House Rules
 
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Gaming Aids

 

 


 

 

 

 

Magical Treasure

Potions

Scrolls

Rings

Rods

Staves

Staff of Splendor
This staff an intricately carved, jet black staff. A Staff of Splendor conforms in all respects to a Rod of Splendor, except that the staff has a maximum of 25 charges.

Casting time for the staff is 5. The staff radiates alteration and illusion magics.

Staff of the Blue Dragon
Twenty-four of these staves were created for powerful members of the Cult of the Dragon. These staves are made of a blue lacquered material, carved with the head of a screaming blue dragon at the top.

In the hands of a priest or a magic-user, the staff has the following powers:

1. The staff is a +1 weapon.

2. The staff pulsates with a warning when within one mile of a true dragon (chromatic, gem or metallic). By concentrating, the wielder can determine the direction and distance of the dragon. This feature requires no charges. There is no limitation on its use.

3. Spark --

 

Wands

Miscellaneous Magic

Charms of Enhancement

Cloak, Wood-Shadow
This grey-green cloak was created by an Elven Mage for her Ranger husband. The cloak will fit any elf, half-elf, or human under 6'. As the cloak was intended, it adds 50% to any Ranger's ability to hide in shadows in natural, outdoor surroundings, only. Additionally, and unintended by the original enchantments, the cloak operates the same for thieves, adding 50% to their hide in shadows ability in the same surroundings. The cloak gives non-Rangers/ Thieves a flat 25% of the same. The most surprising result of the enchantment however, is that for Druids the cloak operates as a cloak of the Elvenkind in natural, outdoor surroundings.

Exp Value: 1,000; GP Value: 5,000

Coins of Hypnosis
The coins appear as an ancient coin with a hole in the middle. The coins are secured by a leather thong which is threaded through a small loop at the top of the coin. The center emits a soft glow (not even enough to read by).

There are two types of coins, silver and gold. Each operates in the same manner. The user holds the coin in front of an intended victim as he/she intones the command words or phrases. The victim is entitled to an immediate saving throw. If the saving throw is successful, the coin will not work. If the saving throw fails, the victim will stand motionless for two rounds as the coin works it magic. The coin will begin to glow brighter and brighter over the next two rounds. At the end of this duration, the user will be able to invoke the coin's powers.

Polaris Medalion
The Polaris Medallion is an ornate disk, carved with runes. The disk has a large hole in the center. A leather thong is threaded through a loop at the top.

The medalion has two main functions. At night, outdoors, the center glows when the medallion is pointed toward the north. Outdoors, in any conditions, the medallion allows the user to track as if he/she were a ranger of the same level. Tracking is acomplished by looking through the center. There is no command word, however, the item does not communicate its powers. The tracking function is limited to one hour in every 24. If the user is a ranger, the medallion allows the ranger to make another proficiency check if he/she fails the first time.

XP value: 300
GP sale value: 1,300

Armor and Shields

Magical Weapons

Broad Sword +1, Stinger
This broad sword does not glow as a normal weapon. It sheds light with an electrical corona, as sparks and electricity dance up and down the blade. The weapon is +1 to hit and damage rolls. If a natural 20 is rolled, the blade does an additional 3d4 of damage, as a surge of electricity strikes he victim.

Creatures that are immune to electricity or lightning do not take additional damage. The sword is still a +1 weapon to hit and damage against these creatures. Unless it does additional damage, the sword is not considered lightning or electricity for attacks against shambling mounds, black puddings, etc.

XP Value: 750
GP Sale Value: 3,000

Long Sword +4 Defender of Berserk Fury
This long sword is both a powerful weapon and a powerful curse. It is an itelligent +4 defender, and the wielder, unless under the control of the sword (see below), can use the sword like a normal defender. It is CN in alignment, and can be wielded by any character of chaotic alignment. It prefers an owner with a proficieny in seamanship.

The Defender of Berserk Fury was created by the mage, Delicon Hellspont to aid him in his quest to kill Sauhaugin. Delicon lost a bride at sea, and was forced to watch as the shark men pulled her under. His life from that point was dedicated to revenge, and he spent the rest of his life roaming the South Isles. His ship "The Weeping Bride" was one of the most feared on the seas. His exploits as a pirate were as legendary as his fierce hatred of the Sauhaugin. Delicon was last seen 10 years ago in the South Isles searching for the entrance to the under water city of the Sauhaugin Prince.

Special purpose
Destroy Sahaugin

Powers
Casts shield spell on wielder twice/day
Cast Water Breating 3 times/days
Fish Empathy
Speaks Common, Sahaugin
Has knowledge of underwater cultures

Limitations
The sword will nor allow the wielder to use metal armor. The wielder must make a saving throw versus spells or fall into a berserk battle fury every time it is drawn (* see below). No save if the weolder is facing special purpose foes.

(*)Berserk Fury: The sword causes the wielder to attack any creature that comes within 20', friend or foe. Once the rage has begun, the wielder must destroy all of the creatures within this radius. Each round that no creatures are in the area, the wielder may make a saving throw to end the fury. For each round of fury, the wielder may seek out opponents to attack outside of the 20' area. He or she will not seek out friends, unless they come inside the > 20' area.

While in the battle fury, the wielder cannot communicate effectively. Vision is limited to 60' and creatures become indistinct and fuzzy. The wielder has a vague sense of friends or foes outside of his immediate area, allowing him or her to seek out and destroy foes first. Inside of the 20' radius, the wielder will concentrate only on destroying any thing that moves.

The berserk battle fury grants the wielder a +2 to hit and damage – in addition to any bonuses due to strength – and a +2 to AC. However, any AC bonus due to shield or dexterity are ignored. While in the battle fury, the wielder will attack for 2-5 rounds after being reduced to 0 hit points. The wielder is destroyed if reduced to -10.

While in the Battle Fury, the sword decides how many "pluses" to put towards defense and how many to put toward attacking. It will automatically use any power that is beneficial to the wielder.

If a find traps spell is cast, the sword detects as magically trapped. A remove curse spell or the death of the wielder are the only methods of ridding a character of the sword once it is grasped and the sword accepts it new owner. An owner will do anything in his or her power to prevent it from being removed.

"Red Tide" Dagger +1/+3 vs Water Breathing Creature
Another creation of the fabled mage, Delicon Helspont (see +4 defender of Berserk Fury). This one was thought to be created for the mage himself.

The dagger is reported to be a base magic weapon to hit, with an extra bonus against water breathing creatures. It is rumored to be able to grant the user the ability to breath water. There is also rumored to be an inteligent creature of the sea trapped in the blade that knows the waters in the South Isles well. It may have other powers as well.

Special Purpose
None

Powers
+1/+3 versus water breating creatures
User can breath water while grasping the dagger (unlimited)

Alignment
LN

 

 

 

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