ARMOR & WEAPONS

Swords:

     Sword, Death’s Herald: When first forged and enchanted, the death’s herald functions like any other +2 blade—for it is not until the weapon is blooded that its grotesque nature truly emerges. Every time the weapon claims a life, the death’s herald absorbs into its fabric the last vocalizations its victim makes. When the weapon is drawn again, the death’s herald fills the ears of the wielder’s immediate opponents with the screams and pleas and blood-choked gasps of all its previous victims—all hideously mingled with echoes of their own.

     While the horrific chorus of the herald cannot harm those beings immune to or shielded from magical fear, all other opponents facing a herald must make a saving throw vs. death magic. If the save is successful, the victim fights at a –2 penalty on all to hit rolls and –3 on all damage rolls for as long as the victim is facing the weapon and for 3d4 rounds thereafter. If the save is failed, the percentiles are rolled to determine the effect:

Roll (%)

Effect

01-60:

the victim panics and flees at the maximum move rate for 1d6 turns

61-85:

the victim is paralyzed with fear for 3d4 rounds

86-00:

the victim is rendered unconscious for 2d4 rounds

     Such is the nature of the death’s herald that most beings who favor the weapon are of evil alignment, who relish in the weapon’s terrible aura. But rumors persist that even the wielder is not immune to the herald’s influence. Sages point to the grisly demise of the infamous warlord, Saxth the Defiler, the possessor of the first known death’s herald. According to legend, Saxth was discovered one morning in the kennels of his castle, wrestling with his hunting hounds for scraps of meat. Confined to a cell for a time, the warlord seemed to recover his sanity, but within hours of his release the Defiler was found dead, his hands on the sword's hilt and the blade sunk deep in his chest.

     Sword, +2 Decimator: The holy sword of rangers, the decimators are a rare and deadly breed. In the hands of a ranger, a decimator is a +2 weapon. If facing a species enemy, the bonus is +3, and the weapon allows one additional attack per round. Furthermore, it can employ each the following magical effects once per day: detect evil, protection from evil, 15’ radius, and find traps. All effects function as if cast by a 7th level priest.

     If wielded by any warrior of good alignment other than a ranger, the decimator functions as a +1 weapon. Any evil being so much as touching the weapon will suffer 2d6 points of damage from magical cold, no saving throw. In all other cases, the weapon suppresses all of its magical abilities, reducing the blade to a normal weapon.

     Sword, +2 Identifier: The identifier is a magical weapon useable only by warriors. Upon command, an identifier can discern the properties of all other magical weapons within a 50’ radius. All identifiers possess an intelligence of 14 and an ego of 4, and communicates its findings in a voice that only the wielder can hear. Listed below are the chances for an identifier to determine another weapon’s magical properties:

Weapon bonus:
85% *

Forger/composition:
70%

Type (vorpal, etc.):
50% *

Intelligence/alignment:
35%

Primary ability/
 

extraordinary power:
25% *

Special purpose/power:
10% *

     Those abilities marked by an asterisk (*) can, only if detected, be neutralized by the identifier for a number of rounds equal to the experience level of the wielder, but on only one weapon at a time and only once per day. The identifying ability is available whenever desired.

     Sword of Perfect Balance: These magical swords possess an unusually subtle and unassuming nature. They do not radiate magic, they emit no light, and can never possess intelligence or ego. Nonetheless, a sword of perfect balance is a rare and valuable find.

     When the sword is first discovered, a discerning character may find that the weapon "feels really good" in their grasp. (The DM should secretly roll a Wisdom check for the character to notice the weapon’s nature. The roll is at a –3 bonus for all warriors, while checks made by wizards are made at a +4 penalty.)

     Once claimed, the weapon will begin to assume a "perfect balance," adjusting its own fabric to take the greatest advantage of the wielder’s personal fighting style. The adjustment takes 1d3 melee encounters to complete, but once done, the sword effectively becomes a +2 weapon. Roll percentile dice to determine type:

Roll (%)

Sword Type

01-20

short sword

21-55

long sword

56-70

broad sword

71-85

bastard sword

86-95

two-handed sword

96-00

scimitar (or other sword at
 

the DM’s discretion)

     Sword, Rubber: These weapons are the results of the careless manufacture of enchanted mithril or adamantite blades; the combination of rare materials and powerful magical auras make these cursed blades all the more alluring to the unwary. When first discovered—and for as long as the sword is wielded solely for practice—the weapon functions as a +3 to +4 sword of its type. But upon the first life-or-death encounter, the blade transforms into a soft, pliant rubber the moment before it strikes its first real blow.

