- -- - -- - - - ------- -
r
the guard. The blade was made using flint nap- extraordinary abilities for swords is relatively
ping and has a slow taper, reaching dow n to the short and this could create a situation where
point. The handle is foss ilized ivory, the guard is members of an adventuring party possess very
gold with inlaid onyx runes, and the bun cap is similar wcaponry in a long-term campaign.
also of gold and onyx. The blade travels in a sil k- Primary abilit ies are as they appear in the
lined case made of ebony. with golden hinges and DMG, because they arc all powers of detection.
a cover that is a thin sheet of translucent obsidian. and the existing abilities cover all necessities.
Sou/seeker is +2 on attack rolls and +5 on What is new here is the addition of gold piece and
damage rolls. It can soul sleal on a failed saving experience point valucs of swords possessing
throw vs. death magic, detect evil/good in a 60- these abilities.
foot radius, detect invisible objects in a la-fool The extraordinary abilities, on the other hand,
radius. and detect magic in a 30-foot radius. It has have becn greatly expanded without perverting
an Intelligence of 17, an Ego of II. and its align- the original intent of the table. All spell powers
ment is chaotic evil. Sou/seeker is able to com- granted by ext raordi nary abilities function at 8th
municate in Common. level, and each is accompanied by additions to
This blade has one of the sharpest edges known. experience point and gold piece value. In the
Obsidian edges arc prized by nomadic healers for original DMG, it appears that sword abilities have
use in surgical procedures. The strongest power of levels of use as low as 6th, in some cases. This
Soulseeker lies in the stealing of souls. Anyone was increased to 8th level ac ross the board, as
who is hit by the blade with a natural 20 must save some swords in the DMG tables could heal or
vs. death magic or lose his or her soul to the blade, teleport. Thus, levi/alion,fireball, slrength, and
dying at once. If the victim dies from a hit by the magic missile are at the 8th level of ability when
blade, the character's soul is automatically taken cast from a sword. It is suggested that all extraor-
into the blade, and resurrection becomes impossi- di nary powers be usable only with the knowledge
ble. Only a wish spell will bring back a soul and of a command word or phrase.
permit resurrection. Those of alignments other The greatcst change in this entry is in the area
than that of the blade suffer Id6 points of damage of purpose swords. The original list of victims for
every round they touch any part of this weapon, purposc swords ignored subelasses or (pcrhaps)
unless they are victims and suffer damage as assumed thei r inclusion with the major cla~ses.
detailed otherwise. The originallisl also lumped all monsters together
Soulseeker makes no pretense of its true goals, in Ihc same category. A new table divides mon-
but it is remarkably seductive to any chaotic-evil sters by type or major grouping. Several purpose
being that grasps its hih. h always tries to control abilities, as well as experience point and gold
its owner, urging the user to slay victims at every piece values for those purposes, wcre added to
possible turn, seeking all souls possible, though it the tables.
will encourage stealth and duplicity to keep thc Creating a table for languages spoken by a
killing spree going as long as it can. So ulseeker
sword would be a monumental task. This is espe-
especially seeks vict ims of high level or high cially true since many monster descriptions in Ihe
social standing, gladly stealing the soul ofa great MONSTROUS MANUAL books and the MONSTROUS
wizard, mayor, priest, or general. COMPENDIUM indcxes do not say whether or not
monsters have a spoken language. Therefore, lan-
Sou/seeker saves against attacks as rock +2 and guages may be assigned for magic swords in sev-
can be destroyed in any number of ways. Two
good-aligned churches, one assassins' guild, and eral wa ys, usi ng any or all of the suggestions
fou r adventuring panics are currently seeking below.
this weapon to destroy it-or to use it. 1. A language may be assigned to every creature
Special of at least low Intelligence. Most semi-intelli-
gent creatures have a primitive spoken lan-
XP Value: Variable G P Va lue: Variable guage of a few dozen words.
DRAGO~ Magazine 99 2. Creatures such as fiends and extraplanar crea-
The Magical Sword Tables in the DMG are morc tures have a common tongue capable of
than adequate for most purposes. There are, how- expressing most ordinary concepts. Othcr
ever, two problems with the magical sword cre- creatures possessing common tongues might
ation system. First, no experience point or gold include elementals, daemons, dragons, mod-
piece value is givcn for primary abilities, extraor- rons, and so fonh.
dinary abilities, purpose swords, or languages. 3. Sword languages can be assigned as the DM
Certainly, a sword with any of these characteris-
sees fit, or may be rolled on the encounter
tics is wonh more than an identical sword without tables for the lands whcre the campaign is tak-
them- bUi how much more? Secondly, the list of ing place. This takes into account factors such
/r----------------------------------~5743~
1398
p
as where the swo rd was made, where it was "'The sword can read magical writings as well as other
intended to be used, and the relative frequency languages.
of various creatures in the campaign. 'The sword can use ·either communication mode at will.
The encounter tables from the MONSTROUS with language used tike any speaking sword.
CoMPENDIUM appendices are the most up-to-date
yet published, and are admirably suited for use in Table 2. Swo rd Alig nment
generating languages for swords. A wizard
enchanting a sword for use in the tropics would Ro ll Alignment Roll Alig nm e nt
not bother e nc hanting the swo rd to speak the 0 1-05 Chaotic good Lawful good
white dragon's tongue. Similarly, in the desert, a 06-15 Chaotic neutral 31 - 5 5 Lawful neutral
sword that spoke the language of unicorns would 16-20 Chaotic evil Neutral
have no great value. 21 - 25 Neutral evil 56-00 Neutral good
The personality of a sword snould be consid- 26-30 Lawful evil 61- 80
81-00
ered. To begin with, each sword, wnether intelli-
gent or not , s hou ld have a name, preferably Table 3. Sword Primary Abilities
engraved on the blade or hi lt. All Intelligent
swords should nave a definite personality. A XP GP
random table for sword personality cannot be Va lu e
created., because personality depends, for the Roll Abi lity Va lu e
most part, on al ignment, abilities, Intelligence, 01 - 1I 300
Ego, special abili ties, and purpose, if any. The 12- 22 Detect elevator/shifting 300
language spoken would have an effect upon a 23- 33 600
sword's personality ; th us, a P ix ie-speaking 3444 rooms/walls, 10' radius 60
sword should be different from a sword that 45- 55 1,200
speaks Manticore. Magical swords have to be Detect sloping passages,
played by the DM j ust as any nonplaye r charac- 56-06 1,200
ter would be played. 67- 77 10' radius 60 1,200
78- 82 1,200
The benefit ofa sword name should nol be over- 83- 87 Detect evil or good, 10'
looked. Compare Excalibur, Anduril, and Storm- 88-92 600
bringe r to " my gem detection sword +3 that 93-98 rad ius 120 1,200
speaks Ore." Name.~ should relate to sword powers, 99-00
origins, or the original owners ifpossible, and they Detect gems, number and 900
mayor may not give clues to their abilities. Each
DM's imagination must do the work. Under Sw·ord kind, 20' radius 240
and Dagger are many examples of weapon names
thaI should your creativity flowing. Detect precious metals,
The following are expanded and revised tables
for the random generation of magical swords. kind and amount, 20'
They derive from the DMG, I st Edition Tables.
radius 240
Find traps, 10' radius 240
Detect magic, 10' radius 240
Detect secret doors, 5'
radius 120
Detect invisibility, 10'
radius 240
Locate object, 120'
radius 180
Roll twice, ignoring
scores of93-98
Roll on Table 4 instead
Table I. Sword Intelligence a nd Capabilities
Roll lot Abilities Communications Note that the detect good/evil sword power is
one or the olher, according to the alignment of the
01- 75 None None None sword. (Evil swords detect good and vice versa.)
76-83 I Primary Semiempatny Neutral swords detect one or the other (50%
84-89 12 2 Primary Empathy' chance) ,
2 Primary Speech'
90-9' 13 Speec hl Iftbe same primary abili ty is rolled twice, the
95-97 3 Primary Speech'
98- 99 I' 3 Pri mary Speech, telepathy radius of the power is doubled.
plus I extraordinary All abilities function only when the sword is
00 IS 3 Primary power'
16 drawn from its scabbard and held and the posses-
17 sor is concentrating on the desired result. A sword
cannot fight and detect at the same lime.
'The owne r rece ives a signa l (a throb or a tingl e) and The experience-point and gold-piece values in
retls urges when the ability functions. the above table are based on, among other things,
'The sword speaks its owner's language plus I or more the value of wands with similar powers, and the
other languages-indicated on Table 6. swords are much less valuable than the wands
'The sword can also read languages and maps of any non- (des pite the fact that the y have no charges to
magical son. exhaust) for several rcasons. First, few swords
S74l
/r--------------------------------------,~
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...
/r------------------------------------~\
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"' Sword Speciar
have the detection radius o[the corresponding
wand (for example, a wand a/magic detection XP GP
has a 3D-foot radius, while the corresponding
sword has only a 10-foot radius). Secondly, the Roll Ab ili ty Va lue Va lue
swords' values derive primarily from the fact that
they arc , first and foremost, weapons- most 42-44 Hold person on contact.
detection abilities 3rc "icing on the cake." Thirdly,
a sword is not exactly an innocuous detection 2/day 420 2,100
device. (Ever try 10 slip one up your sleeve?)
Thus, the gp values range from 300 to a of 1,200, 45--47 Hypnotic pattern , 21day 420 2,100
based on perceived value to fighters and other 48- 50 CreOle illusian. 120'
sword users.
range, 2/day as a 1I.'lind
Extraordinary powers are, by definition, better
than primary abilities. The weakest extraordinary nfillusion 480 2,400
swords are worth as muc h as 1,500 gpoand some 51 - 53 Invisibility on self, 3/day 360 1,800
of the mightiest are worth up to 3,000 gpo They
come in three general types (offensive, defensive, 54-56 Levi/Ule, 3/day, one turn
and miscellaneous) and in low. medium, and high
duration 420 2,100
levels of power. Gold pieee values assigned to
each category are as follows: :57- 39 Lighrning boll, 8d6. l /day,
120' range 600 3,000
60-62 Magic missile, 4 missiles,
140' range, 2/day 420 2,100
63--65 Mirror image , 2/day 360 1,800
66-68 Paralyzation on contact.
2/day 80 2.400
69-71 Protection from evil/good, 3/day,
16 round duration 360 1,800
72- 74 Ray ofenfeehlement, 2/day,
G PVa lues 35% Strength loss, 3O'
Power Low Medium High range 420 2. 100
Defensive 1,500 1,800 2,100 75- 76 Strength on self. I/day, 8 turn
Offensive 1,500-1 ,800 2, I00-2.400 3,000 duration 420 2.100
Miscellaneous 1,500-1.800 2,100-2,400 2.700 77- 79 Silence on self, 3/day 300 1,500
80-82 Suggestion. 2/day on one creature
Table 4. S.....ord E xtraordina r y Powe rs only, 5 turn duration 420 2,100
83- 85 Telekinesis, 250 lb. wI. . 2/day,
XP GP I round duration 420 2, 100
Roll A bility Valu e Valu e 86-87 Teleparhy, 60' range,
01--03 Add sword's plus to saving 1,500 2/day 420 2,100
2,100
throws, I/day, one turn 88- 89 Teleportation. IIday,600
1,800
duration 300 pound weight maximum.
1,800
04-06 Animate dead, I/day 420 Initiative modifier of
1,800
07--09 Charm person on contact, 1.800 +2 to activate 540 2,700
1,500
3/day 360 90-92 Web, 2/day 360 I,SOO
1,500
10-11 Clairaudience, 30' range, 93- 94 X-ray vision, 2/day, I turn
1,300
3/day, one round duration 360 2,400 duration 20 2,100
12-14 Clairvoyance, 30' range, 2,400 95- 97 Roll twice, ignoring scores of 95- 97
3/day, one round duration 360 3,000 98- 99 Character may choose one power
15- 17 Color spray , 2/day 360 2 ,400 from this table
1,800
IS-20 Cammal/d. 3/day 300 3,000 00 Character may choose one power and
21 - 22 Cure lighl wounds on self, roll for a Special Purpose
3/day 300
23-24 Determine direction and Note that all spell effects. including those con-
cerning magic resistance, saving throws. and so
depth, 2/day 300 forth, apply as if the spellv.·ere cast at Sth-Ievel.
25- 27 Dispel magic. 2/day 480 If the same power is rolled twice, the number
of uses of that power per day is doubled.
2S- 30 ESP, 30' range, 3/day,
Powers function when the sword is drawn and
one round duration 480 held and the possessor concentrates upon the
desired effect. Most powers require that the user
31 - 33 Fireball, Sd6, IIday, concentrate for at least a full round.
180' range 600
34-36 Fly,120'/round
I hour/day 480
37- 39 Gaze ref/ection, 3/day 360
40-41 Heal self, I/day 600
5743
) 1401 \...
, Sword. Special r
Table S: Special Pu.rpose Swords-Purpose would not use its purpose ability to slay storm
giants, for example.
XP GP
When a creature is struck by the swore;!. the
Roll Purpose Value Value sword will use its purpose ability if the creature is
one the sword was meant to slay or destroy. The
01-04 Defeat opposite alignment 200 1,000 victim gets a save vs. spell. The power operates
only in pursuil of the special purpose, and a char·
05--07 Defeat law 200 1,000 acter who fails to attack a creature the sword was
08- 10 Defeat chaos 200 1,000 created 10 s lay, o r who fail s 10 killihe creature
with the sword, will have at beSt a strained rela-
11-13 Defeat neutrality 200 1,000 lionship with the sword-the weapon may, in
14- 16 Defeat good 200 1,000 fact, refuse to use any of its powers for the master
until the affront is settled.
17- 19 Defeat evil 200 1,000
20-23 Slay priests 225 1,1 25
24 Slay druids 225 1,125
25- 28 Slay fighters 225 1, 125
29 Slay paladins 225 1, 125
30-31 Slay rangers 225 1, 125 Table SA: Spedalist wizards
32- 34 Slay wizards 225 1, 125 Roll Specialist Wizard
J5 Slay specialist wizards'
225 1, 125 1 Abjurer
2 Conjurer
36-39 Stay thieves 225 1, 125 3 Diviner
225 1, 125 4 Enchanter
40-41 Slay assassins 5 Illusionist
6 Invoker
42 Slay monks 225 1, 125
7 Necromancer
4J Slay bards 225 1, 125
8 Transmuter
44-46 Slayavians 200 1,000
47 Slay baatezu 250 1,250
48-50 Slay !anar'ri 200 1,000
51- 54 Slay demihumans 250 1,250
55- 58 Slay dragons 250 1,250
59-62 Slay extraplanar creatures 250 1,250 Table 58: Special Purpose Swords-Powen
63-65 Slay faeri e creatures' 250 1,250 XP GP
6~9 Slay giants
225 1,125 Roll Powcr Value Value
70-72 Slay humanoids 200 1,000 0 1--08 Ca use blindness for 2d6
73- 75 Slay insects 200 1,000 rounds 100 500
76-79 Slay magic-using creatures 225 1,125 09-15 Confusion for 2d6 ro unds 100 500
80-82 Slay mammals 200 1,000 16-25 Death 200 1,000
83- 85 Slay plant life 200 1,000 26-35 Disintegration 200 1,000
86-88 Slay poison-using creatures 225 1, 125 36-42 Cause/ear for Id4
89-91 Slay psionic creatures 250 1,250 rounds 100 500
92- 94 Slay reptiles 200 1,000 43-49 Feeblemind for Id4
95-97 Slay tanar'ri 225 1, 125 rounds 150 750
98-<10 Destroy undead 250 1,250 50-56 Insanity for Id4 rounds 100 500
'The particular specialist wizard can be deter- 57-66 Maze 100 500
mi ned by rolling Id8 on Table SA I 67-75 Paralyzalion for Id4
' Faerie creatures are: brownies, centaurs, dryads, rounds 150 750
pegasi , pixies, satyrs, sprites, sylphs, unicorns, 76-85 Petrification ' 150 750
and [he like (perhaps including elves, g nomes, 86-93 Plane shift' 150 750
and haJnings). 94-<10 Quested 150 750
The purpose ofa neutral sword of " defeat Any sword determined to have a special pur-
opposite alignment" is to ruin or s lay creatures of pose is allowed one roll on Table 5A followed by
the extreme a lignments (LG, LE, CG, CE). one ro ll on Table 58 . However, a sword's pcw.-er is
With regard to the character classes mentioned always appropriate to its purpose-a sword that
destroys undead would not have fear as a purpose
in the above table, nOle that " f ighter" does not
include ranger o r paladin, "wiza rd" does not power. In a case where purpose and power con-
include specialist wizards, and so on. flict, simply rero ll on Table 58 until a noncontra-
A purpose must suil the type and alignment of dietary set of characteristics is oblained.
the sword in question. Good-aligned swords only 'The plane shifting power th rows the victim to a
use purpose abilities on ev il c reatures, though random plane of existence.
neutral and evi l swords are not so restricted. 'The petrification pQW1:r does nOI cause the sword
Thus, a good sword Ihat was created to slay giants to become entrapped in the body oftbe victim; this
574)
.) \..
1402
...
S"",rd. Spellbinder,
effect may be undone by a stone 10 jlesh spell. Any Spectral
insanity caused will be catatonia, suicidal mania, or
insanity involving constant hallucinations. XP Value: 1,500 GPValue: 15,000
POlVIlfJ)RON Newszine 82
The spectral sword is a lightweight, well-bal-
Table 6. Number of languages anced weapon. Its hilt is encrusted with jewels
and has a skull on the pommel. The blade is non-
Number of XP GP corporeal and transparent in lighted surround-
languages
Roll Value Value ings. However, in the dark the blade has a bluish
01-40 1
41 - 70 50 250 cast and smoke appears to dance along its edge. A
2 100 500
71 - 85 J 150 750 spectral sword can be used by any character,
86-95 200
96-99 4 250 1,000 regardless of a character's weapon proficiency.
00 ' 5 JOO 1,250 The wielder suffers no proficiency penalties .
6' 1,500
However, the sword can only be used against
undead; all other creatures arc unaffected by the
noncorporeal blade. Undead struck by the sword
'On a rolJ of00. the minimum number oflanguages avail- suffer IdlO points of damage. In addition, if the
~ble to the sW()rd is 6. The GP and XP values reflct:1 this
minimum. When rolling twice on the table above, add the weapon is in the hand of its owner, it gives that
XP and GP values if the total is greater than 6.
'or the lotal of two additional rolls (ignoring further character a +4 saving throw bonus vs. undead
results ofClO). whichever is grealer.
special attacks that have saving throws.
Languages should reflect the type of sword and
its abilities.
Table 7: Sword Ego
Attribute ofsword Ego point~
Each "plus" of sword I I
Each primary abilit y' 2
Each extraordinary power 2
Special purpose 5
Each language spokenl If
Telepathic ability 2
Reading languages ability I
Reading magic ability 2
'A sword +1 has I Ego point, but if it has another
(higher) plus, the highest is also counted. In addi-
tion, swords which have no extra pluses but have
extra powers add double their "plus" rating for
Ego.
'If the ability is doubled, double the Ego points.
JRound up.
A sword with a neutral alignment can be used
by any character whose alignment in any part cor-
responds with {he nonneutral alignment of the
sword. However, a neutral good swo rd (for Spellbinder
instance) would dislike the lawfulness ofa lawful XPValue: 1,000 GPValue: 10,000
good character's actions jusl as much as a lawful DRAGOI' Magazine !80
good sword would dislike a neutral good charac- A warrior named Algor and a nameless, evil wiz·
ter's lack of orderl iness. The same would be true ard decided to end their feud of many years with
for a lawful neutral sword and a lawful evil char- a duel. Algor, realizing his magical inferiority,
acter, and so on. had a special sword crafted that would absorb
spells cast by an opponent. On the da y of the
duel, Algo r presumed he was now superior, but
he should not have trusted an evil wizard to fight
fairly. At a decisive moment in thei r battle, the
/r----------------------------------5~745~
1403
(
wizard was joined by two of his evi l cohorts. matching the one Algor used against it years ago,
Simultaneous ly, all three blasted Algor with and it would like to obtain this weapon simply to
spells. Algor was annihilated, and his possessions add to its trophy collection.
were thrown across space and time. Several years
and many miles away, a farmer found Algor's Spcllblade
sword in his field, and traded the blade for ani - XPVallle G PVaiut
mals and equipment. The sword has c hanged I,000+ IOO/levc1 6,OOO+2,OOO/level
hands many times since. Spellbinder was once The Ruins ofU ndermountain
reported to have been offered as payment for a These slim-bladed swords were once plentiful in
glass of ale in a tavern. Most of its owners never the Realms. Recently, someone has rediscovered
realized Spellbinders full potential . Spellbinder the secrets of making them again; new blades have
was once known as Algors Weakness after its his- begun to appear in the Dragonreach area, probably
tory was made public by a wizard-sage. from a source in Scmbia. A spellblade is a +2 mag-
The extremely s harp, layered-s teel blade is ical weapon. A single wizard spell is cast as pan or
about 3~ feet long; overall, this we ll-balanced its making, and after that, the sword is inunune to
weapon measures just over 4U feet. The blade has and paramount over that particular spell. Anyone
a single blood groove and two bilateral notches carrying a spellblade who is attacked by the partic-
near the base. The handle is of deeply nuted ular spell that the blade is linked to is utterly pro-
dragon bone with a gold ring at each end of the tec ted against all of that spell's effects. This
flutes. The guard is curved toward the point and immunity applies even if the spell is magic missile
e nds in two claws, each grasping a crystalline or another 'unerring' spell, or one that a weapon
sphere. The face of the guard has two large trian- would nonnally be of no use against.
gular sapphires wi th their points together. The The blade-bearer can reflect an offensive spell
pommel is conical. If found, the crystal globes back upon its caster, choose to negate its local
will probably already be shattered or absent. effects entirely (a ll ow ing aftrebalf to now
Spellbinder is + 2 o n attack rolls and +3 on directly a round the wie lder wi th no effect), or
damage. It absorbs (as a rod ofabsorption) up to direct it at a target of choice. This decision must
12 levels ofwizsrd or priest spells (12' 1st-level be made the round the spell is cast, or the spell is
spells, six 2nd-level spells, and so on) and detects negated. There is no known limit to the negation
magic in a 3D-foot radius. It has an Intelligence of ability of a spellblade against its specific spell.
12, an Ego of I I, and a neutral alignment. It can This power does not preve nt normal use of the
communicate by empathy. weapon in the same round.
This sword can be wielded by members of any As an item, the spe/lhlade is usable by all
al ignme nt. It must be held by the grip to absorb classes; as a weapon, it is usable o nly by those
incoming spells; no part of the hand can touch the allowed to wield swords. To gain the protection or
blade or guard. The c rystal spheres absorb the the spellblade, it must be drawn from its scabbard
spells, each sphere absorbing s ix levels. If the with some part of its hilt or blade resting on the
wielder attempts to absorb more than this amount bearer's flesh (a warrior's hand or strapped to the
in a single round without discharging some of the leg of a wizard). Spellhlades guard against spe-
spell energy, the spheres shatter and the sword no cifi c spells and identical magical effects, such as
longer absorbs any spell levels until the c rystals the fireball spell and theftreball emitted by a
are replaced (they can be had at glassware shops ~and affireballs. They do not guard against
for rough ly 50 gp each, but enchanting each of merely similar effects; for example, a/irehall-
the spheres with the proper spells is quite a bit specific spellhlade would not guard against nOT-
more expensive, requiring a wizard of at least the mal fires , a wall offire, a meteor swarm, a
16th level). flaming sphere, or a delayed blaSI fireball.
