Post by Cyrn on Mar 26, 2008 19:02:21 GMT -8
Within the many treasure chests of the wizards room, and all the other rooms that withheld treasure of which the party took, shall be enscribe here. Although the party has been gifted with many a magical item, and although they're inexperianced with such weapons, power flows through them now. And as such, here is the armory summary.
Weapons:
- A finely crafted +2 Bastard Sword, with the hilt molded into the likeness of the dragon, any who try to fortell any more information about the blade are revealed to nothing.
- A Golden Bow with Golden String lay in a corner of the building, imbedded in it's shaft is a ruby that sheds bright light to fill the room. (It acts as a +3 Composite Longbow [+1 Str Bonus] to the naked Eye)
- A +2 Fiddel-Bow (A combination of a Fiddle and a Bow, counts as a +2 Light Crossbow, as well as a Musical Instriment for Wind/or Strings)
- A Crimson Red (Redwood) +3 Crossbow imbedded with a bright ruby gem at it's base. It is a Crystal of Energy Assault (Fire) that deals 1d6 adittional fire damage that is bestowed upon it's ammunition, and also catches the target on fire to do an additional 1d6 points of fire damage one round later.
Armor/Protective Items:
- +3 Mithral Fullplate (Given to the Knight), with a diamond imbedded into it's chest area, it bestows upon the wearer DR 5/- until 50 points of damage has been absorbed, this ability functions daily until the amount of damage is absorbed.
- +2 Studded Leather armor, with one stud made out of silver, it allows the wearer to sleep in his armor, without becoming fatigue.
- +1 Ring of Protection (x2)
- +1 Amulet of natural Armor
Psychoactive Skins:
- 1 Skin of the Defender ( Continually grants a +4 enhancement bonus to natural armor)
- 1 Skin of Celestial Embrace Abilities Granted are (The Effects lasting for 15 rounds after being activated continuously once per day.):
* +4 bonus on fortitude saves against poison
* Damage Reduction 10/magic
*Darkvision 60ft
*Feathered wings that allow you to fly at twice your land speed with good manoverability.
*Resistance to Acid 10, Cold 10, and Electricity 10
*Smite evil once per day that deals an aditional 15 points of damage to an evil foe.
*Spell Resistance 25
- 1 Unidentifiable Skin
Other Magical Items:
- Personal Oasis (Hahaha, how ironic...) It's abilities are:
When you unroll the 10 by 10 foot blanket, a 5 by 10 foot tent springs up, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns without ever needing fuel, and when you speak the words it rolls back up into a blanket. Its effects last for up to 10 hours per day, once per day.
- 6 Blast disks (5d6 points of damage, Proximity Trap like mine. Area of blast 20ft, detonated when someone comes within 5ft)
- 3 Healing Salves ( Has 10 Doses, 1 dose heals 1d8 +1, Double Dose 2d8+3, triple dose 3d8+5)
- 4 Dragon Draughts ( Brass, 60-foot line, 6d6 fire damage)
- Survival Pouch (Whisper me who gets claim on it, and i'll send the effects to you)
- Spool of Endless Rope (Up to 500ft of Rope per use, cutting it or severing it in any way causes the dismembered portion to disappear instantly.)
- Unidentifiable shackles
- Three pairs of two rocks, (What they do Unknown)
- Runestaff of Fire:
Burning hands (3x per day)
Fireball ( 1x Per day)
Firewall (3x Per Day)
- Staff of Fabrication (Each 3x per day):
*Fabricate
*Major Creation
* Mending
*Minor Creation
- Neverending Scrollcase (This functions much like a bag of holding, crossed with a handy-havers-handysack although for a scrollcase. It can hold up to 3,000 scrolls without any sign of bulging, and saying the name of the desired scroll will cause it to pop out of the scrollcase. Or you could just tip the contents out, whatever appears first.)
Clothing:
- Mask of Lies (Ask what it does, and i'll send the effects to you, for only you can know. [The Person who lays claim.])
- Lockpicking Ring (+5 to Lockpick permanently, ability to cast knock 3x a day.)
- A Nipple Ring of Scorn ( When worn criticle confirms are auto-confirmed, although you take damage equal to the Crit Modifier of the weapon. (x2 = 2d6 of damage, x3 = 3d6 Ect.)
- Deathguardian Bracers (Abilities already told)
- Deathstrike Bracers ( Allows the ability to Crit/Sneak attack anything that cannot normally be sneak attacked/critted 3x per day.)
Devastation Gauntlets: Whenever you crit you can expend 3 charges which are renewed at dawn and get the following effects:
* 1 charge: + 2d6 of damage to critically confirmed creature
* 2 charges: +3d6
* 3 charges: +4d6
Last item is! -Drumroll.-
-Belt of Battle! You get three charges, which are renewed each day at dawn, using one-to-three charges bestow the following effects upon you:
* 1 charge: You get an extra move action
*2 charges: you get an extra standard action
*3 charges: you get an extra full-round action.
Dispense these items amongst yourselves well, for they might be the last you will ever recieve (Seriously I dumped a shitload of crap on your asses. But it was all well deserved, because you did go through alot of crap, and almost die 3-6 times each.) with these items, one or two people will stand out as the strongest, I tried to give each their own, but ya' know, who says you cannot pump up the knight, the rogue, or the magician? Have fun fighting over them. -Evil DM laugh.-
Oh, By the way, here is a Miscellanious item:
-a box with five bottles, filled with some smokey substance.
