*AS YOU WALK DEEP INTO THE LANDS OF KING ARCHOS AND HIS MIGHTY CLAN, YOU FIND YOURSELF FACE TO FACE WITH AN ARCH EXACTLY LIKE THE ONE THAT BROUGHT YEA INTO HIS LANDS IN THE FIRST PLACE. SAVE FOR ONE DETAIL, THERE ARE GUARDS POSTED IN FRONT OF IT, GREAT DRAGONS OF 500 FEET IN SIZE AND ARMED WITH BLADES OF DRAGON PROPORTIONS AND ARMOR THE LIKES OF WHICH YEA HAVE NE'ER AFORE SEEN, UPON SEEING YEA THEY PREPARE TO STRIKE, BUT, SEEING THAT YEA HOLD THE PASS OF THE KING'S GUESTS, THEY STAND DOWN* "THIS IS THE KINGS ARMORY, NONE MAY ENTER HERE WITHOUT THE KING'S LEAVE...BUT BEING A TIME OF TURMOIL, EVERY BLADE IS USEFUL...AYE, ENTER, AND ARM THYSELF FOR BATTLE OF MAGIC AND BLADE. UNLIKE THY LAND HATH ERR KNOWN."
*THE MASSIVE DRAGON SHRINKS DOWN AND CHANGES INTO A HUMAN, ALTHOUGH OF SOMEWHAT LARGER THAN AVERAGE SIZE, HE THEN TURNS AND TAKES A KEY OUT OF AIR, HE UNLOCKS THE IMPENETRABLE ROOM AND YEA ENTER THE ARMORY*
JADE DRAGON ARMOR PLATE/SHIFTS TO ACCOMADATE CHANGE OF FORMS, IT IS LITE +2 SPEED, IT IS STERN AND FLEXIBLE, SO TWILL GIVE, BUT TWILL TAKE A STRONG BLOW TO MAKE IT DO MORE THAN THAT. THERE IS NO SHIELD, TWILL EXPAND ABOUT THEY WRIST TO MAKE A SHIELD AS NEEDED. THE ARMOR ITSELF LIVES, IT DOTH HAVE SOME SMALL INTELLIGENCE AND WILT SERVE ONLY YEA, ITS PROPER OWNER. TWILL REPAIR ITSELF IF GIVEN A SHORT TIME. (1d10 COMBAT TURNS TO REGENERATE 1/4 DAMAGE)
CRYSTAL DRAGON BLADE MADE OUT OF THE CORPSE OF THE KING'S PREVIOUS BODY/
TEARS APART REALITY IN THE FOE, WILL NOT BREAK, BESTOWS MARTIAL SKILLS, HOLDS 2 HEAL SPELLS AND 1 ATTACK SPELLS, ALLOWS ITS MASTER TO TELEPORT. WOUNDS ARE +4 AND CANNOT BE HEALED SAVE BY A LEVEL 15 CLERIC(50/50 CHANCE, +3% CHANCE FOR EACH LEVEL HIGHER). USED BY THE NOBILITY ONLY.
RINGS OF MAGICAL PROPERTIES/HOLD 5 SPELLS READY FOR USE AT A THOUGHT
BLADE OF ILLUSION/ +2 BROADSWORD THAT MAKES WOUNDS SEEM TWICE AS BAD AS THEY ACTUALLY ARE, MEANING THE BODY IS WOUNDED LIKE IT WAS +4. TAKES PERCEPTION OF +8 TO PENETRATE THE GUISE. USED BY THE KNIGHTS OF ILLUSION ONLY.