Spe/lbinder is a bit of a snob and wan ts an Most spellhlades are crafted to protect against
owner that it cannot easily control. In the past, offensive spells such asfireballs, lighllling boilS,
Spellbinder has constantly kept on the move from magic missiles, or charm person spells; a rare few
owner to owner, forcing its user to trade it away if are made for specific purposes, and can breach
he did not measure up to the sword's standards. It prismalic spheres or walls offorce.
is currently seeking an owner who understands
the schools of magic, preferably a fighter-wizard. Spiritburner
The weapon wants to be polished often and kept XPValue: 1,200 GPValllc: 6,000
in a nice, gem-encrusted scabbard. Islands ofTerror
The evil wizard who engineered Algor's death Spirilburner is a sword owned by Diamabel, a
has since become a lich. As a side interest, the chaotic evil fighter of 12th level. The sword is a
lith has begun to look into rumors of a sword flame tongue +3.
5741
/r----------------------------------~(
1404
become shadowy and semitranslucent before he
fades from sight.
Stalker does have a special purpose, but the
sword seems to have never told anyone or had a
chance to reveal this to its previous owners, nor
the nature of its special purpose power. Stalleer is
an intelligent sword with Intelligence of 14 and
an Ego of II; it communicates by en/pa/hy.
Sta rfa ll
XP Value: 1,900 GP Value: 9,500
PoLYHEDRON NcwWne 76
Slarfall is an exquisite s",""Ord that was forged from
the heart of a meteorite by an ancient elf weapon-
smith who had more than two centuries of experi-
ence in his trade. The blade is long and slender,
with remarkable balance and an exceptionally
kcen edge. This gives SIO/fal/ a +3 bonus to strike
opponents in leather, padded or hide armor and a
+2 bonus against opponents in metal armors. Its
deadly edge delivers an additional 3 points ofdam-
age per strike. The unusual metal in the blade
reacts violently when it comes in contact with the
blood of a dragon, causing an additional 3d4
points of damage when used against dragonkind.
The strange and alien metal never dulls or corrodes
Stalker and receives a +5 bonus on saving throws. It is
immune 10 attacks from rust monsters.
Xt'Vallle: 2,000 GPVallle: 10,000
Ston efist
Howl From the North
Sialker is an enigmatic and powerful weapon that XP Value: 1,000 GP Value: 5,000
reveals its full powers on ly in the hands of a
G REYHAWJ( Adventures
ranger. To anyone else, it is merely a long sword Also known as the Swo rd of Rage, this two-
+/. It has a slcnder, long blue steel blade, but its handed sword was enchanted during the reign of
hilt, pommel, and qui lions are made of a stark Vlek Col Vlekzed. No one is sure ifVlek wielded
black meta l that is as hard as adamantite. If it himself, though the wa rriors of the Hold of
Stalker is stared at for any length of time, it Stonefist stubbornly (and violentl y) maintain
seems to have wisps of shadowstuff moving thaI. No one doubts that the weapon contains the
silently across its surface, although this is just strength and ferocity upon which Vlek built his
illusory ... or is it? domain.
Slulker is a +3 neutral good weapon when used Aside from its normal +2 bonus to attack and
by a ranger. The ranger gains a + I bonus to Wis- damage rolls, the sword allows the wielder to vol-
dom and Intelligence while in possession of this untarily enter a state of mindless rage. While
blade. The ranger also gains a +20 bonus to all enraged, the character gains an additional + 1
bide in shadows and move silently attempts, and a auack, +3 damage, and an additional +2 hit
+4 bonus on tracki ng skills. points per level. (Note: The bonus hit points are
Slaiker bequeaths an afTin ity with dogs and lost to damage before the character's own hit
wolves on its owners for an unknown reason. The points, as a potion of heroism.) However, the
ranger has a Charisma of 18 when dealing with character also loses any Dexterity bonuses to his
dogs and wolves (not including worgs, tyrgs, win- or her Armor Class and cannot control the rage
ter wolves, or other canine monsters, such as hell until a save vs. spell is successful (one attem pt
hounds). While holding Statker, the ranger can per round).
speak with animals (dogs and wolves only) three St o r mbringer
times a day.
XP Value: 8,000 GP Value: 40,000
The spells that can be used once a day each by
Slalker's wielder are invisibility, invisibility to Gods. Demigods, & Heroes
animals, and invisibility 10 undead. In the process
Chaotic in natu re, thi s sword has an Intelli-
of becoming invisible, Stalker's wielder seems 10 gcnce of 12 and lin Ego of 12, is +5 when strik-
nSI
/r------------------------------------.~
1405
(
ing, is a dancing sword, and drains energy lev- of the weapon is equal to a sword +2. Against
els. On a roll of I 1- 20 it will d rain a ll the evi l creatures, its bonus is +4. Against creatures
energy levels from any being if it hi ts, with a of the Negative Material Plane or those drawing
roll of7-1O allowing it to drain one-half of the power from that plane (such as certain undead),
energy levels. The energy leve ls gained from the sword inflicts double damage. Furthermore,
the battle are transferred to the user as Strength the blade has a special sunray power. Once a
o f 18/00. It also adds hit points by automati- day, upon command, the blade can be swung
cally rolling the pr oper die for the creature vigorously above the head \0 shed a bright yel-
struck. Ifa wizard is hit, rollld4 and mul tiply low radiance like that of full daylight. The radi-
the result by wizard's levels. The same is done ance begins shining in a 10-foot radius around
for all other classes and creatures. The sword the sword wielder, spreading outward at 5 feel
becomes sated after draining off 300 energy per round for 10 rounds after that. creating a
levels. in which case. after [0 melee rou nds, globe of light with a 60-foot radius. When the
the user reverts back to his or her former sw in ging stops, the radia nce fades to a dim
Strength and hit points. The sated state lasts for glow that persists for another turn before disap-
50 fulltums. at the end of which the sword will pearing ent irely. All sunblades are of good
take another 300 levels. alignment.
Sunsword
XP Value: 3,000 G P Value: 20,000
RA~~
The sunsworJ is a magical long sword. Its blade
is a form of crystal glassteel, held by a platinum
hilt and guard. It glows with dim blue light most
of the time. It is a s....wd +2 againsl all creatures
except undead. When within 30 feet of an y
undead, the blade suddenly glows a brilliant blue.
The blade is +3 vs. undead (to attack and dam-
age). When used against vampLres, the blade
flares and sparks when it strikes, inflicting 10
additional points of damage per strike.
Ages ago, Sirahd employed a powerful magi·
cian to destroy the sword . The first part of the
process required that the hilt and blade be sepa-
rated, then dest royed simultaneously. However,
before the hilt and blade could be destroyed. the
magician 's assistant stole the blade and attempted
to nee from Barovia. Though his body was later
found in the woods, the blade was never recov-
ered. When it was separated from the hilt , the
blade took on the appearance of a normal long
sword.
Though the hilt remained in Castle Ravenloft,
the blade has never been found. Strahd has always
Su n Blade lived in fear Ihat Ihe blade may be reunited with
the hilt. Currently, the blade has a nonnal hilt. If
XP Value: 3,000 GP Value: 20,000 the blade's owner finds the hilt, it will magically
DuNOEON MASTER Guide leap onto the blade, replacing the normal hilt and
This sword's enchantment enables the sun blade becoming the suns\\'ord.
to be wielded as if it were a short sword with Surtr's Flaming
respect to encumbrance. weight, speed factor, and
ease of use (the weapon appears to be a bastard XP Value: 1.000 GP Value: 5,000
s....,ord, and inflicts bastard sword damage, but the Legends & LOR
wielder feels and reacts as if the weaJXIn were a Surtr's avatar carries ajlaming sword +j that SClS
shon sword), Any individual able to use either a anything it touches ablaze (save vs. magical fire
bastard sword or a short sword with proficiency to negate) fo r Id I0 damage each round.
is proficient in the use of a .wn blalle.
In normal combat, the glowing, golden blade
""/r------------------------------------,~
1406
...
,
Su rya's Sword of Light leader. Abadda was challenged by Di styl of
XP Value: 4,000 GP Value: 20,000 Nesme at the court ofAlustriel, High Lady ofSil-
Legends & Lore verymoon, in Elminster's presence. During the
Any being within 10 feet of the avatar's fight that followed, Elminster and at least one
unsheathed sword o/light must save vs. petrifica- other- the adventure r Umen ofVartar- recog-
tion or be blinded for IdlO turns. The sword auto- niud the blade for what it was.
matically dispels all illusion and darkness spells Abadda was slain in combat, and Distyl right-
within 20 feet. fu lly took the blade. Shortly thereafter he was
Susa noo's Blue foun d dead by his campfire on the Trollmoors,
and Urnen was seen in Longsaddle not much
XP Value: 4,000 GP Value: 20,000 aflerward, brandishing a blade that was demon-
Legends & Lore strably Susk- to Umen's eternal dismay- when
he let go of it involuntarily in the middle of a tav-
sAny being struck by Susanoo blue sword suffers
an additional 2dlO lightning damage (save for ern brawl, it hung in midair, beyond his grasp, as
"'IQ. he was dragged to the floor and stabbed to death.
A local bully, Usk Harpell, claimed the blade,
Susko the Silent but was found dead in a nearby alley within the
XPValue: 1,600 GPValue: 8,000 night, the blade gone. It disappeared from view at
DIWJON Magazine 74 that time, but rece nt reports from Shadowdale
Susk is a slim sword of fin e manufaclure and (some six winters back) and Mulmaster (two win-
nawless, oil-slaked steel. It is devoid of adorn- ters ago) suggest tha t the strange blade is still
ment and inscriptions. It does not glow or reflect "changing hands the hard way" among the adven-
light, so it does not appear to be metal from some turers and caravan merchants of the Realms.
far place. Its nickname comes from ils magical Sylabra
silence--the sword never rings, claners, scrapes,
or emits any sound. A blade struck against it may XP Value: 2,400 GP Value: 12,000
ring, but Susk itself remains silent. The silence in Hall of Heroe$
no way affects creatures, spells, objects, or any Sylabra is Merith's favored weapon. II is a silver
area about the blade. long sword +3 of chaotic good alignment, with
Susk is +3 on auack rolls, but does normal Intelligence 14 and Ego 6. It can detect invisible
damage (ld8/ ld 12). It has no apparent Intelli- Dbjects (I O-foot-radius), detect magic ( IO-fool
gence or sentience, and o nly one other magical radius), and glow with a silvery-blue radiance at
property- it levitates involuntarily. That is, it can the bearer's will.
never rise. fall, or move in any way by itself, but Syrar's Silver
always remains stationary when released, even if
in midair. It can be moved while so floating by XPValue: 1,000 GP Value: 4,000
being struck with other objects, or by magical The Magister
effects (such as telekinesjs), but will stop quickly This + I silver weapon employs a combination of
when such force is removed. spells devised by the Arcbmage Syrar. The magic
Susk canno t therefore be effectively hurled at allows the blade to breach the barriers between
an opponent or tossed away to prevent its cap- planes in much the same manner as a cockatrice
ture- it will stop mere inches from the point of and s imilar animals do. Thus, it can strike targets
release and hang in midair. The re is no known on the Astral and Ethereal Planes that are suscep-
limit to this ability and no known way to nullify tible to magical weapon a ttacks . But when
it. Any creature may hold and wield Susk without wielded for this purpose (user on the Prime Mate-
harm. It confers no magic res istance or spell rial Plane, target on another plane), it is treated as
immunities upon the bearer. a normal weapon attack . The +1 to damage
Susk is a blade mentioned repeatedly in tales applies in all eases.
and legends of the north. Its origin is unknown- Anyone holding the sword can see into either
and curiously, never mentioncd in any folklore-- the Astral or Ethereal Plane (one II a time) at will,
but it seems to ha ve always been around in the viewing a spherical area with a 30-foot radius cen-
hands of someone or another. Its present where- tered on the tip of the drawn blade. The user need
abou ts are a myste ry; the sage Elminste r can not employ the sword offensively in order to be
speak of its location with certainty o nly over a able to use the viewing power; th us, priests and
short span o f time beginning some 20 winters wizards can make use of this ability of the sword.
ago, whe n he recognized it in the hand s of However, viewing can only be maintained for a
Abadda, a northe rn prince of the Fallen King- number of rounds equal to the holder 's Intelli-
,'"dom, who was then a proud wanderer and bandit gence, plus 1d4 additional rounds, and the viewing
,)r--------------------------------------.~
1407
,S-""-Ord. Taraganh.lhe lJloodbrand (
ability only functions once a day, regardless of the from ESP and delectiOIl spells ( including kllOw
length of time each viewing is sustained. 'lligilmelll). Such spells simply have no effect.
Only the sword itself. and never any part of the Th is protection does not affcc t charm , sleep ,
wielder, or physical obj ects. or other form of other control-related spells, or psionic attacks.
attack or spell, can reach into the olher planes. To
creatures residing on the other planes, the weapon Taragarth is believed to have been forged by Elf-
is clearly visible whenever it is drawn. and its
bearer appears as a shadowy, indistinct figure gar of Silverymoon in the early days of the North
whom they may reach through the planes to and was given to the champion Aeroth when he led
attack, but at a -2 penalty. the armies ofthe kingdoms orthe North agai nst the
trolls ofthc Evennoors. Thc might oflhe trolls was
The viewing ability also works for users on the broken at the Long Battle (nine days' duration)
Astral and Ethereal Planes with respecl to their across the moors, and the bloody TO l'ago l'lh was
ability to see into the Prime Material Plane.
brandished aloft so often by thc valiant Acroth that
Taragarth, the Blood brand it was dubbed the Bfoodbrand.
XP Va lue: 2,200 GP Value: 11,000 Much late r, when Aerolh was gray-bearded,
DRAGOI'! Magazine 74 Rayuth of Silverymoon died, and the throne passed
to his son. Aeroth, grieving for his lord (and none too
Taragarth is a sword of stee! fire-blackened along fond of the sadistic, proud Tulven, Rayuth's son),
the length of the blade so that only the sharpened took ship west from Waterdeep, sailing first to the
Isle ofToaridge-at-the-Swl's-Sening and later to the
edges gleam. On the base of the blade, just ahead Moonshae isles. There, with his wife and six sons,
Aeroth founded thc City of VIan. His descendants,
of the simple crossbar guard, a rune is etched into the nucleus ofa group swelled by other disenchanted
the metaL The rune is nonmagical and evidentl y or dispossesscd mainlanders, were to become the
feuding merchant houses oftne Moonshae isles. But
the mark of the blade's maker, but the name of the Aeroth's sword was not seen on his voyage, and most
legcnds hold that he left it in Silveryrnoon, where it
maker was lost over time.
has been lost in some concealed hoard or in one of
Taragarlh requires strength an d stature to the many warrens of caverns beneath the city. A few
wield, but while it is held unsheathed, the bearer sages know that, in truth, Acroth hid the blade in a
ruined v.1:11 on the isle ofToaridge so that his argu-
is protected from fire (effects equal a ring offire
mentative sons w'Ould not fight over it.
resistance) and is protected by afeather fall if There it lay while ages passed, until an explo-
descending 10 feet or morc precipitously. Tara- rat ion party of ilIithids found it and carried it to
their underground city on the mainland ncar what
garth strikes normally but does +3 damage. It is now Beregost. There it was studied for only a
does not glow and is not sentient. While gri pping short time be fore a band of adventurers plun-
dered much oflhe city and gained it.
Taragarth (even sheathed), the bearer is protccted
The names of the band are now lost; one was a
fighter who later too k service in the Merchant
Guards of Amn and died battling bandits on the
banks of the Sulduskoon river. It seems likely that he
bore Taragarlh , but no word of it can be fowld after
it (presumably) fell into the hands of the bandits,
wltil a wandering peddler offered it for salc in a mar-
ket at Berdusk. It brought 400 pieces ofgold from an
adventurer who recognized it, but he mistakenly told
a companion what he thought the sword was, and
was dead by the next morning. So was the compan-
ion, murdered in tum by the assassin Tur!'
Turl carried the blade north to the city ofScor-
nubel, using it to payoff a debt to his guildmaster
lritan. Little is known of [ritan, who evidently
ruled thc guild with an iron hand for more than
20 winters. One spring Turl appeared in Waler-
deep, dying of poisoned wounds, and gave the
blade, and more wealth, to thc wizard Marune.
Much of Marune's wealth was lost in subsequent
upheavals, and the Bloodbrond fell into the hands
,,~
1408
of an unknown person in Waterdee p. Where it two-handed sword +4. In addi tion to its fearful
trave led afte r that is not known, but four winters damage (l d IO+7), the sword possesses a Irio of
ago it was brought to Elminster for examination, special properties. First, it is fast . Santarian does
when he was v is iting Westgate , by a swart hy, not automaticall y lose initiati ve with this weapon.
scarred fighting man of Calimshan who gave his Second, he may slow an enemy five times a day
n3rne a s Vulph. The prese nt whereabouts o f (t he reverse of a Iwste spell). Third, he may haste
Vulph and of the blade Taragarlh arc unknown . hi mself and up to sill allies for three turns once a
day. Timesweep is of elven manufacture and has a
Tarl Va novitch's Sun Blade grip of C lan Erendyl design (the current Royal
Clan ofAl fheim). Though Santarian does not dis-
XPValue: 3,000 GPVa lue: 15,000 cuss it, many guess that his family has owned the
blade for three centuries.
1992 Fanlasy Coll ector Card 23
This neutral good weapon is +2 norm ally and +4
agains t any evil c reatures, but Tarl's blade does
triple damage agai nst all undead creatures. Once a To ke n
day, this blade can be swung over the head to create
XP Value: 1.000 G PValue: 6,000
a bright light similar to that of the sun in a 6O-yard
DIlAOON Magazine 54
sphere for IdlO rounds. This renders it a panicu- Un til needed, a token sword appears to be a sim-
larly effeclive weapon against vampires as well as ple token. When required, it can mag icall y grow
other exclusively nocturnal monsters. Tarl's weapon from a miniatu re blade in to a full size steel
lias an Intelligence of 12 (10 Ego points) and the weapon, e nabling the owner to smuggle a blade
abili ty to detect invisible objects in a 10' radius.
into a forbidden area. The fu ll size sword lasts for
4 tu rns, then it va nishes. This token is highly
Tcfnut 's prized by assassi ns.
XP Value: 6,000 GP Val ue: 30,000
Legends & Lore Tri- Entity
In combat , Te fnu t 's avatar can command her XP Value: 52,200 GP Value: 26 1,000
sword 10 transform itself into a stroke of fight- New hem
ning. Anyone hit by this weapon suffers normal Widely known as a maverick, Jell is one of the
most loathl>Cu!IIt: indi viduals any pany of adven-
damage and the n must save vs. spell o r lake an
additional 5d20 points of electrical da mage. turers co uld ever come ac ross. He never fig hts
fai rly, always has the upper ha nd, and generall y
T id e ripp e r uses a squad of pennanently inl'isibie humanoids
XP Value: 2,000 G P Val ue: 10.000 to help him combat his opponents. Recently, Pris-
OIhcrtands mal has come to believe tha t Jell is actually the
This mig hty weapon was wielded by Drudarch ava tar of a devious god of death, though he has
Taka lurioll a nd is still used by Speakers of th e ye t to figure o ul which. One reaso n Prismal has
Moon to this day. Tideripper is a long sword +4 come to this conclusion, is th e great weapon of
that is usable only by a good·aligned warrior. The power that Jett carries wilh h im . (A t the ve ry
sword can a lso perform the fo llowing functions least, J ett is probably a "holy" warrior of this
twice per day--detect evil (60' radius), detect fie, unknown chaotic dei ty.)
dispel magic, heal, parr water, and strength. In This weapon, known s imply as Tri-Enlityor
ad ditio n, the sword vibrates with a nt ici pation Trlrbo, is a g real, unheal thy looking three-bladed
when an evil being of 12 or more Hit Dice or lev- sword. The central blade is the equivalent of a
els approaches w ithin 100 ya rds. long sword ofsharpness w hi le t he two outer
The wielder of 7ideripper is unaffected by com- b lades are sim il ar in s ize to s hort swords of
bat res trictions that app ly to wa ter. T he w ielder sharpness. When Jett swings and hits, he causes
fights as if on dry land. There are some legends that 2d6+ ld8 damage, with a +5 bonus for the
say that nine such swords were forged, onc for each weapon's enchan tment.
day o fSolinari 's quaner in High Sanction. If this is The two outer blades can be shot from thc hilt,
true, the re arc eight other swords like Tideripper anacking as arrows ofaccllracy + 4. If the arrows
scattered throughout Krynn. miss their target, the blades fl y back to the S\\'Ord
li ke a pair of boomerangs and reattach by the end
Tim eswee p of the current round.
XP Value: ],000 GPValue: 15,000 Across the hilt, th e sword has 12 small blac k
Top Ballista knives (about the size of well-balanced pocket
Samarian Keltande r, the pcgataur Mayor of Ser- knives). T hese knives oflienom + I can be thrown
raine, owns a sword hc calls Timesweep. Samar- by the sword's owner, however they must be
ian is never without Timesweep , his magical ,,..fou nd and reattached in order fo r the knives to
/r------------------------------------.~
l409
The sword also has the following ab ilities: Twinkle
XPValue: 3,600 G P Va lue: 18,000
If the user says its name (usually unde r th e MENZOBERRANZANN Campaign SCI
breath), it will teleport into the user's hand.
This scimilar, a defender +5, was given to Dnw
Jett usua lly uses this feature to gain a surprise by the famed wizard, MaJchor Harpel. The scimi-
attac k. tar was forged by th e surface elvcs and g lows
The sword has a refi llable " dart gun" in the with an eerie bluish light when enemies are near.
hilt. It holds a total of 20 darls . When acti- Tyr's Sword of Sharpness
vated by a small button, the dan flies from the
back of the hilt. The dart has a range of XP Value: 9.000 G P Value: 45,000
25150/100 feel.
Tho; sword can heal Id I00 poims of damage Legends & Lore
Tyr's avatar carries a Sl1!ord ofsharpness +3 that
each week (randomly rolled each week). Once also allows him to see invisible objC(:ts and know
these points are used, the wielder (and possi- alignmelll.
bly companions) must wait for the next seven- Undead Slayer
day period to begin.
The possessor regenerates missing body parts XPValue: 1,200 G P Value: 6,000
and heals all scar tissue. This process takes P DLYltf.ORON Newszine 76
one week per point of damage that caused the
Th is is a lon g sword +21+5 vs. undead and
amiction. necromancers. [ts special powers inc lude the
If the possessor is struck with a let hal blow, abili ty to bestow upon its wie lder a +2 saving
the sword has a 45 % chance to teleport the throw bonus vs. undead attacks and nC(:romantic
wielder away in time (to a random hospitable spells. In addition, once a week, the sword can
location w ithin 1,000 miles) to save his or hcr summon a valkyrie.
life. This power can be used once a week.
of Underwear Snatching!
