Artifacts and Magical Items Unique to
Vinifera
Hand Pistol, Horse Pistol, Musketoon
Farstrike, the Longbow of Jahaira
Constructed several centuries ago from the heart of a Yalwen
tree, Farstrike is an elegantly simple yet powerful weapon. Fully five
and a half feet long, its shaft is dark with age and inlaid with fine strands
of mithril from tip to tip, set into the wood in a stylized tree branch
pattern. It was created by the war wizard Jahalaira, Jahaira's twin
sister who was murdered by Profion shortly after creating the weapon. The
grip is worn leather held in place by fine mithril wire. It is believed
that strands of both sisters' hair are laid into the wood with the mithril,
though this is not confirmed. The bow
was taken from Jahaira's dead hand by Profion, who gave it to one of his
half-Manni henchmen, Cambrior. When Profion later murdered his servants
and henchmen to power his Calling magicks, the bow was laid in Cambrior's
coffin. The string has been replaced several times over the
years. Aside from a blackened spot about a foot up from the grip, the bow
is in perfect condition. The black spot was left from the blast of
magical energy that killed Jahaira. One can allmost smell the stench of
burnt flesh when holding the bow, the grip of which remains slightly warm to
the touch.The full powers of the bow are unkown, although it has demonstrated
remarkable resistance to fire (immune to normal fires). The
bow was recovered from Profion’s Crypt by the ranger, Zelos, who has used it
extensively.
Game Stats: REVISED
After the demise of the Stonereaver the bow has lost some of
its magic and is imbued by a shadow of Jahaira’s essence. The new stats are listed below.
Bow of Distance, +3 to hit, doubles normal range stats for
longbow (including Point Blank Shot range and bonuses to Favored Enemies). The bow no longer has the power of Giant-Bane. If the wielder is not a ranger the bow
functions only as a +2 longbow of distance.
Truebane: Farstrike
has Bane against the wielder’s favored enemy .
On each successive round it loses that power and gains Bane against the
last enemy type damaged.
Int.-16
It can communicate telepathically with the wielder (while
held) in a soft female voice speaking in Elven, Telerian (Brown Elf dialect),
or Common.
Detect Trap: While
held the bow has a 25% chance to detect traps within a 10’radius. The check is made only once per trap. The bow will send a slight jolt through the
wielder’s hand and communicate telepathically as to the location and general
construction of the trap.
In case you’re curious I’ve included the stats of the bow
before it’s latest evolution.
Longbow
of Jahaira, ‘Farstrike’ (Original Stats)
Game Stats: Bow of Distance, +1 to hit AND damage
(arrows shot from the bow tend to find more critical damage areas), doubles
normal range stats for longbow. If the
bow is ever used against the Stonereaver it is treated as a holy weapon IF the
wielder is of elven blood. The bow also
gets a +5 bonus to all saves against destruction in any form, and is immune to
normal fires (the string burns as any other bowstring, but the bow itself is
unhurt by fire). The bow also has Bane
against giants, though the ability is unique.
The extra damage is delivered as a manifestation of the
element/action/source that most damages the type of giant being shot at. For example, if the wielder shoots a frost
giant the arrow will burst into flame on its way to the target.
This battered footman’s mace was constructed by the dwarven smith Galek in secret to be used by a dwarven champion in the revolt against the Stonereaver. It’s head is plain, dull grey steel and shows evidence of hard use. The shaft is an almost petrified piece of ironwood wrapped in leather.
Game Stats: If the wielder is of dwarven blood, the mace
bestows an additional +1 to hit and damage.
It otherwise has a +2 enchantment bonus, and has the special ability of
Giant-Bane (+3 bonus vs. all giants and giant-kin). The mace was found in Profion’s Crypt and is in the possession of
the sorceress Kalista.
An ornate set of plate mail armor, the armor was owned by
Leven, a lieutenant of Profion’s (and crafted by the dwarven smith,
Galek). The pauldrons are crafted to
resemble falcon’s eyes, and the eye motif is repeated in detail along the trim
and at each fastening. The armor was
recovered during the party’s travels and was traded to Belhash, the dwarven
weaponsmith in Highfork. He in turn
traded it to a traveling merchant. It’s
current whereabouts are unknown.
Game Stats: +2 enchantment bonus and confers a +2 bonus
to all Search and Spot checks.
