Just for Fun
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-Flashes in the Night (Arrows)
Item Description:
These long, thin arrows are coated with a head of lightly enchanted alchemical fire. When in contact with a target, the arrows burst into a small flame, causing damage to the target and illuminating it with a magical light for a time.
These weapons are commonly enchanted by the War Wizards for elite Purple Dragon Scouts. A Scout equipped with these arrows can target an enemy force during nighttime engagements, giving a War Wizard a focal point to unleash magic against and also designating targets for the rest of the unit to engage. Dragon Scouts used these arrows to great effect in the recent war with the Devil Dragon, decimating whole regiments of orcs during nighttime engagements when magics were released against orc units marked by these arrows. They continue to find use in the Cormyrian Military to this day.
Item Properties:
- Damage Bonus: Fire 1d4 Damage
- On Hit Cast Spell: Light Level 5
-Coins of the Lady (Shuriken; iwthsh_022)
Item Description:
These coins, inscribed with the symbol of Tymora, thrum with power when placed in the hand. They seem to be easier to throw than an average coin, and erupt in a thunderous divine hammer around the target they are thrown at.
A fairly rare, but extremely popular coin often given to the boldest and bravest of adventurers by the Church of Tymora, this weapon is enchanted by Luckbringers to summon the might of Tymora upon contact with an enemy. Many adventurers have given praise to the Lady and her coins for saving their lives, after a beleagured adventurer tossed this coin at a foe and gained enough time to escape. They are, however, difficult to hit an enemy with even under the best of circumstances, further inspiring in an adventurer a fervent desire for the Lady's Luck.
Item Properties:
- Attack Bonus +1
- On Hit Cast Spell: Hammer of the Gods Level 7
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-The Sentient Strike (Greatsword)
Item Description:
This blade is dark and cool to the touch, conveying a sense of power to the casual observer. When held in the hand, an intangible presence at the edge of the wielder's brain seems to direct its movements in combat, shielding the wielder from attacks both physical and magical and enhancing the power of his blows. A single gem at the hilt, when pressed, will transform the blade into a combatant of its own, but the blade is destroyed in the process.
The blade was forged for a nameless adventurer who accompanied a force from the Knights of the Merciful Sword in the search for the Black Dragon Crinabnahor. The Knights discovered the dragon's location, but all of them were overmatched in combat with the old wyrm. Knowing the blade's power but unwilling to lose it, the adventurer failed to activate the weapon that would have enabled them to be victorius, ensuring his party's death. The blade languished in Crinabnahor's hoard for decades as the wyrm was unaware of its true power. When the dragon was slain, the blade vanished from the cave, believed to have been brought somewhere near Arabel by treasure-hunters. The blade carries with it two powers, but the downside of using its greatest power is also perhaps the wielder's greatest weakness.
Item Properties:
- AC Bonus +1
- Base Item Weight Reduction 40% of Weight
- Bonus Feat: Alertness
- Cast Spell: Mordenkainen's Sword (18) Single Use
- Enhancement Bonus +1
- Spell Resistance 10
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Scalpel
This steel blade is used by most healers for first aid and determination of cause of death, despite it could be mistaken for a weapon this blade is too short and thin to harm.
Base item: Dagger
No Damage
Decreased Attack Modifier: -4
Increased Skill Modifier: Heal +3 -
-The Guard's Defender (Halberd)
Item Description:
This halberd, while no more powerful in combat than ordinary steel, is forged from a magically enchanted steel that enhances the wielder's mental acuity against physical and mental threats. A small gem along the handle, when pressed, grants the wielder the ability to see magically invisible foes for a brief time.
Weapons of this type are most often found in the hands of Purple Dragons given the task of guarding dangerous criminals. While not as effective as standard military weaponry in combat, a Dragon equipped with this weapon is far more suited to preventing the escape of highly dangerous enemies of the Crown. It is also rumored that the weapons are enchanted by the War Wizards to enable them to control certain Dragon guards and kill criminals the Crown would rather not see a trial given to, but most pay little heed to such notions.