If the wielder is killed in battle, the sword can
resurrect the user, without the usual necessary XPValue: - G PValue: 2,000
resurrection survival roll. This pc:I'NCI' can be used PO!.YIlIiDItON Newszine 76
four limes a year (at any point within that year).
This is a rare and powerful sword of underwear
If nonevi l ind ivid ual s touch the hilt of the snatching. If you look closely, it seems the sword
sword, they suffer I d4 poi nts of damage w ielder on POLYHEDRON Newszine 70 isn't wear-
equivalent to the Negative Energy Plane touch ing any. Talk about chain mail teddy stereotypes!
of an undead creature. (The damage can be 'This item was part of a con lestto name the sword fea-
temporarily halted w ith the use of the Nega- turcd in issue 70 of POI..YIIEDRON.
tive Plane protection spell.)
Ur a n u s 's
Troll 's Bane XP Value: 6,000 GP Va lue: 30,000
XP Value: 2,600 G P Va lue: 11,000 Legends & Lore
PoLYHEDRON Newszinc: 82 Uranus' avatar wields a sword that cuts through
Many years ago, a warrio r of Wale rdeep was any nonmagical material as if it were cloth. Thus,
awarded an enchanted sword for helping stave off his enemy's AC is never better than 5 (unless due
a tro ll raid. The warrior took leave ofthc city, and strictly to Dextcrity).
rumors hinted that he disappeared during a battle Vain amoinen's
near Myth Drannor. Adventurers have been seek- XP Value: 10,000 G P Value: 50,000
ing his sword ever since. Gods, Demigods, & Heroes
sTroll Bane is a sword with a hilt wrapped in Thisstt;ord +3 has a 12 Intel ligence and 12 Ego,
dyed-gnxn griffon hide:. The pommel is set with a
large emerald, and the blade is engraved with the speaks, slaY5 monsters, throws afear spell once
per tum and is a sword ofsharpness.
swords Troll Bane. The blade is polished to a mir-
ror-like finish and never tarnishes. Normally, the Vainamoinen's n
sword is a magical weapon + I , but when it is
employed against a troll it is +4 on attack and dam- XP Value: 8,000 G P Va lue: 40,000
age rolls. In addition, the blade g lows when it is DEmES & DEMlooos Cyclopedia
within 40 yards of a trol l, and it emits a smoking Vainamoinen's avata r w ields an intelligcnt S\l.'Ord
stench when it strikes a troll. Trolls cannot regener- ofsharpness +3. The sword speaks, and it can
ale damage caused by the sword. The sword com- cast afear spell once a day.
municates telepathically, and it can casl a heal spell
and strength spell once a day on its wielder.
S174
/r------------------------------------,~
141 1
~SWOfd Vampirie R~nenllion I
r
Vampiric Regeneration Vorpal
XP Va lue: 5,000 G I' Value: 25,000 XPValue: 8,000 G P Value: 40,000
DRAGON Magazine 188 G REYtl,o.WK
Ha lf the damage inn icted by this sWQrd +2 is The vorpal blade differs from a sword ofsharp-
immediately beslowed on the wielde r, with all ness in several ways:
fractions rounded down. If the ta rget of the blade • Its attack roll bonus is +2.
is no t a livi ng creature (an extraplanar be ing, • It needs only 10% over the requi red score to
golem, or undead, for example), it functions only hit, o r an 18 through 20 to sever, and it always
as a normal magical sword. It cannot otherv.'ise severs the neck.
cause regeneration, no r will it restore life , limb, • It wi ll perform in t he hands of a ny lawful
or organ. The blade cannot increase the wielder's fighter, although it requires a paladin in order to
hit points beyond the character's normal maxi- act in ilS anlimagic capacity.
mum. Vorpal n
Vanya 's Wrath XPValue: 10,000 G P Value: 40,000
XP Value: 4,000 G P Va lue: 20,000 D UNGEON MASTERGuide
lnlO the Maelstrom Similar but superior to a sword ofsharpness, II
T his is a bastard sword +2, +5 vs. fiends. It is vorpal sword has II +3 bonus to attack and da m-
eng raved with r unes thaI say, The Strength of age ro ll s. C heck the ta bl e be low to determine
Va nya Protects th e Conquerors . T he sword, of whether an at tack roll is good enough to sever the
neu tra l-good a lignment, is intelligent and speaks head fro m the neck of an opponent, considering
Common, all elven tongues, any water elemental only the sword's bonus of+3:
language, and Storm Giant. It reads magic and
can detect invisible, detect crealllres with ties 10 Modified Score
the Negative Energy Plane or the Demiplane af Opponent is to Sewre
Shadow. It teleports back to Vanya ifits bearer is NormaVarmored 20-23
destroyed or ki lled. Larger than human size 21- 23
Solid metal or stone 22- 23
Vasgo
XI' Value: 1,200 G P Value: 6,000 Note that many creatures have no heads or can
Adventures in B LACKMOOR cha nge the ir fo rm, and therefore cannot suffer
Vasgo is a very special, lawful neutral sword +2 decapitatio n. T here are a lso creatures that have
with an Intell igence of 12 and an Ego of 10. Its heads but will not necessarily be killed by decap-
powers are find traps,find secret doors, and see italian (among these are dopplegangers, elemen-
invisibility. It can a lso read magic and is blessed tals, and golems).
with the exuaordinary power of le /eHll esis. It Warbringer
speaks Common, Dragon, Dwarf, Elf, Gobli n,
Halning, Og re, a nd O rc. Vasgo's j eweled scab- XP Value: 3,000 G P Value: 30,000
bard is worth 75 gpoT he small emerald mounted D ItAQONLANCE Adventures
in the buckle of Vasgo's sword belt is worth 1,000 This gigantic two-handed sword, forged duri ng
gpo the Age of Might, was in the possession of the
Vergadain's Broad Sword half-ogre band it, Steeltoe. T he f ine qual ity and
wor kmanship of thi s sword means tha t it once
XP Value: 3,000 GP Val ue: 15,000 must ha ve belonged to a no bleman, possibly II
Monster Mythology Knig ht o f Sol amnia. Cara mon won the sword
T he ava tar's broad sword + 4 detects treasure when he slew the half-ogre. Caramon brought the
within 20 fee t. sword forward into the future wit h him. It remains
in his family, having been passed on to his eldest
Vhaeraun 's son. The sword has a +3 bonus on anack rolls and
XPValue: 3.200 GPValue: 16,000 does Id8+3 poinlSof damage.
Monster Mythology Warlord Bl ade of the
The ava tar's jet-black long s .....ord +4 is invisible
in darkness. When holding it, the ava tar can cre- Shield Lands
ate a 70-fool ra nge bladebell d once every six XP Valu e: 1,600 GP Value: 8,000
rounds; the blade of a nyone edged weapon cur- G REYItAWK Adventures
re ntly held twists abou t to strike its holder fo r This magical broad s word +2 increases its pos-
maximum damage. sessor 's leadership abi lity in combat. Thus, II
comma nde r's Charisma is considered to be 18,
''''~,------------------------------------,~
1412
.... .
giving a +2 mo rale modifier to troops und er his lawful-good characters w ith an established repu-
command. The sword also doubles hi s or he r tation of honest y and loyalty can be so blessed,
co mmand radius and gives the commander's
troops a +2 discipline modifier. of the Wild Coast
XPValue: - GPValue: 1,000
Weasel GREYHAWK AdvcnlUrcs
XPValue: 900 GP Value: 4 ,500 This cursed two- handed sword was enchanted by
Adventures in B!.ACKMOOR a biner wi7.ard to expose the "true inner personal-
The Sheriff of Ranshead, Philo Holbytyn, wields a ities that all warriors possess." This weapon
lawful neutral s hort sword + / /+3 vs. undead, causes its owner 10 save vs. spell or become neu-
called Wensel. This sword has an Intelligence 0[9 tral evil and a lover of battle. Modifie rs to the
and an Ego of 5 and has the power to deleCI evil saving throw depend on the victim "s class:
and see invisible. Since it is well known from ear-
lier days, when it is drawn, all enemy forces wi thin Paladin +6
Ranger +3
100 yards must make a morale check at - I. Fighter or thief -3
Wh irlwind Blade
XPVa Jue: 500 CPVaiue: 2,500 If the sav ing throw fails, th e wie lde r w ill
always be looking for a fight and a lways fighting
DRAGON Magazine 126 to the death. Ifhe or she sees a figh t or a drawn
weapon. the urge to enter battle beconles over-
This sword + / has fro m 8- 16 charges which , powering, Even the threat of combat causes the
character to make a Wi sdom check or immedi-
once used, a re go ne for good . Whe never one ately attack. T he charac ter can be released only
by a remove curse spell. If a character dies while
charge is expended, the wielder of the sword may under the curse, the victim 's psyche travels to the
Outer Plane of Achcron, never to return.
launch a whirlwind attack in the manner of an
Any c haracter can attempt to wie ld this
II th-leve l kensai. All Strength bonuses and the ....'Capon. but one who is not neutral evil does not
rece ive its +3 magi ca l bonus. Also, a good.
like possessed by the character still apply. Even a aligned charac ter takes Id4 points of e lectrical
damage per use.
kensai may use th is wea pon , provided that it is
not a magical version of his o r her weapon of spe-
cialization. A kensai of I I th level or hi gher, if
able to use this weapon at all, may use the abili-
ties; the kensai may also use his or her own in nate
whirlwind attack p o t e nt ia l. If the charac ter
ex pends a charge while conductin g an innate
ability whir/wind allack; however, no additional
benefit is gai ned, the charge is wasted. Willow Wand ·
XP Value: + 1,000 GP Value: +5,000
White ORAQOl\l Magazioo 40
XP Value: 1,200 GP Val ue: 6,000 Willow wand swords are ro lled as ord inary magi-
Adventures in Bv.cK.\fOOR ca l swords ( Intelligence, Ego, bonus, possible
Bolitho is custodian of the famous White Sword. curse, and so on) and trea ted as such with the fol-
This powerful lawful-good sword + 2/ +3 vs. gob- lowing exceptions- they float and are immune to
lins, orcs, undead, alld dragons has an Inte lli- rust monste rs and other metal destroyers.
gence of 12 an d an Ego of 12. It was forged at the
command of a previous bishop to be the sword of of Wishes
champions and " the defense of the Church and XP Value: 1,800 GP Va lue: 9,000
the people" again st evi l. It has the powers to DuNGEONS & DRAGoNs Expcn Rules Sct
detect evil, detect magic, and see invisible. It can This sword will g rant td4 wishes once. A wish
also read magic and has the extraordinary powers can be cast by holding the sword and stating the
exIra damage. telepathy, a nd healing. It speaks wish. Once the sword is used in this manner, onc
Gnoll, Gnome, Goblin, Hobgoblin, Kobold, of the wishes is gone. Wishes are very powerful
Ogre, Orc, and Pixie. Unsheathed, the sword magic and the DM should handle them with great
raises the morale o f all friendly troops within a care.
mile of the wielder by one. Though he cannot use
the weapon himself, Bolitho ass igns the sword to Wood hold
a champio n before a ny mi l itary campa ign in XP Va lue: 1,200 GPValue: 6,000
which High Church troops are involved. He has Adventures in B!..A.CK1otOOR.
also been known to place it at the disposal of per- The Lawful Sword, better known as Woodhald, is
sons carrying out especiall y dangerous and diffi- a nonnal sword + 2 in the hands of anyone but an
cult missions on behalfof the High Church. Only elf. When borne by an elf, it comes alive, having
,~
/r------------------------------------,~
1413
,Svo.wd of Wounding r
an Intelligence of II and an Ego of 8. It then has during the Second Dragon War, but was given to
the power to detect evil and read magic and has the kingdom of Thorbardin and from thence to
the extraordinar y powers illusion and flying. In Ergoth. The sword's blade is etched with elvish
script, and its crosspiece bears Ihe likeness of a
the proper hands, it speaks Dwarf, Dragon, Gob- falcon's beak.
lin, Hobgoblin, Ogre, and Ore. All elves within
100 yards of an elf bearing Woodhold adds 2 to Wyrmsbane functions as a long sword +2.
their morale. The sword's value to nonelves (by When wielded against dragons, draconians, ser-
pents, or lizard kin, it inflicts double damage;
reason of materials and workmanship alone) is against serpent spawn of the sea and marsh (black
1,000 gpo To elves, it is priceless. dragons) it causes triple damage. It cannot be
hanned by wynn breath weapons, nor be trapped
of Wounding in the stony form of a dead draconian. The sword
can also locate objects if the object is known and
XP Value: 4,400 GP Value: 22,000 within 180 yards. The sword points in the direc-
tion of the desired Object (if the item is not
Dl}NGEON MASTER Guide shielded by lead or gold). This power functions 3
times per day.
This is a sword of only +I bonus, but any hit
made with it cannot be healed by regeneration. In
subsequent rounds, the wounded opponent loses
1 additional point for each wound inflicted by the
sword.
Thus, an opponent hit for 4 points of damage
on the first melee round will automatically lose I
additional point on the second and each succes-
sive round of combat. Loss of the extra points
stops only when the wounded creature bandages
its wound or after 10 rounds (one lum).
Damage from a sword o/wounding can be
healed only by normal means (rest and time),
never by potion, spell, or other magical means
short of a wish. Notc that successive wounds will
damage in the same manner as the first.
Wyrmcleaver
XP Value: 12,000 GP Value: 60,000
Po~"'IlEDRON Newszine 76
This magical blade is a vorpal sword +4 with
respect to all dragons. Agai nst any other foes, the
sword is +2, with no special abilities.
Wyrmsbane
XP Value: 1,200 GP Value: 6,000
Dragons ofTriumph
Wyrmsbane is a two-handed sword +2 for most
nonnal situations. When used against dragons and
draconians, however, it inflicts double damage.
Against black and sea dragons it infli c ts triple
damage. The sword does nOI become stuck in the
statue when a Baaz draconian dies and petrifies. Wyrmslayer
Wyrmsbane can also locate objects three times XP Value: 9,000 GP Value: 45,000
a day. [fthe user desires to find something that he Tales of the Lance
or she knows well, and the object is within 180 This mighty blade was Ihe weapon of the ancient
feet, the OM should allow the f ind. elf hero, Kith-Kanan. It was forged in Silvanesti
during the second Dragon Wa r and remained in
Wyrmsbane II the royal house until Kith-Kanan led his people to
XPValue: 800 GPValue: 4,000 Qualinesti. He is said to have been buried with
Tales oflhe Lance the sword.
This sword has had many owners and many This weapon looks very much like U'yrmsbane
names, it is also currently known as Redeemer. (Redeemer), except that it is a little larger. It nor-
To most it is Wyrmsbane, sister sword to Kilh- mally functions as a two-handed sword +3. Like
Kanan's U'yrms/ayer. It was forged in Silvanesti U'yrmsbane, U'yrms/ayer is immune to the impris-
'"'/r------------------------------------,~
1414
rSword, Zosh'5 Xebec of Doom
oning effect of a dying Baa z draconian . The Zinze re na ' s
sword causes double damage against any dragon
or draconian. XP Value: 6,000 G P Value: 30,000
In addition, a character holding Wyrmslayer by Monster Mythology
the hilt gains a +3 bonus to all saves against
dragon breath attacks and spells cast by dragons She employs a magical short sword which ran-
or draconians. Wyrmslayer does have the discon-
certing tendency to buzz aggressivcly whenever it domly changes enchantment between +I and +5;
is brought within 30 fect of a true dragon (not a it is always magically enchanted with a paralyz-
draconian), This buzzing sound is loud enough to ing venom (saving throw is at - I to - 5 with a ran-
be heard clearly and always awakens a sleeping
dragon. dom variance; effect lasts Id5x5 rounds.
Wy r m sve nin
XP Value: 1,200 GP Value: 6,000
Dragon Keep
This superbly crafted two-handed sword is an
arti fact from the Third Dragon War. It is similar
to the legendary sword Wy rmsbane and it was
also forged during the Age of Might. /JYrmsvenin
acts as a two-handed SVl!Qrd +2 against most crea-
tures. When used against dragons or draconians,
however, it inflicts double damage. Against black
dragons and sea dragons, it infl icts tri ple damage.
Xiphoid Xebec
XP Value: 8,000 G P Value: 40,000
The: Book of Marvelous Magic
This item appears and functions as a sword + J in
all respects. When immersed in water and the
comman d wo rd s poken, it turns into a three-
masted ship with sails (treat as a small sai li ng
ship). The xebec remains in ship form for as long
as desired, a second command returns it to sword
fom}. The xebec can only be damaged by magical
attacks or by physical attacks from creatures of
12 or more Hi t Dice. If damaged, however, it
never returns to sword form. Zosh's Xebec of Doo m
Yo nd a ll a ' s XP Value: - New [Iem
GP Va lue: 4,000
XP Value: [5 ,000 G PValue: 75,000 losh s cursed s.....ord - / is identical to a Xiphoid
MonSler Mylhology Xebec. If detecl magic is used, a fain t aura of
The avatar's short sword +4 is a vorpal wea pon magic is seen. If delecl evil is cast, it hides its
that glows silver when it strikes. alignment.
Zenchoo Kata na Zosh wa s an evi l w izard who once used a
xebec to escape the wrath o f a more powerful
XP Value: 2,000 GP Value: 10,000 rivaL Unfortunately, The spells her enemy used to
Rage oflhe RakaSla create a great sea Storm sunk the vessel, leaving
The zenchoo katana be longed to Hirameki, the losh stranded on an unchartered island. Upon her
First Daimyo, who long ago united the warring return, she created thi s sword. It creates a three-
rakasta clans under one supreme leader. It cannot masted ship that doubles the effects or magical
be used by anyone who is not of lawful al ign- attacks and creatures of more than 12- HD, and
ment. In ract, neutral or chaotic characters wi]] this ship is guaranteed to sink in three days. Now,
find that they cannot even lift: this mighty sword. if she could just get her rival to take delivery . .. ,
This s pecial weapon is a kalana +3 that also
gives its wielder the ability to cast a clairvoyance
spell three times a day. In order to invoke this
power, a fu ll turn of meditation is required.
""/r------------------------------------,~
14 15
~\.................................................................I1'
,r---------------------------------.~
~ 1416
made of wood. stand abou t 3 feet tall and
5 feet square. and usually have four legs.
Their encumbrance is 250 coins unless
otherwise noted.
of BanClu ets
XPValue: 1,000 GPValue: 5,000
The Book of Marvelous Magic
This item seems to be a wble ofplenty but may be
commanded to lengthen before creating dinner-
ware and food. It can be extended in 5_fool incre_
ments to a maximum of 60 feet . Thereafter, it can
create an additio nal setti ng per side for eaeh 5-
fOOl extension. feeding s ix at 10-foollength.
eight at 15 feet, and so on. Upon command to
shrink, it turns into a square table.
of Cont ents
XPValue: \,500 GPVaiue: 7,500
The Book or Marvetous Magic
This item appears and functions as a table of
plcllty: however. items may be put on plates, flu-
ids (such as a potion) in cups and all commanded
to disappear. The items are then stored, to return
when the table is recreated.
of the Elements
XP Value: 4,000 GP Value: 20,000
Tabard ofthe Mystics The Book or Marvelous Magic
T his table is ident ica l to II table of plenty but,
XPVa lue: 2,000 G P Value: 15,000 when commanded to create food, it creates small
The Magister e lementa l beings in s tead. A f ire ele me nt al
This garment is typically green wi th golden trim. appears on each of the two candles, an earth ele-
having a stiff stand-up. flared collar, and may be mental on each plate , a water elemental in each
worn over armor. Its construction is expensive cup, and a single air elemental in the center. The
(powdered go ld and serpentine, for examp le,
tiny monsters (Ae 0; HO I ; MV 12: NAT I ; Omg
must be worked into the fibers of the cloth), diffi· Id6: ML 12: AL N) are hostile and attack imme-
cult, and known only to a few. diately. Tiny air elementals do not create whirl-
Tabards a/the mystics may be worn by any winds, although their minicyclones are 2 feet tall
class, and have the following properties: Ihey will and 6 inches wide and capable of s laying crea-
not burn, an d all fire damage suffered by the tures with 2 hit points or less unless the victim
wearer is reduced by I point per die. Wearers are makes a saving throw vs. death magic.
immune to the effects ora scarab a/insanity, and of Ple nty
gain saving throw bonuses of +I vs. a magic jar
allack, and +4 "S. all enchantment/cha rm spells. XP Value: 4,500 GP Val ue: 22500
A symbol m:ly be cast upon the tabard (typically The: Book ofMarVC'tou<Magic
upon the breast), and rendered invisible (inopera- This plain, wooden table is 5 feet square and
tive) until it is touched and a command word spo- stands 3 feet tall. Upon command, it produces
ken, o r until the garment is removed from the tablecloth, candles, plates, cups. and eating uten-
weare r without a command word being spoken. si ls for four; a second command produces food
In any case, the wearer or owner is immune to the and drink on the plates and c ups and lights the
effects of the symbol. Wizards wearing a tabard cand les. It c reates th ree meals a day. All foods
may open a wizard locked or held door or ponal created are real , but the items disappear if taken
as though one level higher in experience. more than 5 feet from the table. A third command
Table causes everything on it (incl udin g leftovers and
This piece standard of furnitu re may be of any ,..crumbs) to disappear; a fourth command word
size and of any material. Most magical tables are turns it into a miniature table, J inch tall: and a
fifth restores it to nonnal size.
/r----------------------------------,~
1417
r
Writin g Tablet
XP Value: 2,000 G P Value: 10,000
The Book Qf Marvelous Magic Tablets are thick, flat pieces of granite, jade, or
When a quill, inkwell, and blank scroll or parch- other hard-Slone materials. Runes or other wrinen
ment are placed on the surface of this table and a information can be carved into them. Tablets are
command word is spoken, the writing table uses durable and able carry thei r messages over mil-
those writing tools to write one magic spell. The lenn ia . Eve n if bro ken, they can be pieced
tools need not be magical. A priest spell is written together to reveal messages.
unless the user is a wizard, in which case a wizard
spell appears. The exact spell level is determined Myrkul 's Tablet of Fate
randomly using the follow ing chart. The table XPV.lut: - GPV. lut:-
functions once a month-at most. Roll Id20: W.terdeep
Roll Spell Level Indestructible in the hands of anyone except Lord
Ao, each tablet offate is made of plain. weath-
,,,0 1-05 3,. ered slone, 2 feet high, with rou nded ends and
edges. The sides are engraved with the names and
06-09
symbols of the gods and thei r divine portfolios.
".10-12
1 3 - 15 4Ih However, no one hut a god can interpret anything
16-17 51h except the gods' symbols.