     Once the curse manifests itself, the victim is allowed a saving throw vs. Wisdom with a +3 penalty on the die. If successful, the victim is free of the curse and is able to discard the weapon. If the save is failed, however, the victim can still discard the weapon—but after the battle is over, and the sword has returned to its original form, the victim is overwhelmed by an irrational and irresistible urge to reclaim the weapon.

     The victim will use any and all means, no matter how vile, to regain the sword, and if the weapon proves impossible to retrieve, the victim collapses into a catatonic state for 8d4 hours. Upon recovery, the victim will bear an implacable hatred for anyone directly responsible for keeping him from his "prize," and will actively seek the demise or ruin of those individuals. (Those seeking to help the victim can do so by employing a remove curse.)

     If the victim does recover the sword, he will guard it with an insane, violent jealously. Further, he will be compelled to favor the weapon above all others in melee combat, though, as before, it can be discarded temporarily after the blade becomes rubber. Each subsequent time it is drawn, the victim may make another Wisdom check to rid himself of its influence, but with an cumulative +1 penalty on the die every time the sword is drawn in anger (the first draw is at a +4 penalty, the second at +5, etc.) The victim is freed of the curse on the first successful save.

     Sword of Skill: When first created (and often when first found in a treasure hoard), the blade of this magical weapon is that of a dagger. Once the blade is drawn by a being proficient in any type of sword, however, the sword of skill transforms itself into the very type of sword that the being can wield. If the wielder has proficiency in more than one type of sword, he may vary the sword's type among his proficiencies at will. The sword of skill is a +2 weapon to hit and on damage in whatever form it takes.

     Sword, +2 Splintershaft: These enchanted swords are designed to even the odds against opponents armed with any sort of polearm. Any attack roll of a natural 19 or better (or a modified 20 or better) will result in the sword striking the wooden shaft of a polearm, reducing it to splinters. These weapons are +2 to hit and on damage.

     These magical swords come in a variety of sizes. Roll percentile dice and refer to the table below to determine the type found:

Roll (%)

Sword Type

01-30

short

31-55

long

56-70

broad

71-85

bastard

86-95

two-handed

96-00

DM choice


Miscellaneous Weapons:

     Arrows of Brightness: These crystalline arrows will create a light spell for 2d4 rounds, centered at the point of impact. Once released, the arrow’s magic cannot be dispelled. If the shaft of the arrow remains undamaged after use, it may be recharged. Arrows of brightness are most often flight arrows, but may also be sheaf arrows or even crossbow bolts.

     Arrows of the Sealed Crypt: Rare in the extreme, these arrows are rumored to have been first created by a Power of the Lower Planes. Upon striking solid matter of any kind, a darkness and silence, 15’ radius (per the spells) will center around the point of impact for 1d6+2 rounds. Once released, the arrow’s magic cannot be dispelled. The shaft of an arrow of this type will be of either ebony wood or be stained a sooty black, and its fletching will be of raven feathers. (Crossbow bolts of this type do exist, but they are extremely rare.) If the shaft of the arrow remains undamaged after use, it may be recharged.

     Axe of Hydra Heads: This battle axe is normally a +1 weapon. If used against the heads of a hydra, however, it becomes a +2 weapon. Any hydra head disabled or severed by the axe is incapable of any sort of regeneration, regardless of the specie of hydra.

     Axe, Nightwarden: This silver-bladed battle axe is normally a +1 weapon. But when employed against any undead creature, lycanthrope, or monster that can only be struck by silver weapons, the axe’s bonus increases to +3.

     If the wielder is struck by any form of level-draining undead, the axe enables the subject to make a successful saving throw vs. Constitution to avoid the level drain, though any normal hit point loss from the physical blow is still suffered. A similar saving throw is allowed victims of lycanthrope attacks who contract the affliction (though the chances of contraction for an axe’s possessor are but half normal). Again, any normal damage suffered in the melee remains.