Item Properties:
- AC Bonus +2
- Cast Spell: See Invisibility (3) 1 Use/Day
- Saving Throw Bonus: Mind Affecting +2
- Skill Bonus: Listen +4
- Skill Bonus: Search +4
- Skill Bonus: Spot +4
-The Lover's Betrayal (Dagger)
Item Description:
This small, wickedly-curved blade has a sharp edge kept almost surgically clean, very suitable for piercing a foe's heart. Two small emeralds adorn either side of the hilt, one releasing poison that sticks to and coats the blade for a short time, the other firing a small poison-tipped dart at a specified opponent. Inscribed on the pommel is the following: "Poisoned our love became, so to us both came poison."
The blade was forged in 1341 D.R. for the consort of Rollick Huntsilver, a lesser noble in Suzail. The two fell in love during a summer trip to Marsember, but the noble failed to realize that his lover was the estranged relative of a rival merchant family. The patriach of the merchant family, upon learning of his daughter's association with the Huntsilver, ordered this blade and gave it to her, promising to renew her position in the family if she poisoned Huntsilver with the blade.
Angela Moriams, as she went by, refused her father's command, tossing the blade away. Upon returning to her love that night, Huntsilver revealed to her that he had learned of her family ancestry, and would have nothing further to do with her.
Gripped with anger and grief, Angela retrieved the blade, entered Huntsilver's home, and confronted him with it. Huntsilver laughed at the small dagger she challenged him with, at which point Angela activated the blade's poison and drove it into Huntsilver, killing him instantly. Stricken with horror and grief, she released the other poison within the blade upon herself, dying minutes later. The two were found dead together the next morning, the dagger lying alone on the floor. The Huntsilver family ordered the blade sold, and it disappeared from Cormyrian noble life, except in the tales of bards and paranoid nobles.
Item Properties:
- Cast Spell: Poison (5) 1 Use/Day
- Cast Spell: Poison Weapon 1 Use/Day
- Keen
- Massive Criticals 1d4 Damage
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Purple Dragon Arrows of Opression.
Fed up with constantly being verbally asulted by commoners as he walked through town, a crafty purple dragon scout went out of his way to see to it that it would never happen again. After finding one of the many enchanters who were against the rebellion, he had him make arrows that would cause their voiceboxes to magically seize up and leave them unable to chant their calls of "Kirks for King, Meatshields head!"
Weapon type: Arrow
Enchantment +1
On hit : Silence [DC=16][Duration:5%/5rounds]
Use Limitation: alignment group : Good
Use Limitation: racial Group : Human
Use Limitation: racial Group : Half-Elf -
Ralphonzo's Gloves
Ralphanzo the Rat Catcher plied his trade in Marsember for nearly thirty years. He'd drive his rattling old wagon around the streets of the wealthier areas, advertising his exterminating services to every rat-infested mansion on the block.
In time, it was discovered that Ralphonzo was a skilled thief and scoundrel. The rats themselves were his trained servants, and he'd instruct them to infest the house of his target. The host would then invite him in to remove the rats, and he'd take the opportunity to carefully learn the location of any valuables and the best means of entrance.
At night, Ralphonzo would return in the form of a hideous rat man. The lycanthrope would carefully make his way into the mansion, and rob the owners blind.
It is said that his rats eventually turned on him for reasons unknown. His fortune was lost, but these rat-skin gloves were found on the chewed remains of the thief.
Gloves
Animal Empathy +5
Pick Lock +4
Search +3
Disable Trap +2
Summon Creature 1/10 Charges -
Ring of the Serene Visage
For decades in Amn, the Black Cloak Saernavar served the city's council, his integrity never questioned even as lesser men fell by the wayside under charges of graft and scandal.
Considered the only honest man in the goverment, the city heaped increasing power upon him. Only upon reading his mocking memoirs, published after his death, did the true extent of his crimes-many of which he had pinned on his underlings-come to be known.