18-19 61h These tablets reflect all spells back (100010) on
7th
'0 the caster, but are otherwise inert. No one can use
Tablecloth sthem offensively. Myrkul tablet offate radiates
strong magic, signs of the enchantments he has
Tablecloths are made of linen or lace that are laid placed on it. These spells let his denizens cross
over a table. They are decorative and make from the Oray Waste into the Realms, maintain
cleanu ps after mea ls easier. In earlier ti mes, an open gate to Oray Waste, so that their power
tableclot hs served to dec rease the numbe r of re ma ins strong, allowing Myrkul lo fi nd the
splinters people received while eating at rough- tablet wherever it is.
hewn woodcn tables and sideboards.
of Spirit Summoning
Augricro ne's XP Value: 4,000 GP Value: 20,000
XPValue: 1,000 GPValue: 5,000 OrienUil Adventures
PolYHEDRON News:.:ine 43 This item is a sma ll jade tablet inscribed wi th
When shaken and spread, this tablecloth miracu- characters. Upon uttering the command word, the
lously provides a fine feas t: meats, cheeses, hot character can cast stlmmon spirit, as the 9th-level
and cold dishes, exot ic fru its, fine wines. and wujen spell. The tablet is usable once a week.
breads, a fu ll banquet capable of serving 20. The With each use of the tablet, one inscri bed charac-
food mus t be eaten immediately; it can no t be ter fades magically from the surface. When all the
saved fo r later consumption, and it all vanishes characters have faded, the tablet is a smooth piece
after two hours. When fi nished, one may simply of j ade worth 10 ch ' ien. The tablet has 2d6 char-
gather the edges. fold, and store. It can he used acters inscribed on it when found.
only once a day. Takht of the Jann
of Feasling XPValue: - GP V.lue:-
XPValue: 500 GPValue: 4,000 DRAOOn Magazine 190
DRAGON Magazine 145 Each of the instrume nts of the jann (the nay ofthe
A tablecloth offeasting is th ick, richly embroi- djinn, the riqq ofthe efreet, the 'ud ofthe marids,
dered, and difficult to fold and move-it weighs the rababah ofthe dao, and the qanun ofthe spir-
30 pounds. The tablecloth automatically adjusts its) is mi ld ly powerfu l in its own rig ht. but
to fi t any table on whic h it is placed. up to 900 brought toge ther inlO a single orchest ra, they
square feet in size. Once a day, a tablecloth of prove to be an extre mely powerful magical com-
feasting can create a meal equal to a heroes 'feast bination. If a takht (TAH-kt) of bards, rawun
of 15th level, although no furniture is created and ( rah-OON) or otherwise, all wield the jnstru-
the conj ured food bestows no magical effects. menls ofthe jann under the direction of a single
They are usually found with Id20+80 charges, sha'ir, the takht may summon into this plane an
and require a command word to function. If the army of genies. There will be four units of genies,
meal is interrupted, however, the food does not one of each of the four elemental genie races, and
vanish. each under the command of a nohle genie of the
~"
~r-------------------------------------'~
1418
, rTatisman ofAt'Akbar
proper race-marid, daa, efrect, and djinn. Each the following potions: healing (S batches), sweet
unit consists of 100 members o flh e respective waler (3 batches), extra-healing (2 batches),
race. II takes an hour for all the troops to arrive elixir of health (I batch), o r vitality (I batch).
and assemble, and if anything interrupts the sum- Furthermore, the items gain the power of a resur-
moning players, the spell fails and those that have rection spell (I /day), effective only on good or
arrived will not be unde r any control (and likely neutral creatures.
will be irritated at the sha'ir as well). C urse: These items can only be used by good
If the summoning is successful, the genies will bumans and half-elves. When the powers of the
be under the command orlhe sha'ir directing the talisman o r the cup arc invoked, the owner ages
fOkJit, and will remain so for an hour and a day IdlO years. The aging is irreversible! Upon
(25 ho urs). During this lime they will bui ld. attaining maximum age, the owner is transformed
move, and auack at the whim of the sha'iT- they into a zombie guardian of the artifacts,
will even fight other genies if so instructed. After unraiseable by any means.
thei r time of servitude ends, they will return 10 Legend : The talisman and cup of01'Akbar are
their own plane, and will not hann or act agai nst major holy relics. The two artifacts are always
the sha'ir who commanded them for the next 101 associated w ith a powcrful god or goddess of
years. bealing, although the DM must sclect exactly
This is an incredible amount of power to place which one is most appropriate from those in the
at the disposal of a single individual, and a com- campaign. In the FORGOTTEN REALMS" setting,
plete set of instruments is only held in the hands Lathander could be used, while in the GREYHAWK
(lfthe living Amir of the High Desen. There are campaign, PelOTwould be appropriate.
stories that a full set has also been collected and No matter what fa ith, according to the sect's
is in the hands of the G rand Caliph, but this is dogma, the talisman a nd cup were given by the
unsubstantiated. The genies are very aware of the deity after a g reat disaster that b rought untold
potential of mortals who acquire a full set, and as devastation and suffering to the land. The two
such, all genie servitors (including gen a nd the items appeared before the high priest in a dream.
like) are continually on the lookout for individu- When the clergyman awoke, the talisman and cup
als attempting to assemble a full collection of the were there, still sparkling with the radiance of the
instruments. C lever fakes, myste rious robberies, deity. Blessed with the items and knowledge of
and even disappearances of collectors have been their use, the holy man went out and cured the
reported in legend and tales of those atte mpting multitude of sick and injured.
to recreate the takhl oflhejann. Unfortunatcly, the miraculous powers of the
Talisman talisman and cup did not bring happiness to the
people or peace to the tcmple. When travelers
A talisman is any magical object that is worn . returned 10 their distant homelands with tales of
Amulets are talismans that arc usually worn these two wonders, emperors. kings, and warlords
around the neck. Phylacteries are talismans worn coveted the items. Driven by greed and fear, they
at the forehead, wrist, and occasionall y on the marched their armies and se nt thei r agents, to
upper arm or at the thigh. .eize the treasures.
Just what battles occurred and who won them
of AI' Akbar is lost along with the names of those who fought
XPValue: - G P Value: - for the artifacts. Perhaps one rose victorious over
Book ofArtifacts the others only to have the two treasures seized
The talisman ofAI 'Akbar is an eight-pointed star from him. Perhaps they were stolen by bandits in
of hammered platinum. It is small, no bigger than the chaos of war. All that is known is that when
a lar]l:e pendant. and comes with a chain o f 20ld the wars finally ceased, the ta lisman and cup had
and pearls so it can be worn as a necklace. Each disappeared forever.
point of the star is tipped with a diamond that Even loday, though, the legend of their miracu-
sparkles in the s lightest light. From the points to lous power lives on in expressions as "cured by
the cente r run e laborate patterns of golden inlay. the cup" for any miraculous healing or " By the
It does not radiate magic. star ofAkbar," an oath to ward off disease.
Constant Powers: Anyone of good alignment The cup and talismol/ ofAt'Akbar, because of
touching the talisman receives the be nefit of a their powerful healing abilities, arc both excellent
remove curse spell. items for the player characters to acquire and usc,
In voked Powers: Once a day the talisman can and yet unbalancing deviccs that are best taken
cast a cure disease or cure blindness spell. Oul of player c haracters' grasp quickly in any
Resonatin g Powers: Once a week, the ta lis- campaign where they appea r. The talisman and
man and cup' can be uscd to create a nyone of eup can be immensely useful items in an iocredi-
~"
}
14 19
,Talisman Oflhc Beast f
sary, the original deity can appear and claim the
items. Woe to the characters who would at this
point be foolish enough to refuse.
Suggested Means of Destruction:
The talisman must be placed in the cup, and
the cup fi lled with water from the river Styx.
The talisman dissolves and the cup is voided
of magic.
Ten thousand curse spells mus t be cast upon
the talisman. and the n it must be struck against
the cup, destroying both.
They must both be touched by the deity ofdis-
ease and death.
(. Sec Cu p, ofAI-Akbar.)
In a DARK Sur; Ca mpaig n: These items do
not exist on Athas.
of the Beast
XPValue G PValue
Badger: 350 1,750
Brown Bear: 4,200 21,000
Deer: 1,200 6,000
Eagle: 1.750 8,750
Lynx: 1,750 8,750
Porcupine: ISO 750
Skunk: 350 1,750
Wolf: 1,200 6,000
bly dangerous adventure where the characters fre- PoLVIIEOItON Magaxine 19
quently face horrible injury and death. These two
artifaclS may be vilal for keeping the characters This talisman is crafted in silver, bearing an exael
alive long enough to have a hope of concluding
the adventure. likeness of a forest creature. It hangs on a silver
At the same time, the DM should not use the ch ain with links styled as leaves and a rune
talisman and cup more than- once in this manner.
The powers of the talisman and cup allow the inscription on the back.
characters 10 naunt death (and Ihu s perform
supremely heroic acts), but iflhis risk is removed The runes are the command words for the item,
from all adventures, things will grow dull very
quickly. scribed in Druidic. One command is given for the
Ideally, the characters find the talisman, cup, Common tongue, and the other for Ihe speech of
or both as the prelude to an even more harrowing
task. The characters need the life-giving powers an animal. When the item is worn, the bearer
of these artifacts in order to travel to the Outer
Planes (where their own magic will not function) need only speak the proper (Common) command
and defeat a greal foe. The itcms may be needed
to ~ llrvive II perilous journey of great importance. to shape change (in one round) into the animal
Furthennorc. the talisman and cup are of great whose likeness is on the talisman. The ability to
interest to nearly everyone. Follo,",,'Crs or thc orig-
inal deity will want their relics returned. Warlords speak with animals of the same species (at will)
will wanllhe healing power for their armies. Wiz-
ards may covel the potion-maki ng powers of the is also bestowed while in animal form. There is
items. Characters mus t be ready to fight [0 keep
the artifacts. no limit to the duration. The wearer need only
Once the need fo r them has passed. the arti- speak the proper (an imal language) command
racts should be removed. Ideally. the characters
return the relics to their proper masters. or else word to return to nonnal fonn. The talisman will
they finally fa ll prey 10 the relentless efforts to
buy. s[cal, or seize Ihe items. If absolutely neces- function normally seven times a week. If used an
eighth time, the ta lisman traps Ihe wean~ f' ill [lit
animal shape. This effect is permanent until dis·
pelledby the Great Druid, or by a wish, as the cal-
isman was created by the firs t of the Great
Druids. In addition, the talisman is not detectable
as magical except by a druid's detect magic spell,
a true seeing spell, or a wish.
Only eight talismans ofthe beast exist, each a
unique item. Each bears the likeness ofa different
forest creature.
,r--------------------------------------'~
--' 1420
"' TaHSITWI of Elemental T~r
of the Beast II of Drea ms
XP Vatue: 2,500 GPVaJue: 12,500 XP Value: 4,500 GP Value: 45.000
Old Empires DAAGOn Magazine 132
This item was created by the Beast Cults, which This item, which can ta ke any of several fo rms
were quite popular in Mulhorand and Unther al ( us uall y a s mall object o r p iece of jewel ry
the height of their second empires (circa I DR), ad orned by c urious runes) g ives the bearer the
bUI have since been forgotten.
power ofprophecy. Any new user wi ll require two
These talismans have two functions: first, they months minus onc day per point of Intell igence
enable their wearers to communicate with ani- and Wisdom of the learner. The talisman allows a
mals at will, and second, they enable the wearers
5% chance anyti me the bearer is asleep of having
lochange into the fonn oran animal three limes a prophetic dreams of important events that will
day. These anima ls cannot bI; monsters or ~ialll
soon oco;;ur. Colltrol1ed or random ly. this foresight
size animals, simply nonnal beasts, from the size can operate once a ....-eek.
of a fly to that of an elephant, bear, or tiger.
While in animal fonn, the chamcter has the hit of Elemental Travel
points and Annor Class orhis or her human fonn,
XPValue G PValue
but all the special abilities of the beast fonn. The Lesser: 750 1,500
weare r must revert to human form (or dem ihu- Greater: 1,000 10,000
man or humanoid form) before taking on the DuNGEONS & DRAOONs Rul es Cyclopedia
characteristics of an animal again. There are five types of these talismans. Roll Id 10
The talisman is a string of multicolored beads to learn the exact item found.
strung on papyrus reeds, which spin to form ani-
mal pictures. Only two of these talis mans are Roll Talisman Type
known to exist. 1- 2 Lesser Talisman o/Earth
3-4
of C haos Supreme 5-6 Lesser Talisman 0/Air
7-8
XP Value: 3,500 G P Value: 32,500 9- 10 Lesser Talisman ofFire
GREYHAWK Lesser Talisman o/Hater
Greater Talisman (all elements)
Adevice that looks exactly like a talisman o/law-
foilless but functions in exactly the opposite man- Lesse r Ta lismans: These roun d amulets are
ner and has a total of six charges. usually found on chains; the re are correspondin g
types to e a eh o f th c four elements. They are
of th e C hime..-a engraved with a triangle in the center and a sym-
bol above it (one o f the 10 symbols of the ele·
XPValue: 1,000 GPVa lue: 5,000 mental ranks).
The Milenian Empire On the Prime Material Pla ne, a user may press
the central symbol while o;;asting a conjure ele·
Typically worn on a silver nec kl ace, this talisman menla/ spell ; the talisman will reverse the effect,
sending the wearer into the a ppropriate elemental
is the actual dra gon head of a chimera, shrunk en plane. While wea ri ng the tali sman, Ihe user can
breathe elemental matter as if it were pure, clean
to the s ize o f a wa lnut throu g h magica l and ai r, and gains heightened vision (normall y in the
range of 120 to 1,200 feel, depending on condi·
alche mical procedures. T he talisman enables the tions).
wearer to breathe fire like a chimera- a cone 50 Greate r Talisma n: These talismans are similar
to the lesser talismans in power, but their power
feet long and 10 feet wide at the end that inflicts applies to a ll the elemental planes. They liTe
engraved with the four tria ngular symbols of the
Jd6 points of damage. This can be done three planes, meeting in the center. The 10 symbols of
all the eleme ntal ranks are inscribed around the
times a day. edges. If the proper comma nd words are known,
the wearer may also force an elemental being to
of the Cockatrice obey instructions. This uses one charge; the ta lis-
mans can expend up to 10 o;;harges per trip into an
XPVa lue: 1,000 G P Value: 5,000 elemental plane.
The Ml1enian Empire
Made from a cockatrice's chicke nlike foot , this
talisma n is us ua lly wo rn at the wrist, da ngli ng
from a bracelet. If the ....-earer touches a creature
with the hand adorned by the tal isman, the crea·
ture must roll a successful saving throw vs. petri.
fication or be petrified, The talisman can be used
once a day,
'''').------------------------------------,~
142 1
(
of the Faerie talisman always call s for th the kind or fiend.
Archfiends will be aware of improperly protected
XP Value: 1,000 GP Value: 5,000 talismans and they wi ll send someth ing to slay
those who have them if the talismans pertain to
The Milenian Empire them or thei r plane.
This talisman is a small , holl ow piece of yellow
glass or crystal. II is usually worn from a head-
band o f woven vines, dangling at the wearer's
brow. The owner can use eac h of these powers Fiend II
once a day: assume gaseous form ( like the XP Value: 3,000 GPValue: 15,000
potion), return to normal form (from gaseous), F1ENO FOL10"
and createfog ( IOO-fool square, 10 feet high,
Greater fi ends have a s pec ial combination of
around the casler). inscriptions that will bind them to the wielder.
The employment of any fiend talisman requires
great care and caution. Merely looking at these
talismans is dangerous if not properly protected
by spells or a magic circle, study of a charm gives
a 10% chance of summoning the kind or specific
fiend to whom the talisman belongs. Speaking
the name on the talisman always calls forth the
kind or specific fien d.
Fire Pepper
XP Value: 500 GP Value: 2,500
Maztica Campaign Set
This talisman creates 4d10 tiny round objects that
can be used for a varielY ofpurposes. Each is bright
red, the size of a small pebble. They can be used 10
inunobilize (or worse) unsuspecting victims.
When dissolved in up 10 a gallon of drinkable
liquid, a fire pepper tali$man will ereate an odor-
less threat. When someone takes a drink of the
liquid, he or she is immediately immobilized for
2d6 rounds, gasping and choking and writhi ng on
the ground in pain from the hot bum of the drink.
The victim suffe rs I point of damage for each
round immobilized. If the character was merely
taking an exploratory sip, a saving throw vs. spell
is allowed. If successful, only half damage is suf·
fered , and half the immobilization time is
Fie nd assessed.
XP Va lue: 2,000 G PValue: 10,000 If an individual can be tricked into ealing a
Monster Manual pepper whole, he or she must make an immediate
Eaeh type of lesser fiend has a special combina- system shock roll, or die. For each pepper beyond
tion of inscriptions that bind them to the wielder the first taken on a single bite, the character sur·
for the space of nine days, or at least prevent the fers a - 5% to the chances of surviving the system
fiends of that type from harming the user. Grealer shoc k. Even those characters who survive arc
fiends can likewise be commanded for nine hours immobilized for 3d6 rounds, and suffer an equi...·
or kepI at bay. Archfiend talismans wil l cause alent number of points of damage.
them to perform a single service or prevent the
bearer from being harmed by a particular duke of of the Golem
Baator when properly used. The employment of XPValue G PVaiut
any fiend talisman requires great care and cau- Amber: 900 9,000
tion. Sacrifice is required of evi l creatures using a Bone: 1,800 18,000
talisman. Bronze: 1,300 13,000
Mere ly lOOking at these talismans is danger- Obsidian: 1,000 10,000
ous. If not properly protected by spells or a magic Wood: 500 5,000
circle, study of a charm gives a 10% chance of The Milenian Empire
summoning the specific kind or fiend to whom There are five varieties of this talisman, each cor-
the talisman belongs. Speaking the name on the responding to a different kind of golem (amber,
~"
1422 \.
, Talisman. Medicine Bundl"...
bone, bronze, obsidian, or wood). Each talisman
looks like an inch tall golem, and is made of the
same material as the type of golem it affects (a
bone talisman affects bone golems, for example).
The wearer of the talisman can try to control one
golem of the matching type withi n 60 feet. The
golem is allowed a one-time saving th row vs.
spell. If successful, that golem can never be con-
trolled by that talisman. If the save fails, the
golem must obey the commands of the wearer. It
can be ordered to wal k, attack, guard, and so
forth. Once given a command, the wearer need
not remain within 60 feet for the golem to fulfill
its duties. Once a talisman is "attuned" to a golem
(meaning the golem failed its saving throw), it
cannot be used to control other golems until the
original golem is destroyed.
of the Griffon
XPValue: 1,000 GPVaIue: 5,000
The MiJenian Empire
This item consists of a griffon's feather and claw,
and is worn around the neck by a leather tho ng.
The wearer gains a +2 bonus on all saving throws
vs. fear effects. Additionally, all re tainers of the
wearer receive a +I to thei r morale while in the
wearer's presence.
Medicine Bundle
Hwesta 's Talisman of XP Value: 30 G P Value: 150
Memorization The Alruagin Clans
XP Value: 1,000 GP Value: 5,000 The Children of the Horse believe that all crea-
1992 Fantasy Collector Card 515 tures, good and evil, great and small, are imbued
Hwesta is a native of Greyhawk, but he and his by the Immo rtals with magical power. In some
companions found themselves banished across this power is weak, leaving the individual unable
the planes to Toril by a powerful wizard who was to harness the supernatural powers orthe uni-
incensed by Hwesta's theft of his talisman of verse. In others it is great, and Ihe spirilUal forces
memorization. Half of these amulets only affect or the world obey their commands. The former
memorization of spells oflevels 1-5, and Hwesta type of person follows a career Ihat requires little
has not risen to a level where he ean use 6th-level or no contact with the supernatural, becoming
spells, so he doesn't know if this one affects the fighters or thieves. The latter class of person
memorization of 6th-through 8th-level spells. seeks out the unknown and embraces it by becom-
Nevertheless, Hwesta is betting that only losing ing a wizard, priest, druid, or even shamani.
an amulet that affects memorization of spells of Those without great access to supernatural
leveis Id4 would make a wizard that mad. power do not forsake that which they cannot
wield, however. To do so would be folly. Rather,
of Lawfulness they seek the guidance of the tribe's shamani and
XP Value: 3,500 GP Value: 32,500 ask his help in the crafting of a makaki or medi-
GREYHAWK cine bundle.
This small, silver device will cause any Patriarch The making of a malwki begins with a hunt in
to have the ability 10 sink an Evi l High Priest to which the character must seek out his or her own
the center of the earth forever. It contains seven totem animal without the aid ofa shamani's mag-
charges. It may never be recharged . If an evil ical power. Once the animal is found, it is killed
priest touches it , it will deliver 5dl0 points of and the heart cut from the body. This heart is
damage, and any other persons who touch a talis- cured in such a way that it can be fashioned into a
man oflawfulness, other than lawful priests, take tough, leathery pouch. The rest of the carcass is
5d6 points of damage. burned in a special fire built by the shamani, and
a handful of the ashes are placed in the makaki.
They lay the spiritual foundation for the coming
/r----------------------------------5~835~
1423
,Talisman of Memorization (
enchantments. Mire
Once the makaki is fashioned and the ashes XP Value: 2,250 G P Value: 6,750
have been gathe red in it, the character bcgins to DRAGON Magazine 178
gather items associated with his totem spirit. For This is a 6-inch-diametcr silver disk on which is
example, if the character's totem animal is an elk, mounted a rather ugly, grayish green stonc. This
the character might gather a number ofwi1d flow- talisman allows the user to call up ground water
ers that are known to be a popular food for the to form sticky, unpleasant swampy areas, charac-
animal, or somc of its dung from a game trails teristical1y used to protect a camp or flank since it
that it frequents. As soon as six of these items takes so long to operate.
have been gathered, the character takes them and Such a talisman has Id20+40 charges and is
the bundle back to the shamani. rechargeable. One charge will tum a 40- by 40-
In a ritual that must be held under the light of foor area into shallow marsh, hindering move-
the fu!! moon, the shamani ca11s upon the Immor- ment on foot and mak ing mounted travel
tals to bless the makaki. Each ceremony will dangerous (both types of movement are at half
a110w the shamani to enchant one bundle per level speed). Attempts to ridc, run, or fight within the
of experience on each of the three nights of the area requires a Dexterity check on Id20 every
full moon. Thus, a 5t h-l evel shamani could round, or a slip and fall results. Two charges
enchant as many as IS makaki per month, make the area all but impassable to those on
although he would seldom be ca lled upon to horsebac k and very hard to traverse on foot.
undertake such a massive ceremony. Mounts must save vs. paralyzation at -6 or fall;
The ritual ends with the coming of the dawn as footmen attempting anything but the slowesl,
the character holds out his left arm to the most careful walk (one-quarter usual speed, and
shamani. With a slender bone knife, the shamani no combat) must check against Dexterity on
cuts the supplicant's flesh and allows the blood to Id20 or fall. Damage from fa lling off an animal
drip onto the ingredients assemblcd in the bundle. is only I point ; the soft mud will usually cush-
Enough blood is drained to deprive the charactcr ion any fall.
of Id4 hit points before the enchantment is com- After activating the talisman's magic, it takes
plete. IOd4 minutes for the water to rise and rcmains
With the makaki now fully empowered, the for six hours. In addition, the talisman will not
character lashes it around the waist in the same work in very dry areas such as deserts, or on
way that citizens of other lands might carry a shecr stone surfaces and areas wherc the water is
coin purse. Whenever a character with a makaki prevented from rising, such as areas having per-
is called upon to make a saving throw or ability mafrost. The effcct will not cause buildings to
chcck while wearing his makaki, the wearer gains sink into the ground, but will make them rather
a + 1 bonus. damp and dank for a while.