GREEN BLADE/ +2 SCEMITAR THAT DISPELS HARMFUL MAGIC, HOLDS 1 SPELL OF USER'S CHOICE, WON'T BREAK. USED BY: GREEN ORDER ONLY
STONE BLADE/ +1 BROADSWORD THAT HAS A FLESH TO STONE STONE TO FLESH SPELL UPON IT, WHEN IT STRIKES ITS TARGET, THE TARGET HAS A 50/50 CHANCE OF HAVING THE PLACE WHERE THEY ARE STRUCK TURN TO STONE AND IMMOBILE, HOLDS ONE OTHER SPELL OF USER'S CHOICE, WON'T BREAK. USED BY: STONE WARRIORESSES ONLY
MAVERIK BLADE/ +1 LONGSWORD, LIGHT, SO TWO CAN BE USED AT ONCE, THE BLADE, WILL CONTINUE TO FIGHT ON, EVEN AFTER THE ARM WEILDING IT HAS BEEN INCAPACITATED. USED BY: ONLY THE MAVERIK KNIGHTS
NORTHBLADE/ +2 BASTARD SWORD, HARNESSES THE POWER OF THE COLD ITSELF. THE WEAPONS, ARMOR, EVEN FLESH AND GHOSTLY ESSENSE CAN BECOME CHILLED AND BRITTLE, MAKES IT EASIER TO SHATTER THY FOE. WON'T BREAK. USED BY: ONLY THE ICE WARRIORESSES
PALADIN BLADE/ +2 DAMAGE WEAPON THAT CANCELS MAGICAL BARRIERS AND BONUSES, HOLDS ONE SPELL OF USERS CHOICE, WON'T BREAK.
USED BY: ONLY THE PALADINIAN ORDERS
WIND BLADE/ +2 DAMAGE WEAPON THAT CAN HARNESS THE POWER OF THE WIND ITSELF IN BATTLE, HOLDS ONE SPELL OF USERS CHOICE, WON'T BREAK. USED BY: WIND WARRIORESSES ONLY.
FIRE BLADE/ +2 DAMAGE WEAPON HARNESSING THE ELEMENT OF FIRE, HOLDS ONE SPELL OF USER'S CHOICE, WON'T BREAK. USED BY: FLAME WARRIORESSES ONLY.
MOUNTAIN BLADE/ +1 TWO HANDED SWORD THAT CANCELS OUT ARMOR BONUSES AND HOLDS ONE SPELL OF THE USER'S CHOICE, HARNESSES POWER OF THE EARTH. WON'T BREAK. USED BY: EARTH WARRIORESSES ONLY.
BLADE OF THE GOLDEN HOARD/ +1 BASTARD SWORD THAT CANCELS OUT SPELLS AFFECTING THE BODY, HOLDS ONE SPELL OF USER'S CHOICE, HARNESSES POWER OF THE STARS THEM SELVES. WON'T BREAK. USED BY: GOLDEN ORDER ONLY.
ShadowBlade/ +2 LONGBLADE THAT ALLOWS THE WEILDER TO COUNTER ALL THINGS SHADOW, AND CAN CANCEL OUT THE SPELLS THAT WOULD NORMALLY HIDE A FOE FROM THE WEILDER'S EYES. HARNESSES THE POWER OF THE NIGHT. WON'T BREAK. USED BY: SHADOW ESSENSE.
MORNBLADE/ +2 LONGBLADE THAT ALLOWS THE WEILDER TO COUNTER ALL THINGS LIGHT. RANGING FROM SPELLS OF INVISIBLITY TO FEAR AND EVEN SOMEONES OWN PERCEPTION/CONSCIENCE. WON'T BREAK. USED BY: THE ORDER OF THE MORNING LIGHT
BLADE OF TAKHESIS/ +2 BROADSWORD THAT ALLOWS THE MANIPULATION of EVIL ITSELF. DARKSPELLS ARE TAKEN AND USED AGAINST THE CASTER. MANIPULATION OF EVIL IS LIMITED TO USE GAINST THOSE OF 4 LEVELS OF SKILL HIGHER THAN THE WEILDER AND THE TIME IT TAKES TO DO SO CORRECTLY. (2 POSTS) WON'T BREAK. USED BY: THE KNIGHTS OF TAKHESIS.