Ring
Cast: Charm Person 1/day
Cape of The Shadow Adept
Dedicated, laborious spellcasters who discover the secrets of the Shadow Weave; the Shadow Adepts hurl themselves into the abyss of the Shadow Weave acquiring all the gifts available to the casual student, and discovering secrets unavailable to all but the most dedicated. Items such as this smooth, pitch black silk cape mark the most established among their ranks.
Cloak
Spell Resistance 20
Darkvision
Damage vulnerability: 50% (divine damage)
-2 Wisdom
Only Usable by:Evil
Katran's Tact Hand Shake
A well known Sembian diplomat, Katran De'euher was often assigned by Sembian nobles to negotiate the non negotiable and to resolve the most obstinate of diplomatic situations.
Many made various conjectures regarding his consistent triumphs on the negotiating table, most based on the assumption that he used some sort of magical illusion to aid his persuasion prowess.
In reality, this was only half-true: Katran was a powerful priest of Gargauth who blessed these gloves to contain a small part of the Hidden Lord's essence, giving him an inherent edge over his peers.
Gloves
+3 persuade
+3 bluff
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-Bands of Dubious Power (Bracers)
Item Description:
These thin metal bracers appear dainty and delicate to the casual observer, but when worn they grant the wearer increased strength and resistance to physical blunt damage. However, the wearer is less adept at avoiding and dodging blows, despite his ability to shrug some off with ease.
These bracers were made famous by the brawler Dakra Nolt, who travelled throughout the Dalelands engaging in fistfights. His ability to deliver powerful blows to his opponents and withstand the dozens of blows struck against him was legendary. However, his choice of opponents proved poor in the end, as an underhanded opponent drew a blade against him in his final fight. Dakra almost dodged the decapitating blow, but the bracer's weakness resulted in him losing his head, which rolled across the match area, off a cliff, and was crushed upon landing. The bracers found their use among numerous street brawlers in the ensuing years, though every user was wary of the lack of nimbleness the bracers caused.
Item Properties:
- Ability Bonus: Strength +2
- Damage Resistance: Bludgeoning Resist 5 / -
- Decreased Ability Score: Dexterity -2
-Cape of the Night (Cloak)
Item Description:
This dark cloak seems to absorb light from around it, generating an eerie, supernatural feel. When worn, the wearer is less observable to the naked eye and is capable of seeing through the night with a practiced eye. A small clasp about the neck will further enhance the cloak's abilites briefly, sucking all light from a short radius into the cloak's threads.
The cloak was originally crafted by a priest of Mask for a lesser tiefling thief in the city of Calmishan. The cloak mimiced her natural abilities, helping to hide her true origins from potential demon-hunters. Using both her bloodline and this cloak, she was able to infiltrate the homes of several wealthy merchants, amassing such a haul that she quickly became notorious throughout the city. Guards were unable to capture her due to her ability to disappear into a field of darkness when confronted.
Her final theft came when she robbed the home of a wizard for an item that was rumoured to protect her from a wizard's spells. Confronted by the wizard as she took the ring, she activated her customary cloud of darkness, but her natural caution also called her to activate the ring. The ring, enchanted to cast a greater dispelling spell, banished her cloud of darkness, and the wizard, no longer in darkness, let loose a flurry of spells that felled her. The cloak was later sold at auction for a fraction of the price it was worth, and disappeared into obscurity.
Item Properties:
- Cast Spell: Darkness (3) 1 Use/Day
- Darkvision
- Skill Bonus: Hide +4
- Skill Bonus: Move Silently +4
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Stormsword
Description: Greatsword with a black iron blade, a rusty crossguard and a hilt of bone. Electricity crackles along the blade's surface when drawn. The Stormsword has a very distinctive appearance, instantly recognizable by any of Talos' faithful.
History: The Stormsword is considered a minor relic of the Talosian faith, and its use by an non-Talosian is considered blasphemous. It is said to have been the first weapon enchanted by Talos' first priest, whose name has been lost to antiquity. Its style appears very old, similar to some found in ruins of Netheril.