Further. the character can call upon the totem Modified Talisman of Zagy
spirit for protection in the event that the save or
check fails. [fthis option is selected, the die roll XPValuc: 1,000 GPValue: 10,000
for the saving throw or ability check is ignored 1992 Fantasy Collector Card 28
and the character is assumed to have successful1y This particular item is an experimental model of
overcome the hazard. Whatever caused the char- the famous talisman ofZagy. It allows the wielder
acter to attempt the saving throw or ability check one wish, but permanently turns him or her to the
will dcstroy the makaki, however, forc ing the lawful good alignment-only a remove curse
character to fashion a new one if he wishes to spcll will return the user to his or her previous
regain his + I saving throw and ability chec k alignment. Also, the talisman inflicts I point of
bonus. damage to the holder any time he or she comes
within 20 feet ofa magical weapon (only once for
of Me morization
each new magical weapon encountered).
XPValue: 1,000 GPValue: 5,000
Tome of Magic Monkey Head Talisman
This talisman allows a wizard to memorize spells XP Value: 2,000 G P Value: 10,000
in halflhe normal time (five minutes per spell Mad Monkey vs. the Dragon Claw
level). Half of these amulets ( 1- 5 on Id 10) affect The monkey head talismon was created by Hu
memorization of spe1Js only of levels 1-5. The Sen to aid individuals to quickly I.earn the fun-
remaining half affects memorization of spells of damentals of martial arts, in particular the Mad
levels 1- 8. Spells of 9th-level are nevcr affected Monkey style. The monkey head allows the
by this talisman. individual to learn up to three special maneu-
ve rs per week while wearing the amulct, pro-
S739
/r--------------------------------------,~
1424
rTalisman oftbe 5pbtere
vided that activity appropriate to the maneuvcrs Sacred Bundle
is undenaken.
XPValue: 30 GPValue: 150
The individual will retain the knowledge of the
monkey head talisman as long as the talisman is Legends & Lort
worn and for up to 24 hours after it is removed.
As the charactcr removes the talisman, he or she A sacred bundle is a collection of Id4+6totemic
is aware that the knowledge will be lost unless the
talisman is worn again in 24 hours. items placed together in a pouch for the purpose
The monkey head talisman is silve r with jew- of imbuing magical protection on the wearer. To
eled eyes. As a particular skill or maneuver is
[carned, the eyes glow to show that the skill has create a sacred bundle, a warrior enters a trance
been mastered.
(usually with the help of a shaman) and contacts
his or her guardian spirit, asking for the spirit 's
help in creating the magical talisman. After care-
fully considering the warrior's personality and
nature, the spirit selects Id6+3 items that the war-
rior must collect. Usually, several of these items
of Orcas are difficult or dangerous to procure, such as a
XP Value: 5,000 GP Value: 25,000 bear's claw, a giant snake's rail Ie, or a feather
The Throne of Bloodstone from Ihe nest of an eagle.
This potent amulet was first devised by the lich- A fier the items are collected, the warrior goes
king Zhengyi . II makes the lich, and any other to the tribe '5 shaman and asks for help in mysti-
undead creature much lOugher for a priest or pal- cally binding the materials together. The shaman
adi n to turn. All turning attempts against the asks the warrior to gather one last rare item.
undead suffer a -6 penalty on the die roll. Almost always, the shaman chooses an item
needed for performing shamanistic duties, and
of Pure Good when the warrior procures it, takes part of the
XPValue: 3,500 GPValue: 27,500 item for personal use.
DUNG EO:>! MASTER Guide Once all the items are assembled, the shaman
A high priest who possesses this item can cause a perfonns a ceremony binding them into a sacred
flam ing crack to open at the feet of an evil priest. bundle, and from that point forward the wa rrior
The intended victim will be swallowed up forever wears the bundle at all times. The sacred bundle
and sent hurtling to the center of the earth. The bestows the following benefits upon the own!;:!";
wielder of the talisman must be good, and, ifnot +2 on all saving throws, the warrior is only sur·
exceptionally pure in thought and deed, the evi l prised on a natural roll of I, una rmored AC
priest gains a saving throw vs. death. becomes 2, and one point is subtracted from each
A talisman ofpure good has seven charges. It die of damage.
cannot be recharged. If a neutral priest touches If the sacred bundle is ever removed from the
one of these magical stones, he or she will suffer warrior's body, all of its benefits permanently
7d4 points of damage. If an evil priest touches vanish, and he or she can never crea te another
one, 12d4 points of damage are s uffered. Only one. A sacred bundle never benefits anybody but
priests can be affected by the device. the warrior who made it.
of Rahasia of the Sphere
XPValue: 4,000 GPValue: 20,000 XPValue: 1,000 GPValue: 10,000
Rahasia DUNGEON MASTER Guide
If thc back of the pendant is inspected, the single This is a small adamantite loop and handle that is
word RAHASIA can be seen. When the holder of useless to nonwizards. Cha rac ters of any other
the talisman says "RA HASIA," an invisible, 60- class touching a tal isman of this sort suffer 5d6
foot circle is created. No evil magic works in this points of damage. When held by a wizard con-
circle . Spe ll s cast by evil beings in the ci rcle centrating on control of a sphere 0/annihilatioN,
aUlOmat ically fail , but existing spell effects or a talisman ofth e sphere doubles the Intelligence
permanent items used by evil beings still work if bonus percentage for cont rol (2% per point of
removed from the c ircle. The circle will tem- Intelligence from 13- 15, 6% per poinl of Intelli·
porarily negate curses for its area and duration. gence from 16-18).
If control is established by the wielder of a tal-
The ci rcle lasts 10 rounds and moves with the
isman, he or she only needs to check for contin-
holder of the tal isman. The talisman will function
three times before di sappearing, theoretically ual control every other round thereafter. Ifcontrol
tdeporting to its rightful owner. is not established, the sphere will move toward
the wizard at maximum speed (MV 16). Note that
a wand ofnegation will have no effect upon a
,,«sphere o/annihilation, but if the wand is directed
)
1425
....
r
at the talisman it will negate its power of control
as long as the wand is di rected at it.
of the Statue
XPVa lue G P V a lu e
Crystal: 500 5,000
Iron: 1,300 13,000
Rock: 800 8,000
The Milenian Scepler
There are three variet ies of this talisman, each
corresponding to a different kind ofliving statue
(crystal, iron, or rock). Each talisman looks like
an inch tal] statue, and is made of the same mate-
rial as the Jiving statue it affects (an iron talisman
affects iron living statues, for example).
The wearer of the talisman can attempt to
control one living statue of the appropriate type
within 60 feel. The living statue is allowed a
one-time sav ing throw vs. spell. If successful ,
that living statue can never be controlled by that
talisman. If the save fails , the living stalUe must
obey the comm.ands of the wearer. It can be
ordered to wal k, attack, guard, and so for th.
Once given a command, the wea rer need not
remain within 60 fee t fo r the living statue to
fulfill its duties. Once a talisman is "attuned" to
a living statue (meaning the statue failed its
saving throw), it cannot be used to control other ofZagy
living statues until th e o riginal statue is XP Value: 1,000 GP Value: 10,000
de stroyed DuNGEON MASTIR Guide
A talisman of this sort appears exactly the same
of Tongues as a stone controlling earth e/emenwls. lis pow-
XPVaiue: 3.500 GP Va lue: 32,500 ers are quite different, however, and are depen-
Old Empires dent upon the Charisma of the individual holding
This medallion enabl es an individual to under- the talisman. Whenever a character touches a tal-
stand all languages both written and spoken, as a isman oflagy, a reaction check is made as if the
tongues or comprehend languages spell. The ta/- individual were meeting another creature. If a
isman oftongiles also enables the wearer 10 speak hostile reaction result is oblained, the talisman
these languages. Furthermore, it enables the will act as a slone of '",eight, although discarding
wearer to read magic and read Mulhorand magic, it or destroying it results only in 5d6 points of
at will. damage and the disappearance of the talisman.
Only one of these talismans is known to exist, If a neutral reaction results, the tal isman will
since the priests of Tholh have been hunting and remain with the character for 5d6 hours, or until a
destroying them to prevent foreigners from being wish is made upon it, whichever occurs first, and
able to decipher the secrets ofMulhomndi magic. it will then disappear. If a friendly reaction result
is obtained, the character will find it impossible
of Ultimate Evil to be rid of the talisman for as many months as
XP Value: 3,500 GP Value: 27,500 the user has points of Charisma.
DuNGEON MA5TEJ. Guide The device grants one wish for every six points
This device looks like a talisman ofpure good of the character's Charisma. It will also grow
and is exactly its opposite in all respects. It has wann and throb whenever its owner comes within
six charges. 20 feet of a mechanical or magical trap. (I f the
In Raven lort: Usi ng this item req uires a talisman is not held, its warning heat and pulses
Ravenloft powers check. will be of no avail.)
Regardless of which reaction result is obtained,
when its time period expires, the talisman disap-
pears. A base i'O,OOO gp diamo nd re mains in its
slead.
1426
Tapestry of Folded ExisteIlCf
In a DRAGON LANCE Campaign: The talisman of Ekbir
a/logy is called the talisman of Lunitari on
Ansa lon . XPValue: 1,250 GPValue: 12,500
GREYHAWI( Adventures
Talon This 10- by IS-foot woven tapestry displays a
See Claw scene of a dark rive r in a bleak, rocky landscape.
The tapestry was intended to be agate from Ekbir
Tanglefoot to the lower planes for disposal of its worsl crimi-
nals. It is rumored, however, that the tapestry
XPValue: 50 GP Value: 500 act uall y opens into a prev iously undiscovered
DRAGON MagWlle 2 plane, and not one of the Lower Planes, although
This small, synthetic fungoid rapidly expands to the landscape is bleak enough.
fill a 10- by IO-foot area with rubbery tentacles. The command word causes a branch o f the
II takes three turns to force through the mass, but river to enter the Prime Material Plane. The water
a giant size creature takes only one. The tendrils rushes out from the tapestry and forms a river 10
dissipate harmlessly in one hour. feet wide and 5 feet deep. It nows for 50 feet
Tanglevine Root before va nishing back into the plane that it nor-
mally occupies. The river exists in the Prime
XP Value: 400 G PValue: 2,000 Material Plane for three turns, and can only be
Adventure Pack I summoned once a month. The water is brackish
These roots start to grow when exposed to body and evil-smelling, and the current is swift and
temperature, and spro ut to fo rm a barrier of strong.
writ hing vines 10 feet wide. Any creature caught A character who enters the river must make a
by one of these vines becomes entang led and Strength check or be swept along wi th the water.
must be cut free . It takes five rounds to cut some- This check must be made every five rounds, or
one free. Oil loosens the vines' grip and a victim once per 10 feel of the river traveled by swim-
may be freed in two rounds. Fire and alcohol kills ming, whichever comes first . A character who
and dissolves tanglevines. fails the check in Ihe last 10 feet of the river is
Tapestry carried through the gate and into the land beyond.
Tapestries are thick wall hangings made from There is no retum.
linen, wool, or other heavy materials. They are of Folded Ex istence
used to block drafts that whistle through badly
XPValue: 7,000 GPValue : 35,000
constructed walls during winler, and to dampen
unwa nted sound. Tapestries in wealthy homes Assassin MOUlltain
usually are ornamented wilh scenes ofbaule, por-
These tapestries always show an interior space
trai ts of leaders (both great and small), he roes
and heroines, pets, and idyllic landscapes. such as a palatial room, the cavern ofa genie's
hoa rd, or the interior of a ship. The viewer can
enter or leave the magical room of a tapestry oj
folded existence simply by speaking a command
of Disease Warding word and walking into or out of the tapestry. With
XPValue: 1,250 GPValue: 12,500 great delai l, the threads of the tapestry depict
Tome of Magic everything (including people) brought into or out
This is a 3-foot-square cOllon tapestry bearing the of il. They are generally used as treasuries, pris-
image of a rainbow. When hung in a bui lding of ons, or workrooms.
10,000 square fee t or less, it protects the occu- These tapestries always measure at least 6 feet
pants from nonmagical diseases. It has no effect by 10 feet and are of the finest craftsmanship.
on persons already suffering from diseases, but They requi re at least two people to carry. The
prolects healthy characters from contracting con- interior room can vary from 5,000 to 10,000
tagious diseases ranging from common colds to square feel. Creatures and items within a l!lpestry
deadly plagues. The tapestry offers no protection offolded existence requi re neither food nor drink
against any disease caused by magic or of a mag- and sutTer no aging effects while they remai n in
ical nature. the tapestry. These tapestries function only when
The tapestry oj disease warding is subject to placed on a wall or n oor. They arc items ojcon·
rips, fire , and other da mage that could be sus- cealed Wizardry and cannot be discovered with
tained by a normal tapestry, alt hough it is detect magic spells.
allowed a saving throw. liS magic is permane nt
on ly as long as it remains intact. The tapest ry
may be movcd to a new location , but has no
effect ouldoors.
)
1427
r
of Rooms of others. Anyone carrying a tart attracts the
attention of monsters encountered; such beings
XP Value: 6,000 GP Value: 30,000 will always try to attack the owner of the tart,
regardless of rcaction or Morale rolls. The tarts
Castle GUYII"'WK can be removed in the same manne r as tarts of
accusation.
This tapestry is an amazing artifact that Voycux
stole from the tyrant of Elredd on Woolly Bay.
The user of this tapestry can see any room (or rel-
atively enclosed outdoor space) he or she has evcr
been in, just by mentally commanding the picture ofa Summer's Day
to appear. The point of view given is one that the XP Value: 600 GP Value: 3,000
viewer previously occupied. Ifall the viewer has PoLYItEDIlOS Newszinc 23
done is to duck his or her head into the room and These pastries, tarts ofa sumnrer s day. appear
out again, the view is from the door of the room. and function as tarts ofaccusation in all respects,
If the viewer is very familiar with the room and but have no effect on others. The owner of a tart
has walked evcry inch of it, the viewpoint is any may, on command, cause SlO rmy or cloudy
one desired. weather to change, becoming a brightly lit sum-
Like many artifacts, this one has its drawbacks. mer's day in but one turn. This usc causes the tart
In this case, it is a very subtle onc. The viewer is to disappear.
ever more inclined to just sit on a couch or in a Tathlum
chair and watch the ta pestry- fo rsaki ng any
activity to watch what is going on in places where XP Value: 1,000 GP Valuc: 5,000
the viewer has been before. D EITIES & DE."UOODS Cyc lopedia
The viewer has only the basest instinct remain- This weapon of war with magical properties can
ing- the only time he or she will move is to be made by anyone of the Celtic religions. First,
obtain food. As soon as food is in hand, the vic- cut offthc head of an enemy and coat it with lime
tim races back to the tapestry, boping not to have from a lime pool in the former territory of the
missed any of the activity. Even the food is not dead person, allowing several coats to dry to a
savored. It is just shoved into whatever eating ori- rock hard ball. It takes one day to do each coat,
fice the viewe r has and consumed without any and each coat takes one week to dry. Whcn
real appreciation of its na ture . [t i .~ .~ !lid that thrown at friends of the fo rmer owner, under
Voyeux gained the arti fact by poisoning the tyrant bright sunshine, it has the effeet of doing damage
who had owned it. up to Yo of the original hit points of the person hit.
Tart If the person hit is a relative of the head, ~ of the
Tarts are pastries made from flaky dough and hit points are taken away. This weapon is usable
baked unt il lightly brown. BOlh sweet and sour only once.
fruit stuffing is used in tarts, creating a tan taliz-
Tea of the Zhakar
ing sensation on the tongue.
XPValue: 50 GP Value: ISO
Dwal"\~n Kingdoms ofKr)'nn
of Accusation The Zhakar arc unique among dwa rves in that
XPValue: 600 GP Value: 3,000 they disdain potent drink. They prefer instead a
POLYHEDRON Newszine 23 watery tea made from a refined fungus powder, a
These pastries are tempting, anyone seeing them drink that is poisonous to any nondwarfwho sam-
must make a saving throw vs. spell or pick one up. ples a sip. Those who partake must successfully
Thcy cannot be eaten: anyone attempting to do so save vs. poison at +2, or collapse with Id6 hours
will merely put the taT! away in a pouch or other of gagging sickness.
container (no saving throw). The tarts are cursed; Tea Set of Skill and Grace
anyone carryi ng a tart cannot hide in shadows,
stay invisible, or otherwise remain unnoticed. A XP Value: 1,500 GP Value: 2,000
renrOl'C cllrse spell will cause the victim to eat the DRMiONMagazine 126
tart, requiring a saving throw vs. poison (or die). A This tea set, made of the finest materials, enables
dispel Cl-'iI spell from a caster of at least 26th level its owner to conduct a tea ceremony as ifhe or
will cause the tart to disappear. she had filled a slot with the tea-ceremony profi-
ciency. Possess ion of the set add s +4 to the
of Enticement chances of attaini ng uller concentration while
XPValuc: 1,000 G PValue: 5,000 conducting the ceremony; this benefit is the samc
Pot.YH~DROS Newszine 23 whether or not the character has regular profi-
These pastries appear and fun ct ion as tarts of ,...ciency in the tea ceremony. The same +4 bonus
accusation in all respects, except for the reactions applies if the character uses the set when engaged
/r--------------------------------------'~
1428
,
,
in a contest. If the c haracter used the set while area for other gear, and usually costs 25-50 gpo
learning the ceremony, he or she still has +2 on The act ofececting a tent is called "pitching" it.
the chance of contest-winning and attainment of The packing, cleaning, and othcr actions involved
uner concentration w ithout the set. in taking down a tent aTe collectively known as
Telescope "breaking camp ." Pitchi ng a tent usually takes
one to two turns; breaking camp takes the same,
Telescopes are made of two cylindrical pieces of plus Id4 turns for packing other items, cleaning
finely-crafted metal that tightly fil within each the area to avoid being tracked, and so forth.
olher, but are free 10 s lide in and out. The user Magical tents appear identical 10 ordinary ones
peers thro ugh a lens in the smaller end, where but are always of the highest quality canvas. They
another lens is fiued, toward the desired aren of ca nnot be damaged by nonmllgical wt:apons ;
viewing. By adjusting the tubes in or out, the user magic weapons and spells have standard effects,
can focus a nd sec objects clearly, even at g reat and normal or magical fire can destroy most tents
distances. (See also Scope.) in one turn. All magical tents have command
words.
of Fantastic Vision
XPValue: 1,500 GPValuc: 7,500 Roll Tent Type
DRAGON Magazine 179 01- 10 Bell Tent
This appears to be a telescope of true vision and 11- 20 Bundle Tent
functions as s uch fo r the first Id4 l imes. After 21- 30 Large Tent
this. the telescope reveals fanta stic and lurid 31-40 Pavilion
scenes, often the opposite of what it truly there 41- 50 Pyramid Tent
(for examp le, a merchant fl eet appears 10 be a 51-60 Small Tent
pirate squadron in the spyglass, a safc harbor as a 61 - 70 Tepee
monste r- ridden mirage, an upcoming city as a 71- 80 Wedge Tent
dark domain of evil). 81- 90 Wigwam
of True Vision 91-00 Yurt
of Captivity
XPValue: 2,000 G PValue: 10,000
Land of Fale XPValue: - GPValue: 1,200
This device appears as a normal spyglass bound The BookofMarveloUll Magic
in gold. It enables the viewer to see up to 50 times This tent looks and functions like a tent ofluxury.
farther than normal (a character may see some- However. if the door is locked, there is a 25%
thing a\ 5,000 feet as if at 100 fect) at distances of c hance it s ticks s hut. If the doo r sticks, th e
50 feet or more. Upon speak in g a command entrance to the tent cannot be opened by any
word, the spyglass fun ctio ns as a gem ofseeing means except a wjsh; thosc within the tent are
for one round, reveali ng the lrue nature of whal is forced to leave by the "back door" into the Ethe-
viewed in the glass. The telescope oftrue visjon real Plane. The tent ofcaptivity cannot replenish
has 20 charges at its full power. lIS lens fractures its supplies while It is occupied.
and crumbles when the lasl charge is used. Dew
Tent XP Value: 600 GP Value: 3,000
A tel'll is portable shelter made of canvas or ani- The Book of MarveioUll Magic
mal skins. Portable dwelli ngs, te nts appear to be When pitched and left standing for one night, this
rolls of fabric, and may be mistaken for ru gs. A tent attracts and collects morning dew on its sur-
tent mily be unfolded and ereCled for use by sup- face and channels it into a collection pouch in
poning it with poles and ropes. A small one-man one comer. The dew lem provides sufficient water
tent (3 by 6 fect whe n erected) weig hs onl y 5 for two human s and their mounts for one day,
pounds. The largest royal tents are made of sev- even in the desert and other arid regions.
eral parts. weigh over 5,000 pounds total, and
may cover an area 500 feel square. They require a of Luxury
large wooden or magical framework ; Ihe canvas XP Value: 1,200 GP Value: 6,000
is either hung from the framework or draped ovcr The Book of MaT\lelou s Magic
it. The most common adventurers'tent has a 10- This tent appea rs identical on the outside to a
foot-square base , tapers 10 8 feet square at a standard s ize adventurer's tent. It is much larger
height of7 fect, and has a peaked top; it is 10 fect inside, however. and opens into an extra-dimen-
lall overall. The ten t is supported by wooden sional space. The tent pitches itself on command
poles, has s leeping room for two plus a storage and can also be commanded (from the inside
""/r------------------------------------,~
1429
r
only) to lock itself (as a wizard lock from a 30th-
level caster). The area within the tent is 120 feet
square and contains supplies and accommoda-
tions for 10 humans and their mounts (horses or
creatures of similar size) for one day. It contains
comfortable si lken beds, a stable, a large water
basin, a food bush having fruits and tasty leaves,
magical light that dims on command, a window
through which the viewer can magically see the
area around the tent (on the Prime Material
Plane) from a point 10 feet above it, and a "back
door" through which those in the tent can pass
into the Ethereal Plane. The back door is very
hard to find from the Ether ( 10% chance when
using a detect invisible spell) and there is only a
1% chance every three hours (nol cumulative) it
will attract some Ethereal visitor. The back doo r
cannot be locked and Is best used as an emer-
gency exit. If a Ie", 0/ luxury is damaged while
occupied, however, all living creatures within it
are ejected into the Et hereal Plane. The tent's
contents cannot be removed by any means. All
the supplies replenish themselves every 12 hours,
but the tent must be folded up and then repitched
for this to occur.
