped out much of his caravan trade from Upper Dorn's Deep. Soon after his proclamation, the Little Giant went in search of verbeeg camps, fighting them one after the other, until he came across the Temple of the Forgotten God in the mountains bordering Kuldahar. It was said that he was brought into the Temple, and rather than risk more bloodshed, the priests agreed to reign in the verbeeg patrols from around Dorn's Deep and made reparations for the stolen goods. Somewhat mollified, Burninghair left his woven belt in the hands of the Temple and swore peace with the verbeeg provided they kept their end of the bargain. When the Temple was ransacked many years later, the strange belt was carried off by the attackers and lost in the North. The Little Giant belt grants the wearer tremendous strength, most likely as a side effect of the giant hair woven into the belt and the great anger that ran deep in Burninghair's heart. It is said that Burninghair's original belt that predated the Little Giant was much more powerful, but he lost it while pursuing a fleeing verbeeg across a river - apparently, the verbeeg was attempting to carry off one of the Burninghair's ponies. Furious over the loss of his original belt, Burninghair simply added its loss to the list of crimes the verbeeg would pay for. STATISTICS: Special: Strength: +4 Weight: 2 lb. 00BELTSS Sash of Shadows When this sash is tied about the waist, it seems to blend into the folds of one's clothing so as to be almost invisible. These sashes were initially worn by stalkers in the service of Kresselack the Black Wolf on the day he sent them out to search for a location for his final resting place... the sashes were woven to prevent his enemies (and mages in the service of his enemies) from learning of the movements of his stalkers. Once the stalkers had found a tomb worthy of Kresselack, he gave them deaths worthy of their station and took their sashes from them to line the walls of his tomb in the Vale of Shadows. These sashes were carried from his tomb by fortune seekers many years past, and they have since found their way to remote corners of the North. STATISTICS: Special: Constant Effect: Non-detection while equipped. Weight: 1 lb. 00HFBTSS Sash of Hidden Shadows STATISTICS: Special: Hide skill: +3 Constant Effect: Non-detection while equipped. Constant Effect: Freedom of Movement while equipped. Weight: 1 lb. 00HFBTLG Dwarven Ogre A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather belt with a fringe of red dwarven hair and hill giant hair woven together to grant the wearer great strength. Fashioned by the dwarven giant slayer, the Little Giant Hohn Burninghair, the buckle of this belt is actually the petrified eye of a firbolg shaman that Hohn fought during his travels. In incorporating the eye into the belt, however, some of the essence of the shaman was transferred along with it, including the northern flu it had when Burninghair laid it low. As a result, any creatures attempting to focus on the wearer will find tears springing to their eyes, clouding their vision, and find their heads begin to become stuffy and cold. For some reason, this enchantment seems to interfere with the perceptions of dead creatures and constructs as well, but the reason for this is unknown. Hohn lost this belt when he was attempting to wade across a stream in pursuit of a fleeing verbeeg giant who had made off with one of his ponies. The belt was washed downstream and eventually ended up in the hands of a simple trapper, who traded the ugly thing to a wandering tinker. This belt grants the wearer tremendous strength and also blurs the vision of anyone looking at the wearer. Due to the tears it causes in the eyes of anyone looking at it, any warrior wearing one of these items is often told to take it off by their companions. When the belt wearer threatens to rip a tree out of the ground and club the requester for asking, however, the matter is usually dropped. STATISTICS: Special: Strength: +6 bonus Constant Effect: Under the effects of the spell Blur while equipped. Weight: 2 lb. 11BELTMK Mercykiller's Belt This belt is broad and thick, crafted from some otherworldly creature's hide and bound with strips of burnished copper. Gleaming eerily from the center of the belt is a circular piece of polished green and cream malachite. The emblem shows, in bas-relief, a fanged, winged serpent with its open mouth facing outward. Small, thick copper loops run between the thick hide and the stone emblem to hold it in place. Two thick steel buckles hold the belt together at the back of the wearer. Investigation reveals that this belt was made four hundred years ago for Factor Dom, a warden for the outer-planar Mercykillers faction. Known throughout the planes for their vicious definition and application of justice, the Mercykillers are strongest in planar cities like Sigil, the City of Doors. Dom was a warden of the Prison, Sigil's dumping ground for criminals. He became legendary within the organization after his involvement in the Great Break. Members of the rebellious Free League engineered the only mass escape from the Prison in its history. Over one hundred prisoners managed to get out of the Prison and escape the Lady's Ward, though hundreds more were turned back to their cells or died in their escape. Dom was stripped of his Factor rank in the Mercykillers for failing to stop the revolt. In addition, he spent five years in the Prison himself. When he was set free, he set out on a thirty-year quest to bring every escaped criminal to justice. By the time Dom had captured, killed, or verified as dead eighty of the one hundred criminals, the remaining twenty banded together to evade him. When Dom reached the age of sixty-seven, he had this belt made for him to augment his failing strength. Three years later, he finally captured the last of the prisoners and brought them, kicking and screaming, all the way back to the cell from which they had escaped thirty years earlier. Dom reported to the current warden, filled out the appropriate paperwork, and fell dead from exhaustion within the hour. STATISTICS: Strength: +2 Weight: 3 lb. 11BELTSB Sash of the Black Raven The Sash of the Black Raven is rumored to be a symbol of one of the disciples of the Black Raven monastery, a sanctuary located deep within the heart of the Spine of the World Mountains. According to legend, the Black Raven is a near mythical figure in Uthgardt legends, a punishing spirit from the underworld who emerged on the surface world many years ago to teach the barbarians humility and break their arrogance. Described as a dark-skinned man with burning eyes and bloodied chains hanging from his wrists, the stories that circle the Black Raven frequently tell of his epic struggles against slavers and injustice throughout the North and the southern kingdoms. Some historians speculate that the Black Raven may have been a drow or half-drow, but others claim that he was a minor or quasi-deity dedicated to ending slavery and oppression. This black sash is made of fine silk, perhaps spider silk, and it is worn looped around the waist. While worn, it helps the wearer focus in combat, freeing his mind of all distractions and channeling his inner energies to defeat his foes. When worn by any class other than a monk, it immediately unknots itself and falls to the ground. STATISTICS: Special: +1 Attack Bonus to all attacks Immunity to Confusion and Feeblemind Weight: 0 lb. 11HFBTSB Binding Sash of the Black Raven STATISTICS: Special: +2 Attack Bonus to all attacks Spellward: Immunity to the spells Confusion, Feeblemind, Sleep, Charm Person, and Cloak of Fear Weight: 0 =============================================================================== Blunt Weapons (Maces, Morningstars, Hammers) =============================================================================== 00CWBLUC Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00CWBLUE Masterwork Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUF Mace +1 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 seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUG Morningstar The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morningstar heads, regardless of design, is a long point for thrusting. 00CWBLUH Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUI Morningstar +1 The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWDRI3 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWHAMB Masterwork Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAMC Warhammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone- crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAME Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM01 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM02 Masterwork Warhammer STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM03 Warhammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM04 Warhammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1d8 + 2 (+1d4 electrical) Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM05 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM85 Warhammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM86 Warhammer +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM87 Warhammer +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM88 Hammer of Bludgeoning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM89 Stunning Frost Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Crushing Special: Frost: 50% chance +1d6 cold damage Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM90 Hammer of Dispelling +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM91 Corrosive Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM92 Biting Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Piercing: 50% chance +1d6 piercing damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM93 Lawful Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Lawful: 33% chance of +2d6 damage against chaotic creatures Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM94 Holy Hammer of Corrosive Burst +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Holy: +2d6 damage against evil creatures Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM95 Hammer of Dispelling +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Dispelling: Target must make a Will save or come under the effects of Dispel Magic Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM96 Warhammer of Might +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast spell Draw Upon Holy Might 2/day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM97 Resistant Hammer of Liquidity STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Resistance: 2/- Magic Resistance Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM98 Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM99 Warhammer of Sparks STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Shock: 50% chance of +1d6 electrical damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMPH Protean Hammer This hammer was created by an ingenious gnomish inventor and wizard named Airon Broune. Actually no one really knows if Airon is a gnome or not because no one has actually seen him. Apparently overnight he had taken over an abandoned shop at the edge of small town. One day the shop was vacant and then the next it was boarded up tight with signs in every language telling passersby to go away. Infuriated, the previous owner demanded he leave, but quickly relinquished his claim to the shop when a large sack of gold appeared at his feet. The very next day, mysterious notes began to appear all over town. They all contained the same message and read as follows: ************************************** Bring potatoes. Will pay in gold. -Airon Broun ************************************** Intrigued, a few townspeople decided to take him up on his offer and delivered sacks of potatoes to the shop. They would shove the potatoes into a delivery chute located in the back of the shop and then soon after a small sack of gold would appear, usually five times the going rate of the potatoes. The better the quality of the potatoes the more gold would appear. News soon spread of this wonderful offer and it was not long until every potato in town was sold to the curious gnome. No matter how many potatoes one delivered, there always appeared a sack of gold for payment. Needless to say, every farm for miles around started growing potatoes. Each farmer would try to outdo the other by producing the biggest and tastiest potatoes. This continued on for years until finally, the quality of potatoes was so good that instead of gold appearing, magic items of all sorts would appear. Not realizing the magical nature of the items given, the farmers sold them to passing merchants in disgust and stopped farming potatoes altogether. This hammer is one such item. By inserting special enchanted plates into the head of the hammer, the user is able to modify the abilities of the hammer. This particular hammer comes with plates that will do extra acid, cold, or fire damage. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special 1: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Special 2: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Special 3: Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHMPH Masher STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special 1: Impact: Critical hit on rolls two lower than normal Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage Special 2: Impact: Increases chance of scoring a critical hit Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage Special 3: Impact: Critical hit on rolls two lower than normal Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMSC Stormcaller This head of this heavy hammer is made from adamantine steel. The haft is carved from solid oak and wrapped in thick cured leather. A mithril spike is attached to the haft where it protrudes from the head. When drawn, the weapon glows with a soft blue luminance. Stormcaller can call upon the elemental power of lightning. Two times per day the user can cast a shocking grasp spell, and once per day call lightning down from the sky. Stormcaller is another weapon crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Shocking grasp twice per day Spell Power: Can cast the spell Lightning Bolt once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHRSC Hammer of Lightning STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Gedlee's Electric Loop twice per day Spell Power: Can cast the spell Chain Lightning once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT01 Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT02 Masterwork Throwing Hammer STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT03 Throwing Hammer +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT04 Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT05 Throwing Hammer +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT06 Throwing Hammer +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT07 Throwing Hammer +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT08 Returning Throwing Hammer STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT09 Returning Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT10 Throwing Hammer of Thunder +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Shock: +1d6 electric damage Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00MACEAR Azure Rod An azure rod is not a unique item, but certainly a rare one. Each is fashioned from a durable silvery-white alloy and capped with a large, softly glowing sphere of lapis lazuli. Intricate designs wind their way around the azure rod's shaft and head, but none serve to indicate who or what might have had a hand in their creation. An azure rod slowly draws in and collects the power of Goodness itself, using the energy to both harm evil creatures and invigorate the rod's bearer. Oddly enough, though, the rod functions perfectly well in any hand, whether that of the holiest of priests or darkest of scoundrels. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Sacred: +1d6 damage to evil creatures Invigoration: +5 Max Hit Points when equipped Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMEAR Glowing Azure Rod STATISTICS: Damage: 1d4 +4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Sacred: +2d6 damage to evil creatures Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is struck Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACECF Clenched Fist This rusty iron scepter has been shaped to resemble a hand curled into a fist, and it has a slight miserly look about it. It looks to be some ancient symbol of office, but from what court or temple, you cannot tell - it may have been hundreds of years ago in some forgotten province. The scepter can easily be wielded as a mace, and an effective one as well. For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gold piece into the owner's open palm. This "gold blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Create one gold piece 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMECF Iron Hand of Ohanion ... For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gem into the owner's open palm. This "blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +3 Damage Type: Bludgeoning Special: Creates a gem 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMG Morning Glory Morning Glory is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure light wounds thrice per day or cure critical wounds once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Light Wounds thrice per day Spell Power: Can cast Cure Critical Wounds once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMG Lathander's Gift Lathander's Gift is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure moderate wounds thrice per day or heal once per day. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Moderate Wounds thrice per day Spell Power: Can cast Heal once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMS Mountains of Selune The head of this morningstar is made of some curious metal that seems to bend and drink the light around it. At night, it gives off a soft glow like the moon Selune, and it seems to guide the wielder's hand in combat, like a lodestone draws iron. Its origins are a mystery, but its effectiveness in combat has been proven on countless fields of battle. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMS Mountains of Selune STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE01 Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE02 Masterwork Mace STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE03 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE89 Mace of Bludgeoning +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE90 Mace of Opposing Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Flame: 50% chance +1d6 fire damage Frost: 50% chance of +1d6 cold damage Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE91 Sure Strike Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE92 Mace of Stunning Frost Burst STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE93 Mace of Evil Protection STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Spell Power: Casts Magic Circle Against Evil 2/day Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE94 Mace of Holy Smite STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Infrequent Spell: 33% chance target is affected by spell Holy Smite Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Holy: +2d6 damage to evil creatures Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE95 Flaming Burst Mace of Disruption STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE96 Mace +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE97 Mace +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE98 Mace +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE99 Mace +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR01 Morningstar STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR02 Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR03 Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR84 Lightning Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR85 Morningstar of Poisoned Thorns STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR86 Morningstar of Glory STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Impact: Increases chance of scoring a critical hit Crushing: +3d6 Bludgeoning damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR87 Morningstar +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR88 Morningstar +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR89 Morningstar +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR90 Morningstar +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR91 Stunning Star of Speed STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Speed: 2 additonal attack per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR92 Star of Quills +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple wounds are cumulative. (Fortitude negates) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR93 Morningstar of the Eternal +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Vampiric: 25% chance of 2d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR94 Corrosive Star +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosive: +1d6 acid damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR95 Morningstar of Thorns +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Piercing: +1d6 piercing damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR96 Flaming Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR97 Morningstar of Warding +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR98 Static Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: +1d6 Electrical damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR99 Holy Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Holy: +2d6 damage to evil creatures Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11CLUBMK Memories of Kuldahar This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, a mighty oak far to the southeast of Targos. The great oak is believed to be a gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering hundreds of feet into the sky and providing a great circle of warmth to all who live beneath its sheltering limbs. For many, the tree represents a peaceful symbiosis between town and nature, and the tree is revered as a holy site by druids throughout Faerun. When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of Kuldahar was buffeted by the great winds and howling storms blasting the region, causing its circle of warmth to recede and snapping off several limbs from the top of the tree. These limbs were gathered up by the town's residents after the town of Kuldahar was saved, and they were kept in many houses as a symbol of the town's persistence in the face of adversity. Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantment of the great tree within them, making them powerful weapons. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Resistance: 2/- Cold Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HFCBMK Branching Paths of Kuldahar STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 2/- Bludgeoning Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HAMMCR Craftsman's Hammer This heavy-headed hammer looks like it was used for construction on the Palisade, and it's possible that none of the workers were aware of its enchanted nature. While this weapon is a little slower and heavier than a warhammer, its swing is true and does more damage when it hits. A single tap from this hammer creates a clear, ringing note. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 11HFHRCR Slow and Steady STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Strength: +3 Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 50CLUBBT Belib's Everlasting Torch Belib the Wary was arguably the best-equipped adventurer the realms had ever known - or would have been, had he ever actually left his home on one. Just one item from his astounding list of enchanted dungeoneering equipment is his Everlasting Torch. A magical lantern fashioned in the shape of an elaborate wooden torch, the item burns with a bright orange flame that cannot be extinguished - whether dunked in water, buried under several feet of rock, or smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply will not be put out. When Belib finally finished the last of his items, he crammed them all into a giant pack - enchanted to hold far more than Belib could normally carry himself, of course - and heaved it onto his shoulders, prepared for the adventure of a lifetime. As Belib crossed the threshold of his dwelling he tripped... and the tiny gnome was instantly crushed beneath his enormous backpack. The bag burst open, its contents scattering across the Waterdeep street where Belib had lived and rapidly vanishing into the hands of various good-for-nothing passersby. Belib's corpse was eventually taken to a temple and raised by a kind-hearted priestess, but by then the last of Belib's enchanted items... and most of the contents of his home... were long gone. Grateful but understandably upset, Belib fashioned a number of unique magical items for the priestess before returning to his family and homeland, forever vanishing from the surface world. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 50HFCLBT Belib's Amazing Everlasting Torch STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: 1d6 fire damage Ignition: 50% chance to cast Beltyn's Burning Blood on a struck target Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 51HAMMDA Hammer of Darkness Duergar master artisans forged this hammer of dull gray steel. Its head is marked with a rune of terrible black power; even a single blow from the hammer has a chance to swathe an enemy's eyes in darkness and blind them. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Spell Process: 50% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRDA Hammer of Utter Darkness STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Process: 66% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HAMMVA Valorfoe The Valorfoe is a frightful weapon, one forged to break an enemy's spirit as well as their armor and bones. It is ancient, its artisan's name long-lost even to the vast historical records of the gray dwarves. Covered in runes of cruel power, the Valorfoe bears a single inscription in the tongue of ancient dwarves, now used only by the duergar: "'Tis Not Death That Is Worthy of Dread, But The Fear of Death" Every blow from the Valorfoe has the chance of striking terror into the target's heart, causing them to flee madly from the hammer's wielder. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Strike Terror: 33% chance target flees in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRVA The Dire-Hammer Valorfoe STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Strike Terror: Target will flee in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63CLUBMP Monkey Paw of Discipline The neo-orog captain, Sprawg, is the current instructor of general battle tactics for the new Legion of the Chimera recruits. As such, he needed a tool to keep his new recruits submissive and in line. Thus, the Monkey Paw of Discipline was created. The Monkey Paw of Discipline looks exactly like the name describes. It consists mainly of a large, petrified monkey's arm severed at the shoulder. At the shoulder joint, it looks like a one-handed grip was jammed into the bone and magically fused. At the opposite end, the paw is open and is the main dealer of pain. Once someone is smacked with the paw, aside from the considerable damage, there is a chance that the recipient of the discipline will suffer from heightened fear and/or confusion. Once these symptoms wear off, it is not likely that the recipient of the paw's discipline will ever be a problem in the future, especially while class is in session. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Speed: One extra attack per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit. Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HFCBMP Monkey Paw of Extreme Prejudice STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Speed: Two extra attacks per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HAMMBI Brutal Impact As one of the perks of being the Tyrannar (high cleric) of the Xvimian faith within the Legion of the Chimera, Brutai Mar received the deadly warhammer, Brutal Impact. This hammer sports a finely etched shaft with images of Iyachtu Xvim fending off legions of paladins. Its exquisitely crafted mithral hammer is much larger than most warhammers, yet seems no heavier. Like many weapons made with the unholy enchantments of Iyachtu Xvim, the metal of the hammer seems to absorb light into its unending blackness. On the few occasions that the Tyrannar Brutai Mar has used his weapon on his foes, Brutai has felt increased strength and improved accuracy. In addition, some of the crushing blows were accompanied by bursts of Xvimian acid - the same acid that flows throw the waters within Severed Hand. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +2 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63HFHRBI Xvim's Brutal Impact STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +5 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZG6CT Troll Killer Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. With minute traces of acid along its striking end, coupled with its unusually warm feel, one could surmise that this club would be especially effective against all trolls. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +1 Special: Bane: +2 Attack Bonus vs Trolls and +2d6+2 damage vs Trolls Flame: 25% chance +1d6 fire damage Corrosion: 25% chance +1d6 acid damage Required Feat: Simple Weapon, Mace Type: One-handed ZZH6DH Dwarven Giant Slayer Hammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Giants and an additional 1d6+2 damage vs Giants Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZJ6HFMM Selune's Blessing Selune's Blessing appears to be a normal mace. However, against spectral undead the weapon is quite deadly and inflicts additional damage. Little is known of the origins of the mace, but it is believed to be the creation of a priestess of Selune, the goddess of the moon. Selunites deny this pointing out that worshipers of Selune are powerless against undead. Therefore, no priestess of Selune could creature such an item. Scholars argue that this is exactly why the mace was made. To grant the wielder a power over creatures that is not normally given. Of course, this argument fails to explain how the mace could have been created. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZJ6MM Moon Maiden's Blessing STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +4 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZL6MA Mace of Goblin Slaying +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Goblins and +2d6+2 damage vs Goblins Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed =============================================================================== Bolts =============================================================================== 00BOLT01 Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT02 Masterwork Bolt STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT03 Bolt +1 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: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT04 Bolt +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT05 Sparking Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Crossbow 00BOLT08 Tranquil Bolt These crossbow bolts are easy for magic scholars to recognize because of their purpose and their colorful decoration. The infamous Band of the Key was a group of occultist fighters who dedicated themselves to taking evil magical texts out of the hands of those who would use them to cause harm. The Band favored using crossbows over bows for their ability to remain cocked and ready for long periods of time. The leader of the Band, a thin, mustachioed man named Heglyf, enlisted some Deneirian priests to craft these special bolts in large quantities. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (Piercing) Special: Spell Process: Bolts cast Silence on target (Will save negates) Weight: 0 lb. Launcher: Crossbow 00BOLT93 Stunning Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Crossbow 00BOLT94 Frost Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Crossbow 00BOLT95 Flaming Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Crossbow 00BOLT96 Corrosive Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Crossbow 00BOLT97 Bolt +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT98 Bolt +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT99 Bolt +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00CWBLTA Bolt +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow =============================================================================== Books =============================================================================== 00BOOK07 History of Calimshan 00BOOK08 History of Cormyr 00BOOK09 History of Dambrath 00BOOK10 History of Durpar and Var the Golden 00BOOK11 History of Estagund 00BOOK12 History of Gondegal the Lost King 00BOOK13 History of Halruaa 00BOOK14 History of Luiren 00BOOK15 History of Sembia 00BOOK16 History of Shadowdale 00BOOK17 History of Shadowdale 00BOOK18 History of Shadowdale 00BOOK19 History of Shadowdale 00BOOK20 History of Shadowdale 00BOOK21 History of Shadowdale 00BOOK22 History of Shadowdale 00BOOK23 History of Shadowdale 00BOOK24 History of Shadowdale 00BOOK25 History of Shadowdale 00BOOK26 History of Shadowdale 00BOOK27 History of Shadowdale 00BOOK28 History of Shadowdale 00BOOK29 History of Tethyr 00BOOK30 History of the Bell in the Depths 00BOOK31 History of the Chosen of Mystra 00BOOK32 History of the Dales and the Elven Court 00BOOK33 History of the Dead Three 00BOOK34 History of the Dragon Coast 00BOOK35 History of the Drow 00BOOK36 History of the Drow II 00BOOK37 History of the Fateful Coin 00BOOK38 History of the Last March of the Giants 00BOOK39 History of the Moonsea 00BOOK40 History of the North I 00BOOK41 History of the North II 00BOOK43 History of the North 00BOOK44 History of the North 00BOOK45 History of the North 00BOOK46 History of the North 00BOOK47 History of the North 00BOOK48 History of the North 00BOOK49 History of the North 00BOOK50 History of the Red Ravens 00BOOK51 History of the Sisters of Light and Darkness 00BOOK52 History of the Unicorn Run 00BOOK53 History of the Valley of the Gods 00BOOK54 History of the Vast 00BOOK55 History of the Western Heartlands 00BOOK56 History of the Zhentarim 00BOOK57 History of the Ulgarth 00BOOK58 History of Amn 00BOOK59 History of Waterdeep 00BOOK60 History of Waterdeep 00BOOK61 History of Waterdeep 00BOOK62 History of Waterdeep 00BOOK63 History of Waterdeep 00BOOK64 History of Waterdeep 00BOOK65 History of the Nether Scrolls The writing in this text is completely indecipherable and resists any such attempts at comprehension through normal magic or any other means. 00BOOK66 Yago's Book of Curses The pages of this book are tattered and torn. Various stains of unknown origin abound on each page, along with what appears to be some kind of writing or scribblings. The odd marks seem to be scribbled all over the pages rather haphazardly and even sometimes flowing right off the edge of the page as if the author didn't realize when to stop. The odd markings seem to writhe and contort in agony as if in defiance of being read. Weight: 2 lb. 00BOOK67 Animals Are Your Friend An excerpt... "One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demihumans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever- changing basis. Give the creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory." Weight: 2 lb. 00BOOK68 Lore of the Bladesingers 00BOOK69 Code of Training in the Seldarine's Hand 00BOOK70 Elameth's Compendium By Elameth This is a technical book containing sketches of various magical artifacts. It details some of the plans and processes used by the elven enchanter, Elameth, and the dwarven smith, Karador during the time of cooperation between the two races. Weight: 2 lb. 00BOOK71 Ancient Lore on Corellon Larethian By Master E. L. Boyd ...as the lore goes, many great battles were fought between Corellon and Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed. And in this mixture of blood and tears, Corellon's children, the Seldarine were born. Corellon embodies the highest values of that which is elvenkind. From the gentle aspects of art and poetry to the hasher aspects of war and magic, he is venerated by all the Fair Folk, except that of the drow. Vigilant over his creations, it is told that Corellon will wander the elven lands, observing his people and defending what is theirs. Weight: 4 lb. 00BOOK72 Engineering Manual 00BOOK73 Fish on the Sea of Fallen Stars 00BOOK74 The Folly of Fury 00BOOK75 Hippogriff Riders of the Hand 00BOOK76 Tending Ivy 00BOOK77 Ancient Lore on Labelas Enoreth By Master E. L. Boyd Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond the mortal realms. He measures the lives of the Fair Folk and decrees when they should be ended, allowing passage to Arvandor. As Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would alter the path of history. Labelas confers wisdom and teachings on young and old alike, and although he is rarely invoked, the Lifegiver is often praised. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. Weight: 4 lb. 00BOOK78 Ancient Lore on Sehanine Moonbow 00BOOK79 Philosophy of Kara-Tur 00BOOK80 Great Pottery of Lurien 00BOOK81 "Rock Eaters", They are Not! 00BOOK82 Ancient Lore on Shevarash 00BOOK83 Ancient Lore on Solonor Thelandira 00BOOK84 Secret Societies 00BOOK85 Ecology of the Unicorn 00BOOK86 On Non-Violence 00BOOK87 Worship in the Hand of the Seldarine 11BOOKDE Book of the Deserving This great book details the dogma of Tempus, the Lord of Battles. Inscribed within are the tenets of the order: "Tempus does not win battles - Tempus helps the deserving win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. War should not be feared, but seen as a natural force, a human force, the storm that civilization brings by its very existence." This book gains power when the passages within are read aloud by a priest of Tempus, and it allows the priest to call upon his inner strength and use it in the name of war. STATISTICS: Spell Power: Casts the spell Bless once per day Weight: 1 lb. 11BOOKEA The Ten-Towns: Easthaven 11BOOKHK History of Kuldahar 11BOOKHW Heart of Winter 11BOOKLD Legends of Icewind Dale 11BOOKLE Book of Leaves The covers of this heavy book are made of bark, and the pages are made of pressed leaves. It is not clear what is holding this book together, for you see no bindings and no glue along the spine. When this book is held in the hand of a druid and the druid is touching solid ground, a sheath of bark will sprout from the earth and cover the wielder, making his skin as tough as the skin of a great tree. STATISTICS: Spell Power: Casts the spell Barkskin Weight: 1 lb. 11BOOKLO The Ten-Towns: Lonelywood 11BOOKST Severed Ties, Severed Hand 11BOOKTG Traveler's Guide to Icewind Dale 11HFBKDE Tome of the Lord of Battles This great book details the dogma of Tempus, the Lord of Battles. Inscribed within are the tenets of the order: "Tempus does not win battles - Tempus helps the deserving win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. War should not be feared, but seen as a natural force, a human force, the storm that civilization brings by its very existence." This book gains power when the passages within are read aloud by a priest of Tempus, and it allows the priest to call upon his inner strength and use it in the name of war. STATISTICS: Spell Power: Casts the spell Champion's Strength once per day Weight: 1 lb. 11HFBKHW Heart of Winter The Heart of Winter is often confused with the legendary Heartstone Gem, a powerful scrying artifact that serves as the heart of the great tree community of Kuldahar. The Heart of Winter is not an object, but an expression frequently used by the Uthgart tribes of the north to refer to a warrior or creature that has rid itself of all except one driving focus - usually revenge or hatred. The expression is often used to describe the barbarian lord, Wylfdene, who returned to lead the barbarian tribes in a campaign against the Ten-Towns in the Year of the Cold Soul (1281 Dale Reckoning). According to legend, Wylfdene claimed to be the reincarnation of the shaman Jerrod, one of the barbarians greatest heroes and the one who sacrificed himself in the final battle against the archmage Arakon many hundreds of years ago. Claiming that his body had become home to Jerrod's spirit, Wylfdene rallied the tribes of the North to war to retake the lands that he claimed had been seized by the southerners of the Ten-Towns. Establishing a great war camp in Bremen's Run, a narrow canyon under the shadow of Kelvin's Cairn, he fought several quick battles against the dwarves and townsfolk of the region until a small band of adventurers arrived in the town of Lonelywood to try to carve out a peace between the Ten-Towns and the barbarians. Their efforts at diplomacy are said to have failed, but they succeeded in defeating Wylfdene and saving the Ten-Towns from destruction. It is believed that these adventurers are the only reason the Ten-Towns exist (and thrive) to this day. What happened to these brave adventurers is unknown. The last known record of them is a sighting of them at the Whistling Gallows Inn in Lonelywood, where they spoke with a halfling traveler who claimed to know of a place where great riches could be found. Shortly after this, the adventurers and the halfling vanished and were never heard from again. After reading the closing chapter of the book above, you notice that the top letter in each of the chapters weave together to form a peculiar summoning spell. When a passage is recited from the book, it allows the reader to inflict the curse of the Heart of Winter upon foes, blinding them with its power or even freezing them where they stand. STATISTICS Spell Power: Cast Otiluke's Freezing Sphere 3/Day Spell Power: Cast Power Word: Blindness 3/Day Weight: 1 lb. 11HFBKLD Legends of Icewind Dale The greatest legends can stem from the humblest beginnings, and so it was with the band of adventurers that began their journey in the fishing community of Easthaven thirty years ago, 1281 Dale Reckoning. Meeting in the Winter's Cradle Tavern, this band of southerners had traveled north in search of adventure, and they were the first to join Hrothgar's expedition to investigate the rumor of troubles brewing in the great tree town of Kuldahar to the North, where a mighty oak, towering hundreds of feet high, sheltered a small town beneath its boughs with a life-giving warmth. The misfortunes plaguing Icewind Dale led to the ambush of Hrothgar's expedition in the windswept Kuldahar Pass... and it left them the only survivors. Pressing on against goblinoid raiders that filled the Pass, the small band finally reached Kuldahar, only to discover the great tree was being threatened by an unknown evil deep within the mountains - if this evil was not stopped, Kuldahar would be destroyed, and the North itself might soon share the town's fate. The brave band of adventurers searched out this evil, their travels carrying them from the crypts of the Vale of Shadows through the numerous ruins of the North, including the decaying elven fortress of the Severed Hand and the lava- filled caverns of Dragon's Eye. Much of their journey has been lost, but there is no doubt that their efforts led to the salvation of Kuldahar and the Ten- Towns and their deeds are still spoken of in Easthaven and Kuldahar to this day. Hrothgar himself has been laid to rest in a small glen near the town of Kuldahar, in memory of his selflessness in coming to the aid of his neighbor in a time when Easthaven itself was suffering troubles of its own. Among their other acts of heroism, the adventurers are credited with the discovery of the location of the tomb of Kresselack the Black Wolf, one of the most infamous of the Northern generals, the discovery of the Severed Hand, and numerous other monasteries and ruins believed lost to time and the snows of the North. After reading the closing chapter of the book above, you notice that the top letter in each of the chapters weave together to form a peculiar summoning spell. When a passage is recited from the book, it summons the howling winds of Icewind Dale to the reader's aid. STATISTICS: Spell Power: Cast Whirlwind 3 times/Day Spell Power: Cast Planar Binding: Air Elemental 3/Day Weight: 1 lb. 11HFBKLE Book of Leaves The covers of this heavy book are made of bark, and the pages are made of pressed leaves. It is not clear what is holding this book together, for you see no bindings and no glue along the spine. When this book is held in the hand of a druid and the druid is touching solid ground, a sheath of bark will sprout from the earth and cover the wielder, making his skin as tough as the skin of a great tree. STATISTICS: Spell Power: Casts the spell Barkskin Spell Power: Casts the spell Shambler Weight: 1 52BOOK89 Valas - The Black Raven 52BOOKAD How To Be An Adventurer This ludicrously huge and heavy book - more a compilation of volumes in a single binding than anything else - claims to be an extensive manual on the "the fine art of adventuring." Its many chapters include: - Henchmen: Loyal Companions or Seedy Pack-Mules? - Making Your Kit Work for *You* - 101 Uses for a 10' Pole - Catapults: Yes, That's as Far as it Shoots - Getting the Most Out of Your Party's Thief - Today's Tinderbox - It's Not Just for Lighting Torches Anymore - Dungeons to Tackle: - Stinky Pieter's Halls o' Poorly Guarded Gold - The Caves of Soundly Sleeping Monsters - Archmage "Loose-Bowels" Wozley the Milksop's Enchanted Item Warehouse - The Wooden Citadel of Darmos the Old and Crippled - Uncle Fralin's Tool Shed - ...and more! - Dungeons To Avoid Like the Crotch-Rot: - The Iron Fortress of Blodax, Devourer of Souls - Dominara the Erinyes' Nine-Layered Brothel of Violent Emasculation (No Slaking... or Slating... allowed) - The Crimson Hell-Pit of One Billion Miserable Deaths - Uncle Fralin's Bedroom - ...and more! - Your Lantern and You - Twelve Uses for Twelve Iron Spikes - 99 Uses for That Little Hammer That Comes With Twelve Iron Spikes - Face It, You're Actually "Neutral Evil" - The King's Lovely Daughter: Look But Don't Touch - Don't Put Your Hand in That Dark Hole ...and over eighty more information-packed chapters covering all aspects of adventuring, from hoarding to spell-casting and bold heroics to arse-saving cowardice. STATISTICS: Special: Gives the reader 10,000 Experience Points. Disappears after use. Weight: 8 lb. 52HFBKAD How To Be An Adventurer (2nd Ed.) STATISTICS: Special: Gives the reader 20,000 Experience Points. Disappears after use. Weight: 8 lb. 52BOOKDV Tome of Deeds Valorous The Tome of Deeds Valorous is filled with many tales of courage, from lyrical tales of noble gallantry to almost chilling accounts of desperate self- sacrifice. The pages and very words themselves are soaked with magic, so that when read aloud they serve to inspire the speaker and nearby companions. Thrice per day one may use the tome to dispel all fear and steel hearts against further trepidation. STATISTICS: Special: Can cast the spell Remove Fear 3/day Weight: 2 lb. 52HFBKDV Masterwork Tome of Deeds Valorous STATISTICS: Special: Can cast these spells simultaneously: Remove Fear, Emotion: Rage, and Armor of Faith 3/day Weight: 2 lb. 52BOOKGE Tome of Glorious Exaltation The Tome of Glorious Exaltation is filled with words to inspire and invigorate, all hand-scribed with thrice-blessed golden ink upon sheets of the finest vellum. One may read the tome's text aloud once per day, cleansing and protecting a single listener from the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, and hopeless states of mind. STATISTICS: Special: Can cast the spell Exaltation 1/day. Weight: 2 lb. 52HFBKGE Masterwork Tome of Glorious Exaltation STATISTICS: Special: So long as the book is held, the bearer is under the effects of the Exaltation spell. Weight: 2 lb. 52BOOKOG Mensel's Obscene Grimoire Mensel of Cormyr, at one time the Lord of Immersea, was that rare sort of nobleman, a fellow well known to be kind, generous, and humanitarian to a fault. He was much loved by his family, servants, and those that lived upon his lands. Well after the elderly Lord Mensel had passed away in his sleep, a secret vault was found hidden beneath his study. Within the vault Mensel's heirs found a small hoard of treasure... and the Obscene Grimoire. Though the origins of the grimoire and the identity of anyone associated with it - save the late Lord Mensel, of course - are still unknown, unwholesome rumors sprang up like mushrooms and still abound after nearly a century. The worst of the scandalous claims involved a seer from Arabel, a pious young man that seemed saddened to explain that Lord Mensel had the grimoire fashioned for himself at great expense and then slew all those involved in its making - an assertion that did no less than bring ruin to Mensel's name and family. The unsavory book was cast into a temple brazier but, to the astonishment of numerous witnesses, it vanished in a cloud of foul-smelling vapor rather than bursting into flames. Since that day the Obscene Grimoire has appeared in many places, never found intentionally and always disappearing again within a few year's time. The thick, black, leather-bound book is filled with painstakingly detailed woodblock prints, each depicting a gruesome scene of violent perversion. Even the briefest of glances through its disturbing pages is enough to assure the reader that no taboo is left unturned. However, for those willing to carefully peruse the disquieting work, there are dark runes and ritual directions hidden amongst the illumination around each print. Those so inclined are able to use the power of Mensel's Obscene Grimoire to summon a cacofiend, bound to the reader's service, one time before the book vanishes. STATISTICS: Special: Using the grimoire casts both Protection From Evil and Cacofiend. The Obscene Grimoire vanishes after a single use or when one attempts to destroy it. Weight: 2 lb. 52HFBKOG Mensel's Vile Grimoire Pervertere STATISTICS: Special: Using the grimoire casts both Protection From Evil and Cacofiend. The Mensel's Vile Grimoire Pervertere vanishes when one attempts to destroy it. Weight: 2 lb. 52BOOKSU Tome of the Supplicant The Tome of the Supplicant is a heavy volume whose intricately illuminated vellum pages contain numerous short prayers woven with words of power and calling. One may read aloud from the tome once per day, bestowing favor upon the reader and his or her allies while cursing his or her enemies. STATISTICS: Special: Spell Power: Can cast the spell Prayer 1/day Weight: 2 lb. 52HFBKSU Masterwork Tome of the Supplicant The Masterwork Tome of the Supplicantis a heavy volume whose intricately illuminated vellum pages contain numerous short prayers woven with words of power and calling. One may read aloud from the tome once per day, bestowing favor upon the reader and his or her allies while calling down the righteous fury of the Plane of Brightness upon his or her enemies. STATISTICS: Special: Spell Power: Can simultaneously cast the spells Prayer and Holy Smite 1/day Weight: 2 lb. 52BOOKSV Tome of Sacred Verse The Tome of Sacred Verse is a collection of hymns and lyrical prayers woven with words of power and calling, penned in the blood of a willing planar. Twice per day a reader may sing a passage aloud, the book's power making his or her voice as fine and clear as radiant crystal. For the duration of the hymn, allies of the singer that hear the sound will be blessed with good fortune, while the singer's enemies will be cursed. STATISTICS: Special: Spell Power: Can cast the spell Chant 2/day Weight: 2 lb. 52HFBKSV Masterwork Tome of Sacred Verse The Masterwork Tome of Sacred Verse is a collection of hymns and lyrical prayers woven with words of power and calling, penned in the blood of a willing planar. Thrice per day a reader may sing a passage aloud, the book's power making his or her voice as fine and clear as radiant crystal. For the duration of the hymn, allies of the singer that hear the sound will be blessed with good fortune, while nearby enemies will find themselves dumbfounded and guilt-struck for opposing such a glorious figure. STATISTICS: Special: Spell Power: Can simultaneously cast the spells Chant and Emotion: Despair 2/day Weight: 2 lb. 53BOOKIG A Treatise upon Flesh Golems This large, hand-written tome details the efforts of the wizard Imphraili - a specialist in the school of transmutation - to enhance what she refers to as the "languid, wholly inefficient flesh golems of our day." Most of the book is filled with various alchemical formulae, surgical procedures, chemical treatments and the like to be given to the inanimate golem before it is awakened. In the final chapter, however, she details the creation of the Sanguis Anima, a fluid necessary in the animation of such an enhanced golem. Once the fluid is injected into the creature and the golem is blasted with electricity, it will awaken to serve its new masters. There is a warning, however - the modified golem will not be able to stand the touch of direct sunlight. Using this tome and with the proper chemicals - the author mentions a variety of giant fungi spores in addition to other more typical reagents - and access to an alchemical laboratory, a skilled wizard or alchemist could probably concoct the Sanguis Anima. Weight: 3 lb. 53BOOKIS Imphraili's Transfusion Notes These are the notes of the wizard Imphraili, a specialist in the school of transmutation. Their contents revolve largely around the theoretical application of the Sanguis Anima - an alchemical fluid she uses in the process of animating a flesh golem - as a means of physically invigorating or extending the lifespan of a living creature. Imphraili clearly states that the procedure would be insanely dangerous and that only a dedicated practitioner of the art of transmutation could carry it out; it requires the imbiber to magically alter the state of the Sanguis Anima - normally deadly poison to any mortal humanoid - as it courses through his or her blood. Using these notes and with the proper chemicals - the Sanguis Anima in particular - and access to an alchemical laboratory, a skilled transmuter with a taste for danger could probably perform the procedure. Weight: 1 lb. 53BOOKIV Progress Journal: Viciscamera This is the progress journal for a project called "Viciscamera." Scribbled in painstakingly small, cryptic shorthand, it is for the most part entirely illegible. The most recent entries seem to revolve around the project's success, boasting that the Viciscamera is entirely functional and now requires only the slightest of biomagical alterations to perfect. The writer seems particular proud of the Viciscamera project's natural and magical defenses... with its tough, ensorcelled hide and exhalation sacs of airborne corrosive gas, the thing seems nigh indestructible. Hastily scratched notes in a sidebar mention a possible weakness, however: one could possibly create an enchanted poison that would turn the Viciscamera's defenses upon itself, essentially forcing it to self-destruct. In addition to the required range of somewhat typical alchemical reagents, the author mentions a variety of giant fungi spores and "a curious, silvery fluid similar in consistency to mercury." Using these notes and with the proper chemicals and access to an alchemical laboratory, a skilled wizard, alchemist, or maker of poisons could probably concoct a magical, specially-tailored conversion poison capable of destroying the Viciscamera project. Weight: 3 lb. 53BOOKMJ Malavon's Journal Malavon's journal is largely illegible, the greater portion of it being written in a mix of ancient elven and a complex code he devised and perfected over a century and a half ago. One of the more recent decipherable entries, however, is of some interest: Malavon wrote of the Z'hinda citadel, a drow stronghold that fell into the hands of the illithid - mind flayers. The citadel's gates are magically sealed, nigh impossible to open from without. The drow had intended to assault the citadel's guards, prompting them to open the gates to summon more thralls and thus expose the citadel interior. However, with the arrival of so many driders in the area, the gate guards withdrew into the citadel and have yet to return. Malavon is certain that if the number of driders can be reduced, the citadel guards will return to their position at Z'hinda's gates. To this end, he planned to find and destroy whatever it is that is responsible for the driders' sudden increase in numbers. Weight: 1 lb. 63BOOKGK Diary of Garuk Katah This is a small book filled with several hand written pages. Most of the pages are incomprehensible since the author seems to have unusually poor penmanship. However, one passage does catch your attention. "... I finally got that promotion that I've worked so hard for. I'm now a Ruin Lord and I've been placed among the guardians of the Globe of Essence, the gift of Iyachtu Xvim. Of course, I had to backstab Drothan to get the promotion, but who cares? Every now and then I stroll by the infirmary, wave my new holy symbol under his nose, and watch him turn purple. Ha Ha Ha! Life is good..." Weight: 2 lb. 63BOOKL1 The Last Alliance I: The Elves 63BOOKL2 The Last Alliance II: The Dwarves 63BOOKL3 The Last Alliance III: The Darkest Hour 63BOOKL4 The Last Alliance IV: The Dwarf Alliance 63BOOKL5 The Last Alliance V: Echoes of the Fall 63BOOKL6 The Last Alliance VI: The Fall 63BOOKOG Orrick the Grey's Spellbook This huge leather bound tome is the spellbook of Orrick the Grey. Orrick is best known for his research into ancient elven magics known as mythals. Weight: 2 lb. 63BOOKOM Orrick's Book of the Mythal This tome is actually a collection of notes by Orrick the Grey. In it are all the known details of his extensive research into mythal magic. Weight: 2 lb. 63BOOKTI Tome of Ilmater This dusty, but beautiful, heavy, red leather bound tome has all the tenets of the Ilmater faith. In addition, the tome has all the faith's rituals, including the Ilmater Sanctification Ritual. Weight: 2 lb. 63BOOKZA Diary of Zaem Astyr This is a small book filled with several hand written pages. Most of the pages have been defaced or torn from the book. A single blood stained entry remains. "... creature has turned against me, for what reason I cannot fathom. I know it stalks me now and intends me ill will. I must be on guard until I can hunt the creature down and eliminate its threat. Tomorrow I must..." Weight: 2 lb. =============================================================================== Boots =============================================================================== 10CICAT1 00BOOT01 Boots of Speed These boots have been magically enhanced so that wearer is able to travel at twice the normal speed. They are much prized by those whose profession involves traveling long distances. STATISTICS: Special: Increased movement rate Weight: 2 lb. 00BOOT02 Boots of Stealth In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Hide skill: +2 Weight: 4 lb. 00BOOT03 Boots of the North These boots have been lovingly crafted out of the hides of some unknown beast. Little is known about the cobbler who created these boots, but his skill with leather is obvious. Upon putting on these boots, they seem to contort and twist until they perfectly match the foot of the wearer. These boots provide superior protection in cold weather and will keep one's feet warm and dry in the worst of conditions. STATISTICS: Resistance: 6/- Cold Resistance Weight: 4 lb. 00BOOT04 Boots of Avoidance The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Armor Bonus: +5 vs. missile weapons Weight: 4 lb. 00BOOT05 Boots of Grounding Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Resistance: 6/- Electrical Resistance Weight: 4 lb. 00BOOT09 Witherbranch Boots The edges of these near-rotted leather boots still have dead vines and twigs draped from them. These magical boots were fashioned and enchanted by several members of the Hosttower of the Arcane during their brief crusade against various nature worshippers in the Icewind Dale region and passed along to their agents scouting the region. While the boots were known to cause any plant touching them to wither instantly, it also left a noticeable trail through the wilds of Icewind Dale... a trail that the druids followed in polar bear form and devoured the agents one by one. These boots are all that remain. These boots kill any vegetation they touch, and they cannot be worn by a ranger or druid. STATISTICS: Wearer is immune to the spell Entangle. Weight: 2 lb. 00BOOT14 Yeti Skin Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. These particular boots have been fashioned from the hide of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 4 00BOOT15 Winter Wolf Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. These particular boots have been fashioned from the hide of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 4 00BOOTCS Chimandrae's Slippers Crafted of fine red and black silk, soft cotton, and gold filigree, these exquisite slippers could be worth a large sum of money even without their enchantments. The slippers were enchanted by the burglar and wizard Chimandrae of Black Veils. Chimandrae was legendary throughout the ancient empires of the south. Her powers of trickery, seduction, and acrobatics were praised and cursed with equal frequency. She wore these slippers in her home in case unexpected visitors dropped in. Chimandrae mysteriously disappeared in 742 DR, leaving most of her possessions behind in her large Untherian estate. STATISTICS: Ability Score Modifier: +5 to Dexterity Weight: 3 lb. 00HFBTCS Chimandrae's Warded Slippers STATISTICS: Ability Score Modifier: +5 to Dexterity Spellward: Immunity to the spells: Web, Entangle and Command Resistance: +2 Spell Resistance Weight: 3 lb. 00BOOTSB Shifter's Boots An unknown assassin who operated in the Moonsea, Thesk, and the Vast, used these boots on many of his missions. His magical footwear made him extremely difficult to capture. Eventually, a league of merchants hired a pair of brother wizards, Dashrim and Balkat of Dragon Falls, to stop the assassin before he worked his way through their high council. Dashrim and Balkat ambushed the assassin and dispelled his enchantments. When they finally killed him, they pulled back the man's mask and found that his face had been horribly disfigured in a fire. Strangely, divination revealed nothing about the man's history or clients. The brothers kept the boots for a few years and eventually sold them. Because they did not know the name of the man they had killed, they simply called the items "Shifter's Boots". STATISTICS: Spell Power: Can cast the spell Blink 1/Day Weight: 3 lb. 00HFBTSB Shifter's Nimble Boots STATISTICS: Spell Power: Can cast the spell Blink 1/Day Constant Effect: User under the effects of the spell Freedom of Movement while equipped Weight: 3 lb. 10BOOTTB Treadlightly Boots These well-crafted doeskin boots are not magical, but the soles have been padded to reduce the amount of noise the user makes. STATISTICS: Move Silently skill: +1 Weight: 2 lb. 10HFBTTB Boots of Hushed Whispers STATISTICS: Move Silently skill: +5 Weight: 2 lb. 50BOOT14 Wandering Hunter's Boots Boots like these are painstakingly crafted for the use of the Wandering Village's best young hunters. The soft wolf's fur of the lining is enchanted to silence a hunter's footfalls while stalking prey. STATISTICS: Hide skill: +3 Weight: 4 lb. =============================================================================== Bows =============================================================================== 00BOWC01 Composite Longbow Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC02 Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC04 Composite Longbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC92 Composite Longbow of Spell Resistance STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 9 lb.Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC93 Composite Longbow of the Defender STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Deflection Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC94 Composite Longbow of Empowerment STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. User is immune to further bonuses until 1st bonus expires. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC95 Composite Longbow of Dodging STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 2/- Missile Resistance Dexterity: +1 bonus Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC96 Composite Longbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +6 Weight: 3 Speed Factor: 6 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC97 Composite Longbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC98 Composite Longbow +3 Damage: +5 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC99 Composite Longbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWCAG Arc of Gold It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. At the height of the dwarven-elvish alliance in the North, a disagreement arose between the two races over the matter of trading enchanted weapons to the men of the south, who were beginning to establish a foothold in the North. The dwarves were of the opinion that the many great works that had been built through the joint efforts of the dwarves and elves should be offered up to man and the profits used to fill the coffers of both races. This suggestion was not well- received by the elves nor by their leader, the arch-mage Larrel, and the matter was quickly dropped. However, when the Arc of Gold, one of the items fashioned jointly by dwarven and elven weaponsmiths was found in the hands of an orcish war party not long after the debate in the alliance councils, the elves accused the dwarves of selling the weapons to the goblinoids out of greed. The dwarves, insulted, broke the shafts of their hammers in the middle of the council and broke talks with the elves, returning to their halls in Dorn's Deep and never speaking to them again. The two races, now divided, were soon swallowed by the Dark Horde that was devouring the North beneath its banner. At the time of the fall of the Severed Hand, the Arc of Gold was mounted within the halls of Severed Hand as a reminder of the dwarven treachery and dwarven greed. When the Severed Hand fell, the Arc of Gold silently watched as the goblinoids tore apart the elvish defenders and laid waste to tower after tower, until the elvish archmage Larrel, in a desperate measure, brought about the Mythal cataclysm that sealed the fate of the Severed Hand once and for all. When the Mythal was cast, the Arc of Gold vanished from the halls of the Severed Hand and has not been seen since... until now. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL01 Longbow The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. STATISTICS: Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL02 Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL03 Longbow +1 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL88 Longbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL89 Longbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL90 Longbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL91 Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL95 Spellward Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Spellward: Immunity to the spell Sleep Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL96 Longbow of Spell Resistance STATISTICS: Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL97 Longbow of the Shield STATISTICS: Attack Bonus: +1 Special: Spell Power: Can cast spell Shield 1/day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL98 Longbow of Fire Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Special: Resistance: 1/- Fire Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL99 Longbow of Fortitude +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Special: Hit Point Bonus: +10 hit points Saves: +2 Save vs Fortitude Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSF Sophias Flight This longbow is the subject of legend among the squabbling citadels of the Sword Coast, a legend fiercely debated in drinking halls and taverns in and along the storm-lashed coast. According to the tale, the bow takes its name from its pivotal role in the escape of a young woman named Sophia, a typical maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is described as hideously ugly and of foul temperament, of course). Sophia, however, believed she was destined to marry one of the Duke's archers, a dashing young golden- haired fellow who roamed the surrounding lands felling foul beasts with a single twang of his mighty bow. As the tale goes, one of the court wizards (a transmuter) took pity on the young woman's plight and cast a spell that turned her into an arrow for an hour's time. The transmuter arranged for Sophia to be fired from the castle wall to a ship waiting off the coast, where she could sail to freedom. The tale then breaks down from here, as numerous accounts claim that Sophia did not flee the coast safely, and that she transformed back into her normal body while she was halfway across the water, plunging into the icy ocean. Another school claims that, while in arrow form, Sophia pierced the side of the ship, then choked to death when she resumed her normal form with her neck embedded in the ship's hull. Still others claim that she was never even launched from the bow, and that she resumed her normal form while inside the archer's quiver, and she awoke, naked, wearing only the small band of leather about her body. When this last argument is made, the discussion generally deteriorates into a steady stream of sexual innuendos and the evening officially goes downhill. Whatever the tale, the bow has a range unmatched by many other bows in the realms, and the arrows launched from it strike far and true - unlike the story surrounding the bow. STATISTICS: Damage: +1 (missiles) Attack Bonus: +2 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSF Sophia's Arc STATISTICS: Damage: +3 (missiles) Attack Bonus: +4 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSR Sun-Reacher The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Sun-Reacher with him. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSR Great Sun-Reacher STATISTICS: Damage: +4 (missiles) Attack Bonus: +4 Spell Power: Can cast the spell Protection from Missiles 1/Day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP01 Composite Shortbow Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +1 (missile) Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP02 Composite Shortbow +1 STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP97 Composite Shortbow of Insight +5 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Special: Alchemy: +10 bonus Knowledge (Arcana): +10 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP98 Composite Shortbow of Resistance STATISTICS: Damage: +1 (missile) Special: Resistance: 2/- Cold Resistance Resistance: 3/- Fire Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP99 Composite Shortbow of Endurance +2 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Special: Constitution: +4 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS01 Shortbow Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS02 Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS03 Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS86 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS87 Shortbow of Magic Resistance STATISTICS: Special: Resistance: 3/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS88 Shortbow of Displacement +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Spell Power: Can cast the spell Blur 1/day Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS89 Silenced Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Silenced: +2 to Move Silently skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS90 Shortbow of Shadows STATISTICS: Special: Shadowed: +2 to Hide skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS91 Shortbow of the Defender STATISTICS: Special: Deflection Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS92 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS93 Shortbow of Dodging +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Armor Bonus: +3 Armor vs Missiles Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS94 Shortbow of Life +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Hit Point Bonus: +10 hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS95 Shortbow of Health +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Hit Point Bonus: +5 to maximum hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS96 Shortbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS97 Shortbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS98 Shortbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS99 Shortbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSEH Eye of the Hunter This small barbarian bow is foreign to the lands of Icewind Dale, having been made by the distant warrior-priests of Vaasa. Its history is not rich, having been used by the chief hunter of a small tribe for decades. The bow later fell into the hands of invaders after the tribe was wiped out. Its obvious "barbarian" look could be unappealing to stylish urban adventurers. Made of yew and wrapped with thin furs, the bow looks rugged and practical. The grip of the bow has a chipped and faded painting of a large eye on each side. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSEH Swift Eye of the Hunter STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Dexterity: +3 Strength: +1 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSRS Rabbit Slayer The famed halfling hunter Herrian Smallhill was well known for his ability to fell large numbers of rabbits in a single day. Though Herrian repeatedly was challenged to displays of "real" hunting skill, he always returned to his home near Corm Orp to provide rabbits for his community. A noble elven hunter named Shidan Imraith challenged the halfling to a hunting contest in 1197 DR. When Herrian emerged at the victor, the proud elf became so enraged that he ordered his men to kill the halfling. Though Imraith's house was disgraced for the action and Shidan was brought to justice, Herrian's fine yew bow disappeared. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSRS Furious Rabbit Slayer STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Chameleon Power: +2 to Hide skill Spell Power: Can cast the spell Luck 1/Day Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWB Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWC Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWE Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWF Composite Longbow of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-Handed Minimum Strength of 15 required 00CWBOWH Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWI Longbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBCAG Mithril Arc It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. The Mithral Arc was developed at the height of the dwarven-elvish alliance, and it was one of the many joint items developed by the dwarves and elves of the Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's Deep. Its accuracy was unparalleled, and the dwarves presented it to the elves as a token of goodwill between the races. The string of the bow was said to have been blessed by the elvish archmage Larrel himself, with a range that seemed to rival the horizon. It was mounted in the halls of Severed Hand so that all visitors could see it, and see the achievements the dwarves and elves united could bring about. When its brother, the Arc of Gold, was discovered in the hands of a band of orcs raiding in the forests north of Severed Hand, the elves became furious and accused the dwarves of selling the relics the two races had jointly crafted to their enemies. The dwarves, enraged by the insult, seized the Mithral Arc and returned to Dorn's Deep, cutting off all contact with the elves. It is said that at the moment the alliance disbanded, the string of the Mithral Arc broke with a final twang, and the bow, useless, remained deep within Lower Dorn's Deep, silently watching as the dwarves were slowly driven deeper and deeper into the Deep by the encroaching goblinoid hordes that had begun to swarm down from the North. It was never seen and never taken by the Dark Horde that marched through Dorn's Deep, and the Mithral Arc remained there for countless years in the darkness with the dwarven dead piled around it, still clutching their weapons. How it came to be here is unknown, but the string of the Mithral Arc is restored and the bow is eager to be used. Perhaps there is hope for the fallen elves and dwarves still... or at least the opportunity to reclaim their once-proud homeland from the goblin hordes that threaten it. STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLFK Flamekiller Rangers in the service of Auril are rare, terrible forces in the north. Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over two years. A bane to nomads and merchants alike, Echolia's arrows felled many and drove off even more. A number of druids came north from the High Moor to deal with her, but they found her exceptionally difficult to dislodge from the region. The druids eventually killed the persistent ranger, but only at the cost of several druids' lives. Her bow was recovered and given to a Mielikkan ranger who died a decade later in the Marsh of Chelimber. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLFK Triumphant Flamekiller STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Resistance: 3/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed =============================================================================== Bracers =============================================================================== 00BRAC01 Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body. 00BRAC02 Bracers of Defense +2 Normally bracers are used to add support and protection to forearm area of the body. However, these bracers have been magically altered so that the wearer receives armor like protection without the constraints of wearing armor. Bracers such as these are highly prized by wizards and sorcerers who must have complete freedom of movement to perform their magical arts. STATISTICS: Armor Bonus: +2 Weight: 2 lb. 00BRAC03 Bracers of Defense +3 STATISTICS: Armor Bonus: +3 Weight: 2 lb. 00BRAC04 Bracers of Defense +4 STATISTICS: Armor Bonus: +4 Weight: 2 lb. 00BRAC05 Bracers of Archery 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: Attack Bonus: +2 (missile weapons only) Weight: 2 lb. 00BRAC08 Gauntlets of Fumbling 'Elander's Gloves of Misplacement' With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: Attack Bonus: -10 penalty Dexterity: -2 penalty Special: Can only be removed by a 'remove curse' spell Weight: 2 lb. 00BRAC09 Gauntlets of Weapon Skill These magical gauntlets aid the wearer in the use of weapons. Even an unfamiliar weapon may be used with some skill. STATISTICS: Attack Bonus: +1 Weight: 2 lb. 00BRAC10 Gauntlets of Weapon Expertise 'Legacy of the Masters' Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: Attack Bonus: +1 Damage: +2 bonus Weight: 1 lb. 00BRAC11 Bracers of Icelandic Pearl It is said that these magnificent bracers were constructed in the Spine of the World Mountains, and not so long ago. On the coastline of the Sea of Moving Ice, there dwelled Prashnak, an abjurer -- and a stubborn one at that. Apparently Prashnak was having a great deal of difficulty fending off a relentless scourge of trolls, who no doubt were interested in nothing more than his dug out, well stationed bower. Prashnak used storms of acid to keep the trolls at bay. However the young mage was tiring of the constant attacks, and the trolls were becoming bolder. After several months of studying the various effects of wilting magic, elemental summoning, and magical methods of frosting, Prashnak was finally ready to try his experiment. After summoning a water elemental, Prashnak evaporated choice bodily components and then froze the hapless creature. This lead to the creation of truly horrific sculptures of ice. The trolls, as simple as they are, took extreme offense to these totems and reportedly fled the area. The experiment a gleaming success, the exultant Prashnak continues his woeful studies to this day. What manner of thief took hold of the bracers is unknown, but they have been missing for several years. STATISTICS: Armor Bonus: +4 Dexterity: -2 Special: Can cast Lesser Planar Binding: Water Elemental 1/day Can cast Cone of Cold 1/day Can cast Horrid Wilting 1/day Weight: 3 lb. 00BRAC12 Elven Sewn Gloves These gloves have been made from the highest quality cloth and furs available in the land. Hand sewn by talented elven tailors, these gloves were very common among the people of the Seldarine's Hand. Outsiders have also found them appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. 