On Hit Cast Spell: Electric Jolt (Level 1)
Visual Effect : Electrical -
-Tome of the Obtuse (Book)
Item Description:
This book is written in Chondathan, but the words are jumbled together in such a manner as to make no sense to the reader. Should the reader manage to finish reading it aloud, the pages crumble, and the effect of completing such a feat leaves the reader's mind such a jumble as that no outside force can penetrate it for a time.
Item Properties:
- Cast Spell: Mind Blank (15) Single Use
-Elemental Blade of Flame (Bastard Sword)
Item Description:
This blade consists of a thin, adamantine core surrounded by a sheathe of piercing flame. The actual adamantine blade is so thin that it poses little danger in combat, but the flames surrounding it burn brightly and intensely. The flame is difficult to wield, however, necessitating a skilled bladesman to deliver accurate strikes. The flames encircling the blade also absorb some fire directed at the wielder.
The blade itself was forged a thousand years ago D.R. in the fires of a now-shattered volcano by priests of Kossuth seeking a masterpiece of their god's might. Their prayers were answered, and from the molten magma the small adamantine blade was dipped in came this burning inferno of a blade. It was wielded by priests of Kossuth for nearly nine hundred and eighty years, before the blade was lost from the clergy during the Time of Troubles. Many treasure hunters still seek the glowing flame of the blade, and it's power is as often a tool of death as a beacon to assassins and thieves.
Item Properties:
- Damage Bonus: Fire 1d10 Damage
- Damage Resistance: Fire Resist 15 / -
- Decreased Attack Modifier -3
- No Combat Damage
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Spook's Buckler
A round, worn small shield that was once used by the assassin Spook, a prankster halfling with a finely developed sense of irony and iron-bound adherence to his code. He perished when he accepted a contract to kill a merchant and Priest of Gargauth. In a convoluted set of circumstances involving contractual changes and deception, the halfling found himself in the position of being honor bound to kill himself – which he did.
Small Shield
Darkvision
Casts: Shield 2/day
Only usable by: Lawful
Only useable by: HalflingApple of the Long Sprint
A bright, yellow, cheerful looking apple that tempoarily imbues amazing properties if eaten.
Graphic: Apples
Consumable, speed (caster level 12) 1 charge -
Gloves of the Champion
Made of the finest dark leather, these gloves radiate craftsmanship and deadliness. Embroidered with silver stitching on the right glove's palm is a symbol of a sword, and on the left glove's palm embroidered in gold is that of a shield. The two symbols can be activated to provide additional magical ability to the individual arms of the wearer.
The gloves are indescribably ancient, reaching back to the ancient dueling pits and arenas of honor favored by certain Netherese Cities. In that decadent era rich noblemen would sponsor champions of their own, and send them against each other in bloody, brutal contests of strength and skill over the most minor of insults.
This particular set belonged to one such champion whose arrogance eventually caused him to forget his role in the relationship between himself and the noble he served. In time he he grew to chastise his Master for what he considered besmirches upon his own honor, and as a result was tossed off the floating city to the plains below.
Cast Spell: Shield 2/day (left glove)
Cast Spell: True Strike 2/Day (right glove)
Charisma +3
Intimidate +5
Only useable by: Fighter -
Girded Loins
Adorned with rubies and emeralds, this belt of fine mithral mesh was buried with the renowned dwarven caver Oskar Ungart. A stout dwarf who often guided others through the tunnels of the mountain range, he was known for his oft-stated comment "No retreat, no failure".
This challenge was put to the test as Oskar guided a caravan bearing mithral ore through an open, abandoned set of halls. As the caravan exited the halls, lights were seen behind, moving quickly ahead, and Oskar stood to bar the way. Trailing the ore, duerger had come, and were all too willing to kill for it. The dwarf shouted for the caravan to go on, and kicked the doors closed, standing before them.