Mist sIf the flap is opened, the mist tent walls, floor,
XP Value: 2,000 GP Value: 10,000
Tome of Magic and ceiling instantly become visible to outsiders,
A mist tent is contained in a small glass flas k. appearing as a thin, white mist. Additionally, the
Removing the stopper causes a stream of white mist te nt slowly descends, landing gently on the
mist to pour from the flask. One round later, the ground. If the stopper is removed from the flask,
mist shapes itself into the form of a 10- by 12- the tent d issipates, returni ng to the flask in a
foot tent with a single, open flap in the front. The stream of white mist; if the bottle is not stoppered
stopper must be replaced in the flask as soon as immed iately, the mist pours from the nask (0
the mist tent takes shape, or the tent wi ll dissipate form the mist tent again.
as described below. The mist len! is unharmed by any type of fire,
The mist tent has the density of a cloud when but does not offer such pro tection to its occu-
unoccupied. When one or more characters enter pants. The te nt is susceptible to other forms of
the mist tent, the flap can be closed; from the da mage. It prov ides no more protection to its
inside, the fla p has the de nsity of canvas. From occupants than a no rmal canvas tent.
the inside , the walls and ceiling of a mist tent The mist lent hasAC 10. If it sustains 10 points
appear as opaque white mist, and the floor is of damage, it dissipates in a shower of light and is
transparent. Despi te its appearance, the entire permanently negated. If th is occurs while it is
mist tent has the density of canvas once the flap is hovering, all occupants plummet to the ground. If
closed. When the flap is closed, the fo llowing the mist tent sustains less than 10 points of dam-
effects occur: age, it can be returned to its fl ask, then rere-
leased; all damage repaired.
The mis t tent and all occupants and items In Ravenlofl : The use of this magical item
inside become invisible to all creatures outside can be very dangerous in Ravenloft. There is a
the tent. A detect invisibility spell cast by a minimum 5% chance that the land will use the
creature outside the tent wi ll reveal it. te nt like the mists o f Ravenloft. If it is used
The mist tent rises 10 feet off the ground; it within the mists themselves, the chances rise to
continues to hover in place as long as the flap 25%. The occupants are tra nsported to some
remains closed. The tra nsparent floor allows other location in the misty borders of Ravenlofi.
occupants of the tent to clearly see the sur- If the DM needs to keep the characters in their
rounding area. The floor of the mist lent can origina l domain, this new location is in that
support 1,000 pounds without ruptu ri ng. domain, just at a new place along the border.
'M'
/r--------------------------------------'~
1430
"'
The miSIS have no compunction about transfer- color of its own acco rd once per round. The col-
ring the tent to a place above a lake o r into dan- ors aTe usuall y bright and easi ly see n at long
gerous terrain. range and will probably allraCI nearby creatures.
Polyc hromatic x
XPValue: 1,000 GPValue: 5,000 XP Val ue: 400 GPValue: 2,000
The Book. of Marvelous Magic The Book of Marvelous Magic
This white tent can be commanded to change its This tent appears to be a tent ofdew. However, its
color. Any single color can be named, or the tent top bears a slight discoloration which is not visi-
can be commanded to blend. If so, it assumes the ble except from the ai r and at a distance of240
appearance of its s urr o undings- grainy and yards or more. The mark appeau to be an " X"
sand-colored in the desert, green and brown in and may attract the allention of aerial passers-by
the woods-camou fl aged. The polychromotic (OM's choice of chances). The markings on the
tenl is always white when not pitched. tent are visible to infravision and can not be
removed by any means.
Poor Thorn of Sleep
XPValue: - GPValue: 400
The Book. of Marvelous Magie XPValue: 100 GPValue: 500
This tent appears to be a polychromatic tenl in al1 The Complete Ranger's Handbook
respects. Each person who spends a night in the The Ihorn ofsleep looks like the thorn of a piant,
lent has a 250/. chance of dreaming about some abou t 3 inches long. It is dry and smooth to the
detail of events to occur the following day. If so, touch. If pricked by the thorn, a c reature must
only certain creatures o r areas a re revealed; no make a saving throw vs. paralyzation. Failure
results can be portrayed, as that would depend on means the creature falls into a deep slumber. The
too mllny variables. In return for the dream, the creature will not awake until attacked or strongly
tent clluses a gem, cash, or other item worth roused. Noises. eve n those ofbatlle, can not
100-600 gp to vanish during the night. The poor awaken the sleeping creature. Each thorn can be
lenl must be slept in for one full night to give the used but once. Only Id8 thorns can be found at
chance of dreaming. anyone time. A thorn ofsleep can be projected
by a blowgun.
of Shelter Thread
XPValue: 1,000 GPValue: 5,000
Dragon Dawn Magical threads appear identical to balls of string
A tenl ofshelter looks like a small canvas tarp. or spun spindles, but careful examination reveals
When placed on the ground and the command threads to be of finer mate ri al. To act ivate a
word spoke n , it forms into a shelte r large thread's magic. it either mUSI be unwound from
enough for two people and up to 200 pounds of the ball or spindle. touched against another magi-
gear. At the entrance to the tent a small brazier cal item, or sewn into a piece of cloth.
of glowing coals appears for cooking and heat-
ing, and enough foodstuffs for a moderate meal. of Aging
The tent provides no magical protection for its XP Va.lue: 400 G P Value: 2,000
inhabitants. The Book of Marvelous Magic
This item appears identical to a ball ofstring, but
of Standing careful examination reveals it to be of finer mate-
XP Value: 800 GP Value: 4,000 rial. It altunes itself to anyone who touches il. If
The Book. of MIll'V(!Ious Mllgie lhe victim thcreafter unwinds any of it, the unfor-
This tent needs no po les or ropes and pitches tunate one ages one year for each inch unwound.
itself when a command word is spoken. A second Elves may ignore the effects of the first 200 years
command causes it to collapse, but it cannot oth- of aging; dwarves may ignore the first 50 years,
erwise be taken down except by a dispel magic and hal flings the first 20 years. Otherwise, each
spell (treat as 30th-level magic) or a wish. 10 years of aging cost the victim I point of Con-
of Warning stitution- the loss is permanent. A wish restores
I point lost in this manne r, but less powerful
XP Value: 1,200 GPValue: 6,000 magic cannot affect the loss. Once the thread has
The Book. of Marvelous Magic attuned itself, it cannot be neutralized unless
This tent looks and functions like the polychro- remove curse is cast upon it by a 36 th-l evel
malic lenl. Howeve r, if a hostile creature caster; this makes the thread disappear along with
approaches within 240 yards, the tent changes all the victim 's magical aging. Otherwise, the vic-
/r----------------------------------~5~875~
1431
"Thread of Commands r
tim must guard the thread carefully because, if it can use and is subject to the powers of the throne.
is unwound by any means or creature, the victim It has the fo llowing abilities and penalties:
to whom the thread is attuned is affec ted. (See Clairvoyance
also Ball, ofString). Telekinesis
Speak with dead
of Commands Read magic
XPValue: 1,000 GPVa lue: 5,000 Death spell twice per day
The Book of Marvelous Magic Charm monster with - 3 on saving throw twice
This thread is identical to a thread ofaging How- a day.
ever, if unwound and placed on any magica l Teleport twice per day
cloth, it sews itself into the form of the command Relic gives off a gas that renders all within 30
words for that item. Ten inches of thread are feet unconscious for two hours (use saving
needed for each command word. Once a word is throw for poison).
sewn onto the item, the sewing disappears and Locates treasure as fo llows (select one):
cannot be seen unless detect invisible or similar I. Silver, gold within 90 feet
spell effect is used. 2. Gems withi n 60 feet
3. Magic within 10 feet
of Embroidery Has the power of a gem ofseeing when held
XPValue: 300 G PValuc: 1,500 by the owner.
The Book of Marvelous Magic User may raise dead fully, once a day.
This thread is identical to thread ofaging How- of the Gods II
ever, if placed upon any normal cloth , it sews
itself in beautiful patterns, and 100 gp value may XPValue: - GPValue: -
be added for every 10 inches of thread used. The Book of Artifacts
ball of thread contains Id IOOxl 0 inches of thread T he throne of the gods is an ornate chair, large
when found. enough to seat a storm giant. Scinti llating gems
Throne and mosaics adorn its arms, back, and legs. The
throne itself protrudes from the rear wall ofa cav-
A throne is an orna te c hair made of wood or ern, IUO yards in diameter and sits upon a floor of
stone. Magical thrones are quite powerful and all billowing clouds.
the details about them should be studied be fore When the gods created the multiverse, they
adding a throne to a campaign. A throne is usu- needed a way to communicate with mortals on
ally 8 feet high, 4 feet wide and with deep, plush the many planes, SO they merged their powers and
furnishings and often ornately carved. Encum- created the throne. The wondrous chair exists on
brance is high, from 150 to 400 pounds or as all planes simultaneously, and it can be used by
given in the description. any god. Its existence has long since drifted into
the legends of many planes, but it is the one on
of Death the Prime Material Plane that is discussed here.
XPVa lue: - G P Va lue: 4,000 On occasion, an individual strives to preserve
The Book of Marvelous Magic and protect the gods' throne, but over the years
This th rone appears identical to a throne of most of them have banded together into a small,
power , but any creatu re sitting upon it dies fanatical cult called the Seekers. In their quest for
instantly. Ten percent of the time, however, it the Ihrone, the Seekers have dispatched emis-
mere ly damages and ejects the victim, who is saries throughout the lands, seeking signs of the
severely wounded (down to I point). The throne artifact in ancient religious texts. Many oflhese
has no cffect on any creature forced to sit upon it, tomes describe a divine throne located at the cen-
only those who do so of thei r own free wills. ter of a mighty mountain, but as the religions
share no common geographical location, the
of the Gods Seekers believe the throne moves about in a man-
XP Value: 24,000 GP Value: 120,000 ner that is baffling to mortals.
Eldritch Wizardry On rare occasions, mo rtals have found the
This massive, gold-inlaid throne was crafted by throne, and Randyl the Bold was one of them. In
an ancient race in honor of their gods. It is carved a mountain reputed to hold great treasure ,
into the hean of a mountain and cannot be moved, Rand yl's party fought many battles in twisting
not even magically because it is still a part of the IUnnels for many months. Randyl was the only
mountai n. Anyone seated on the thro ne receives one to find the throne room, but he was tired,
at best one item of magic, but can only be a recip- bleeding from many wounds, and oblivious to his
ient once. Also, anyone who s its on the throne surroundings. He rested UpQCI the huge th rone,
""~r------------------------------------~(
1432
..
,
unaware of its true nature, wondering how he artifact will react. lrand when a character sits
might be strong enough 10 escape, when he was
engulfed in a bright, blue glow. Rand ylleaped upon the thro nc, the OM should instruct the
from Ihe seat and watched in amaze ment as his player to declare what his character is thinking.
arms, c hest, and legs ex pan ded with bulging The PC's response determines Ihe invoked power
muscles. Not understanding what had transpired,
Rand yl fled the room and escaped the mountain. orsubsequenlcur.re.
One possible adventure might find the party in
Years late r, the Seeke rs heard of Rand yl's
exploit and sent the wizard Zatar to question him a d y ing vi ll age. Approached by an elde rly
about it. Although the Seekers normally collected shaman, they a re to ld of a migh ty wizard who
informa tio n about the throne to prevent power-
hungry despots from fin d ing it, Randyl's tale destroyed their holy idol. Eve r since its destruc-
spa rked a n as h of greed w ithi n Zalar; he was tion, the village has been slowly wasting away.
overwhe lmed by the unlimited magical abilities
tha t might be his. Unable to face the ri gors of lhe journcy him-
se lf, the shaman gives the pes a drawing of an
Secretly Zalar put together an expedition, and idol. He tells Ihe pes that they mu st seek a
after many long months of searching and many mighty throne, which lies deep within a nearby
greal perils. Zalar and his company fou nd Ihe
throne. G reedily he approached it, climbed upon moun tai n, sit upon the chair whi le staring at the
picture, a nd th e n think only of the idol. The
Ihe mighty seal, and sat there. running his hands shaman warns the party that thinking of anything
over the treasu res Ihat protr uded t hrough the
ivory a nd gold mosaics. Suddenly. an eerie blue clse will unleash the fury of the gods upon thcm
glow radiatcd from the th rone. engulfing the wiz- all .
ard and blinding his companions. When thc light Finding the chamber in which the throne lies is
receded, the party found a crumpled, whimpering
slufT for an excellent adventure in itself, but the
figure on thc throne. Zatar. now a babbling id iot. addi tion of a powerful band of Seekers that zeal-
attacked his compa'hions, who killed hi m in self· ously attempts 10 prevent the party from achiev-
defense and quickly depaned.
ing its goal will spice up the scenario nicely.
The throne oJthe gods is an artifact designed C onstant Powers: An (lII/imagic shell radi ates
for high.level parties. While any character can sit
on the throne, the trick lies in dccidi ng how the from the base ofthc throne and fills the entirc
chambe r--only thc throne is unaffccted.
Im'oked Powers: A character sitting upon the
throne wi th a clear, concise de!;ire in mind has an
85% chance tha t the throne will fulfill that
reques t. The throne reads the character's desi re
and responds to it within one round.
A single prime attribute score can be raiscd up
to 3 point s (not 10 excee d 20 points) if a PC
requests it. The playcr must speak in character, (a
eharacler cannot say " 1want my Strength score to
improve." Rather, " I wan t 10 fight with t he
endurance of a giant," (increasing Constit ution)
or "I want to be as strong as a giant"' ( increasing
St rength). S imi larly, experience levels can be
raised to wi thin I point of the next level. but the
request should center on the character dcsiri ng to
be better in his or her class.
A magical item also may be granted to a char-
acter on the throne PCs requesting any itcm with
variable bonuses receivc a +I magical version of
the item. Olhers who dcsire a more potent version
of an item they already possess add + 1 to it (to a
maximum of + 3). Obvious ly, the exact item
should be clearly visuali zcd within the charactcr 's
mind.
C UrtI': The gods are offended when mere mor-
ta ls use the throne ojthe gods. even if they have
humble inte ntions. Nor mally, the thro ne gra nts
85% of reasonablc requests. If the request is not
g ranted, the gods we re displea sed for so me
unknown reason. The characte r suffers instead
(dctemline randomly): a - I cursed item, - I to all
>ow
1433
,Throne. Ill idskialf (
prime attributes, or is lefeported 10 miles away. within 120 feet who usually come to investigate.
Any character daring the throne for a second The throne has no effect on a ny creature forced
try immediately incurs a wrath to match the folly to sit upon it, only those who choose to do so of
(listed below). Those foolish enough to attempt a their own free will.
third try instantly find themselves alone, in a face of Power
to face combat with a random god on its home
plane. XP V.lue: 4,000 GP Value: 20,000
11Ie Book of Marvelous Magic
A character desiring godlike powe rs has a ll This large c hair is made of wood, meta l, and
prime attributes reduced by 2. stone and adorned by 100 gems. If any creature
Tfthe character wants a magical item or device voluntarily sits on the throne, the daring soul
belonging to a god, an item buried in the must make a saving throw vs. spell with a-4
throne, or a second magical item, the god penalty to the roll. Those of royal (nol merely
g rants the desire with a tw ist: The character noble) birth have no penalty to the saving throw
receives a ---4 ve rs ion that appears to be the and instead gains a +2 bonus. No other adjust-
item reques ted if analyzed by any and a ll ments of any type, magical or otherwise, apply to
means. the saving throw; the "base" saving throw for the
Should something not listed under Invoked class and level of the user is always applied.
, Powers be desired, the character is teleported !fthe saving throw fails. the victim and carried
in a random direction to some location Id l OO equipment are instantly transported to an unoccu-
mites away. pied room or corridor in the deepest part of the
Lacking a clear, concise desire in mind finds deepest dungeon on the planet. If the victim
the character entirely at the mercy of the gods. attempts to return 10 the throne by use of a tele-
One of the three above fates should either be port or dimension door effect or spell (regardless
hand-selected or randomly determined. of elapsed time between the ejection and the
attempted return), the throne immediately trans-
Suggested Means of Destruc:tlon : ports the victim in the same manner.
Force any major power, under pain of death, to If the savi ng throw is successful, the user is
unmake the throne not tran sported and may remain and use the
WISh it had never been built 1,000 times. throne properly. The throne may be used by any
Dissolve the entire mountain currently hous- race or c lass and telepathically instructs the suc-
ing the throne, usi ng 1,000 transmute rock to cessfu l user about all command words, spell
mud spells cast by fiends . powers, charges, and the proper use of each. The
Hlidskialf throne can produce the fo llowing spe ll s, each
once a day, as if cast by a 30th-level wizard:
XP Value: 12,000 GP Value: 60,000 charm person, derect magic. derecr evil, detect
Gods, Demigods, & Heroes invisible, hold person, protection/rom evil 10'
Hlidskialf is Odin's ava tar's magical all-seeing radius, dimension door, and remove curse. All
thrane. Treat as an unlimited duration crysral ball magical effects a re gained or di rected by the
with clairvoyance. user. In addition, while seated on the throne, the
of Incineration user's charisma is 18.
The throne grants 500 charges to the user and
XP Value: - GP Value: 3,000 disappears when they are spent; each spell cast
11Ie Book of Marvelous Magic from the throne drains one charge. The throne
a lso disappea rs afte r 1,00 I days, regardless of
This throne is identical to a throne o/power.
When a creatu re sits on it , the usua l savi ng charges used. Any person of royal birth may use
throw is required; failure , however, causes the the throne with unlimited charges, but it still dis-
victim to catch (i re, taking 40 points of fire appears in 1,001 days. The day on which the sav-
damage per round (no protections or saving iog throw is made is counted as day one.
throws a pply) until dead. The fire can be The throne is immune to all attacks and dam-
quenched only by a wish , and the victim cannot age except the physical act of pry ing a stone
get up from the throne unless this remedy is loose, and this is difficult (roll IdS, I indicates
applied. The remains of the victim burn com-
success). The 100 gems are worth 50 gp each, but
pletely, leaving only ashes. if even onc is removed, the throne loses its power
If the saving throw is s uccessful , the lucky forever. Magical attempts at loosening stones
victim is ejected from the throne immediately, have no effect.
and a loud laughing sound emanates from it. The throne cannot be moved except on com-
This noise attrac ts the attention of all creatures mand of the user after the initial saving throw is
""/r------------------------------------,~
1434
, Timbcrbane'l ClockWOft Chopper.Ripper
made. The throne cannot be carried but leieporls the shapes of stars or spikes. Stars have three or
on command with no chance of error as long as
the destination is well known to the user. II te/e- more razor-edged points, ensuring that at least
ports only while the user sits in it and only four one will strike the victim when thrown. They
come in a variety of sizes (here divided into small
times during the 1,00 1 days.
and la rge). Spikes are large pins, tapering to
of Summoning sharp points. Both are thrown by hand and have a
limited range. Shuriken are easily concealed; they
XPValue: 2,000 CPValue: 10,000
can be hidden in folds of c loth ing o r tucked in
The Book ofM~lous Magic sashes. Spikes can even be worn in the hair.
This throne is exactly like a throne ofpower, bUI Magical shuriken, of course, possess a varielY
of other talent<:;.
no saving throw is required to sit upon il. InSIClld,
a 36t h-level spe ll caster is summoned, who
appears within 120 feel and in sight of the throne Ro ll Star Type
0 1- 10 Caltrop
allhe point mosi convenient for the wizard. This 11-20 Chatkcha
21- 30 Large Shuriken
powerful wizard is of the same alignment as the Shaken
31-40 Shuriken
throne user. He solemnly intones, " ] am com- 41- 50 Slashdisk
51-60 Small Shuriken
manded to serve you once," and then disappears. 61- 70 Tetsu-Bishi
71- 80 Throwing Spike
The use r of th e throne is the n immediately Throwing Star
81-90
ejected. When the user sits upon it again , the 91-00
throne summons the wizard, who is e nraged at
being summoned unless some qui te excellent rea-
son is immediately given. If the wizard is not a
player c haracter. he o r she has all due spells
memorized and ready. The impending dea th of
the user is sufficient reason for summoning, but if orOj y·oo
a reasonable chance of survival exists, or if the XPValue: 1,000 GPValue: 10,000
user merely lacks courage or foresight. the wiz- Kara·Tur
ard directs most attacks at the user of the throne. The ninjas of Ojy-do, also known as the Fangs of
~ i ght, have magical shurikin. stars made of stone
of Transformation that always hit their mark. The victim must save
XPValue: 13,000 GPValue: 65,000 vs. death magic o r fall unconscious fo r one full
Crown ofAncient Glory tum . Whether the saving throw fails or succeeds,
This bizarre artifact is a special item in the pos- the vic tim suffers 2d4 points of damage. These
session of Ala, the Seawitch of Narvendul. With ii hurikin are carried by the five highest-ranking
use of the proper command words, anyone sitting warriors in the clan.
in the chair is transformed (polymorphed) into an
ocean osprey, a you ng gi rl, a n o ld man. an old or Returning
woman, a gaseous form, or a wolf. The tra nsfor- XPValue: [,000 G PVa lue: 5,000
mation is pure ly physical and the use r (victim) New hem
retains his or h~e r own personality and characte r If th rown and the attack misses, these shurikin
traits. In the case of ani mals, though, speech is always return to the owner at the end of the fol-
not possible. lowing round. If a shurikin ofreturning strikes a
By returning to the throne, the individual is target, it lodges itself into the target and cannot
able to return to his or her former condition. The return.
chair can only function once per day, renderi ng
one change only. Timbcrbanc's Clockwork
If a character takes the throne without employ- Chopper-Ripper
ing the appropriate command words, Ihe transfor-
malion occurs in a random fashion . Without the XPVa lue GP Value
proper command words, o nly remove curse, fol - Copies: 300 1,800
lowed by wish, can restore a person to his or her Original: 2.500 15,000
natural state. Polymorph spells cannot transform New Item
victims of the throne. This unusual tool looks like a s mall chainsaw
Throwing Stars made of iron and wood bolted toget her. A wind-
(S h u r i ken) ing crank (cord and handle) juts out from the side
Shuriken are small throwing weapons. They come of the gear box. The gearbox. contains an inge-
in many sizes and shapes, the most common bear
,...nious spring- loaded mechanism driving the
chainsaw. A famous tinker gnome by the name of
)
1435
(
Springol Timberbane created the orig inal device. timepiece hangs from a slender chain, fash ioned
His creation was equivalent to a magical +3, fre- from the same indestructible alloy as the watch
anI-slayer weapon. ( By /ream, understand all itself.
manne rs of " living" trees.) Timberbane earned The metal from whic h the wa tch was made
his notoriety from the chaotic architecture of the does not tarnish a nd cannot be harmed by any
wooden palaces he built. The values for both the known force. Thus, the watch looks today just as
original device and nonmagical copies are given it did when it was first created. Indeed, there is
above. some evidence to indi cate that the watch has
The cloch.ork chopper-ripper can be used as a actually become brighter and beller polished over
two-handed weapo n requi ring to be he ld by its the years, although th is might be an error caused
two handles. Over a period of several successful by the sparsity of accounts of its existence.
attacks, the weapon can de live r up to 40 points of T he cas ing itself is ornate and carve d with
cutt ing damage (not including damage bonuses many dark and sinister forms. Numerous shapes
due to magical enchantme nts) afte r which it must resemble the twisti ng and writhing figures of tor-
be rewound. Each round of rewinding resets the me nted souls, while others are clearly those ofthe
spring for Idl2 points. fiends that tonnent them through all etern ity. The
The weapon inflicts 2d4 +2 po ints of damage hi nges on the lid and the clas p that secure the
against small or medium foes, or 2d6+2 against cover when it is down arc fashioned in the image
large foes, a nd has a speed factor of 8. Against of skeletal claws.
wood, the weapon inflicts a nother lO po ints of When the cove r is ope ne d, t he face of the
damage, which does not cou nt agai ns t the 40 watc h is revealed. It is white in color- clearly
points limitation of the spring motor. It is consid- some fonn of crystal-although its exact compo-
ered a medium size weapon weigh ing about 10 sition is un known. A glass lens covers the face,
Ibs. Strength adjustments only apply to Attack but like the rest of the watc h, it appears to be
Ro lls (not damage). The weapon is totall y inef- impervious to any manner of damage. The face is
fective against rock or metal over ~ inch thick. It numbered, in an ornate script, from I to 13. The
requires a weapon proficiency to be used in com- movement of the hands is sharp and steady, pro-
bat, a nd fall s in the wea pon category of s ho rt ducing an audi ble click with the passing of each
sv,'Ords to determine the !'a\,;cs l}r chara\,;ter classes second. MYS teriously, the hands never seem to
that can use it. pass betwecn the hours of 12 and 13. Even if one
Na tural scores of 1- 2 on an Attack Roll cause watches the face of the timepiece carefully, the
the gears to jam (must roll every ti me it is used, hands seem to click from 12:59 to 1:00.
even against inanimate objects like trees or If opened in darkness, the white crystal of the
doors). The weapon itself is ACO and can take up face emits a soft glow so that the time may be
to 30 poin ts of physical baShing before it's easily read. No fonn of magical darkness can pre-
beyond repair. Jams or damage can be fixed after vent the holder from seeing the illuminated dial,
combat with a successful proficiency e heck and a lthough it cannot be used to shed light upon sur-
an hour of gnomish tinkering. Add an hour of tin- rounding objects in such a s ituation. That this
kering for each failed che<:k. The clockll'orlc chop- effect is magical cannot be disputed, for at least
per-ripper comes wit h a safety lock and a leather one person who was who lly blind is said to have
sheath for transport, bm no warranty. looked upon the face of the watch and saw it
Timepiece of Klorr qu ite c learly. It is said that even a blindfo ld or
similar obstruction cannot prevent the watch's
XP Value: - G P Value: - owner from gazing upon its face.