Weapons:
- A finely crafted +2 Bastard Sword, with the hilt molded into the likeness of the dragon, any who try to fortell any more information about the blade are revealed to nothing.
- A Golden Bow with Golden String lay in a corner of the building, imbedded in it's shaft is a ruby that sheds bright light to fill the room. (It acts as a +3 Composite Longbow [+1 Str Bonus] to the naked Eye)
- A +2 Fiddel-Bow (A combination of a Fiddle and a Bow, counts as a +2 Light Crossbow, as well as a Musical Instriment for Wind/or Strings)
- A Crimson Red (Redwood) +3 Crossbow imbedded with a bright ruby gem at it's base. It is a Crystal of Energy Assault (Fire) that deals 1d6 adittional fire damage that is bestowed upon it's ammunition, and also catches the target on fire to do an additional 1d6 points of fire damage one round later.
Armor/Protective Items:
- +3 Mithral Fullplate (Given to the Knight), with a diamond imbedded into it's chest area, it bestows upon the wearer DR 5/- until 50 points of damage has been absorbed, this ability functions daily until the amount of damage is absorbed.
- +2 Studded Leather armor, with one stud made out of silver, it allows the wearer to sleep in his armor, without becoming fatigue.
- +1 Ring of Protection (x2)
- +1 Amulet of natural Armor
Psychoactive Skins:
- 1 Skin of the Defender ( Continually grants a +4 enhancement bonus to natural armor)
- 1 Skin of Celestial Embrace Abilities Granted are (The Effects lasting for 15 rounds after being activated continuously once per day.):
* +4 bonus on fortitude saves against poison
* Damage Reduction 10/magic
*Darkvision 60ft
*Feathered wings that allow you to fly at twice your land speed with good manoverability.
*Resistance to Acid 10, Cold 10, and Electricity 10
*Smite evil once per day that deals an aditional 15 points of damage to an evil foe.
*Spell Resistance 25
- 1 Unidentifiable Skin
Other Magical Items:
- Personal Oasis (Hahaha, how ironic...) It's abilities are:
When you unroll the 10 by 10 foot blanket, a 5 by 10 foot tent springs up, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns without ever needing fuel, and when you speak the words it rolls back up into a blanket. Its effects last for up to 10 hours per day, once per day.
- 6 Blast disks (5d6 points of damage, Proximity Trap like mine. Area of blast 20ft, detonated when someone comes within 5ft)
- 3 Healing Salves ( Has 10 Doses, 1 dose heals 1d8 +1, Double Dose 2d8+3, triple dose 3d8+5)
- 4 Dragon Draughts ( Brass, 60-foot line, 6d6 fire damage)
- Survival Pouch (Whisper me who gets claim on it, and i'll send the effects to you)
- Spool of Endless Rope (Up to 500ft of Rope per use, cutting it or severing it in any way causes the dismembered portion to disappear instantly.)
- Unidentifiable shackles
- Three pairs of two rocks, (What they do Unknown)
- Runestaff of Fire:
Burning hands (3x per day)
Fireball ( 1x Per day)
Firewall (3x Per Day)
- Staff of Fabrication (Each 3x per day):
*Fabricate
*Major Creation
* Mending
*Minor Creation
- Neverending Scrollcase (This functions much like a bag of holding, crossed with a handy-havers-handysack although for a scrollcase. It can hold up to 3,000 scrolls without any sign of bulging, and saying the name of the desired scroll will cause it to pop out of the scrollcase. Or you could just tip the contents out, whatever appears first.)
Clothing:
- Mask of Lies (Ask what it does, and i'll send the effects to you, for only you can know. [The Person who lays claim.])
- Lockpicking Ring (+5 to Lockpick permanently, ability to cast knock 3x a day.)
- A Nipple Ring of Scorn ( When worn criticle confirms are auto-confirmed, although you take damage equal to the Crit Modifier of the weapon. (x2 = 2d6 of damage, x3 = 3d6 Ect.)
- Deathguardian Bracers (Abilities already told)
- Deathstrike Bracers ( Allows the ability to Crit/Sneak attack anything that cannot normally be sneak attacked/critted 3x per day.)
Devastation Gauntlets: Whenever you crit you can expend 3 charges which are renewed at dawn and get the following effects:
* 1 charge: + 2d6 of damage to critically confirmed creature
* 2 charges: +3d6
* 3 charges: +4d6
Last item is! -Drumroll.-
-Belt of Battle! You get three charges, which are renewed each day at dawn, using one-to-three charges bestow the following effects upon you:
* 1 charge: You get an extra move action
*2 charges: you get an extra standard action
*3 charges: you get an extra full-round action.
Dispense these items amongst yourselves well, for they might be the last you will ever recieve (Seriously I dumped a shitload of crap on your asses. But it was all well deserved, because you did go through alot of crap, and almost die 3-6 times each.) with these items, one or two people will stand out as the strongest, I tried to give each their own, but ya' know, who says you cannot pump up the knight, the rogue, or the magician? Have fun fighting over them. -Evil DM laugh.-
Oh, By the way, here is a Miscellanious item:
-a box with five bottles, filled with some smokey substance.