The
Fang of Vishidra is an artifact created by the war wizard Jahalaira. She constructed and enchanted the weapon for
the Stonereaver while imprisoned by him.
It was crafted from an ancient greatsword found in the lair of the
ancient wyrm, Vishidra. The Stonereaver
felt an affinity for the weapon, but preferred the two-bladed sword. He brought it to Jahalaira and forced her to
adapt it to a new shape. The blades are
dull-grey steel, stained brown in places by the ancient enchantments in
them. One blade has approximately one
inch of the tip broken off, but the damage does not seem to affect the sword’s
functionality. All attempts to repair
the blade has failed. The grip is bound
in hide from Vishidra’s back, which now closely resembles faded, fine-grained
red leather.
Game Stats: +2 Sword of Impaling. On a critical hit the victim must make a
Fortitude Save (DC 24) or lose 1d4 points of Constitution. The wielder gains 1d6 temporary hit points
(up to maximum).
The sword is a conduit to the Abyss, and can make the
wielder open to demonic possession.
Each day the sword is retained there is a 1% chance he/she will be
noticed by an Outsider Abyssal creature; if so there is a 50% chance the
creature will act, though the actual manifestation is up to the DM.
The Fang of Vishidra is an inherently evil weapon. If wielded by a non-evil user it bestows two
negative levels and the chance of demonic notice is increase to 3% per day.
Another
artifact constructed from something found in Vishidra’s lair, the Scale of
Vishidra was constructed by Jahalaira and Galek for the Stonereaver. He cut it from the hide from the great
wyrm’s carcass and brought it back for it to be made into armor. It is metallic red, though somewhat faded
with time, and has spikes at the elbows, shoulders, and knees. A horned full-face helmet is included. The suit resembles and functions as full
plate, and will fit large elves and humans.
Game Stats: +3 dragonhide full plate. It affords damage reduction 5 to any normal
or magical fires, and allows the wearer a +2 bonus to any save involving fire. Dragons (especially evil ones) will attack
the wearer upon realizing the material from which it is made. The armor also allows the wielder to
converse normally in the draconic language.
This
ancient artifact is believed to have been constructed in the empire of Abbelekk
by a priest of Thoth during the Hotep dynasty.
Its legend is shrouded in mystery.
The staff is just over 6 feet long, with a finely detailed fan-shaped
blade at either end. These blades are
hardened steel and show evidence of numerous sharpenings; on each blade is
engraved a scarab beetle the size of the palm of a human’s hand with tiny ruby
eyes. The hardwood shaft is scarred and
worn, dark with age, blood, and sweat.
Game Stats: Quarterstaff, Double Axe, or Exotic Weapon
Proficiency feat required to wield or suffer -2 attack penalty
Damage - light weapon, 1d8/1d8 (x3 Critical), Slashing/Bludgeoning, wield as
quarterstaff
Special:
Regeneration - Heal 5hp per day instead of normal 1hp, double hp regained from
Heal checks, double strength of Cure spells cast by wielder
If the wielder is of ___ alignment:
Good - Considered a Blessed weapon, Bane against Undead, negates Undead
immunity to critical hits
Lawful - Turn/Rebuke or Command Undead ability functions as though wielder is
one caster level higher
Evil - Suffers -1 caster level penatly for spells per day because of
enchantments upon the weapon unless it can be cursed by a spellcaster of no
less than 15th level, or by being constant use and practice by the same wielder
for one lunar month
**Scarab
Staff of Thoth Submitted by Fayde, aka Josh**
The Shamshir of the Desert Winds is about ¾ the size of a normal version made for a humanoid. The hilt has a strong downward curve and the blade is slightly wider and more curved than normal. The binding of the hilt (skin of a cloud ray, blue) is intact. While the weapon can be wielded normally in melee, its real power is discovered upon throwing it.
Game Stats (Melee): +2 Keen Weapon: Scimitar or Martial Weapons Proficiency required or suffer a –2
attack penalty.