Forbidden Lore The back of the watch is set with an inscription
This unusual pocket watc h was brought into that is unreadable unless viewed with a read
Ravenloft from an unknown world more than 200 magic spell. When this is done, however, the fol-
yea rs ago. Since that time, it has proven itself to lowing verse becomes clear:
be an instrument of g reat power and g reat evil.
Indeed, few who have ever learned of its ex is- By my po",'er the sands are stayed,
tence without owning it for themselves have lived The hour ofdeath is long delayed.
long enough to pass o n the story of its wond rous The grip oflime can be unmade,
nature. BUI beware the p rice thot spaid.
Description: The timepiece 0/ Klorr is crafted
of an unusual alloy of gold, si lver, and bronze. It History: The timepiece was created some 350
is circular in shape, roughly 2 ~ inches in diame- years ago by Klorr, a watchmaker in a strange,
ter, with a hi nged lid that snaps down to pro tect mysterious, and nameless land. KlOTT had always
the face of the watch when it is put away. The been fascina ted by clocks and timepieces of
,,~
/r----------------------------------~~~
1436
, Timepie<;c ofKloITr
learn to pace it with a timepiece. Eventually, he
explored the extradimensional magic of the Outer
Planes and sought the guidance of a diabolical
presence there to aid him in the last stages of his
efforts.
When Klorr had completed the construction of
his pocket watch, he found that it did indeed con-
trollhe beating of his own heart. With every rum-
ble of his pulse in his ears, the hands snapped
forward and a sharp tick would split the air.
Much to his own despair, however, he found
that the watch seemed to control the beating of
his heart to an even greater extent than he had
intended. Indeed, il soon became elear to him that
if the watch were not wound each day, ifit were
allowed to slow and stop, his heart would match
its gradual paralysis. In the end, when the watch
stopped so would his heart. He seemed to have
stopped aging as well. He needed no food, no
drink, and the passing of the years meant nothing
10 him. The watch was the master of his fate now,
not the fleeting fancies of time and many fates of
the universe.
Whenever he used the watch to invoke one of
its magical effects, he found that a third hand
appeared on its face. This hand would begin to
tick off the seconds between the 12th and 13th
cllery description. In fact, his love for these hour on the clock's face . Before that hour had
objects had passed the bounds of any reasonable passed, he was forced to kill someone in order
man and had become nothing short of an obses- to satisfy the hunger of the timepiece. He soon
sion. His whole home was filled with all manner found that he was unable to resist the urge to
of timepieces, each kept in perfect working order use the watch's magic. despite his desire not to
and synchronized so that they differed from each do so. He also learned that the hunger of the
other by not so much as a second. It is said that watch was directly related to the exact power
thc cacophony of an hour chiming in Klorr's shop that he employed and the vitality of the person
was nearly enough to drive a man mad. Indeed, killed.
perhaps that accounts for the creation of this Eventually. KlaTT found himself unable to hold
twisted chronometer. out against the overwhelming magic of the watch.
As Klorr grew older, he came to realize that He became locked in a cycle of killings. Each
there was one timepiece in his home that he could time he hunted, he would use the powers of the
not regulate or control: the beating of his own watch. This would, in turn, compel him to kill
heart. He was reminded of this his entire waking again. This vicious cycle became the pattern of
life, for Ihc throbbing in his chest seemed never his life.
to be in synchronization with the staccato click- Powers: The timepiece of Klorr gives its
ing of the gears and springs of his countless holder many great powers, each of which can be
clocks. [t may be that this drove him mad, for hc used as often as desi red. As soon as one is
vowed that he would nol permit his own heart to employed, however, the third hand appears on
betray the perfect rhythms of his many time- the face and the watch begins to count off the
pieces. seconds of an hour. If it has not been able to
Klorr spent years researching the magical pow- absorb sufficient life ene rgy to satisfy its
hunger by the end of that hour, it will drain the
ers [hat he would employ to create his next watch.
~Ie sought out a race of master metalworkers and energy of the holder, utterly and irrevocably
begged them to teach him the secrets oflheir craft destroying the unfortunate victim. Nothing, not
so that he might manufacture the watch from a even a wish spell , can restore life to one slain in
metal that no earthly hand could damage. He pur- this manner.
sued the foul and accursed magic of Ihe necro- Each time that one of the watch's powers is
mancer and sought to gain knowledge over the used, the holder of the timepiece of Klorr is
functioning of the living heart so that he might moved to seck out and kill others of its race. The
5889
)r------------------------------------,~
1437
" 'Timt:pi~ of Klorr (
number o f people that mus t be s lain is deter· knowing the euct time. As wit h the previous
mined by the power required to invo ke a given power, th is o ne is free of any obligation on the
spell effect. Each power of the wa tch is followed part o f the holder.
with a parenthetical number that indicates the The C u rse : The watch has no power over
number of leve ls of life energy that the watc h someone unti l one of its abili ties is used. This
must drain . T hus, if it were used to invoke a might be any o f the s pell s or magical powers
featherfall (I) spell and then a haste (3) spell by except for perfect time and Yisihility. Even the
an elf, the owner would have to seek out and kill automatic power to s uccessfully r oll saving
four Ist- (or 0-) level elves, two 2nd-level elves, throws counts as a deliberate use, although the
or some other combination that would total four holder of the watch does not actually invoke this
levels. The use of any of the watch's s pells or ab ility.
spell-like abilities precludes taking another action Upon usi ng one o f the watch 's abi lities, the
in the same round. holder becomes bound to it. From that point on,
The magical spe ll s that are available to the the ind ividual's heart beats at a perfect 60 beatS
holder of the timepiece are as follows:featherfall per minute. Like the watch, the heart has become
(I),feign death (3), haste (3), hold person (3), a perfect timepiece.
hold undead (3), slow (3), extension I (4), dis- Once bound to the watc h, the holder must per·
tance distonion (5), extension 11 (5), hold mon- sonally kill the people required to repay the time·
ster (5), alensiOl/1II (6), temporal slasis (9), and piece ofKlorr for any used powers. If the owner
time Slap (9). All of these spells fun c tion as fails in this effort, the watch claims the owner as
described in the PH. victim instead.
In addition to its general magical abi lities, the The timepiece of Klorr is a very difficult bur-
watch has severa l unique powers. As with the den to rid oneself of, for once it has been taken
spell abilities, each of these has a cost associated up, the only time that an individual can attempt to
with it. discard it is when the watch's h unger has been
S uccessful Saving T h rows (3): A nyone hold· sated. That is, when the third hand is not showing
ing the watch automatically succeeds on any sav- and the owner of the watch is not under an ohlig-
ing throw that he or she is called upon to ro ll. ation to claim another victim.
This requi res no thought on the part of the watch', At this time, (I rcmoyc curse or similar spell
holder, it just happens. In fact, the holder of the has a chance of breaking the watch's bond to its
watch cannot even opt to fail a saving throw. If owner. When the spell is cast, the recipient must
the person holding the watch has not yet been roll a saving throw vs. spell. If the roll succeeds,
bound to it, the use of this ability links that per- the watch may be discarded s imply by puuing it
son to the timepiece of Klorr. This is the only down and walking away from il. Other, more dra-
power of the watc h that does not count as an matic methods include sealing it in an iron box
action for the holder. The only eltception to this and casting it into the sea, tossing it into a vol-
ability is the saving throw required to discard the cano, or anything else that might satisfy the for-
watch, as detailed below. mer owner that the timepiece of Klorr has been
Heal Damage (5): At any time, the watch may destroyed.
be called upon to heal damage that its holder has Of course, the timepiece cannot be so easily
taken. When th is is done, the effect is similar to unmade. Those who granted Klo rr the ab ility to
that of a cure critical wounds priest spell, save create this great artifact wil l allow nothing so
that it can only be used on the keeper of the time- simple to destroy it. It is rumored that only the
piece. fires of the Outer Planes can cause the timepiece
Perfect Time (0): This ability of the timepiece to be reduced to the e lemental evil from which it
of Klorr is an element of its nature and need not was forged.
be invoked or "paid for" by the use r. Nothing can Tome
upset the watch's abili ty to kee p perfect track of
the passage o f time. Eve n if it and its owner are Books, Libra ms, Ma nua ls,
placed in a state of temporal s tasis, the watch Spell books, a nd Tomes
keeps working. No known force can cause the In the AD&D game system, each of these terms
timepiece to lose so much as a second. has a uniq ue definition:
Visib il ity (0): Anothe r side effect of the
watch's existence is the fact that its face cannot Books may be used o nl y by priests and some-
be hidde n from its owner. So lo ng as one is able times ra ise a specific character statistic.
to nip open the cover to reveal the watch's face . Libra ms a re books used only by Wizards, and
no magica l or physical blindness o r obstruction occasionally boost stats.
can prevent the owner from looking upon it and M a n u a ls may be used by bothftghters and
""~r------------------------------------~~
1438
, Tome ofDogmalic Methods,
thieves, and some include boosts to slats. Canon of Changes II
Spellbooks contain spells and surprises. Most are XP Value: 24,000 GP Value: 120,000
restricted to priests and wizards, but a few may be Legends & Lore
used by any class. This book allows the reader to draw on the mystic
Tomes may be used by all classes and some grant Oneness of the universe to change the nature of
boosts to slats. matter to fulfill his own desires. Essentially, any
nonliving object weighing up to 50 pounds can be
All magical books, librams, manuals, and lomes converted into any, nonliving, nonmagical object
appear to be normal works of arcane lore. Each is of similar mass.
indistinguishable from others by visual examina- Ifused in conjunction with the Analects 0/
tion or by magical detection. Magic (see LibTam), the conversion can be done
A wish ~pcl1 can identify or classify a magical with up to 500 pounds of mass. In addition, thc
work. Other spell s, notably alter reality, com- object may be converted into a magical weapon,
mune, contact higher planes, limited wish, and armor, or shield with a bonus of up to +5, with
troe seeing are useless. A wish reveals the general one power based on any wizard or priest spell of
contents of a book, telling what classes or charac- up to 5th-level. Alternatively, the object could be
teristics are most affected (nol necessarily bene- converted into any monster of up to IO-HD.
fitted) by the work. A second wish is required to Only a being of at least 18 Constitution and 18
detennine the book's exact contents. Wisdom can read this book. Even for beings pow-
After being studied by a character, most magi- erful enough to employ the tome, it requires 72
eal works vanish forever. However, one that is not hours of constant reading before he can execute
beneficial to the reader may become attached to the change, and he forgets everything he has
the character, and he or she is unable to get rid of learned from the book after the transformation is
it. If the work benefits another character align- completed. A being may read the book as many
ment, the owner is geased to conceal and guard it. times as he wishes, but he loses 1point ofConsti-
The DM should exercise judgment and imagina- tution each time he uses the knowledge gained
tion when deciding exactly how these items are to from it.
be treated. Any being who attempts to use this book while
of Bodily Health lacking the proper Constitution or Wisdom per-
manently loses Id6 points of Constitution. This
XP Value: 5,000 GP Value: 50,000 book may not be used to alter living beings,
DUNGEON MAsrER Guide attribute scores, or to create magic items except
as described above.
The metal-bound Manual 0/ Bodily Health
appears to be an arcane, rare, but nonmagical
book. If a detect magic spell is cast upon it, the of Clear Thought
manual will radiate an aura of magic. Any char- XP Value: 8,000 GP Value: 48,000
acter who reads the work (24 hours of time over DUNGEON MASTER Guide
3- 5 days) will know how to increase his or her A wo rk of this nature is indistinguishable from
Constitution by I point- this involves a special any nonnal book. Any single character who reads
dieta ry regimen and breathing exercises over a a Tome o/Clear Thought will be able to practice
one-month period. The book disappears immedi- mental exercises that will increase his Intelli-
ately upon completion of its contents. gence by one point. Reading a work of this nature
The point of Constitution is gained only after takes 48 hours time over six days, and immedi-
the prescribed regimen is followed. In three ately thereafter the book disappears.
months the knowledge of the secrets to bodily The reader must begin a program of concentra-
health will be forgotten. The knowledge cannot tion and mental disciplines within one week of
be articulated or recorded by the reader. The tome reading the tome. After a month of such exercise,
will not be useful to any character a second time, Intelligence goes up. The knowledge gained from
nor is more than one character able to benefit reading the work can never be recorded or articu-
from a single copy. lated. Any further perusal ofa Tome o/Clear
Thought will be of no benefit to the character.
Canon of Changes
XPValue: 24,000 GPValue: 120,000 of Dogmatic Methods
Gods, Demigods, & Heroes XPValue: - GPValue: 5,000
The Cannon 0/ Changes is book of the gods that Tome of Magic
deals with redistribution of matter and motion. It This silver-bound book, studded with jewels,
allows the reader to create any non ma gical appears to be a tome of considerable value. The
object. book is actually cursed, although this is not
'"~
)r--------------------------------------,~
1439
=
,Tomtof 1)()gm;lI ic Melhods II (
immediately obvious. The manual bas the power page, a list of actions, most of them highly ritual-
to provide advice on any action that its owner istic, appears to insure the success of any action.
might consider taking. The owner needs only The owne r immediatel y fo rm s a dependence
open to any page in the book, and there before upon the book, and refers to it before taking even
him will be a list nfactions, most ofthem ritualis- the most mundane ac tion s. The book recom·
tic in nature. to insure the success of any project. mends extre me ly time cons uming operations.
The first lime the book is used, the owner is Furthermore, the owner will not share the book
suddenly struck with the idea Ihal he or she now with anyone and will f ight to keep il. A remOI"t
owns a SOUTce of information thai can give valu- curse spell, or si milar magic, is required to neu-
able advice on any matter. It becomes a guide for tralize its effects.
life. The owner will not share the book o r let any-
one take it away. If anyone tries to remove ii, the
character wilt fight to keep the book.
Fo llowing the first use of the book, the owner
canno t do anything witho ut first checking the
book. The information in the tome is complete ly
worthless, but the owner of the boo k does not
rea lize this. The pages in the manual c hange con-
stantl y, offering its owner an obscure (and usually
rid iculous) ritual to perform be fore doing any-
thing. Thus, if a c haracter is about to go into bat-
tl e, he m ig ht check the book and find severa l
exercises he should undertake to loosen his mus-
c les. Ifhe is going to speak to a duke, he might
find inst ructions for the co lo r of his clothing
according 10 th e d ay of the year and th e time of
day of the meeting. Ifhe or she is going to pray
for II spell , the re may be six pages of cleansing
rilnllls Ihlll should be performed rirst.
The manual 's instruct ions are aimosl ne ver
harmful, but they might delay the owner's actions
at a crucial moment.
Whe never a chara c te r is in a si tuation that
requ ires ha sty actio n (for example, he is
attacked). the book will delay its owner by IdB
rounds. If the owner is preparing for a lengthy
activity (a long trip, for example), he or she will
be busy for I d4 days getting ready for the event.
The DM should be creative in detailing the tasks E'soa Ho-chi
the owner must perfonn before comfortably com- XP Value: 6,500 G P Value: 65,000
mitting him or herself to a goal. Kara-Tur
The compulsion to follow the man ual 's instruc- E soa Ho-chi, "t he H e rald," was given to the
tions can be ended with a remQI'eCllrse spell. Fol- lamas of Ko'Chung by Mei Lung as a c hronicle
low ing th is, the n ext person to open the book to verify history in case the dragon had an unfore-
becomes its new owner. Jfan owner sho uld die, seen accident. The tome is very large and th ick
the book becomes the property o f the next person and it is a lways open, with writing o n the right
to open its cover. side and unfinished script appearing magically on
If possible, the OM should hint that the charac- the left. A lama must stand vigil and rum the page
ter is actually gaining bonuses for using the book, 10 keep the magic fl owing, but anyone might do
while allowing the other characters in the group the job. Th is book records history as the events
to ligure OUt the effects for themselves. unfold. The person WAO turns the page can direct
of Dogmatic Methods II the book's recounting of current events to the
people and places about which the reader wishes
XPVa lue: - G P Value: 5,000 to learn, or he could read the book 's reports on
1992 FanlaSy Colle.::tor Card 625 the important events of Kara-Tur as de cided by
This si lver bound, gem-studded book ha s the the book. Occasionally, mentions of the western
power to provide advice on any action that its barbarians appea r on Ihe page s. The herald
owner m ight consider taking. Opened to any weighs more than one man can lift and is adorned
""/r------------------------------------,~
1440
.
....
Tome. Herald ofMei Lung,
in gold and blue and green jades, read with the aid of a comprehend languages spell.
Clearly, this is a very powcrful instrument of At the birth of the world, the great and wise
the magical Celestial Heavens. The guards are dragon Mei LUllg was given the task of recording
fanatical about its safety, wi lling to die protect- all that has, is, or will transpire in the world. Sup-
ing it. Shou ld it bc stolen, all of Tabot (along posedly, should the great dragon fail in his dUlies,
with inte rested parties of T 'u Lung and Shou the universe would end, To prevent this dire fate
Lung) would seek the tome. Some would seek to from occurring, Mei Lung created the Herald.
return it to the Gompa. Others would only want Mei Lung was not me rely satisfied to create
it fo r their own use, Once word of the theft was the Herald, although many would view this as
out, there would be virtually no peace for the protection enough. Aware that disaster might
thieves. befall not just him but his entire household (for
dragons of that far eastern land lived in a style
of the Fool much different from the wynns of the west), Mei
XPValue: 8,000 GP Value: 40,000 Lung entrusted the magical volume to a sect of
DRAGOS Magazine 134 isolated and devout monks fa r away in the fast-
This book is a 9"x 12" leathe r bound book of ness of the highest mountains of the world. There
approximately I 00 pages. The Tome ofthe Fool the book has ever been, watched over by monks
radiates a hot-pink glow that is visible for up to who now live only for its protcction,
100 yards around. By careful study of this tome The Herald ofMe; Lung is one of the few truly
over one month, a jester may gain enough experi- beneficent artifacts, possessing no harmful pow·
ence points to achieve the midpoint of the next crs, As such, it can be a useful aid in a parlicu·
level of experience . The tome works only once larly difficult adventure, providing answe rs to
before disappearing, and tha t jester may never mysteries and clues about the futu rc, The player
again use any tome of this sort. Any person other characters can never actually own the artifact.
than a jester who reads this book immediately Instead they must go to it . This by itself is an
becomes a jester of I st level (no saving throw adventure as the group treks across a hostile
allowed). wilderness similar to the Himalayas 10 find the
ancient monastery. Even then, dealings with the
of Gainful E xel'ci!le monks must be role-played, and Ihe return jour-
XPVaiue: 5,000 GP Value: 50,000 ney survived.
DUNGEON MASTERGuide Constant Powers: Thc Herald of Me; Lung is
This work is simi lar to the Manual of Bodily wondrous in that it writes by itself the history of
Health, but its reading and prescribed courses of every major and virtually every minor event in
action will result in the addition of 1 point to the the world. Since this history starts with the cre-
reader's Strength. ation of the world, finding information can take a
long time. For every day spent reading the book,
of Garden Flowers there is a I % cumulative chance of finding the
XPVa!ue: 1,500 GPValue: 8,500 correct infonnation. What is revealed is the truth,
DRAGON Magazine 30 although often one-sided in its presentation.
Anyone reading the Book of Garden Flowers is The book records more than just the past, how-
immediately able to identify all garden flowers ever. Any event occurring in the present can also
and plants from a seed, leaf, or blossom, be read about. Thc character needs only turn to
the final penned pages and read. It is even pos-
of Glowing Pages* sible to read about future events on the final
XPVaiue: +2,000 GP Value: + 10,000 pages, although since the tales are still forming
Baltron's Beacon themselves, there is only a 20% chance of gaining
The pages of this book magically glow when useful info rmation, and even then it may be
touched fo r easy reading. incomplete.
Herald of Mei Lung The Herald is protected wilh a powerful spell
that automatically telcports the tome back to the
XPVaiue: - GPValue: - monastery if it has been absent for more than 12
Book ofArtifacts hours.
The Herald of Mei Lung is a large tome, roughly Suggested Means of Destruction:
the size of a small shield and 6 inches thick, but is If the universe ends, the book also ends.
otherwise of nondescript appearance. Its pages are One must go back in time and prevenl Mei
of the th innest paper and each is covered in an Lung from becoming the Celestial Historian.
elaborate script penned in golden ink. The lan- Mei Lung must be convinced that knowledge
guage is unknown to any who view it, but can be is meaningless.
/r----------------------------------"~'"~
1441
4_ _ _ _ _ _ _ _~~~~=_~===_~~----_ _ _ _
Tome of Hopeful Deeds
of Hopeful Deeds Roll Page Contents
XP Value: 700 GP Value: 5,000 01- 30 Blank page
New Item 31--60 Priest spell
After one week of study, a good character suffers 61-00 Wizard spell
a - 3 penalty on all saving throws. This effect is
permanent until a restoration or limited wish If a spell is written on a page, determine the
spell is used to counteract it. spell level by rolling I d 10 for a priest spell and
of Hopeless Deeds Id12 for a wizard spell. If the result is 8- 10 (for
priest) or 10- 12 (for wizard) make a second die
XP Value: ~ G P Value: 5,000 ro ll~ I d6 for priests', I dB for wizards' spells.