BOW OF THE KHAN/ +3 ELVIN LONG BOW OF COMPACT EASILY CARRIED SIZE, COMES WITH VARIETY OF ARROWS
SCREAMING ARROW: WHISTLES AS IT FLIES, DOES NO DAMAGE, BUT CAUSES THE FOE TO SUFFER A 2 PENALTY TO SPEED IT IS +4 FEAR
EAGLE ARROW: ACTS AS A SCREAMING ARROW, BUT HAS A 5 EDGE BARB, CAUSING +3 DAMAGE AFTER THE +4 FEAR, AUTOMATIC AGGREVATED DAMAGE
POISONED ARROW: WHEN IT HITS IT CAUSES THE FOE TO SLOW DOWN CONSIDERABLY, -5 SPEED AND STAMINA EVERY COMBAT ROUND, +1 FEAR AND +5 DAMAGE, ONLY 6 SUCH ARROWS CAN BE IN EACH QUIVER
REGULAR ARROW: DOES +1 DAMAGE TO UNARMORED TARGET
SILVER ARROW: DOES +2 DAMAGE TO MORTALS, +8 TO WERECREATURES AND CREATURES OF DARKNESS, NEGATES MAGICAL DAMAGE BY -3
BAAZ ARROW: DIPPED IN THE BLOOD AND SPIT OF A BAAZ, THIS ARROW HAS SEVERAL VARIATIONS: 1. PARALYSIS- +3 DAMAGE, SIMPLEST AND MOST COMMON, IT DOTH HAVE A 50/50 CHANCE OF PARALYZING ITS TARGET FOR THE DURATION OF THE BATTLE OR UNTIL CURE PARALYSIS IS CAST 2. FIREBALL- NOT HIGHLY COMMON, BUT NOT RARE, WHEN STRIKING ITS TARGET, THE HEAD OF THE ARROW BURSTS, HAVING THE EFFECT OF FIREBALL AND STRIKING EVERYTHING WITHIN A 30' RADIUS FOR THE DAMAGE OF A FIREBALL SPELL. 50/50 CHANCE OF BURSTING. 3. BERZERK- +4 DAMAGE, TARGET HAS 50/50 CHANCE OF GOING BERZERK AND ATTACKING FRIEND AS WELL AS FOE REGARDLESS OF SAVING THROW. FRIEND SPELL OR CHARM PERSON ALONE WILL COUNTER IT, TARGET WILL NOT RUN, BUT WILL FIGHT UNTIL SLAIN OR EVERY ONE ELSE IS DEAD, VERY RARE ARROW.
HALBERD/ +2 DAMAGE WEAPON WITH A SLOW SPELL CASTED ON ITS EDGE, ANY TARGET HIT SUFFERS A -3 PENALTY FOR SPEED EACH TIME INJURED.
SHORT SWORD/ +1 WEAPON, EASILY HIDDEN, HOLDS ONE SPELL UP TO 3RD LEVEL MAGIC, TWO CAN BE CARRIED AND USED AT ONCE.
SPHERE/ GLOBE MOUNTED ON A STAFF MADE OF VARIOUS TYPES OF WOOD AND STONE, EACH POSSESSING CERTAIN ABILITIES, HEALING, RESTORATION, AND DEFENCE. ITS ONLY REAL USE SAVE TO CAST HEALING SPELLS, IS TO ABSORB THE MAGIC OF OTHERS. ANY SPELL CAST OR MAGIC USED AGAINST ITS WIELDER HAS AN 75% BASE CHANCE OF BEING ABSORBED. ADD +3% FOR EACH DEFENSIVE SPELL KNOWN.
IF TAKEN, POISONS THE BLOOD OF THOSE NOT ITS MASTER.
USED BY: ANY MAGIC USER.
THE TALONS OF THE ASSAMITE:(so named to honor the skill and quickness of the assamite assassains, and demonstrate the weapons intention, quick, savage elimination of a foe) A GLOVELIKE MATERIAL, LOOSE MESHLIKE ARMOR PADDING TO PROTECT THE ARM UP TO THE ELBOW, IT ENDS AT THE HAND IN THE FORM OF A SERIES OF 4 OR 5 LONG CLAWS, WHICH CAN BE RETRACTED UP TO THE LENGTH OF A SHORT SWORD, OR DETRACTED ENTIRELY. OR REMOVED AND REPLACED WITH A VARIATY OF DIFFERENT BLADES.
*THE ARMOR AND WEAPONS REST ON OPPOSITE SIDES OF THE WALL, GLEAMING WITH MILITARY PRECISION THAT BEFITS A MILITARISTIC PEOPLE* TAKE WHAT YEA NEED, THE ARMIES GATHER TOGETHER TO DO WAR ON OUR PEOPLES.*THE GUARD TURNS AND WALKS OUT TO JOIN THE ARMIES OF THE KING*