     Dagger of Climbing: These daggers, balanced for throwing, are always forged and enchanted in pairs, though they will function properly even if used separately. The blades are of typical dagger length, though they are both narrower in width and thicker in breadth than is typical.

     When a dagger blade is placed against any solid mass (a stone wall, tree trunk, ice cliff, etc.), the blade transforms into a self-driven screw which imbeds its entire length into the mass. The magic is activated when a control stud, located at the pommel, is depressed by the wielder's thumb, and can only be removed by another click of the control stud or by command word (engraved into the base of the blade in the language of magic).

     The handles of the daggers are grooved in such a way to allow rope to be securely fastened to them. A blade may safely hold up to 500 pounds of dead weight for an indefinite period, but heavier weights run the risk of snapping the blade on a cumulative 10% chance per round.

     The daggers will not drive themselves into flesh, either living or dead, regardless whether the weapon is hurled or employed by hand. When used as a weapon, a dagger is +1 to hit and damage.

     Mace of Desiccation: The primary purpose of this mace is the destruction of all forms of slimes, oozes, and jellies, as defined in the Monstrous Manual or by the DM. A successful hit upon any such life form inflicts 4d4 points of damage, and causes that portion of the creature struck to instantly and totally desiccate, reducing it to lifeless powder. Any saving throws the possessor must make against the special attack forms of these creatures (e.g.: the paralyzing touch of a gelatinous cube) are made at a +3 bonus. Damage from the creatures’ attacks inflict but half damage, and processes that would consume the wielder (such as that of a green slime) are slowed to but a third of its normal rate of progression.

     The whole of this mace is composed of a strange, dull gray material, which has the appearance and texture of an unglazed yet high-quality ceramic. It is this exotic material that makes the mace itself impervious to the corrosive effects of its particular prey. Though lightweight and fragile in appearance, the mace is as combat-worthy as any other magical weapon. When employed against the creatures that ooze, the mace is a +3 weapon to hit only; against all other creatures, the mace is an ordinary +1 weapon. Note that variants of this weapon exist, in the forms of flails, hammers, and morning stars.

     Whip, Lightning: The lightning whip is a rare magical weapon of startling appearance. It measures some 15' in length, and is made primarily of braided blue dragon hide. The business end of the whip is tipped with tiny barbs of pure silver, while the handle is repeatedly dipped in a heavy resin (until the coating is about ¼ thick) and is then wrapped in silver wire.

     As already inferred, the whip's special property is electrical in nature. The weapon is +1 to hit and inflicts 3-6 (d4+2) points of damage on a hit. If desired, the whip can also discharge lightning bolts, to a range of 40 yards and up to three times per day.

     The whip can discharge 6d6 of lightning damage per day. The wielder may either discharge one 6d6 bolt, two 3d6 bolts, or three 2d6 bolts as desired. In all cases, a successful saving throw by the victim reduces damage by half.

     The whip's special powers function only if the wielder has the whip proficiency.


Armor:     

     Mail of the Efreet: These suits of +2 chain mail and +3 plate mail are fashioned from solid brass. These armors range from elven to human size, and their primary power is to protect their wearers from the ravages of fire, be it normal or magical. In the case of normal fires, the mail will enable the wearer to withstand temperatures of up to 1500° F. without suffering damage. In the case of magical fires, all saving throws are made at a +5 bonus; if successful, damage is reduced to ¼ of normal, while a failed save inflicts but half damage.

     Cold, conversely, has a destructive effect upon the armor. Arctic or high-altitude cold robs the armor of its magical bonuses, while magical cold of any kind has a 10% cumulative chance per exposure of shattering a suit to bits. All saving throws the wearer makes against magical cold are at a +3 penalty, and any damage inflicted is doubled.

     Shield, +2 Identifier: Similar to the sword of the same name, the identifier can discern the bonuses (at an 80% chance) and special powers (40% chance) of all enchanted armor, shields, and helms within a 50’ radius. Like the sword, the shield possesses an Intelligence of 15 and an ego of 4, and speaks in a voice inaudible to all but the wearer. If detected, the shield can then nullify the identified bonuses and abilities for 1 round per experience level of the user. Only one item may be neutralized at a time, and only once per day.