___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale (PC) Items Listing ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ September 16, 2000 Version 0.9 Written by: Dan Simpson Email: manymoose@hotmail.com Email Policy: ŻŻŻŻŻŻŻŻŻŻŻŻŻ Got an Icewind Dale Question? Email me! For a speedier response, make sure to put "Icewind Dale Questions" as the subject. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.gamewinners.com/ This is just an Items listing for the game Icewind Dale. I also have a complete FAQ/Walkthrough: http://www.gamefaqs.com/computer/doswin/game/25590.html ------------------------------------------------------------------------------- __________________ What's New in 0.9: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Finished filling in all of the items, all that is left now is to start sorting the items. Estimated Completion Level: 95% A complete version history can be found in the Final Words... section at the end of the FAQ. ------------------------------------------------------------------------------- Table of Contents: ------------------------------------------------------------------------------- How to Create Items Items All the items are listed alphabetically based on their Item Code, the unique code that identified that item to the game. For example, the code BELTSTR applies to the Girdle of Stromnos. Once all the items are entered, then I will sort the items by type, placing similar items together, belts with belts daggers with daggers, etc. Final Words... ------------------------------------------------------------------------------- How to Create Items ------------------------------------------------------------------------------- The first step to getting these cheats to work, is to download the latest patch here: http://www.interplay.com/icewind/ Use a text editor to edit the "icewind.ini" file in the game directory. Add the line "Cheats=1" under the "[Game Options]" section. Start the game and press [Ctrl] + [Tab] to display the console window. Then in the console that appears you can type in the following code, where the "xxxxxx" is replaced by the unique Item Code. CHEATERSDOPROSPER:CreateItem("xxxxxx") This creates any item that you know the Item Code for. Every item from Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in IWD) Note: If you are creating an item that can have multiples in one stack, use the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300) ------------------------------------------------------------------------------- Items ------------------------------------------------------------------------------- Sample Item ------------------------------------------------------------------ | | | 2HAXE <---- this is the Item Code | | | | Two Handed Axe <---- this is the name of the Item in question | | | | This mighty weapon consists of a haft several feet long, topped with a | | heavy blade. The axe may be double-bitted, with blades on both sides | | of the haft, or it may only have a single blade. It is an unwieldy | | weapon, but a skilled warrior can strike blows of tremendous strength | | with it. | | ^ ^ | | |________ The description of the Item ____________| | | | | STATISTICS: | | | | Damage: 1D10 <---- Damage as represented by Dice. A 1D10 means that | | you would roll 1, 10 sided dice. So the range of | | damage would be 1-10. If it were a 2D4 the range | | would be 2-8 and so forth. | | Damage type: Slashing | | Weight: 10 | | Speed Factor: 9 <---- How fast the weapon is used, the lower the | | Proficiency Type: Axe number the faster | | Type: 2-handed | | Not Usable By: | | Druid | | Cleric | | Mage | | Thief | --------------------------------------------------------------------------- ADISEASE Mummy's Tea Priests of Horus-Re in far off Mulhorand were the first to create this repellant but life-saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease. STATISTICS: Cure Disease ALDETH Ring of Free Action Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells. AMUL01 Necklace of Missiles: 'The One Gift Lost' The naming of this necklace originates from its only owner, Ikaida Mourneve who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6D6 (save vs. spell for half) AMUL02 Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL04 Studded Necklace with Zios Gems A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL05 Bluestone Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL06 Agni Mani Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL07 Rainbow Obsidian Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL08 Tiger Cowrie Shell Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL09 Silver Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL10 Gold Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL11 Pearl Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL12 Laeral's Tear Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL13 Bloodstone Amulet Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck. AMUL14 Amulet of Protection +1 Amulets are one the most favored items to enchant by mages because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Armor Class Bonus: 1 Saving Throw Bonus: 1 AMUL15 Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. For the duration of the spell, the wearer will have a base Armor Class of 4. This is cumulative with any modifiers due to shields and magical devices. STATISTICS: Range: 0 Area of effect: Self Armor Class: Base set to 4 Special: Bonus +2 AC vs. missle attacks Duration: 5 turns AMUL16 Amulet of Metaspell Influence: 'The Amplifier' Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Special: Memorize one extra second level spell AMULBAR Barrier Amulet This powerful amulet was crafted by the enchanter Celemon of Calimport in 727 DR. He crafted ten such amulets on commission before jealous rivals killed him and attempted to duplicate the procedure. His colleagues were not as talented as Celemon, and destroyed their laboratory and themselves when a mishap occurred. The formula was destroyed as well. This particular amulet was owned by the elven warrior-mage Pelan Rainwind. It was lost when he was killed by giants in the Spine of the World somewhere around 840 DR. STATISTICS: Simultaneously casts Stoneskin and Minor Globe of Invulnerability on the user. Usable By: Mage (Single, Dual, and Multi) AMULBRA Badge of the Brave This simple steel amulet was consecrated by priests of Tempus for use by a warrior named Teln Graham. Teln was a powerful warrior, but he was easily unnerved in large battles. This badge, which he wore over his heart, allowed him to overcome his sudden panic attacks during important conflicts. It left Teln's possession when the Tempurans decided that he was an unredeemable coward. Teln is believed to have retired from adventuring to become a farmer. STATISTICS: Allows user to cast Emotion Control: Courage once per day. AMULBRO Clasp of Bron's Cloak This small talisman was the clasp of a cloak owned by the notoriously tough warrior known as Bron Balhon. On at least ten different instances during Bron's life, he was reported as dead after getting himself involved in some horrible situation. Some enemies shot him full of crossbow bolts and pushed him into the ocean with lead weights only to be killed by him a month later in a tavern four hundred miles away. On another occasion, Bron's cowardly companions abandoned him when they were attacked by dire wolves in the wilderness. Two weeks later, Bron swaggered into their camp wearing wolfskins. Whether all of the tales surrounding Bron are true or not, it is known that Bron is believed to have met his end in the Spine of the World mountains, fighting polar worms. STATISTICS: Gives the wearer 5% resistance to Piercing, Slashing, and Missile Attacks. AMULDEF Scarab of Defense This type of amulet takes the form of a sculpted beetle, and is typically only found in areas around Mulhorand. This particular scarab was crafted in Thay by Gulvak Anrak, a powerful enchanter of magical protective devices. Gulvak gave this scarab to an apprentice, Alik Banom, who was killed by Cormyrean soldiers in 1021 DR. According to sages, Alik started a fight with a Cormyrean knight who insulted Thay and the Red Wizards as a whole. Even though Alik was powerful, he was no match for the throng of Purple Dragons that came to the knight's aid. STATISTICS: Gives +2 save vs. Petrification and Polymorph AMULFLE Amulet of Dark Flesh A horrible cursed item crafted by the Calishite necromancer Niri Eddin, the Amulet of Dark Flesh is a token of disease and slow death. Eddin gave the item to his secret enemies as gifts and reclaimed it through his thief servants when the sickness had run its course. Niri is believed to still be "alive" somewhere in the realms, despite the fact that he was a human born in 832 DR. STATISTICS: Upon donning this amulet, the wearer is paralyzed and diseased. APPLEBN Applebane A small steel dagger with a shadowtop handle, Applebane was once owned by the halfling thief Peliwen Redgrass. Peliwen was a kind but morose individual who spent most of his time sitting in a large rocking chair that he took with him on adventures. Before important adventures, he would just sit in his rocking chair and eat apples with the aid of his dagger. Peliwen's blade was so rarely used for combat that his comrades starting calling it "Applebane". STATISTICS: Damage: 1D4 +1 THAC0: +1 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric ARGENT The Argent Shield This silver shield once resided in the Hand of the Seldarine, where it was used to protect its bearer from harmful magic and attacks. Because of its racial attunement, the marauding orcs and goblins left it in the tower. Maiden Ilmadia grabbed it from the ruins. STATISTICS: Armor Class Bonus: 3 Resistance Bonus: +25% Magic Resistance Weight: 5 Only Usable By: Elves Half-Elves Not Usable By: Druid Thief Mage Bard ARHAND Arrows of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. Any expert fletcher will find these to be some of the finest arrows ever made. They are weighted and balanced perfectly and can pierce through the strongest armor STATISTICS: Damage: 1D6 +2 THAC0: +2 Damage Type: Missile (Piercing) Weight: 0 Launcher: Bow Not Usable By: Cleric Mage Druid ARMPEN Studded Leather Armor This suit of heavy studded leather armor was a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha. It was originally worn by a Tormish thief named Rendel to repent for his crimes. The armor is made of red leather and bronze studs. STATISTICS: Armor Class: 2 Dexterity: -1 Special: -25% to all Thief skills Weight: 35 Only Usable By: Thief (Single, Dual-, and Multi-Class) AROW01 Arrows The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW02 Arrows +1 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 + 1 THAC0: +1 bonus Damage Type: Missile (piercing) Weight: 0 Launcher: Bow Not Usable By: Cleric Druid Mage AROW03 Arrow of Slaying This arrow is twisted and black, almost radiating evil as if possessed by something larger then itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the Ogre Mage. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: Slay Ogre Mage upon touch Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW04 Acid Arrows This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1D6 + 1 THAC0: +1 Damage type: Missile (piercing) Special: 2D6 acid damage Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW05 Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made. Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW06 Arrows of Detonation This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel effecting all within the area. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 6D6 explosion upon impact (save vs. spell for half) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW07 Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW08 Arrow of Fire The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 1D6 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW09 Arrows of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 1D6 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW10 Arrows of Piercing The arrow of piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1D6 THAC0: +4 Damage type: Missile (piercing) Special: +6 physical (piercing) damage (save vs. death for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW11 Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1D6 + 2 THAC0: +2 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW12 Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made. Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW15 Arrows of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 1D6 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW16 Arrows of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 1D6 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW1A Arrows +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1D6 + 2 THAC0: +2 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROWKC Arrows of Fire The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Special: 1D6 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROWTRN Translocation Arrows These potentially dangerous arrows are exceedingly rare, typically only appearing as individual items. As weapons, they are abysmally poor. As strategic tools, they are quite useful. These arrows were frequently used by melee fighters with competent bow skills. Once they had fired off their Translocation Arrow, they could enter melee and finish a protected target at close range. STATISTICS: Damage: 1D3 THAC0: -3 Damage type: Missile (Piercing) Special: On a successful hit, the user is transported next to the target. Weight: 0 Launcher: Bow AURIL Breath of Auril Kontik, servant of Auril, once wielded this blade. It has been enchanted with several beneficial magics. STATISTICS: Damage: 1D4 +3 THAC0: +3 Intelligence: +1 bonus Charisma: -1 penalty Resistance: 100% Cold Resistance Resistance Penalty: -50% Fire Resistance Special: 2 charges of Cone of Cold per day Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric AX1H01 Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief AX1H02 Battle Axe +1 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 + 1 Damage type: Slashing Weight: 7 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief AX1H03 Battle Axe +2: 'Echoes of Dorn's Deep' Among the many weapons forged in the shadow of the Spine of World, several bear the mark of dwarven smiths. This magnificent battle axe is no exception. Its steel and balance are testament to the work of a caring weaponsmith, and the axe's edge is woven with enchantments that allow it to wound even supernatural creatures. Like many weapons of dwarven manufacture, the blade is light, allowing the user to swing the blade more quickly, and the never-dulling edge ensures that the cut is always a clean one. The dwarven runes along the haft spell out the word "Dorn's," no doubt a smith's mark indicating where the weapon was made. STATISTICS: Damage: 1D8 +2 Damage type: Slashing Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief AX1H04 Throwing Axe The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. STATISTICS: Damage: 1D6 +1 Damage type: Missle (piercing) Weight: 4 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief AX1H05 Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1D6 +3 THAC0: +2 Damage type (melee): Slashing Damage type (thrown): Missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief AX1H06 Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1D6 +3 THAC0: +2 Damage type (melee): Slashing Damage type (thrown): Missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief BARDIC Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. It is only usable by bards. BEETSHLD Rhino Beetle Shield This shield was crafted from the tough exoskeleton of a giant rhinoceros beetle. Naturally tough, it has been cured and reinforced by skilled duergar craftsmen. It looks and functions like a tower shield crafted from wood and metal, though it weighs much less. STATISTICS: Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 8 Not Usable By: Bard Mage Thief BELT01 Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. STATISTICS: Weight: 2 Not usable by: BELT02 Golden Girdle: 'Golden girdle of Urnst' Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Class Bonus: +3 vs. slashing weapons Weight: 2 Not usable by: BELT03 Girdle of Bluntness: 'Destroyer of the Hills' Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands; lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Class Bonus: +4 vs. blunt weapons Weight: 2 Not usable by: BELT04 Girdle of Piercing: 'Elves' Bane' An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Class Bonus: +3 vs. piercing weapons Weight: 2 Not usable by: BELTBEA Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well-known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped BELTGON Girdle of Gond Gond, god of invention and artifice, is a deity rarely worshipped by traditional adventurers. Some thieves, however, revere Gond for his role in the development of locks, traps, and other complex machines. One such thief was the burglar Jurmar the Calm, who began his career as a locksmith. Known for his cool demeanor and steady hand, Jurmar paid priests of Gond to fashion this tool belt for him. Whenever Jurmar was stuck in a situation where he didn't have the right tool for a job, one of the small pouches on the belt would supply him with what he needed. STATISTICS: Special: +10 Open Locks +5 to Find/Remove Traps Only Usable By: Thief (Single, Dual-, and Multi-Class) BELTSTO Belt of Stones This cursed item was created by the wicked sorcerer Valom of the Deep. Valom often hired lone mercenaries to collect magic item components for him. When the unlucky sellswords came on board Valom's floating laboratory, the Dim Courser, Valom would give them the girdle as a reward for a job well done. Once the victim would try on the girdle, Valom would kick them over the side of the boat where they would quickly drown. Valom's luck ran out when he kicked Herred of Procampur into the Sea of Fallen Stars. Herred had a potion of water breathing and a Helm of Underwater Action with him at the time. When the huge, seaweed-covered form of Herred emerged near the docks where Valom was resting, a local priest of Tyr immediately came to his aid. Upon discovering what Valom had done, the priest of Tyr and three paladins attempted to capture him. Valom killed two of the paladins, but died in the battle. It is believed that the belt was later sold to a traveling collector who specialized in cursed clothing. STATISTICS: Wearer's strength drops to 6 while equipped. BELTSTR Girdle of Stromnos The enchanter Presdon of the Vast created this girdle several hundred years ago for his bodyguard, Dendes the Wry. He named the broad belt after a hill giant who had almost killed him when he was looking for spell components. Dendes died defending Presdon from rival mages near Ordulin. STATISTICS: Raises the user's Strength to 19 Only Usable By: Fighters (Single, Dual-, and Multi-Class) Rangers (Singe, Dual-, and Multi-Class) Paladins BERSERK Bone Marrow Belt This belt made of bone has an ugly color that is similar to what bone marrow looks like. The belt itself adjusts to fit around the wearer's waist and imbues a magical sickly look on its user. The magics in the belt protect its wearer from slashing damage but make him a little more vulnerable to blunt damage. STATISTICS: Armor Class Bonus: 1 Charisma: -2 Penalty Resistance Bonus: +50% Slashing Resistance Resistance Penalty: -15% Crushing Damage Weight: 2 Not Usable by: Good Character BIRDS A Cage of Exotic Birds Inside this cage are several exotic birds that look like they could use a new home. BISHOP White Bishop This chess piece is a white bishop, crafted from soapstone. It is one of the many lost pieces from the fabled Chess Sets of Niri Alud. Niri Alud was a conjurer from Tethyr who loved playing chess. He frequently traveled with chess sets on his numerous voyages. He wanted the ability to summon allies at a moment's notice without giving away his intention. For that reason, he created a wide variety of chess sets of different colors that would summon constructed, golem-like automatons to aid him in battle. Almost all of Niri Alud's chess sets were lost when he was attacked by desert raiders in Calimshan. The raiders, ignorant of the ways of magic, let most of the chess sets sink into the desert sands. The chess sets that were taken were soon separated, pieces traveling through trade and theft over hundreds of miles. Treasure hunters search for the pieces still. STATISTICS: Summons a priest-like ally to heal the party. Summoner has no control of the Bishop. The Bishop will automatically heal injured party members until they are at full health or when the Bishop no longer has any spells to cast. BITEME Spear of Kerish This spear is of unusual construction. The haft is crystal clear and is made of some unknown material. The spearhead itself appears to be an ice cycle surrounded by an aura of frost. A fine mist of ice crystals surrounds the entire weapon. STATISTICS: Damage: 1D8 +3 THAC0: +3 Damage type: Piercing Resistance Bonus: +10% fire resistance Special: 5% chance +1D6 cold damage Weight: 2 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief BKNIGHT Black Knight This chess piece is a black knight, crafted from ebony. It is one of the many lost pieces from the fabled Chess Sets of Niri Alud. Niri Alud was a conjurer from Tethyr who loved playing chess. He frequently traveled with chess sets on his numerous voyages. He wanted the ability to summon allies at a moment's notice without giving away his intention. For that reason, he created a wide variety of chess sets of different colors that would summon constructed, golem-like automatons to aid him in battle. Almost all of Niri Alud's chess sets were lost when he was attacked by desert raiders in Calimshan. The raiders, ignorant of the ways of magic, let most of the chess sets sink into the desert sands. The chess sets that were taken were soon separated, pieces traveling through trade and theft over hundreds of miles. Treasure hunters search for the pieces still. STATISTICS: Summons a warrior-like ally to attack enemies. Summoner has no control over the Black Knight. The Black Knight will automatically attack the nearest enemy target. BLCKPLA Plate Mail Armor Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. STATISTICS: Armor Class: 3 Weight: 50 Not Usable By: Bard Druid Mage Thief BLCKSHD Large Shield +1 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Special: +1 vs. Missile Weapons Weight: 12 Not Usable By: Bard Druid Mage Thief BLCKSWD Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage BLOOD Bathed-In-Blood Kheros the Red wore this blood-red suit of plate mail through many of the years that he fought for the church of Tempus. He was born as the son of humble farmers near Calaunt. When he was a young man, he set off for the city to hire himself out as a mercenary. After a number of successful endeavors, Kheros became a short-term member of many adventuring companies. Along the way, despite his many victories, Kheros became disgusted and terrified by the sight of blood. His fear eventually spiraled out of control, consuming him with madness. Priests of Tempus found the huge warrior and took him into safe-keeping. The priests believed that they could cure Kheros of his fear. Over several years, Kheros learned the ways of the Tempuran religion, eventually becoming a priest. His final step in overcoming his fear was being submerged in a tub of blood until he almost drowned. All the time he was held down, he never struggled, flinched or tried to escape. In his later years, he had a suit of armor made to remind him of his past. STATISTICS: Armor Class: -1 Weight: 55 Not Usable By: Druid Mage Thief Bard BLRDECK Blur Deck The secret procedure for manufacturing these cards was only recently recovered by the sorceress Haelia. Blur Decks are thin ivory cards that are typically kept in a strong metal case. When the owner of the cards wishes to use them, he or she simply needs to shuffle the cards and throw one up in the air. The value of the card (unknown to the user) determines the duration of the effect. These cards used to be employed by the warrior minions of Porg the Stout. Porg's reliance on the cards proved to be his downfall when a group of adventurers, using his cards, killed him in his tower in 833 DR. STATISTICS: Blur effect on the user for 1-12 rounds. BLUN01 Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1D6 Damage type: Crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Not Usable By: Mage BLUN02 Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: Crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail Type: 1-handed Not Usable By: Druid Mage Thief BLUN03 Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1D6 + 2 THAC0: +1 Damage type: Crushing Weight: 13 Speed Factor: 6 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief BLUN04 Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: Crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN05 Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyrmidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: Damage: 1D6 + 2 THAC0: +1 Damage type: Crushing Weight: 8 Speed Factor: 6 Proficiency Type: Maces Type: 1-handed Not Usable By: Druid Mage Thief BLUN06 Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 Damage type: Crushing Weight: 12 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN07 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Crushing Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN08 Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: Crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail Type: 1-handed Not Usable By: Druid Mage Thief BOLT01 Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1D8 Damage type: Missile (piercing) Weight: 0 Launcher: Crossbow BOLT02 Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 +1 THAC0: +1 Damage type: Missile (piercing) Weight: 0 Launcher: Crossbow BOLT03 Bolt of Lightning This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electical sulfuric smell. As it hits there is a crackle as the energy stored is released into the targets wound. STATISTICS: Damage: 1D8 Damage type: Missile (piercing) Special: 4D4 electical damage (save vs. breath for half) Weight: 0 Launcher: Crossbow BOLT04 Bolt of Biting The bolt of biting was designed as a deadly compliment to the crossbow. With the barbed tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1D8 Damage type: Missile (piercing) Poison: 30 damage in 15 seconds (save vs. death for none) Weight: 0 Launcher: Crossbow BOLT05 Bolt of Polymorphing This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a save vs. poly or be transformed into a squirrel. STATISTICS: Damage: 1D8 Damage type: Missile (piercing) Special: save vs. petr/poly or turn into squirrel Duration: permanent Weight: 0 Launcher: Crossbow BOLT06 Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 +2 THAC0: +2 Damage type: Missile (piercing) Weight: 0 Launcher: Crossbow BONEAM Bone Talisman Bone talismans are highly coveted among practitioners of necromancy. The charm is created from a piece of bone taken from the remains of a slain vampire. Usually fashioned into a necklace or ring, the fey magic contained within the talisman enables the wearer to drain the life force from any living creature he or she touches. STATISTICS: Casts the mage spell, Vampiric Touch (5 charges) Weight: 3 Not Usable by: Good Characters BOOK03 Manual of Bodily Health A typical manual of bodily health provides the reader with valuable information regarding preventative medicine, basic first aid, and proper muscle toning. As if this isn't enough, the manual is also magically enhanced, thereby allowing an individual to raise his or her Constitution by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Consitution: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot BOOK04 Manual of Gainful Excercise A typical manual of gainful exercise provides the reader with a strictly regimented routine of daily stretches and tests designed to increase muscle bulk. As if this isn't enough, the manual is also magically enhanced, thereby allowing an individual to raise his or her Strength by a single point. Unfortunately, the manual will disappear after a single use STATISTICS: Strength: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot. BOOK05 Manual of Quickness of Action A typical manual of quickness of action provides the reader with a wide variety of tips and pointers regarding the motion and coordination of one's hands and feet. This small tome is much in demand by people from many walks of life, including rogues wishing to improve their slight-of-hand and paladins wanting to perfect their thrust and parry. The secret of such a manual lies in its magical nature, as it permits an individual to raise his or her Dexterity by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Dexterity: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot BOOK06 Tome of Clear Thought A typical tome of clear thought contains a collection of esoteric and scholarly literature, often involving obscure mathematical or algebraic formulae or the occasional reference to inter-planar biology. Such tomes are usually magically enhanced, thereby allowing an individual to raise his or her Intelligence by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Intelligence: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot BOOK07 Tome of Leadership and Influence One of the most popular recent tomes of leadership and influence is the cynically entitled book "How to Win Friends and Influence People." Like others of its ilk, it peddles a philosophy of personal ascendancy and manipulation by charisma alone. The authors and advocates of such tomes claim that, by drawing on the most recent theories in sociology and interpersonal psychology, it is possible to raise an individual's charisma by a single point. In truth, such increases in personal charisma are the product of magical spells placed on the text as it is in the writing process. These same spells also cause the tome to disappear after their first use. An excellent marketing strategy, you must concede... STATISTICS: Charisma: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot BOOK08 Tome of Understanding A typical tome of understanding contains a sober, if dry analysis of legal battles, historic events, government policies, philosophical treatises, and theories of magic and metaphysics. While rarely interesting to anyone outside of their already well-educated niche market, it is said that some such tomes have even added a single point to the Wisdom of certain half-ogres. Such marvels, however, are the product of a potent magic placed upon the tome as it is being written. Unfortunately, this same magic causes the tome to disappear after a single use. STATISTICS: Wisdom: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot BOOK10 History of Calimshan: Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air. The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinni and efreeti started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old. For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyr - took turns dominating, only to be conquered by the next, nearly identical tribe. Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being. The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the Forgotten Realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere. 900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the Realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population. Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir). Since the fall of Shoon, no force or people has risen to soley dominate the land. There are a half dozen or so major cities, each of which exerts its power over its own area. About 170 years ago, a man in Calimport amassed a large army and declared himself "Pasha" over the land. Before that army could march, however, the representatives of each major city met and agreed to recognize the Pasha's authority in limited areas, and to pay a small tribute to him; enough to pay for the works the Pasha was expected to do. The oldest son of each Pasha inherits the title; if there is no son, the mayors of each large city select a new one. The current Pasha, Rashid Djenispool, has ruled for over 18 years, and is the grandson of a pasha elected by the mayors of Calimshan 44 years ago. BOOK11 History of Cormyr: Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line. The land has been officially at peace for many years - since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering its forces to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of the Dalelands; and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West. BOOK12 History of Dambrath: The nation of Dambrath was formed out of a barbarian kingdom almost a half-millennium ago by a powerful alliance of priestesses of Loviatar and the drow from the city of T'lindhet. In 211 DR, fleeing from the destruction of the homeland by the then-great kingdoms of Unther and Muhlorand, four tribes of barbarians entered Dambrath. They found a coast where the dolphins danced and plains where the grass was long. They roamed from the borders of the Walls of Halruaa as far east as the current borders of Estagund. They soon became known as the Arkaiun, or people of the wind. In 545 DR a great warchief, Reinhar, arose to lead the tribes. The halflings of Luiren were quickly enslaved, and several of the coastal cities of Durpar were captured or razed. Estagund fell to his rule, and eventually Reinhar turned his attention to Halruaa. An army of 40,000 horsemen and a fleet of 50 ships mounted a coordinated attack, and even though Reinhar was able to get beyond the Walls of Halruaa and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to be more than a match for the invaders. Reinhar was finally defeated in a great battle at Sulaziir by the archmage Mycontil and his troop of wizards. Reinhar's son, Reinhar II, took command of the army and set out on a two month overland retreat. He arrived home with a thousand surviving fighting men and no shaman. Reinhar II proved to be as good a ruler in defeat as his father was in war. He consolidated his forces and pulled home almost all of his troops, as he knew that the defeat made them tempting prey for raiders and encroaching monsters. This action allowed for the safe developement of his peoples. By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and lazy. Reinhar IX, or Reinhar the Foolish as he is more commonly known, insisted on expanding his nation to gain more gold to finance his military campaigns. He ordered the mining of many rich lodes of silver and electrum in the Gnollwatch mountains, but before his plans of expansion could begin, the miners encountered the drow of T'lindher. The drow were outraged and began a steady series of raids and attacks on the Arkaiun strongholds. Whole villages were destroyed overnight, and no trace of the invaders could be found. Reinhar IX committed the foolhardy action of attacking the drow in retaliation. While the Arkaiuns managed to get a force into the drow city, this action only succeeded in uniting the normally chaotic drow. For once, the full power of a drow city was turned against an enemy. The battle quickly moved back to the surface. Reinhar's raiders were wiped out, leaving Reinhar with only a small portion of his original military. This was not enough for the drow, who demanded total enslavement of the entire surface nation. The Arkaiuns resisted valiantly, and the war went on for three decades at tremendous cost in life to both sides. Finally, the drow had the Arkaiun forces cornered at Malduir. Almost without hope, the defenders were overjoyed when a group of half-elven pilgrims appeared on the scene. The high priestess, Cathtyr Shintar, offered the aid of her clerics to help defend the city, and Reinhar took this to be an omen from the gods. A priestess was placed with almost every company. Within a tenday the drow struck. The priestesses did indeed prove to be of great aid, but to the drow. Every priestess turned on the Arkaiuns, and Cathtyr herself slew Reinhar. The drow were still weakened by the battle, and only the presence of the priestesses enabled them to win. Cathtyr, realizing the unique advantage she possessed, made a deal that even the suspicious drow embraced. Her priestesses would rule the land, and in exchange they would provide access to the surface for the drow, trading weapons, slaves, and supplies. The drow were delighted with this brazen offer from a surface dweller. Reinhar had been slain and the insult avenged, and after 30 years of war the drow were not particularly interested in Dambrath. They did insist, however, on taking the best captured males as slaves. Cathtyr quickly agreed to this, seeing the males as an obstacle to her own power. Cathtyr ruled for 205 years. She fulfilled her promise to make Dambrath, or "The Nation of Pain," a bastion of evil in the Realms. In her time, Cathtyr saw the priesthood of Loviatar expand to thousands, and faith in the Beastlords previously worshiped by the Arkaiuns was nearly eradicated. Many of the Arkaiuns were able to escape their new mistresses and flee to the Swagdar. There they resumed their almost forgotten nomadic life. The priestesses of Loviatar continued to enjoy good relations with the drow, and some even took mates, creating a race of drow half-elves. These dark half-elves became known as the Crintri, or "noble ones." Most are pristesses of Loviatar, though many are mages as well. They consolidated their power, learning much of the area from the Shebali, or "lower ones," as the Arkaiuns are now called. The capital of Dambrath was established at Cathtyr, built after Cathtyr's passing and named in her honor. Her death came at the hands of her daughter, Filina, who had grown tired of waiting for her mother to die. Filina ruled for only five years, however, before her own daughter, Cathakay, assumed the throne in the same fashion. Cathakay ruled for 54 years, eventually falling in battle against a gold dragon. She died childless, and her niece Melanith assumed the throne. Melanith faced an increasing population, and unrest among males who longed for a return to their prestige of old. Melanith did not return their previous status, but she did make use of them. Fearing that the great nations of Mulhorand and Unther might rise again, she decided that mundane tasks, such as the defense of the kingdom, would be handled by men. She was the first to name a male to the post of warchief. Sadalar, a Crintri, became the queen's consort. His term as warchief was characterized by widespread bribery and corruption. He was, however, responsible for getting many privileges returned to the Arkaiuns. After Melanith's rule, the Shebali were considered second class citizens, rather than slaves. Though males were granted more power during her rule, Melanith also solidified the split beween the sexes. While the rulers of Dambarth had been females for over two centuries, it was more because of competence than gender. Melanith, however, decreed that men could have no authority except over other men. The female-led hierarchy of Loviatar was quick to back this move. Many of the bravest and best men of the kingdom perished in raids on Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that had returned to the Gnollwarch mountains. Some even fought at the side of the drow in their battle with the svirfneblin city of Aventine. The deep gnomes were destroyed, but so were the Shebali. The drow and the Crintri were largely unharmed, and for their aid, the Crintri were rewarded with a number of drow males to breed in to their race. Melanith took a drow male as her consort to replace Sadalar, who had perished in the conflict. The drow, Nym Inthigg, fathered three daughters and a son. It was at this time that Melantih began the isolationist policy that Dambrath still follows today. Melanith ruled for 156 years; her daughter Ausitil for 125. The current queen of Dambrath is Yenandra; she is known there as the "Pirate Queen," for she has sailed as far south as Zakhara on pillaging raids. Yenandra has been ruling for 71 years, and is beginning to show signs of age. She has three daughters as well, named Luatharyn, Meltruil, and Hasafir. While she does remain extremely popular, especially to the Crintri, the children of leaders in this land are not known to patiently wait their turn. BOOK13 History of Durpar and Var the Golden: Durpar and Var the Golden share a common history. Over three-thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in 2488DR, the countries of Durpar and Var barely survived the destruction. Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy All things in the world were connected, were part of a single creation spirit, and all of the gods of the Realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One. Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth. In 1023 DR, after an armed peace had been worked out with Ulgarth, the Council of Merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening. Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every ablebodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine. It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of 24 gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands. Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zaakhara beckoning, the future looks bright. BOOK14 History of Estagund: Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. Estagund regained its independence when Reinhar was slain by the Halruan archmage Mycontil, though the country soon degenerated into a group of small independent city states. Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed mysogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var. BOOK15 History of Gondegal the Lost King: Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. It was to extend north to the Desertsmouth Mountains; south and west of Wyvernwater and the farms outlying from Eveningstar; and east to Tilver's Gap and the mountain passes. In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of whom he drew the blood and ire of in the making of his throne. Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade. No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns. Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caravan guards often warn merchants to beef up the escort on a particular caravan, "else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown. Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him. BOOK16 History of Halruaa: Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netheril, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then. Over the centuries Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty-thousand Dambraii attacked, and were stopped by 500 Halruans. More than 200 Halruan wizards, including Mycontil, died in the battle. The last attack upon Halruaa was less than 100 years ago, through the Telath Pass by the power hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed. Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netheril didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa. Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa. This constant raiding has made the Halruans very defensive, warlike and traditional. The people say that since wizards have always led them, wizards always will. BOOK17 History of Luiren, Land of the Halflings: The halflings of Luiren claim that it is the original homeland of halflings in the Realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago. Luiren's history is one of conquerors and subjugation. Throughout the centuries the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped end the occupations. Currently, Luiren is enjoying unprecedented prosperity. The halflings are currently taking advantage of their relationship with the nation of Durpar; their biggest customer and greatest competitor. Also, through these close ties with Durpar, Luiren has protected itself against another Dambraii invasion. The rulers of Dambrath must know that if they begin to expand to the east, they will arouse the ire of Durpar, as well as Var and Esagund. The threat of a trade embargo and/or military consequences have kept this aggressive nation away from the Luireners. BOOK18 History of Sembia: The land of Sembia was settled by humans coming to the Sea of Fallen Stars from the south, and was originally chosen for its stands of huge, high-quality iliyr-wood timber so prized in shipbuilding. However, as the forests were cleared over the years, the treecutters came into increasing conflict with elves who feared the loss of their entire wood. This would undoubtedly have occurred, had not the hastily gathered mercenary troops of the fledgling land been defeated by the elves at Singing Arrows (884 DR). This battle convinced distant Chondath to abandon its holdings in the region and allow the immigrant Sembians to establish their independence (though as little more than a collection of rival city-states, much like the Moonsea or Vast of today). It also set the stage for the appearance of the Raven. The young country grew strong as farms prospered in the newly cleared lands. Craftsmen arrived from the south to take advantage of this chance to acquire land and wealth, bringing their trades with them. Rauthauvyr the Raven unified the city-states and towns in the face of the continuing "elven menace," and insisted on maintaining a standing army, which he kept in practice by policing Sembia's borders and improving its roads. At this time (913 DR), Sembia became as a true nation. The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at about this time, and pressure began to grow for a trade road through the elven woods to make Sembia the world's gateway to all these riches. The Raven went alone as an envoy to the Elven Court. There, he asked the elders of their Council to approve a road, open to humans, linking Sembia to the shores of the Dragon Sea (an earlier road had been destroyed during the conflict and was now overgrown). Raven proposed that the elves choose the route and retain control of it and the woods around it, so that no woodcutting or human settlement would occur. The elves had earlier made similar arrangements with the Dalesmen and had no difficulty with the concept of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) refused the proposal, not wanting or needing such a road at that time (curious, since later a ruler of Harrowdale commissioned the disastrous Halfaxe Trail). The elves, not wishing to offend long-time allies, refused Raven's request. Rebuffed, the Raven then threatened to exterminate the isolated elves in Amothoi, the last embattled remnant of the elves in Sembia, if the Elven Court did not cooperate. If the road was built, however, they would be free to trade, or not trade, as they wished. The elves agreed under this pressure, and Sembia's financial future was secured. Hillsfar, on the shores of the Dragon Sea, became a commercial meeting ground between humankind and elves, as did Elventree. The route the elves chose ran past the base of the Standing Stone as a reminder of earlier, less-hostile dealings between humans and elves. Over the years the elves of Amothoi came north to join their brethren or slipped away to seek Evermeet, leaving their wood to gradually disappear. Sembia grew rich under merchant leaders of increasing wisdom, such as Saer (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as Selgaunt). Before his death, Rauthauvyr the Raven saw that these merchants had a strong standing council of merchant elders to advise them and to ensure that no ruler could hold onto power by force of arms. Then this farsighted man, creator of a nation, now halfblind and infirm from old war wounds, rode north into the elven woods and disappeared. None know what happened to him or where his bones lie, save perhaps some few elder elves. BOOK19 History of Shadowdale - The Fall of Azmaer, Last Drow Marshall of the Twisted Tower: The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshall of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; however, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives. BOOK20 History of Shadowdale - Ashaba Becomes First Lord of Shadowdale: Upon taking the Twisted Tower and removing the drowish yoke from the people, the Dalesmen had fully established the Dale of Shadowdale, with its seat of power in the tower itself. Its first lord was a water wizard who had aided in the final attack; Ashaba, who was great in age when he ascended, and ruled peacefully for 40 years thereafter. It is said that Ashaba realized he was dying and turned himself to water, merging with the river. Since that time, the river, the ford, and the Twisted Tower all bear his name. Before passing on, Ashaba chose one of his trusted lieutenants as the new lord of Shadowdale. Presented to the people of the Dale, he was made the new lord by acclamation. In an additional honor, the pendant worn by Ashaba was thereafter recognized as a symbol of the lordship in the Dalelands, and was possessed by each of the successive lords following. BOOK21 History of Shadowdale - Joadath and the Tyrist Massacre: The past hundred years have been an example of the best and worst of the lords of Shadowdale. All have been nonnative to the Dalelands, though all made the land their home. A century ago the lord of the Dales was one Joadath, a stiff-necked agnostic who denied the power of any god, good or evil, and used force to back up his beliefs. During this time there was a great deal of religious persecution, including a massacre of Tyrists on Watcher's Knoll. Joadath was eventually killed by a beast of the nether planes summoned by parties unknown, which then proceeded to rampage through the Dale. The beast was killed and Shadowdale rescued by the spellcasters Aumry and Sylune. Aumry was proclaimed lord by acclamation. BOOK22 History of Shadowdale - Aumry Rules in Peace: The longest period of peaceful rule was by Lord Aumry and his wife Sylune (better known as the Witch of Shadowdale). They ruled over the community for forty years, a period of extended peace with their neighboring dales, nations, and the elven peoples. It was this very peace and power which made the Dale the target for attacks and sabotage by the Black Network (Zhentarim). They sought (and still seek) to control the trade from the Moonsea to the Sword coast, and desired to make Shadowdale a vassal state of Zhentil Keep. Lord Aumry's rule ended tragically when he was assassinated by Zhentish agents. BOOK23 History of Shadowdale - Jyordhan the False Lord: Lord Aumry was assassinated by Zhentarim agents, who in turn were captured and killed by the warrior Jyordhan. Jyordhan, with the Pendant of Ashaba in hand (the symbol of the lordship in the Dales), proceeded to present himself as the new lord, and was so acclaimed by the people. It was unknown to the people that Jyordhan was also an agent of the Zhentarim, and that the entire proceeding had actually been a ruse. Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle Krag east of Shadowdale. His court was soon overrun with agents of the Black Network. When the people eventually revolted, Zhentil Keep sent peace-keeping forces to maintain Jyordhan's rule. Sylune, Lord Aumry's widow, now aware of the deception but a firm pacifist, did her best to keep the Dale healthy and intact during Jyordhan's evil rule. BOOK24 History of Shadowdale - Khelben Kills Jyordhan: Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, also called the Blackstaff. The story at the time was that Jyordhan accepted an invitation from Khelben to visit Waterdeep, and there he took ill and died. In reality, Jyordhan ambushed Khelben as the mage was leaving Shadowdale, and the Blackstaff killed him. In either case, Khelben took hold of the Pendant of Ashaba (the symbol of the lordship in the Dales) and returned to Waterdeep with it, promising to send a suitable candidate for lordship to the Dales. Jyordhan had ruled for five years, and without his advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed. Jyordhan's previously chosen successor was a Melvauntan named Lyran, but without the Pendant this individual was considered a pretender to the throne. BOOK25 History of Shadowdale - Lords Accepted by Acclamation: This acclamation of the people has formed the basis for choosing the lord of Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff. Usually a predecessor will step down as opposed to dying in office, and his chosen successor will be approved by the populace at large. This system has had its drawbacks, as will be shown below, but in general, it has served the independent, self-willed people of the Dale very well. They have avoided the "genetic lottery of which good bureaucracies and bad kingships are made" (a quote from the venerable Elminster). The symbol of the lordship is the Pendant of Ashaba, a device owned by the original wizard, and used to determine the rightful lord of the Dale. BOOK26 History of Shadowdale - The Time of No Lords: During the period when Khelben Blackstaff held the Pendant of Ashaba (the symbol of the lordship in the Dales), Sylune (widow of the murdered Lord Aumry) was the de facto ruler of Shadowdale, though these years were known as the Time of No Lords. Sylune and an adventuring company known as Mane's Band were responsible for driving out the Zhentil Keep forces and keeping at bay the monsters in the area. The Twisted Tower, the traditional seat of leadership, remained uninhabited following its abandonment by the evil Lord Jyordhan, and neither Sylune nor the companions of Mane's Band wished to assume the mantle of leader. With time, Mane's Band passed on to other lands and adventures. BOOK27 History of Shadowdale - Doust Sulwood Becomes Lord of Shadowdale: Three winters following his defeat of the evil Lord Jyordhan, Khelben Blackstaff found a suitable candidate to assume leadership of the Dales, or rather a group of candidates. They were the Knights of Myth Drannor, so named to show their interest in the elven territories and their connection with the elven peoples, and Khelben gave them the Pendant of Ashaba (the symbol of the Lordship) in return for services rendered to himself and to Shadowdale. Their leader, the ranger Florin Falconhand, refused the honor of the lordship. It was therefore passed to Doust Sulwood, who was made the new lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), and apparently also the secret support of Khelben as well. Doust reoccupied the Twisted Tower, driving out the last agents of the Black Network. He also reinstituted many of Ashaba's democratic ideals, including the Lord's Court where all citizens may speak freely and air their grievances without threat of reprisal. Doust ruled for five years and proved to be a capable ruler, beloved by the people. The regular presence of the Knights of Myth Drannor did much to ensure the protection of the area, particularly against incursions by Lyran Nanther the Pretender. Lyran was to have been Jyordhan's named replacement, but with the Zhentarim routed there was little validity to the claim. BOOK28 History of Shadowdale - Elminster Moves to Shadowdale: It is of note that during the time that Doust Sulwood of the Knights of Myth Drannor assumed the role of Lord of Shadowdale, Elminster took up residence in the area. A semi-regular visitor up to that time, he took possession of a low, abandoned tower at the foot of the Old Skull, and declared himself to be officially in retirement. The nature of that retirement varies from active involvement in local affairs to long-term vacations on other planes. The natives of the Dale have come to the understanding that they cannot always count on the powerful mage being in residence in times of need or danger, but when he is present in these circumstances his aid is usually given. BOOK29 History of Shadowdale - Doust Chooses Mourngrym Amcathra to Succeed Him: Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled Shadowdale as lord for five years. "Seems like a millennium," he was oft known to have reported, and the tedium of court life and the lure of adventure eventually caused him to retire his position and rejoin the Knights of Myth Drannor in regular adventuring. He handed the Pendant of Ashaba (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian noble named Mourngrym Amcathra. Mourngrym had been dispatched by Khelben from Waterdeep for other purposes, but Doust liked both the young man's straightforward honesty and his willingness to shoulder the burden of protecting the small community from myriad dangers. Time has proven this choice a wise one. BOOK30 History of Shadowdale - Shaerl and Mourngrym Meet and Marry: The implications of Khelben "Blackstaff" Arunsun "choosing" the last two lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on the Dale's powerful neighbor to the south, Cormyr. An agent was sent northward to divine Mourngrym's true intentions and to guarantee the Dale's continued good relationship with the throne of the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all paperwork on this matter has been curiously incinerated in Suzail, so all is hearsay and tale). Shaerl discovered more than she intended and fell in love with young Mourngrym. The two married and became the lord and lady of Shadowdale. Shaerl's loyalty is now to her husband and to the land they co-rule. This was probably not the intention of the Cormyreans. BOOK31 History of Shadowdale - Mourngrym's Rule: Since being recommended to the position by outgoing Lord Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had hoped. The First Battle of Shadowdale occurred in the Year of the Prince (1357 DR), and involved Daleland forces routing those of Lyran the Pretender. Lyran has made repeated attempts to gain the Lordship, as was intended by the former Zhentish puppet, Lord Jyordhan. While significant, this battle pales when compared to the larger battle fought on the same site between Bane-led Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR). When the Battle of Shadowdale is referred to (without a number), it usually means this second battle. In addition, Mourngrym has had to deal with a large number of skirmishes, incursions, a possible invasion from below, explosions, and other sundry disasters. Mourngrym and Shaerl have one child, Scotti, who is now nine winters old. By the customs of the area, he is not considered the heir apparent, and another suitable warrior or mage may take the reins of power of the small community. Most feel that Mourngrym will hold the Pendant until his son has reached his maturity, then abdicate in young Scotti's favor once he takes his grown name. If this happens, it will be the first occasion of the lordship of Shadowdale passing down through a family. BOOK32 History of Tethyr: For the past 1500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne. Civil wars were brief, however, and once the fighting was over the system returned to normal (until the next major dispute in a few hundred years or so). The established re-occuring cycle was broken 10 years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethir by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change. It takes more than just a couple of lousy winters to depose a king however, it takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and an impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid seige to Castle Tethyr, it was too late for loyalists to help. As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy evidence of treachery; the general and the prince would emerge from the conflagration and announce a new, joint government. The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid. To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of value - fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, etc.- was either stolen, burned, or just ripped apart and stomped into the dust. As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding." The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr. One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon. BOOK33 History of the Bell in the Depths: One of the great and mysterious sites in the Moonsea area, the Bell in the Depths, is connected with legendary Northkeep, an island kingdom that was the first great citadel of humankind in these cold lands. Northkeep was a great and magical city, and it was under the protection of these magics that humanity first began to press back the orc hordes and take command of the sea. The power of Northkeep made it an obvious target for orcs, giants, and other evil races. However, these creatures were not inclined towards sea actions, and Northkeep seemed safe until the day when (according to legend) 40,000 inhuman mages, shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea and began to chant, bringing the vengeance of their gods down upon the human interlopers. The gods (at least some of them) came and destroyed their priests for disturbing them, but also sank Northkeep beneath the waves. The upper reaches of Northkeep - its slender, now-broken spires - can be seen beneath the water by boats that sail nearby. This is not attempted often, however, as the region is said to be haunted by the original defenders of Northkeep, seeking company in their watch over the Cold Lands. On fog-ridden nights the bells of the tallest towers, despite being submerged, can be heard as far away as Hillsfar. BOOK34 History of the Chosen of Mystra: The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess' other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.) The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives. For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor. Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters. Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; he had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shell - in essence a lich, clinging to life only because Mystra's power was within her. When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body. As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions. BOOK35 History of the Dales and the Elven Court: The founding of the Dalelands long preceded the creation of any of the existing Dales by hundreds of years, and the year numbering system known as Dalereckoning is actually a commemoration of humankind being given permission to settle in the lands north and west of the Inner Sea. Most of the current Dales are relative newcomers, the older having been abandoned, destroyed, or overrun long ago. In those ancient days, when Suzail and Chondathan (now called Saerloon) were mere coastal trading posts, the elves who ruled this forest entertained a request from settlers from the East; refugees and farmers from far-off Impiltur and Damara. This request was to farm and settle the borders of the great forest Cormanthor, in particular the rich delves and dales along the rivers Arkhen and Ashaba. These newcomers did not wish to lumber or clear the inhabited forest, but only to settle on the rich territories on its edges, and unlike some other settlers (early Sembia comes to mind) were willing to ask permission. The lords of the Elven Court granted that request in retum for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Daleland's territory. The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales. Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation. The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR). BOOK36 History of the Dead Three: 'KNUCKLEBONES, SKULL BOWLING, & THE EMPTY THRONE' In ages past there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and powers alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built his power into a kingdom unchallenged by any other god. Eventually, however, he grew tired of his duties for he knew them too well. Without challenge there is nothing, and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable. During this dark era, there arose three powerful mortals - Bane, Bhaal, and Myrkul - who lusted after the power Jergal wielded. The trio forged an unholy pact, agreeing that they would dare to seek such ultimate power or die in the attempt. Over the length and breadth of the Realms they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually the trio destroyed one of the Seven Lost Gods, and they each seized a portion of his divine essence for themselves. The trio then journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes of noncorporeal undead, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong quest - the Bone Throne. "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you before you can raise a finger," threatened Bhaal the assassin. "And I shall imprison your essence for eternity," promised Myrkul the necromancer. Jergal arose from his throne with a weary expression and said, "The Throne is yours. I have grown weary of this empty power. Take it if you wish - I promise to serve and guide you as your seneschal until you grow comfortable with the position." Before the stunned trio could react, the Lord of the Dead continued: "Who among you shall rule?" The trio immediately fell to fighting amongst themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened. "After all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office and engage in a game of skill for them?" asked Jergal. Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took the heads of his three most powerful liches and gave them to the trio that they would compete by bowling the skulls. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest. Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would get all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting as it was obvious their sport was ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide so you don't have to share with the Beast?" The trio agreed, and Jergal broke off his skeletal finger bones and gave them to the players. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones. Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom." Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all you are lord over, Bane, will eventually be mine. All things must die - even gods." Bhaal, who finished third, demurred, "I choose death, and it is by my hand that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom, Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by staying my hand." Malar growled in frustration, but could do nothing, and yet again only the beasts were left for him. And Jergal merely smiled, for he had been delivered. BOOK37 History of the Dragon Coast: The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day. As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power. The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast - corruption and treachery. It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated. BOOK38 History of the Drow, The Descent: We know very little of the Ilythiiri, or "Elves of the South," before this crucial event. Even then they were known as "Dark Elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them. Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race. BOOK39 History of the Drow, The Dark Wars: The warlike drow nature did not change when they escaped their surface foes during The Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items, and using them against the dwarves - establishing an enmity that is still strong today. The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as The Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize, and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today. BOOK40 History of the Fateful Coin: Old tales tell that luck plays a crucial role in each person's life. When each new-born baby enters into the Realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air - the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on - and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves. BOOK41 History of the Last March of the Giants: East of the Great Rift in the Eastern Shaar once stood a land of the titans. This empire rose at the dawn of time in Faerun, and its lords thought to challenge the gods in their arrogance. In punishment, the powers cursed the reigning monarch of the land with fascination and his brethren with devotion. The powers then dropped a star onto the land. The impact of the fallen star created a huge valley later known as the Sea of Fallen Stars. Slowly picking up speed, the ball rolled through the titan nation and onward to the south. Unable to contain his curiosity, the titan king ran off after the bouncing sphere and his devoted followers dutifully followed his tracks. The meteorite rolled on and on until it reached the Great Sea and vanished into the depths. The monarch dove into the sea, and, lemminglike, the entire titan race dove in after him, never to be seen again. Ashamed at the destruction they had wrought, the powers vowed to keep both curiosity and loyalty firmly in check to avoid such disasters in the future. They have done so to this day, preventing both new ideas from being pursued with any speed and the intelligent races of Toril from ever fully cooperating. BOOK42 History of the Moonsea: The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yulash, Zhentil Keep, and Hillsfar. The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the North - including not only Tethyamar, but the clans of the Cold Lands - who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region. So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt. This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest cities - Hillsfar, Mulmaster, and the impenetrable Zhentil Keep - are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality. BOOK43 History of the North - The First Flowering: For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities they traded with emerging human nations like Netheril and Illusk and repulsed the attacks of the goblin races. Meanwhile, dwarven clans united as the nation of Delzoun, named for the dwarf who forged the union. The nation, existing primarily underground, extended from the Ice Mountains to the Nether Mountains. Silver Moon Pass was its western border and the Narrow Sea its eastern shore. Orcs came from north of the Spine of the World but were turned back in great slaughter by the elves. To this day, this is the homeland and stronghold for orcs and similar races. BOOK44 History of the North - The Crown Wars: Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Mieyritar, and when it faded away some months later, not an elf lived - nor were trees left; only an open, blasted moor: the High Moor. All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three places - the Fallen Kingdoms and the cities of Silverymoon and Myth Drannor - they succeeded with shining grace. To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder - a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom. BOOK45 History of the North - Recent History of the North: In the waning summer months of 1367, an immense orc horde descended from the Spine of the World, intent on winding its way south into the trade lands of the North. This force of orcs, led by King Greneire, surged its way south between the Moonwood and the Cold Wood, stopping just outside the Citadel of Many Arrows. King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the prospect of another orc horde, despite the fact that he knew they should be working together against the humans of the North and the spawn of Hellgate Keep. His tribal shamans, however, had been predicting a treacherous fall of the citadel - and they'd told the king that he'd be deposed by other orcs. Thus, it was a dark day when King Greneire and his horde of 150,000 orcs appeared on the plains outside the Citadel of Many Arrows. King Obould announced to his followers that this horde had been sent to dislodge them from their home and send them out to be scavengers among the plains. He vowed that, with Gruumsh as his witness, the Citadel of Many Arrows would slaughter these treacherous orcs "like elves during a festival." For four months, the 40,000 orcs within the citadel held their ground. Assault after assault was mounted against the high walls of the garrison, but the attacking orcs were losing far more than the defenders. Still, the living conditions within the walls - never too good to begin with - created losses of their own. The battle for the Citadel of Many Arrows culminated during the first week of Uktar. As another light blanket of snow sought to bury the gathered orcs, King Greneire threw his entire remaining army at the citadel, bursting its gates and pitting orc against orc in a flurry of swords. As the two orc kings sought one another out along the ramparts, the citadel began to burn. The orcs that survive the battle still speak of the superhuman prowess of the two kings as they battled one another before their troops. Finally, however, King Obould ran Greneire through with his long sword, but Obould was severely wounded by the time Greneire had breathed his last breath. The orcs erupted into battle once again, and no one is quite certain what became of King Obould. It was through the smoke and snow that the victors of the conflict emerged: the dwarves of Clan Warcrown along with a contingent of troops from Silverymoon. Charging in through the shattered gates, these new attackers quickly routed the exhausted orcs of the citadel, sending them scurrying off into the wilderness. King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves now call the city by its old name of Felbarr. Most in the North still tend to refer to the city as the Citadel, however, waiting to see if it can withstand the next orc horde. King Warcrown has put out a call for all dwarves to help defend the citadel, and news of a new vein of gold and silver is spreading rapidly through dwarven communities. BOOK46 History of the North - The Elven Exodus: This era left behind elven strongholds ripe for pillaging by humans and orcs. When elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark Eaerlann's passing. And yet it was not only the elves who would disappear from their long-held homes; the human nation of Netheril also stood on the brink of history. Doom for Netheril came in the form of a desert, devouring the Narrow Sea and spreading to fill its banks with dry dust and blowing sand. Legend states when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began 3,000 years ago and reached its conclusion 1,500 years later. Whatever the truth, wizards no longer dwelled in Netheril. To the north, the once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the orcs struck. Orcs have always been foes in the North, surging out of their holes every few tens of generations when their normal haunts can no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains, and stormed upward from the bowels of the High Moon Mountains. Never before or since has there been such an outpouring of orcs. Delzoun crumbled before this onslaught and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The Eaerlann elves alone withstood the onslaught, and with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more. In the east, Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril as Netherese followers built the town of Karse in the High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others wandered the mountains, hills, and moors north and west of the High Forest, becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and Sundabar. BOOK47 History of the North - The Spread of Humankind: The adaptable humans made use of magic they could seize or learn from the Proud Peoples to defeat all enemies, breaking (for a time) the power of giants and orcs. Waterdeep was founded. The last of the pure blood elves died out, a result of continued marriages with humans. In the far west, men also dwelled - wise, clever primitives called the Ice Hunters. They lived simple lives on the coast since time beyond reckoning, countless generations before Netheril's first founders set foot on the Narrow Sea's western shore. Yet this peaceful folk fell prey to another invasion from the south: crude longships that carried a tall, fair-haired, warlike race who displaced the Ice Hunters from their ancestral lands. This race, known as the Northmen, spread farms and villages along the coast from the banks of the Winding Water to the gorges of the Mirar. Northmen warriors drove the simple Ice Hunters farther and farther north, forced the goblinkin back into their mountain haunts, and instigated the last Council of Illefarn. Within 500 years of the Northmen's arrival, Illefarn was no more - its residents had migrated to Evermeet. From the Coast, Northmen sailed westward, claiming and establishing colonies on the major western islands of Ruathym and Gundarlun, eventually spreading to all the islands in the northern sea. Others migrated northward, past the Spine of the World, and became the truly savage barbarians of Icewind Dale. In the centuries that followed, Ascalhom became Hellgate Keep when it fell into the hands of fiends, and Eaerlann collapsed under the attack of a new orc horde. The elves fled southeast, joining with Northmen, Netherese descendants, and dwarves to form what would later be known as the Fallen Kingdom. This realm was short-lived and collapsed under the next orcish invasion - though in dying, it dealt the goblin races a blow from which they have yet to recover. BOOK48 History of the North - The Might of Men: Along the coast, in what was once the elven community of Illefarn, humanity was once again rising in power. Merchants from the south, tribesmen from the North, and seafarers from western islands had created a village around a trading post on a deep-water harbor, first known as Nimoar's Hold after the Uthgardt chieftain whose tribe seized and fortified the ramshackle village. Nimoar and his successors, known as War Lords, led the men of Waterdeep (as it had become known to ship captains) in a slowly losing battle against the trolls. In a final, climactic battle, the trolls breached the aging palisade and all seemed lost - until the magic of Ahghairon of Silverymoon turned luck against the trolls, destroying and scattering them. Ahghairon, heir to the heritage and learning of Netheril, stayed in Waterdeep, and in his 112th year he again saved the city - this time from itself. In so doing, he created the Lords of Waterdeep. The city grew into the greatest in the North, possibly in all Faerun. With Waterdeep as a firm anchor, civilization forged cautiously into the wilderness. Illuskan (now Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, Secomber, and other towns were settled by pioneers from Waterdeep, sponsored by Waterdhavian merchant families. Though it's been centuries since the last orc invasion, there's still constant strife. Barbarians harass merchants, travelers, and towns, the seas swim with Northmen pirates, and wars have marred the land in recent years. Luskan, now a fierce merchant city known to harbor - and support - pirates, waged a war with the island realm of Ruathym over an act of piracy against one of the few legitimate Luskan merchant ships. The war raged for nearly a year, with Ruathym slowly losing ground. When it appeared Luskan would finally win the naval war and land on the island itself, the Lords' Alliance entered the fray. They threatened war against Luskan if the skirmishes didn't stop immediately. Unable to fight a two-front war efficiently, Luskan canceled its invasion plans. Tensions between Luskan and Ruathym are still high, and their ships are often seen taking potshots at each other as they pass, often just a wave or two away from each other. The government of Ruathym has recently been sending adventurers into the hills of its island realm, looking for mercenaries who are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still has a presence on the island, trying to win through subversion and terrorism what it could not accomplish through war. To the far north, the Ten Towns have finished rebuilding after being nearly destroyed by the monstrous forces of Akar Kessel. With help from the tundra barbarians living nearby, they've built and repaired their cities, replanted the sparse foliage, and - most importantly - replenished the morale of their citizens. A recent trader who passed through the area carrying 17 wagons of rare oak lumber said that it was nearly impossible to determine who's a barbarian and who isn't. "They're living together!" he reported in amazement. BOOK49 History of the North - 1368, Year of the Banner: As the dwarves settled in for the winter in their reclaimed city of Felbarr, a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's warriors descended into the ranks of the evil adventurers, teleportation magic spirited at least three of those responsible - as well as a vast amount of treasure stolen from Elrem - to safety. According to Themrin, the tribe's present shaman, Elrem promised to "watch over the tribe in spirit now that my mortal form is destroyed." Despite the reassuring words of Elrem, the tribe suffered through an oppressive winter that included both heavy snow, scarce game, and low morale. Trusted visitors to the barbarian encampment report that Themrin and Gweshen "Ironhand" Talistars are wearing some form of armor made from the scales of Elrem. This use of their former shaman's body as "protection" was supposedly ordained through a dream vision. The armor appears as little more than a supple leather armor, but seems to deflect blows and protect as well as full plate mail. Nesme reported a drastic rise in the number of troll attacks in the Evermoors, and various sources confirm that something is driving the trolls out of the moors. Whatever is behind the trolls' exodus is destined to remain a mystery for the remainder of the year, as adventuring parties expend themselves against the never-ending supply of trolls that are fleeing the bog. In the most surprising move of the year, the Blue Bear Tribe, led by the shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of Hellgate Keep. While a brief struggle for political control of the city was reported by various sources, Tanta Hagara emerged as the new ruler of the city. BOOK50 History of the North - 1369, Year of the Gauntlet: The tumultuous climate of Hellgate Keep continued to provide adventuring activity. A group of Harpers infiltrated the city using cloaking magic and revealed that Tanta Hagara was actually an annis. This revelation did nothing to hamper the Blue Bear's respect for their powerful chieftain however, and the city responded to the unmasking by attacking caravans en route to Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara informed her "loyal troops" that gates existed in these cities that could allow other tanar'ri to "join us in the glorious battles to come as we take control of all of the North!" Alustriel cast powerful magical spells in the defense of Silverymoon against the raiding tanar'ri, and the city itself suffered no damage from their attack. The Mistmaster of the Citadel of the Mists likewise aided in the defense of his citadel, though reports still rage about the assistance of the treants of the High Forest. Sundabar suffered from Hellgate Keep's attack, as the fiends broke through the walls and raised havoc along the city streets. While adventurers battled the fiends, Helm Dwarfriend led a large contingent of the city guard to drive the remainder from Sundabar. Still, the fiends from Hellgate Keep left the city with the satisfaction of knowing that it was burning in their wake. Within two days, however, the fires were extinguished, and Sundabar has since rebuilt from the attack. By mid Eleasias, rumors that Turlang, the powerful treant who resides in the northern High Forest, was actively defending the woodlands near the Citadel of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate Keep. News that Turlang was aiding the Mistmaster did not escape her notice, and the belief that the Citadel of the Mists was holding an extra-planar artifact only added to the hag's interest. Tanta assembled a large force consisting of more than 100 tanar'ri and other fiends as well as 500 members of the Blue Bear tribe to raze the Citadel of the Mists. But as the evil forces marched their way into the High Forest, the Mistmaster put his own plan into motion. Two Harper agents, a bard named Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with them part of an extra-planar artifact called the Gatekeeper's Crystal. The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that is made of onyx and an unknown metal that entwines itself through the gem. Each point of the star is a separate piece that can be combined together to create the artifact or separated to form three powerful magical items. While the crystal can be used in different manners, it was primarily created to bring down wards, including mythals and other powerful protections. According to legend, it was created by a powerful lich who used it to render clerics powerless, stripping them of their ability to turn undead and nullifying necromantic magic within a 50-mile radius. The Mistmaster had a different use for the Gatekeeper's Crystal, but he needed volunteers to aid him in placing two shards of the crystal at precise locations within the warded city of Hellgate Keep. In particular, he needed two people who would be willing to trade their lives to exterminate the fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the suicide mission. Holding the pieces of the crystal, the two Harpers waited for the Mistmaster to activate the magic with his third piece, initiating the magic that would tear Hellgate Keep asunder. When a blazing beam of purple energy illuminated the skies over the keep, no one within the fiend's stronghold had time to wonder what was happening. The power of the Gatekeeper's Crystal forced the wards to cascade upon the city, causing an implosion that shook the ground for more than 100 miles. As quickly as the wards surrounding Hellgate Keep collapsed, the crystal released the magical energy in an explosion that leveled every building in the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep once stood. Not a living creature stirred in the remains; all was silent and lifeless. The force of tanar'ri from Hellgate Keep was unsure what had happened but had felt the tremor when the Gatekeeper's Crystal had been activated. They were fighting for their own lives, however, as the treants, korred, centaurs, satyrs, dryads, and other creatures of the High Forest - including defenders of the Citadel of the Mists - battered them into the moist earth. One of the North's most notable rulers fell in the battle, however, but he took at least six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector of Triboar, fell alongside his troops near the conclusion of the conflict. Within weeks after the final battle with Hellgate Keep, treants blocked passage farther north at the joining of the Heart-blood and Delimbiyr rivers. While the treants care little for hunters and adventurers passing through the area, all caravans seeking passage north to Sundabar have been repulsed - and this is not a matter that the treants wish to negotiate. In another mishap blamed on Turlang, Tumstone Pass was blocked by a tremendous avalanche. This final calamity sealed the Upvale from any major force of men. Travel into the area formerly occupied by Hellgate Keep is now limited to adventurers and other brave travelers. The Mistmaster has been questioned repeatedly by some of the most powerful wizards in the Realms, including Elminster of Shadowdale and Khelben Arunsun, about the current location of the Gatekeeper's Crystal. Most sources claim that the pieces of the crystal have been scattered amongst the planes again, but no one is certain. Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud giants have taken up residence in the moor, driving the trolls from the giants' new "homeland." While it's unknown how many giants have taken up residence in the High Moor, estimates range up to several hundred. A thick mist continually hangs in the air of the Evermoors now, even more persistent and thick than the mist before the giants' arrival. Many believe that these new mists are the work of the cloud giants, but none can be certain. Alustriel of Silverymoon sent a detachment of guards to investigate the eastern borders of the moor, and the guards returned with news that a gathering of around 20 fog giants who were "of good nature and quite friendly" had taken up residence in a formerly troll-infested area. Guards from neighboring Nesme were not so fortunate, however, running into a clan of violent, boulder-hurling fog and cloud giants who nearly decimated their unit. In addition, a group of adventurers crawled into Nesme with terrible burns, reporting that they had run into a black dragon at a fog giant encampment. Overall, it appears that both good and evil giants now call the moor their home. BOOK51 History of the North - Return of the Beast (1367 - ?): Sages, philosophers, historians, and priests alike feel an ill-boding in the chill air. They predict a slow change over the next decade, but within the lifetime of men born on the first day of this age. They believe that the beasts that once ruled the land plan to return to claim what's rightfully theirs, imprisoning and enslaving the crowns. Where elves once reigned, men now rule, but their hold - as true for all civilizations before - is tenuous at best. BOOK52 History of the North - 137O, Year of the Tankard: Even before spring has graced the Savage North, reports of treants massing in the High Forest have reached all of the northern cities. It seems that all of the creatures of the forest have mobilized to restore the High Forest after the fall of Hellgate Keep. Something must still reside below the ruins of Hellgate Keep, however, for the Company of the Jaded Heart never emerged from the depths below the city. The treants have since blocked entrance into the ruins, sealing whatever evil still lurks within far below the sight of man. But there is other activity in the North as well. Luskan still flirts with war, tempting neighboring cities and yet staying just below the wrath of Waterdeep. The barbarians still brew in the north, quick to take offense at innocent incursions into their sacred holdings. Rumors of Zhentarim agents scouring the Fallen Lands for powerful magic from long-lost Netheril continue to circulate. And adventurers still abound in the Savage Frontier. BOOK53 History of the Red Ravens: One of the few long-standing mercenary companies that operate in Cormyr, the Red Ravens have a strength on paper of 110 swords, but can easily triple that number with new hires if they get a sufficiently large contract. They have been kept on retainer by the government of Cormyr with the stated purpose of cleaning out the Stonelands to the north. They have been moderately successful in this goal, but the Stonelands are still far from being a safe territory. The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde crusade. They are noted for their honesty and trustworthiness, as they do not wish to jeopardize their royal charter. Most of their troops are armed with studded leather and carry long swords. They charge 200 gold pieces per week for the services of their 110-being unit. Their symbol is a red raven amulet. BOOK54 History of the Sisters of Light and Darkness: This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the Shadevari - whether they came form elsewhere or are children of the shadow itself, none can say. Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other; they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeir-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selune, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but no heat or fire existed within it. Chauntea begged for warmth so that she could nurture life and living creatures upon the planets that were her body and limbs, and the two sisters-Who-Were-One become divided, as for the first time they were of two minds. Silvery Selune contested with her dark sister over wheter or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder, and death, among others, were created from residues of the deific battle. At one point during the battle, Selune seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selune gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere. This essence entered Shar, ripped an equal portion of energy from her, and reformed behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selune initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. The twin goddesses contested for eons as life struggled into existence on Toril and the other planets under Chauntea's watchful gaze. Shar remained powerful, but bitterly alone, while Selune waxed and waned i power, often drawing strength from her allied Daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the Realms seeking to meld light and dark into shadowy chaos once again. Shar's plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea's loving hands. BOOK55 History of the Unicorn Run: Bards and sages pass down the tale that the headwaters of the Unicorn Run are, in truth, the Font of Life, and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source, and then traveled down the Unicorn Run to the outside world. Some say that a daughter of Chauntea resides at the river's source to usher the newborns into the world, while others claim that Shialla midwifes the process. Regardless of the truth, the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again. BOOK56 History of the Valley of the Gods: It is said that even the powers must cavort and amuse themselves once in a great while. Far to the north of the Spine of the World is the Valley of the Gods. A paradise unequaled on this world or in the planes, this playground of the gods is not meant for mortals. Any mortal who reaches the Valley becomes a deity, for only deities may exist in the Valley. Far too many mortals with delusions of grandeur have thrown away the pleasures of this side of the Spine and their kingdoms in this world, only to break their backs searching for the legendary Valley of the Gods. BOOK57 History of the Vast: Two millennia ago the Vast was Vastar, the orcish lands. These were the breeding grounds of the goblin hordes that would spill eastward and cross the Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown by invading dwarves, who established the Realm of the Glimmering Swords. It was during this time that the first humans came to the Vast, including the mage Maskyr. The rule of the dwarves occurred against a backdrop of constant war with the orcs, such that there were perhaps only 40 years of true peace for the Realm of the Glimmering Swords. The dwarves were overrun by the orcs, and they escaped extinction only through the aid of human and elven allies. The remaining dwarves left the region to the newly arriving humans and retreated to the east, to the south, and to isolated and hidden communities within the Vast. The most successful of the humans were the adventurers whose hunger was sated by gold and whose thirst was slaked by great deeds. This was the Time of the Glorious Fools, and there are those who will argue that it is still that age, as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs today are contained, if not conquered, and trade has grown up in the lands of the Vast. However, for many individuals with adventuring blood, it is still a wilderness in which one may prove one's worth. BOOK58 History of the Western Heartlands: The history of the Western Heartlands is a history of endless battles and destroyed empires. In ancient times these were the lands of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more recent history, the land has been fertilized with blood and bone as forces from the Empires of the Sands surged northward, the evil peoples within Dragonspear and the Goblin Marches spilled forth, and mercenary companies moved to and fro in the service of one petty warlord after another. Recent battles leveled the Way Inn and threatened Daggerford. Even the Time of Troubles did not leave this desolate land unmarked - Bhaal himself perished at Boareskyr Bridge, and the waters it passes over have remained poisoned to this day. The cities of the Western Heartlands are strong, independent, and varied. They are also strongly motivated by trade, and listen harder to the ringing of gold than the call of battle. But something else prospers in the open land - freedom and opportunity. No nation lays claim on the Westem Heartlands to land beyond that which their armies can control, and no warlord can make demands beyond the swing of his axe. Small holds and castles regularly spring up, only to be knocked down by invading forces, or abandoned after a generation or two. Lost dungeons and secret citadels lie scattered throughout the land, and this rugged frontier presents more than enough opportunities for adventurers. BOOK59 History of the Zhentarim, Two Zhents' Worth: Much confusion exists in the Realms regarding Zhentil Keep and the (not-so) secret society known as the Black Network or Zhentarim. The two are closely tied, such that a speaker may refer to one when meaning the other and still be clearly understood. In general, both mean trouble. Zhentil Keep is a walled, independent city on the western shores of the Moonsea. It is one of the most evil cities in the Realms, a blight on the North, and a haven for Evil groups, plotting manipulators, dark religions, and foul practices. Its rulers seek to dominate the lands around it, including the Dragonspine Mountains, Yulash, Voonlar, and the neighboring Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to make matters more confusing) have destroyed Teshendale, come close to destroying Daggerdale, and for a long time had an agent ruling Shadowdale. The Zhentarim is an organization of evil priests, wizards, and inhuman creatures bent on controlling all the trade and power between the Sword Coast (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the intervening lands of Cormyr and Anauroch). Its aims in the Moonsea area are the same as Zhentil Keep's, and the two factions work hand-in-glove, often sharing the same membership. The Zhentarim have a more far-reaching effect than Zhentil Keep, though, and have agents throughout the North. In addition, the Zhentarim are not limited to Zhentil Keep itself, and maintain a number of fortified outposts. Their rulership has spread with the passing years. In addition to being the dominant force in Zhentil Keep, the Zhentarim control the Citadel of the Raven and Darkhold, two important castle complexes. Over the years, more power has been moving away from Zhentil Keep (filled with a lot of unknown and untrustworthy flunkies) and into these more secure areas. Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, but in reality not every Keeper (yet another name for a native of Zhentil Keep) is of the Black Network, and not every agent of the Zhentarim is from Zhentil Keep. Adventurers should watch who they trust as a result. BOOK60 History of Ulgarth: Ulgarth was settled by the great empire of Raurin, in the height of its power. When the empire was destroyed, it endured centuries of barbarism. Warchiefs united the country several times during this period. They fought many skirmishes with other barbarians, particularly those in Durpar and Var the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the forces of Mulhorand. In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied land. They settled down, and began raising children and crops. This new society in Ulgarth gradually grew in power, while its neighbors grew apace. But while Durpar grew as a result of its commerce and its philosophy of balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed a highly structured caste system of lords and peasants. In 1002 DR, the centuries' long skirmishes between Durpar and Ulgarth came to an end, as the two countries finally reached a balance of power. There were too many centuries of warfare between the countries for them to completely trust each other. With their mutual border well defended on both sides, both countries have given up on the idea of conquering the other. Trade between the Ulgarth and the Shining Lands has become a vital factor to both nations. Ulgarth produces many of the items that Durparians trade throughout the world. In return, Durpar trades many exotic items to Ulgarth. Of course, the Durparian merchants usually get the better of any trade. The current king, Drasna the Fortunate, has continued his predecessor's policy of non-aggression with the Durparians. BOOK61 History of Amn: Amn has the good fortune to have abundant natural resources; some would say Amn is the richest land on the continent. This has worked in Amn's favor for generations, because even if they were conquered, the new masters would be gentle, looking to gain wealth from the land, rather than to put it to the torch. Amn has been a center of trade and commerce for as long as anyone can remember. Oral traditions handed down from father to son tend to support the theory that Amn has been a trade center for at least 800 years. Unfortunately, written records are difficult to find and often incomplete. It would seem the typical Amnish citizen was too busy trying to fill their coffers to write down events of the day. Amn has always been more interested in the present and the future than the past, and this makes an accurate history difficult. The best records, the business papers of the oldest trading companies, are jealously guarded. The fear of revealing "trade secrets" is stronger than the call of history, so the average citizen knows very little about Amn's past. It appears that the Amn of 100 years ago was very much like the Calimshan of today. Each major city was basically an independent entity, banding together for defense when necessary, and fighting for control of territory and profitable trade routes the rest of the time. A particularly brutal trade war began 24 years ago, with each city exacting prohibitive tariffs on goods imported from the others. The trade war escalated, and city troops began to raid caravans sponsored by other cities. In a matter of months commerce was brought to a halt, a number of cities were under siege, and war threatened to engulf the entire region. Into the breach stepped a young merchant named Thayze Selemchant. Thayze was smart, charismatic, and very well connected (the Selemchant trading house was one of the oldest and richest in Athkatla.) He secretly contacted representatives of the five other richest merchant houses in Amn, and started to plan. The first part of the plan involved the careful sprinkling of rumors about outside threats. One involved a pirate invasion from the Nelanther, another was about a massing of orcs just on the other side of the Cloud Peaks. Thayze even started a rumor about an elf army in the Forest of Tethir, ready to pounce on a divided Amn. None of the rumors were true, but they began to turn people's thoughts toward unity, not war. Thayze knew that if he and the other members of his council were to take control of Amn, they would need broad-based popular support. Tensions between cities and merchant houses were still high, so to get that support, Selemchant and the others agreed to drop their family names and never use them again. When news of a "Council of Six" spread throughout the land, many people accepted their rule. A group that would unite Amn under one rule, governing for the benefit of all instead of one city or trading company over another, was indeed a welcome change. The Council raised an army (at great personal expense) to quell the few pockets of resistance that remained, and have been in total control of Amn for the past 22 years. BOOK62 History of Waterdeep: Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof) was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper. Humankind and other races come from all over the Realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city. BOOK63 History of Waterdeep - Age 0, Tuabemoots and Pioneers: Few now know the true history of this great city, which had its beginnings over a thousand years ago, when the North was truly what Southerners still sneeringly call it: "the Savage North." In those days, most of the North was covered with vast, tall forests of ancient green, and inhabited by dwarves and goblinkind (in the most northern mountains and foothills) and elves (in widely scattered forest enclaves everywhere else). A few primitive human tribes lived along the Sword Coast, fishing, hunting and gathering in