DRAGON Magazine 82 Once the spell level is known, the DM can select
When evil characters study this book fo r more particular spells or determine them randomly.
than a week, they suffer a - 3 penalty on all saving Record page contents secretly, and do not reveal
throws. This effect is permanent until restoration this infonnation to the holder of the book.
or limited wish negates the penalty. Once a page is turned, it can never be flipped
of Humorous Perspective back~paging through a book ofinfinite spells is
a one-way trip. When the last page is turned, the
XP Value: 4,000 G P Value: 20,000 book va nishes. The owner of the book can caSI
DRAGON Magazine 134 the spell to which the book is opened, once a day.
This book looks exactly the same as the tome of ([fthc spell is one thallhe character would nor·
thefool, and it is usable only by jesters. Like the mally be able to cast by reason of class and level,
tome of the fool, anyone who is not a jester and however, the spell can be cast up to four times a
who reads it immediately becomes a 1st-level day due to the book's magical powers.)
jester. When read, this book enables a jester to The owner of the book need not have the book
attain a diffe rent outlook on things~one in on his person in order to use its power. The book
which death and other morbid topics are merely can be stored in a place of safety while the owner
punch lines in the great game of life. The jester, is adventuring and still allow its owner to cast
because o f h is calm control of the situation, spells by means of its power. Each time a spell is
receives an extra + 10% modifier to his morale- cast there is a chance that the energy connected
changing ability. The same jester may castfriends with its use will cause the page to magically turn
and charm person once a day in addition to nor- (despite all precautions). The owner will know
mal spellcasting abilities. Finally, the reader of tllis and possibly even benefit from the turning by
this tome is forever immune to emotion-changing gaining access to a new spell. T he chance ofa
spells involving fear, hate, despair, discord, hope- page turning is as follows:
lessness, and ra ge, as received from symbol or
emotion spells. Spellcaster employing spells usable by
own class andlor level 100/.
of Immoral Sanity Spellcaster using spell foreign to own
XP Value: 1,000 GPValue: 600 class andlor level 20".4
DRAGON Magazine 82 Nonspellcaster using priest spell 25%
A good character who studies this book has a 5% Nonspellcasler using wizard spell 30%
chance per day, cumulative, of contracting some
fonn of insanity. Treat eac h spell use as if a scroll were
of Infinite Spells employed, including casting ti me, spell fa ilure,
and so on.
XP Value: 9,000 G P Value: 45,000
D UNGEON MA STER Guide Juia Lo'tanu
This magical work bestows upon any character of XP Value: 6,000 GPValue: 30,000
any class the ability to use the spells within its Kara-Tur
pages. However, upon first reading the work, any This tome is bound with the time-blackened skin
character not al ready able to use spells suffers of a giant eel, smooth and glossy. On its cover is a
5d4 points of damage and is stunned for 5d4 painting of a red and white spOiled carp, the sym-
turns. After that, he can examine the w riting bol of hard work and success. Inside are 20 pain!-
without further hann. The Book of Infinite Spells ings done on transparent silk that has been
contains Id8+22 pages. The nature of each page stiffened with clear lacquer. The paintings can be
is determined by random die roll. Make a per- viewed from either side of the page. They are of
centile ro ll and consult the following table: tranquil subjects with hidden, deeper meanings.
Examples of the subjects are: two k ittens watch-
/,-------------------------------------'''''(
1442
Tomc, Juia Lo'Tan~
ing swimming carp in a pool with water lilies; the
sun selling behind a picturesque mountain; three
girls fanning in the rice-paddy. The book has no
magical wards or traps, as it was designed to be
accessible.
This very beautiful work of art was painted by
Da'u Ching Tso wilh the magical paints given to
him by the pigfaced spirit from the Heavens. It
was inspired by the teachings of the wu jen Kor-
sanna the Orator, who infused his magic into
Da'u's expressions of art. The thoughts, feelings
and knowledge of the student and master are
gained through study ofthis tome.
Korsanna took this treasured book through-
out the land, using il as a teaching 100 1. This
was in the years 1240-1280, and many great
speakers are known from this period, most of
whom followed Korsanna for a while. Then
Korsanna died mysteriously in the village of
Sou Tu, now ruins in southern Noka Jui Dis-
trict. The Juia Lo 'tanu passed through a few
hands who admired it only as art, then came 10
rest in the hands of the Wai clan about the year
[425. This lome was held and studied by the
Wai family, and many believe thai its magic
enabled the Wai men to gain their power and
stature in the communi ties of southern Shou.
By the year 2000, the Wai clan was one of the on to the reader. It gives the character a magi-
mosl powerful noble fam ilies of southern Shou cal ability to influence any group he addresses
Lung, well known for their imaginative and toward his position or conclusions, often sway-
engaging public speaking. ing a crowd's support. The player must speak
Just before the Moon Feast Festival in the fo r a half-hour or more. The effectiveness of
year 2065, the Wai clan fortress and compound this ability is situationa l, and entirely depen-
was raided by a band of marauding j ungle bar- dent on the OM 's interpretation . It is not a
barians, who succeeded in breaking through the mass hypnotism or suggestion, because it can
main gate wi lh afireball from their leader's be learned by any character class and it is not
magic staff. Th is group of fools stole many of as powerful as a true wu jen spell. A magical
the fami ly hei rlooms. but also took the Juia speech will add 10 percent to the morale of fol-
La "anu . The ancestral home was located east of lowers or troops in the speaker's command. It
the modern city of Ha'chou, and the escaping also increases the courtly abilities of poetry
brigands rode easl to the Henai River, crossing and Noh by increasing their base chance of
at Tarepi. Here they were caught midstream by success by 2.
the Shou posse and many of them were killed For example, if the magical orator is address-
by arrows. Only the wizard leader and five men ing a group of friends, or any neutral crowd, they
eluded the law. Historians speculate thai these may be easily convinced that the speaker's pur-
barbarians were the same group that raided pose or meanings are correct and true, and action
We'noa and Chin a year later, and were ulti- may be expected. However, a speech before an
mately captured at Cufa Twi Caverns. The Juia angry Emperor or a lynch-mob may only save the
Lo "anu and the rest of the Wai heirlooms were character's life, with a quick trip to the local
lost. Gossip and legend place the treasure in a prison or a public flogging the punishment- the
citadel deep inside the caverns, but this is only situation will dictate the outcome. A low-classed
hearsay. bushi warrior can only expect a magical speech to
Ifa character has an Intelligence of 15 or get gentlemen to listen and maybe reflect on his
higher, he will gain from intense analys is of words. A good benchmark is that 15 percent of
this tome. Alignment is un important for the any neutral group will be swayed to action or
magical lessons. After Id4 months of scrutiny, belief by magical oratory.
the tome gives insight into the art of magical
oratory, a fantastic gift, and the skill is passed
/r----------------------------------5~907~
1443
-
""Tome of Leadership and Influence r
of Leadership a nd Influence Seven Fin gers
XP Value: 6,000 C P VaJue: 60,000 (The Life ofTho rsta g)
DUNGEON MASTER Guide XPValue: 2,500 G P Value: 25,000
This leather-and-brass-bound book is similar to a DRAOON Magazine: 69
Tome o/Clear Though/, but upon completion of This memoir is a thick bundle of vellum sheets
reading and practice orwha! was revealed therein, bound about with two leather straps and enclosed
Charisma is increased by 1 point. in a leathe rn bag. A recent owner, the merchant
When read by a bard, thc character increases Zephrum Nelagul, noted in his ledgers that Se\'ell
by one level. His or her experience points become Fingers had 278 s heets, but also noted that it
equal to the minimum required to attain thc new ended precipitously and seemed to have gaps in
level. the narrati ve, whic h s uggests that some pages
of Psionic Inter action have been lost or deliberately removed.
The book was written by (or at least under the
XP Value: 5,000 GP Value: 50,000 supervision 01) the adventurer Thorstag "Seven
Saltron's Beacon Fingers" Amareh , a fighting ma n who rose to
This tome tells how to build ps ionic powers. If take the lordship of a tiny northern dale, where he
the reader cannot use psionics, the tome has no died some 70 winters ago, Thorstag's nickname
and the main title o f this volume come from his
effect. I r the reader is psionic. the study confers
25 more psionic sirength points immediately, and habit of severing the fingers o f important ene-
(at the usual rate, wit h level progression) one new mies whom he slew, and storing these in an iron
attack mode, one new d efense mode, and one box . There were seven such enemies, and
minor discipline. If the reader is not psionic but Thorstag evidently put the fingers to some sort of
has psionic potential, the study permits a check magical use, but the ir present location is
for them at double normal chances, even if a pre- unknown. The volume recounts Thorstag's report-
vious roll for psionics has failed. However, if the edly boring and trivial life ("wearisome pages of
roll is more tha n 30% under the minimum needed dreams, underhanded schemes, and malicious
to gain such abilities, the victim is struck by cata- violence," Zephrum records), but contains three
tonia ( insanity) that can only be cured by a heal passages of special note.
spell. The tome vanishes either after proper use or The first is a detailed and exacting descrip-
after causing three cases of catatonia. tion of the selection of a card, void, from a deck
of Q uickness of Action a/many things , so complete that a nyone who
reads th is sect ion could immediatel y recognize
XP Val ue: 5,000 G P Val ue: 50,000 the same effects if they occurred in his or her
D UNoF.oN M ASTt;II, Guide presence.
The heavy covers and metal bindings of this com- The second is a rec ipe or description o f the
pilation will not di stinguish it from other non- making of Keoghtom S ointment, which mayor
magical texts of small value. This work contains may not be correct. Curiously, no owner o f the
secret formulae and prescriptions for unguents memoir has made any mention of the accuracy of
and exercises that e nable a single reader to assim- the recipe, but only of its inclusion; this hints that
ilate the text (three days of uni nterrupted study) they have not attempted the process because it is
and then practice the skills detailed therein. obviously incomplete, or too difficult in execu-
If thi s pract ice is faithfully don e for o ne tion or the procurement of the ingredients, or the
month, the charac ter will gain I point of Dexter- writing itself contains some mag ical trap or
ity, The manual will disappear immediately after guardian they would prefer not to disturb.
reading, but the contents are remembered for The third is a detailed inventory of the
three months, However, the reader cannot articu- dowries o f the princesses Elmyra and Hlassela
lale or otherwise record the information he of Cormyr, which Thorstag took part in guarding
retains. Only afte r the month of tra ining is the on an overland journey from Suzail, Ihe capital
Dexterity bonus granted , Further perusal ofa ofCormyr, to Arabel, a c ity some distance to the
s imilar text will not add to the same character's north and east. The journey was safe, the
Dexterity. princesses married, and set out forthwith east-
ward with t heir (royal , but not identified by
of Saintly Sa nity Thorstag) husbands, Neither Thorstag nor the
XP Value: 1,000 G PVa luc: 6,000 sage Elm inster has heard o f their fate , but in
DRAGON Magazine 82 some eastern tomb or treasury the greater part
An evil character who studies this book has a 5% of these dowries must now lie . Thorstag's list
chance per day, cumulative, of contracting some includes weights and identifying marks of jew-
fonn of insanity. elry (since he had to guard against forgery and
~"
/r--------------------------------------'~
1444
substitution of the pieces), and adventurers or Suggested Powen:
historians will surely find it a source of inspira-
tion, if not a path to wealth. Feebiemind
Lore (treat as a legend lore spell)
The present whereabouts of the memoir is Mapmakillg (duration one tum; Treat as a map
unknown. It was last seen in the hands of an
unidentified man "with the clothes and manner ofmapping)
of a southern merchant," according to Zephrum Repair Normal Objects
Nelagul, who sold it to said merchant at a bazaar Open Locks (70% success rate)
in Waterdeep for 900 pieces of gold. Zephrum
attests that he obtained the book from an igno- Memoriz e +5 spell levels (five 1st-leve l
rant baililT in Longsaddle, who sold it as part of
spells, one 2nd-level and three 1st-level spells,
the contents o fa dead man's house. The dead
and so on)
man , one Borwyn, was a trader in hides and Suggested Handicaps:
When first used the user suffers a --6 penalty
leather goods who covered much of the north in to Strength score.
Body part change: The user becomes hunch-
his trade, and had acquired, in Zephrurn 's words, backed, and s uffe rs a + 4 penalty 10 Armo r
~an odd assortment of keepsakes and valuables."
One can only conjecture that somehow Borwyn Class and a -4 penalty to all THACO rolls
because of Ihis deformity.
the trader visited the dale where Thorstag had Suggested Penalties:
ruled and was buried, or got the book from User involuntarily assumes gaseous form.
anot her person who was given it by Thorstag for
Memory lapse: The user immediately forgets
safekeeping, o r who too k it after Tho rstag's any 1st-level spells memorized.
death. If any reports come to light of the pos-
sible missing pages, more might be said of how Se rvice: The user is suddenl y compelled to
Borwyn got the memoir, and of its orig ina l; map an enti re level of a nearby dungeon (or
complete contents.
country side), using the tome, and will assem-
of Ssu-Ma
ble an ex pedition to do so, leav ing within
three days. This effect ends when the map is
completed.
XPValue: - GPValue: -
DuNGEONS & D RAGONS Master Set of Understa nding
The immortal hero Ssu-Ma is said to be the father XP Value: 8,000 GPVallle: 43,500
of written knowledge, bringing mankind from DuNGEON M"STf:1I Guide
barbaric chaos to civilization. His great tome is Identical to a Tome ofClear Thought, this work
said to gather knowledge of all sorts from the increases Wisdom by I point .
yery air itself, and is thus able to provide infor-
mation on anything in existence. Vacuous Gr imoire
This large, bulky book is 5 fe et square and XPValuc: - G P Valuc: 1,000
nearly a foot thi ck. Its covers are each half an D UNGEON M ASTER Guide
inch thick, fastened securely by a built-in lock. A book of this sort is identical to a normal one,
although if a detect magic spell is cast, a magical
The covers are not marked in any way. aura will be nOled. Any character who opens the
work and reads so much as a single glyph therein
The lock on the book cannot be opened magi- must make two saving throws vs. spell. The first
is to determine if I point of Intelligence is lost or
cally, and open locks attempts suffer a +5 0% not; the second is to find in points of Wisdom
are lost. Once opened and read, the vac uous gri-
penalty to thc roll. Anyone who fails to pick the moire remains; to be destroyed, the book must be
burned and a remove curse spell cast. If the tome
lock can neve r succeed in opening it. The con- is placed with other books, ils appearance will
instant ly alter to conform to the look of these
tents of the book cannot be examined until the other works.
lock and book are opened. The first page of the
book explains all of its powers and the page refer-
ences where the command words and instrUClions
for each power can be found . The tome can be
read easily by anyone.
The tome 's contents explain how the user,
drawing on the power of the tome, can produce Tool Set
the effects of the given powers. The pages of the "Tool Set" is a generic term for a set of imple-
me nts and devices craftspeople use when practic-
book cannot be used as materials for the elTects
ing their professions. It covers everything from
(such as mapping). pliers to saws, from vices 10 sets oflockpicks.
""/r--------------------------------------,~
1445
,Toot Sel, Gemcuner'sTootsofSunndi r
Gemcutter's Tools of Sunndi els, files, and other tools was created for a car·
XP Value GP Value penter in the City of Oyvers, and though he paid
- I: 3,000 25,000 much gold for it, the set eventually brought him
- 2: 6,000 50,000 great wealth. II allows a character with carpentry
-3: 9,000 75,000 proficiency to build very sturdy wooden con·
GREYHAWK Adventures Slructions with 150% of normal defensive poinl
This magical set of vises, hammers, blades, and values. Consequently, the carpenter receives dou·
chisels was enchanted by the mountain dwarves ble to triple the usual fees, or a weekly average of
who work the gemstone mines in the County of 50 to 75 gpo
Sunndi. They help any character with a gem cut- Tooth
ting proficiency to increase the value of his or her
work. For individual stones, the cutter can make a These body implements allow creatures to chew
proficiency check to gain a modifier to the Gem
Base Value Table found in the DMG. The OM their food. Many enchanted teeth come in sets;
most of the values below are for a single tooth. If
rolls Id8to determine the modifier: a whole set is desired, muhiply the values by the
num ber of teeth in the set to de termine the total
Roll Modifier value .
1-6 - I of Dahlver-oar
6-7 - 2 XP Value: 40,000 GP Value: 200,000
8 -3
DUNGEON MASTER Guide, 1st Edition
The tools are also useful for finishing stones in If any priest was more powe rfu l than the
a mine; the cutter can add 20- 50% to the fi nal renowned Dahlver- nar, histories do not tell us.
average value listed on Table 34: Gemstone The gods themselves gave specia l powers to
Quality in the Dungeo/leer's Survival Guide. A him , a nd these have passed on to others by
gem cutter with these tools can demand up to means of the great relics of Oahlver· nar- his
four times the nonnal fees for services. teeth. Each of the teeth has some power, and if
T hieves'Tools of Stealth one character manages to gain a fu ll quarter,
hatf, or lIo ll of them, other ~r.!.IId benefits accrue,
XPValue: 750 G P Value: 7,5000 the additional powers and effects being cumula-
PoLYHEDRON Ncwuine 82 tive. In order to gai n the power of one of these
These magical thieves' tools are a great boon to teeth, however, the character must place it into
any thief or rogue. They do not appear to be made his or her mouth, where it will graft itself in the
of metal, but instead appear to be constructed of a place of a missing tooth. The teeth can never be
very dark, hard substance, perhaps obsidian. removed once emplaced, short of the demise of
While they are magical, no means of detecting the possessor. The DM is encouraged to decide
magic can reveal this fact . The tools confer a the powers fo r the fo llowing (use the Artifact
+ 10% bonus to a rogue's open locks and remove Rules in Volume I ).
traps rolls. Each of the 32 teeth.
The greatest power of the tools is revealed The 8-tooth sets of 18, 9-16, 17- 24,25- 32.
when they are placed inside their case, and the The 16-tooth sets of 1- 16, 17- 32.
case is touched to the user's skin. The case magi- The complete set.
cally melds into the individual's body. There the of Dalhvar-nar II
tools safely remain, until the owner concentrates
on bringing them to the surface. If a rogue is slai n XP Value: - GP Value: -
while the tools are melded with his skin, the tools Book ofArtifllCt.'i
reemerge. The teeth ofDalhvar-llur are a set of 32 ancient
A thief's tool set usually includes the fo llowing red dragon teeth : four 6-inch incisors, two 18-
equipment: one set (universal lockpicks, prybar, inch uppe r fangs, two 12-inch lower fangs, four
waxed cord with two hooks and six thi n stee l 8-inch canines, eight 6-inch canines, four 4-incb
spikes, whipsaw, cullers, two small black velvet bicuspids, and eight 2-inch molars. They are car·
bags, black leather gloves and mask, iron grapnel ried in a deep, coppery red dragon-hide bag.
with 2·foot shank and end-ring), and 30 gpo Long ago, as the ancient red dragon Incendax
sought to increase his territory, he chanced upon
Woodworker's Tools of Dyvers a large group of young mages and their teacher
XPValue: 2,000 GPValue: 24,000 gathering spell components, and he murdered
them all. The guild's archmages were so outraged
GREVHJ"WK Adventures that) 3 oftheir greatest members banded together
This set of magical hammers, spikes, axes, chis- >Ow
/r------------------------------------\~
1446
, IIrToolli of Dalhvar·nar
to kill the dragon. They tracked Incendax to his Invo ked Powe rs: These powers are released
lair and collectively attacked him with magic so on ly if the teeth (not including the molars) are
potent that a massive explosion resulted. When thrust point-first into the ground. If the surface is
the dust settled, all that remained of the two any form of soil (clay, dirt. sand), the teeth sink in
forces were the teeth orthe dragon. and a monster emerges in Id4 rounds. On any
other surface, or if dropped on their sides, the
Dalhvar-nar was a young priest of some wi t teeth just lie there until picked up. After being
and ability, whose path to fortune look him to that used, they magically reappear among the rest of
cave centuries later. With a bit of magical guid- the teeth in Id2 + I days.
ance, he found a patch of loose shale and cleared
it away, expos ing a dark passage. Dalhvar-nar Summoned monsters serve the owner of the
crawled through, found a huge chamber, and was teeth for 30 rounds and follow all other guide-
amazed as he looked upon scorched walls and hnes specified in monster summolling I. Each of
blasted boulders, the remains of the great baulc. the IS-inch upper fangs su mmons one 7- HO
Dalb searched through the cavern and eventually remorhaz or three 15-1,10 fire giants; the l2-inch
discovered the dragon's teeth. He then gathered lower fangs each summon three 7-H D wyverns or
them up and stuffed them into his pack, figuring four 8-headed, 8- HO hydras; the 8-inch canines
awizard might pay a handsome sum for them. each summon six 4-HO fire toads; the 6-inch
canines each s ummon Id lO 2· HO lizard men;
On the way back to town, Oalh heard some- and the 4-inch bicuspids eac h create a 60-
thing heavy fall to the ground behind him . He foot-diameter lI'all offire 20 feet high and lasting
turned to see what it was and found that one of 20 rounds.
the large dragon fangs had fallen out of his back-
pack. In amazement, Oalh watched as the tooth The eight molars work in the following man-
buried itself into the earth, whereupon the ground ner: The tooth must be physically planted in a
trembled, and up sprang a mighty monster! Oalh hole 2 inches or more in depth. which takes Id4
quickly readied for battle, but instead ofatlack- rounds. After the dirt is palled nat (one more
ing, the beast kneeled at his feet awaiting his round), a puff of smoke issues forth, engulfs the
command. In stead of selling the teeth, Oalh character, and endows him or her with its power.
decided to experiment with them. The OM should roll IdS and consult the follow-
ing table:
The priest's friends thought it quite odd when
the once generous Oalh suddenly grew extremely
preoccupied with his possessions, constant ly
itemizing them and angrily demanding the return
of everythi ng he had ever lent to another. Then
his order disowned him, having heard reports that
he was raidi ng traveling caravans. At last, Oalh
vanished afte r taking up residence in a remote
mountain cave. It is rumored that he was last
spotted in the clutched talons of a giant gold
drngon.
The curse associated with the teeth ofDalhvar-
nar suits this item more to be uscd by soon-to-be
villainous NPCs, rathe r than one of the player
characters ... unless the OM wants an antisocial,
treasure-hung ry, miserly PC wreaking havoc
upon the entire campaign.
An adventure might begin when the player
characters enter a town to rest and recuperate.
That night, the quiet town is attacked by a group
of monsters led by a "mad old hermit" who lives
on a nearby mountain.
Constant Powers: A character holding any of the
teeth is able to detect the exact number and type of
all gems and precious metals within 60 fecI. Having
any of the teeth on his or her person also allows the
character to speak and understand the language of
red dragons, and the tongue common to all evi l
dragons. Finally, possessing any ofthe teeth grants a
character immunity to all fonns of f1J'e.
/r------------------------------------.~
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