00BRAC17 Yeti Skin Gloves These fur lined gloves have been stitched together using the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 1 lb. 00BRAC18 Winter Wolf Gloves These fur lined gloves have been stitched together using the skins of a Winter Wolf. STATISTICS: Resistance: +1 Cold Resistance Charisma: +1 Weight: 1 lb. 00BRACBB Brazen Bands These Brazen Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical) Weight: 1 lb. 00BRACHF Bands of Focus In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a true weapon master relies not on leather, chain, or plate, but on honing their skills so that they are never struck at all... and this means a weapon master must know their enemy's movements like the movements of their own hand. But such mastery lies in staying focused upon your enemy even in the heat of battle... and these simple leather armbands are intended to do just that. Initially used to help in the training of students at the Kamjin-Doh, these Bands of Focus radiate a soft moonlight glow when the light of dusk falls upon them. While worn, they exert a slight calming influence on the mind of the sword saint that wields them, heightening the warrior's perceptions and senses, and allowing them to read the movements of their opponents easier. On the rare occasion when an enemy strikes a sword saint, these bands allow the wielder to shrug off pain (which in the teachings of Kamjin-Doh are called, "distractions") and keep the pain where it belongs - on one's opponent. Many of these bands were scattered throughout Faerun in the wake of the destruction of the Kamjin-Doh at the hands of the Master of Razors. It is rumored that the Master of Razors possessed a set of these bands as well, but their location remains a mystery. STATISTICS: Special Damage reduction 5/+1 Weight: 1 lb. 00HFBCHF Bands of the Master When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the fields of western Kara-Tur, these simple leather bands were ripped from his arms... and his arms ripped from his shoulders... as punishment for his destruction of the Kamjin-Doh. The identities of those who defeated him are not known, but the rumors in Kara Tur were that his slayers were the spirits of three sword saints of Kamjin-Doh, returned from death to end the crimes of the renegade kensai. It was discovered that these once-simple bands of focus that the Master of Razors had worn as a student had become stained with blood and shame, and no longer shone with the same light as it once had. As the Master lost focus, his bands of focus corroded, almost to rot away as they were wrapped upon his bleeding arms. Nonetheless, these tattered bands still hold the power, strength, and viciousness of the Master of Razors... making the one who wields them far more deadly. If you wear these bands, never forget their purpose, never forget your focus, and never forget the reach of your enemy. Keep these three things in your heart, and they will serve you well in battle. STATISTICS: Special: Damage reduction 15/+3 Weight: 1 lb. 00BRACLA The Lions of Arkamadis Between 910 and 946 DR, the lands east of the Spine of the World mountains were often plagued by the minions of the archmage Arkamadis. Believed to have had contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians, Arkamadis was only slightly less dedicated to dominating the native people that surrounded his tower, Whitestone Talon. Arkamadis wore a pair of bracers during most of his time in the north. Regardless of the disguises he used, he always kept the bracers as an identifying feature. The bracers were made of thick, polished bronze. Though not elaborate, the top of each bracer featured a lion rampant in relief, roaring towards his hands. Arkamadis lost his bracers when dwarves from Citadel Adbar crushed his growing empire and demolished Whitestone Talon with siege engines. STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Bull's Strength 1/Day Weight: 1 lb. 00HFBCLA Great Lions of Arkamadis STATISTICS: Deflection Bonus: +5 Spell Power: Can cast the spell Bull's Strength 2/Day Weight: 1 lb. 00BRACRB Rakavik's Bracers The invoker Rakavik Savell was a man of few words. He kept company with thugs, brigands, murderers, and criminals of all sorts, men and women who valued strong actions over a silver tongue. Rakavik was a clever man, and devised these bracers knowing that most people assume bracers are for protection. When opponents thought Rakavik was out of spells, he never needed to pull out a wand or staff to make a quick offensive action. He simply made a non-threatening gesture with his arms and activated these polished steel bracers. Despite being over two hundred years old, the large sections of black enamel on the bracers are still dark and shining. Rakavik died in 1012 DR when he and his fellows botched an attempted burglary in Suzail. The bracers have passed through many hands since that time. STATISTICS: Spell Power: Can cast the spell Magic Missile 2/Day Spell Power: Can cast the spell Ice Dagger 1/Day Weight: 1 lb. 00HFBCRB Rakavik's Imbued Bracers STATISTICS: Spell Power: Can cast the spell Magic Missile 1/Day Spell Power: Can cast the spell Mordenkainen's Force Missiles 1/Day Spell Power: Can cast the spell Lance of Disruption 1/Day Weight: 1 lb. 00BRACTB Tamjan's Bracers The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so his teachers said. Unfortunately, Tamjan was called upon repeatedly to assist his father in the expansion of their family bakery. To establish a reputation among the cities of the north, Tamjan would magically preserve the freshness of his father's baked goods as he whisked them away to important events from Luskan to Silverymoon. Tamjan hated assisting his father. It made him the butt of jokes in wizardly circles across the north. Tamjan eventually decided to hire a group of bandits to attack him and his father as they traveled to Luskan. The young mage believed that the attack would scare his father into giving up his outlandish plan to establish bakeries across the north. The bandits became overzealous in the execution of their role. Weeks later, all the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of slush. The bracers are made of fine pinewood and leather with steel reinforcements. They feature very little ornamentation, the graceful curve of the steel being the notable exception. STATISTICS: Deflection Bonus: +1 Weight: 1 lb. 00HFBCTB Tamjan's Bolstered Bracers STATISTICS: Deflection Bonus: +5 Weight: 1 lb. 00BRACTC Thunder Clap When a high level monk hits someone, the victims often say it was like getting hit by a bolt of lightning. The bracers known as Thunder Clap are a prized possession of the monks that own them. Being that monks rarely use weapons other than their own hands and feet, these bracers offer an edge in battle that is rarely seen in the Realms. These bracers allow the skilled monk to increase the speed of their attacks. The added speed dished out by these bracers have, on several occasions, evened the odds against would be bandits that try to outnumber their monk victims. STATISTICS: Special Speed: One extra attack per round Weight: 1 lb. 00HFBCBB Indomitable Bands These Indomitable Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical, stacks with everything) Special: Damage reduction 10/+2 Weight: 1 lb. =============================================================================== Bullets =============================================================================== 00BULL01 Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4 Damage Type: Missile (crushing) Weight: 0 lb. Launcher: Sling 00BULL02 Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL03 Bullet +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL04 Force Bullet A popular weapon among priests, Force Bullets allow the user to restrain opponents without causing excessive harm. They are particularly well liked by the churches of Helm, Eldath and Ilmater. STATISTICS: Damage: 1d4 +2 Damage Type: Missile (crushing) Enchantment: +2 Special: Target must make a Reflex save or be affected by Otiluke's Resilient Sphere Weight: 0 lb. Launcher: Sling 00BULL86 Returning Flame Bullet +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Returning: Returns to user Flame: 50% chance +1d6 Weight: 0 lb. Launcher: Sling 00BULL87 Bullets of Disruption +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Sling 00BULL88 Stun Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL89 Bullets of Corrosive Burst STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 0 lb. Launcher: Sling 00BULL90 Bullets of Wounding STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Sling 00BULL91 Sure Strike Bullets STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Sling 00BULL92 Stunning Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL93 Sparking Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Sling 00BULL94 Frost Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Sling 00BULL95 Flaming Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Sling 00BULL96 Corrosive Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Sling 00BULL97 Bullet +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL98 Bullet +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL99 Bullet +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling =============================================================================== Chain Armor =============================================================================== 00ARMCH Armageddon Chain Mail of theTester Uber-Chain for critical path testing only! Do not use to test play balance. If you do, you will be abducted by aliens and probed with cold instruments. 00CHAN01 Chainmail Armor Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -5 Arcane Spell Failure: 30% Weight: 40 lb. 00CHAN02 Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. A faint blue glow can be seen emanating from the armor. STATISTICS: Medium Armor Armor Bonus: +6 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN03 Chainmail +2 STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN04 Splint Mail Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN05 Splint Mail +1 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This particular suit of armor has been magically enchanted for increased durability and protection. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN06 Baleful Mail This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 40 lb. 00CHAN07 Elven Chainmail of the Hand +3 During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep, special version of the illustrious elven chainmail were made that added protection against the harsh weather conditions of the north. STATISTICS: Light Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Resistance Bonus: +10% Cold Resistance Weight: 15 lb. 00CHAN08 Mail of Life This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Weight: 40 lb. 00CHAN09 Ogien's Scale The great barbarian hero Ogien wore this armor during his many legendary conquests. Ogien was said to be a bear of a man, taller than his fellow barbarians and a good deal wider. It is said by some of the barbarians that Ogien would wrestle with wolves for amusement, and it is known that he was haunted by a prophecy that he would die "under white paws." When he was killed fighting polar bears on the tundra of Icewind Dale, his armor was buried with him. Despite its power, it is not distinctive in its appearance. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +3 Armor Check Penalty: -3 Arcane Spell Failure: 25% Special: Wearer can incite Animal Rage 3/Day Weight: 25 lb. 00CHANML Mercenary's Lot The mercenary's lot has been a difficult one in the lands of Icewind Dale, for there is little to occupy one's fighting skills in the far north... at least until recently. This armor was worn by a mercenary company called the Silver Band who was driven from the north after a heated debate at the Ten-Towns council (a debate that barred further mercenary service from most of the Ten- Towns for a period not exceeding three seasons). According to the debate, the mercenaries were not seen as effective combatants, and certainly not worth the gold they were paid for their meager weapon skills. In order to pay for their passage back south, the Silver Band was forced to sell several suits of their armor in order to transport their mounts and siege engines, and the Band swore they would never return to the North, even if the region perished under an avalanche of goblins and other freakish monsters. Apparently, their ability to predict the future was not listed in their company annals. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Light Weight: Armor weighs half as much as ordinary chainmail Resistance: 1/- Cold Resistance Resistance: 1/- Fire Resistance Weight: 20 lb. 60CHANCD Chain of Drakkas Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder. At a very young age, Drakkas was kidnapped by a Drow raiding party and brought up by the Drow to be a pit fighter. At first he fought his fellow kidnap victims in the pits. However, over time, his fellow abductees died from their wounds and poor treatment, thus leaving Drakkas alone to eventually fight monsters of the Drow's choosing. Drakkas persevered, fueled by his ever-growing hatred for his captors, the hopes of one day escaping and then taking revenge on his kidnappers. One day Drakkas got his wish - he was able to escape by stealing his jail cell keys from his lazy night guard, and then stealthfully slipping out into the unforgiving Underdark. He managed to steal a couple of scimitars on his way out, which he put to good use while circumventing the twisted corridors of the Underdark. When he emerged on the surface, he immediately sought out his Moon Elf kin. Unfortunately, when he found his kin, they ostracized him due to his horrendous battle scars. Embittered and outcast, he made it his mission in life to exact the most painful revenge possible on his kidnappers. Drakkas diligently trained in the dark magics, and continued his formidable weapons training as well. When he got to the point where he felt he was ready, he began to sell his services as a mercenary to earn coin and buy better equipment. One thing in particular he eventually wanted was lightweight chain mail that would not interfere with his spell casting. Luck was with him the day he found a Dwarven armorsmith who could accommodate Drakkas' needs. It was not long after until the armor was finished and Drakkas was ready for his mission of revenge. Drakkas disappeared from the people who knew him and utilized his mercenary services, and ventured into the depths of the Underdark, where he was never heard from again. However, his special armor did somehow make it out of the Underdark. No one knows how, but speculation has it that the return of Drakkas' chain mail to the surface world was a subtle message from the Drow. The message, of course, was left to the imagination of the interpreter. STATISTICS: No Armor Proficiency Required Armor Bonus: +7 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Weight: 30 lb. 60HFCNCD Chain of Drakkas' Fury STATISTICS: No Armor Proficiency Required Armor Bonus: +8 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Attack Bonus: +3 bonus Speed: 1 additional attack per combat round Weight: 30 lb. =============================================================================== Cloaks =============================================================================== 00CLCKFC Farmer's Cloak On the farms in the Dalelands west of the Moonsea, most of the men and women who work the fields lead simple, humble lives. It is out of one such simple life that the legend of Behem Farmer of Mistledale emerged. However, the circumstances surrounding his legend are far from typical. While tending his farm near Sword Creek, bandit riders from the east rode forth and told him to surrender his land. Behem was overcome with grief and could not answer them. The leader of the bandits told Behem that he had until dawn of the next morning to vacate the land. The bandits then rode towards other farms and told them the same thing. At dusk, as the farmers cleared out their homes and prepared to fall back to defensible ground, some of the families saw the silhouette of Behem standing in his field, leaning upon his hoe, his head hung low. In the evening, three farmers approached Behem's field and saw the farmer asleep in his field. More shocking was the apparition of a woman, believed to be the spirit of Chauntea, wrapping Behem's loose cloak around him. The farmers returned to their families and told everyone what they had witnessed. Bolstered by the belief that Chauntea had blessed Behem for staying on his farm, the farmers gathered up their families and marched back to their farms. Unfortunately, their bravery had returned a few moments too late. Behem had just been killed by the bandits for refusing to leave. Before the eyes of the farmers, thick vines erupted from the field the bandits stood upon. The vegetation not only held the bandits firmly in place, but also thrashed and choked them into unconsciousness. The farmers rushed forward and drove off the bandits who remained. Though Behem's body disappeared with the vines, his bloodstained, tattered cloak remained behind. STATISTICS: Deflection Bonus: +3 Weight: 3 lb. 00HFCKFC Blessed Farmer's Cloak STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Entangle 1/Day Spell Power: Can cast the spell Sunscorch 1/Day Spell Power: Can cast the spell Aid 1/Day Weight: 3 lb. 00CLCKMB Cloak of Mystra Even though wizards can harbor powerful spells, their main weakness is the fact that they cannot wear any sort of armor without suffering severe limitations to their casting abilities. Although with proper training wizards may overcome these restrictions, wizards will normally choose to enchant their robes or a ring to have deflective properties so as to remain unfettered by bulky armor. But if by chance a talented fighter, or a skilled bowman connected with their weapon, the wizard would not have the fortitude to last long. Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land, made cloaks blessed by Mystra herself. These cloaks granted the wizard special damage resistances where most, if not all, the damage that was dealt out from a weapon would be negated. Needless to say that wizards who acquired the cloaks, which eventually were called Mystra's Blessing, felt even more powerful, if not invulnerable. STATISTICS: Special: Damage Reduction: 5/+1 Weight: 1 lb. 00HFCKMB Mystra's Embrace STATISTICS: Special: Damage Reduction: 10/+2 Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00CLCKNV Nature's Vengeance The avengers are members of a special sect within a druidic order. They are devoted to fighting those who defile nature, and these cloaks were sometimes worn by members of their sect when embarking on their crusades against those who had inflicted grievous wounds upon the land. It is reported that several of these cloaks were worn by druids who followed the trail of the Dark Horde many long years ago during their attack on the elven fortress of the Severed Hand. The Horde had felled many trees and laid waste to vast sections of the North while building siege engines, and the avengers declared war on them, attempting to use turn the power of nature against its attackers. Although the avengers were eventually slain by an orcish clan along the Spine of the World, their cloaks remain and occasionally resurface across the North. When worn by a druid, these cloaks have a chance of cursing any enemy who dares to commit violence upon the wearer. It has stayed the hand of many a foe... only to have them die with an avenger's blade in their throat. STATISTICS: Special: Retribution: 10% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00HFCKNV Nature's Fury Everard rarely lost his temper, but nature itself did when it was struck by the Auril priests and the combined might of the evil that threatened Icewind Dale. It is said that a wind tore through Everard's home after the events twenty years past and hurled his cloak into the upper branches of the Kuldahar Oak, where it was lashed and beaten by the icy winds for days, and ultimately lifted up and carried upon the storms for nearly a month. When it settled down, it was taken up by a wandering druid, who wore the cloak and used it to crush a sect of Aurilites in the ice shadowed delves of Slow Cedric's Gallop three years ago. Once his task was accomplished, the cloak was taken up by the wind again, and carried northward to be used against those that threaten the Balance once again. It is intended to avenge those who disrupt the Balance with violence, and to remind aggressors that one may not defeat nature, only anger it. STATISTICS: Special: Retribution: 20% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance Retribution: 10% chance of inflicting the spell Call Lightning whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00CLCKSB The Shroud of Bankao Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of Bankao has been worn by some of the most notorious thugs and murderers on the Sword Coast. Its coarse black fabric has grown coal gray over many years of use. Its last known owner was Polger Carallo, an extortionist who operated in the worst parts of Waterdeep. Polger made his living shaking down the residents of the poor districts of the city. A priest of Bane told Polger that he owed the church a tribute for his success. Polger refused the priest's offer and died at the end of the Banite's morningstar. STATISTICS: Spell Power: Can cast the spell Ghoul Touch 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00HFCKSB Death Shroud of Bankao STATISTICS: Constitution: +3 bonus Spell Power: Can cast the spell Ghoul Touch 1/Day Spell Power: Can cast the spell Bull's Strength 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00CIROBA Aurilite Ceremonial Robe This robe, worn by the priests and priestesses of Auril, is ice-white in color with blue piping, and cinched at the waist by a very wide silver belt. 00CLCK01 Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for wizards and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Deflection Bonus: +1 Saving Throw: +1 bonus Weight: 3 lb. 00CLCK02 Cloak of Protection +2 STATISTICS: Deflection Bonus: +2 Saving Throw: +2 bonus Weight: 3 lb. 00CLCK03 Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Bonus: +4 vs. missile weapons Saving Throws (Fortitude and Reflex): +2 bonus Weight: 3 lb. 00CLCK04 Cloak of Non-Detection Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as see invisibility and scrying. Weight: 3 lb. 00CLCK17 Yeti Skin Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 3 lb. 00CLCK18 Winter Wolf Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 3 lb. 00CLCKBC Berywel's Cloak The notorious halfling rogue and prankster Berywel Elmroot wore this cloak during his most well known streak of burglaries in Western Heartlands. After being incarcerated for twelve years in Berdusk, Berywel decided to do something to prevent the priests of Helm in that city from capturing him again. His gnomish friend, Chester Spindle, created this muted green and brown cloak in exchange for a case of wine stolen from a temple of Ilmater. Under its protection, Berywel slipped out of Berdusk at least ten times despite having priests of Helm in hot pursuit. When Berywel retired in Baldur's Gate, he sold the cloak to a friend. STATISTICS: Spellward: Immunity to the spells Command and Bane Weight: 4 lb. 00HFCKBC Berywel's Fantastic Cloak STATISTICS: Spellward: Immunity to the spells Command, Bane, Hold Person, Doom and Greater Command Weight: 4 lb. 00CLCKWC Woodland Cloak The leaves that fall from the great oak of Kuldahar are surprisingly flexible, much like cloth, and when treated with special druidic magics, can be fashioned as cloaks. When worn, the cloaks make no sound, and they provide the wearer with a minor chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as wood and helping to protect him against attack STATISTICS: Special: Hide skill: +1 Spell Power: Can cast the spell Barkskin once per day Weight: 1 lb. 00HFCKWC Deep Woods Cloak This enchanted cloak is a powerful garment indeed, and was fashioned by the Archdruid of Kuldahar, Everard, many years ago. It is fashioned from the molting bark of the great tree and has been specially enchanted so that it may be worn as a cloak. When worn, this cloaks makes no sound, and provides the wearer with a greater chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as the Great Oak itself, making him almost immune to damage. STATISTICS: Special: Hide skill: +4 Spell Power: Can cast the spell Ironskin once per day Weight: 1 lb. 50CLCK17 Wandering Hunter's Cloak Cloaks like this one are painstakingly crafted for the use of the Wandering Village's best young hunters. The soft wolf's fur is enchanted to mask a hunter's scent and help him or her to hide from prey in the shadows. STATISTICS: Hide skill: +2 Weight: 3 lb. 53CLCKHD House of Despana Piwafwi This fine cloak is made from spider silk with amazingly flexible adamantite filigree. The arrow and hexagon glyph of House Despana is featured prominently on the back and the stitching near the hems follows the same arrow pattern. Three small holes, surrounded by almost-vanished bloodstains, sit squarely in the back of the cloak. The cloak used to belong to Malfeem, ill-fated Weapons Master and short-lived Patron of House Despana. Malfeem was the father of Malavon Despana, Master of Rilauven's Sorcere Academy of Magic. Malfeem died in an attack on a rival house fifty years ago. Rumors within Rilauven state that the daughters of House Despana engineered Malfeem's death because he had gained too much influence over their Matron Mother. The cloak has rested in the House Despana treasury since he died. Forty years ago, it was worn for a single night by Matron Despana's new Patron, who fancied himself the finest warrior in Rilauven. The sentimentality of the Matron for Malfeem had not faded, and the Patron was flayed to death on the spot. STATISTICS: Resistance: 2/- Fire Resistance Hide skill: +2 Weight: 1 lb. =============================================================================== Clubs =============================================================================== 00CLUB01 Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Weight: 3lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB81 Cold Flame Club +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Frost: 25% chance +1d6 cold damage Flame: 25% chance +1d6 fire damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB82 Stun Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB83 Sure Strike Shock Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Shock: 50% chance +1d6 electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB84 Vampiric Club STATISTICS: Damage: 1d6 Special: Vampiric: 50% chance 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB85 Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB86 Club of Freezing Flames +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost: +1d6 Cold Damage Frost Burst: +1d6 frost damage and 10% chance of +1d10 extra frost damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB87 Club of Destiny +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: User is under the effect of the spell Luck while equipped Charisma: +1 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB88 Club of Enlightenment +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Strength: +1 Dexterity: +1 Constitution: +1 Intelligence: +1 Wisdom: +1 Charisma: +2 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB89 Club of Punishing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Lawful: +2d6 damage against chaotic creatures Charisma: +3 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB90 Club of Dazing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB91 Walloping Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB92 Club of Disruption STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +5 Damage Type: Bludgeoning Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB93 Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB94 Masterwork Club STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB95 Club of Immolation STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage Resistance: 5/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB96 Static Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB97 Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB98 Corrosive Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosion: +1d6 acid damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB99 Frost Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Frost: 50% chance of +1d6 cold damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUBHK Headknocker Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Crushing: 33% chance target takes +1d6 Crushing damage to the head Spell Process: 20% chance target becomes Confused Weight: 6 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFCBHK Club of Confusion The Club of Confusion was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Crushing: 99% chance target takes +2d6 Bludgeoning damage to the head Spell Process: 50% chance target becomes Confused Impact: Increased chance of scoring a critical hit on target Weight: 6 lb. Required Feat: Martial Weapon, Flail (?) Type: One-handed =============================================================================== Crossbows =============================================================================== 00BWHX01 Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX02 Masterwork Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX03 Heavy Crossbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX04 Heavy Crossbow of Accuracy 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: Damage: +2 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX91 Heavy Crossbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX92 Heavy Crossbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX93 Heavy Crossbow +3 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX94 Heavy Crossbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX95 Heavy Crossbow of Health +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX96 Heavy Crossbow of Defense +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX97 Spellward Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Spellward: Immunity to the spell Charm Person Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX98 Heavy Crossbow of Speed +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Speed: 1 additional attack per combat round Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX99 Heavy Crossbow of Accuracy +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +10 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXGE Geloise A human adventurer from the Dalelands named Arioth Cooper used this heavy crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, heavy crossbow was named after his dead wife, Geloise. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXGE Beloved Geloise STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Freedom of Movement: Wielder is immune to effects that impede movement Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXHF Hagnen's Folly This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, but by his wife Miraenna, who was responsible for stringing the crossbow with dragon gut and then checking its aim and speed of fire. There was apparently no love lost between the couple, and their arguments on everything from maintaining the home to maintaining the accounts were legendary within the clan halls. Shortly after Hagnen was crushed to death in the great quake of 1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of uncompleted work) to rest by finishing the last of a series of enchanted weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's name. After finishing the last of his weapons, Miraenna apparently left the dwarven clan home and traveled southwards, gladly ridding herself of the Odestone name and creations. Among Hagnen's other creations is a light crossbow that also bears his name - it has been sighted within the North on many occasions. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXHF Hagnen's Foolishness Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXHF Foolishness of Hagnen Odestone Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXHF Folly of Hagnen Odestone STATISTICS: Damage: +5 (missile) Attacl Bonus: +5 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXIA Iron Arbalest An assassin's greatest ally, besides his skill in his craft, is his weapon. In fact, an assassin is best if his weapon of choice, such as a crossbow, is used at the longest possible range with deadly accuracy. However, even the best of assassins need all the help they can get when it comes to long-range attacks. That is why the Iron Arbalest, and crossbows like it, are usually the best choice for would be assassins. The Iron Arbalest has been enchanted to enhance the assassin's crossbow skill and actually improve their chance to hit their mark. In skilled hands, the Iron Arbalest could drop a mark long before they could ever reach the assassin and exact revenge. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXIA Mithril Arbalest STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Hide: +3 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXMR Mailripper An arbalest of dwarven manufacture, Mailripper has been seen in use across Icewind Dale for at least a hundred years. On the rare occasions that groups of dwarves appear on the tundra, they are typically gathered for battle. The leader of the Warcrest clan always kept a keen-eyed warrior armed with Mailripper by his side. The warrior's instructions were simple: shoot the most heavily armored opponent you see approaching the king. When the Warcrest clan was wiped out in a woeful conflict with barbarians, some warriors from Bryn Shander used it for idle target practice before they died en route to Redwaters. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXMR Shielded Mailripper STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Deflection Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX01 Light Crossbow STATISTICS: Attack Bonus: +2 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX02 Masterwork Light Crossbow STATISTICS: Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX03 Light Crossbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX04 Light Crossbow of Speed +1 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: 1 extra attack per round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX91 Light Crossbow of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX92 Light Crossbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX93 Light Crossbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +6 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX94 Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX95 Light Crossbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX96 Light Crossbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Resistance: 1/- Magic Resistance Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX97 Light Crossbow of Health STATISTICS: Attack Bonus: +2 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX98 Eagle Eye Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +8 Special: Speed: 1 extra attack per combat round Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX99 Light Crossbow of Accuracy STATISTICS: Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXIM Iron Mary's Reply "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious resolve. Iron Mary was easily spotted among her dark-haired mercenary company. Not deigning to wear a helmet, she knew her long blonde hair was visible from across a battlefield. Mary was often hired to track down groups of criminals in lawless lands and put an end to their activities. After five years, troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was on their heels, they had angered someone of considerable importance. Instead of putting up a proper fight, many outlaws would attempt to surrender. Iron Mary never accepted surrender, so her reply was always a crossbow bolt shot into the forehead of the fool who dared to try talking his or her way out of impending doom. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXIM Iron Mary's Bold Reply STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Spellward: Immunity to the spells Ice Storm, Snilloc's Snowball Swarm, Agannazar's Scorcher Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXMB Makavail's Bane This weapon is not named for its user, but rather the person against whom it was used. Makavail was a scheming, lying, manipulative cheat who operated near the city of Westgate on the Lake of Dragons. Among the many enemies he made was a soldier from Teziir named Ricarl of the Mark. Ricarl wanted to get Makavail in trouble without letting his target know it was he who was responsible. When Makavail was exiting Westgate with chests full of stolen goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon. The horse bolted and overturned the wagon. Guards rushed to the scene and discovered what Makavail was up to. He was thrown in prison and died only a year later. He never knew who had fired the fateful bolt that caused his downfall. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXMB Makavail's Swift Bane STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Speed: +1 attack per combat round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXDB Doom Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the doom bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. Despite this, the doom bolter is actually the more simple, easily produced variant of the overly intricate and expensive hell bolter, another of Dragu's inventions. The doom bolter fires twice as quickly as the typical heavy crossbow, spewing a hail of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 2 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXHB Hell Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the hell bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. An attempt to create a missile weapon that would allow gray dwarf soldiers to slay many times their number from afar, the hell bolter is an overly complex and terribly expensive device unsuitable for the equipping of an entire army. It is, however, frightfully effective - the hell bolter fires three times as quickly as the typical heavy crossbow, spewing a storm of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 3 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXDB Dragu's Doom Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 3 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXHB Dragu's Hell Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 4 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed =============================================================================== Daggers =============================================================================== 00CWDAGF Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG01 Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG02 Masterwork Dagger STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG03 Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG04 Dagger +2 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip through stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG05 Dagger +2, Longtooth Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG06 Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG81 Returning Fire Dagger +1 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Flame: 50% chance +1d6 fire damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG82 Stun Throwing Dagger +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG83 Acid Tipped Throwing Dagger STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG84 Throwing Daggers +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG85 Throwing Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG86 Sure Strike Throwing Dagger STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG87 Dagger +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG88 Dagger +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG89 Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG90 Viper's Fang +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG91 Ice Pick +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG92 Vampire's Fang +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG93 Knife of Flame STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Flame: 50% chance +1d6 fire damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG94 Dagger of Resistance STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG95 Dagger of Warding STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Piercing Special: Defending: +3 Deflection Bonus Keen: Increases chance of scoring a critical hit Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG96 Cat's Paw Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +8 to Hide skill Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG97 Dagger of the Mind's Eye +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast Blur 2/day Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG98 Vampiric Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG99 Venomous Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGFW Final Word Inscribed upon the blade of this dagger is the word "Enough!" Judging by the skill of the craftsman and the enchantments on the blade, it may have its origins within some fierce school of debate in Cormyr or elsewhere, perhaps as a way to signal the end of a debate, or to end an argument by other, bloodier, means. When hurled, the dagger's accuracy and swift flight enchantments cause it to fly far and true into whatever target the wielder wishes. It doesn't look to have seen much use or combat, so it may have been intended as a purely ornamental weapon. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 10% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGFW Dagger of Closing Arguments STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 25% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGPF Poisonfang Ysha Poisonfang was a minor but very successful assassin. She preferred to strike at her targets from a distance and relied on poison to deal the fatal blow. Ysha was an abused and twisted young woman who enjoyed the suffering of others. She rarely used fast acting poisons and reveled in the screams of agony as her victims slowly perished. After a series of successful assassinations she was given an enchanted dagger by her guild. She promptly named the blade Poisonfang and took the name for her surname as well. Poisonfang is a throwing dagger with several enchantments. The weapons accuracy has been enhanced, has a chance to inflict the victim with a virulent poison, and then returns to its user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: 50% chance of +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGPF Ysha's Sting STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52DAGGSH Sulo's Hook No one knows where this enchanted parrying dagger first came from, though it gained its fame in the service of the notorious corsair captain "Baron" Sulo of Luskan. When Sulo and crew made to steal the Leberm family jewels from a small transport ship off the coast of Port Llast, they found themselves confronted by a group of experienced adventurers hired on as guards. One in particular fought like a devil, wielding a matched set of finely wrought dueling blades. The unnamed adventurer slew many of Sulo's men and, coming to clash with the corsair captain himself, severed Sulo's left hand. "Baron" Sulo would have died that day were it not for a stray ballista round from the Leberm ship - the enormous spear struck the unlucky swordsman squarely and carried him over the side of Sulo's ship in a flash. All that remained of him was his elaborate parrying blade, left spinning on the deck as if he'd never been there. Sulo elected to graft the swordsman's parrying blade to the stump of his left wrist in the place of a common hook. When Sulo was killed some nine years later, the blade was interned with him in a concealed tomb along with a substantial quantity of gems and coins. Despite the "secret" nature of Sulo's final resting place, the site was quickly plundered and Sulo's Hook passed into hands of other men. STATISTICS: Damage: 1d4 Attack Bonus: -2 penalty Damage Type: Piercing Special: Deflection Bonus: +3 Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52HFDGSH "Baron" Sulo's Hook STATISTICS: Damage: 1d4 + 1 Attack Bonus: -1 penalty Enchantment: +1 Damage Type: Piercing Special: Deflection Bonus: +3 Saving Throw: +1 bonus Resistance: 5/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 61DAGGWS Wyvern Stinger This sharp organ was once connected to a wyvern's poison gland. It contains a small amount of unspent poison that could be safely extracted with the proper equipment. It can also be wielded as a weapon. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: 20% chance of +2 points of poison damage every second for 6 seconds, Fortitude for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62DAGGXF Xvimian Fang As gratitude and a show of good faith towards Saablic Tan for joining with the Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang dagger. Forged from the finest metals and enchanted with the darkest magics akin to Xvimian lore, the Xvimian Fang reflects no light from its blackened steel. The blade is so black, in fact, that any details that usually stand out from a curved dagger blade are completely absent. It is as if the blade actually absorbs light. Saablic Tan always keeps the Xvimian Fang close, not just because the dagger has the awesome power to potentially turn individuals to stone when attacked, but because the dagger actually increases the wielder's intellect - truly a powerful weapon befitting a powerful wizard. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit Stat Bonus: +2 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62HFDGXF Xvimian Fang of Despair STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit 20% chance of casting the spell Emotion: Despair on target / hit Stat Bonus: +4 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5GT Grievance Tear This unusually heavy silver blade has been enchanted with the tear you obtained from the spirit in the Weeping Widow. The tear apparently still holds some of her anger toward you and anguish over her banishment from the Inn and may be the reason for the weapon's great weight. The hells hath no fury like a spirit banished, it seems, but as long as it gets you a valuable magic weapon in the process, a little spectral fury is a small price to pay. STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs Spectral Undead Enchantment: +2 Damage Type: Piercing Special: 5% chance for an additional 1 point of magic damage when hitting the target, Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HF Veira's Grievance STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs Spectral Undead Enchantment: +4 Damage Type: Piercing Special: 25% chance for an additional 10 points of magic damage when hitting the target Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HO Veira's Sorrow This ghostly silver blade has been enchanted with the tear you obtained from Veira in the Weeping Widow. The tear apparently still has some of her sorrow and her relief within it, and these emotions have seeped into the blade. When it strikes an opponent, it has a chance of transferring that anguish onto them. STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs. Spectral Undead Enchantment: +4 DamageType: Piercing Special: 25% chance for an additional 10 points of magic damage when target is hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5ST Sorrow's Tear STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs. Spectral Undead Enchantment: +2 DamageType: Piercing Special: 5% chance for an additional 1 point of magic damage when target hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZL6GH Goblin Hunter This pearl-handled dagger was crafted by the enchantress Elytharra as protection against the frequent goblin raids that plague Icewind Dale. It looks more like a fine, familiar hunting knife than a weapon of war, but its keen edge bites deep into goblin hide. Elytharra claims to have only used the knife on a small number of occasions. STATISTICS: Damage: 1d4, +2 vs. Goblins Attack Bonus: +2 vs. Goblins Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed =============================================================================== Darts =============================================================================== 00CWDRTA Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART01 Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART02 Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART03 Dart of Stunning The dart of stunning looks like any other dart other then the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Fortitude save or be stunned for 1 round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART04 Dart of Wounding This dart has many sharp barbs that are designed to rip and tear at any inflicted wounds. STATISTICS: Damage: 1D4 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART05 Zilzanzer's Magnificent Dart The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons. "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues. Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to. He created a great number of the darts before his untimely demise. STATISTICS: Damage: 1D4 +2 Damage Type: Missile (piercing) Enchantment: +1 Special: Speed: +2 attacks per combat round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART83 Returning Stun Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART84 Returning Poison Tipped Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART85 Flaming Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: 50% chance +1d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART86 Returning Frost Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Frost: 25% chance +1d6 cold damage Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART87 Shock Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Shock: 25% chance +1d6 electric damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART88 Sure Strike Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART89 Masterwork Dart STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART90 Dart +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART91 Dart +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART92 Dart +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART93 Dart +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART94 Glacial Darts +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART95 Glass Darts +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Slashing: +3d4 Slashing damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART96 Darts of Infatuation +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: Attempts to place target under the effects of a charm spell (Will save negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART97 Darts of Flame +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Flame: +2d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART98 Keen Flaming Burst Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART99 Acid Tipped Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTAT Adron's Theorems The sage Adron's passion for arguing was matched only by his love of driving the final point home as forcefully as possible. As a joke, several of his students inscribed many of his theorems and oft-quoted passages on a string of darts and presented it to the aged instructor on the day of his retirement. This proved to be a gift of questionable wisdom, as Adron was quick to anger, and he promptly began to fling the darts at his students - only to find that the theorems had given the darts a sage-like accuracy when making their points. Fortunately for the students, they were as good at dodging darts as they were in dodging their studies, so except for a few pairs of soiled robes, there was little damage done. Adron's darts were encased in a special case at the school, only to be stolen as a university prank many years later. Since then, the darts have been sighted throughout the realms, carrying Adron's theorems and quotes wherever they go. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: 1% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTAT Adron's Long-Winded Theorems STATISTICS: Damage: 1d4 +5 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Special: Spell Process: 10% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTDD Delnar's Dart of Dispelling Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. For his first attempt, Delnar decided to create a dart that would be a mage's best friend. The weapon would unerringly strike a target, dispel any magical protection, and then return to its user. Unfortunately, just as he was placing the final enchantments on the item, Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll put an eye out with that." Much to his dismay, his mother's words became a part of the enchantment. The dart did seem to work as intended, but occasionally would strike the user blind upon its return. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Special: Dispelling: 50% chance Dispel Magic on target (Will save to resist) Spell Process: 10% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTDD Delnar's Eye Gouger STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Dispelling: 90% chance Dispel Magic on target (Will save to resist) Spell Process: 5% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTPD Plague Darts Devised forty years ago by the ambitious Talonite necromancer-priestess Presio, these devices only started gaining popularity among the church of Talona in the past six or seven years. Presio was well known in certain circles throughout the north, though her presence often went unnoticed by those who would dread it. Around 1280, Presio became involved in a strange demonic plot in the Spine of the World mountains. Only a few of her fellows followed her on her journey. Though she and her allies were slain in the volcano of Dragon's Eye, the many recipes and formulae for her potions and magical weapons survived. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Special: 40% chance of Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTPD Dire Plague Darts STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Casts Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed =============================================================================== Flails =============================================================================== 00FLAL01 Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL02 Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL03 SkullFlail Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. STATISTICS: Damage: 1d8 +4, and +1d4 piercing from the biting skulls Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: 10% chance of an additional 1d6 piercing damage Weight: 4 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL85 Poisoned Blood Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL86 Flail of Shocking Cold +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Frost: 50% chance +1d6 cold damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL87 Stun Flail +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL88 Flail of the Defender +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL89 Flail of Corrosive Spikes STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive: 50% chance +1d6 acid damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL90 Vampiric Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL91 Flail +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL92 Flail +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL93 Flail +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL94 Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL95 Flail of Flame +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL96 Wounding Flail of the Elements +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL97 Flail of the Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Shock: +1d6 electric damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL98 Brilliant Flail of Wounding STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL99 Masterwork Flail STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALFV Flail of Veranon Veranon is a priest long forgotten by time. Some say he was human, others demi-human, and still others claim he was of demonic origin. No one knows for sure. The only surviving clue to his identity can be found in his flail. Veranon's Flail is a vile looking weapon. The haft is crafted from jet black onyx with a pulsating red core. Fiery runes writhe along the length of the haft, almost as if they have a mind of their own. The haft is capped with a pommel stone, a blood red garnet. The weapon sports two heads, each the visage of an unknown but demonic looking creature. The eyes of the heads glow red and a sulpherous odor seems to emanate from the mouths. The heads appear to be crafted from lumps of coal, and yet are as hard as steel. The weapon can only be wielded by those of evil alignment. In the hands of such an individual, Veranon's Flail has been known to immolate its intended target. Otherwise it acts as any other flail. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLFV Demon's Breath Flail STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Resistance: 10/- Fire Resistance Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALSR The Shackles of Roa Lady Roa was a woman thrice betrayed. First by her lord father, who married her to Duke Sorim for political gain despite knowing that he would relentlessly torment young Roa. Second by her abusive husband the duke, who planted assassins amongst her handmaidens... when Roa visited her dearest brother Remin - a powerful baron - the assassins murdered him as he slept and so his lands passed to the duke. The third and final betrayal was at the hands of her sister Rana, who longed to take the duke, his riches, and eventually the royal crown for her own. Rana entwined herself in a plot with Duke Sorim to slay the king, discredit the true heir as his bastard child with Roa, and thereby steal the throne. Roa, still less than sixteen summers old, was bound with a ball and chain and cast into the duke's infamous dungeons to await the completion of her husband and sister's terrible scheme. She sobbed and moaned day and night, her voice echoing through the keep's halls. The duke soon grew incensed at her constant wailing and sent one of his Ducal Guard to beat little Roa into silence. When the man arrived at the cell, he struck her across the face, shoved her to the ground and made to kick at her belly - but quick as that, Roa sprung up and strangled the man with her chains. Moments later the willowy young girl burst into the duke's court and attacked him savagely. His guards pelted her with bolts from their crossbows, but onwards she charged. When she reached the Ducal Throne she tossed Sorim's champion aside like a broken doll, swinging the iron ball of her shackles with such strength that it stove in the shocked duke's thrice-enchanted breastplate of meteoric iron, driving shards of shattered ribs into his lungs and heart and killing him instantly. No one is clear as to how the tale ends - some say that Roa then expired on the spot, her chest and back bristling with bolts, while others describe how her sister Rana leapt up and killed her with a dagger... a few optimistic souls even claim that Roa lived and spent the rest of her days in peaceful bliss. Whatever the case, her shackles remain as a testament to her story. The chains of Roa's shackles have been looped and wound together in such a way that one can wield them as a flail. Crudely etched into the soft iron of the ball are the words "In Righteousness Lies My Strength." STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: 33% chance of +2 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLSR Chains of Righteous Strength STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: 50% chance of +4 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFMRSS Skirling Svirfneblin Skull The Skirling Svirfneblin Skull, thought to be of deep gnome manufacture, is a flail of notably unusual design: a three-foot long wooden shaft topped with a stone head carved to resemble a skull and crowned with long, glimmering shards of impossibly hard crystal. When the enchanted crystals strike an object they vibrate and emit a keening wail - these unnatural harmonics can rend magical auras and dispel whatever sorcery surrounds the target. The same ringing tone also has a chance of deafening the target and wielder both. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Dispelling: 50% chance Dispel Magic on target (Will save) Wail: 66% chance to deafen struck target (Fortitude save) 25% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00MSTRSS The Skirling Skull STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save) Wail: 33% chance to deafen struck target (Fortitude save) 33% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11FLALBC Black Chimes This heavy flail is composed of an iron rod with three hollow metal tubes secured to it by thin black iron chains. When held, the chimes ring together, as if stirred by the wind, and no amount of padding or wrapping seems to silence the flail's chiming. When swung in combat, the chimes clash like thunder, having a chance of deafening anyone struck by it. This weapon is all that remains of Slow Cedric's Gallop, a small frontier settlement located in the Southern Pass of the Spine of the World Mountains. The settlement is believed to have been overrun by a tribe of orcs in the great winter of 1170 DR, and when the cold season passed, the settlement and the bodies of the townsfolk had been buried beneath great mountains of snow. When the first travelers braved the Pass in the spring season, they found only the top of the settlement's great stone belltower peeking through the mountainous drifts. This odd-looking flail was found lying upon the tower's bloodied stone floor, surrounded by the frost-dusted bodies of several dead orcs. According to tales, the Black Chimes were a symbol of office of the settlement's Bell Warden, whose duty was two-fold - to ring the warning bell when an enemy was sighted in the pass, and after the warning bell had been rung, to defend the pass with his life. It is believed the first Bell Warden of Slow Cedric's Gallop was the original creator of the Black Chimes, an enchanted flail that would ring to warn the town of danger at the same time as he leapt into battle against his foes. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment; +1 Damage Type: Bludgeoning Special: For the purposes of hitting enchanted creatures this weapon is considered a +1 weapon 25% chance target is Deafened (Fortitude save negates) Penalty: -1 to Move Silently skill Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11HFFLBC Black Chimes of the Bell Warden STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: 50% chance target is Deafened (Fortitude save negates) Spellward: Immunity to the spells, Power Word Silence and Silence Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS1 Pustule's Flail Pustule the Sick is one-half of the duo that makes up the skilled torturers at Severed Hand. He is a half-orc who is about as bright as a failing candle and unkempt as a homeless goblin living in an overused sewer. Those that have met Pustule the Sick feel the unquenchable urge to immediately bathe because of his disturbingly filthy and disease covered state. Even Pustule's weapon of choice, a large, grotesque flail, secretes filth and disease. Pustule's Flail does not have a clean spot anywhere. Every square inch is covered with weeping sores and green tinted muck. This probably explains why whenever Pustule the Sick uses his flail in battle, the disease that covers both him and his weapon transfers to the victim of the flail's impact. And, if by some extraordinary reason the recipient of the flail's fury does not get diseased, then they will most surely get poisoned. Never has a weapon so perfectly matched its wielder as Pustule's Flail. It's almost as if Pustule the Sick was born with it. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS2 Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63FLALPF Pustule's Flail STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63HFFLPF Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed =============================================================================== Gems =============================================================================== 00GEM01 Fire Agate Gem 00GEM02 Lynx Eye Gem 00GEM03 Turquoise Gem 00GEM04 Sunstone Gem 00GEM05 Andar Gem 00GEM06 Jasper Gem 00GEM07 Tchazar Gem 00GEM08 Skydrop Gem 00GEM09 Iol Gem 00GEM10 Zircon Gem 00GEM11 Bloodstone Gem 00GEM12 Moonstone Gem 00GEM13 Ziose Gem 00GEM14 Waterstar Gem 00GEM15 Chrysoberyl Gem 00GEM16 Shandon Gem 00GEM17 Star Diopside Gem 00GEM18 Horn Coral Gem 00GEM19 Aquamarine Gem 00GEM20 Garnet Gem 00GEM21 Pearl 00GEM22 Sphene Gem 00GEM23 Black Opal 00GEM24 Water Opal 00GEM25 Moonbar Gem 00GEM26 Diamond 00GEM27 Emerald 00GEM28 Star Sapphire 00GEM29 King's Tears 00GEM30 Rogue Stone =============================================================================== Halberds =============================================================================== 00HALB01 00CWHALB Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALC Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALD Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB02 Masterwork Halberd STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB03 Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB04 Halberd +2 STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB89 Halberd +3 STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB88 Halberd +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB87 Halberd +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB91 Keen Halberd of Expertise STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB92 Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB93 Halberd of Willpower STATISTICS: Damage: 1d10 Damage Type: Piercing Special: Spellward: Immunity to the spell Charm Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB94 Halberd of the North STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Frost: +2d6 cold damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB95 Infernal Halberd of the Defender STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Deflection Bonus: +1 Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB96 Massive Halberd of Hate +4 STATISTICS: Damage: 2d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Evil: +2d6 damage against good creatures Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 28 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Minimum Strength of 18 required 00HALB97 Halberd of Speed +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB98 Halberd of Horror +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Process: 50% chance target is affected by the spell Horror Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB99 Flaming Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Flame: 50% chance of +1D6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBDC Dredging Claw This halberd has a core of iron within its shaft, and looks like it was intended to hook onto the sides of enemy ships and lock them in place to allow them to be boarded. It is quite light and quick for a halberd, and the hook on the end makes it easy to latch onto structures. It doesn't look like it's seen much combat use, although it would be perfect for lancing goblins from a distance. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBDC Hand of the Buccaneer STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBHL The Hammer of Lucerne This odd pole-arm appears to be a cross between a halberd and a warhammer, fitted with a four-pronged hammerhead and a long thrusting spike. Its creation was the result of a blunder made during the commission of an enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks, Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright cleric. Lodur had of heard rumors of a mighty long-hafted hammer, possibly wielded by a hero known as Lucerne, or perhaps that's where it was made, which may or may not have had to do with a land or king or deity called Swizaria, or Switzlund, or "something of that nature, I am most certain." "Oh," he had then added, "and pray thee bless it as well... thou dost know, that one where it explodes undead and what-not, so that I might smite things most explosively." Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet compliance, and so the dwarven arms-master simply nodded and sent the cleric on his way, promising the weapon in two months' time. The arm-master consulted with his clan's lore-master and sure enough, there *was* word of such a weapon: it came from a trader in Sigil by way of an exceptionally well-traveled plane- walker. The arms-master dutifully copied the weapon's function and form, working runes of power into its haft and head just as Lodur had asked for. When Lodur the Brave returned to the dwarven stronghold to pick up his new hammer, he found instead a spiked pole-arm whose use was forbidden by his religion. The cleric ranted and gnashed his teeth and swore up and down the halls of the clan before stomping off in disgust, leaving his payment and the somewhat inappropriately named "Lucerne Hammer" behind. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBHL Holy Swizarnian Hammer of Lucerne STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Spell Process: 25% chance of casting a variant Holy Smite on target with each successful hit Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFSRIM Life's Blood Drinker Life's Blood Drinker is a beautiful weapon to behold. The spear sports an eighteen inch head with a serrated blade fashioned from adamantine steel. Upon each face of the blade are small openings that appear to lead within the haft of the weapon. The blade is also etched with glowing silver runes. The haft of the weapon measures six feet in length. It is constructed of highly polished oak reinforced with mithril bands along its length. The haft is hollow. Life's Blood Drinker is vicious in combat. The spear is a wounding weapon (make a Fortitude save or suffer bleeding damage each round) and vampiric (make a Fortitude save or suffer 1d4 additional damage which is temporarily transferred to the wielder). The accuracy of the weapon has been enhanced as well. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Vampiric: 1d4+2 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 6 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HALBPB Pudu's Blight Captain Pudu, the Captain of the Guard of the Legion of the Chimera, is undoubtedly a master of overkill. Typical of half-goblins, Pudu felt the need to wield the largest weapon physically possible for the vertically challenged half-breeds, the halberd. Naturally, not satisfied with any ordinary halberd, Pudu commissioned for particularly nasty weapon enchantments on his weapon of choice. In line with the position Pudu held within the Legion of the Chimera, his new halberd, which he affectionately called Pudu's Blight, caused excessive fire damage on those who were unfortunate enough to be on the receiving end of the red glowing blade. In addition, the halberd has been known to stun the opponent, rendering the target unable to fend off Pudu's attack. An opponent that cannot fight back is indeed Pudu's favorite type of opponent - just don't tell that to Pudu. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Flaming Burst: 50% chance each hit does +2d6 fire damage and 10% chance of+ 2d10 extra fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HFHBPB Pudu's Fiery Blight STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Stunning: 25% chance Save vs Fortitude or target is stunned for 1/2 combat round Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Spell Process: 5% chance of casting the spell Lower Resistance on target per hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed ZZM6UC Unholy Halberd of Chaos STATISTICS: Damage: 1d10 Enchantment: +2 Damage Type: Piercing Special: Unholy: +2d6 damage vs Good creatures Chaotic: +2d6 damage vs Lawful creatures Bane: +2 Attack Bonus vs Elves and +2d6+2 vs Elves Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed =============================================================================== Helmets =============================================================================== 00CIHELA 00CIHELB 00CIHELC 00CIHELD 00CIHELE Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Bonus: None Weight: 2 lb. 00HELM01 00HELM02 00HELM03 00HELM04 00HELM05 00HELM06 Helmet 00HELM07 Helmet of Charm Protection As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Armor Bonus: None Special: Wearer is immune to Charm Person, Charm Person or Animal and Dire Charm Weight: 4 lb. 00HELM18 Yeti Skin Hat This is a furry hat crafted from the skin of the Yeti. STATISTICS: Special: Resistance: 1/- Cold Resistance Weight: 1 lb. 00HELM19 Winter Wolf Hat This is furry hat crafted from the skin of the Winter Wolf. STATISTICS: Special: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 1 lb. 00HELMBH The Black Hands of Shelgoth Shelgoth, a powerful lich "living" in the wake of Netheril's fall, was a terror to bands of Netherese refugees who wandered around the area near the area once known as Moander's Footstep. His undead warriors and animals were dreadful to behold on their rocky perches. It took the concerted effort of over a hundred invaders to defeat the lich. Once the terror had been dispatched, some arcanists-turned-wizards decided to use the magic-laced skeletal hands in the construction of a helm. Some historians mutter in the margins of their writings that the wizards may have been attempting to construct an item similar to the ill-fated Crown of Horns. The helm's history post-creation is unknown. STATISTICS: Special: Constant Effect: User under the effects of the spell Death Ward Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day Weight: 1 lb. 00HFHMBH Horrific Black Hands of Shelgoth STATISTICS: Special: Constant Effect: User under the effects of the spell Death Ward while equipped Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day Spell Power: Can cast the spell Cloud of Pestilence 1/Day Weight: 1 lb. 00HELMDS Dragon Sight A small dragon's head has been mounted to the top of this helm, giving the wearer a most fearsome countenance. Within the eye sockets of the dragon's skull are two magical gems that glow ominously, making it appear to watch whoever beholds it. STATISTICS: Armor Bonus: None Special: Can cast the Wizard spell See Invisibility 1/day Charisma: -1 penalty Weight: 2 lb. 00HFHMDS Dragon's Gaze STATISTICS: Armor Bonus: None Special: Can cast the spell Seven Eyes 1/day Charisma: -1 penalty Weight: 2 lb. 00HELMSC School Cap Worn by wizards and scholars across Faerun, the distinctive small, round school caps come in a variety of colors. The colors often correspond to scholastic colors or the color associated with a particular school of magic. This particular cap was worn by the wizard Vedri of Silverymoon. On a sightseeing tour of Icewind Dale, his skiff capsized on Maer Dualdon. Fishermen later recovered his body. They sold the cap as compensation for sending his body back to his family. This particular cap is a faded shade of purple, representing the school of illusion. STATISTICS: Intelligence: +1 Weight: 1 lb. 00HFHMSC Intriguing School Cap STATISTICS: Intelligence: +3 Knowledge (Arcana): +2 Weight: 1 lb. 00HELMSM Swing from the Masts Aeryl Goldenbeard was a particularly flamboyant pirate that sailed the seas off the coast of Amn. He was the captain of the pirate warship, The Bouncing Rhonda; a twenty gun cutter that was considered one of the fastest vessels on the high seas. Those unfortunate merchant ships that crossed paths with The Bouncing Rhonda were never able to outrun the cutter, were summarily boarded and their merchandise stolen. Now, the fact that Captain Aeryl Goldenbeard and his hearty men of The Bouncing Rhonda successfully pirated ships was not so unusual. No, the unusual part was that after the men of The Bouncing Rhonda successfully seized a merchant vessel, Captain Aeryl Goldenbeard would come gallantly swinging, via rope, down from the ship's mast and land elegantly upon the deck of the merchant ship. At almost the same time Captain Aeryl Goldenbeard's feet touched the merchant ship's deck, the captured crew took an instant liking to the pirate captain. In fact, it was not uncommon for a majority of the captured crews to beg for a commission on The Bouncing Rhonda. However, the instant the pirate captain and his crew left the merchant ship (along with its cargo), the remaining merchant ship's crew immediately resumed their hatred for the pirate captain. No one knew why or how Captain Aeryl Goldenbeard managed to charm his victims so well. That is, not until one day, while the good pirate captain was making one of his famous entrances via rope and mast, his colorful bandana flew off his near balding head. The second his foot touched the deck, all the former merchant crews that went along with the pirate ship instantly came to their senses and summarily beat the pirate captain to death. It did not take long for those around to realize that the pirate captain's bandana held magical properties that made him seem more charming. Unfortunately for the remaining pirate and merchant crew, the bandana flew into the sea. However, rumors would pop up from time to time that a particularly dashing swashbuckler had the uncanny ability to charm his way out of trouble and liked to swing from mast ropes - and that he wore a very colorful bandana. STATISTICS: Armor Bonus: +1 (generic) Special: Charisma: +2 bonus Weight: 1 lb. 00HFHMSM Crow's Nest STATISTICS: Armor Bonus: +3 (generic) Special: Charisma: +3 bonus Spell Power: Can cast the spell Charm Person twice per day Weight: 1 lb. 51HELMWM Wyrm's Maw Kellem Longeyes was a noted ranger in the town of Bremen, trekking far and wide across the Savage North in pursuit of his prey. Kellem hunted wyverns, drakes, and other wyrms of all sorts, especially those that made to attack the Ten- Towns or their outlying settlements. The grizzled ranger took many trophies - in time, little of his equipment was not adorned with one kind of wyrm or another. Kellem's most prized trophy, though, was from Frostmaw, a great white wyrm whose size and ferocity matched that of a true dragon's. While in its death- throes, Frostmaw's jaws and icy breath took Kellem's left eye and ear - for this, the grim ranger swore vengeance on all its cursed ilk. Upon his return to civilization, Kellem had Frostmaw's wide jaws fashioned into an elaborate helm and imbued with the white wyrm's deadly breath. This helm the ranger christened "Wyrm's Maw." Alas, in time Kellem grew old as all men do, and one day set out on a dangerous hunt in the peaks of the Spine of the World never to return. Until now, none of his equipment has ever been found. Kellem's helm is made from thick hide, bone, and heavy gray-white scales. It covers the face and head entirely. Aside from cutting a dashing figure, the helm's bearer may bellow out a roaring blast of deadly cold once per day. STATISTICS: Armor Bonus: None Special: White Wyrm's Breath: breathe a cone of frost for 6-24 point of cold damage 1/day Weight: 3 lb. 51HFHMWM Great White Wyrm's Maw STATISTICS: Deflection Bonus: +1 Special: Resistance: +5 Cold Resistance White Wyrm's Breath: breathe a cone of frost for 30-75 point of cold damage 1/day Weight: 3 lb. =============================================================================== Instruments =============================================================================== 00BARD01 Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. Weight: 1 lb. 00HFBD01 Raging Winds STATISTICS: Once a day, this horn will summon 3-6 berserkers who will attack the enemies of the user. Weight: 1 lb. 00BARD02 The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope, centered on the user. Weight: 3 lb. 00HFBD02 Masterwork Cittern of War STATISTICS: This cittern casts Emotion: Hope and Chaos, centered on the user. Weight: 3 lb. 00BARD03 The Unstrung Harp The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00HFBD03 Sephica's Prayer STATISTICS: This harp can cast Heal or Resurrection 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00BARD04 Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Weight: 2 lb. 00HFBD04 Lyre of Inner Focus STATISTICS: Strength: +3 Constitution: +2 Weight: 2 lb. 00BARD05 The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among one of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Weight: 1 lb. 00HFBD05 Prophia's Merry Shorthorn STATISTICS: When played, this instrument casts Prayer, centered on the player. Can be used once per day. Weight: 1 lb. 00BARD06 The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: Can cast the spell Dire Charm once per day Weight: 2 lb. 00HFBD06 Strings of Discord STATISTICS: Can cast the spell Dire Charm or Dominate Person once per day. Weight: 2 lb. 00BARD07 Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold Weight: 2 lb. 00HFBD07 Sweet Auril's Kiss STATISTICS: When played, this instrument casts Cone of Cold and Elemental Barrier simultaneously Weight: 2 lb. 00BARD08 Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Weight: 3 lb. 00HFBD08 Tallow's Violin STATISTICS: Casts the spell Soul Eater 1/day Weight: 3 lb. 00BARDRS Retching Serpent The serpent is a wind instrument. It usually is made of a long, conical wooden tube of over six feet in length that is coiled in much the same way as a snake; thus the name. Six holes along its length help the player alter the pitch in much the same way as a cornet. This particular instrument produces a low sonorous sound that can be felt to the very bones of all those within range. In the hands of a skilled bard, this instrument can produce a Stinking Cloud and direct it at one's enemies. STATISTICS: Cast cast the spell Stinking Cloud 2/day Weight: 5 lb. 00HFBDRS Serpent's Stomach STATISTICS: Cast cast the spell Acid Fog 2/day Weight: 5 lb. =============================================================================== Leather Armor =============================================================================== 00HIDE01 Shark Skin Armor Sharkskin armor is used almost exclusively by sahuagin. It is the equivalent of leather armor in protection. However, it also adds a bonus of +10% fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: +10% Fire Resistance +10% Acid Resistance -1 to Dexterity Weight: 20 lb. 00HIDE02 Shark Skin and Coral Armor Shark skin and coral armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral studs in strategic places. It is the equivalent of studded leather armor in protection. However, it also adds a bonus of +10% to fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Special: +10% Fire Resistance +10% Acid Resistance -2 to Dexterity Weight: 25 lb. 00HIDE05 Black Dragon Scale This armor was crafted by the dwarven smiths and priests of Clan Battlehammer when one of their own, Bruenhal, led a band of heroes in the defeat of a black dragon far to the south. Some dwarves turn up their noses at the thought of wearing armor made from the remains of a dragon, but Bruenhal proudly wore the armor until the end of his days. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Resistance Bonus: 2/- Acid Resistance +2 on Reflex saves Weight: 10 lb. 00HIDE06 Hide Armor Hide armor is made from multiple layers of leather armor. Though stiff and hard to move in, it is relatively simple to make and provides a good barrier against cold weather. It is most commonly seen on the warriors and huntsmen of northern barbarian tribes. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -3 Arcane Spell Failure: 20% Weight: 25 lb. 00LEAT01 Leather Armor Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 15 lb. 00LEAT02 Leather Armor +1 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. Magical enchantments enhance the protective abilities of this leather armor. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT03 Leather Armor +2 At first glance this appears to be an ordinary suit of leather armor, a closer inspection reveals subtle clues of various arcane enhancements. The rivets holding the various pieces together shine brightly as if polished. The leather pieces are soft and supple to the touch, but instantly become rigid when struck with a heavy blow. And when worn, the creaking and stretching noises normally associated with such armors are mysteriously absent. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT04 Studded Leather Armor Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 20 lb. 00LEAT05 Studded Leather Armor +1 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. This suit of armor has been magically enhanced to provide better durability and protection. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT06 Studded Leather +2: Missile Attractor This odd-looking suit of studded leather cannot be removed once put on, except under intervention of a magic user. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple, deadly arrows or deadly swords. STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Armor Penalty: -10 vs. missile weapons Weight: 20 lb. 00LEAT07 Studded Leather Armor +2 STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT08 Mourner's Armor This unique suit of armor is of foreign design, created for a Kara-Turian samurai from the Baika Clan. The armor, crafted from thin, stiff leather, is dyed black, but features the insignia of the plum blossom, the mon of the Baika Clan. It was only worn into battle once, when Baika Himuro fought a hopeless battle against the enemy samurai that flooded into his ancestral estate. It is believed that the enemy clan captured the armor and later traded it for siege equipment. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Once donned, this armor cannot be removed without a Remove Curse spell. While it is equipped, the wearer is unaware of his or her current hit points. However, the wearer does receive a number of bonuses as well. He or she is at +25 hit points and has a 15/- resistance to Missile weapons. In addition, the wearer receives -1 to all of their thieving skills while it is equipped. Weight: 20 lb. 00LEAT86 Leather Armor of Providence STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Circle of Death Weight: 10 lb. 00LEAT87 Studded Leather of Luck STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +1 to all Saves Weight: 15 lb. 00LEAT88 Leather Armor of Fire Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Fire Resistance Weight: 10 lb. 00LEAT89 Shadowed Studded Leather +1 STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Shadowed: +2 to Hide skill Weight: 15 lb. 00LEAT90 Studded Leather of the Shield STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spell Power: Can cast the spell Shield 2/day Weight: 15 lb. 00LEAT91 Studded Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Hit Point Bonus: +10 to Max Hit Points Weight: 15 lb. 00LEAT92 Studded Leather Armor of Horror STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immunity to the spell Horror Weight: 15 lb. 00LEAT93 Leather Armor of Luck STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Saving Throw Bonus: +1 to all Saves Weight: 10 lb. 00LEAT94 Leather Armor of Movement STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Hold Person Weight: 10 lb. 00LEAT95 Leather Armor of Dexterity STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Dexterity: +1 Weight: 10 lb. 00LEAT96 Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 10 lb. 00LEAT97 Leather Armor of Lesser Spell Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Magic Resistance Weight: 10 lb. 00LEAT98 Shadowed Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Shadowed: +2 to Hide skill Weight: 10 lb. 00LEAT99 Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Charm Weight: 10 lb. 10HFLTUB Uthgar's Blessing Crafted by the finest Barbarian armorer and proudly embroidered with Uthgar's large, beast totem spirit, the Blue Bear, this style of leather armor became the mainstay of the Blue Bear tribal warriors. This particular Uthgardt armor was once worn by the Blue Bear tribe's fiercest warrior, Stogar Bearclaw. It is said that once, during a very horrendous battle with an enemy tribe, Stogar Bearclaw actually grew stronger in the middle of combat. With his newfound strength, he managed to literally blast through his opponents without so much as getting a scratch on his body. When all was said and done, two hundred men lay dead at Stogar's mighty feet. Stogar looked at his accomplishment and burst out in praise of Uthgar and his Blue Bear Spirit. Since then, Stogar always referred to his armor as Uthgar's Great Blessing and wore it daily until the moment of his passing. It was Stogar's final wish that Uthgar's Great Blessing be passed on to another worthy warrior. For generations the armor passed from warrior to warrior, granting extra strength to those who wore it. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength +3 Hit Point Bonus: +15 to Max Hit Points Weight: 15 lb. 10LEATUB Uthgar's Blessing STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength: +1 Weight: 15 lb. 50HIDEAH Abishai Hide Armor There is great mystery surrounding this leather armor. No one knows how or where it came into existence. What is known is that the leather was cut from the hide of an abishai, although it is impossible to tell what color abishai since the armor is colored a deep black. In addition, it has an unusual, very light, vinegary smell. Those that have worn the Abishai Hide were bestowed with a slight invulnerability to non-magical weapons. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 5/+1 Weight: 15 lb. 50HFHEAH Cornugan Hide Armor STATISTICS: Medium Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 10/+2 Regeneration: User Regenerates 1 hit point ever 10 combat rounds Weight: 15 lb. 50HFLTMS Milton Sixtoes' Armor of Absolute Self Mental Oneness started out as very ordinary studded leather armor worn by an even more ordinary thief named Milton Sixtoes (so named since he had six toes on his left foot). Milton belonged to a local thieves guild in the mining city of Mirabar, and thus was tasked with petty thievery of coin purses and the occasional gem. All was well enough by Milton's ordinary standards, until one day when a thief of notable magical prowess transferred to Milton's guild. The guild master assigned this new thief to be Milton's partner in crime, aiding him in his petty, but profitable dirty deeds. Little did Milton know that his new partner was not satisfied with petty thievery. In fact, it was his partner's higher ambition that almost got Milton in trouble with the local authorities. During thieving assignments with his new partner, Milton began to perform very risky acts of larceny, and not through his own will. It was as if someone else had control of Milton's body and used him to carry out the acts. Luckily for Milton, he was able to perform the higher risk activities, but he knew that one day his luck would run out. So, one day when Milton was feeling more proactive than usual, he took the day off from thieving and ventured to a Dwarven armorsmith who resided in one of the upper Mirabar mining tunnels. There, with his extra earnings from unwillingly performing his more dangerous thieving, he commissioned the dwarf to upgrade his studded leather and give it the power to ward off other's charms. The dwarf complied and ended up upgrading Milton's ordinary studded leather into fine, extra tough studded leather that made the wearer immune to just about every spell that affected the mind. Not long after Milton began wearing the armor, he discovered his new partner was the one who cast the spell Charm Person on him and made him take all the extra risks. The last time his partner tried to charm Milton, he (Milton) played along as if he were charmed, snuck up behind his partner, and slit his throat with an ordinary, poisoned dagger. From then on, Milton was very pleased to go back to ordinary, petty thievery, though no more partners were ever assigned to Milton Sixtoes. STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer under the effects of the spell Mind Blank Weight: 20 lb. 50LEATMS Milton Sixtoes' Armor of Absolute Self STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immune to the spell Charm Person Weight: 20 lb. 50HIDE06 Wandering Hunter's Armor Armor like this is painstakingly crafted for the use of the Wandering Village's best young hunters. It is lined with fur of the great white wolves of Fell Wood, and enchanted to resist winter's cold. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 10% Special: Resistance: 2/- Cold Resistance Weight: 30 lb. 60HFLTIN Silent Interloper One of the greatest skills a scout can have is the ability to sneak about undetected. For many years a scout will hone their craft in the arts of hiding in shadows and moving silently, just so they may attain one of the most valuable resources in the realm - information. While a skilled scout may be able to slink undetected around a camp of regular soldiers and bandits with ease, the same cannot be said if the camp the scout is observing is protected by detection magics. It is because of this very reason that the armor known as Silent Interloper was created. Many generations ago, skilled wood elf craftsman perfected a technique that was able to combine powerful non-detection magic into leather armor. Using this armor, wood elf scouts could infiltrate even the most well protected campsites without fear of being discovered by any magical means. Unfortunately, one of the scouts grew careless and was captured as he was spying on a drow raiding party. After days of torturing their prisoner, the drow were able to learn how the scouts were able to infiltrate their camps and even the location of the village at which these special armors were being made. Needless to say, every man, woman and child in that village was ruthlessly slaughtered...except one. This particular Silent Interloper armor managed to survive only because the individual who wore it was away from the wood elf community the day the drow attacked. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection Shadowed: +4 to Move Silently skill Weight: 15 lb. 60LEATIN Interloper STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection. Weight: 15 lb. 60HFLTZU Zuvembie's Impunity In order to overcome the overwhelming powers of a necromancer, Mizelle Krillor, a wild elf ranger who resided in the outlining wilderness of Kuldahar, along with the help of an unknown witch doctor, created the studded leather armor known as Zuvembie's Impunity. Cut from the enchanted flesh of a zombie, studded with silver and blessed by the witch doctor, Mizelle donned the unusual armor and immediately felt increased magical resistance. Unfortunately, one of the side effects of Mizelle's new armor was a zombie curse that made her very socially unappealing. However, she was so desperate to destroy the necromancer, she did not care. With the ability to resist the necromancer's death spells, she cut him down with the ferocity of a demon. Soon afterwards, she went to a cleric of Sune and had the cursed armor removed, never to be used again by the wild elf ranger. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell. Charisma: -3 Wearer under the effects of the spell Death Ward Freedom of Movement: The wearer is immune to everything, magical and otherwise, that affects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. Weight: 20 lb. 60LEATZU Zuvembie STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell Charisma: -2 Wearer under the effects of the spell Death Ward Weight: 20 lb. 62HFLTDB Nasty Bits It is often said that a person does not choose a profession, the profession chooses the person. So was the case with Nasty Phil, the local corpse cleaner for the Ten Towns many years ago. Nasty Phil, you see, was no undertaker - no, it was his responsibility, after a party of adventurers dispatched with a monster (or monsters) that was terrorizing a local community, to clean up the mess that was left over. The truly 'nasty' thing about Phil and the reason he got his nickname was that he relished his job. He specially crafted this armor from the hides of different creatures so that he could delve even deeper into the more gruesome clean-up jobs. In fact, it was not unusual for Nasty Phil to not clean himself after one of his jobs and prance around town covered in stinking, rotting flesh. Bits and pieces of unidentified particles could be seen dangling off Nasty Phil's leather, prompting the locals to name his leather armor, Nasty Bits. Over time, his leather armor developed immunities to certain things just from absorbing the years of monster mess that was never washed off. Even though Nasty Bits has been cleaned from time to time, it still has bits of unidentified 'stuff' that seem to have fused itself to the armor, helping it to retain its dirty name. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +4 to Fortitude saves Resistance: 1/- Acid Resistance Resistance: 1/- Cold Resistance Weight: 25 lb. 62LEATDB Dirty Bits STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +2 to Fortitude saves Resistance: 1/- Acid Resistance Weight: 25 lb. =============================================================================== Misc =============================================================================== Note: There are some SPOILER type items in the MISC section. Be warned. 00GENKS Strange Object It appears to be some kind of basin of some sort. Strange metal ornaments are attached to the rim in what looks to be a spigot and some levers. Although this item appears to be of the highest quality, some fool has drilled a hole at the bottom making it quite useless. Weight: 10 00GENMP Mossy Poultice The druids of the Moonshae Isles carried these small urns with them as they walked with the war bands of the Moonshae. The urns were reported to carry moss that had grown on the field of battle, and when the poultice was applied to the wounds of warriors and adventurers, it aided their recovery. STATISTICS: Special: Spell Power: Can cast the spell Cure Critical Wounds once per day Weight: 2 00HFGNMP Moldy Poultice The druids of the Moonshae Isles carried these small urns with them as they walked with the war bands of the Moonshae. The urns were reported to carry moss that had grown on the field of battle, and when the poultice was applied to the wounds of warriors and adventurers, it aided their recovery. This urn looks like it has been left in a cold, dank place too long, for mold has grown across the exterior. This mold, however, is an even more potent version of the poultice it once contained, and given additional enchantments under the light of Selune beneath the Moonshae Isles. It is capable of not only healing wounds, but restoring the breath of life to a fallen warrior. STATISTICS: Special: Spell Power: Can cast the spell Cure Critical Wounds once per day Spell Power: Can cast the spell Resurrection once per day Weight: 2 lb. 00GENOD Oagla'ta's Dead Cat Snack Half-orcs are well known for their strange dietary tastes, and Oagla'ta is no exception. When Oagla'ta feels hunger pangs, or when she feels a bit on edge, she'll take out her trusty, pungent, slightly gnawed upon dead cat. Horrified onlookers watch in dismay as Oagla'ta chews on the end of the dead cat, much the same way a cow chews its cud. What most people fail to notice, however, is that the cat carcass never seems to deteriorate, even after long periods of chewing. However, it does seem to provide Oagla'ta with some healthful benefit, as she usually seems very refreshed after gnawing on the dead cat snack. STATISTICS: Heals 3 Hit Points. Usable 3 times per day. Only usable by half-orcs Weight: 10 00HFMC38 Circlet of the Tribe of the Wolf This is a smallish, silver wolf's head charm of the sort sometimes fashioned by Rashemen shamans of the Tribe of the Wolf. By gripping the charm tightly and howling towards the heavens, one may summon a fierce gray wolf to aid him or her in battle. Such charms are said to tarnish as their power wanes, and eventually disintegrate into silvery powder when the last of their summoning energy has been consumed. STATISTICS: Summon Werewolf x 3 Weight: 1 lb. 00MISC38 Howling Wolf Charm This is a smallish, silver wolf's head charm of the sort sometimes fashioned by Rashemen shamans of the Tribe of the Wolf. By gripping the charm tightly and howling towards the heavens, one may summon a fierce gray wolf to aid him or her in battle. Such charms are said to tarnish as their power wanes, and eventually disintegrate into silvery powder when the last of their summoning energy has been consumed. STATISTICS: Summon Wolf x 3 Weight: 1 lb. 00MISC01 A Cage of Exotic Birds Inside this cage are several exotic birds that look like they could use a new home. Weight: 2 lb. 00MISC02 Dead Cat This appears to be a dead cat. It is extremely well preserved and looks as if it is sleeping. Weight: 10 lb. 00MISC03 Knucklehead Trout A knucklehead trout. Found only in the lakes of Icewind Dale, the bones of these enormous fish yield precious scrimshaw that is used to make elegant carvings and sculptures. Weight: 1 lb. 00MISC04 Holy Symbol of Myrkul This holy symbol depicts a white human skull face-on against a black field. The skull appears to be carved ivory and it is set into a black onyx field. Weight: 0 lb. 00MISC05 Barrel of Holy Water This barrel contains water which has been blessed by the priests of the Seldarine's Hand. Weight: 25 lb. 00MISC06 Rotted Honey Leather This used to be a highly prized piece of honey leather. Honey leather is a really light canvas used by the elves to protect against rain and dampness. Although it tears very easily, elves use it to make tents and to protect their camping gear. Weight: 5 lb. 00MISC07 Skull 00MISC08 Bottle of Wine The label on this wine bottle reads "Marsember Blush - Fine Vintage" and claims to be a fruity blend of spices and dew-flower fragrances. The vineyards of Marsember are well known for their firm grapes which draw their flavor from the fragrant salt air of the Sea of Fallen Stars. Weight: 1 lb. 00MISC09 Telescope While the physics behind a telescope have been well-known for some time, the glass-grinding skills required to actually construct one are still quite specialized. The lenses of this telescope are finely made, however, and its collapsible tubing has obviously been wrought by someone well-versed in the delicate art of jewel-setting and metalwork. Weight: 1 lb. 00MISC10 The Candle 00MISC11 Sack of Potatoes 00MISC12 Seeds These seeds come from some of the rarest of tropical plants that seem to be able to grow in very unfavorable climates and conditions. Weight: 0 lb. 00MISC13 A Cage of Squirrels Within this cage are two cramped squirrels. Weight: 2 lb. 00MISC14 Holy Symbol of Helm This finely crafted holy symbol is sacred to the god Helm. The symbol depicts an upright war gauntlet with a staring eye on the front. The gauntlet itself is crafted from the finest platinum, the white of the eye is carved from mother of pearl, and a blue sapphire has been used for the pupil. Weight: 0 lb. 00MISC15 Moth Ridden Thistledown This used to be a very fine quality, grayish material before the moths began to eat through it. Thistledown is a high prized material from which cloaks of elvenkind are fashioned. It is very light and does not snag easily on branches. Due to its high quality, the elves had very little trouble enchanting it. Weight: 5 lb. 00MISC16 Barrel of Pure Water This barrel contains some of the purest water in the land. Melted from ice, it contains no impurities that would be found in normal sources of water. Weight: 25 lb. 00MISC17 Bottle of Wine This weather-beaten bottle of wine has an unrecognizable stamp on it, but it looks strong enough to keep the chill off your bones. It looks like it might be worth a gold or two to anyone looking to stock up their supply for the winter. Weight: 1 lb. 00MISC18 Broken weapon This once fine weapon now lies in a jumbled heap of metal shards before you. Weight: 1 lb. 00MISC19 Broken Shield A mighty blow from some unknown weapon has shattered this shield into many pieces. Weight: 5 lb. 00MISC20 Broken Armor This suit of armor, once a prized possession, is no longer fit for even a skeleton. It has been pierced in several places and crushed in others. The wearer could not have survived the blows that caused such damage. Weight: 20 lb. 00MISC21 Broken Miscellaneous Whatever this once was, it is now mangled beyond recognition. Weight: 5 lb. 00MISC22 Ancient Armor This rusted set of armor must be centuries old. From what you make of it, it must have once been a magnificent set of plate armor. Weight: 15 lb. 00MISC23 Rhino Beetle Shell This is a portion of the carapace of a dead rhino beetle. Their natural body armor is known for its incredible resilience. Weight: 85 lb. 00MISC24 Umber Hulk Hide This umber hulk hide consists of chitin plates and tough skin of a dark brown hue. Even off of the umber hulk's body, it looks thick and impenetrable. Weight: 25 lb. 00MISC25 Winter Wolf Pelt The pure white pelt of the winter wolf is soft and luxurious. It is often sewn into garments as diverse as the rugged vests of the northern Uthgardt Barbarians and the delicate and fashionable winter stoles worn by noblewomen throughout the Sword Coast region. Weight: 5 lb. 00MISC26 Yeti Pelt These thick pelts are valued for their incredible durability and warmth. Locals from the Ten-Towns pay good money for the pelts, as few would be so bold as to hunt the yeti in their homeland. Some of the Reghedmen barbarians hunt yeti as a rite of passage into manhood. Weight: 15 lb. 00MISC27 Child's Body Weight: 110 lb. 00MISC28 Spider Body These gigantic spiders are even more disgusting dead than alive. Their bulbous, crystalline eyes stare vacantly in your direction and, every now and then, one of their eight chitinous legs twitches spasmodically. Weight: 25 lb. 00MISC29 Female Body Weight: 130 lb. 00MISC30 Male Body Weight 185 lb. 00MISC31 Lamp Oil This container contains lamp oil, usually used for lanterns and such. This particular container has a rag soaked in oil attached to it so that it can be ignited and thrown at an opponent. STATISTICS: Damage: 2D8 Fire damage to a single opponent. (Reflex save for 1/2 damage) Weight: 0 lb. 00MISC32 Flaming Oil Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered. STATISTICS: When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save for 1/2 damage) Weight: 0 lb. 00MISC37 Xainlaphar's Flying Skull Xainlaphar, a mad Red Wizard of Thay, was known for turning the skulls of his slain enemies into weapons. His most common weapon was known as the "Flying Skull." In essence, the item is not much different from the spell Skull Trap, but it is meant to be used offensively instead of defensively. Xainlaphar died in 913 DR, long before he had time to use even half of his enchanted skulls. They were claimed by his foes, a paladin and priest of Helm. They intended to destroy the items, but at least forty were stolen by crafty thieves on the way back to Sembia. STATISTICS: When thrown at a target, the skulls streak forth and explode for 4d8 damage, harming everyone within 5'. Victims can make a Reflex save to take half damage. Weight: 1 lb. 00MISC39 Boring Beetle Shell This is the rigid outer shell of the Boring Beetle. Weight: 50 lb. 00MISC40 White Wyrm Egg This gigantic egg is from the nest of a great white wyrm. Weight: 10 lb. 10GENCRW Wooden Crane Wheel This finely-carved wooden wheel looks like it'll get the Targos crane back in working condition. Weight: 3 lb. 10GENDON Ship Prow This is the prow of a small fishing vessel, carved into the shape of a woman gazing out ahead of her. It looks many years old, and the stinging, briny smell of Maer Dualdon still clings to it. Inscribed beneath the prow is the name, "Veira's Gaze." Weight: 5 lb. 10GENGBO Ghost-Touched Bottle This flask is made of a glass so translucent as to be almost invisible, almost ghostly. The stopper of the flask looks as if it has melted into the glass itself, and a misty liquid drifts within. The liquid within this bottle is nothing but water, but it appears that the bottle itself is magical. The bottle carries the "ghost-touched" enchantment, which allows pieces of the ethereal plane to be held within it. What the container's original purpose was is unknown, but you have no idea what Cahl- Hyred (or you) would do with such a thing. Weight: 0 lb. 10GENVBO Veira's Bottle This flask is made of a glass so translucent as to be almost invisible, almost ghostly. Within the flask is one of Veira's ghostly tears, suspended in the center as if frozen there. Weight: 0 lb. 10VELLUM Expended Teleportation Scroll This charred vellum scroll looks like it was once a teleportation scroll, but the spell has either been exhausted or was miscast when it was used. The scroll smells faintly of ash, brimstone, and an eye-watering variety of goblin smells. Weight: 0 lb. 11GENBV Expended Teleportation Scroll This brittle, ash-blanketed vellum scroll looks like it was once a teleportation scroll, but the spell has either been exhausted or was miscast when it was used. It smells faintly of brimstone and ash, and you suspect that Phaen already cast whatever spell was on this scroll. Weight: 0 lb. 11GENDEN Denham's Letters These letters are written on parchment similar to Garradun's with similar wax seals. One is addressed to the commander of the Luskan relief forces and the other is addressed to Captain Mariner of the Neverwinter relief forces. Denham told you that if Captain Mariner did not respect the false Garradun's wishes about passing the letter on to his beloved, he would be in for a "fiery surprise." Weight: 0 lb. 11GENDIH Dreisbach's Iron Hoop This magical hoop looks like it belongs around a barrel, and chances are, it probably once was. There are numerous tales (most of them false) about the hoop's origins, but the most common tale says that the hoop was born in the Elfsong Tavern in Baldur's Gate, and that it was the result of an angry wager between two men, one, a quiet wild mage by the name of Dreisbach, and the other, a passionate stevedore by the name of Geithman. Geithman claimed that magic was no substitute for raw strength and determination, and when Dreisbach begged to differ, the bet was decided: whoever could load the most barrels into one of the port warehouses from dawn to dusk would be declared the winner. According to the tale, Dreisbach fashioned the hoop in a single night, and when he arrived at the warehouse the next morning, he drew forth the hoop and spun it on the ground - with every spin, a barrel would suddenly appear in the warehouse. Dreisbach spun the hoop for an hour, until hundreds of barrels were stacked up in the warehouse at a height several lengths of a man, so much so that Dreisbach could no longer be seen behind the walls of barrels. Geithman could not compete with the summoned barrels, and he was about to concede the contest in disgust, when Dreisbach suddenly let out a cry, and there was a clang as the iron hoop clattered to the ground. When Geithman and the onlookers navigated the maze of barrels to the space where Dreisbach had been standing, there was no trace of the mage. Only the hoop remained, lying innocently on the floor. None of those gathered to watch the outcome of the bet dared to touch the hoop. While Dreisbach was declared the winner, every man gathered there that day conceded that Tymora had smiled upon Geithman instead. The warehouse was quickly locked up, and the men quickly retreated to the Elfsong to talk of other things. Where the barrels the hoop summons come from is unknown, but it is recommended that the user exercise caution in the summoning... or else the barrels will have their vengeance. STATISTICS: Special: Summons a keg once per day. The kegs frequently contain something of value. Weight: 3 lb. 11HFGNDH Geithman's Iron-Ringed Wager STATISTICS: Special: Summons a keg once per day. The kegs frequently contain something of value. Weight: 3 lb. 11GENGLE Garradun's Letter This letter is written on weathered parchment and sealed with wax. The exterior contains the following text, written with a shaky hand: "From Garradun Tanner, to my beloved Raina, care of Captain Mariner, Neverwinter" Weight: 0 lb. 11GENGOL Garradun's Opened Letter This letter is written on parchment in a strong, brisk hand. The text is brief and to the point, as follows: Targos: Three or fewer ships, perhaps a few dozen infantry and archers. Two priests at the temple pavilion, with recruits drawn in from Luskan. The goblin's seizure of the waterways seems to have closed off the passage of further reinforcements. I have heard no mention of planned reinforcements from elsewhere into the city. The diviner in Targos should be taken care of by our friends from Luskan. Bremen: The city should fall soon. Targos is unable to move ships across the bay thanks to our scrag allies. According to wounded soldiers from Bremen, they will not be able to hold out. You should be able to pull in forces from the north without worrying about attacks from Bremen. Bryn Shander: With our forces in the field and the Shaengarne Ford held, the capital is unable to effectively provide the peripheral towns with supplies. The bugbears' use of hit and run tactics against caravans moving between the Ten-Towns has made it almost impossible for them to reinforce each other. Lonelywood has sent almost all of its able-bodied men south to Bryn Shander instead of sending them to Targos. The same has happened in Easthaven. Both towns should be ripe for taking should we choose to enlarge our grasp of the region. Perhaps three to four hundred men wait in Bryn Shander along with a handful of volunteers from Clan Battlehammer. Most of those are militia, with a few experienced mercenaries among them. We need not worry about Silverymoon and the other communities to the east. Only two volunteers have arrived, and those are already out of the action. Weight: 0 lb. 11GENVS Valin's Scroll Thank the gods your band numbers a Luskan cutpurse. I see you doubt this note was intended for your band - do not. I divined that you would sail in on the Wicked Wench and would make your way here to the Pavilion, and one of your number would search my pockets while I lay here. In a short while, I shall attempt to use the Sight to determine the location of the goblin fortress, and I am writing this note out of fear that obtaining a vision of such a place may tax my spirit greatly, preventing me from returning to the waking world. I have not told the Lady Elytharra of my attempt at divination, for she would surely stop me... and if any others were to know my intentions, they might seek to poison me, for I fear there are traitors within the town that even now turn their eyes to my destruction. For now, my safety - and Targos' safety - lies in silence. If you're reading this and I still breathe, then it's not too late to awaken me. Now that you have found this scroll, I need you to find a flask of braehg which you can purchase from a river trader named Guthewulfe in the Salty Dog Tavern. He should have brought some weapons and other supplies from Shaengarne, but among his inventory will be a flask of braehg which you may purchase.