Game Stats (Thrown): +3 Keen Weapon of Seeking (Negates Miss
chances such as concealment and/or cover):
Exotic Weapon Proficiency required or suffer a –4 attack penalty. Wielder adds Dexterity bonus to Damage
inflicted, Dexterity and Strength bonus to Damage inflicted if in Point Blank
range. If the weapon misses it
automatically returns to the thrower’s hand (much like a boomerang) who can
catch it if a Ref. Save is made vs. DC 15 (other feats or abilities may assist
the save). Critical fumbles of the save
can have whatever disastrous effects the DM wishes. If the weapon hits there is a 30% chance it returns to the
wielder’s hand, modified by the thrower’s Dex. bonus. Incidentally, if the shamshir misses its target, the target can
attempt to catch the weapon if a Ref. Save is made vs. DC 25. A critical fumble on this save means a
severed hand for the target.
Damage (Thrown):
1d6/1d6 (use modifiers listed above), 15-20 (x3 Critical) Slashing
Range Increment: 10’
(+ or – Str. Modifier)
This fist-sized oval
stone is obsidian, reportedly obtained from the icy mountains of Soklun by
Melkor himself (before his ascension to godhood). It is one of the most powerful items in the hands of mortals on
Vinifera. Melkor shaped and enchanted
the stone as his last mortal act. The
orb imbues corpses/skeletons with an undead life force when brought close to them
by its wielder. The longer the stone is
in the wielder’s possession, the range of this power increases to a maximum of
one half mile. It is translucent black
with a pale blue fire burning in the center and across its surface, and is
extremely cold to the touch. The orb
radiates cold and evil. The Ebon Orb is
currently in the possession of Split-Fang, the gnoll shaman of the Blackspear
tribe.
Game
Stats: To use the stone, the wielder must have at
least 10 levels in a divine spellcaster class and must be of evil
alignment. The stone can imbue up to
2000 hit dice of undead creatures, depending on the wielder’s level and
alignment (up to 1000 for a CE wielder, 1500 for a NE wielder, and 2000 for a
LE wielder). The stone radiates intense
cold; it deals two hit points of cold damage per round when in direct contact
with the wielder. There is no save
versus this effect, though resistance to cold may reduce/negate the damage, and
protection against cold works normally.
Once the stone is bent to the will of the wielder (through at least a
month of study) he/she can control the undead created by the stone. All turn/rebuke attempts against these
undead is performed at two levels lower than the turner’s normal level. By default the stone affects only the
corpses/skeletons of humanoids, but the wielder can force it to animate beast
skeletons as well.
After the stone is
first used by a wielder, the wielder gradually is transformed into a lich over
a period of three months. There is no
save versus this effect, though within the first month the process is
reversible if the stone is taken away.
If the wielder is forced to give up the stone during the last two months
of the transformation he/she must make a Fortitude save vs. DC 28 or die. After the process is completed the wielder
can be separated from the stone without suffering this effect.
If a creature of any
neutral alignment touches the stone, he/she must suffers three negative levels
and must make a Fortitude save vs. DC 30 or suffers 10d8 points of damage.
If a creature of any
good alignment touches the stone, he/she suffers five negative levels and
suffers 10d8 points of damage. In
addition the creature is affected as if under a Curse spell cast by a 20th
level spellcaster.
A simple silver band,
the ring is so called because of its current owner, Isand Katri’an. It is unknown where she obtained it and she
will tender no answers on the subject.
Kat wears the ring always on the third finger of her right hand.
Game
Stats: Bestows a +1 modifier to both Dexterity and
Charisma. The ring also gives the
wielder a +2 bonus to Disguise skill checks.
Once per week the ring can alter the wielder’s normal clothing to fit
any fashion or color scheme desired.
The change takes one round and is permanent; as such the change cannot
be detected by spells or effects such as True Seeing. Armor and magical items are not affected by this power.
The secret to making
Scarlet Powder lies only with a select few Lupins in the Savage Coast
region. There is speculation as to the
ingredients; some believe the magical component is the residue of blood from
the Great Old One, though this is unlikely.
Others believe it is alchemically obtained from Crysteel deposits (Crysteel
is a red iron ore found only in the Savage Coast region) after the ore has been
mined. No matter which is true, Scarlet
Powder is expensive, with prices as high as 100 gold pieces per pound on the
Savage Coast and increasing exponentially in other areas.
Game
Stats: For all intents and purposes Scarlet Powder
acts as gunpowder. If it is not kept
dry it is useless and dissolves into red mush in 1d4 hours. Scarlet Powder loses its effectiveness one
week after manufacture unless kept in an airtight container.
