Dagger
of Vampire Slaying (Nosferatu E'Destrom)
GP Value:
3,500
XP Value:
500
These magically
enchanted daggers are extremely rare and are highly prized by Vampire
Hunters and Undead Slayers alike. Beyond it's true use of slaying Vampires
these daggers function as +3 magical weapons (save Vs hard metal +3).
A character
using this style of dagger must be proficient to properly wield it.
They must also have good knowledge of the vampire anatomy system and
possess the undead lore (NWP) non-weapon proficiency to achieve it's
devastating effects. Rolling a natural 20 during combat will automatically
slay any vampiric creature (no save), but only to those who have the
proper skills mentioned above. Those not having such talents only receive
the normal +3 magical bonuses to hit and damage effects.
Notes:
DM's should be particularity careful when giving out one of these daggers.
They are very powerful and can make short work of your main bad guys.
I recommend not giving one out until your PC(s) have reached at least
7th level.
Jacket
of Healing
GP Value:
7,500
XP Value:
3,500
Crafted
of the finest silk and leather and laced with copper hair, a Jacket
of Healing grants it's wearer the power to heal him/herself once per
day upon command. The jacket heals 10-100% (d100) of the wearer's diminished
hitpoints. This is the jacket's only power, yet a powerful ability it
is. A Jacket of Healing saves as leather +2.
Notes:
These jacket's are given to the head (royal) guards of Minus Anthia
for ceremonial purposes. Wearing bulky armor is considered disgraceful
and such a jacket must be worn to such events. Around twelve of these
jacket's are known to exist and are never to leave their owner's personal
quarters. All of which are located within the crystal castle itself.
Anyone wearing a Jacket of Healing without just cause will be immediately
captured and brought to justice, if seen by local elven officials.
Pouch
of Infinite Coins
GP Value:
3,500
XP Value:
500
A legendary
style of money pouch somewhat commonly crafted by the witch cults of
Vastonia. These ancient sacks are made of 100% leather, usually fashioned
out of rare monster or animal skins. As one might guess, these small
pouches allow the possessor to reach in and retrieve money from within.
These pouches however only grant a random number of coins each day and
a random type of coin as well. These coins range from copper to gold
and never exceed fifty pieces in totally (maximum of 50 gp). The catch
to this being the duration of the funds granted. At the beginning of
each day the pouch will produce it's prize within, only having them
completely turn to dust within 24 hours...never usable again. Pouches
of Infinite Coins save as leather +1.
Notes:
DM's should be wary of giving out these magic pouches. They allow a
what could seem like infinite monetary resource to those who possess
them. The funds also dissolve and using such an item knowledgeably for
those of good alignment will have a great effect on their self being
and moral values. Nothing makes a shop keeper more angry then having
his days income melt in front of him.
Shield's
of Klune (Flame Burst)
GP Value:
6,000
XP Value:
1,000
The shield's
of Klune were originally crafted for use by the highest ranking militia
of the gnomish 5th legion, based out of Stoneheart, a legendary kingdom
of deep gnomes found miles below the surface of Vastonia. These shields
function as +1 medium shields, but also offer the unique power of flame
bursting. These shields are heavy set and made of stone, having multiple
holes drilled within. Five cones with eight holes hollowed in each,
totaling forty separate shoots allows the possessor to send forth a
fantastic hail of flame into any enemies which stand before them. A
successful saving throw Vs spell will reduce the flame damage by half.
Failure to save will cause 7d6 fire damage to all who are consumed by
the shield's flame burst.
The burst
itself is activated by a unique command word, given to it's owner when
first crafted. This generally prevents theft and/or use of the shield.
This flame burst can only be used thrice (3 times) / day. These shields
save as +3 stone objects and must be recharged every 30 uses by having
a 7th level or greater mage cast flame burst or a similar spell on it.
Each shield possesses 30 charges when fully endowed.
Notes:
DM's should note that these shields are three times the weight of a
normal medium shield and will drastically slow down anyone with less
then 14 Strength.
Helmet
of Death Magic
GP Value:
10,000
XP Value:
1,000
The helmet
of death magic appears as a totally normal leather bound headpiece,
decorated by a pair of bull or minotaur horns. The wearer of this helm
is granted many special powers, only detectable by high level spell
casters (DM's discretion). The first and perhaps most predominant power
of the helm is it's ability to raise and control the dead (any up to
5 HD in number) at a maximum range of 30 feet. This power lasts until
the undead are slain or till days end (12 midnight).
The second
power this helmet grants the wearer is similar to an antimagic spell.
This power can only be used once a day and lasts for 6 rounds. It is
called upon mentally and takes a somewhat strong willed (12+ WIS) character
to summon these capabilities. This field of magic consumes a 15' radius
and any magic entering or within this area is negated.
Other then
the two powers above this helmet functions and acts as a +1 leather
helmet. Saving throws are to be made as leather +2.
Notes:
DM's should be aware of the two powers combined, if the user is using
the powers of raise dead, then activates the anti magic barrier, the
undead will instantly explode if within 15 feet of the possessor. A
smart character could hold them at bay and successfully use both powers
at once.
Platemail
+4 Absorption
GP Value:
42,000
XP Value:
12,500
These magical
sets of platemail are extremely rare. In fact only one set is known
to exist in Vastonia. The offer the wearer the ability to absorb potentially
damaging spell effects in the same fashion as that of a rod of absorption.
One donning such armor can absorb magic spells of any nature (priest
or wizard) into itself. The armor nullifies all effects and stores their
energy until a time in which the owner of this armor wishes to expel
them. The magic absorbed must have been directed at the person wearing
the armor. The person wearing the armor automatically detects the level
of magic absorbed by the armor as it collects the energy. This armor
can absorb a total of fifty (50) spell levels and can only discharge
any remaining potential it may have after that. Thus if a 3rd level
spell is cast at the person wearing this type of armor is absorbed,
the armor uses consumes three levels of potential absorption. (I.E.:
50 -3 = 47 remaining). When a spell is absorbed, the possessor of the
armor can expend the spell at any time he/she sees fit. If a 3rd level
hold person spell is absorbed, then the person wearing this armor can
release the spell when desired at an equal level of power on whomever
they see fit. See "Rod of Absorption" for further details.
This armor
otherwise acts and functions as +4 magical platemail. All saving throws
are to be made Vs hard metal +5.
Notes:
If ever a time comes where the owner of this armor exceeds the 50 levels
of absorption power, the armor will self distruct in a massive ball
of blue/white flames. Causing 10d6 damage to anyone within a 10' radius.
This may happen as the user is not necessarily aware of how many levels
the armor can absorb.