spring and fall to trade their furs with vessels sailing in from the south for merchant's jewelry, metal tools, and the occasionally-available weapon or two. In the spring, these vessels came primarily to cut and take huge trees for shipbuilding, trees being no longer available in such large sizes farther south. In the fall, the vessels came in to cut timber for their own repairs, or to take on a cargo of wood if the misfortunes of trading had left their holds low or empty. Most of these trademoots were at a certain place where there was a great natural deepwater harbor, protected from the sea by a rocky spur of land, an arm of an isolated coastal crag, or a rocky island beyond it. BOOK64 History of Waterdeep - Age I, The Rise of the Warlords: Over the years, the forest was cut back farther and farther from the shore, and tribes began to stay most of the year there, farming the cleared land. The wiser among them claimed and controlled some of the timber in order to trade for more weaponry and tools. Such claims angered many who found the squatters rich from frequent trade, and brought attacks from land and sea, the more warlike tribes slaughtering the more sedentary settlers. Noted among these tribes was that led by Nimoar, a chieftain who ordered his people to seize the farms, crude wooden docks, trading sheds, and storage barns built up around the bay. They settled there themselves, and erected a log palisade within an earthen embankment to protect the holdings. After several abortive pirate and tribal raids, Nimoar's people thrived in their new home, a fledgling town referred to as "the town of Water-deep." Farther north, orc tribes had outgrown their mountain strongholds. Attempts to expand underground met with fierce dwarven resistance (although many small gnomish colonies were overwhelmed and wiped out), and the orcs spread out on the surface of the land, coming south and down out of the mountains, hurling their seemingly endless numbers against all who stood in their path. Here and there elven enclaves held out, but the push southward displaced many other northern inhabitants, including the "everlasting ones" (trolls), who came down into the newly-cleared lands northeast of Nimoar's Hold, those lands now known as the Trollmoors. Nimoar died of old age during this time of increasing danger. Younger War Lords led the men of Waterdeep (for so the ship-captains called the harbor) in battles against the trolls. There were many bloody struggles between men and trolls for a decade, until the magic of a Northem youth named Ahghairon turned the fortunes of war against the trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon rose slowly in skill and power with the passage of years, until he became a great mage. He discovered a supply of potions of longevity (or learned the art of making such), for he lived on, still physically a man in his prime, for decade upon decade. Fearing further attacks, the men of Waterdeep raised a small keep on the slopes of Mount Waterdeep above their farms, where fire arrows from on high could defend against attacking trolls. Many outlying tribes who had come to the settlement for safety from the trolls stayed, and expanded the walls with new farms several times. War Lords ruled the Free City of Waterdeep, holding it independent and increasingly wealthy as years passed. BOOK65 History of Waterdeep - Age III, The Bloody Reign of the Guildmasters: There was great turmoil in the City as the Guildmasters argued amongst themselves as to who should govern the City, and more than one merchant of power was found murdered. Groups of liveried bodyguards appeared openly armed on the streets, accompanying their masters, and two very troubled months passed as they bickered and parleyed (and occasionally dueled in the streets). At last, they decided that all Masters should rule Waterdeep together, in a council. The lesser nobles and many townsfolk protested, saying that the Lords ruled by right and by the people's consent. The Guildmasters, however, said that the Lords had not been seen since Ahghairon's death, and that they must have been golems or zombies, controlled by Ahghairon to conceal his lone rule -- and indeed, the Lords were silent and unseen, and continued to be so. In truth, the Lords were real men and women whose identities had been compromised, over the years, by certain curious Guildmasters who had ordered them slain by their own closemouthed, loyal servants following Ahghairon's death. The only Lords still surviving (those who had remained secret) were Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords kept very quiet, and waited. The Guildmasters thought all the living Lords of the City had been eliminated, and took firm rule over Waterdeep. The Guildmasters ruled Waterdeep for only six years ere their self-interested squabbling led to bloodshed. Open quarrels and a few murders quickly erupted into a brief but vicious series of street fights and midnight attacks. This strife, oftimes termed "the Guildwars" by sages (although it was never as long-drawn-out or so formal as to be called a "war" when it was taking place), left all but two Guildmasters dead, most of the City's best minds stilled, and much of the City's gold wasted or plundered with the Guilds in disarray. The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm Zoar of the Gemcutters. These two - ruthless manipulators both - were well-matched and could not overcome each other, though their private armies clashed often in the streets. At length, they sickened of bloodshed, after many from both families were dead in the gutters, and agreed to rule together. Two thrones were set up in Castle Waterdeep, and from then the two argued bitterly over this and that, and the City was a place of tension and fear. All matters, including the recognition of new Guildmasters to rule the "headless" guilds, had to come before the Two Lords Magister, as Lhorar and Ehlemm were called. Few matters were settled. BOOK66 History of Waterdeep - Age II, The Lords' Rule Begins: In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms to create a Northern empire, with Waterdeep its capital (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. Ahghairon magically struck aside all who sought to lay hands on him. In a fury Raurlor struck at the mage with his own blade. Ahghairon rose into the air, just out of reach, and, as the infuriated Warlord slashed repeatedly at his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel into a hissing serpent, which promptly bit him. The Warlord died of the venom before the shocked people assembled there. Ahghairon then gathered all the captains of Waterdeep's army, and all the seniors of the families of Waterdeep. While runners sought to bring them to the Castle, flames roared and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so that no one sat there. Then at a gesture from the mage, the flames were gone as though they had never been, leaving the chair unmarked. Ahghairon seated himself, then, and proclaimed himself the first Lord of Waterdeep, saying that henceforth wisdom and not armed might would rule in the city. He would gather some few - in secret - to rule as Lords with him, masked and disguised when they appeared to the people, but equal to him in authority and free of coercion by any, himself included. These Lords were to be drawn from all walks of life in the city, and could serve as long as they wished. The people heard, and agreed, and for the next two hundred years, Ahghairon ruled Waterdeep with his unknown fellow Lords. Over the years, the masked Lords were a group of sometimes five, six, or seven, who appeared seldom and said little. Some whispered that they were Ahghairon's servants, or even magical automatons controlled by the Old Mage. Still, Ahghairon's justice was swift and fair, his laws good, his guardsmen polite and just as ready to help as apprehend, and the people approved. The years passed in peace and prosperity. The North was opened to humans. Roads built under Ahghairon's direction linked it together, from the ruins of "the Fallen Kingdom," which had been shattered by goblin races' attacks before men were numerous in the North, to the cities that would later become Amn. Waterdeep grew fivefold in size and wealth. From all over the Realms, folk began to come to the "Crown of the North," drawn by money - and among them came those who rob, cheat, and steal. When word of doings extending beyond simple theft to deception-in-workmanship and the appearance of many fly-by-night impostor craftsmen reached Ahghairon's ears, he called together the senior merchants, "the Noble Ones," and suggested that they form guilds as was done in the far South to police the unscrupulous of their own professions. Some resisted, or were furious, but most saw the advantages of such an arrangement, particularly if they were free to set matters up themselves, and not have less favorable arrangements forced upon them. The Guilds were created forthwith. Twice more the city walls were expanded, as Waterdeep continued to grow in size and prosperity. Its merchants traveled the world over, bringing back exotic goods from afar, and spreading word of the city's wealth to remote lands. In the South, some listened with an eye to conquest or at least plunder, but swords were already out in those southern lands in a time of widespread strife, and no invaders came. Ahghairon's health eventually failed and he died. He was buried with ceremony in his tower, which was secured against thieves and fools. Those who learned the arts arcane from the Old Mage cast the most potent protective magics known upon his home and resting-place (which, many believe, remains inviolate today). BOOK67 History of Waterdeep - Age lV, The Return of the Lords: One day to the Courts of the Lord Magister came two people masked and robed as the Lords of Waterdeep of old. Where they came from no one knew, but they appeared in the Castle's Great Hall where the Courts were, and commanded the Lords Magister to leave the city forthwith. Laughing, the Lords Magister refused, whereupon the shorter of the masked intruders (the lady Shilam, apprentice to Ahghairon and his undeclared heir as first Lord of the City) blasted them with lightning and fire, and their very thrones were shattered and toppled. The taller of the two intruders (Baeron) then called for the heads of the noble houses to come to them, or leave the city forthwith and forever, if they cared not to come by nightfall. All in the Courts heard, and the news was cried in the streets. The surviving nobles came, reluctantly and with bodyguards, expecting such a summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk that had also come, saying, "this must not happen again." If Waterdeep was to be safe once more, he told them, all must support what he and his fellow Lord now planned, as they had supported Ahghairon in the past. The two would choose others to be Lords as before, he said, and they would rule in secret, as before - save for himself. He removed his mask, and said, "I am Baeron. I would be Lord as Ahghairon was before. I would be safe in this my city again." And the folk of Waterdeep there agreed. Shilarn, still masked, commanded that the houses of the Two Lords Magister be Outcast. There was protest, and she raised her hands that had blasted the thrones, and it was still again. And the house of Gildeggh and of Zoar were outcast. Peace returned to the city, and Waterdhavians to their labors. To inhibit discovery of who the Lords were, Baeron selected certain men of character whom he knew well, and appointed them Magisters ("Black Robes," they were soon called, from their robes of office) under the Lords, to judge and apply the laws of Waterdeep in daily affairs. These Magisters he paid well, to raise them from temptation, and gave lodgings to those who feared for safety to dwell among the people. To so serve, he told the city, was a burden, not a proud misuse of authority, and if any wished to no longer serve, or were found wanting, they were not to be vilified, but accorded respect. And over the Magisters the Lords sat in their Court, to correct and overrule the judgments of the Magisters. Baeron told the people that none were to decry or belittle any judgments of Magisters that the Lord saw fit to alter or cast aside. If any thought ill of the offices or those who held them they could turn back to the rule of sword and whim, and perish as had those before them. Before the Lord's Court Baeron encouraged people to speak freely for the length of a short candle's burning, without fear of chastisement or reproach from the Lords for anything said, as long as they spoke openly and answered questions or opposing views put to them by any there. Thus, he held, just grievances of folk would be heard, no matter how small the matter or lowly the speaker. And so it was. Slow to take hold, until people knew it for careful justice, but enduring beyond Baeron's time, and beyond Shilarn's time, and beyond the time of their daughter Lhestyn "The Masked Lady," who wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as Ahghairon did. And as the years have passed, Waterdeep has grown in size and variety, flourishing with good trade under the tolerance and protection of strong defenders and good government. The years passed not without troubles, varying from the Godswar (when Waterdeep played host to gods dying and ascending) to such occurrences as a green dragon assailing the Field of Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' Rule), but the city and her peoples survived and prevailed against all strife. The Lords' Alliance provides continued safety for all the settlements of the northern Sword Coast and those inland, with Waterdeep as the heart of the alliance. Though it can be matched in size or commerce, there is no city the Realms over that compares to the sheer variety of life and experiences found in fair Waterdeep, Crown of the North. BOOK68 History of the Nether Scrolls The writing in this text is completely indecipherable and resists any such attempts at comprehension through normal magic or any other means. BOOK70 Yago's book of curses BOOKANI Animals Are Your Friend An excerpt... "One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demi-humans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever-changing basis. Give the creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory." BOOKBLA Lore of the Bladesingers By McComb and Pryor An elite group of elven fighter mages, the blade-singers are dedicated to the defense of the elven nation, and many of them journey back to Faerun to help defend those elves who stayed behind or have yet to join the Retreat. Bladesingers are terrifying weapons experts and spellcasters. On Evermeet they are organized into small warrior lodges, each specializing in a different weapon. They are even more dedicated to the ancient ways and styles of dress than other Silver elves. They often tattoo themselves with old runes and symbols and their armor and weapon are all of great antiquity and beautiful craftsmanship. BOOKCOD Code of Training in the Seldarine's Hand By Kaylessa The Code Death to all who oppose our cause Battle is the test above all Bring glory to the Hand of the Seldarine ----------------------------------------------------------------------------- Every person under my tutelage will be instructed as follows: You will learn every aspect of the melee weapons I present to you. You will become familiar with the strengths and weaknesses of each weapon and learn how to utilize it effectively. You will also learn the ways of archery. Patience, discipline, and focus will be your guide. This promise will be your commitment to hitting any target no matter the difficulty. As a soldier serving the Seldarine's Hand, you will conduct yourself in a proper manner befitting an elf at all times. Disobedience will not be tolerated. ----------------------------------------------------------------------------- My Oath What these values represent is your commitment to the Seldarine's Hand and yourself. The promise I make is to hone your skills, both physical and mental, to bring honor to our brothers and sisters. For the glory of the Hand, Kaylessa BOOKCOM Elameth's Compendium By Elameth This is a technical book containing sketches of various magical artifacts. It details some of the plans and processes used by the elven enchanter, Elameth, and the dwarven smith, Karador during the time of cooperation between the two races. BOOKCOR Ancient Lore on Corellon Larethian By Master E. L. Boyd ...as the lore goes, many great battles were fought between Corellon and Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed. And in this mixture of blood and tears, Corellon's children, the Seldarine were born. Corellon embodies the highest values of that which is elvenkind. From the gentle aspects of art and poetry to the hasher aspects of war and magic, he is venerated by all the Fair Folk, except that of the drow. Vigilant over his creations, it is told that Corellon will wander the elven lands, observing his people and defending what is theirs. BOOKENG Engineering Manual This ancient work is a treatise on dwarven engineering techniques. Although it is written entirely in the dwarven language, someone has inserted translated notes in several places throughout the book. This particular volume contains a detailed analysis on the construction of suspension bridges. BOOKEVA Diary of Evayne ...so it has come to this. The orc and goblin forces grow stronger with each victory. Where they attained the weapons of the alliance is still a mystery, but I believe in my heart that it was not through the dwarves. We have succeeded in stifling their advances but it wont hold for long. We have taken severe casualties and our forces are dwindling rapidly. Negotiations are over with our former friends. We are now in open conflict with them. As much as I love my father, I blame him for this. Ever since we found the weapons in the horde's possession, father has been completely irrational. Any discussions had with our former friends ended in bitter accusations and resentment. He adamantly believes that the dwarves betrayed us and listens to nothing they have to say in their defense. Am I the only one who sees that both sides are going to die horribly if this continues? Father does not see reason in putting aside hostilities with the dwarves so that we may unite against our common enemy. I spoke to him of going Dorn's Deep to approach our old friends. He lashed out at me in anger and sent me out of the astrolabe. I now make preparations to leave home and ride to Dorn's Deep myself. I know in my heart what must be done and this is the only way. Perhaps I have more of my father's stubbornness than I thought. BOOKFIS Fish on the Sea of Fallen Stars An excerpt... "The Grand Raik is easily recognizable by its distinctive hooked jaw and the blue and white spots on its fins. Typically the size of a human adolescent, Grand Raiks are capable of putting up a great fight against the fishermen who seek them out. Unlike Lesser Raiks, Grand Raiks are very aggressive towards fellow fish in their territory, rarely stopping until they die or the intruders have fled. Grand Raiks have been known to attack fish three times their size. One fisherman from Selgaunt even claimed that he saw a Grand Raik attack and kill a Mottled Sidi Octopus..." BOOKFOL The Folly of Fury An excerpt... "... our principle stance is one of rejection. The fundamental beliefs of the churches of fury are anathema to our own. The Gods of Fury stress everything that is selfish, physically abusive, and destructive. The Malarites care only for proving their temporal power through the senseless butchering of animals. The Aurilites seem to delight in causing death by freezing whenever possible, removing every shred of heat from their domains. Priests of Talos simply revel in destruction for its own sake and their own personal pleasure. Our brothers and sisters in the church of Umberlee cause havoc with the waves for the sole reason of terrifying travelers and fishermen into bowing before their childish god. As much as we Eldathyn might denounce the beliefs of these religions, there is an even greater question to be asked. What kind of afterlife can these self-serving priests expect to find in the domains of their self-serving gods?" BOOKHIP Hippogriff Riders of the Hand Stationed atop Sheverash Tower are the proud hippogriffs of the Seldarine's Hand. Along with their riders, these mounts serve primarily as scouts but are sometimes used for missions requiring the utmost of speed. Both rider and mount are trained rigorously to work as a team. Upon hatching, hippogriffs are domesticated to be used as mounts. They are trained in what to eat, various combat routines involving aerial and ground attacks, and to respond to the commands of its rider. The riders are educated in the ways of grooming and caring for its mount, how to work effectively with his hippogriff, and also in the ways of aerial and ground combat. As a unit, they have proven excellent aerial support in our ground battles and are a proud symbol of the Seldarine. BOOKIVY Tending Ivy An excerpt... "I am simply an amateur when it comes to botany, but I dare say that I know my way around a patch of ivy better than the next man. Most botanists will attempt to tell you 'rules' about how one should care for their ivy. Unfortunately, these bumbling buffoons haven't spent enough time researching all of the different types of ivy to learn their subtle differences. Why, just the other day, some fool on the hill told me that Jangling Bell Ivy should be planted in relatively moist soil next to Blossoming Garters. As any ivy scholar worth his weight in dirt knows, Blossoming Garters require such a huge amount of water that one would drown the Jangling Bell just by tending to the Garters. 'Moist' does not mean 'soaked.' I ask you, what will it take to educate these comical jesters of the scientific community?" BOOKLAB Ancient Lore on Labelas Enoreth By Master E. L. Boyd Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond the mortal realms. He measures the lives of the Fair Folk and decrees when they should be ended, allowing passage to Arvandor. As Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would alter the path of history. Labelas confers wisdom and teachings on young and old alike, and although he is rarely invoked, the Lifegiver is often praised. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. BOOKMOO Ancient Lore on Sehanine Moonbow By Master E. L. Boyd ...Sehanine Moonbow is the elven goddess of the moon or, more specifically, the full moon. She governs divinations, omens, and subtle magics and protects against madness. She watches over the dreams of the elves, keeping them from harm while in reverie and sending omens to protect them from future dangers. Sehanine watches over the passage of the elven spirits from the world, and she is protectress of the dead... ...Alternately called the wife and daughter of Corellon, Sehanine is the mightiest of the female powers in the elven pantheon. Identified with the mystic power of the moon, Sehanine's tears are said to have mingled with Corellon's blood and given life to the elven race. BOOKMYT Mythal Theory By Schend and Melka ... Aside from the High Mages, none are certain about the true nature of mythals, no matter how well versed they are in ancient elven lore of old or current debates on magical theory. Many agree that a mythal is alive, and is a huge web of magical forces woven together by magic and the lifeforces of the casters. The mythal is believed to be sustained by the natural mechanisms within and around it, from the wind to the current of a brook or a temperature shift from the energy of sunlight. Given the ties to life and Faerun, mythals can hardly be common wizardry, no matter what may have been said in the past. The mythals and their magic are tied directly to the Weave, the source of all Torillian magic... BOOKPK Philosophy of Kara-Tur A story... "Two chaste shukenja were walking down the road in the rain when they came across a beautiful young woman taking shelter under a tree. She called out to the monks to carry her across a small stream. The first monk immediately moved to help the woman while the second silently protested. The first monk scooped the beautiful lady up in his arms and carried her across the stream, promptly setting her down and continuing on his way. The second monk remained silent for several minutes as the woman disappeared from view. Finally he spoke to his brother. 'We shukenja are not supposed to have contact with women! Why did you pick that woman up so casually and carry her across the stream?' The first monk replied, 'Brother, I set the woman down long ago. Why is it that you have not?'" BOOKPOT Great Pottery of Lurien An excerpt... "... the industrious halflings, however, see nothing wrong with this. To them, utility is the chief purpose of their craft. It must be stated that the discovery of very elaborate Lurien pottery set with lapis and malachite is exceedingly rare. Most of these pieces are believed to have originated from a specific period in Lurien history around 750-830 DR. In general, the halfings of Lurien make simple pots that are bottom heavy and constructed of common brown-red clay. Glaze, when used, is typically ochre or bright green in hue... " BOOKROC "Rock Eaters", They are Not ...contrary to popular belief, our Dwarven friends do not exist on a diet of rocks and dirt. I was recently invited to visit their wonderful stronghold, Dorn's Deep. In this architectural wonder, hidden away in one of the most beautiful forests in the North, I entered figuring to be covered in soot from some filthy underground mine unbefitting a High Elf of my stature. Much to my surprise, my eyes were instead treated to amazing works of beauty and craftsmanship. Our Dwarven friends proceeded to take me on a tour, pointing out each piece in thorough detail. I smiled. Impressed that one of the lesser races had such talent in them to create such works. Of course, they paled in comparison to what our Elven artisan's can do, but this was not the time to point out their flaws... BOOKSHE Ancient Lore on Shevarash By Master E. L. Boyd Shevarash, who embodies the hatred the Fair Folk hold for the drow, is the elven god of vengeance and military crusades. He is venerated by the elves and half-elves who have suffered the loss of loved ones through violence, particularly those who burn with revenge against the drow, and by those who have sworn to destroy the Spider Queen and the other evil gods of the dark elves. Some elven theologians speculate that Shevarash serves to gather in the bitterness and hatred that has riven the elven race since the Crown Wars, thus keeping the contagious evil of the Spider Queen from spreading to the elven population at large. BOOKSOL Ancient Lore on Solonor Thelandira By Master E. L. Boyd Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. The Great Archer's prowess with the bow is unmatched by any other power venerated in the Realms. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other... ...He instructs the Fair Folk in the art of hiding in and moving through natural foliage so as not to be detected as well as the art of archery and hunting. Solonor is primarily revered by elven and half-elven rangers, hunters, woodsmen, and fighters. In particular, elven hunters appeal to him for better catches of game and elven warriors trapped in hostile territory call on him for aid... BOOKSS Secret Societies An excerpt... "The Kraken Society Recently established near the Ruins of Ascale, the Kraken Society is a group of criminal information gatherers spread across the north. Their organization is said to consist mostly of thieves and priests of Umberlee who work for a mysterious overlord. Often referred to as the 'Heralds of the Sea,' the Kraken Society employs torture, kidnappings, and assassination in its efforts to be in the know. Their symbol is a many-tentacled purple squid." BOOKUNI Ecology of the Unicorn Unicorns are herbivores, living on tender leaves and grasses. Their only enemies are griffons and those creatures that destroy forests, in particular red dragons and orcs. The life span of unicorns has never been recorded but is known to surpass 1,000 years. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn. Unicorn horns are maliciously sought after, since possession of one is a sovereign remedy against all poisons. BOOKVIO On Non-Violence An excerpt... "... we Eldathyn believe that the only real way to live honestly is to resist the temptation to strike out in anger when things are against us. Violence arises from suffering and, as a result, can do nothing but cause more suffering in its occurrence. Some of our critics point to the state of nature to invalidate our philosophy. Some believe that the existence of storms and tremors in nature proves that nature is inherently violent. There is a simple argument against this, however. Nature is a gift from the gods, but it functions as an independent system, a science, if you will. Nature is not inherently violent because disposition towards violence is a property only thinking beings possess. While there are violent acts in nature, nature is not inherently violent. Nature is simply nature... " BOOKWOR Worship in the Hand of the Seldarine By Denaini ...day in and day out, the Elves of the Hand worked diligently to further the cause of the Alliance. Although dedicated to their work, they always remained devout to the elven gods. A shrine was created within Solonar Tower that would allow us elves to offer simple worship with what spare moments were available. A beautiful flower garden can be found on one end of this level. With care, an elf would take a flower from the garden, approach the appropriate statue of the god they wished to pray to, place the flower in the statue's pond, and pray for however long they had. BOOT01, BOOTDRIZ Boots of Speed These boots have been magically enhanced so that wearer is able to travel at twice the normal speed. They are much prized by those whose profession involves traveling long distances. BOOT02 Boots of Stealth: 'Worn Whispers' In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Stealth bonus: +35% Weight: 4 Not usable by: Fighter Mage Bard Cleric Druid BOOT03 Boots of the North: 'The Frost's Embrace' Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again. STATISTICS: Cold resistance: +50% Weight: 4 BOOT04 Boots of Avoidance: 'Senses of the Cat' The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Armor Class bonus: +5 vs. missle weapons Weight: 4 BOOT05 Boots of grounding: 'Talos' Gift' Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Electricity resistance: +50% Weight: 4 BOOT06 Worn Out Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4 BOOTFOR Boots of the Forgotten Ones These wrinkled, rough boots were made from the scalps of dead orc shamans from the Stinking Paw tribe. The power hungry religious leader of the tribe, Algrash Who-Watches-In-Darkness, ordered his underlings to make the boots by digging up the corpses of his predecessors. Algrash was killed when he provoked a fight with a gang of ogres. His boots were left at the scene of the battle. STATISTICS: Allows the wearer to cast 2 extra first level spells and 1 extra second level spell. Only usable by: Cleric (single, dual, & multi-class) Druid (single, dual, & multi-class) BOOTFOX Boots of the Fox These gaudy red and green boots were worn by the rogue Elpham of Perrywine. Elpham was a pickpocket of exceptional talent who pressed his luck by taunting his victims shortly after taking their loot. After being caught twice, Elpham invested his money in having these boots made. Of course, Elpham came to an untimely end when he picked the pocket of the notoriously ill-tempered Red Wizard of Thay, Xain Morobdel. Elpham stole a pouch full of gems off of Xain's waist and danced off into the crowd shouting, "Why don't you try to chase me back to the Priador, baldy? Ha ha!" Xain, quietly fuming, promptly summoned four invisible stalkers and commanded them to, "Kill the idiot in the red and green boots." STATISTICS: Increases the wearer's movement rate by 40%. +1 Bonus to Armor Class BOOTMAN Boots of the Many Paths Created by a gnomish illusionist in 931 DR, the Boots of Many Paths have been worn by a number of adventurers who have sold the items through legitimate means for many, many years. According to their maker, Weldy Baker, the boots rely not only on the power of illusion, but the power of "potential time weave cutting and microscopic changes to minutiae in the environment that have macroscopic effects." STATISTICS: User can cast Blur on themselves once per day. BOOTMOA Boots of Moander These patchwork boots of red and black leather were created by cultists of Moander, an ancient god of rot and decay. The boots were used by a number of the Darkbringer's faithful when they fought against Moander's numerous foes, many of whom worshipped nature deities. The boots were last claimed by Aldarra of Chauntea, who in turn gave them to a half-elven ranger friend, Liberon Twelvetrees. STATISTICS: Wearer is immune to Entangle. BOOTQUI Quiet Boots These well-worn leather boots were frequently used by the thug and part-time killer Renny the Fist. Renny, a former escape artist, liked to tell people that all he needed to kill them was a reason and "some quiet boots." He would then raise his boot up to eye level and say, "I'm already halfway there. Don't push me." Renny stopped doing this when a quick-thinking dwarf slammed his war club into the thug's groin. While Renny writhed on the ground, the dwarf removed the "quiet boots" and quickly left town. STATISTICS: +7% Bonus to Stealth Only Usable By: Ranger (Single, Dual-, Multi-Class) Thief (Single, Dual-, Multi-Class) BOW01 Composite Long Bow Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. STATISTICS: Damage: +2 To Hit Bonus: +1 Weight: 10 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 15 required Not Usable By: Druid Cleric Mage Thief BOW02 Composite Long Bow +1 Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. STATISTICS: THAC0: +2 Damage: +3 Weight: 9 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 15 required Not Usable By: Druid Cleric Mage Thief BOW03 Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: Damage: THAC0: +1 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief BOW04 Long Bow +1 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THAC0: +2 Damage: +1 (missile) Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief BOW05 Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Damage: Weight: 2 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Not Usable By: Druid Cleric Mage BOW06 Short Bow +1 Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: THAC0: +1 Damage: +1 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Type: 2-handed Not