While not magical items,
these are included here as the devices with which Scarlet Powder is used. Though they can be found in many different
styles, they are classified into these three categories based on size. They are often decorated in a style unique
to the smith who made them. Hand
Pistols are small, with barrels of 3-6 inches in length, and are considered
one-handed weapons. Horse Pistols have
barrels of 6-12 inches in length and can be used with one or two hands (if two
hands are used, add 2 to the range).
Musketoons are two-handed rifles with a shoulder stock and barrels from
14-22 inches in length. All three of
these weapons ignore armor bonuses, though magical bonuses obtained from armor
are still applied. Pistols and
Musketoons require Crysteel strikers in the hammer, which spark and ignite the
Scarlet Powder they are loaded with.
These strikers must be replaced after 100 uses; a pack of 10 costs three
gold pieces.
Game
Stats: Musketry Feat required or suffer a –5 to
attack rolls and unable to reload.
Maximum Damage ability (applies to all three): If the maximum damage is rolled (i.e. 4 for Hand Pistol, 6 for
Horse Pistol, 8 for Musketoon) a second die is rolled and added to the damage
inflicted. This die is only added once
if a critical is rolled. All weights
are general, and reflect the varying styles and decorations of each one.
Hand Pistol: 1d4/1d4 damage.
Weight 2 lbs. Range: 6
Critical X2, uses ½ ounce of Scarlet Powder per load.
Horse Pistol: 1d6/1d6
damage. Weight 3.5 lbs. Range:
8 Critical X2, uses 1 ounce of
Scarlet Powder per load.
Musketoon: 1d8/1d8
damage. Weight 9 lbs. Range 12
Critical X2, uses 1 ½ ounce of Scarlet Powder per load.
Pistols and Musketoons
can be enchanted, though this practice is rare.
Liebreaker is the mighty
mithril longsword that was wielded by Etrusca.
It was once in the possession of Elric Wolfsbane but disappeared with
him and has never been recovered. The
hilt is wrapped in blue leather and mithril wire, and the blade is etched with
the words ‘Truth and Honor’ in dwarven.
Game
Stats: Liebreaker functions as a +5 Holy Avenger in
the hands of a paladin, and as a +2 longsword in the hands of anyone else. If wielded by an evil character, it bestows
two negative levels and gives a –2 penalty to hit and damage rolls. The possessor of the sword can use Detect
Lie at will.
The Staff of Fate is a powerful item in the hands of an arcane spellcaster. Fully six feet long and shod on each end with brass, it is shaped from ebony. Engraved on the shaft in Zakharan is the phrase ‘Like so many before you, you too shall pass’. .
Game
Stats: In the hands of anyone who is not an arcane
spellcaster, the staff functions only as a +2 quarterstaff.
For an arcane
spellcaster: Quarterstaff proficiency
required to wield as a melee weapon, +2 enchantment bonus.
Spell Storing: a
wizard or other arcane spellcaster can ‘load’ the staff to a maximum of five
spell levels (five 1st lev. spells, one 2nd and one 3rd
lev. spell, one 5th lev. spell, etc.). These spells can be cast from the staff at will, and can be
changed when it is recharged. Each of
these spell levels (or charges) refreshes daily at dawn unless unused from the
previous day.
The staff also acts as
a conduit for fate. Once per day the
wielder can reroll any die result that directly affects him such as a save,
skill check, hit roll, opponent’s hit roll, opponent’s save, etc. The wielder may decide to reroll the die
after making the initial roll and during the same round, but must abide by the
results of the new roll (fate is not always kind).
This mighty, double-bitted battleaxe hangs on the
wall of The Rusty Halberd Tavern in Highfork.
Hank ‘acquired’ it in a wrestling match with a Tarvin warrior, and
carried it on his travels for many years.
The haft is scarred and worn smooth, carved from a mighty piece of oak
and stained by the blood of those who have stood against it. The head is a single piece of steel topped
by a four-inch spike. The blades have
heavy beards, curving downward toward the shaft for a cutting surface of
eighteen inches.
Game Stats: +3 Axe of
Mighty Cleaving (allows a wielder with the Cleave feat an additional Cleave
attempt per round). In addition, the
wielder of the Axe gains a +2 bonus to resist cold-based attacks. If the wielder’s strength is less than 16,
he/she suffers a -2 penalty to hit and damage rolls.