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Artifacts and Magical Items Unique to Vinifera

The Mace of Galek

Leven’s Armor of Sight

The Fang of Vishidra

The Scale of Vishidra

Scarab Staff of Thoth

Shamshir of the Desert Winds

The Ebon Orb

Kat’s Ring

Scarlet Powder

Hand Pistol, Horse Pistol, Musketoon

Liebreaker

The Staff of Fate

Bullsplitter

 

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.

 

The Mace of Galek

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. 

 

Leven’s Armor of Sight

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

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.

 

The Scale of Vishidra

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.

 

Scarab Staff of Thoth

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**

 

Shamshir of the Desert Winds

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.

Damage (Melee):  1D6/1D6 + or – Str. modifier, 15-20 (x3 Critical) Slashing

 

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)

 

The Ebon Orb

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.

 

 

Kat’s Ring

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.

 

Scarlet Powder

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. 

 

Hand Pistol, Horse Pistol, Musketoon

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

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

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).

 

Bullsplitter

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.