When the caravan arrived, without Oskar, later that day, scouts set out to find him. On reaching the still-closed doors, it took four dwarves to heave them open. The scene that greeted them was one of slaughter and mayhem. At least thirty bodies lay around, hacked apart, heads split by throwing axes, or simply bludgeoned and then their necks snapped with a swift kick. Oskar lay dead, a broken axe at his feet, and gloved hands still choking wrapped around the neck of a grey dwarf, whose own dagger was embedded in the ample stomach of the caver.
His body borne back to his clan, the caver was set to rest deep underground, in the tunnels he loved and protected, and as payment for such a fierce, proud deed, the caravan owners had this belt made, and buried with him, hiding that final wound.
Base Item: Belt
-2 Dex
-10 Tumble
+2 Con
5/- resist piercing
True Seeing
Immunity: Mind Affecting
Restricted to: Lawful -
Staff of failing beauty.
Nara, a young, beautiful, and powerful young druidess, dedicated to caring for a protecting the land, had one failing - an obsession with her own beauty. She decided to forge a staff to make her more beautiful, and at the same time help her protect the land. After being told by a mage how to do so, nara began the ritual to forge the staff. During the staffs forging however, nara used a rat-tail instead of a nymph's ear, which caused the forging to go wrong, making the staff make one look tired and haggard while weilding it, or in short, ugly. Nara didn't realize this though, and she continued travelling the lands wielding the staff, but was surprised when creatures and people turned their faces from hers. It wasn't until later that she saw her reflection in a pond. She shrieked in horror, and cast the staff away, and her rage over losing her beauty slowly corrupted her, and she turned from helping the land, to harming it, until she met her end at the hands of a angry diretiger. The staff however, remained - an weapon to protect the land, at a cost to its wielder.
Quarterstaff.
Enchantment bonus +1
1d4 divine damage.
cast spell : Blackstaff (15) : 1 use/day.
cast spell : One with the land(7) : 1 use/day.
decreased ability modifier : charisma -2
decreased skill modifier : persuade -4
Only useable by Good.
Only useable by Druid.
Only useable by Ranger.
Only useable by Cleric.
visual effect : holy. -
Kurlin's All-Seeing Eyeball
Kurlin the all-seeing wizard was known for his superior eyesight. It was said that his eyeballs could see everything, and more, as well as giving extra powers to the wizard Kurlin. A rumour from a theive's guild spread that if one was to gouge out the eyes of Kurlin, that those who possess his eyes would be able to have part of his power, and all of his sight. Kurlin, being the All-Seeing, was rumoured to have seen the ones who were out to kill him for his eyes. Thus, Kurlin made himself a clever little trick. He granted both his eyeballs a spell of invisibility, so that when an assailant would come face-to-face with him, Kurlin would open his eyelids and sadly say that his eyes were already stolen. It worked, and many assasins left him alone, though few remained persistent to get his eyeballs.
One day a wizard approached him, intending to kill him. Kurlin did his eyeball trick and did the usual routine- explaining to the wizard his eyes were already stolen, though due to Kurlin's ignorance at the time, he did not know that this wizard could see past his spell. Kurlin was killed, his eyes stolen.
The wizard sold the eyeballs of Kurlin to several shady types, who passed it on and on. Those who had his eyeball or eyeballs could never figure out how to use the eyeball, until somebody suggested eating it. Nobody dared, but it is thought that if you eat the eyeball, you can do one of Kurlin's magical powers, but just once, and then the eyeball would be digested in your stomach, no longer useful..
Kurlin's All-Seeing Eyeball
Invisibility One Use
True Seeing One Use
Clairvoyant One Use
Find Traps One Use
Owl's Wisdom One Use
(After one use of any spell, the item is drained of it's power.) -
Stack of Geung Si Paper Charms
In Shou folklore, Geung Si (or Jiang Shi) were blood-sucking ghouls. These ghouls were the animated corpses of people who died under special circumstances. The ghouls looked exactly like the person before he or she died, but there are several characteristics that set them apart from living people. The Geung Si hops on one foot, and has its arms permanently outstretched in front of it. It is characterized by pale skin, and long, black fingernails. The ghouls are usually dressed in traditional Qing Dynasty clothing.