* Bring it to me and place a single drop on my tongue, and within a few minutes, I should awaken from my stupor. Please make haste. I will reward you for your efforts, of course, and even cast your fortunes should you desire it. The reward and my castings will not be forthcoming until I regain consciousness, however. * (Something about "picking Guthewulfe's pockets as you did mine," looks like it was scrawled here, but it looks like Valin had second thoughts and scratched it out.) Weight: 0 lb. 11KEYWW2 Weeping Widow Key This small iron key unlocks the upstairs room in the Weeping Widow Inn. Weight: 0 lb. 11SCRLPS Phaen's Vellum Scroll This heavy vellum scroll has been rolled up and tied with a thin rag. It looks to be a spell scroll or protection scroll of some sort, but you've never seen anything like it before. It looks like it is activated simply by pulling the rag loose and unrolling the scroll. STATISTICS: Weight: 1 21GENWP Wood Planks This is a pile of wood planks. They may prove useful for something. Weight: 10 lb. 22KEYHG1 Highland Gate Key This is a plain iron key. It unlocks the highland gate in Shaengarne Woods. Weight: 0 lb. 30BSTONE Black Ward Stone This small stone disk looks to be fashioned of some sort of igneous rock. Its smooth black surface contains a single etched glyph on each side. Weight: 1 lb. 30GENTB Tamjan's Bracers Debris This pile of torn leather and crumpled metal is all that remains of Tamjan's bracers. The battle must have been too much for them. Weight: 5 lb. 30ISTONE Iron Ward Stone This small disk is made of poorly smelt iron and contains many imperfections. Its rough surface contains a single etched glyph on each side. Weight: 3 lb. 30KEYDGU Door Guard's Key This fairly standard looking key was recovered from a hobgoblin. He was stationed near the barred iron door at the entrance to the Goblin Warrens. Weight: 0 lb. 30KEYWAR Warren Key This large key was recovered from the body of an Orc Shaman near the Horde Fortress. Although roughly hewn, it appears to fit a very intricate lock. Weight: 0 lb. 30SSTONE Silvered Ward Stone This small stone disk is made of a greenish sandstone. Carved into its surface on each side is a glyph which has been inlaid with silver. Weight: 1 lb. 30WSPIDQ Wooly Spider Queen Body The body of the Wooly Spider Queen. Weight: 25 lb. 30WSPIDR Wooly Spider Body The body of a large wooly spider. Weight: 20 lb. 30YQMES Message to Yquog This is a hand written note, in a jagged freehand script. It does not look like any writing style or language you have ever seen before. However, the longer you look at the writing, the more uneasy you begin to feel. 31KEY01 Key A small iron key. Weight: 0 lb. 40BOOKOS Oswald's Spellbook This loosely bound tome appears to be one of the many spellbooks belonging to Oswald Fiddlebender. It contains the enchantments and components necessary to cast his mending spell as follows: Components: Fresh spider silk (preferably extracted in the lab from a spider at the time of death) A bottle of thrym extract Belladonna paste (the belladonna plant *should* turn into paste when exposed to the thrym) A smidgen of iron ore (most normal weapons should do) One, no, make that TWO diamonds Some wood (but only if the ship is badly damaged) Assemble the components on the table in the airship, invoke the incantation, then wait a few days - results should be forthcoming. -Oswald (with invaluable assistance from Maralie). Weight: 1 lb. 40GENBE Belladonna This poisonous plant of the nightshade family has purple bell-shaped flowers, glossy black berries, and root and leaves that yield atropine. It is one of the components of Oswald's Mending spell. Weight: 0 lb. 40GENCY Captain Yurst's Note This rough and uneven message was written on a torn piece of cloth in what appears to be human blood: Comrade, Despite your valiant efforts, I still feel myself slipping away, but wanted to use my last breath to record my thoughts before they were lost forever - I fear some of my wounds are so severe they refuse to heal. As mentioned, the rangers and druids living here have littered these foothills with traps - I heard some of those murderous giants complaining about them, but I know not why. The only other thing I've heard is that something called Andorahas a magical barrier that's flawed in such a way as to allow safe passage to any creature that can resist Auril's breath - some of my gear may assist you in that regard. Lastly, if I could be so bold as to make one last request, it would be thus: AVENGE ME... Your friend eternally, Ca - Captain Y- Weight: 0 lb. 40GENON Oswald's Goodbye Note This thin piece of wood that you rescued from a mound of dust and debris contains a message to you from Oswald that's been seared into its surface: Traveling companions, Regrettably, I could not remain until we declared our farewells and bid each other pleasant journeys. Good Nathaniel was in a fretful hurry to warn the Ten-Towns about the peril they face at the hands of the Legion of the Chimera, so we took to the skies once able. I did, however, have time to quickly whip together a nice beverage - I hope you can make good use of it. Take care, my friends, and travel swifter than the wind! -Oswald. Weight: 0 lb. 40GENPWC Periapt of Wound Closure This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally. STATISTICS: Special: While equipped it will prevent ongoing blood loss from weapons that cause the Wounding effect. Increased regeneration rate while equipped Weight: 1 40GENSS Fresh Spider Silk This filament appears to have been extracted from a fresh spider. It is one of the components of Oswald's Mending spell. Weight: 0 lb. 40GENWP Wood Pile This is a small pile of wood. It is one of the components of Oswald's Mending spell. Weight: 5 lb. 41AMULHS Aurilite Holy Symbol This medallion is made of pure ice and fashioned in the shape of Auril's emblem - a gray heraldic lozenge with a white border surrounding a white snowflake. STATISTICS: Weight: 1 lb. 41BOOKLJ High Priestess Lysara's Journal This journal, bound in exotic, jewel-encrusted leather and written with fine ink on parchment made from spider silk, reads as follows: Where to begin...? It hath been a tough life, to be sure - even from birth. Being part of conjoined triplets, separated at the brink of death, has its boons and banes - as does any aspect of life I suppose. I can hear my sisters' thoughts and feel their pain, but never have I known what it means to be alone - truly alone... Luskan was a gruff town - unforgiving, even if viewed in its best light. 'Tis certainly no place for three innocent, little women, but the bond we shared kept us together and alive. Our parents were never around - always chasing the latest job offer or most-favorable rumor just to make ends meet. With ruffians, bandits, and creatures of the night lurking in every shadowy corner, there were no individuals we could respect... except one - Lysan... Lysan, a priestess of Auril and fellow Luskanite, shone like a celestial beacon across a sea of eternal darkness, and became our idol and inspiration with little effort. Her goodwill and fortitude we adored - her adventurousness we admired. What greatness the four of us would hath achieved - how noble our exploits would hath been in spreading our seeds of compassion throughout the winter land, only to watch them blossom into flowers of love come spring! The goal was as clear as a crystal trapped within a drop of ice, until... Where was I when the news pierced our hearts like a javelin hurled from the Nine Hells Itself...? Lysan... poor, sweet Lysan was slaughtered, like a diseased goblin, in Kresselack's Tomb by a band of villains in heroes' clothing. Why?! Because of her beliefs?! Thirty years hath passed, yet the pain lingers. At that moment a new goal emerged - her path was now ours, and we immediately joined the church of Auril in town... Our ambition quickly dwarfed that small temple, so we headed east to join Auril's Breath in Glister. Ironically that congregation proved too large for us, so we headed north to establish a church of our own, as well as retrace the steps of our martyr, Lysan. Reinforcing our decision to travel north, we had also heard that the mysterious demon twins we knew of in Luskan were also in that area, so we undoubtedly had to see if those rumors were true... En route we stumbled upon an envoy from the Legion of the Chimera and were eventually led to Madae. Despite our humanity, the four of us became instant, though reserved, friends, and 'twas soon obvious that her wants, needs, and desires complimented our own... The deal was simple - if we guarded the Western Pass against reinforcements to the Ten-Towns, they would destroy Kuldahar and give us its precious Heartstone Gem. The pieces of our plan were falling into place - all we needed was the right time to seal them together... That time came during our Coming Storm festival when my sisters and I led our newly formed congregation of one hundred strong in a prayer so profound, Auril Herself blessed us with Her embrace. The glacier was thus born. All that remained was the temple's creation - *our* temple - which Nickademus, arch- architect, honored guest and former lover of Oria accomplished with impressive speed and skill... What an oddity - this temple of his. Even *I* get lost from time to time. The dais is an interesting concept, but why must I turn it left north, then right all the way around again just to unleash the abishai to do my bidding? Still, no effort is too great in pleasing Great Auril by sacrificing prisoners to her to keep the glacier from melting... Time is short, so the painting - though it seems to possess a mind of its own - is useful when I must quickly cleanse myself before speaking to the Frostmaiden... The prism is a dangerous device, but what Lady Sherincal wants she gets - still, it keeps prying eyes away from Mother Winter and our treasury, so perchance I judge it too harshly... Oria's Game Room is a waste of time to me - I hath no time for meaningless combat and see no reason to enter the ethereal realm while confined to its limited boundary. And *why* Nickademus would install a Mirror of Life Trapping eludes all logic and common sense...! Nickademus... I wish I could trust him - he does not walk our path. For his sake, I hope he does not betray us again... Weight: 5 lb. 41GENIN Note To Lord Brisbaine This carefully written note reads as follows: Lord Brisbaine: My assistant, Nathaniel, has not returned from the Western Pass. From what we've observed the situation worsens by the hour there, and we fear he may've been captured. Your task is to find him and escort him back to Kuldahar. The best of luck to you and the hearty band of adventurers you call Talisman. In faith, -Iselore Weight: 0 lb. 41GENML Note From The Master Of Locks This hastily written and partially concealed note, written by someone called The Master Of Locks, reads as follows: To whom it may concern, Beware of this temple! She's filled with all manners of tricks, traps, and temptations that'll make your head spin one way and your neck another! It's enough to drive a mad man sane! In fact, one of these little niceties is a dais High Priestess Lysara uses in that ritual of hers - not sure what that ritual is, but I bet I'll soon find out! Oh yes - the dais... so far I've found that it can be rotated clockwise by pushing on its right side, and rotated the opposite direction by pushing on its left. Unfortunately I'll need to sneak away a few more times to figure out what in Nine Hells that maddening thing actually does! Weight: 0 lb. 41GENOR Oria's Note It's difficult to tell but this badly burned note was carefully written on a piece of fine parchment. It reads as follows: Thagro: Once you've read this message distribute it to your workers: The queen has been acting strangely as of late - I believe her mating season may be approaching. Ergo, from now on keep all males away from her until further notice. Have her guard the blockade if you'd like. Regarding the males, keep training them to dig through the ice. We'll need to excavate larger areas while Nickademus regains his strength so he can build Legionnaire outposts. Always remember to keep them well rested and well fed; otherwise they'll be useless to us, and may pose a serious threat. Feel free to train one of them to attack or follow you if you feel in need of protection. Furthermore, my DELICATE crystal golems are rather expensive and are NOT sources of your amusement! If I catch ANY of your frosttouches launching rocks at them again you'll have to answer to me personally! One last thing - stay alert! According to Sherincal, those Malarite bastards failed us at Shaengarne River, so opposition may strike at any moment. In Auril's name, Oria. Weight: 0 lb. 41GENRP Rock Pile This pile of rocks is used in a deadfall trap to inflict severe crushing damage on the victims below. Weight: 10 lb. 41GENZB Zack BoosenBurry's Note Someone with small fingers hastily wrote this note. It reads as follows: Help - stuck - dark - can't get out! Z... a... c... k Weight: 0 lb. 41HBAGNA Nathaniel's Bag Of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet in 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. This bag of holding has the word "Nathaniel" stitched into one side of it. STATISTICS: Weight: 35 lb. 41HFRGRA Nathaniel's Ring of the Ram This ring has been slightly modified by Nathaniel from Kuldahar. Its wearer can use it to cast one of the following spells once per day: STATISTICS: Can cast the spell Confusion 1/day Can cast the spell Holy Power 1/day Can Cast the spell Shout 1/day Weight: 0 lb. 41KEYCT High Priestess Cathin's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Cathin. Weight: 0 lb. 41KEYLT High Priestess Lysara's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Lysara. Weight: 0 lb. 41KEYOT High Priestess Oria's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Oria. Weight: 0 lb. 41RINGRA Nathaniel's Ring of the Ram This ring has been slightly modified by Nathaniel from Kuldahar. Its wearer can use it to cast one of the following spells once per day: STATISTICS: Can cast the spell Knock 1/day Can cast the spell Bull's Strength 1/day Can Cast the spell Alicorn Lance 1/day Weight: 0 lb. 41ROBEAC Aurilite Ceremonial Robe This robe, worn by the priests and priestesses of Auril, is ice-white in color with blue piping, and cinched at the waist by a very wide silver belt. 50BOOK88 Thvara's Journal This small book is the journal of Thvara Baelm, a cleric of Auril. This must be the most recent of several journals, as only a few pages in the beginning are filled out. It recounts how Cathin, the priestess in charge of the clerics of the ice temple, sent Thvara to the Ice Lakes to gather whatever Auril-fearing barbarians she could. The barbarians were to serve as additional troops to man the glacier wall as well as live sacrifices to Auril, should the priestesses start running low on warm bodies. Weight: 2 lb. 50GENAD Avarine Decanter The avarine decanter is the prison - or perhaps merely the home - of Bashshar al Rachid, likely the wealthiest djinni in all of Toril. His greed and arrogance are legendary; adventurers have been known to receive aid from the djinni... but always at a price. The decanter is crafted of blue, translucent glass as hard as hammered mithril; its lower half resembles the dour face of Bashshar al Rachid himself. Weight: 1 lb. 50GENDH Drinking Horn This majestic drinking horn is sheathed in intricately carved gold and studded with blue-white semi-precious stones. Weight: 1 lb. 50GENFRO Frostrose This rare herb appears as a single, fragile stem with a small bud that peeks above the snow. When it blooms, the tiny flower is a brilliant scarlet. Weight: 0 lb. 50GENFWR Fell Wood Remains These are the remains of the Fell Wood dead, released from their torment when you destroyed the will o-wisps that lured them all to their deaths. Weight: 5 lb. 50GENID Avarine Decanter The avarine decanter is the prison - or perhaps merely the home - of Bashshar al Rachid, likely the wealthiest djinni in all of Toril. His greed and arrogance are legendary; adventurers have been known to receive aid from the djinni... but always at a price. The decanter is crafted of blue, translucent glass as hard as hammered mithril; its lower half resembles the dour face of Bashshar al Rachid himself. Weight: 1 lb. 50MISC38 Hemp Rope This is fifty feet of strong hemp rope. Weight: 10 lb. 50POTN56 Venla's Medicine This potent herbal remedy's most powerful ingredient is the extract of frostrose that you found for Venla. When wholly consumed, this potion restores 9 hit points to the person and removes all traces of poison or disease. STATISTICS: Removes poison and disease Weight: 1 lb. 51KEYDU Duergar Key This heavy key appears to be forged of gray steel. Weight: 1 lb. 51KEYRG Raven Gate Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 lb. 51MISC39 Mining Tools A set of mining tools - pick, shovel, and so on - that allows one to burrow through earth and stone. Weight: 10 lb. 52GENDOL Dolon's Letters This is a set of letters to the Legion of the Chimera envoy Dolon Daemba, each marked with the Legion's seal. One of them refers to a plot to disrupt the monastery's activities by turning Aruma Blane, the standing archimandrite, against Ormis Dohor, the current archimandrite who is now away visiting the Legion of the Chimera capitol at the Severed Hand. When Ormis refused to side with the Legion of the Chimera, Dolon was commanded to seduce and corrupt Aruma and then see to it that the monastery kept out of the Legion's affairs. Weight: 0 lb. 52KEYDC Dolon's Chamber Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 lb. 52KEYRT Raven Tomb Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 52KEYST Storeroom Key This key opens the storeroom on the first level of the Black Raven Monastery. Weight: 0 lb. 52RINGNO Nonin's Ring This gold ring is set with a small ruby. The initials "NN" are carved on its inner surface. Weight: 0 lb. 53MISCIG Sanguis Anima This vial holds a single dose of the magical Sanguis Anima - a fluid necessary in the animation of an enhanced flesh golem - that you made in Imphraili's alchemical laboratory. Weight: 1 lb. 53MISCIM Vial of Silvery Fluid This vial holds strange substance with the appearance of liquid webbing and molten metal. The viscous liquid does not give off any heat. Weight: 1 lb. 53MISCIS Vial of Spores This vial holds a large number of mushroom spores, most likely gathered from the giant fungi that grow in abundance throughout these caverns. Weight: 1 lb. 53MISCIV Conversion Poison This vial holds the enchanted conversion poison that you concocted specifically to destroy the Viciscamera. Weight: 1 lb. 60CLCKIR Initiates Robe This voluminous white robe is lined with green silk. The hems bear silver snakes crawling along the edges of the fabric. The folds of the robe and cowl are so large and bulky that they conceal almost every feature of the wearer. Even close visual inspection would be unlikely to penetrate the obfuscating properties of the garment. If one wished to use these robes as a disguise, it looks like they could... provided that all the wearer's companions were similarly cloaked. STATISTICS: Disguises wearer Weight: 3 lb. 60GENVH Visions of Hierpherus Hiepherus Note: This scrap of parchment, burned around the edges and smelling faintly of bloodweed incense, seems to be a daily log of some sort: - - - The visions began when I pledged Bane's strength to Isair and Madae, and I now know Bane has placed a test before me - to test my devotion to his cause against my service to the Legion of the Chimera. Could it be he thinks I hold Isair and Madae's words with more weight than his doctrines...? I MUST prove him wrong. The visions show an ancient blade that has slain six... six companions of vile hearts who were once in Bane's service in the distant past. The six were known as the Lost Followers, and from what I can see in my visions, they now lie in screaming prisons upon the Ethereal Plane. If they are to be set free, the blade MUST be recovered and destroyed... if I cannot find it, then I fear I shall join them in their undead prisons. - - - I have come to the glen shown to me in the visions, but the accursed blade that murdered the Lost Followers eludes me! Something within Kuldahar is preventing my scrying efforts, and without the visions to guide me, I cannot hope to recover the consecration medallion and tear the blade from the graves within the Glen... whichever damned one it is! Give me something to KILL as my challenge, not this endless hunting and searching, and I will prove that I serve Bane's will! - - - In a fit of rage, I have raised many dead in the Glen to do my will and used my powers to tear answers from them, but of the blade and the medallion's fate, the dead know *nothing*... but speak much of the serpents that have passed through the valley of late. Could it be that somehow Cedra or one of her half-breed minions secured the medallion and even now hold it in one of their chambers, unaware of its true purpose?! If so, I may need to wrest it from them by force... which would break my allegiance to the Chimera and destroy everything that we have worked for. Is it Bane's will that the Chimera's spine be broken? But the potential of their strength... allied with Bane, of course... would bring the North and the lands beyond to its knees! The elves, dwarves, humans, all crushed, burned, their ashes scattered to the winds! But, I must be mindful - the will of the Black Lord is not for me to question... or to know. - - - It has been many days, and I have sent the dead into the Valley to slay whatever humans they can find. Yet... with every day that passes in the Glen, I can feel the presence of the Lost Followers, clawing at the material plane, waiting to be freed. I fear that simply finding the blade will bring them howling to this place... and they may be beyond all reason when they are summoned. If so, then I had best have Bane's protections about me, or else the Six will level Kuldahar and the lands around in revenge for dying at the blade's hands. I may be forced to destroy them against my Lord's will. Could that be my challenge? Whatever the reason, I MUST find the blade, and find it soon, before its powers are unearthed by one who stands against the Legion of the Chimera... and Bane... and if the blade should find its way into the hands of a holy warrior, then ALL is lost. Blood in the Black Lord's name, Hiepherus, D- * *You notice that where the title "Dreadmaster of Bane" would be next to Hiepherus' name, the parchment has been blackened to ash, as if it was held over a candle... or exposed to the far-seeing eye of Bane's disfavor. Weight: 0 lb. 60HEART1 60HEART2 60HEART3 60HEART4 60HEART5 60HEART6 60HEART7 60HEART8 Desiccated Heart This brownish-red lump of hard flesh appears to be a human heart. Though the muscle is tight and dry, it does not appear to have decayed. Magical or alchemical means may have been used to preserve the object. Weight: 0 lb. 60KEY Key This crude looking key bears numberous scratch marks around its edges. It looks like it's intended for a jail or watchtower. Weight: 0 lb. 60STELE1 60STELE2 60STELE3 60STELE4 60STELE5 Religious Stele This stout pillar of stone is separated into short cylinders bearing religious writing. The object appears to be ancient, commemorating the imprisonment of some powerful beast. The beast itself is represented symbolically. Perhaps the makers of this object feared to inscribe the image of the creature they had subdued. Weight: 0 lb. 61AMULLF Medallion of the Lost Followers Perhaps the yuan-ti did not know what they held in depths of Dragon's Eye, but simply holding this item reveals its long history to you, and its saga is a long and bloody one indeed. One only needs to hold the medallion close to them, close their eyes and concentrate upon it, and the chronicle of the medallion scrolls through your mind. This notched stone was once set into the pommel of the ancient blade Cera Sumat, a Holy Avenger wielded by old Duke Kholsa Ehld as he walked upon the path of the Lost Followers, challenging them to answer for their crimes in the Barbed Kingdom. Inscribed upon the stone is the chronicle of his search for the six Lost Followers, and the circumstances surrounding their deaths. The medallion tells of the six: Ehld met Inhein-Who-Was-Taken as she slept beneath the earth on the Battle of Bones and asked her to follow him to the Barbed Kingdom to be judged. Her laughter was a storm of bladed whispers, and she cursed the old man, hurling spells of death and flame upon him... she surrounded herself with mighty magics and swirling blades, daring the old man to come close, but he simply bowed his head and took shelter within the spiritual shield of his holy blade. In fury, she risked much and began to raise the dead from the Battle of Bones to destroy the Duke, but the shield around him prevented them from getting close. The undead, furious at their summoner for putting them to an impossible task, turned upon their mistress and tore her apart. Ehld took what was left in a small metal cask and took it to the highest hill at daybreak, and let the sun shine down upon Inhein's remains until they were dust. Broken Khree, one of the only monks to fight the Black Raven in combat and survive with only his legs shattered and his jaw splintered, was the next of the six, and he was not hard to find. He had gathered together a band of slaves captured from a number of small farming hamlets and had them build a temple in Bane's name. Khree was a master of unarmed combat, with eyes and reflexes so quick that he could dodge most missiles and spells before they stood a chance of touching him - and he had sent many archers and mages to their graves. In hand to hand combat, he was a terror, for his bones and body were one with the elements, ignoring fire, cold, lightning, and weather's other displeasures, and while his skin could be stabbed or cut, his bones had the strength of the earth about them, preventing them from being broken or crushed by all but the most powerful of attacks. Ehld knew this, and when he found the bloody monk, the two traded no words, but attacked each other immediately. It was all Ehld could do to dodge Khree's attacks, but in a dangerous stratagem, Ehld tricked Khree into collapsing the newly-erected temple of Bane around them, causing Khree's arms to become pinned by the falling masonry. The monk died as the falling crossbeams of the temple pierced his chest, and in the last minute of his life, he spat his defiance against Ehld and told him he would fight his way back from death to destroy him. Kaervas Death's Head was the lord of an empire deep within the earth, and he sat upon his lava-red throne of rock and lava, his skin so thick with calluses and black enchantments that no mortal weapon could pierce or cut it. Ehld traveled many leagues beneath the surface of Faerun and demanded an audience with the black rock king. Kaervas, amused by the old human's challenge, agreed to fight him, but found Ehld's strength and holy avenger an equal match for his strength and skill. Finding it almost impossible to strike a mortal blow against Kaervas with even his holy avenger, Ehld parried one of Kaervas' strikes and turned the momentum of Kaervas' own axe back on its owner, causing the blunt end of his mighty axe to sink into the dwarf's skull, splintering the bone beneath the skin into fragments. The Duergar allowed the human who had slain their king to leave unmolested, and they sealed Kaervas' body in the throne room where he died. Atalaclys the Lost traveled upon the great sands of Anarouch, hoping to unearth some of the ancient magics buried within the desert to stave off the rotting disease which had claimed him. Ehld tracked him down through the shifting desert, meeting him in the sandy square of a dead town. With no living creature as their witness, the two of them fought for days, spell against blade for days, until at the height of the fourth day, Atalaclys's rotting throat cracked in the desert heat. Unable to utter a spell to carry him away, Ehld left him in the desert, where his corpse lay, fed upon the flies and beetles of Anarouch. Jaiger of the Fanged Season had once been one of four Uthgart brothers whose father had blessed each of them with a binding of the elements. Jaiger had been bound to the Elemental Plane of Air, and such was his power that he could harness the wind to pull his bowstring - and cause the missiles and spells of his enemies to go astray. Jaiger was serving as a mercenary in one of the many southern kingdoms, his bow firing out a stream of arrows so fast and sure that he was said to bring a Rain of Death wherever he traveled. Ehld found the toothless barbarian within the brothels of a southern port, half-drunk and belligerent. When confronted, Jaiger was too deep in his cups to realize who Ehld was, and once it suddenly sunk in the old man had come to capture him, Jaiger tried to fight back with his bow - only to find it much more difficult to fire with his opponent standing almost on top of him than it was when the opponent was a horizon's distance away. Although Jaiger sunk many arrows into his opponent, Ehld was able to best him with a whirling strike that severed Jaiger's bow... and the barbarian's throat. Veddion Kairne, the Hunched Lord, was the last and most difficult of Ehld's challenges. Kairne was said to be the spawn of a storm giant and a demon, combining the great strength of his father with the cunning and bloodthirstiness of his mother. No fork of lightning could touch him, no fire could burn him, and it was said that he bathed in acid and frost as if it were water. The two bloods coursing through him had given him a tremendous resistance to magic, but it prevented him from using magic himself, forcing him to walk the face of Faerun whenever he wished to travel the land. Instead of awaiting his death, however, he sought out Ehld as he was traveling upon the Spine of the World Mountains and tasked the old paladin with proving him guilty of the slaughter in the Barbed Kingdom. The two of them dueled with words for many hours atop the Spine of the World Mountains until Ehld finally tricked Kairne into admitting his guilt... and the Hunched Lord laughed and their battle begin. Hurling jagged boulders at the elderly warrior, Kairne buried Ehld under an ever-growing mountain of rubble, then lifted up his hammer to drive the tombstone into the makeshift cairn around the old warrior... only to have the cairn collapse beneath him, causing an avalanche and crushing him beneath its great weight. Ehld, who had been crouching within the cairn and using his sword as a brace against the precarious balance of rocks, had slipped free and let weight and gravity take their course. With Kairne, the last of the six had been silenced, and Ehld returned home to his Queen. When he arrived in the court of the Barbed Kingdom, Ehld detached the medallion from the pommel of his Holy Avenger and gave it to his Queen to wear as a reminder of the many evils of the world... but if one's heart is true and one's path is righteous, one may triumph against any number of evils. If this medallion could somehow be brought to the resting place of Ehld's Holy Avenger, the blade will rise from the ground, ready to be taken up against the forces of evil once again. Weight: 0 lb. 61GENDN D'hey-jazerrion's Notes This long scroll of parchment contains the alchemical notes of D'hey-jazerrion. The notes are quite extensive, but there are four items of interest: - D'hey-jazerrion seems to have had some recent trouble restoring the lever in the southern section of the ziggurat chamber, which is vital to all the alchemical operations below. There is some indication that he intends to return soon to fix it, and it looks like he is the only one who can. There haven't been any notes made in the past few days, so he may be due back soon... it looks like all one can do is wait for him to return to fix the lever. - D'hey-jazerrion has numerous notes on the creation of "wyvern poison," and the process appears simple enough for even an unskilled alchemist to perform. Take a wyvern's stinger, lay it upon the westernmost bench in the lab, then proceed to the lever (mentioned above) south of the ziggurat in the chamber north of the lab. From there, simply pulling the lever will cause the stinger's venom to be distilled into the various beakers in the lab. After half a minute, the procedure will finish and the alchemist can unlock the distiller with the lever - if the lever is not unlocked, green lights (signifying the distillation procedure is still active) will flash around the tables, and the labs cannot be accessed. When the process is complete, every stinger placed upon the bench should be distilled into a bottle of wyvern poison. D'hey-jazerrion appears to perform this process frequently... but there is no mention of why he does this. - The notes also contain a great deal of D'hey-jazerrion's schedule. Apparently, he is not always within the lab, and he prefers to let some of his mixtures sit for several days to ensure their purity, whether they need it or not. - Most interesting is the steps required to create the yuan-ti histachii, or "brood guards." The majority of the steps detail the creation of a histachii brew that transforms a humanoid into the creature. With these notes, a skilled alchemist could perform the procedure in the lab where they were found. The alchemist would have to execute the operation themselves to ensure the reagents are pure, but the procedure is quite simple. Mandrake root must be placed on a prepared distilling table (which, according to the notes, seems to be the easternmost table in the center of the lab - it should already have a number of histachii potions on it). Once that has been done, the alchemist must pull the lever (mentioned above) in the southern part of the ziggurat chamber that lies north of the lab to activate the distiller. After half a minute, the procedure will finish and the alchemist can unlock the distiller with the lever. The histachii brew can then be removed from the table. Because only a portion of the mandrake is used, a single sample can create many fully potent brews. NOTE: While distilling the wyvern poison can be done with no training, only a character possessing these notes and above a 15 Alchemy skill can successfully distill the histachii brew; otherwise the player must enlist the services of someone skilled with the procedure to distill the brew... either by intimidating or tricking them. It also looks like the lever in the ziggurat chamber to the north must wait for D'hey-jazzerion to return to fix it before any of the alchemical processes can take place. Weight: 0 lb. 61GENMM Modified Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. Nheero Fhutma has carefully grown and cultivated this plant in such a way as to render its natural toxicity almost nonexistent. If eaten the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 1/- Slashing Resistance Resistance: 1/- Bludgeoning Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Missile Resistance Resistance: 1/- Poison Resistance Weight: 0 lb. 61GENMR Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. If eaten and a Fortitude save is failed, the victim will lapse into a coma for one turn. If the saving throw is successful, the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 1/- Slashing Resistance Resistance: 1/- Bludgeoning Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Missile Resistance Resistance: 1/- Poison Resistance Weight: 0 lb. 61GENWP Wyvern Poison This bottle contains the unspent poison that has been extracted from a wyvern's stinger. With the proper equipment, this contagion could be used to anoint a dagger or longsword, or in the construction of an antidote or potion of delay poison. Weight: 1 lb. 61HFDGWS Wyvern Stinger This sharp organ was once connected to a wyvern's poison gland. It contains a small amount of unspent poison that could be safely extracted with the proper equipment. It can also be wielded as a weapon. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: 99% chance of +8 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 61HFGNMM Modified Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. Nheero Fhutma has carefully grown and cultivated this plant in such a way as to render its natural toxicity almost nonexistent. If eaten the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 2/- Slashing Resistance Resistance: 2/- Bludgeoning Resistance Resistance: 2/- Piercing Resistance Resistance: 2/- Missile Resistance Resistance: 2/- Poison Resistance Resistance: 2/- Acid Resistance Resistance: 2/- Fire Resistance Resistance: 2/- Electrical Resistance Resistance: 2/- Magic Resistance Weight: 0 lb. 61HFGNMR Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. If eaten and a Fortitude save is failed, the victim will lapse into a coma and die in one turn. If the saving throw is successful, the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 2/- Slashing Resistance Resistance: 2/- Bludgeoning Resistance Resistance: 2/- Piercing Resistance Resistance: 2/- Missile Resistance Resistance: 2/- Poison Resistance Resistance: 2/- Acid Resistance Resistance: 2/- Fire Resistance Resistance: 2/- Electrical Resistance Resistance: 2/- Magic Resistance Weight: 0 lb. 62GENHW Vial of Elven Holy Water An elaborately decorated vial of elven holy water. Weight: 0 lb. 62KEYBC Orc Encampment Bone Key A simple bone key. Weight: 0 lb. 63AMULIS Ilmater Holy Symbol This amulet has a dull, unimpressive chain attached to a fist-sized steel pendant. On the pendant is the engraving of two hands bound together by a red cord - the only actual color on the amulet. Weight: 1 lb. 63AMULIX Iyachtu Xvim Holy Symbol This amulet has a barbed, black metal chain attached to a fist-sized, hand- shaped, obsidian pendant. Two green, glowing, hateful looking eyes contrast the endless blackness of the pendant's face. Weight: 1 lb. 63GENAP Altered Severed Hand Plans These are detailed construction plans for renovations to the first floor of the Severed Hand. They have been magically altered by Kav Lathram to remove one of the bedroom suites. Weight: 0 lb. 63GENBA Bonding Agent This small vial contains a clear viscous liquid. A bonding agent is used to force reagents that normally would not mix to bond and form a potion or a poison. Weight: 1 lb. 63GENBF Bonds of the Faithful These red straps, or bonds, are generally worn by Ilmater clerics around their wrists as a symbol of their devotion. Weight: 0 lb. 63GENCF Bundle of *Create Food* Scrolls A bundle of what looks like a dozen *Create Food* magical scrolls. Weight: 2 lb. 63GENCL Holy Water of Corellon Larethian This is a vial of water blessed by Corellon Larethian, ruler of the elven pantheon. Weight: 1 lb. 63GENDB Demon's Blood This small vial contains demon's blood. Such reagents are often used in the creation of unusual potions or poisons. Weight: 1 lb. 63GENDP Severed Hand Delegate Pass This diplomatic pass is normally given to those who are invited to Severed Hand and would like safe, unquestioned access to most of the areas in the facility - except those areas that are strictly forbidden to visitors not affiliated to the Legion of the Chimera. Weight: 0 lb. 63GENHP Severed Hand Plans These are detailed construction plans for renovations to the first floor of the Severed Hand. Weight: 0 lb. 63GENLB Larrel's Bones These are the remains of Larrel, elven mage of the Hand of the Seldarine (now known as the Severed Hand). Larrel was given the duty of protecting the Hand from an invading orcish horde. In the final moments of battle, as enemy forces began to overrun the fortress, all appeared lost. Out of desperation, Larrel attempted to cast a mythal of protection. Unfortunately, the spell failed with catastrophic results. Enemy and defender alike were warped into undead, Larrel himself transforming into a baelnorn. Eventually Larrel and his brethren were laid to rest. Larrel was forgiven his transgression by Labelas Enoreth, elven god of longevity and time, and at last received peace. As his spirit left to travel to Arvandor, his physical form crumbled to dust and bone. Weight: 10 lb. 63GENLP Lethal Virulent Poison This small vial contains a sickly green liquid. It smells horrid and is quite deadly. The poison must be ingested to be effective. Weight: 1 lb. 63GENMA Monk's Antidote This small, glass bottle contains the antidote to transform the imprisoned monk, Ormis Dohor, back into his natural form. Weight: 1 63GENMC Potion of Mental Clarity This small vial contains a clear viscous liquid. Weight: 1 lb. 63GENNG Note to Guards This is a hand written note, in a flowing freehand script. It reads as follows: "Zigma, You worthless worm, read well what I have written here. I've been approached by her ladyship and told of a group of adventurers on their way to the Hand. They're not to be allowed entry under any circumstances. Understand? No one gets in under any circumstances! Furthermore, you're to call a meeting of all the lieutenants. Be sure to give them the description of the adventurers, and put the fortress on alert. Oh, and while you're at it, call out all additional guards, including the reserves. Fifty soldiers should be able to handle a group of wannabe heroes. You screw this up, worm, and it's your arse, not mine. I'll personally hand you to her ladyship on a platter. You got that? Pudu Captain of the Guard Weight: 0 lb. 63GENSP Virulent Sleeping Poison This small vial contains a milky white liquid. Anyone ingesting this poison will sleep the sleep of the dead. However, the victim should eventually awaken with little or no ill effects. Weight: 1 lb. 63GENTB Tainted Demon's Blood This small vial contains impure demon's blood. Such reagents are often used in the creation of unusual potions or poisons. Weight: 1 lb. 63GENTS Tears of Suffering These are the tears from one of the Severed Hand slaves. Weight: 0 lb. 63GENVA Virulent Agent This small vial contains a reagent often used in the creation of fast acting poisons. Weight: 1 lb. 63KEYCP Captain Pudu's Key This copper plated key belongs to the Captain of the Guard, Captain Pudu, and is the only key that opens the gate that allows access to the landing pad on top of the War Tower. Weight: 0 lb. 63KEYWT War Tower Prison Key This common steel key belongs to the large orog captain and is used to open the jail cells in the War Tower. Weight: 0 lb. 63RINGRS Ring of Nourishment This ring continually provides its wearer with life-sustaining nourishment. This alleviates the need for the wearer to eat or drink to remain healthy. Weight: 0 lb. 67GENSN Stubnok's Note This is a hand written note, in a flowing freehand script. It reads as follows: "Stubnok, I know your tiny brain has trouble with the written word, so I'll keep this brief. I am entertaining a lady friend of mine on the top floor of the Officer Tower. I am not to be disturbed, unless it is an emergency. If I deem it not an emergency, I'll see to it that you are flensed, and your useless remains given to the lemurs. Pudu Captain of the Guard p.s. And I will never let you have the key to the gate that leads to the War Tower aerie. You are too stupid, and I hate you. Weight: 0 lb. FSEEDS Fire Seeds Created through the Fire Seeds spell, these innocuous seeds are imbued with explosive fiery magic. STATISTICS: When thrown, all creatures within 5 feet of the point of impact take 5d8 points of damage, with a saving throw for half damage. GBERRY GOODBER Goodberry Created by the Goodberry spell, these simple looking blueberries will heal five points of damage for each bunch of berries eaten. MISC07 Gold Gold is the standard of currency, commonly called Golden Lions throughout the Realms, though only the Cormyan coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five- sided shape). The most common in the southern regions are the Amnite danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties). SUPASTAF Acorns =============================================================================== Plate Armor =============================================================================== 00HFCNML Mercenary's End This armor was worn by the commander of a mercenary company called the Silver Band who was driven from the Ten-Towns after a fierce debate on the merits of their weapon skills (and the amount of gold that would change hands in order to see these weapon skills in combat). The commander apparently was killed in a drunken brawl by a warrior with a bizarre title before the rest of his band fled south, and this armor was taken by the local authorities in Bryn Shander. It was since released and has passed through the hands of several merchants in the far north. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. Furthermore, the wearer of this armor never tires or becomes exhausted, and he can dispel exhaustion from his entire party once per day. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Resistance: 2/- Cold Resistance Resistance: 2/- Fire Resistance Dispel Party Fatigue once per day Light Weight: Armor weighs 1/4th its normal weight Weight: 10 lb. 00HIDE03 Coral Plate Armor Coral plate armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral plates at the shoulders, chest, and wrist. It is the equivalent of splint mail armor in protection. However, it also adds a bonus of +15% to acid and fire resistances The armor is heavy, not very supple, and feels very constrictive when used by non-aquatic creatures. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Special: +15% Fire Resistance +15% Acid Resistance -2 to Dexterity Weight: 50 lb. 00HIDE04 Umber Hulk Plate The hard plates that protect umber hulks are reasonably easy to craft into humanoid armor. This dark suit of armor was fashioned into plate mail by duergar smiths. The dark dwarves, skilled in handling umber hulk exoskeletons, cured and reinforced the armor. Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Special: +1 vs. Slashing Weapons Weight: 40 lb. 00PLAT01 Half-plate Armor This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 50 lb. 00PLAT02 Plate Mail +1 This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. In addition, this suit of half-plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Weight: 40 lb. 00PLAT03 Mithral Field Plate Armor +2 Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This suit is made of mithral and has been magically enhanced for added protection and durability. STATISTICS: Medium Armor Armor Bonus: +10 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 25 lb. 00PLAT04 Full Plate Mail +1 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Weight: 45 lb. 00PLAT10 1/4 Weight Half-plate Mail This half-plate armor is fashioned from strips of cured Boring Beetle Shell. It is extremely lightweight. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 12 lb. 00PLAT11 1/4 Weight Field Plate Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This particular set of armor has been carefully fashioned from cured Boring Beetle Shell. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 00PLAT12 1/4 Weight Full Plate Mail Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This suit of armor appears to be fashioned from the shell of the Boring Beetle. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 51HFPT10 Duergar-Forged Armor of Warding Duergar master artisans forged this armor of dull gray steel. Runes cunningly worked into its surface reflect spells as well as blows, and the armor weighs only half as much as a typical suit of plate mail. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 5/- Magic Resistance Light Weight Weight: 20 lb. 51PLAT10 Armor of Warding STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 2/- Magic Resistance Light Weight Weight: 20 lb. 60CHANGR Glacial Resilience Kyndor Icehammer was a mighty Dwarven warrior who loved the cold of the Dales. Not only did Kyndor call Icewind Dale his home, but he also had a special connection to the Dales - it was a part of him - not just a part of his body, but of his very soul. Kyndor was also a remarkable armor and weaponsmith. Everything he forged had some kind of connection to Icewind Dale. In fact, his very armor, forged by his own hands, seemed to have its own life, and that life was very protective of Kyndor. Often times, during battle, his armor seemed to harness the elements of the Dales and retaliate against Kyndor's attackers. Over time, Kyndor's armor attained the nickname of Glacial Resislience, due to the fact that all who wore the armor seemed as impenetrable as a glacier and just as deadly cold. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 15% chance attacker suffers 1D6 cold damage per successful hit on wearer of Glacial Resilience (melee only) Weight: 40 lb. 60HFCNGR Glacial Storm STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 20% chance attacker suffers 2D6 cold damage per successful hit on wearer of Glacial Storm (melee only) Resistance: 2/- Cold Resistance Weight: 40 lb. 60CHANSA Sanctity Maya Selvinis was a solitary half-elf ranger who lived on the outskirts of Neverwinter. Feeling different and un-whole due to her breeding, she rarely had any interaction with other people except when she was summoned to aid in a crisis. Although she did not care for the company of others, she was more than eager to aid those in peril. However, after helping others, she would quickly return to her solitary ways, despite the general tolerance exhibited by the locals in Neverwinter. One special event that called for her ranger skills came and changed her life forever. An elderly female cleric of Eilistraee came to Maya and asked her aid in tracking down and destroying a demon that was tormenting her flock. Maya eagerly accepted the quest, put on her splint mail armor, secured her sword, and followed the cleric through the woods. After a day's travel, the cleric stopped at a small clearing between four towering trees. In the middle of the clearing was a small pond of water no wider than a yard. The cleric turned to Maya and said that the demon could be seen in the pond. Doubting, Maya approached the pond and peered in. The only thing Maya saw was her own reflection, and she stated that fact rather tersely to the cleric. The cleric smirked a bit and replied by saying that the demon was her reflection. In fact, the cleric pointed out that the demon was responsible for Maya's solitude and self-pity, and that the only one who was concerned about Maya's mixed breeding was Maya. Maya scoffed at the cleric, told her that she did not know what she was talking about, turned and started to head back in the direction they came. The cleric shouted back, which startled Maya, and declared that she understood more than Maya could ever know. It was at that point that the elderly cleric revealed herself to be Maya's mother. Maya again scoffed, stating that her mother died long ago. The cleric bowed her head and replied that yes, she did die, but that she was granted the grace of Eilistaee to seek out Maya and aid her - aid her in destroying the demon of self-pity and solitude. The cleric then went on to say that Maya would never find sanctuary by alienating herself from the company of others, but that sanctuary comes from within. Once Maya could accept who she was, what she was, and the fact that there were many out in the world like her and who were willing to embrace her, then sanctuary would follow her, always. Then, in a brief flash of light, the cleric was gone, leaving Maya to stew with the wisdom of the old cleric - her mother. Maya thought on what her mother said, and soon tried to implement her mother's wisdom. After a few months, Maya found her inner sanctuary, and became more powerful because of it. In fact, that power was also absorbed by her splint mail armor. All those who donned Maya's splint mail felt a peace flow through their being. People found their own personal sanctuary within that armor, which soon became known as Sanctity. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary once per day. Weight: 40 lb. 60HFCNSA Sanctity of Being STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary twice per day. Spellward: Immunity to Cloak of Fear, Horror and Charm Person spells Weight: 40 lb. 60CHANTM Armor of Tuqak Mauler A talented, gnome smith, who went by the name of Boopie Silvermallet, made this armor to the exacting specifications of a half-orc barbarian named Tuqak Mauler. Forged from the finest metals and enchanted with Boopie's secret recipe magics, Tuqak's new armor looked more like a museum showpiece rather than practical combat armor. The steel strips shone with a silver brilliance and each rivet sparkled like fresh cut diamonds. When Tuqak put the armor on, he immediately felt more vigorous and alive. Unfortunately for Tuqak, this new armor also made him overconfident, which summarily caused his demise in a later battle. So, wearer be warned - even though you feel like you can take on the world while wearing Tuqak's armor, you will still have to rely on combat skill to carry you through... alive. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 40 lb. 60HFCNTM Armor of Tuqak Mauler the Fierce STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +15 to Max Hit Points Wearer is under the effects of the spell Death Ward Weight: 40 lb. 60PLATAA Aasimar's Aura Aasimars are direct offspring from a union between mortal and celestial minion. While normally carrying innate powers, it is not unusual for an Aasimar to don blessed armor. Such is the case for this unique armor known as Aasimar's Aura. The armor shimmers with a silvery glow and is adorned with exquisite blue etchings across the breast. One look at the armor and it is simple to see that it possesses powerful protections. Long ago, the Blood War between the Baazetu and the Tanar'ri spilled over to the material plane. Luckily for most of the world, the battle was far away from any major towns or cities. However, this was still no comfort for the Celestial beings that watched over the material plane. So, it was quickly decided to amass as many Celestial and Aasimar beings as possible and drive the Blood War back into its own abyssal planes. However, because of the great numbers of Tanar'ri and Baazetu, the Celestial beings permanently blessed all the Aasimars' armor with Protection from Evil. This spell allowed the Aasimars to get in close to the evil creatures without getting attacked. Once all the Aasimars were in position, the Celestials gave the order to attack, which completely surprised the hordes of Baazetu and Tanar'ri. The ensuing battle raged for days, with high casualties on both sides, but eventually the evil hordes were pushed back into their abyssal planes. As a result of the high Aasimar casualties, it was not uncommon for looters to take the armor off the dead. So, from time to time, a set of Aasimar's Aura will pop up in a shop, or on an adventurer who could afford the high purchase price. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the spell Protection from Evil Weight: 50 lb. 60HFPTAA Celestial Aura STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the 1st level Mage spell Protection from Evil Resistance: 20/- Fire Resistance Saving Throw Bonus: +5 to Fortitude saves Weight: 50 lb. 60PLATAG Air Genesi Armor There is no debating that Air Genesi make talented fighters, as do most all Genesi. So, it is not surprising that the armor Air Genesi have made carry some of the same innate magical protections as their own bodies. Air Genesi full plate not only gives the excellent protection of normal full plate, but also gives its wearer the added protection of fending off most air spells and effects. A fighter wearing Air Genesi armor is easy to spot since the armor glows a light blue and is decorated with hundreds of finely etched swirls covering every inch of the finely crafted full plate. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Reflex saves Weight: 50 lb. 60HFPTAG Air Genesi Gail Armor STATISTICS: Heavy Armor Armor Bonus: +11 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Spellward: Immunity to Stinking Cloud, Cloudkill, Acid Fog, Suffocate, Cloud of Pestilence and Whirlwind Dexterity: +2 Weight: 70 lb. 60PLATDC Diamond Cut Plate and full plate are arguably the toughest armor in any realm. However, no one can deny that full plate is susceptible to crushing damage. In fact, most bludgeoning weapons were created with the intention of blowing through full plate armor. With this thought in mind, the armor known as Diamond Cut was forged. No one is exactly sure how Diamond Cut came into existence, but what is known is that the renowned Mirabar armorsmith, Cutter Boomstock, one day unveiled the armor to a well-to-do knight who traveled all the way from Amn. Diamond Cut glistened in the firelight like a thousand diamonds, almost blinding was the intensity of the sheen. And, in a remarkable demonstration, Cutter Boomstock lifted his anvil high in the air and struck the armor. To everyone's amazement, the strike left no mark on the sparkling armor. The knight happily took the armor and left Mirabar forever, never to be seen again. However, his armor, Diamond Cut, has been seen from time to time, leading people to speculate that the elaborate knight met an untimely death. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- Bludgeoning Weight: 50 lb. 60HFPTDC Diamond Cutter STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- resistance to bludgeoning/slashing/piercing damage. Constitution: +2 Weight: 50 lb. 60PLATKC Armor of the Clerics of Myrkul Clerics of Myrkul center their whole existence on endeavors that aid the dead and dying. They make it their responsibility to organize funerals, burials, settling the dead's unfinished affairs and enacting wills. Common to these clerics are their amazing plate mail armor that grants them several advantages over necromantic spells such as Paralyze and Death Magic. Clerics of Myrkul may make it their practice to aid in the affairs of the dead, but they have no desire to prematurely die themselves. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Saving Throw Bonus: +1 to Fortitude saves Weight: 50 lb. 60HFPTKC Blessed Armor of the Clerics of Myrkul STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Fortitude saves Spell Power: Can cast 5th level Priest Spell Raise Dead once per day. Weight: 50 lb. 60PLATOF Owl's Feather Usually plate mail is reserved for those strong enough to wear it. It did not matter that there were many fine warriors in the land who could benefit from the extra protection that plate mail could lend them. Those unfortunate enough to be of the slender side were reserved to use nothing heavier than chain mail. That is until a resourceful young armorsmith happened on an owl's feather enchantment that helped her to create plate mail that weighed half as much as regular plate mail. Needless to say, that particular armorsmith became very popular with the slender warriors of the region. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail. Weight: 25 lb. 60HFPTOF Hawk's Feather STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail Strength: +4 Weight: 25 lb. 60PLATPF Plate of the Pit Fiend No one is certain where the Plate of the Pit Fiend came from, or how it was created. Its spiky red scaled plates radiate a fiery red glow at all times, convincing those who look upon it that the plate mail is certainly otherworldly. Those that equip the Plate of the Pit Fiend find that the plate has a deadly natural defense when struck too many times. If an enemy is too successful with their strikes against the wearer of the Plate of the Pit Fiend, the plate will emit an explosive burst of flame in all directions around itself. This flame mortally wounds everyone caught within its wake, except for the wearer of the unusual plate mail. It is rumored that the Plate of the Pit Fiend is actually the hide of a Pit Fiend, killed and skinned by someone, or something, more powerful than a Greater Baatezu. If this rumor is true, pray to the gods that the creature capable of killing and skinning a Pit Fiend never comes to the material plane. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Pit Fiend (melee only) Weight: 50 lb. 60HFPTPF Plate of the Balor STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Balor. Retribution: 10% chance of casting the spell Cloak of Fear whenever the attacking enemy successfully hits wearer of Plate of the Balor. Spellward: Immunity to Cloak of Fear, Horror, Charm Person, Dire Charm, and Confusion Weight: 50 lb. =============================================================================== Potions =============================================================================== 00CIKEG1 Potion of Firebreath By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 3D6 damage to the target with a Reflex save for half. Note: This potion must be used from the quick item slot for proper effect. Failure to follow these instructions will result in severe indigestion. STATISTICS: 3D6 fire damage (Reflex save for 1/2 damage) Weight: 1 lb. 00CIKEG2 Flaming Oil Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (Reflex save for half) to all within the immediate area around the potion. It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire. STATISTICS: 5D6 fire damage (Reflex save for 1/2 damage) Area of Effect: 20-foot radius Range: 40' Weight: 1 lb. 00CIKEG3 Flaming Oil Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered. STATISTICS: When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save for 1/2 damage) Weight: 0 lb. 00GENIR Iron Rations Unlike normal rations, iron rations contain dried foodstuffs that can be stored for extended periods of time without spoiling. Combined with a ten-foot pole and fifty feet of rope, they round out an old school adventurer's backpack nicely. STATISTICS: Heals 3 Hit Points. Weight: 1 00HFPN55 Bottle of Braehg Braehg is a vile concoction of wild boar's blood mixed with milk and a smattering of rare herbs. Quaffing an entire flask of the stuff at once gives the brave imbiber a burst of physical power... but is nearly certain to sicken them as well. STATISTICS: Slow poison when imbibed Strength: +4 Duration: 3 hours Weight: 1 lb. 00POTN01 Mummy's Tea Priests of Horus-Re in far off Mulhorand were the first to create this life- saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease. STATISTICS: Cures Disease Weight: 1 lb. 00POTN02 Philter of Purification This elven concoction will purify the drinker of any diseases spreading through his body. STATISTICS: Removes Disease Weight: 1 lb. 00POTN03 Elixir of Health The Elixir of Health is a powerful healing mixture designed to cleanse the body of all impurities. First it cures all poisons, then once the system has been purged, the imbibed is cured by 10 hit points to speed the recovery process. STATISTICS: Heals 10 points of damage Weight: 1 lb. 00POTN04 Potion of Healing When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. STATISTICS: Heals 9 points of damage Weight: 1 lb. 00POTN05 Potion of Extra Healing When wholly consumed, this potion restores 18 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. STATISTICS: Heals 18 points of damage Weight: 1 lb. 00POTN06 Elven Healing Wine This bottle of elven wine also has the properties of a healing potion. During one of the elven festivals, the priests of the Seldarine's Hand imbibed too much that day and accidentally added a barrel of elven wine to a mixture that was intended for healing potions. STATISTICS: Heals 2D8 hit points Weight: 1 lb. 00POTN07 Spirit Essence This valuable potion is made by capturing and distilling the spirits of trolls. Normally only attempted by powerful necromancers and enchanters, the process results in a powerful healing potion able to instantly regenerate even severe wounds. STATISTICS: Heals 25 hit points Weight: 1 lb. 00POTN10 Antidote As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. STATISTICS: Cures poison Weight: 1 lb. 00POTN11 Antidote (tainted) As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow. STATISTICS: Cures poison Weight: 1 lb. 00POTN19 Potion of Freedom This potion acts like the spell Freedom of Movement when consumed. The drinker becomes completely immune to any effects that hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns. STATISTICS: Imbiber under the effects of the spell Freedom of Movement Weight: 1 lb. 00POTN20 Potion of Strength This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect lasts approximately 20 turns. STATISTICS: Strength: +1 Weight: 1 lb. 00POTN21 Potion of Hill Giant Strength When a giant strength potion is consumed, the individual gains great strength and attack bonuses and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: +2 Weight: 1 lb. 00POTN22 Potion of Stone Giant Strength STATISTICS: Strength: +3 Weight: 1 lb. 00POTN23 Potion of Frost Giant Strength STATISTICS: Strength: +4 Weight: 1 lb. 00POTN24 Potion of Fire Giant Strength STATISTICS: Strength: +5 Weight: 1 lb. 00POTN25 Potion of Cloud Giant Strength STATISTICS: Strength: +6 Weight: 1 lb. 00POTN26 Potion of Storm Giant Strength STATISTICS: Strength: +7 Weight: 1 lb. 00POTN29 Potion of Agility This potion will raise the dexterity of the imbiber, effecting armor class and missile attack adjustment for the duration of the effect, in this case 15 turns. STATISTICS: Dexterity: +1 Weight: 1 lb. 00POTN33 Potion of Heroism This potion is imbued with a powerful enchantment, which will simulate a temporary increase in level. The effect lasts for 10 turns which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors. STATISTICS: Hit Points: +10 Attack Bonus: +2 Duration: 10 turns Weight: 1 lb. 00POTN34 Potion of Invisibility This potion confers invisibility similar to the second level wizard spell of the same name. Actions involving combat cause termination of the invisible state. Barring combat, the effects will last for 12 hours. STATISTICS: Imbiber is under the effects of the spell Invisibility Weight: 1 lb. 00POTN36 Potion of Absorption This potion, as would be expected, will absorb external attacks once it has been consumed. All blunt attacks made against the imbiber are cushioned, so that only the strongest get through. Also there is +10 electrical resistance for the duration of the effect, which in this case is 10 turns. STATISTICS: Armor Class: +10 bonus vs. crushing attacks Resistance: 2/- Electrical Resistance Duration: 10 turns Weight: 1 lb. 00POTN45 Potion of Invulnerability (tainted) This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors. A strange odor can be smelled from the sealed bottle. STATISTICS: Armor Bonus +10 Saving Throws: +5 bonus Weight: 1 lb. 00POTN47 Potion of Master Thievery This potion temporarily transforms the drinker into a master thief, significantly increasing the character's skill with picking locks and picking pockets. The effect will last for 3 hours. STATISTICS: Open Lock skill: +8 Pick Pocket skill: +8 Duration: 3 hours Weight: 1 lb. 00POTN50 Thrym Extract This thick liquid is harvested and distilled from the glands of dead polar worms. It is the substance that helps keep the huge creatures warm in the desolate north. Drinking the liquid straight from the creature's body is almost always fatal, so alchemists attempt to distill the substance until it is relatively safe to consume. Even in its current state, however, it can still be deadly. STATISTICS: User takes 8d6 fire damage (Fortitude -4 negates) in addition user gains 20/- cold resistance for 4 rounds. Weight: 1 lb. 00POTN52 Oil of Fiery Burning Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (Reflex save for half) to all within the immediate area around the potion. It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire. STATISTICS: 5D6 fire damage (Reflex save for 1/2 damage) Area of Effect: 20-foot radius Range: 40' Weight: 1 lb. 00POTN53 Potion of Explosions This potion is a vial of pain as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end. STATISTICS: Damage: 6D6 (Reflex save for half) Area: 20 ft radius Weight: 1 lb. 00POTN54 Potion of Firebreath By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 3D6 damage to the target with a Reflex save for half. Note: This potion must be used from the quick item slot for proper effect. Failure to follow these instructions will result in severe indigestion. STATISTICS: 3D6 fire damage (Reflex save for 1/2 damage) Weight: 1 lb. 00POTN55 Flask of Braehg Braehg is a vile concoction of wild boar's blood mixed with milk and a smattering of rare herbs. Quaffing an entire flask of the stuff at once gives the brave imbiber a burst of physical power... but is nearly certain to sicken them as well. STATISTICS: Slow poison when imbibed Strength: +2 Duration: 3 hours Weight: 1 lb. 00POTN66 Greater Restoration Potion Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: User under the effects of the spell Greater Restoration Weight: 1 lb. 00POTN67 Lesser Restoration Potion STATISTICS: User under the effects of the spell Lesser Restoration Weight: 1 lb. 00POTN68 Potion of Remove Curse STATISTICS: User under the effects of the spell Remove Curse Weight: 1 lb. 00POTN69 Delay Poison Potion STATISTICS: User under the effects of the spell Delay Poison Weight: 1 lb. 00POTN70 Bark Skin Potion STATISTICS: User under the effects of the spell Bark Skin Weight: 1 lb. 00POTN71 Holy Might Potion STATISTICS: User under the effects of the spell Draw Upon Holy Might Weight: 1 lb. 00POTN72 Potion of Minor Elemental Barrier STATISTICS: User under the effects of the spell Minor Elemental Barrier Weight: 1 lb. 00POTN73 Potion of Aid STATISTICS: User under the effects of the spell Aid Weight: 1 lb. 00POTN74 Sanctuary Potion STATISTICS: User under the effects of the spell Sanctuary Weight: 1 lb. 00POTN75 Armor of Faith Potion STATISTICS: User under the effects of the spell Armor of Faith Weight: 1 lb. 00POTN76 Potion of Magic Dispelling STATISTICS: User under the effects of the spell Dispel Magic Weight: 1 lb. 00POTN77 Potion of Ghost Armor STATISTICS: User under the effects of the spell Ghost Armor Weight: 1 lb. 00POTN78 Vampiric Touch Potion STATISTICS: User under the effects of the spell Vampiric Touch Weight: 1 lb. 00POTN79 Potion of Luck STATISTICS: User under the effects of the spell Luck Weight: 1 lb. 00POTN80 Ghoul Touch Potion STATISTICS: User under the effects of the spell Ghoul Touch Weight: 1 lb. 00POTN81 See Invisibility Potion STATISTICS: User under the effects of the spell See Invisibility Weight: 1 lb. 00POTN82 Cat's Grace Potion STATISTICS: User under the effects of the spell Cat's Grace Weight: 1 lb. 00POTN83 Protection from Petrification Potion STATISTICS: User under the effects of the spell Protection from Petrification Weight: 1 lb. 00POTN84 Minor Mirror Image Potion STATISTICS: User under the effects of the spell Minor Mirror Image Weight: 1 lb. 00POTN85 Potion of Shocking Grasp STATISTICS: User under the effects of the spell Shocking Grasp Weight: 1 lb. 00POTN86 Potion of Shield STATISTICS: User under the effects of the spell Shield Weight: 1 lb. 00POTN87 Potion of Evil Protection STATISTICS: User under the effects of the spell Protection from Evil Weight: 1 lb. 00POTN88 Vocalize Potion STATISTICS: User under the effects of the spell Vocalize Weight: 1 lb. 00POTN89 Potion of Holy Transference STATISTICS: Permanent +2 Wisdom Permanent -1 Dexterity Weight: 1 lb. 00POTN90 Potion of Aura Enhancement STATISTICS: Permanent +1 Intelligence Permanent 1/- Magic Resistance Weight: 1 lb. 00POTN91 Potion of Life Transference STATISTICS: Permanent +1 Strength Permanent -1 Constitution Weight: 1 lb. 00POTN92 Potion of Arcane Absorption STATISTICS: Permanent 2/- Magic Resistance Weight: 1 lb. 00POTN93 Potion of Strength Transference STATISTICS: Permanent +1 Dexterity Permanent -1 Strength Weight: 1 lb. 00POTN94 Potion of Constitution STATISTICS: Permanent +1 Constitution Weight: 1 lb. 00POTN95 Potion of Magical Resistance STATISTICS: Permanent 1/- Magic Resistance Weight: 1 lb. 00POTN96 Potion of Greater Resistance STATISTICS: Permanent 1/- Slashing Resistance Permanent 1/- Piercing Resistance Weight: 1 lb. 00POTN97 Potion of Resistance STATISTICS: Permanent 1/- Bludgeoning Resistance Weight: 1 lb. 00POTN98 Potion of Action Transference STATISTICS: Permanent +1 Charisma Permanent -1 Dexterity Weight: 1 lb. 00POTN99 Potion of Clear Purpose Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities. STATISTICS: Constitution: -2 Wisdom: +1 Duration: Permanent Weight: 1 lb. 61POTNHB Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including mandrake root. STATISTICS: Humans who drink this potion will have to roll a save vs. fortitude with a -4 penalty. A successful save vs. fortitude roll causes the imbiber to become violently ill. Death will soon follow if the poison is not removed via a Neutralize Poison spell or an antidote of some kind. Failure to make a Fortitude save will result in the user being transformed into a yuan-ti histachii. Only thru the use of such powerful spells as Dispel Magic and the like can this transformation be reversed. This process is very traumatic and incurs a permanent loss of 1 intelligence point. Nonhumans who drink this brew must also make a Fortitude save with -4 penalty. A successful roll will cause the user to fall unconcious and become deathly ill for 1 turn. Those who fail their saving throw will succumb to the many toxins contained in the potion and fall over dead. Weight: 1 lb. 61POTNSB Sabotaged Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including the modified mandrake root that you planted. STATISTICS: This enchanted broth transforms anyone who ingests it into a special yuan-ti histachii for a period of four hours. While transformed, the imbiber maintains mental clarity and control over their facilities, but is otherwise indistinguishable from regular histachii. Weight: 1 lb. 61POTNUB Unenchanted Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including mandrake root. It has lost its enchantment and potency. STATISTICS: This broth makes those who consume it ill for 3 rounds if a Fortitude saving throw is failed, but otherwise has no effect. Weight: 1 lb. =============================================================================== Quarterstaffs =============================================================================== 00STAF01 Quarterstaff The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF02 00CWSTAB Quarterstaff +1 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAFDD Delnar's Delight Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. Unfortunately, his mother had a habit of interrupting him at crucial points during the enchantment process, often with disastrous results. Delnar's Delight is so named because of the lack of interruptions during its construction (and may well be the only item made by Delnar that functions as intended). This magical quarterstaff allows the user to cast Protection from Normal Missiles twice per day. The weapon is also enchanted for accuracy and enhanced damage. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Protection from Normal Missiles twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00HFSFDD Delnar's Lightning Stave STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Ball Lightning twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF03 Staff of Nature's Wrath A particularly militant group of Silvanite druids created this iron-shod staff to mete out nature's punishment on those who defile forests and show disrespect towards druidic orders. Silvanites typically used the staff on priests of Malar and the other Gods of Fury. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast Entangle or Flame Strike Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF05 Staff of the Hanged Men's Glee This grim staff, of a most despicable repute, was originally carved from the wood of Dead Man's Tree: an ancient black willow that stood on the outskirts of a forgotten hamlet of the Moonshae's, from which criminals were hung. All manner of bandits, murderers, rapists, and other worthies were left dangling from its knotty limbs; and all to the delight of the grave-digger Mordigan. For Mordigan, a secret practitioner of the necromantic arts, saw ample opportunity in which to ply his trade. Interring the remains of the evil men within close proximity of the tree, Mordigan called upon the dark powers of the negative material to perform a baleful act upon the black willow. It was given a sort of semi- sentience, and the ability to feed upon the remains of those who had so recently swung from its branches. Black roots descended into rotting flesh; and alarmingly enough, the tortured visages of the slain began to appear in the twisted knots of the black willow's bole before its burning. But, to the surprise of the villagers, the potently ensorcelled staff carved by the hands of the evil Mordigan did indeed prove to be their undoing. And thus did the hanged men of Dead Man's Tree have their revenge. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Casts the spell Animate Dead 3/day Charisma: -2 Weight: 2 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF80 Bruiser Staff STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +5 Damage Type: Bludgeoning Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF81 Staff of Invisibility +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast wizard spell Invisibility 1/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF82 Staff of the Elements +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 25% chance +1d6 fire damage Frost: 25% chance +1d6 cold damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF83 Staff of the Defender +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF84 Dispelling Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF85 Spellward Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spellward: Immunity to the spell Sleep Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF86 Phantom Staff + 5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Phantom: Projects a ghostly image of the weapon that can strike an opponent from a distance of up to 15 feet. Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF87 Staff of the Defender +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Deflection Bonus +3 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF88 Incendiary Staff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF89 Staff of Fireballs +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Spell Power: Can cast Fireball 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF90 Staff of Greater Spell Resistance +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Resistance: 3/- Magic Resistance Venom: +2 points of poison damage every second for 6 seconds (Fortitude save for none) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF91 Resilient Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Hit Point Bonus: +15 to max hit points Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF92 Staff of Invisibility STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spell Power: Can cast Invisibility 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF93 Mage Staff +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Intelligence: +1 Resistance: 1/- Magic Resistance Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF94 Staff of Corrosion STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Corrosion: 50% chance of +1d6 acid damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF95 Masterwork Quarterstaff STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF96 Quarterstaff +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF97 Quarterstaff +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF98 Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF99 Quarterstaff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11STAFPI Phaen's Ironshod Staff Phaen's oaken staff is capped with two iron bands of iron at the top and bottom, the bottom band carved to resemble the hoof of a horse or satyr, while the top band has been carved into a snarling bear with a spiked collar. The staff carries a minor enchantment that allows the user to strike more accurately and allows the staff to harm creatures immune to normal weapons. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Considered a +1 weapon for purposes of hitting creatures Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11HFSFPI Iron-Banded Staff STATISTICS: Damage: 1d6 + 3 Attack Bonus: +5 Enchantment: +3 Damage Type: Bludgeoning Special: Intelligence: +3 Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 12STAFWS Whispering Staff This ironwood staff was once held by the goblin sorcerer Caballus, and it still bears the stink of his touch. Trails of runes encircle the staff like snakes, and aside from a single minor rune of accuracy and another of wounding, the rest appear to be nonsense syllables and bunk. The staff is surprisingly light and well-balanced for its size, and it can be held easily in one hand. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: +1 to Move Silently skill 1% chance target is Silenced when struck Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 12HFSFWS Caballus' Whispering Staff STATISTICS: Damage: 1d6 + 4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: +5 to Move Silently skill Target is silenced upon successful hit (Will save negates) Spell Power: Can cast the spell Invisibility Sphere 1/day Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 51HFSFRH Ryomaru's Harmless Tanuki Staff Ryomaru was one of the greatest spies and assassins of the Kumo clan of Kozakura in Kara-Tur, and his Harmless Staff is anything but. Most of its hollowed length consists of a series of compartments holding poisonous powders, spring-loaded darts, weighted chains, jutting spikes, entangling hooks, and various other concealed weapons. When used in combat there is always a chance that one or more of the staff's nasty little "tricks" will be sprung upon an unwary opponent. However, great care must be taken in its use - the weapon can easily harm the casual wielder. Ryomaru himself carried the staff on only three missions, eventually leaving it in the care of the Hojori Temple - a Kumo clan front - and moving on to even more cunning and dangerous weapons. When the renowned thief "Chicken" Wu Wei - so named for the falcon tattoo on his chest - burglarized the temple, the Kumo were quick to uncover his involvement and track him back to his homeland in Shou Lung. Wu Wei was forced to flee across the sea to escape their wrath, prompting the dispatch of three more bands of Kumo assassins: one to cross the Eastern Ocean to find Wu Wei, a second to slay the original group that had failed to catch him in Shou Lung, and a third to torture and then execute Wu Wei's every living relative. "Chicken" Wu Wei retired comfortably on the coast of the Western Heartlands, running a small tobacco shop and only occasionally thinking of his father in Shou Lung, a gambling drunkard who'd beaten Wu Wei's mother and only sister to death when he was a child. When the Kumo assassins at last caught up with Wu Wei, there was naught but a tombstone - the Daring Chicken had sold every last bit of stolen Kumo treasure and died a happy old man. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Three-Jade Mist: 20% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 10% chance of inflicting 1d4 Piercing damage Iron Octopus: 10% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 15% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 10% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 10% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 10% chance of casting Slay Living on struck target Morning Fog: 5% chance of +1 Armor Bonus (self, 2 combat rounds) 10% to Blind struck target (Fortitude save) 1% chance to Blind wielder (Fortitude save) Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 51STAFRH Ryomaru's Harmless Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Three-Jade Mist: 15% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 5% chance of inflicting 1d4 Piercing damage Iron Octopus: 5% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 10% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 5% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 5% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 1% chance of casting Slay Living on struck target Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed =============================================================================== Rings =============================================================================== 00RINGAR Aramite Ring These silver and ebony rings were worn by followers of a charismatic wizard named Aramite of the Northern Wind. Hundreds of years ago, Aramite started a cult that revered the rulers of ancient Netheril. Seeking to recreate Netherese culture, Aramite and his followers attempted to overtake and excavate a large number of ruins across Faerun. Aramite successfully recovered many ancient Netherese writings and artifacts that were thought to be long lost. Rumors state that the Netherese lich king, Larloch, eventually put an end to Aramite and his entire cult. These rings are among the only items that remain from their organization. STATISTICS: Deflection Bonus: +1 Weight: 1 lb. 00HFRGAR Aramite Cult Leader Ring STATISTICS: Deflection Bonus: +3 Resistance: 2/- Magic Resistance Weight: 1 lb. 00RINGCR Cold Reflection Few have heard of the (literally) short-lived underground movement against the Hosttower of the Arcane called the Circle of Ice - nor the rings that came to mark the members of the organization, both in life and in death. The Circle of Ice was sponsored by a merchant from Waterdeep whose name has been burned from recorded history by the Hosttower. Apparently, after being forced to debase himself before the Hosttower during a trading agreement in Luskan (and being forced to surrender much of his cargo), the merchant became obsessed with wiping the Hosttower from the face of Faerun. Commissioning wizards in Waterdeep to fashion a score of rings for him, he set about using the last of his remaining wealth to hire a band of wizard slayers to bring about the downfall of the Hosttower. These twenty wizard slayers made arrangements to travel north on their own and rendezvous with the merchant in Luskan. Ironically enough, the merchant never wore one of these rings, which was key in exposing and defeating the movement. As soon as he returned to Luskan, his mind picked apart by telepaths and his movements scried, and each wizard slayer and accomplice were noted, identified, and ultimately led into deathtraps where their rings proved no match against the summoned monsters and arrows of slaying wielded by the ambush parties. It is rumored that only one wizard slayer, Martek, escaped the Hosttower, and to this day, he has never been found, which has been a constant source of irritation to the mages. In any event, the Circle of Ice died a quick, silent death in Luskan, but the merchant lived on as a toy of the Hosttower, serving them until death, at which point, his corpse was stored in their laboratories. It is most likely his preserved body will end up as the left arm of a flesh golem named Bok many years from now. These small bands of Cold Reflection appear to be made of crystallized ice, very cold to the touch, and they cannot be seen by a wizard unless the wizard knows they are there. If your band contains one that fancies him or herself a wizard slayer, perhaps these rings may be used for the purpose they were intended... but without the shortsightedness of foolish merchants handicapping your efforts. STATISTICS: Special: Resistance: 4/- Magic Resistance Weight: 0 lb. 00HFRGCR Cold Steel Reflection During the formation of the Circle of Ice resistance movement against the wizards of the Hosttower of the Arcane, many special rings were forged for the wizard slayers of the organization to help them fend off the magical powers of their opponents. The organization and the forging of the rings was sponsored by a merchant from Waterdeep whose name has been burned from the annals of history by the Hosttower. Apparently, after being forced to debase himself before the Hosttower during a trading agreement in Luskan (and being forced to surrender much of his cargo), the merchant became obsessed with wiping the Hosttower from the face of Faerun. Commissioning wizards in Waterdeep to fashion a score of rings for him, he set about using the last of his remaining wealth to hire a band of wizard slayers to bring about the downfall of the Hosttower. These twenty wizard slayers made arrangements to travel north on their own and rendezvous with the merchant in Luskan. There was one wizard slayer named Martek, however, who ignored the rings offered by the merchant, and knowing the danger and guile of the Hosttower, instead commissioned a special ring from a dwarven ally that would provide him additional wards against spells and charms. Once the other members of the Circle of Ice began to be murdered in Luskan after the Hosttower learned their identities, Martek used the power of his enhanced ring to shield himself from the scrying of the Hosttower wizards and escape southwards. He eventually returned the ring to his dwarven ally, who sold it to a merchant making his way for Bryn Shander. This Cold Steel Reflection ring differs from the other Circle of Ice rings in that it seems to have a ring of steel beneath the icy exterior of the ring - much like Martek himself. STATISTICS: Special: Resistance: 5/- Magic Resistance Spell Power: Can cast the 6th level Wizard Spell Globe of Invulnerability once per day Weight: 0 lb. 00RINGHR Harshom's Ring of Freedom This ring was fashioned from a piece of smooth, dark-stained oak. Twin rings of gold line the outer edges of the wooden torus. In all other respects, the ring appears to be well kept but mundane. It previously belonged to the self-titled Beastlord Harshom, a member of Luskan's Hosttower of the Arcane. STATISTICS: User is under the effects of the spell Freedom of Movement while equipped. Weight: 1 lb. 00HFRGHR Harshom's Arcane Ring STATISTICS: Immunity to the effects of Silence User is under the effects of the spell Freedom of Movement while equipped Weight: 1 lb. 00RINGTB Tyrannar's Band Previously worn by the half-drow Tyrannar Brutai Mar, this thick steel ring is pockmarked and scratched in many places. Other than its brutalized appearance, it has no distinctive features. STATISTICS: Wisdom: +2 bonus Charisma: +2 bonus Weight: 1 lb. 00HFRGTB High Tyrannar's Band STATISTICS: Wisdom: +4 bonus Charisma: +4 bonus Weight: 1 lb. 00RING01 Silver Ring 00RING02 Ring 00RING03 Greenstone ring 00RING04 Gold Ring 00RING05 Onyx Ring 00RING06 Jade Ring 00RING07 Bloodstone Ring 00RING08 Angel Skin Ring 00RING09 Flamedance Ring 00RING10 Fire Opal Ring 00RING11 Ruby Ring 00RING15 Ring of Fire Resistance This magical ring grants the wearer partial immunity to damage by fire. STATISTICS: Resistance: 3/- Fire Resistance Weight: 0 lb. 00RING16 Ring of Animal Friendship 'Druid's Ring' A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him. STATISTICS: Special: Charm animal unless target makes a Will save 1/day Range: 40 ft Area: 1 animal Duration: 10 turns Weight: 0 lb. 00RING17 Ring of Clumsiness 'The Jester's Folly' The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily Jester) only once the stooge had promised no reprisals for the treatment he had received; though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep; a show from which he did not flee quite fast enough. STATISTICS: Dexterity: reduced by 50% Spells: 75% casting failure Special: can only be removed by a 'remove curse' spell Weight: 0 lb. 00RING18 Ring of Invisibility Held by a master thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob. STATISTICS: Can cast the spell Invisibility 1/day Weight: 0 lb. 00RING19 Ring of Protection +1 This magical ring provides the wearer with additional protection. STATISTICS: Deflection Bonus : +1 Weight: 0 lb. 00RING20 Ring of Protection +2 STATISTICS: Deflection Bonus: +2 Weight: 0 lb. 00RING21 Wizards Ring Created by magic long forgotten, rings such as these are much sought after by those who dabble in the arcane arts. The creators of this ring have instilled wards into this ring so that only those who practice the arts may use it. STATISTICS: Intelligence: +1 Weight: 0 lb. 00RING22 Ring of Freedom of Movement This ring is one of seven and was given by Lord Sennel to those entrusted to guarding his treasury. These rings allowed the wearer to pass through the paralysis field protecting the vault. Unfortunately, the lure of riches proved too much for the guards and they made off with contents of the treasury. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although you can still be hasted. Weight: 0 lb. 00RING23 Ring of Energy Crafted by Drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules. STATISTICS: Usage: May be used once per day Damage: 2d6 (no save) Range: 120 ft Area: 1 creature Weight: 0 lb. 00RING25 Every God Ring Rings such as these are one of the most well kept secrets among the pious. For in order for these rings to be created they must be blessed by all the known gods. This can cause problems, especially for those faiths that conflict with each other. It's not surprising that those who choose to don the ring refuse to reveal its origins for fear of being persecuted by their own brethren. STATISTICS: Wisdom: +5 Weight: 0 lb. 00RING67 Ring of Magic Missiles A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Spell Power: Can cast the spell Magic Missile 3/day Weight: 0 lb. 00RING68 Bard's Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. This particular ring looks very whimsical and seems to hum slightly. STATISTICS: Dexterity: +1 Knowledge (Arcana): +2 Weight: 0 lb. 00RING69 Ring of Charm STATISTICS: Charisma: +2 Spell Power: Can cast the spell Charm Person 1/day Weight: 0 lb. 00RING70 Petrification Protection Ring STATISTICS: Spell Power: Can cast the spell Protection from Petrification 3/day Weight: 0 lb. 00RING71 Ring of Hearty Strength Some rings look to be of very rugged construction, befitting those who are stout of body. These rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the warrior profession. STATISTICS: Constitution: +1 Strength: +1 Weight: 0 lb. 00RING72 Holy Might Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had holy enchantments placed upon them that confer various blessed abilities. These rings are highly sought after, especially by those of the adventuring profession. This ring conveys a feeling of strength. STATISTICS: Spell Power: Can cast the spell Draw Upon Holy Might 2/day Weight: 0 lb. 00RING73 Shield Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had protection enchantments placed upon them that shield its wearer from the hardships of battle. These rings are highly sought after, especially by those adventurers who need extra protection. This rings seems to emit an aura of security. STATISTICS: Spell Power: Can cast the spell Shield 2/day Weight: 0 lb. 00RING74 Protection from Evil Ring STATISTICS: Spell Power: Can cast the spell Protection from Evil 2/day Weight: 0 lb. 00RING75 Chameleon Ring of Dexterity A ring is a small band of precious metal that is used as jewelry. This sleek ring is made from an unknown, black ore, and, quite remarkably, is difficult to focus one's eyes upon. It is said that some rare rings have had dark enchantments placed upon them that confer various speed and stealth abilities. These rings are highly sought after, especially by those of the thieving profession. STATISTICS: Shadowed: +1 to Hide skill Dexterity: +1 Weight: 0 lb. 00RING76 Charm Immunity Ring STATISTICS: Spellward: Immune to the spell Charm Weight: 0 lb. 00RING77 Sleep Immunity Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had magical mental enchantments placed upon them that confer various magical immunities. These rings are highly sought after, especially by those of the adventuring profession. This particular ring conveys a sense of alertness. STATISTICS: Spellward: Immune to the spell Sleep Weight: 0 lb. 00RING78 Ring of Mage Armor A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that allow its wearer to cast certain spells. These rings are highly sought after, especially by those of the adventuring profession. This ring seems to be forged with the same technique and strength one would find in full plate mail. In fact, it even feels a bit heavier than a ring of its size should. STATISTICS: Spell Power: Can cast the spell Mage Armor 1/day Weight: 0 lb. 00RING79 Bane Immunity Ring STATISTICS: Spellward: Immunity to the spell Bane Weight: 0 lb. 00RING80 Ring of the Wise STATISTICS: Wisdom: +1 Weight: 0 lb. 00RING81 Tymora's Loop This ring has received the blessings of Tymora and will bring good luck to those who wear it. STATISTICS: Luck: +3 Weight: 0 lb. 00RING82 Ring of Spell Resistance STATISTICS: Spell Resistance: 2/- Magic Resistance Weight: 0 lb. 00RING83 Ring of Knowledge STATISTICS: Knowledge (Arcana): +1 Alchemy: +1 Weight: 0 lb. 00RING84 Ring of Knowing STATISTICS: Knowledge (Arcana): +1 Weight: 0 lb. 00RING85 Ring of Lesser Resistance STATISTICS: Spell Resistance: 1/- Magic Resistance Weight: 0 lb. 00RING86 Ring of Beauty This ring has received the blessings of Sune, the goddess of beauty, love, and passion. STATISTICS: Charisma: +1 Weight: 0 lb. 00RING87 Lesser Chameleon Ring STATISTICS: Shadowed: +1 to Hide skill Weight: 0 lb. 00RING88 Winter Ring This ring appears to be made from ice and yet it does not melt. A slight inner glow beneath the surface betrays the magical nature of this ring. STATISTICS: Resistance: 7/- Cold Resistance Weight: 0 lb. 00RING89 Ring of Greater Regeneration STATISTICS: Regeneration: User Regenerates 1 hit point ever 3 combat rounds Weight: 0 lb. 00RING90 Ring of Shock Resistance STATISTICS: Resistance: 3/- Electrical Resistance Weight: 0 lb. 00RING91 Ring of Protection +3 STATISTICS: Deflection Bonus: +3 Weight: 0 lb. 00RING92 Ring of Information STATISTICS: Knowledge (Arcana): +2 Alchemy: +2 Weight: 0 lb. 00RING93 Ring of Greater Spell Resistance STATISTICS: Spell Resistance: 3/- Magic Resistance Weight: 0 lb. 00RING94 Ring of Frost Resistance STATISTICS: Resistance: 3/- Cold Resistance Weight: 0 lb. 00RING95 Ring of Acid Resistance STATISTICS: Resistance: 3/- Acid Resistance Weight: 0 lb. 00RING96 Greater Chameleon ring STATISTICS: Hide skill: +3 Weight: 0 lb. 00RING97 Ring of Regeneration STATISTICS: Regeneration: Regain 1 hit point every 10 combat rounds Weight: 0 lb. 00RING98 Chameleon Ring STATISTICS: Hide skill: +2 Weight: 0 lb. 00RING99 Ring of the Warrior STATISTICS: Attack Bonus: +1 Weight: 0 lb. =============================================================================== Robes =============================================================================== 00ROBEMR Master's Robe Several of these robes were created for the short-lived Michell Academy near Berdusk. The masters of the school wore distinctive robes that enhanced their spellcasting ability. Unfortuntely, Michell and his staff were too arrogant and confrontational for a nearby Loviatan temple. The mistresses of the temple organized an attack on the school that lasted only an hour. Despite the brevity of the battle, some historians claim that the torture inflicted upon the wizards lasted for weeks. This particular robe was worn by Jamal Briars, a professor of alchemy. The Loviatans decided to make a pun of his name; they had air elementals drag the man through thorny briars until he bled to death. STATISTICS: Intelligence: +2 Charisma: +3 Weight: 3 lb. 00HFRBMR High Master's Robe STATISTICS: Intelligence: +3 Charisma: +3 Alchemy: +6 Knowledge (Arcana): +6 Weight: 3 lb. 00ROBERA Robe of Absorption The adventuring sorceress Fain of Five Towers often found herself engaged in melee combat with well-equipped warriors of high skill. She discovered that no matter what protective magic she used, the warriors would eventually penetrate the armor she crafted for herself. Fain decided to craft a robe that would lessen the damage done to her instead of relying on the traditional method of preventing blows from landing. Fain's robe is ragged and patched in many places, having served her well for over twenty years. Fain and her comrades eventually retired. She sold her robe to a more foolhardy wizard who died five years later in the Battle of the Bones. STATISTICS: Damage Resistance: 1/- Slashing, Piercing, Bludgeoning Weight: 3 lb. 00HFRBRA Imbued Robe of Absorption STATISTICS: Damage Resistance: 1/- Slashing, Piercing, Bludgeoning Spell Power: Can cast the spell Stoneskin 1/Day Weight: 3 lb. 00ROBE01 Wizard Robe of Cold Resistance Mage Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: Resistance: 4/- Cold Resistance Weight: 3 lb. 00ROBE02 Knave's Robe A favorite among thief-wizards, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. STATISTICS: Armor Bonus: +1 vs. Slashing Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE03 Traveler's Robe This Traveler's Robe has been perfected for use by any rambling, itinerant wizard that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-wizard that lies in ambush with his Stinking Cloud. STATISTICS: Armor Bonus: +1 vs. missile Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE04 Adventurer's Robe This robe has been specially enchanted to meet the eclectic needs of the adventuring wizard. Aside from protecting the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival wizards. STATISTICS: Armor Bonus: +1 vs. Bludgeoning Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE05 Robe of the Good Archmagi This powerful Wizard 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 those of good alignment. STATISTICS: Deflection Bonus: +5 Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE06 Robe of the Neutral Archmagi This powerful Wizard 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 those of neutral alignment. STATISTICS: Deflection Bonus: +5 Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE07 Robe of the Evil Archmagi This powerful Wizard 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 those of evil alignment. STATISTICS: Deflection Bonus: +5 Spell Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE15 Wizard Robe of Fire Resistance Due to the extremely volatile nature of most magics, Wizard Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. STATISTICS: Resistance: 4/- Fire Resistance Weight: 3 lb. 00ROBE16 Wizard Robe of Electrical Resistance While seen with less frequency than some other Wizard Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. STATISTICS: Resistance: 4/- Electrical Resistance Weight: 3 lb. 00ROBE99 Robe of Enfusing STATISTICS: Deflection Bonus: +2 Resistance : 1/- Magical Resistance Knowledge (Arcana): +5 bonus Intelligence: +1 Weight: 4 lb. 11ROBEPR Phaen's Robe of Rags Phaen's robe is made of hundreds of ragged strips of cloth, and it looks more like something one would find on a beggar on the streets of Luskan than on a wizard. Despite its mangy appearance, however, a closer examination reveals that some magic has been woven into the cloth itself, so subtle it would be difficult for even an accomplished mage to detect the enchantments. The interior of the robe of rags appears to be lined with the pelt of a great bear, but despite its bulk, it's surprisingly light and warm, and it seems ideally suited to the Targos climate. STATISTICS: Deflection Bonus: +2 Resistance: 3/- Cold Resistance Weight: 3 lb. 11HFRBPR Phaen's Tattered Robes STATISTICS: Deflection Bonus: +4 Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Bludgeoning Resistance Weight: 3 lb. =============================================================================== Scrolls (non-spell) =============================================================================== 00SCRL01 Protection from Acid A Protection from Acid scroll offers protection to the target from all forms of acid, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Resistance: 3/- Acid Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL02 Protection from Cold A Protection from Cold scroll offers protection to the target from all forms of cold, be they of a natural or magical nature. This effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Resistance: 3/- Cold Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL03 Protection from Electricity A Protection from Electricity scroll offers protection to the target from all forms of electrical damage, be it of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Resistance: 3/- Electrical Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL04 Protection from Fire A protection from fire scroll offers protection to the target from all forms of fire, even that of magical or elemental nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Resistance: 3/- Fire Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL05 Protection from Magic A Protection from Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3' radius from the target. No form of magic can pass into or out of it but physical matter is not hindered. This will remove spell effects that the caster is currently under. The effect is not permanent, however, and will wear off within 10 turns. STATISTICS: Spells: Cannot be cast Magic: Does not function within sphere, with the exception of magical weapons. Special: Dispel all current magical effects upon casting Range: 30 ft Area: 1 creature Duration: 10 turns 00SCRL06 Protection from Poison A Protection from Poison scroll offers protection to the target from all forms of poison, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 6 hours. STATISTICS: Poison: Will not effect the target Special: Removes poison already in the targets system Range: 30 ft Area: 1 creature Duration: 6 hours 00SCRL08 Protection from Petrification A Protection from Petrification scroll offers protection to the reader from all forms of attack, magical or otherwise, that turn flesh into stone. The effect is not permanent, however, and will wear off with the passage of 6 hours. STATISTICS: Special: Target is immune to petrification Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL09 Stone to Flesh Scroll This scroll will remove the effects of petrification from anyone who has been afflicted by such an unfortunate condition. Simply return to the area where the victim has been turned to stone, read the scroll and target the portrait of the afflicted person. STATISTICS: Removes effects of petrification 00SCRL10 Stone to Flesh Scroll STATISTICS: Removes effects of petrification 00SCRL11 Cursed Scroll of Weakness 00SCRL12 Cursed Scroll of Clumsiness 00SCRL13 Cursed Scroll of Foolishness 00SCRL14 Cursed Scroll of Ugliness 00SCRL15 Cursed Scroll of Petrification 00SCRL16 Cursed Scroll of Ailment 00SCRL17 Cursed Scroll of Stupidity =============================================================================== Shields =============================================================================== 12HFSdTS Mooncalf's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Constant Effect: User under the effect of the spell Protection from Arrows while equipped Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 10 lb. 12ShldTS Tabard's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 10 lb. 00SHLDBU Black Urchin Black Urchin is a shield of duergar manufacture, styled after the infamous blackblood urchins of the Underdark seas: it is of rusty black iron, its face studded with scores of corroded metal spines. Each time the shield's bearer is struck in combat, there is a chance that his or her foe - no matter how far away - will be "pricked" by the Black Urchin and infected with its vile toxins. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Retribution: 25% chance attacker will succumb to the effects of the spell Poison (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDBU Spiny Black Urchin STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Retribution: 50% chance attacker will succumb to the effects of the spell Poison when struck (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFF Footman's Folly This small, smooth metal shield has been worn by warriors of the north for decades. For generations, it was given as a badge of honor to particularly valiant soldiers from Neverwinter. Unfortunately, the shield has an unlucky history. Many of its owners believed that the minor magical powers of the shield would protect them against overwhelming odds. The shield failed to live up to proud soldiers' expectations and, by legend, arrived with its current name. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDFF Footman's Incredibly Ridiculous Folly STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Dexterity: +2 Resistance: 2/- Magic Resistance Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFV Flank of the Virgin It is rare that the residents of the Ten-Towns willingly interfere in the affairs of the native barbarians. Occasionally, the townsmen cannot help but come across a landmark or religious site that the barbarians erected. Twenty years ago, Sammel Colger of Bremen was fishing near the Sea of Moving Ice when he discovered the remnants of a small barbarian ship. He was drawn to a particular piece of the hull that had a colorful painting on the side. As he pulled the wood from the water, a polar bear leapt up from the depths and struck at the young man's head. Instinctively, he pulled the wood towards his face. The bear's huge talons were deflected. Amazingly, the creature slipped and fell back into the cold water. Not hesitating to see what the bear would do, Sammel rushed back to his small ship and returned to Bremen. A priest of Tempus later told the young man that the painting was of a sacrificial virgin. He believed that the small boat must have drifted all the way from Maer Dualdon to the Sea of Moving Ice, where it was smashed to pieces. Sammel had the wood fashioned into a shield, which he took with him on his far-reaching fishing trips until the end of his days. STATISTICS: Shield Bonus: +2 Dexterity: +1 bonus Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDFV Blessed Flank of the Virgin STATISTICS: Shield Bonus: +4 Dexterity: +3 bonus Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDMM Myo-Myo's Gong Myo-Myo was a famous ghost hunter from T'u Lung in Kara Tur, and made her living by slaying or banishing all manner of demons and foul spirits. Myo-Myo's so- called gong is but one of her many pieces of fantastic equipment, a round black shield ringed with geometric patterns and infused with sacred power by the seven stone monks of Seven Stone Monk Temple. Once per day the shield's bearer may strike his or her weapon against Myo-Myo's gong, the resulting "CLASH!" sending out a wave of spiritual energy that rends at the forms of any evil creatures. STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDMM Myo-Myo's Holy Gong STATISTICS: Shield Bonus: +3 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDRF Red Fang's Tomb This red iron tower shield reaches nearly from the chin to the toe of the user. It is heavy even for a shield of its size, much of the weight coming from a large sculpted dragon's head set into its face - the head, wrought in the same red metal as the rest of the shield, protrudes almost like a gargoyle from a castle wall. The head is the likeness of Red Fang, one-time mount of a tyrannical warrior- king from a land long ago forgotten. When Red Fang was slain in battle, the warrior-king had the beast's soul bound to this shield so that the faithful dragon could still accompany him into battle. Once per day Red Fang's iron head can breathe a gout of searing flame at the shield-bearer's command. The warrior-king was eventually slain himself by a trio of brave heroes. Though his shield has been sighted numerous times throughout the realms, his great horned helm and mighty golden axe have yet to be rediscovered. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00HFSDRF The Death Adder's Dragon-Shield STATISTICS: Shield Bonus: +5 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00SHLD01 00SHLD02 00SHLD03 Buckler A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Shield Bonus: +1 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD04 00SHLD05 Small Shield A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a large shield allows for greater maneuverability without sacrificing too much in the way of protection. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD07 Small Shield +1 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a large shield allows for greater maneuverability without sacrificing too much in the way of protection. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD08 00SHLD09 00SHLD10 Large Shield A large shield is carried in the same manner as a small shield. Its weight prevents the character from using his shield hand for anything other than carrying the large shield. Large shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Shield Bonus: +2 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD11 Large Shield +1 A large shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the large shield. Large shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 00SHLD12 00SHLD13 00SHLD14 00SHLD15 Tower Shield This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -10 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD16 Tower Shield +1 This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD17 Tower Shield +1, +4 vs. Missiles Tower shield +1, +4 vs. missiles: This tower shield has been enchanted to protect the wearer against missiles of all types. STATISTICS: Shield Bonus: +3 Armor Bonus: +4 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 20 lb. 00SHLD85 Tower Shield of Spell Resistance +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Resistance: 2/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD86 Tower Shield of Charm Protection +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spellward: Immunity to the spell Charm Person and Charm Person or Animal Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD87 Tower Shield of Spell Resistance STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Resistance: 1/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD88 Large Shield of Luck +1 STATISTICS: Shield Bonus: +3 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD89 Large Shield of Luck STATISTICS: Shield Bonus: +2 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD90 Barbarian Shield STATISTICS: Shield Bonus: +2 Special: Constitution: +1 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD91 Small Shield of Invisibility +1 STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Invisibility 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD92 Small Shield of Increased Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +10 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD93 Small Shield of Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +5 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD94 Buckler of Denial A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This particular buckler is slightly warm to the touch. STATISTICS: Shield Bonus: +1 Special: Spellward: Immunity to the spell Circle of Death Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD95 Sanctuary Buckler +1 STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Sanctuary 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD96 Buckler of Dexterity STATISTICS: Shield Bonus: +1 Special: Dexterity: +1 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD97 Tower Shield +2 STATISTICS: Shield Bonus: +4 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD98 Large Shield +2 STATISTICS: Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD99 Buckler +1 STATISTICS: Shield Bonus: +2 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 12SHLDCT Cliffs of Targos This weather-worn wooden buckler looks like it was once part of a much larger shield, but repeated blows with an axe or sword has chopped away the edges, leaving only a light-weight buckler in its place. Upon the surface of the shield is a faded symbol of the Targos Guard, depicting the great cliffs rising over the waters of Maer Dualdon. Due to its natural origins, this buckler may be used by druids. Shield Bonus: +2 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDCT Cliffs over Maer Dualdon Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12SHLDKD Knucklehead This amazing ivory-white buckler has been carved from the head of a giant knucklehead trout. It is sturdy as bone, and light as well, and it makes an effective shield. The craftsmanship of the buckler is truly extraordinary, and the worker's symbol inscribed at the bottom spells out the name, "Apsel." Due to its natural origins, this buckler may be used by druids. The temptation to go 'knuck, knuck, knuck' while wearing this shield is extremely high. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 2 lb. 12HFSDKD Apsel's Rolly-Polly Knuckledheaded Shield STATISTICS: Shield Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 2 lb. 12SHLDSG Sad Giant's Cap This bent-looking buckler was fashioned as a replacement kneecap for a deaf-mute stone giant named Gohji who lived in the Sunset Mountains many decades ago. Gohji was a peaceful sort, avoiding trouble when he could and only occasionally straying from his cave to gather new stones to shore up his home and forage for food. It was during one of his foraging expeditions that he surprised a group of dwarven miners of the Brueghor Clan who were new to the region. Before Gohji could raise his hands to show he meant them no harm, an enchanted warhammer shattered his knee, causing him to plummet to the ground. When the dwarves advanced to finish him off, they were brought up short by the giant's tears and they found they could not bear to kill their now-helpless foe. They brought a healer to mend his wounds, and then took Gohji (now dubbed the "Sad Giant") back to his cave. Over the next several weeks, the dwarves brought him food and forged a magical cap for his knee to help him walk again - they called it the "Sad Giant's Cap," and the friendship between the Brueghor Clan and Gohji was mortared in history. Gohji and many of the Brueghor Clan were eventually slain during an invasion of gnolls and ogres into the Sunset Mountains, and the Sad Giant's Cap was pried from his bloody body by the gnolls of the Burning Eye Clan. The cap has resurfaced in the North in the hands of a merchant from Bremen, kept as a novelty, and then was lost again when goblinoids sacked Bremen and advanced south to Targos. STATISTICS: Shield Bonus: +4 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDSG Sad Gohji's Cap STATISTICS: Shield Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 51HFSDFO Shield of Duergar Fortitude Duergar master artisans forged this shield of dull gray steel. Invigorating energy pulses through the shield and into the wielder, steeling him or her for battle. STATISTICS: Shield Bonus: +3 Special: +15 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 51SHLDFO Shield of Fortitude STATISTICS: Shield Bonus: +2 Special: +10 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. =============================================================================== Slings =============================================================================== 00SLNGCT Cat-tail This small leather sling has the embossed image of a cat on its back. It was crafted for a small, wily thief from Waterdeep named Pesker the Cat. The spry, energetic man kept the sling tucked into the back of his breeches wherever he went. To onlookers, it often appeared to be a small tail dancing behind him as he skipped along. When Pesker heard the image described to him, he decided to have the cat embossed on the sling's leather. Pesker had to flee enemies in Waterdeep in 1211 DR. He left most of his belongings behind, including this sling. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Dexterity: +1 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGCT Nimble Cat-tail STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Dexterity: +3 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNGSS Sparrow This leather sling has dyed patterns on its surface that resemble the feathers of a sparrow. It was owned and used by a priestess of Lathander named Galaida. She wandered the Western Heartlands of Faerun tending to the sick and troubled people that lived in those vast expanses of farmland. Though not a pacifist, Galaida disliked battle and sought to avoid it whenever possible. Her light mace and sling were her only two weapons against the bandits, ogres, and villains that occasionally reared their heads in the small villages she visited. Despite all of her goodwill and peaceful intentions, a band of adventurers eventually set an ambush for her in a barn. She was killed quickly and the adventurers escaped into the wilderness. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGSS Sun-kissed Sparrow STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Spell Power: Can cast the spell Cure Moderate Wounds 1/Day Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG01 Sling Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG02 Sling +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG88 Sling of Greater Resistance +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Resistance: 3/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 000SLNG8 Sling of Resistance +1 STATISTICS: Damage: +1 (missile damage) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG90 Sling of Pain +5 STATISTICS: Damage: +9 (missile) Attack Bonus: +5 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG91 Sling of Accuracy +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Special: Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG92 Sling of Dexterity +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Dexterity: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG93 Sling of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Defending: +2 Deflection Bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG94 Sling of Spell Resistance STATISTICS: Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG95 Mas