The legend was that the way to stop the Geung Si was to stick a magic paper charm on the Geung Si's forehead, which would paralyze it on the spot, and effectively kill the undead. But beware, once you remove the magic charm from its forehead, the Geung Si will become animated once again!
Since the trade routes were established between the Western world and Kara-tur, there's no wonder that these charms showed up in Arabel. Amazingly, these charms have the same effect on Western undead as they do for Oriental ones.
Miscellaneous Medium: Paper
Charges: anywhere from 1 to 50
Cast Spell: Undeath to death (11) 1 charge/use
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Glabru's Staff
Glabru Greasyfingers was a piggish wizard whose malevolence took shape as pure, unadulterated greed. All other life-forms were understood only in two ways: as a source of food for his unending appetite, or as a competitor and threat in his quest to ensure he would never lack for food to indulge in.
In time the wizard's immense bulk strained the commonly understood dimensions of man-kind, and he was forced to invent ever more creative magics to maintain his lifestyle, health, and the demands of being unable to support his own immense bulk through normal means.
Whereas other wizards of his ability would pursue exhaustive research into lichdom, netherese spells, and lost lore – Glabru devoted his efforts to filling the void that was his stomach.
The obese wizard's flatulence was particularly fearsome, and this stick that was his staff has been enchanted in such a way as to emulate the effect that one of his gastric blasts would have on his enemies.
Wizard Staff
+2 Con
-2 Dex
Balagarn's Iron Horn 1/day
Gust of Wind 1/day
Only useable by: human, phenotype large -
- Daddi's New Pair of Boots -
What could be more exciting than a new pair of boots so you can strut your stuff around town? Tooled in the finest leathers, this pair of boots is soft, yet very sturdy. Especially enhanced with a special wax, these boots resist just about every type mud and never scuff. Nymph hair is braided in with the leather strings and makes these boots literally radiate. Bells on the toes announce your entrance into any room and draw attention straight to your fine boots! Daddiglio the Clever, one of the finest shoemakers of his day, made several pairs of these and was said to have had them blessed by clerics of Tymora to give them luck. These boots are a favorite of gamblers, dandies and even an occasional paladin.
Charisma +2
Luck of Heros
Move silently -6 -
The Slow Death.
This dagger is perhaps among the worst weapons you have ever seen, it appears to have been made for dining and not combat, a thing most would simply trash at the first oppertunity. When you look closer at it, you notice an amount of strange, very small signs, placed so they are almost impossible to notice, and you begin to realize that this might be something more.
As the magic of the signs are revealed you realize that this is infact a most potent weapon, though one could argue its use in actual combat. Due to the "assumed" poor craftmanship of this dinnerknife, it is quite difficult to use properly while dining, and it seems to almost launch itself towards the hand containing the fork, often make a small wound with its incredibly piercing tip.
Upon searching the history for clues as to where this knife might come from, you stumble across a history in a queens diary. It tells of how she and her husband had been out dining at a Duke and was presented with the most hidious knives and forks she had ever seen, especially the kings knife was bad as he cut himself a few times during the dinner, before getting a more "normal" knife. Upon waking up the day after, the king was dead by her side, each of the wounds caused at the dinner not healed in the least during the night.Dagger
-5 AB
+2 piercing damage
wounding ability -
Grinning Abuse
Malicious little instruments, saps and blackjacks are renown for their ability to deliver concussions with ease. Though mainly used by the shadier folk on the wrong side of the law a few have found their way into service for the City Guard. Concealed behind polished breastplates and corn-fed smiles these specific conk busters are wielded in alleys even darker than their counterparts by even shadier folk on the right (opposite of the left) side of the law. With a practiced hand, the devious little sap can be put to use against an unlucky target with damage in mind, but little evidence of a blow left behind.
Properties: Club
No Damage
Only useable by: Faction: Arabel Guards
Only useable by: Evil
Charisma: -4
Skill Bonus: Intimidate +8
Bonus Feat: Sap