Usable By: Druid Cleric Mage BOW07 Long Bow of Marksmanship This bow is enchanted to enhance its damage and boosts the users aim. STATISTICS: THAC0: +3 Damage: +2 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief BOW08, BOW99 Eagle Bow: 'Protector of the Dryads' In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily . . . nay, VERY happily ever after!' STATISTICS: THAC0: +2 Damage: +2 Weight: 2 Speed Factor: 4 Proficiency Type: Bow Type: 2-handed Not Usable By: Druid Cleric Mage BOW09, BOWNON Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: Damage: THAC0: +1 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief BOWMESS Messenger of Sseth This wicked bow was crafted thousands of years ago for a powerful yuan-ti archer named Apali. The number of men, women, and children Apali killed with the aid of the bow is almost unbelievable, as the soldier waged war against humans for hundreds of years before he was finally laid low in Chessenta by a priest of Assuran, god of vengeance. Apali had killed the priest's great-great grandfather in Chult over a hundred years earlier. The item is easily recognized because of the red and black banding on the grip and the carved snake heads at the ends of the bow. The red and black bandings represent Apali's family, from a caste of priests. The snake heads represent Sseth, the god of the yuan-ti. STATISTICS: Damage: +1 THAC0: +2 Special: Extremely fast Weight: 3 Speed Factor: 3 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief BRAC01 Bracers of Defense AC 8 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 8 Weight: 2 Not Usable By: BRAC02 Bracers of Defense AC 7 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 7 Weight: 2 Not Usable By: BRAC03 Bracers of Defense AC 6 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 6 Weight: 2 Not Usable By: BRAC04 Bracers of Archery: 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: THAC0: +2 (missle weapons only) Weight: 2 Not usable by: Druid Mage Cleric BRAC05 Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body. BRAC06 Gauntlets of Ogre Power: 'Hands of Takkok' The Hands of Takkok are exactly that; his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets. STATISTICS: Strength: set to 18/00 Weight: 2 Not usable by: Thief Mage Bard BRAC07 Gauntlets of Dexterity: 'The Brawling Hands' This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. STATISTICS: Dexterity: set to 18 Weight: 2 Not usable by: BRAC08 Gauntlets of Fumbling: 'Elander's Gloves of Misplacement' With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: THAC0: -10 penalty Dexterity: -2 penalty Weight: 2 Special: Can only be removed by a 'remove curse' spell BRAC09 Gauntlets of Weapon Skill These magical gauntlets aid the wearer in the use of weapons. Even an unfamiliar weapon may be used with some skill. STATISTICS: THAC0: +1 bonus Weight: 2 Not usable by: BRAC10 Gauntlets of Weapon Expertise: 'Legacy of the Masters' Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: THAC0: +1 bonus Damage: +2 bonus Weight: 1 Not usable by: BRIATH Briath's Journal The great monument was completed today, and it is a wonder to see. If there is any doubt to the significance of my role within the Dorn community, let it now be laid to rest! There are those who find pride and glory in the chase, traveling above and underground to ensure the good fortune of our home, but I am not one of them. I must admit, I too would take up the arms should my name be called to protect those around me, but until that day, I feel myself far more resourceful creating the weapons than wielding them. In honor of our new marvel, I have created a special blade that I will place with the other items commissioned for the monument receptacle. Should the day come the our way of life is defended by a sole survivor, he will fight with the will of many knowing that I have provided him with weapon worthy of such an honor. May this blade never be weilded, and if one day it is, may it server its owner well. BULL01 Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1D4 + 1 Damage type: Missile (piercing) Weight: 0 Launcher: Sling BULL02 Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 2 THAC0: +1 Damage type: Missile (piercing) Weight: 0 Launcher: Sling BULL03 Bullet +2 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 3 THAC0: +2 Damage type: Missile (piercing) Weight: 0 Launcher: Sling BWTALIS Black Wolf Talisman This crude talisman appears to be nothing more that a flat piece of stone with a wolf's paw painted on it. Despite its simple appearance, the Black Wolf Talisman contains powerful beneficial magic. STATISTICS: Armor Class Bonus: 1 Special: +10 to Max Hit Points Resistance Bonuses +10% Cold Resistance +1 Save vs. Breath Weight: 1 CAIRN Cairn Blade Named for its ability to lay warriors low, the Cairn Blade was used by the mercenary Adal Kerrn. Kerrn was a skilled heavy infantryman. He and his company, Kerrn's Breakers, hired themselves out to all sorts of warlords, bandits, wizards, and religious leaders. They were typically placed at the front of the battlefield where they would intercept charging heavy cavalry units and break their formation. Kerrn died in 1054 DR when he accidentally killed the horse of a heavily armored foe. The horse fell on top of Kerrn, killing him. In the madness of the battle that followed, most of his comrades were routed. Though Kerrn's body was never found, the group that had employed him at the time, the church of Helm, recovered his distinctive sword. STATISTICS: Damage: 1D10 +4 THAC0: +4 Damage type: Slashing Weight: 20 Speed Factor: 6 Proficiency Type: Great Sword Type: 2-handed Not Usable By: Druid Cleric Mage Thief CAT Dead Cat This appears to be a dead cat. It is extremely well preserved and looks as if it is sleeping. Hopefully, this animal was already dead before it was put into the bag, as living animals tend not to fare very well within the magical confines of the bag. CATTAC1 Two Handed Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 Damage type: Slashing Weight: 15 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief CELEBRA The Celebrant's Blade This beautiful axe was carefully made by Briath Silverhand, a master craftsman and devoted worshipper of Moradin. Briath created the weapon to celebrate the completion of a glorious monument to his god, the father of the dwarven race. He placed it in the monument should a hero need it to liberate Dorn's Deep at some future date. STATISTICS: Damage: 1D8 +4 THAC0: +4 Damage Type: Slashing Weight: 5 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief CHAINBM Baleful Mail This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep. STATISTICS: Armor Class: 3 Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 45 Not Usable By: Good Characters Druid Mage Thief CHAN01 Chainmail Armor Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 Weight: 40 Not Usable By: Druid Mage Thief CHAN02 Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 4 Weight: 20 Not Usable By: Druid Mage Thief CHAN03 Chainmail +2 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 3 Weight: 10 Not Usable By: Druid Mage Thief CHAN04, CHAN99 Splint Mail Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 4 Weight: 40 Not Usable By: Bard Druid Mage Thief CHAN05 Splint Mail +1 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 3 Weight: 20 Not Usable By: Bard Druid Mage Thief CHAN06 Mithril Chainmail +4 This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor. STATISTICS: Armor Class: 1 Weight: 7 Not Usable By: Druid Mage Thief CITTERN The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Courage, centered on the user. Only Usable By: Bard CLBHAND Composite Long Bow of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. STATISTICS: Damage: +2 (missile) THAC0: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-Handed Minimum Strength of 15 required Not Usable By: Thief Cleric Mage Druid CLCK01 Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Armor Class: +1 bonus Saving Throw: +1 bonus Weight: 3 Not usable by: CLCK02 Cloak of Protection +2 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 Not usable by: CLCK03 Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Class: +4 vs. missle weapons Saving Throws (death, breath, wand): +2 bonus Weight: 3 Not usable by: CLCK05 Cloak of Balduran This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Magic Resistance: 25% Weight: 3 Not usable by: CLCK06 Cloak of Non-Detection: 'Whispers of Silence' Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as detect invisibility and scrying. Weight: 3 Not usable by: CLCK07 Nymph Cloak The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK08 Algernon's Cloak Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK09 Mage Robe of Cold Resistence Mage Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: Cold Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK10 Mage Robe of Fire Resistence Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they can not be worn except by mages STATISTICS: Fire Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK11 Mage Robe of Electrical Resistence While seen with less frequency than some other Mage Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession. STATISTICS: Electricity Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK12, CLCK18 Knave's Robe A favorite among thief-mages, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Armor Class: +1 vs. slashing weapons Save vs. death: +1 bonus Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK13 Traveller's Robe This Mage Robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-mage that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveller's Robe can only be worn by mages. STATISTICS: Armor Class: +1 bonus vs. missile weapons Saving Throw: +1 bonus vs. breath Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK14 Adventurer's Robe This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from protecting the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession. STATISTICS: Armor Class: +1 bonus vs. crushing weapons Saving Throw: +1 bonus vs. petrification/polymorph Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK15, CLCK19 Robe of the Good Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Good-aligned characters CLCK16 Robe of the Neutral Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of neutral alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Neutral-aligned characters CLCK17 Robe of the Evil Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Evil-aligned characters CLCKBS Cloak of Burdened Spirits This incredibly heavy cloak was a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha. It was originally worn by a penitent necromancer who was ashamed at how he had abused the souls of the dead. The cloak is dark grey and made of five layers of thick, heavy wool. STATISTICS: Weight: 80 Wisdom: +1 Only Usable By: Good characters CLOAKMI Mithran's Cloak This elven cloak, woven from silk and wool, was worn by a powerful wizard from Myth Nantar named Mithran Lightpetal. Mithran was well known for his love of travel and his acceptance of the "N'TelQuessir," or "not people," the non-elven people of the world. The cloak was actually the cause of his doom, for it was woven and enchanted by his dark elf lover, Rauva Vrinn. The style of the black and midnight-blue cloak was so obviously non-elven that his associates became suspicious. Eventually, an acquaintance of Mithran, an elven drow-hunter named Gaedel, discovered Rauva's secluded hiding spot in the forests surrounding Myth Nantar. With a small band of warriors, Gaedel stormed her hut and quickly killed her. When Mithran discovered what had happened, he went berserk with fury. The mad mage assaulted the hunting lodge of Gaedel and his brothers, killing them all and leveling the lodge. Gaedel's family eventually attempted to take vengeance for the act, killing Mithran at loss of most of their house. Mithran's cloak was recovered by his close friend, the dwarven warrior Hael Bronzelake. Had it not been, it would have been swallowed up under the waves with Myth Nantar when that proud city was drowned in the Sea of Fallen Stars several years later. STATISTICS: Armor Class Bonus: 3 Saving Throw Bonus: +2 COFFEE Berduskan Black Brew This dark drink was named after the merchants from Berdusk, who concocted this brew. Berduskan merchants were always in a hurry to complete their various deals and felt hampered by the effects of fatigue and the need to sleep. Upon drinking this brew, the effects of fatigue and weariness disappear, letting the drinker continue with whatever he was doing. STATISTICS: Removes fatigue as if user has had a full nights sleep. CONTRACT Caravan Contract This wrinkled piece of parchment appears to be a written contract of sorts: Balin, Deliver these five crates of supplies to the emporium in Easthaven. Make sure to get a fair price from that unscrupulous Calishite weasel, Pomab. Use the profit to aquire three barrels of uncarved scrimshaw from Gaspar's warehouse there in Easthaven. Return to Caer-Dinival with the three barrels and you shall have your agreed upon payment. Keep your eyes to the tundra. There have been reports of orcs in the hills outside of Easthaven. It might be wise to use your advance payment to hire on some extra caravan guards. Safe journey, Ilmus Gallaway of Caer Dinval CORELLO Symbol of Corellon Larethian This magical symbol of the elven god, Corellon Larethian was given to many of the warriors in the Hand of the Seldarine. This symbol is a reminder of the epic battle Corellon fought against Gruumsh One-Eye. Anyone wearing this will find special focus while battling orcs. STATISTICS: THAC0: +2 DAGG01, DAGGSHIT Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG02 Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 + 1 THAC0: +1 bonus Damage type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG03 Dagger +2 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip thru stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1D4 + 2 Damage Type: Piercing THAC0: +2 bonus Weight: 1 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG04 Dagger +2, Longtooth Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers. STATISTICS: Damage: 1D6 +2 THAC0: +2 bonus Damage type: Piercing Weight: 2 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG05 Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1D4 Damage type: Missle (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric DAGG06 Nester's Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG07 Kylee's Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DAGG08 Hentold's Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric DART01 Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric DART02 Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 +1 THAC0: +1 bonus Damage type: Missile (piercing) Weight: 0 Speed Factor: 1 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric DART03 Dart of Stunning The dart of stunning looks like any other dart other then the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Damage: 1D3 Special: Save vs. spell or be stunned for 7 rounds Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric DART04 Dart of Wounding This dart is coated in a deadly poison that will immediately seap into the bloodstream if striking an opponent, with very deadly results. STATISTICS: Damage: 1D3 Poison: 20 damage in 20 seconds (save vs. death for none) Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric DAYS The Sword of Days This short sword was crafted by highly skilled halfling weapon smiths in conjunction with three priests of Urogalan, the Black Hound. The priests of the god of the dead commissioned and enchanted the sword for a famous halfling adventurer named Eriadon Oakhollow. Eriadon was well known for his fight against those who would defile the tombs of his people. The sword has a dull, even blade with deep engraving on one side. The engraving is in Thorass and lists, in various tables, all of the days of a tenday, months of the year, cycles of the moon, major halfling festivals and observances, and the years of Eriadon's life. The other side of the blade simply features the maker's mark, a black hound's head, and the words "THE SWORD OF DAYS." Tarnished silver in the engraving lines keeps the words and images dark. Upon Eriadon's death, the sword was passed on to a traveling priest of Arvoreen the Defender who is believed to have died fighting goblins in the High Moor. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Special: Wielder immune to Haste and Slow 25% chance target is Slowed Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Not Usable By: Druid Cleric Mage DAZER Dazer A powerful weapon created by the wizard Retland of Westgate, Dazer was typically used by thugs in said wizard's employ. Despite Retland's high education, he was little more than a racketeering boss and thug. His gang, the Cobble Boys, intimidated and oppressed various neighborhoods of Westgate for a decade until a wizard in service of Tyr, Alistar Lavell, rallied his allies against Retland's cronies. When Alistar defeated Retland and his gang, he turned Dazer over to the church of Tyr, where it was given to a traveling priest. STATISTICS: Damage: 1D6 +1 THACO: +1 Special: 5% chance to Stun target on hit Damage type: Crushing Weight: 3 Speed Factor: 4 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage DBONE Ring of Dwarven Bone These rings are commonly found among one of the more twisted orcish clans in the north. Orc shamans would gather dwarven remains, take some bone, and carve a ring out of it. They then enchanted it with darker magics that would grant its wearer a boon of strength. STATISTICS: Strength: +1 Not Usable By: Good Characters DIVER Spell Diver The sellsword Naradon of Thesk was known for his ability to quickly and efficiently defeat enemy mages even when outnumbered. He earned this reputation with the help of three items: Potions of Speed, Boots of Speed, and his trusted short sword, Spell Diver. Unlike many other magical weapons, Spell Diver does not have a dark, murderous history. Naradon retired from adventuring when he was thirty-two. His fondness for Potions of Speed caught up with him when he died of old age four years later. His only heir had no desires to be an adventurer. He sold the weapon to a known cat burglar a few years after his father's death. The sword can be recognized by the kingfisher stamped into the ricasso. STATISTICS: Damage: 1D6+2 THAC0: +2 Damage type: Piercing Special: 50% of all hits nullify the target's ability cast spells for 2 rounds Resistance Bonuses: +1 to Save vs. Spells +5% Magic Resistance Weight: 1 Speed Factor: 1 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage DRAGARM Black Dragon Scale This armor was crafted by the dwarven smiths and priests of Clan Battlehammer when one of their own, Bruenhal, led a band of heroes in the defeat of a black dragon far to the south. Some dwarves turn up their noses at the thought of wearing armor made from the remains of a dragon, but Bruenhal proudly wore the armor until the end of his days. STATISTICS: Armor Class: 4 Resistance Bonus: +25% Acid Resistance +2 Save vs. Spells Weight: 10 Not Usable By: Mage DVER Dver's Note This trap has left me for dead, but it's just as well. I have felt the evil within me since the moment I stepped foot in this crypt. My actions no longer my own, my thoughts confused, my will gone. Perhaps another will discover the disturbance before it manages to overcome them. I found another route through a gaping hole in one the prison cells in the orog infested area above this chamber, but that led to yet more of their foul kind and a large, grotesque beast that I could have sworn was speaking with me. Perhaps the evil was within my mind even then. EHDAG Apsel's Dagger This dagger was created by Apsel the Scrimshander, a resident of Easthaven. The dagger has a keen edge and the grip is made of intricately carved Knucklehead Trout bone. STATISTICS: Damage: 1D4 THAC0: +1 Damage type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric EIDANRNG Eidan's Legacy Ring This simple silver ring bears an inscription on the interior. It looks like the inscripton was carved there by an expert silversmith. "To the people of Kuldahar; should evening fall upon me, and my life be no more, I leave the Evening Shade to you. Please care for her as I did - Eidan, last of the line of Kaivon." ELFBOOT Elven Sewn Boots These boots have been made from the highest quality leathers and furs available in the land. Hand sewn by talented elven tailors, these boots were very common among the people of the Seldarine's Hand. Outsiders have also found these boots appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance Bonus: +5% Cold Resistance Weight: 3 ELFCHAN Elven Chainmail of the Hand +3 During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep, special version of the illustrious elven chainmail were made that added protection against the harsh weather conditions of the north. STATISTICS: Armor Class: 2 Resitance Bonus: +20% Cold Resistance Weight: 15 Not Usable By: Druid Mage ELFCLCK Elven Sewn Cloak This cloak has been made from the highest quality cloth and furs available in the land. Hand sewn by talented elven tailors, this cloak was very common among the people of the Seldarine's Hand. Outsiders have also found it appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance Bonus: +5% Cold Resistance Weight: 3 ELFGLOV Elven Sewn Gloves These gloves have been made from the highest quality cloth and furs available in the land. Hand sewn by talented elven tailors, these gloves were very common among the people of the Seldarine's Hand. Outsiders have also found it appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance Bonus: +5% Cold Resistance Weight: 2 ELFWINE Elven Healing Wine This bottle of elven wine also has the properties of a healing potion. During one of the elven festivals, the priests of the Seldarine's Hand imbibed too much that day and accidentally added a barrel of elven wine to a mixture that was intended for healing potions. STATISTICS: Heals 2D8 hit points ELIGEM Elisia's Token of Faith These clear, teardrop shaped gems streamed from Elisia's hands like water when you asked for a physical token of her good intentions. The gems seem to ripple in the light, and their color reminds you of Elisia's skin. ELROBE Robe of the Hand Created during the golden age of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep, it was worn by the elven wizards of Hand. Although a very cumbersome robe, it provided its wearer protection against the elements of Cold, Fire, and Electricity. STATISTICS: Armor Class: 9 Dexterity: -2 penalty Resistance Bonuses: +40% Cold Resistance +40% Fire Resistance +40% Electrical Resistance Weight: 10 Only usable by: Mage (single, dual, & multi-class) EREJOUR Erevain's Journal An excerpt... "Tomorrow I will attempt to climb through the mountains near Kuldahar Pass. In a way, I feel like I should help Hrothgar and the others in their investigation. After all, they have very little protection should monsters be in the area. Bah! Perhaps my brothers are right. We elves were not meant to interfere in the world of men. These lands may once have belonged to our people, but that was long ago. It is the territory of the wild Reghed barbarians and the Ten Towns now. Why resist the tide against us? Those who do often turn to the darkness of war and conquest to reclaim the lands that we once ruled. It is an endeavor doomed to failure. Oh, there I go again. Corellon help me, I'm starting to sound like cousin Xan!" EREVAIN Erevain's Broad Sword This broad sword used to belong to Erevain Blacksheaf, a wandering elf from Evereska. It was made in 1221 DR by Evereskan Greycloaks. Erevain's sword was unusual among his people, who normally favor lighter swords. STATISTICS: Damage: 2D4 +2 THAC0: +2 Damage Type: Slashing Resistance Bonus: +2 Save vs. Wands +10% Acid Resistance Weight: 4 Speed Factor: 5 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage EVAJOUR Journal of Evayne The last few weeks have been a blur but I will recount as best as I can. Arriving at Dorn's Deep in the middle of the night did not lead to a warm welcome by the dwarves, especially with what had come to past between both our races. As expected, the dwarves were very apprehensive to what I had to say. There were too many fresh and open wounds between both our people. Situations like this are never easy but I consider myself as good a diplomat as father, perhaps better. Each day spent in council did not end until late evening and always in pure exhaustion. We argued and bickered over the recent past events. Athough we still continued to spend countless hours in council, the dwarves began to trust that I hid no maliciousness behind my words. The dwarves agreed to a treaty in the name of the greater good for both our races later that week. I had been successful in my part. I saw hope for the first time in many months. The only thing left was to return home and convince my own people that this was our only chance at true salvation. The hardest part would be to convince father but he will listen. He must listen; else let our people face death. The next morning almost made the last few weeks' work in vain. A dwarven scout arrived and told of the largest orcish army he had ever seen was only hours away. With little time to prepare, our defenses were overrun and the orcs began to pour into Dorn's Deep. We began our retreat into the depths of Dorn's Deep. Key passages were collapsed to cover our movements and buy us time. Even in such dire conditions, this allowed the dwarves to control when and where we would fight. Every battle cost the orcs dearly as the dwarves fought on their terms but we were still being driven farther and farther back. Even now, we make preparations to retreat further into Wyrm's Tooth Glacier. Even as grim as this sounds, I still hold hope. Hope that I will tell father of how I fought side by side with our dwarven friends as in days of old. Hope that he will hear the tales of the dwarves who sacrificed their lives so that I may return home someday to reunite both our people. Hope to see my father's stubborn face once again. For my people and the Seldarine's Hand, Evayne EXTHEAL Potion of Extra Healing When wholly consumed, this potion restores 18 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. FIREKIS Fire Kiss This thick blade was originally crafted by derro deep beneath the surface of Faerun. Owned by Savant Dabant, Fire Kiss was rarely put to use. Dabant relied upon magical traps and torture to amuse himself instead. Eventually, Dabant was killed by a mob of hook horrors who kept the dagger in a pile with all of their other refuse. Thirty years later, mind flayers destroyed the hook horrors and took the dagger back to their community. The merchant Nym traded deep gnome slaves to the mind flayers in exchange for the dagger, which was eventually sold to Malavon. STATISTICS: Damage: 1D4+3 THAC0: +3 Special: 5% chance the target is hit with Shroud of Flame Damage type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric FISH Knucklehead Trout A knucklehead trout. Found only in the lakes of Icewind Dale, the bones of these enormous fish yield precious scrimshaw that is used to make elegant carvings and sculptures. FKEY Forge Key This bronze key is extremely worn with age and heat, and actually feels very warm to the touch. A deep inscription at the base of the key reads "Tooth". FKILLER Faith Killer This deceptively mundane looking battle axe has a short but strange history. According to philosophers of magic, Faith Killer was enchanted by the non-belief of its owner, the warrior Erion the Skeptic. A rarity in Faerun, Erion was a man who denied the existence of holy magic and the gods themselves. He was known for his attempts to prove that priests were charlatans and holy magic was, in actuality, a different form of standard magic. Sages believe that Erion's intense opposition to holy men and women actually generated sympathetic magical powers in his weapon. Priests of Selune in Westgate confiscated the axe when they killed Erion in self-defense. It is currently believed that Erion is one of the unbelievers used as a building block in Myrkul's Bone Castle. STATISTICS: Damage: 1D8 +2 THAC0: +2 Damage Type: Slashing Special: 5% chance to Dispel Magic on a successful hit Resistance Bonus: + 5% Magic Resistance Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief FLAMOIL Flaming Oil Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered. STATISTICS: When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage. FSEEDS Fire Seeds Created through the Fire Seeds spell, these innocuous seeds are imbued with explosive fiery magic. STATISTICS: When thrown, all creatures within 5 feet of the point of impact take 2-16 points of damage, with a saving throw for half damage. GAUNTEM Gauntlets of Elven Might These slender steel gauntlets were crafted by the elven smith Idrial Ashleaf and enchanted by his brother, Beldan. The pair gave the gauntlets to their cousin, Galain, when he alone returned from a failed quest to destroy a venerable green dragon in the forests of what are now known as Amn. The three elves made a pact to avenge their kin in ten years time. The subsequent adventures of the trio were immortalized in Merador of Waterdeep's epic "Three Avengers" ballads. The songs, sixteen in number, tell all of the adventures that the group went on. From the Ballad of the Goblin King to the Ballad of Green Night, every deed is retold. Unfortunately, the history of Galain's gauntlets end with the final bars of Green Night. The rest is shrouded in mystery. STATISTICS: Armor Class Bonus: 1 Strength: 18/51 Saving Throws: +1 Only Usable By: Multi or Dual Classed Fighters GAUNTID Gauntlets of Infernal Damnation Cursed by a malefic priestess of Beshaba, goddess of bad luck, these hard black leather gloves affix themselves to whoever tries them on. Despite the extremely nasty nature of the gloves, wealthy adventurers sometimes buy the distinctive gauntlets to place in their treasure hordes, waiting for a greedy thief to try them on. STATISTICS: Cursed Shroud of Flame on the wearer GBERRY, GOODBER Goodberry Created by the Goodberry spell, these simple looking blueberries will heal five points of damage for each bunch of berries eaten. GENEK Genek's Journal I have occupied this empty tomb for several days now, and I will be attempting to cross the cemetery once again tomorrow morning. The door to the outside passage is locked, and I know the key rests within in a container built into the side of the forge monument. With some stroke of luck or higher intervention, I was able to avoid the attention of that dreadful lich on my last trip across, but upon inspection of the forge I was able to locate the receptacle. It seems likely that the monument will need to be restored to its original working state before the container's whereabouts could be determined, but I have been unable to locate anything remotely resembling a switch, lever or the like that would activate it. I can only assume that the lich is responsible, and as long as he is present within these chambers I will be unable to find the key, and unable to escape. I have found powerful magics within these tombs, but even if by some amazing stroke of luck I was able to dispatch the foul creature, he undoubtedly hidden his life force container beyond these walls. Without its destruction, his absence from this world is purely temporary, and upon returning I do not dare dwell on the horrible fate that would be stalking me. GIVING The Giving Star This black and silver morning star was created by a Cormyrean necromancer called Dameth the Wan. Although it appears to be a sinister weapon, the unadorned surfaces of the morning star mask its dreadful power. The weapon was sold to a priest of Myrkul who put it to good use in his battles against adventurers. Eventually, however, the priest was overcome by a paladin of Lathander who confiscated the item. When the mountain temple where the morning star was contained was sacked by giants in 1190 DR, the history of the weapon ended. STATISTICS: Damage: 2D4 +3 THAC0: +3 Special: 10% of all hits cast Cure Light Wounds on the user and give a +1 bonus to Strength for 5 rounds. Damage type: Crushing Weight: 9 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Not Usable By: Good characters Druid Mage Thief GLIMGLM Glimglam's Cloak This heavy cloak was once owned by the gnomish warrior Glimglam. A rare hero among his people, Glimglam scoured gnomish lands for giants and goblins, felling them all wherever he found them. This particular cloak was made for him by his wife, Enetta, and blessed by the church of Garl Glittergold. When Glimglam was killed by a Fire Giant king, Enetta stitched a crude red heart onto the breast of the cloak. He was buried with it. Twenty years after Glimglam died, human thieves robbed his grave and stole the cloak. Those thieves later sold the cloak to ogres in exchange for wine and traveling rights through a particularly dangerous portion of the High Moor. STATISTICS: Armor Class Bonus: 1 Saving Throw: +1 bonus Weight: 4 GLORY The Glory of Suffering This armor was a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha. It was once worn by a humble paladin of Ilmater named Idstan the Simple. Donning the armor is a painful process, as it drives small spikes into the flesh of the wearer and weighs an incredible amount. In exchange for this sacrifice, the armor protects the wearer from attacks on his or her person. The armor is shining silver, but there is always fresh blood staining its surface, even when it is not being worn. STATISTICS: Armor Class: -3 Special: The wearer's maximum hit points are reduced by 25. While wearing the armor, the wearer has a +10% bonus to resist all Slashing, Piercing, Bludgeoning, and Missile attacks. Weight: 80 Not Usable By: Evil or Neutral characters Druid Mage Thief Bard GORGON Ring of the Gorgon A powerful mage enchanted this ring to prevent petrification under the breath of his prized herd of gorgons. Zilzanzer the Magificent raised gorgons for their blood, which he sold to safety-conscious castle owners who used it to block ethereal travel. Zilzanzer was petrified over a dozen times, each time being brought back by his faithful assistant's use of Stone to Flesh scrolls. Zilzanzer eventually decided that he should make an item to protect him from petrification. The result was the Ring of the Gorgon. Sages believe that Beshaba must have smiled upon Zilzanzer when he was born, for he was turned to stone when he put on the ring. His assistant dutifully read the Stone to Flesh scroll, bringing Zilzanzer out of his stone form. Unfortunately, Zilzanzer died in the process, this time forever. STATISTICS: Wearer is turned to stone GSLEEP Giant's Sleep This weapon was used by the human ranger Althax Grom. Althax hated the giants that plagued his homeland and was trained to exterminate them from a young age. Although Althax originally fought his foes using the sword and bow, he quickly decided that those weapons were not effective enough against his huge foes. His druid friend, Eladan, enchanted this large hammer for him. The reputation of the weapon grew as legends of Althax grew. Even though the warhammer has passed through many hands since Althax's untimely demise, Giant's Sleep will always be remembered as the weapon of that powerful warrior. STATISTICS: Damage: 1D4 +3 THAC0: +4 Damage type: Crushing Weight: 5 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief HALB01 Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1D10 Damage type: Piercing Weight: 15 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief HALB02 Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1D10 + 1 THAC0: +1 Damage type: Piercing Weight: 14 Speed Factor: 8 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief HALB03 Halberd +2: 'Suryris' Blade' Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat, and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryis knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen. STATISTICS: Damage: 1D10 + 2 THAC0: +2 bonus Damage type: Piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief HALBRD01 Halberd (?) This cursed spear will appear as a magical spear, however when a combat situation arises, the wielder will attack an enemy and backbiter will attack the wielder. For every attack made, backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that backbiter can be removed is by a Remove Curse spell. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Special: 3 (piercing) damage inflicted upon the wielder upon every successful hit Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief HAMM01 War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1D4 + 1 Damage type: Crushing Weight: 6 Speed Factor: 4 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief HAMM02 War Hammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 + 2 THAC0: +1 bonus Damage type: Crushing Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief HAMM03 War Hammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1D4 +3 (+1 electrical) THAC0: +2 bonus Damage type: Crushing Weight: 5 Speed Factor: 2 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief HEARTGM The Heartstone Gem A large, amber colored gem the size of a child's head. The Heartstone Gem is allegedly a Silvanite artifact that used to rest in the town of Kuldahar. It reputedly has great powers of divination, but you have no idea how to use it. HELM01, HELM08, HELM09, HELM10, HELM11, HELM12, HELM13 Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM02 Helmet of Opposite Alignment The cursed Helm of Alignment Change is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent Solar, the multiverse, as we know it, will surely meet an abrupt and painful end. STATISTICS: Armor Class Bonus: none Special: Alignment will become opposite Protects against critical hits Can only be removed by a 'remove curse' spell Weight: 2 HELM03 Helm of Glory: 'Helm of the Noble' Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. STATISTICS: Armor Class: +1 bonus Charisma: +1 bonus Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM04 Helm of Defense: 'Gift of Peace' Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered. STATISTICS: Armor Class Bonus: none Saving Throws: +1 bonus Electrical resistance: +20% Cold resistance: +20% Fire resistance: +20% Special: Protects Against Critical Hits Weight: 3 Not Usable By: Mage Bard Thief HELM05 Helm of Infravision: 'The Eyes of Truth' Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attributed her gathered wealth solely to its power, though likely it was as much her keen eyes as anything. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Grants wearer infravision up to 120 ft Weight: 3 Not Usable By: Mage Bard Thief HELM06 Helm of Charm Protection As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Wearer is immune to charm Weight: 4 Not Usable By: Mage Bard Thief HELM07 Helm of Balduran The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined. STATISTICS: Armor Class Bonus: 1 Hit Point Max: +5 Saving Throws: +1 bonus THAC0: +1 bonus Special: Protects Against Critical Hits Weight: 1 Not Usable By: Mage Bard Thief HELMBLK This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELMDED Dead Man's Face These ancient helms were once common among the Reghedmen barbarians who came to what is now known as Icewind Dale. The design of the armor is relatively simple: a plain iron helm with a hinged faceplate. Once the basic construction of the helm had been finished, craftsmen would tool the image of a dead warrior onto the faceplate. The name of the warrior and a one word description of his death were carved into the forehead of the mask. The helm was then left in the dead warrior's funeral pyre. The priests believed that the mask would hide the dead man's fear of the afterlife when he was judged by Tempos. After a month had passed, the helms of particularly valiant warriors were recovered by the priests. Over the next few years, the priests praised the valiant warriors by name in their daily rituals. According to legend, if Tempos found the warrior to be truly valiant, the helm would gain the power to make the wearer immune to fear. This particular helm bears the ancient name "Siglef" and the word "Axe". STATISTICS: Armor Class Bonus: 1 Special: Protects Against Critical Hits Immune to the spells, Horror and Cloak of Fear -2 Charisma while worn Weight: 3 Not Usable By: Mage Bard Thief HELMDEF Helm of the Trusted Defender This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community called Shepherd's Valley. Each dawn, the Night Watch captain would hand the helmet over the Day Watch captain. Each dusk, the Day Watch captain returned the helm. This cycle continued without fail until Pheldon Tock, a Night Watch captain, decided to trade in the helm for another. The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands. STATISTICS: Armor Class Bonus: 3 Special: User is immune to Sleep and never suffers from Fatigue Weight: 2 Not Usable By: Mage Bard Thief Only Usable By: Halflings Gnomes HELMHUN Ilian's Hunting Helm This helm was worn by the great elven hunter Illian Willowdusk. It was constructed by a group of well-intentioned halflings when Illian hunted down and killed a priest of Malar and his bloodthirsty trained animals who had been plaguing the halfling shire. The helm served Illian well until he went hunting a great stag on Cinnaelos'Cor, an elven holiday. When the stag leapt into a thick patch of vines and briars, Illian followed. As Illian leapt through the tangle, the huge horns of the helm became caught, jerking his head violently. He was found dead the next day with a broken neck. STATISTICS: Armor Class Bonus: 2 Weight: 3 Not Usable By: Mage Bard Thief HELMLA Blessed Helm of Lathander This well-crafted helmet has a short history. A priestess of Lathander named Iraeni of Suzail had it constructed for the champion of her church, a warrior named Beldan Miller. Beldan employed the helm frequently, as Iraeni was often attacked by agents of Myrkul. After twenty years of serving Lathander, Iraeni decided to step down from her office, as did Beldan. They were married shortly after. Beldan gave the helm to an errant paladin of Lathander, who is believed to have died fighting a lich near the Battle of the Bones. STATISTICS: Armor Class Bonus: 2 Special: User can cast Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis once a day. Weight: 2 Not Usable By: Mage Bard Thief Only Useable By: Good Characters HELMPAT Patriot Helm This helm was worn by the dwarven warrior Danel Silverfrost, king and martyr of the lost dwarven city-state of Silverrock. Danel's deeds are not as well-known as those of many other heroic dwarves, but that is perhaps because his kingdom died with him. His nation suffered heavy losses when trolls and giants attacked it over a thousand years ago in the nearly-forgotten "War of Curdling Blood." The war between the tribes of monsters and the kingdom of Silverrock was waged over fifteen years. Danel never attempted to flee his kingdom, seek the aid of neighboring countries, or abandon his people. Despite the fact that many of his subjects did, indeed, flee, Danel remained in Silverrock until the very end. Before the final battle of the terrible war, Danel told his people, "When ye see this plume on me head fall, I want ye to make sure that our people don't bow, like gold, but that they break, like iron." Almost as soon as the battle was joined, Danel charged to the front of the fray and leapt into the talons of a dozen trolls. The moment his plume disappeared from sight, every man, woman, and child remaining in Silverrock poured out of the fortified caverns and dragged down as many trolls and giants as they could. Barrels of flaming oil were dumped all over Danel's palace and the common areas of the city, consuming as many dwarves as trolls and terrible frost giants. In the end, the monsters had achieved a Pyrrhic victory. The dwarven city was a smoldering ruin from which little treasure, no slaves, and no food, could be taken. Many trolls died of starvation that winter, and when they turned on their giant allies for sustenance, the entire army fell into disarray forever. STATISTICS: Armor Class Bonus: 2 Weight: 4 Not Usable By: Mage Bard Thief HELMSUN Sune's Laurel of Favor This wreath of laurel leaves and roses was a gift from the church of Sune to the priestesses of Hanali Celanil at the Hand of the Seldarine. The representatives of the human goddess of love and beauty were well received and the high priestess of Hanali Celanil wore the laurel whenever humans were visiting the Hand. The orcs discarded the laurel as useless trash when they sacked the priests' tower. STATISTICS: Armor Class Bonus: 1 Special: +1 Charisma while worn Weight: 1 Not Usable By: HIDEBEE Rhino Beetle Shell This is a portion of the carapace of a dead rhino beetle. Their natural body armor is known for its incredible resilience. HIDEUMB Umber Hulk Hide This umber hulk hide consists of chitin plates and tough skin of a dark brown hue. Even off of the umber hulk's body, it looks thick and impenetrable. HLYDECK Holy Chaos! Deck "Holy Chaos!" is a little-known card game played between priests of chaotic gods. Priests of Tymora and Umberlee are particularly fond of it. The game features four suits: Smiling Ladies, Black Bessies, Storm Queens, and Joy Bringers. The "rules" of the game are incredibly complex and are revised every year in an edict by the church of Beshaba. Winners of annual tournaments receive magical versions of the deck, such as this one. The decks are despised by the churches of Tyr and Helm. STATISTICS: Casts a random beneficial spell, centered on the user. Not Usable By: Lawful Characters HOLDFAST, HOLDFST Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1D6-1 THAC0: -1 Damage type: Missile (Piercing) Special: Entangle effect on the target for four rounds Weight: 0 Launcher: Bow HOLDING Jester's Bag of Holding A bag of holding is an ordinary bag that has been enchanted so that the interior of the bag opens on a nondimensional space. This nondimensional space is considerably larger than interior of the bag and allows the user to store and retrieve objects without becoming encumbered. Bags such as these are rare and are especially useful for adventurers for obvious reasons. Unfortunately, the magic on this bag is failing and any attempt to put an item into the bag fails. However, violently shaking the bag seems to cause various items to fall out of it. STATISTICS: When used a random object will appear in inventory. Bag may only be used once per day. Must have an empty inventory slot to be used. HOLYSYM Holy Symbol of Myrkul This holy symbol depicts a white human skull face-on against a black field. The skull appears to be carved ivory and it is set into a black onyx field. HOLYWAT Barrel of Holy Water This barrel contains water which has been blessed by the priests of the Seldarine's Hand. HONEYLT Rotted Honey Leather This used to be a highly prized piece of honey leather. Honey leather is a really light canvas used by the elves to protect against rain and dampness. Although it tears very easily, elves use it to make tents and to protect their camping gear. HQ2HSWD High Quality Two Handed Long Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 THAC0: +1 Damage type: Slashing Weight: 15 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief HQAROW High Quality Arrows The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 THAC0: +1 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage HQAXE High Quality Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 THAC0: +1 Damage type: Slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief HQBOLT High Quality Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1D8 THAC0: +1 Damage type: Missile (piercing) Weight: 0 Launcher: Crossbow HQBSWRD High Quality Bastard Sword Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2D4 THAC0: +1 Damage type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief HQCBOW High Quality Composite Long Bow Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. STATISTICS: Damage: +2 To Hit Bonus: +2 Weight: 10 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 15 required Not Usable By: Druid Cleric Mage Thief HQDAGG High Quality Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 THAC0: +1 Damage type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric HQHALB High Quality Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1D10 THAC0: +1 Damage type: Piercing Weight: 15 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief HQHAMM High Quality War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1D4 + 1 THAC0: +1 Damage type: Crushing Weight: 6 Speed Factor: 4 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief HQHXBOW High Quality Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) THAC0: +3 bonus Weight: 14 Speed Factor: 10 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief HQLBOW High Quality Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: Damage: THAC0: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief HQLSWRD High Quality Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 THAC0: +1 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage HQLXBOW High Quality Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: THAC0: +3 bonus Weight: 7 Speed Factor: 5 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief HQMACE High Quality Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 THAC0: +1 Damage type: Crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief HQMSTAR High Quality Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 THAC0: +1 Damage type: Crushing Weight: 12 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief HQSBOW High Quality Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Damage: THAC0: +1 Weight: 2 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Not Usable By: Druid Cleric Mage HQSSWRD High Quality Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 THAC0: +1 Damage type: Piercing Weight: 3 Speed Factor: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage IAROW01 Arrows The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage IAX1H01 Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief IBLUN04 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: Crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief IBOW03 Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: Damage: THAC0: +1 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ICHAN01 Chainmail Armor Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 Weight: 40 Not Usable By: Druid Mage Thief ICHAN04 Splint Mail Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 4 Weight: 40 Not Usable By: Bard Druid Mage Thief IDART01 Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric IHAMM01 War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1D4 + 1 Damage type: Crushing Weight: 6 Speed Factor: 4 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief IHELM01 Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief IHELM10 Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief ILEAT04 Studded Leather Armor Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 Weight: 25 Not Usable By: Mage INTRCES Intercession This long sword was crafted for the well-traveled ranger Kelhanion of Soubar in 1272. Wearing light armor and no shield, Kelhanion wanted a weapon that would protect him in combat. Intercession was made for him by an acquaintance, the wizard Peth of Elturel. The weapon itself is rather mundane in appearance, which is exactly how Kelhanion wanted it to look. It has a plain steel blade that meets a similar guard. The grip of the weapon is wrapped in dark, oiled ogre skin. The sword has a mild form of empathetic instinct, turning in the wielder's hand to impose itself in the path of melee weapons. Intercession was lost with Kelhanion when he was slaughtered by over a dozen trolls in the Trollbark Forest. STATISTICS: Damage: 1D8 +1 THAC0: +1 Damage Type: Slashing Special: +2 to AC (except Missile) Weight: 4 Speed Factor: 4 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage IPLAT01 Plate Mail Armor Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. STATISTICS: Armor Class: 3 Weight: 50 Not Usable By: Bard Druid Mage Thief IPLAT05 (cursed, can't be removed) Full Plate Mail +1 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Armor Class: 0 Weight: 35 Not Usable By: Bard Druid Mage Thief IPOTN08 Potion of Healing When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. ISHLD02 (strangely can't be equipped) Small Shield +1 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. STATISTICS: Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 3 Not Usable By: Bard Druid Mage Thief ISHLD03 Medium Shield A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Armor Class Bonus: 1 Weight: 7 Not Usable By: Bard Druid Mage Thief ISW1H07 Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 Damage type: Piercing Weight: 3 Speed Factor: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage J2HAXE Joril's Axe This mighty weapon consists of a five- to six-foot haft with a very heavy blade. The axe is double-bitted, with blades on both sides of the haft. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Joril Frostbeard, the frost giant leader, wielded this axe. The weapon has been enchanted with several beneficial magics. STATISTICS: Damage: 1D12 +3 THAC0: +3 Constituion: +1 bonus Dexterity: -1 penalty Damage type: Slashing Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief JHOSWD1 Shattered Blade of Aihonen This shattered blade lay in the breast of Icasaracht, the last of the white dragon matriarchs that ruled the Spine of the World. It was wielded by Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword has lain at the bottom of the lake for almost a century, waiting to be returned to one of its wielder's bloodline. STATISTICS: Weight: 3 JHOSWD2 Restored Blade of Aihonen This once-shattered blade lay in the breast of Icasaracht, the last of the white dragon matriarchs that ruled the Spine of the World. It was wielded by Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword has lain at the bottom of the lake for almost a century, waiting to be returned to one of its wielder's bloodline. How it has been restored to its original state is unknown, but whatever the reason, it looks like a powerful weapon that can help you free Easthaven from Brother Poquelin. The blade seems to draw its strength from Lac Dinneshere itself. As long as the wielder is within a dragon's flight distance of the lake, the blade is a fearsome weapon. STATISTICS: Damage: 1D8 +1, +5 within a dragon's flight distance of Lac Dinneshere THACO: +1, +5 within a dragon's flight distance of Lac Dinneshere Damage Type: Slashing Special: +5 Maximum Hit Points within a dragon's flight distance of Lac Dinneshere Resistance Bonuses: +25% Cold Resistance +25% Fire Resistance, Weight: 3 Speed Factor: 2 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage JORIL Joril's Badge This black steel plate bears a gold engraving of Joril's sigil, the double bladed axe. KALABAC Kalabac's Journal I'm afraid I may have been duped. Bandoth indicated where I might find the door to the forge, but I was unable to find any trace of it. I was prepared to search later on this evening, but a group of Ettins have encamped in the passage north of where I am now, and I am in no condition to be running past them. Hopefully I will get another opportunity to search the old meeting hall of the dwarves. Earlier I uncovered some writings regarding a room within these walls that leads to the lower segments of this complex, and I can only assume that this room lies behind the door I have yet to find. To make matters worse, the same writings inferred that this room contained a puzzle that was designed to keep the invaders from discovering and desecrating the Cemetary and Forge. Perhaps Bandoth can provide some more assistance. KAYBOW Kaylessa's Bow This bow belonged to Kaylessa, weapons master of the Seldarine's Hand. Her prowess in archery only bested by her beauty, Kaylessa was devoted to hone the battle skills of any elf under her. If there were any heroes at the Battle of Seldarine's Hand, Kaylessa was one of them. She was a shining example of courage in the face of impending doom as she fearlessly led her people against orc and goblin hordes. Even after the fall of the Hand, her commitment to battle and her people remained strong. Her last wish was to die in glorious battle. STATISTICS: Damage: +3 To Hit Bonus: +3 Dexterity: +1 Bonus Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 15 required Not Usable By: Thief Cleric Mage Druid KAYCHAI Chainmail Armor This armor was worn by Kaylessa, weapons master of the Seldarine's Hand. Her prowess in archery only bested by her beauty, Kaylessa was devoted to hone the battle skills of any elf under her. If there were any heroes at the Battle of Seldarine's Hand, Kaylessa was one of them. She was a shining example of courage in the face of impending doom as she fearlessly led her people against orc and goblin hordes. Even after the fall of the Hand, her commitment to battle and her people remained strong in her. Her last wish was to die in glorious battle. STATISTICS: Armor Class: 2 Dexterity: +1 Bonus Resistance Bonus: +20% Cold Resistance Weight:15 Not usable by: Druid Mage KAYGLOV Kaylessa's Gloves Worn by Kaylessa, weapons master of the Seldarine's Hand. Her prowess in archery only bested by her beauty, Kaylessa was devoted to hone the battle skills of any elf under her. If there were any heroes at the Battle of Seldarine's Hand, Kaylessa was one of them. She was a shining example of courage in the face of impending doom as she fearlessy led her people against orc and goblin hordes. Even after the fall of the Hand, her commitment to battle and her people remained strong. Her last wish was to die in glorious battle. STATISTICS: Armor Class Bonus: 1 Dexterity: +1 Bonus Weight: 3 Not usable by: Cleric Mage KAYRING Kaylessa's Ring This ring belonged to Kaylessa of the Seldarine's Hand. Her prowess in archery only bested by her beauty, Kaylessa was devoted to hone the battle skills of any elf under her. If there were any heroes at the Battle of Seldarine's Hand, Kaylessa was one of them. She was a shining example of courage in the face of impending doom as she fearlessly led her people against orc and goblin hordes. Even after the fall of the Hand, her commitment to battle and her people remained strong. Her last wish was to die in glorious battle. STATISTICS: +15% to Hide in Shadows Skill Only Usable By: Rangers KEDL Silver Bracers of Kedl This mage, who made his home in Phlan, was known as "Kedl of the Three Rings," for it was said that he perfected a technique whereby he could wear three magical rings simultaneously. An enchanter of items, he was well known for his discriminating taste in clothing, jewelry, and other accessories. His polished silver bracers were a constant part of his wardrobe. Kedl eventually sold his bracers when he needed the money for some powerful rings. Unfortunately, Kedl died in an orc attack on Phlan several years later. STATISTICS: Armor Class: 2 Weight: 2 Not Usable By: KEYALBI Albion's Key This large steel key used to belong to Albion. KEYCON Conlan's Key This iron key used to belong to Conlan, a blacksmith from Kuldahar. KEYDUG Dugmaren's Key This is a plain silver key with a compass embossed on the hilt. KEYGATE Gate Key This is a large iron key. It appears worn with age and shows signs of rust. KEYMAUS Mausoleum Key This key is carved from yellow ivory. The handle is shaped into a human skull with two small red gems for the eyes. KEYNRM Plain Key This is a key. It is quite unremarkable. KEYPRST Priest's Key This is an ornate golden key with a black onyx gemstone in the handle. Closer inspection reveals a small skull has been carved into the gem. KEYSANC Sanctum Key This is an ornate silver key with a red gemstone in the handle. Closer inspection reveals a small skull has been carved into the gem. KEYWATC Watchtower Key This huge iron key used to belong to Fengla, a deep gnome slave girl. KRESSSW Kresselack's Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This sword was once wielded by Kresselack, the barbarian king. The weapon has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +1 THAC0: +1 bonus Special: Cold Resistance Damage type: Slashing Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief KRESWRD Kresselack's Sword Kresselack, the barbarian king, once wielded this sword to aid him in his conquest of the northern lands. It is not known, however, how he originally acquired the weapon. Most scholars believe Kresselack simply found the weapon in one of his many conquests. However, rumors do persist that the sword was the creation of some powerful wizard and was commissioned by Kresselack himself. The truth of the matter will never be known. STATISTICS: Damage: 1D10 +1 THAC0: +1 Bonus Damage type: Slashing Resistance Bonus: +10% Cold Resistance Weight: 12 Speed Factor: 8 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief KRILAG Krilag's Badge This black steel plate bears a red engraving of Krilag's sigil, an open palm with a sphere levitating directly above. KRIS Bone Kris of Black Ichor Oddly enough, this shard of bone is shaped in a form similar to a Kris. What is even more unique is that the hilt of the Kris will occasionally secrete a black poisonous ichor. STATISTICS: Damage: 1D4 +2 THAC0: +2 Damage type: Piercing Special: Upon the player scoring a hit with this weapon, there will be a 20% chance that the target will be poisoned. Save vs. paralyze, poison, or death magic to counter effects. Weight: 3 Speed Factor: 2 Proficiency Type: Dagger Not Usable by: Paladin Ranger Cleric LABELAS Symbol of Labelas Enoreth Created during the golden age between of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. This ring was created to empower young wizards with greater focus to cast their spells more effectively. Although the elder wizards of the Hand were some of the most powerful in the realm, they were always involved in various research or experiments that prevented them from joining less critical battles or expeditions. STATISTICS: Intelligence: +1 Bonus Only usable by: Mage (single, dual, & multi-class) LABELT Girdle of Labelas A remnant from the holy shrine of Star Mausoleum in Myth Glaurach, this girdle was blessed by the avatar of Labelas Enoreth, elven god of time and longevity. The high priest of Labelas typically wore the girdle in day-to-day activities as well as battle. Made of alternating bands of bronze and gold, the fine belt was a prize even without its magical properties. When orcs sacked Myth Glaurach, this girdle was one of the most prominent items stolen. STATISTICS: Free Action on the wearer Haste on self once per day LEAT01, LEAT99 Leather Armor Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Armor Class: 8 Weight: 15 Not Usable By: Mage LEAT02 Leather Armor +1 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. Magical enchantments enhance the protective abilities of this leather armor. STATISTICS: Armor Class: 7 Weight: 10 Not Usable By: Mage LEAT03 Leather Armor +2 At first glance this appears to be an ordinary suit of leather armor, a closer inspection reveals subtle clues of various arcane enhancements. The rivets holding the various pieces together shine brightly as if polished. The leather pieces are soft and supple to the touch, but instantly become rigid when struck with a heavy blow. And when worn, the creaking and stretching noises normally associated with such armors are mysteriously absent. STATISTICS: Armor Class: 6 Weight: 5 Not Usable By: Mage LEAT04 Studded Leather Armor Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 Weight: 25 Not Usable By: Mage LEAT05 Studded Leather Armor +1 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 6 Weight: 15 Not Usable By: Mage LEAT06 Studded Leather +2: Missile Attractor This odd looking suit of studded leather cannot be removed once put on, except under intervention by a sorceror. While improving the protection against all melee weapons, this armor actually becomes a target for missle weapons, and hence so does its wearer. The choice is simple, deadly arrows or deadly swords. STATISTICS: Armor Class: 5 (15 vs. missle weapons) Weight: 8 Not Usable By: Mage LEAT07 Studded Leather +2 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 5 Weight: 8 Not Usable By: Mage LEAT08 Shadow Armor Shadow armor is studded leather armor created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thief hierarchy. It is +3 studded leather armor that melds into shadows. STATISTICS: Armor Class: 4 Special: +15% Hide in Shadows Weight: 8 Only Usable By: Thief (single, multi and dual class) LIST SUPPLY LIST This plain piece of parchment contains a list of equipment ranging from lengths of rope, to rations and torches. A short note has been scribbled on the back of the list: Pomab, Seeing as you have seen fit to "volunteer" to outfit our expedition to Kuldahar, I have written down a list of items we will be needing. I trust the equipment you will provide will be of quality, unlike the shoddy junk you foisted off on my last expedition. - Hrothgar LONESOM Lonesome Road This was the weapon of a cursed soul, doomed to wander the length and breadth of Faerun for his crimes against the elves of Myth Drannor. Denell Harband was a human involved with the creation of the "Halfaxe Trail." Under the orders of his commander, Halvan the Dark, he forged ahead through elven forests despite protests and repeated attacks. When he was finally captured by the elves, he stated emphatically that he was free of guilt because he was just following his orders. The elven council deemed that Denell be placed under a High Geas to carry his axe from the Sword Coast of Faerun to its borders in the east, and from the Great Glacier to Lurien. It took Denell thirty years to complete his task. When he finished, he was an accomplished warrior, weathered and beaten by years on foreign roads. On his way back to his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark raised proudly in a small town square. With a single-handed blow, he lodged his huge axe into Halvan's forehead. Never breaking stride, he returned to his hut where he lived out the rest of his days as a reclusive farmer. STATISTICS: Damage: 1D10 +3 THAC0: +3 Special: +1 to Constitution while equipped Damage type: Slashing Weight: 10 Speed Factor: 6 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief LONGCLEV Long Cleaver This weapon was commissioned by the eccentric nobleman Pelp Cadari. Pelp was a friend of all chaotic priesthoods, frequently donating money to whomever he fancied at any given time. His associates and servants always kept their distance, as his wild mood swings could take him from joyous euphoria to miserable melancholy or furious rage at any moment. He paid over forty thousand gold pieces to have this halberd made, despite the fact that he only used the item to "cut" his fowl at his long dinner table. When Pelp died, he left the weapon to his pet goat, Azuth. In case of Azuth's death, the weapon would then be passed on to the first girl wearing a blue dress who entered his study. Twelve years after Azuth died, Pelp's niece, Amara, went into his study to find a book. The chamberlain of Pelp's mansion gave Long Cleaver to Amara when she turned sixteen. She sold the weapon to finance her entry into an academy of magic. STATISTICS: Damage: 1D10 + 4 THAC0: +4 Damage type: Slashing Weight: 15 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief LSHAND Long Sword of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. The swordsman of the Seldarine's Hand wielded this weapon with pride, as it was a symbol of strength and unity between the two races. STATISTICS: Damage: 1D8+3 THAC0: +3 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Cleric Mage Druid LXBOWBM Bren Muller's Crossbow Not much is known about the owner of this weapon, save that sages believe it is from another world, called "Eibrancha." Plane-traveling wizards who have investigated life on "Eibrancha" report that it is dull, commonplace, and ordinary in the extreme, a place where heroes are rare and the populace is, by and large, incredibly average. This might explain the virtually non-existent body of recorded information about the place. The only thing known about the weapon's owner is that he was an educated man. The purple wood that the crossbow is constructed from is believed to be from a unique type of tree in Eibrancha. STATISTICS: Damage: +2 THAC0: +5 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief LYRE Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Held under the left arm, this instrument allows a bard to memorize two extra second level spells and an extra third level spell. Only Usable By: Bard MAGE01 Ring of Invisibilty Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell turns a creature invisible and makes it undetectable by normal vision or infravision. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient talks to or attacks any creature, or until 4 hours have passed. Thus the invisible being can open doors, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first). MAGE02 Ring of Barkskin Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None Barkskin causes a creature's skin to become as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. MAGE03 Ring of Mirror Image Mirror Image (Illusion/Phantasm) Level: 2 Range: Caster Duration: 3 rounds/level Casting Time: 1 Area of Effect: 6-foot radius Saving Throw: None When a Mirror Image spell is invoked, the spellcaster causes two to eight duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which ones are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images shift from round to round so that an enemy must first hit every image before being able to hit the wizard. MAGE04 Ring of Blur Blur (Illusion/Phantasm) Level: 2 Range: Caster Duration: 3 rounds + 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None Blur causes the wizard's body to become blurred, shifting and wavering. This distortion gives the wizard +1 to all saving throws, and all missile and melee attacks have a -3 to hit him. MAGE05 Ring of Free Action Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells. MAGE06 Ring of Haste (the description here is false) Ring of free action: 'Edventar's Gift' This ring was given to the reef scavenger and hunter known only as Edventar, by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. MAGEAMUL Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. MAGEBRAC Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body. MAIDEN Maiden Ilmadia's Badge This black steel plate bears a green engraving of Maiden Ilmadia's sigil, the unicorn head. MAILLIF Mail of Life This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating. STATISTICS: Armor Class: 2 Weight: 40 Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Not Usable By: Druid Mage Thief MALAVON Malavon's Badge This black steel plate bears a red engraving of Malavon's sigil, the unsleeping eye. MANTLECS Mantle of the Coming Storm This seemingly threadbare robe had become "dormant" upon Lysan's command, so as not to expose herself as a priestess of Auril. When as much as a single snowflake falls upon the robe, it transforms into a scintillating cloak of white that allows the wielder to float above snow drifts and walk through even raging rivers with ease. Most merchants will not wish to purchase this item, or will do so at a very low price, as they see it as a sacred item of Auril the Frost-Maiden and likely to attract her followers... and her displeasure. Created during the ceremonies of the Coming Storm (the onset of winter) to Auril, these robes are specially created to resist flames and allow the wearer to resist any attempt to stop or hold them. Although the priestesses of Auril are naturally resistant to cold and can move through snow and icy rivers with ease, these cloaks amplify the protection of the goddess, allowing the wearer additional cold resistance (which allows a wearer already immune to cold to absorb its power) and even goes so far as to leach the heat from fire attacks directed at the wearer. In addition, the robe may be invoked to allow the wearer to pass over or through any obstacle designed to hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the like. STATISTICS: Special: Casts 'Free Action' (3 Charges) Armor Class Bonus: 1 Resistance Bonuses: +1 Save vs. Paralyzation +30% Cold Resistance +30% Fire Resistance Weight: 1 Not usable by: MANTLEHF Mantle of Hell's Furnace An extremely vivid piece of clothing, the Mantle of Hell's Furnace was woven from the beards of fiery Azer. It was worn by a high priest of Kossuth named Ullabem for fifteen years before he was killed fighting a priestess of Ishitia. When the priestess attempted to destroy it, efreet allies of Ullabem tracked her down and killed her. One of the efreeti kept the cloak until it was requested of him by a clever thief who summoned the genie out of an enchanted block of sandalwood. It is believed that the cloak retains its powers until they are used a certain number of times. Once that point is reached, the cloak is summoned back to the elemental plane of fire. STATISTICS: Allows the user to cast Agannazar's Scorcher, Burning Hands, or Charm Elemental Kin. MARKETH Marketh's Badge This black steel plate bears a gold engraving of Marketh's sigil, the miner's pick. MAUL War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1D4 + 1 Damage type: Crushing Weight: 6 Speed Factor: 4 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief MHORN The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Only Usable By: Bard MIELIKK Cradle of Mielikki A lesser-known weapon, historically only used by rangers serving Mielikki, this blade has a very humble and simple background. The Cradle of Mielikki was originally blessed by a triumvirate of druids for a ranger named Kell Pathwalker. Kell led a peaceful life, fending off the occasional orc or goblin who might wander into his lands. When he died of old age, the druids had no one to pass the blade on to. The oldest of them, Bimon, held onto the scimitar, but never used it in battle. When Bimon and his associates left their grove for an extended period of time, a wandering mercenary robbed the hollow tree of its riches. He carried the scimitar north to the Spine of the World, where he died of exposure. STATISTICS: Damage: 1D8 +1 THAC0: +1 Damage type: Slashing Weight: 4 Proficiency type: Large Sword Speed Factor: 4 Type: 1-handed Not usable by: Mage Cleric MIREKQI Mirek's Family Heirloom A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. MISC01 Winter Wolf Pelt The pure white pelt of the winter wolf is soft and luxurious. It is often sewn into garments as diverse as the rugged vests of the northern Uthgardt Barbarians and the delicate and fashionable winter stoles worn by noblewomen throughout the Sword Coast region. MISC02 Mirror Friendly Arm Inn MISC03 Small Box Friendly Arm Inn MISC04 Bassilus' Holy Symbol Bassilus' Holy Symbol, a depiction of the evil god Cyric. MISC07 Gold Piece Gold is the standard of currency, commonly called Golden Lions throughout the Realms, though only the Cormyan coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five-sided shape). The most common in the southern regions are the Amnite danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties). MISC12 Ankheg Shell The Ankheg is a burrowing insect-like creature between 10 and 20 feet long, found mainly in forests or choice agricultural land. They are covered with plates or shells made out of a substance called chitin which is extremely tough and very light. The size, weight and strength of the shells make them highly sought after in many situations, including the creation of armor. MISC13 Samuel This is the body of Samuel. MISC16 Fire Agate Gem Fire Agate is the name given to chalcedony which contains thin lines of iridescent goethite. When properly cut, the iridescence displays red, brown, gold, and green hues, and the finest specimens are partly translucent. MISC17 Lynx Eye Gem Lynx Eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of stones is pale to dark gray and has patches of colored reflections. This "flash" is most commonly blue but can be of all shades. "Green flash" labradorite is called lynx eye in the Realms. MISC18 Sunstone Gem Sunstone is a feldspar gem, closely related to moonstone, and more properly known as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer (cabochon) variety. This yields gemstones that have bright red or orange spangles (minute crystals) suspended in a nearly colorless background in a parallel fashion, giving the whole a rich golden or redish brown color. MISC19 Turquiose Gem Turquoise is an opaque aqua stone with darker mottlings, and is found in the more arid reaches of the Realms. Horsemen will often place a sliver of this stone in a horse's harness as a sign of good luck. MISC20 Bloodstone Gem Bloodstone is a dark greenish gray variety of quartz flecked with red crystal impurities. Ninety percent of the bloodstones in the Realms come from the Galena Mountains in Damara, and most of those from a single mine in Bloodstone Pass. The border pass is heavily fortified and guarded as bloodstones are the chief export for this region. MISC21 Skydrop Gem Skydrop is the common name given to clear or lightly colored tektite material; fragments of glass of celestial (meteoric) origin, found in the vast shifting sands of Anauroch and other deserts. MISC22 Andar Gem Andar is hard and durable, yielding translucent gems ("Andars") that flash green-red or brown-red when properly faceted. MISC23 Jasper Gem Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens are blue or have bands of blue against the other colours. Jasper can be crushed and used in making potions and magical devices which protect against poison. MISC24 Tchazar Gem Tchazar is the common name given to aragonite, a straw-yellow gemstone found in elongated, prism-shaped crystal form. It is soft and fragile, and requires skilled cutting to yield faceted gems. MISC25 Zircon Gem Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue shade with heating and cutting (usually facet-cut). MISC26 Iol Gem Iol is actually short for Iolite (cordierite), although a common nickname is "violet stone" even though its overall hue is usually blue. Iols are usually cut into faceted gems to best display the stone's color change as it is viewed from different directions. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance such as hemitite crystals, which give the same rich golden flash of color as in sunstones. MISC27 Moonstone Gem Moonstone is an opaque, white feldspar gem polished to a bluish sheen. Old legends say that the sight of a moonstone would cause a lycanthrope to revert to his animal form. Whether or not this is true is unknown as anyone close enough to find out apparently hasn't lived to tell the tale. However moonstones have been used in spells that effect this particular curse. MISC28 Waterstar Gem Waterstar is also called achroite or colourless tourmaline and is rare in the Realms. This stone is riddled with flaws and inclusions and hence only a small portion is fit for cutting. MISC29 Ziose Gem Ziose is the name given by sages to a particular facet-grade variety of ziosite; a rare mineral that yields cut stones that flash three vivid hues depending on how the light catches them; purple, blue, and red, or purple, green, and red. Very large (fist- or foot-sized) gems are found and are prized for use in pendants and brooches. MISC30 Chrysoberyl Gem Chrysoberyl is a hard, transparent, green gem which is usually facet- cut. It is said that Chrysoberyl has ties to the outer planes and hence its use with battling demonic possession and the undead. MISC31 Star Diopside Gem Star Diopside is the most prized form of a hard, durable gemstone that is rarely found in attractive colours. It is usually too dark for beauty, however mountain and streambed-pebble crystals of a pale green hue make attractive stones such as diopside. When a gem is found that is darker green it can be cut in such a fashion so to produce four- or six-rayed stars. MISC32 Shandon Gem Shandon is another name for natrolite in the Realms; its slender, colourless crystals yield tiny faceted gems used often in veils and robes in order to capture the beading effect of water glistening upon the material. MISC33 Aquamarine Gem Aquamarine is a hard, transparent form of beryl, blue-green in colour. These sought after gems are found primarily in the barbarian tribes that roam the northern tundra. MISC34 Garnet Gem Garnet is a general class of crystals ranging from deep red to violet in colour. A typical cut for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides being known from time to time. It is rumored that a 48-sided garnet exists although none have ever been able to track down its location. MISC35 Horn Coral Gem Horn Coral, which is also called night coral, is a deep black coral, similar to angel's skin save for its solid color. It is incredibly difficult to work with, and is used in jewelry as a polished twig or branch of material, or is cut cabochon. MISC36 Pearl Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other mollusks. The resulting pearl has a rich, deep luster. Most pearls in the realms are white, but there are rarer varieties, such as rainbow and black. MISC37 Sphene Gem Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled cutters) of various yellow to green shades, the most prized of these being a fine emerald green. MISC38 Black Opal Black Opal has a greenish hue with black mottling and gold flecks. Usually found in ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the north "Black as an opal" is used as a subtle form of praise for kind-hearted rogues and the like. MISC39 Water Opal Water Opal is a colourless, clear opal with a play of colour. It is rare and valuable in the Realms, where it is used in scrying devices. MISC40 Moonbar Gem Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold mottling. Related in type to fire and black opals, but is only slightly more common. MISC41 Star Sapphire Star Sapphire is a precious variation of the sapphire, however is more translucent, with a white star highlighted in its center. A star sapphire has been known to ornament devices which protect against magic. MISC42 Diamond Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow or pink. The hardest of all the gemstones, and among the most valuable. Diamonds are usually found in the northern mountains by underground races, and then traded to the surface world. MISC43 Emerald An Emerald is a brilliant green beryl, cleaved along straight box like lines, with rectangular cutting in the finished gem. Emeralds are often connected with health, and so are used ornamentally for such a purpose. MISC44 King's Tears King's Tears are very rare and found only in the Realms where they are sometimes called frozen tears. Clear, teardrop-shaped, smooth surfaced, and totally unbreakable so far by any means. These stones are said to be the crystallized tears of long-dead necromancer kings. In each gem can be seen that which the weeping king loved long ago. Their true nature is unknown but suffice it to say that sages prize these gems above all others. MISC45 Rogue Stone A small, shifting, rainbow coloured, irridecent gemstone. The fluid shades of colour appear almost liquid under normal sunlight, it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the Realms. MISC47 Golden Pantaloons The Golden Pantaloons did surely see the very beginnings of our realm; though I must press that they "saw" this formative time by their simple presence, and not through some vestigial eyes that might have erupted through a rear pocket perhaps concealing teeth and other improbable extremities. I am sure that the various owners of the pantaloons can attest to the general lack of animated digits or ocular sensors, as evidenced by the continued sanctity and privacy maintained by their respective buttocks. Lyric pantoums of an age long since out of print speak of "trousers that were as metal, though soft about the shanks." While it might be easy to jump to the seemingly inevitable conclusion that the trousers rose while Netheril fell, it is doubtful that the pantaloons were the garments of which they speak. One must clarify these oft-misquoted verses with knowledge of the Pantechnicon, an ancient bazaar once prized for Silver Pantalets. Fine these may have been, but golden they were not. Nickel Panties are also said to be currently available, though the dockside establishments that claim to offer these products are beyond my meager experience, and thus I can make no report. The purpose of the Pantaloons is as mysterious as ever, and will likely remain so until the Pantocrator himself returns, though some properties can be divined though intimate observation. The "uplifting" properties of the gusset very nearly defy gravity, shaping quite nicely both the front and rear. This improved contour would likely increase self-esteem for a wearer of either sex. I would hazard a guess, however, that this continuing self delusion might actually hamper cognitive functions, and care should be taken in the wearing of any pantaloons of golden nature. MISC48 Idol This idol depicts Kozah the Stormstar, a long-extinct god who was venerated and feared among the less-powerful strata of ancient Netherese society. Worship of this god of storms, earthquakes, strife, and rebellion was outlawed by many of the civilization's powerful archwizards. Many Kozahyn shrines and temples were therefore built in secretive, underground locations where the devout were better able to escape detection. MISC49 Melicamp the Chicken Chickens are flightless, domesticated birds valued not only for their tender meat but also for their eggs, a daily morning delicacy in many farms and cities throughout the Sword Coast region. MISC50 Skull This appears to be the skull of another human being. MISC51 Lock of Nymph's Hair While nymph's hair has no magical properties of its own, it is an important component in a variety of charisma-related spells and items, not the least of which is the fabled Nymph's Cloak. MISC52 Wyvern Head The severed head of a wyvern is both a fearsome and a reassuring sight. Gruesome as its fanged maw and blazing eyes may be, there is consolation in the knowledge that they can be conquered by mere and lowly mortals. MISC53 Bowl of Water Elemental Control This magical bowl holds great power in that it grants the owner a certain degree of control over magical creatures known as water elementals. As is the case with all elemental forces, this control can be turned towards either good or evil, law or chaos. One would therefore be well advised to use discretion when dealing with any such creatures. MISC54 Child's Body This is the body of a child. MISC55 Duke Eltan's Body Duke Eltan is extremely weak and lies here unconcious. MISC56 Broken Weapon The iron crisis sweeping across the Sword Coast region seemingly knows no mercy. This once fine weapon now lies in a jumbled heap of metal shards before you. MISC57 Broken Shield The iron crisis sweeping across the Sword Coast region seemingly knows no mercy. This once fine shield now lies in a mangled heap of wood and metal before you. MISC58 Broken Armor This suit of armor, once a prized possession, is no longer fit for even a skeleton. It has been pierced in several places and crushed in others. The wearer could not have survived the blows that caused such damage. MISC59 Broken Miscellaneous Whatever this once was, it is now mangled beyond recognition. MISC60 Spider's Body These gigantic spiders are even more disgusting dead than alive. Their bulbuous, crystalline eyes stare vacantly in your direction and, every now and then, one of their eight chitinous legs twitches spasmodically. MISC61 Bottle of Wine The label on this wine bottle reads "Marsember Blush - Fine Vintage" and claims to be a fruity blend of spices and dew-flower fragrances. The vinyards of Marsember are well known for their firm grapes which draw their flavor from the fragrant salt air of the Sea of Fallen Stars. MISC62 Dead Cat This unfortunate cat appears to have ventured too close to the tumultuous waterfall in which you found it. Its wet and battered form is devoid of all signs of life. MISC63 Chew Toy Rufie's chew toy consists of moist and ragged scraps of flesh hanging from a mangled bone of undiscernable origin. You think you can detect a few metal fragments amidst the gore but it is hard to be sure. MISC64 Telescope While the physics behind a telescope have been well-known for some time, the glass-grinding skills required to actually construct one are still quite specialized. The lenses of this telescope are finely made, however, and its collapsible tubing has obviously been wrought by someone well-versed in the delicate art of jewel-setting and metalwork. MISC65 Brage's Body MISC66 Farmer Brun's son (DEAD) MISC67 Brun's Dead Son MISC68 Abela the Nymph MISC69 Helshara's Artifact Fragment This item is a spell component required to create a Halruaan Skyship. MISC70 Delorna's Statue This item is a spell component required to create a Halruaan Skyship. MISC71 Delorna's Spellbook This item is a spell component required to create a Halruaan Skyship. MISC72 The Claw of Kazgaroth Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer become blurred and more difficult to hit with weapons or target with spells. It has one drawback however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. STATISTICS: Armor Class: +1 bonus Missile Armor Class bonus: +4 bonus Save vs Death: -4 penalty Save vs Wands: +3 bonus Save vs Polymorph: +3 bonus Save vs Breath: +3 bonus Save vs Spells: +3 bonus Constitution modifier: -2 penalty MISC73 The Horn of Kazgaroth This horn is thought to be made from one of the tusks of the great beast Kazgaroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead the user of the horn is incased in a globe of power for a short duration. The bubble gives the user partial magic resistance and a saving throw bonus, as well as partially deflecting incoming missile attacks. The effect only lasts 18 seconds, and the horn draws from the life force of the user everytime it is used. STATISTICS: Immunity to first and second level spells Save vs Death: +2 Save vs Wands: +2 Save vs Polymorph: +2 Save vs Breath: +2 Save vs Spells: +2 Armor Class bonus vs missile attacks: +5 Damage done to user: unknown Not Usable By: Cleric (any combination of cleric or druid cannot use this item) Druid Thief MISC74 The Candle MISC75 Dagger of Venom The dagger of venom is a potent blade favored by assassins all across the Realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Everytime it hits an opponent it secretes a venom into the blood stream of the creature. The venom works quickly and efficiently. STATISTICS: Damage: 1D4 + 2 THAC0: +2 bonus Damage type: Piercing Poison Damage: 6 points per round Up to a total of 15 damage Weight: 2 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric MISC76 The Dream Potion Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities. STATISTICS: Constitution: -2 Wisdom: +1 Duration: Permanent Only usable by: Clerics and Cleric Sub-Classes MISC77, MISC81 Skull of Kereph MISC78 Invitation This is an invitation to the Inauguration of the newest Grand Duke of Baldur's Gate. It will be held at the Duchal Palace. Present this invitation to the guard at the gate and you will be allowed entrance. (This looks to be an important note, one that you should hold on to.) MISC79 Female Body This is a dead body. MISC80 Male Body This is a dead body. MISC82 Ancient Armor This rusted set of armor must be centuries old. From what you make of it, it must have once been a magnificent set of plate armor. MISC83 Key to River Plug This key is a magical instrument used to bypass the arcane glyphs that seal the river plug on the first level of the mines. MISC84 Boo Boo is a fuzzy little hamster. While Minsc believes that Boo is a miniature giant space hamster, you are rather certain that the tiny rodent is just a normal hamster. MISC85 Mulahey's Holy Symbol. Mulahey's Holy Symbol. The symbol is a representation of the god Cyric. MISC86 Bandit Scalp This is the scalp of a bandit. Perhaps worth money to the right person. MISC87 Contaminated Iron This iron looks to be coated in some sort of toxic substance. Though just speculation, you wonder if this could be what's been contaminating the iron of the region. MISC88 Rabbit's Foot This is Alora's lucky rabbit's foot. MISC89 Edwin's Amulet This is Edwin's birthright, inlaid with his family stone. MISC90 Chelak's Body This is the body of Chelak MISC99 Plate Mail Armor (looks like a Girdle, equips as armor) This cursed spear will appear as a magical spear, however when a combat situation arises, the wielder will attack an enemy and backbiter will attack the wielder. For every attack made, backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that backbiter can be removed is by a Remove Curse spell. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Special: 3 (piercing) damage inflicted upon the wielder upon every successful hit Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief MOONBOW Symbol of Sehanine Moonbow This magical symbol of the elven goddess, Sehanine Moonbow was given to those elves of the Hand of the Seldarine who explored various nearby areas. The wearer has the limited ability to cast divine magic, traps, and discern the alignment of anyone or anything in the area. STATISTICS: 5 charges of Find Traps 5 charges of Know Alignment Not Usable By: MORADIN Staff of Moradin's Breath This staff was used sparingly by priests of Moradin during their darkest hours. Enchanted by several high priests, the Staff of Moradin's Breath has resurrected some of the greatest dwarven heroes of Dorn's Deep. It was last used to resurrect Creed Dorn, killed by elven archers and mages during a battle near Kuldahar Pass. The staff was hidden in Lower Dorn's Deep to prevent it from being stolen by orcs when they finally overran the dwarven defenses. STATISTICS: Damage: 1D6+2 THAC0: +2 Damage type: Crushing Special: Can cast Resurrect Weight: 3 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Only Usable By: Cleric MSWORD Mordenkainen's Sword (the only spell effect that I've listed) MYSTERY Mystery of the Dead This front of this huge steel shield is decorated with black enameled patterns and a single skull set in the center. The interior of the shield is etched with encrypted ancient writings. The only legible words are at the top, and read, "AND WHAT OF THE DEAD?" The history of the item is completely hidden from divination. STATISTICS: Armor Class Bonus: 4 Special: +1 vs. Missile Weapons Special: Bearer is immune to Finger of Death and Power Word: Kill Weight: 20 Only Usable By: Humans Half-Elves Not Usable By: Druid Thief Mage Bard NATURE Staff of Nature's Wrath A particularly militant group of Silvanite druids created this iron-shod staff to mete out nature's punishment on those who defile forests and show disrespect towards druidic orders. Silvanites typically used the staff on priests of Malar and the other Gods of Fury. STATISTICS: Damage: 1D6 +1 THAC0: +1 Damage type: Crushing Special: Can cast Entangle or Flame Strike Weight: 3 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Only Usable By: Druid NOTEKER Note to Kerish Kerish Kreg Frostbeard is dead, no thanks to you, and I now hold his badge of office. I, Joril Frostbeard, am now numbered among the six chosen of the master! Once my plans have come to bear fruit I will have access to the master himself. You would do well to remember that from this day forward, worm. Also know that your lack of aid has not gone unnoticed. Only your silence in not reporting this to the master has kept you alive. When the time is right *I* will tell the master that I have taken my father's throne. Until then you will remain silent or you will die. Those walls you hide behind will not save you from my wrath. Betray me and I will crumble them about you and crush the life from you! Joril NOTEKRI Note to Krilag Chief Krilag As you know by now, your master and creator is gone. Malavon, Saablic's associate, will now be handling all magical affairs in the dome north of the Artisan's District. You are the strongest of your kind, and thus it is to you that I extend Saablic's badge of lieutenancy. Use it as a symbol of the authority that I have loaned to you. If ever you and the others need to have audience with me, you must bring your badge with you. Think of it as a key -- one of six keys to a lock. Do not lose it. I am placing you and the other orogs in charge of defending the upper reaches of Dorn's Deep. It is your new home. Do with it what you wish, but always submit to my will and to the will of Ilmater. Your nearest peer is Kreg Frostbeard in Wyrm's Tooth. If you are in need of assistance, call upon him and his kin for aid. Defend the stronghold with your lives, for if you survive in failure, your suffering will be monumental. If you have trouble understanding any portion of this letter, have Adinirahc or one of the other drow mercenaries explain it to you. In the Blood of Our Father, RBP NYMDAGG Nym's Dagger Nym had this dagger made with nineteen others just like it when he brought a bundle of unicorn horns, or alicorns, to a powerful dark elf enchanter in Menzoberranzan. The dark blue blade has no hilt, but the pommel is a large, silver skull. Dyed black illithid skin is wrapped around the handle, and small sapphires are set into the skull's eyes. STATISTICS: Damage: 1D4+2 THAC0: +2 Damage type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric NYMSHLD Nym's Rhino Beetle Shield This shield was crafted from the tough exoskeleton of a giant rhinoceros beetle. Naturally tough, it has been cured and reinforced by skilled duergar craftsmen. It looks and functions like a tower shield crafted from wood and metal, though it weighs much less. Dark elven sorcerers have also added enchantments to this particular shield, making it exceptionally resistant to blows and fire. STATISTICS: Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Resistance Bonus: +15% Fire Resistance Weight: 5 Not Usable By: Bard Mage Thief ORRSHLD Orrick's Rhino Beetle Shield This shield was crafted from the tough exoskeleton of a giant rhinoceros beetle. Naturally tough, it has been cured and reinforced by skilled duergar craftsmen. It looks and functions like a tower shield crafted from wood and metal, though it weighs much less. Orrick, a wizard from Kuldahar, enchanted this shield to withstand an incredible assault. STATISTICS: Armor Class Bonus: 4 Special: +1 vs. Missile Weapons Weight: 5 Not Usable By: Bard Mage Thief PEACEKE Peackeeper A tough bartender in Westgate named Righteous Tad commissioned the creation of this weapon to deal with his rowdier patrons. Tad would normally pound the club against the bar if things got out of hand, but he frequently had to join the brawl to restore "order." He is said to have clubbed so many thieves over the head with the stick that no major criminal in Westgate could honestly claim they had never felt Peacekeeper's sting. One such criminal, a thug named Hellpin, took offense at the beating he received. Hellpin trained his dogs on Righteous Tad one foggy night. Tad managed to kill more than half of the canines before he was overborne and done in. Hellpin kept the club as a trophy in his hangout as a warning to those who might cross him. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Crushing Weight: 1 Speed Factor: 2 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage PEASREW Peasant's Reward While serving Lord Geldon Adari at the Battle of Hollow Hills, an untrained peasant soldier named Kallin fought bravely to overtake and capture an important enemy wizard at extremely high risk to his personal safety. As a reward for such incredible, selfless daring on Kallin's part, Lord Adari had an ally enchant a magical halberd for Kallin. The soldier also received a small plot of land, which he oversaw as yeoman for the rest of his days. When Kallin turned sixty, he passed the magical weapon to his young nephew, Vergarash. Statistics: Damage: 1D10 +2 THAC0: +2 Damage type: Slashing Weight: 15 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief PELLON The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: When played at a target, this lute casts Dire Charm. Only Usable By: Bard PERDIEM Brother Perdiem's Badge This black steel plate bears a silver engraving of Brother Perdiem's sigil, the dove. PHILTER Philter of Purification This elven concoction will purify the drinker of any diseases spreading through his body. STATISTICS: Cures Disease PIECE1 Piece of Broken Machinery This seems to be a broken piece of some elaborate machine. STATISTICS: Weight: 25 PIECE2 Piece of Broken Machinery This seems to be a broken piece of some elaborate machine. STATISTICS: Weight: 25 PIECE3 Piece of Broken Machinery This seems to be a broken piece of some elaborate machine. STATISTICS: Weight: 25 PIECE4 Piece of Broken Machinery This seems to be a broken piece of some elaborate machine. STATISTICS: Weight: 25 PLAT01, PLAT07, PLAT97, PLAT98, PLAT99, PLATBLK, PLATRED Plate Mail Armor Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. STATISTICS: Armor Class: 3 Weight: 50 Not Usable By: Bard Druid Mage Thief PLAT02 Plate Mail +1 Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Armor Class: 2 Weight: 20 Not Usable By: Bard Druid Mage Thief PLAT04 Mithril Field Plate Armor +2 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. STATISTICS: Armor Class: 0 Weight: 70 Not Usable By: Bard Druid Mage Thief PLAT05 Full Plate Mail +1 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Armor Class: 0 Weight: 35 Not Usable By: Bard Druid Mage Thief PLAT06 Ankheg Plate Mail This plate mail has been expertly crafted for you by Taerom Fuiruim of Beregost. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not succeptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go but fatigue is a constant enemy. STATISTICS: Armor Class: 1 Weight: 25 Not Usable By: Bard Druid Mage Thief PNULL Oil of Null Effect This potion is the result of derro savants meddling in magical unguents. When it is smeared over the body of a living creature, it will nullify all magical effects, including all curses, contingencies, and geas spells. POISON Vial of Mysterious Liquid This small, green vial contains a small quantity of an unidentifiable liquid. The thick and syrupy fluid seems to be somewhat congealed, yet is both colorless and odorless. POKER Puny's Poker Puny was the smallest goblin of one of the most pathetic goblin tribes know to ever exist. Although short, he made up for his lack of height in his cleverness. During a goblin raid of a merchant caravan, he found a magic spear within one of the wagons. He took the spear and made some modifications that would inflict deeper wounds upon striking its target. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: Spear Not Usable By: Cleric Thief Mage PORTRAIT Portrait of Marketh This is a rolled up portrait of Marketh done in charcoal. His pose is that of an elegant statesman. POTATOES Sack of Potatoes This sack of potatoes was taken from the palace in Dorn's Deep. The potatoes have a few eyes sprouting from them, but otherwise look edible. POTN02 Potion of Fire Resistance This potion bestows upon the person drinking it magical resistance to all forms of fire. All damage that is applied from any fiery effect is reduced by an extra 50%. This is on top of any other resistance the person might have. The effect lasts for 10 turns, or until dispelled. POTN03 Potion of Hill Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 19 (Hill Giant Strength) POTN04 Potion of Frost Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 21 (Frost Giant Strength) POTN05 Potion of Fire Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 22 (Fire Giant Strength) POTN06 Potion of Cloud Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 23 (Cloud Giant Strength) POTN07 Potion of Storm Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 24 (Storm Giant Strength) POTN08 Potion of Healing When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. POTN09 Potion of Heroism This potion is imbued with a powerful enchantment, which will simulate a temporary increase in level. The effect lasts for 10 turns which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors. STATISTICS: Hit Points: +10% (base only) THAC0: Set to 90% of current base Duration: 10 turns Only usable by: Warriors and warrior subclasses (multi and dual also) POTN10 Potion of Invisibility This potion confers invisibility similar to the second level wizard spell of the same name. Actions involving combat cause termination of the invisible state. Barring combat, the effects will last for 12 hours. POTN11 Potion of Invulnerability This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors. STATISTICS: Armor Class: set to 0 Saving Throws: +5 bonus POTN12 Potion of Stone Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 20 (Stone Giant Strength) POTN13 Oil of Fiery Burning Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (save vs. breath for half) to all within the immediate area around the potion. It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire. POTN14 Oil of Speed This oil increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however. The duration of the effect is 5 turns. POTN15 Red Potion Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerors dream, but that would depend entirely on who you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% magic resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork. STATISTICS: Intelligence: set to 25 Wisdom: set to 3 Strength: set to 3 Special: +50% resistance to all magical damage Duration: 24 hours POTN16 Violet Potion This is one of the oddest potions you have ever examined. Once drank, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan like actually, while dexterity and constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink. STATISTICS: Strength: set to 25 Dexterity: set to 3 Constitution: set to 3 Duration: 24 hours POTN17 Elixir of Health The Elixir of Health is a powerful healing mixture designed to cleanse the body of all impurities. First it cures all poisons, then once the system has been purged, the imbibed is cured by 10 hit points to speed the recovery process. POTN18 Potion of Absorbtion This potion, as would be expected, will absorb external attacks once it has been consumed. All blunt attacks made against the imbiber are cushioned, so that only the strongest get through. Also there is 100% immunity to all electrical based attacks for the duration of the effect, which in this case is 10 turns. STATISTICS: Armor Class: +10 bonus to crushing attacks Electrical Resistance: 100% immunity Duration: 10 turns POTN19 Potion of Agility This potion will raise the dexterity of the imbiber to 18, effecting armor class and missle attack adjustment for the duration of the effect, in this case 15 turns. POTN20 Antidote As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. POTN21 Potion of Clarity This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the embiber feels an overwhelming feeling of calm and purpose, such that he will be unaffected by threatening influences such as feeblemind, confusion and charm. This feeling will last for the duration of the enchantment or until dispelled. STATISTICS: Special: Prevents feeblemind, confusion, fear, and charm Duration: 5 turns POTN22 Potion of Cold Resistance This potion will confer to the imbiber a 50% resistance to all cold based attacks for the duration of the enchantment, in this case 10 turns. POTN23 Oil of Speed (cursed) This oddly murky oil would appear increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however. The duration of the effect is 5 turns. POTN24 Potion of Defense This potion is similar to the potion of invulnerability in that it improves the armor class of the imbiber. The effect lasts for 10 turns. STATISTICS: Armor Class: set to 0 Duration: 10 turns POTN25 Potion of Healing (cursed) When wholly consumed, this oddly murky potion appears to restore 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. POTN26 Potion of Explosions This potion is a vial of pain as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end. STATISTICS: Damage: 6D6 (save vs. spell for half) Area: 40 ft radius POTN27 Potion of Firebreath By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 6D10 damage to the target with a save vs. breath weapon for half. POTN28 Potion of Fortitude Once consumed, this potion will cause a surge of energy to travel through the body raising the drinkers constitution to 18. This provides all the bonuses of having a high consitution such as hit points for the duration of the effect, which is 15 turns. POTN29 Potion of Genius Very much as the name implies, this potion will increase the intelligence of the imbiber by 4 points up to a maximum of 25. The effect will last the full duration which is 15 turns, or until dispelled. POTN30 Potion of Infravision This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 ft, namely infravision. The effect will last for 20 turns or until dispelled. POTN31 Potion of Insulation This potion will embue the person drinking it with 50% resistance to electrical damage. The effect will last for 10 turns or until dispelled. POTN32 Antidote (cursed) As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow. POTN33 Potion of Magic Blocking This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time all spell effects of 5th level and lower are removed from the embiber. The effect will only last for 5 rounds however, so careful timing is necessary. POTN34 Potion of Magic Shielding This potion will leave the drinker with 50% resistance to all magic, which can be a blessing or a curse. The effect will last for 10 turns or until dispelled. POTN35 Potion of Magic Shielding This powerful elixir embues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific. STATISTICS: Damage: +50% resistance to all forms of magical non-physical damage Special: All saving throws are made automatically Duration: 3 turns POTN36 Potion of Master Thievery This potion will temporarily transform the drinker into a master thief. The skills that are effected are picking locks and picking pockets, which are increased signifigantly. The effect will last for 3 hours, however only thieves and bards may use this potion. STATISTICS: Lock Picking: +40% bonus Pick Pockets: +40% bonus Duration: 3 hours POTN37 Potion of Mind Focusing This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. STATISTICS: Intelligence: +3 bonus Dexterity: +3 bonus Duration: 12 hours POTN38 Potion of Mirrored Eyes This potion will protect the drinker from all forms of petrification including gaze attacks. The effect will last for 10 rounds or until dispelled. POTN39 Potion of Perception This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed. STATISTICS: Find/Remove traps: +20% bonus Pick pockets: +20% bonus Pick locks: +20% bonus Hide in shadows: +20% bonus Duration: 6 hours Only Usable By: Thief(Single, Multi, Dual) POTN40 Potion of Invulnerability This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors. STATISTICS: Armor Class: set to 0 Saving Throws: +5 bonus POTN41 Potion of Power This powerful elixir is similar to the potion of heroism in that it effectively raises the embibers level and it can be used by all character classes. This affects hit points, THACO and thieving abilities although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added. STATISTICS: THAC0: Set to 80% of current base Hit Points: +20% temporary (base only) Hide in shadows: +20% (base only) Pick pockets: +20% (base only) Pick locks: +20% (base only) Find/Remove traps: +20% (base only) Duration: 4 turns Not usable by: POTN42 Potion of Regeneration This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 hit points per round. POTN43 Potion of Insight It will be as if a higher being had stepped into the drinkers head, filling it with intuitive thoughts and amazing insights. The effect is to raise the wisdom of the person to 18 for approximately 6 hours or until dispelled. POTN44 Potion of Strength This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to raise the strength of the imbiber to 18 for approximately 20 turns, or until dispelled. POTN45 Potion of Freedom This potion acts like the spell free action when consumed. The drinker becomes completely immune to any effects which hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns. POTN46 Potion of Stone Form Drinking this potion is much like the transformation one would go through if she were turned to stone. Skin color, stiffness, even the feeling that is received from the body, stone. STATISTICS: Armor Class: set to 0 Saving Throws: +3 bonus Dexterity: -3 penalty Duration: 5 turns POTN47 Marek's Potion of Antidote Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons. POTN48 Vial of Mysterious Liquid This potion contains a strange green substance similar to residue you have seen in some of the mining carts. The liquid inside appears to very slightly discolor iron that it comes in contact with, and is likely related to the mysterious "plague" that renders smelted weapons and tools brittle. The Kobolds you killed must have tainted all the ore leaving the mine, though it is unlikely they would have concocted this plan themselves. POTNCLR1 Potion of Clear Purpose Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities. STATISTICS: Constitution: -2 Wisdom: +1 Duration: Permanent Only usable by: Clerics and Cleric Sub-Classes POTNMARE Marek's Potion of Antidote Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons. PRESDAG Presio's Dagger Presio's dagger was obviously only for ceremonial functions, as her unholy vows prohibited her from using edged weapons in combat. She received this weapon as a gift upon attaining the rank of Most Debilitating Holiness. The blade has been enchanted to make it especially sharp and venomous. STATISTICS: Damage: 1D4 +2 THAC0: +2 bonus Damage type: Piercing Special: Target is poisoned when struck (Save vs. Death none) Weight: 1 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Paladin PRESROB Necromancer's Robe This robe's plain nature hides the power that the item imparts to its wearer. The Necromancer's Robe was previously owned by a wizard from Luskan who was a member of the Host Tower of the Arcane. He created the item to protect him as he went in search of exotic items for his research. Its power did not save him when he got into an argument with a high-ranking member of the Plague Rats, an organization of vile thieves and assassins in service of Talona. Presio bought the robe from the murderer several years later. STATISTICS: Armor Class: 8 Magic Resistance: 3% Saving Throw: +3 bonus vs. paralyze/poison/death magic Weight: 6 Only usable by: Mage (single, dual, & multi-class) PTION2K Potion of Power, Wizard (these tend to crash the game!) PTION2L Potion of Power, Priest PTION2M Potion of Power, Rogue PTION2N Potion of Power, Warrior PTION41 Potion of Power PWARJ Presio's War Journal A list of scribbled notes... * Marketh - Leader of an unconfirmed slave force. Formerly a thief and assassin occasionally working for various mercenary companies. * Malavon (Many Eyes?) - Sorceror of great power. Usurper. Drow? * Shikata - Beast from the elemental plane of fire. Relationship unknown. * Arundel - Spiritual "leader" of Kuldahar. Archdruid. To be removed before he seeks aid. * Hrothgar - Effective leader of Easthaven. Could be trouble. Suspect Old Enemy may remove him. * Everard - Priest of Tempus in Easthaven. Hard to read. May need to remove. Could incite barbarians and locals to fight. * Frost Giants - Relationship unknown. Believed to be making deal with Old Enemy. * Maiden Ilmadia - Elven warrior (virgin?) Strange. Seen skulking by the Severed Hand. * Orrick - Mage from Kuldahar. Secretive. Probably no threat. * Brother Poquelin - Traveling priest of Ilmater. Strange icons on clothes. Relationship unknown. Roster: 1 score lizardmen, 1 score trolls. 3 score cold wights, 5 undead lieutenants, 5 histachii, et al. RAZOR Container of Razorvine Extract This container is almost completely pitch black, with a slight translucency that reveals what appears to be an equally dark liquid contained inside. An inscription, barely readable from wear to the bottle reads "Container of Razorvine Extract / Property of Mourns-for-Trees". REAVER The Snow Maiden's Reaver The only material parts of this icy weapon are the hilt, grip, and pommel, wrought from shining silver and steel. It was created in 1099 DR by the chosen of Auril, Ihanora the Merciful. Ihanora roamed the north, leading ruthless attacks against all those who attempted to find solace from the cold or fight its effects. She traveled with a motley crew of yetis, polar worms, frost giants, and a white dragon, freezing everything in her wake. Ihanora was defeated in 1108 DR by the notorious Red Mask Brigade, headed by the ruthless killer known as Bitter Harley. STATISTICS: Damage: 2D4 +2 THAC0: +2 Special: 2% chance of turning the target to solid ice Damage Type: Cold Weight: 10 Speed Factor: 6 Proficiency Type: Great Sword Type: 1-handed Not Usable By: Druid Cleric Mage Thief REDEMT War Hammer: 'Redemption' This war hammer was enchanted by the church of Torm to return charmed wayward combatants to their standard allegiance. High priests of Torm typically held the hammer in battle, keeping an eye out for anyone who might be swayed to attack his or her comrades through magic. Redemption was lost when the last high priest to hold the weapon, Ardo Meller, was killed in the Battle of Black Lawns, 1230 DR. It is believed that agents of the draconic god Tchazzar dragged the weapon from the scene. STATISTICS: Damage: 1D4 +5 THAC0: +4 Damage type: Crushing Special: Dispels Charm and Dire Charm effects on creatures hit Weight: 6 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief REZNATH Reznath's Journal I knew not of fear until today. It was not taught in my youth, nor acquired through my years. Yet, somehow, it has suddenly arrived at my door, ready to consume all that which I have valued, and all that I have loved. The humans, the elves... only they capable of such character, only they able to bend when those around them needed them the most, only they. I cannot face my people now, for I am a changed man, and I will not return to accept that of which I am undeserving. Please forgive me. RING01, RING94, RING95, RING97, RING98, RING99, RINGKORA Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING02 Ring of Fire Resistance This magical ring grants the wearer partial immunity to damage by fire. STATISTICS: Fire Resistance: +40% Not usable by: RING03 Ring of Animal Friendship: 'Druid's Ring' A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him. STATISTICS: Special: Charm animal unless save vs. wands Range: 40 ft Area: 1 animal Duration: 10 turns RING04 Ring of Clumsiness: 'The Jester's Folly' The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily Jester) only once the stooge had promised no reprisals for the treatment he had received; though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep; a show from which he did not flee quite fast enough. STATISTICS: Dexterity: reduced by 50% Stealth: reduced by 50% Spells: 75% casting failure Special: can only be removed by a 'remove curse' spell RING05 Ring of Invisibility: 'Sandthief's Ring' Held by a master thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob. STATISTICS: Special: Wearer becomes invisible until an attack is made, then the ring must be removed and put on to become invisible again. Not usable by: RING06 Ring of Protection +1 This magical ring provides the wearer with additional protection. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Not usable by: RING07 Ring of Protection +2 This magical ring provides the wearer with additional protection. STATISTICS: Armor Class: +2 bonus Saving Throws: +2 bonus Not usable by: RING08 Ring of Wizardry: 'Evermemory' Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items in the Realms. STATISTICS: Spells: Doubles the amount of 1st level spells a mage can memorize Only usable by: Mage RING09 Ring of Free Action: 'Edventar's Gift' This ring was given to the reef scavenger and hunter known only as Edventar, by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. RING10 Gold Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING11 Silver Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING12 Onyx Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING13 Jade Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING14 Greenstone Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING15 Bloodstone Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING16 Angel Skin Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING17 Flamedance Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING18 Fire Opal Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING19 Ruby Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING20 Ring of Energy: 'The Victor' Crafted by Drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules. STATISTICS: Damage: 2D6 (no save) Range: 120 ft Area: 1 creature RING21 Ring of Infravision: 'Topsider's Crutch' Merchants that dare the risks of trading with the Drow of the Great Rift are often given these items to aid in their movements underground. STATISTICS: Special: The wearer gains the ability of infravision up to 120 ft RING22 Ring of Holiness: 'Honorary Ring of Sune' Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness. STATISTICS: Spells: Grants an extra spell of each level from 1st to 4th Only usable by: Cleric Druid RING23 Ring of Folly: 'Discipliner' Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. STATISTICS: Intelligence: set to 3 Wisdom: set to 3 Special: infects the wearer with feeblemind can only be removed with a 'remove curse' spell RING25 Koveras' Ring of Protection Ring of protection +1: This magical ring provides the wearer with additional protection. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Not usable by: RINGCOP Copy of Marketh's Ring This ring is almost identical to one that Marketh wears. It was constructed by Norl, a hobbled gem cutter in Dorn's Deep. RINGELF The Elfbone Ring of Kiran-Hai Upon cursory examination, this ring appears to be made of ivory. Study reveals that the thick band is actually made of well-tooled elf bone. It bears the repeating angular geometric patterns that the long-dead craftsmen of Myth Lharast were known for. Considered plain by modern elven standards, the ring was a gift to Kiran-Hai, Circle Singer of Angharradh and Ward Mistress of the Arboreal Tombs in Myth Lahl. The name of its creator has been lost. It is believed to have been stolen from the Arboreal Tombs some time after Myth Lharast fell. STATISTICS: +2 to Save vs. Paralyze, Poison, and Death Magic Immunity to Finger of Death and Death Spell Not usable by: Evil Characters RINGFIR Ring of Fire Resistance This magical ring grants the wearer partial immunity to damage by fire. STATISTICS: Fire Resistance: +40% Not usable by: RINGJOIA Joia's Flamedance Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RINGJOS Joseph's Greenstone Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RINGKON Kontik's Ring of Wizardry Kontik, a powerful wizard in the service of Auril, claimed this ring from a defeated enemy wizard, Nill the Infernal. An archmage who specialized in fire magic, Nill created the ring over a period of five years. The powerful item aided Nill in his far-ranging travels. Unfortunately for Nill, it did not protect him from Kontik's powerful minions and spells. It is constructed of an extremely unusual grayish-white metal called tungsten. STATISTICS: Doubles the amount of 1st level spells a mage can memorize Doubles the amount of 2nd level spells a mage can memorize Only usable by: Mage (Single, Dual-, and Multi-) RINGPAN Ring of Pain Amplification This cursed ring fuses itself to the wearer's finger, only coming off if a Remove Curse spell is used on the wearer. While it is in use, the wearer suffers extra damage from all melee attacks. Lovitarians are known to create these items and distribute them throughout the realms for their own amusement. STATISTICS: Resistance Penalties: -20% Slashing Resistance -20% Piercing Resistance -20% Crushing Resistance ROBEANG Robe of Agony These heavy robes were a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha. They were originally worn by a repentant evil sorcerer who had destroyed a village for his own dark purposes. They are as white as snow and appear soft and supple. STATISTICS: Armor Class: 5 Special: User is always under the effects of a Symbol of Pain, as though being pierced by thorns at all times. +15 hit points while equipped. Weight: 35 Only Usable By: Good characters Cleric (Single, Dual-, and Multi-) Mage (Single, Dual-, and Multi-) ROBEINV Robe of the Good Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Good-aligned characters SCACID Acid Storm (Evocation) Level: 7 Range: Sight of Caster Duration: 1 round/level Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: 1/2 This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit points of damage each round for the first three rounds, 1-6 hit points for the next three rounds, and 1-8 hit points for each round thereafter. Moving out of the area of effect does not stop the damage - the acid adheres to the skin, and any creatures in the area of effect when the Acid Storm is cast continue to suffer damage as long as the spell duration lasts. Creatures make a saving throw vs. spell every round after they have been hit by the cloud - if successful, they only take half-damage (for that round only). SCAMS Antimagic Shell (Abjuration) Level: 6 Range: Caster Duration: 1 turn/level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the shell. SCBLANK Mind Blank (Abjuration) Level: 8 Range: Caster Duration: 1 Day Casting Time: 1 Area of Effect: Caster Saving Throw: None In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect - Charm, Command, Domination, Fear, Feeblemind, and any scrying by crystal balls or other divination methods. SCBLOO Beltyn's Burning Blood (Necromancy) Level: 4 Range: Sight of Caster Duration: 2 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell turns a target's blood to flame, doing 3-12 hit points of damage every round. The target gets to save vs. spell every round at -3; if successful, the spell is cancelled. This spell does not work against undead or extraplanar creatures that do not have blood (such as elementals). If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell. SCCEE Conjure Earth Elemental (Conjuration/Summoning) Level: 5 Range: Sight of Caster Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon an elemental from the Elemental Plane of Earth and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. SCCFE Conjure Fire Elemental (Conjuration/Summoning) Level: 5 Range: Sight of Caster Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon an elemental from the Elemental Plane of Fire and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. SCCHAO Chaos (Enchantment/Charm) Level: 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 20-foot radius Saving Throw: Special The effects of this spell are identical to the 4th level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast. SCCLITE Chain Lightning (Evocation) Level: 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 This spell releases a burst of electrical energy at a target; unlike the Lightning Bolt spell, however, once the bolt strikes the initial target, the electricity then jumps to the next nearest creature (friend or foe), losing a small amount of energy with each additional strike until it is expended. The bolt initially inflicts 1-6 hit points of electrical damage/level of the caster, to a maximum of 12-72 points of damage. Each 'jump' the bolt makes reduces the damage by 1-6. Each creature that is hit is allowed a saving throw vs. spell for half damage. SCCOUR Emotion: Courage (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 5 turns Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: Neg. This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary hit points (which can put them above their maximum hit points). This spell nullifies all fear effects within the area of effect at the time of casting. SCCWE Conjure Water Elemental (Conjuration/Summoning) Level: 5 Range: Sight of Caster Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon an elemental from the Elemental Plane of Water and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. SCDECA Decastave (Evocation) Level: 2 Range: Caster Duration: 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell creates a staff of force in the caster's hand. It is treated as a magical weapon, doing 1-6 hit points of damage per hit, and it can hit creatures immune to normal weapons. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1-2 hit points on the first strike. These hit points are added to the caster's, but they can only heal damage the caster has taken; they will not raise his hit points beyond his normal maximum. SCDFOG Death Fog (Alteration, Evocation) Level: 6 Range: Sight of Caster Duration: 15 rounds Casting Time: 6 Area of Effect: 20-foot radius Fog Saving Throw: None This spell brings forth a billowing cloud of acidic fog. This fog does one hit point of acid damage to creatures (living or dead) on the first round of contact, two hit points on the second round, four on the third, and eight on the fourth and succeeding rounds. Any creature caught in the area effect that fails its saving throw moves at 1/2 speed until they exit the cloud. SCDISI Disintegrate (Alteration) Level: 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 Creature Saving Throw: Neg. The spell makes a creature... vanish. When cast, a thin green ray shoots forth from the caster to the target, who will be disintegrated unless they make a saving throw vs. spell. This spell works on undead creatures. Disintegrated characters cannot be resurrected - they are gone forever. SCDMS Demi-Shadow Monsters (Illusion/Phantasm) Level: 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 20-foot cube Saving Throw: None This spell is similar to the 4th level wizard spell, Shadow Monsters, except the summoned creatures are much more powerful, with 40% of the hit points of their real-world counterpart. SCDOMI Domination (Enchantment/Charm) Level: 5 Range: Sight of Caster Duration: 12 hours Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell mental domination, the target has no option for release, even if made to do something against his morals, except of course a dispel magic. The target gets a saving throw vs. spell at -2 in order to avoid the effect. SCDSPEL Death Spell (Necromancy) Level: 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 30-foot radius Saving Throw: None This spell snuffs out the lives of creatures in the area of effect. The weaker the creatures, the more are affected. For example, this spell could kill 4-80 goblins within the area of effect, 2-40 lizard men, 2-8 ogres, or 1-4 trolls. This spell does not affect undead creatures. Characters slain by a Death Spell cannot be resurrected - they are gone forever. SCEMOT Emotion: Hope (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 5 turns Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: Neg. This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost, and +2 on their saving throws, attack rolls and damage rolls. SCFEAR Emotion: Fear (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: Neg. This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds. SCFEEB Feeblemind (Enchantment/Charm) Level: 5 Range: Sight of Caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg This spell turns a target into a gibbering idiot,which lasts until a Dispel Magic is cast upon him. The victim is allowed a saving throw vs. spells at -2 to resist being stupefied. Feebleminded individuals cannot cast spells. The priest spell Heal will remove Feeblemind from an afflicted character. SCFING Finger of Death (Necromancy) Level: 7 Range: Sight of Caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The caster utters the finger of death incantation, points his index finger at the creature to be slain, and unless the victim fails a saving throw vs. spells, the victim dies instantly. Even if the save is successful, however, the brush with death still inflicts 3-17 points of damage. Characters slain by a Finger of Death cannot be resurrected - they are gone forever. SCFTS Flesh to Stone (Evocation) Level: 6 Range: Sight of Caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns a creature to stone. They are allowed a saving throw vs. spell to avoid the effect. The effects of this spell may be reversed with the 6th level wizard spell, Stone to Flesh. This spell works on undead creatures. SCGLOB Globe of Invulnerability (Abjuration) Level: 6 Range: Caster Duration: 1 round/level Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell is similar to the 4th level wizard spell, Minor Globe of Invulnerability, except that it protects the caster from 4th level spells as well. SCHMON Hold Monster (Enchantment/Charm) Level: 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 20-foot radius Saving Throw: Neg. This spell holds 1-4 creatures of any type (except for undead creatures) in place unless they make a save vs.spells. The effect is centered on a point on the ground selected by the caster, and any other creatures within 5 feet of the target has a chance to be affected as well.While paralyzed, the target is helpless and cannot defend themselves from attacks. SCHOPE Emotion: Hopelessness (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 1 turn Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: Neg. This spell creates the emotion of hopelessness within the area of effect. All creatures affected by the spell just stand and do nothing for the duration of the spell. SCICE Icelance (Evocation) Level: 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5-30 points of damage and forcing the target to make a saving throw vs. spell or be stunned for 1-4 rounds. SCIMITA Scimitar The scimitar is closely related to the sabre, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 4 Proficiency type: Large Swords Speed Factor: 5 Type: 1-handed Not usable by: Mage Cleric SCINCIN Incendiary Cloud (Alteration, Evocation) Level: 8 Range: Sight of Caster Duration: 4 rounds + 1-6 rounds Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: 1/2 This spell brings forth a dense, smoky cloud in a 10-foot radius. For the first two rounds it's harmless, but on the third round, it begins to spark and flame, doing 1-2 hit points of damage/level of the caster. On the fourth round, it inflicts 1-4 hit points/level of the caster, then drops back to 1-2 hit points per level on the fifth round. If creatures make a saving throw vs. spell, they take only half-damage from the cloud's effects. SCISTAL Invisible Stalker (Conjuration/Summoning) Level: 6 Range: Sight of Caster Duration: 2 hours Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an invisible stalker, a creature native to the Elemental Plane of Air. This creature will obey the orders of the caster and remain until the spell duration expires or it is slain. SCKILL Power Word: Kill (Conjuration/Summoning) Level: 9 Range: Sight of Caster Duration: Permanent Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is perhaps the deadliest word of power. It kills one creature with up to 60 hit points, or multiple creatures with 30 or fewer hit points, up to a maximum of 120 hit points. The hit point checks are done against the creature's current hit points, not their maximum, so it will affect extremely tough creatures that have been wounded. SCLICH Lich Touch (Necromancy) Level: 6 Range: Touch Duration: 1 round/level Casting Time: 6 Area of Effect: Caster Saving Throw: Special This spell confers the powers of a lich's touch and a lich's immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his hands glow with an unearthly green radiance that does 1-10 hit points of damage to a target and paralyzes them unless a saving throw vs. paralyzation is made. This spell has no effect on undead. SCMALA Malavon's Rage (Evocation) Level: 7 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: 1/2 Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies. SCMALI Greater Malison (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 2 rounds/level Casting Time: 4 Area of Effect: 30-foot radius Saving Throw: None This spell causes all enemy targets in the area of effect to suffer a -2 on all their saving throws as long as the spell is in effect. SCMINVI Mass Invisibility (Illusion/Phantasm) Level: 7 Range: Sight of Caster Duration: Special Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: None An improved version of invisibility with battlefield applications, Mass Invisiblility can hide all creatures within its area of effect. Unlike improved invisibility, the invisibility is broken as soon as a target attacks. SCMORD Mordenkainen's Sword (Evocation) Level: 7 Range: Sight of Caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or greater and inflicts 5-30 hit points with every strike. SCMSIV Monster Summoning IV (Conjuration/Summoning) Level: 6 Range: 40 yards Duration: 5 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 1-3 4th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCMSV Monster Summoning V (Conjuration/Summoning) Level: 7 Range: 40 yards Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 1-3 5th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCMSVI Monster Summoning VI (Conjuration/Summoning) Level: 8 Range: 40 yards Duration: 7 rounds + 1 round/level Casting Time: 8 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 1-3 6th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCMSVII Monster Summoning VII (Conjuration/Summoning) Level: 9 Range: Special Duration: 7 rounds + 1 round/level Casting Time: 9 Area of Effect: 80 yard radius Saving Throw: None With the casting of this spell the wizard summons 1-2 7th or 8th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCOFS Otiluke's Freezing Sphere (Alteration, Evocation) Level: 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell fires an orb of cold at a creature that inflicts 3-6 points of cold damage/level of the caster. If the target makes its saving throw, however, they have dodged the orb and avoided all damage. SCOTIL Otiluke's Resilient Sphere (Alteration) Level: 4 Range: Sight of Caster Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature (if it fails to successfully save vs. spell). The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; the only method of removing the sphere is by the use of a Dispel Magic spell. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world. SCPRISM Prismatic Spray (Conjuration/Summoning) Level: 7 Range: Caster Duration: Instantaneous Casting Time: 7 Area of Effect: 70 x 15-foot spray Saving Throw: Special This spell causes shimmering rays of light to flash from the wizard's hand, in a cone 70 feet long and 15 wide at its end. Any creature touched by the rays may be inflicted with a random effect depending on the color (see below), but any creature less than 8 hit dice is blinded for 2-8 rounds, regardless of any additional effect. The colors of the prismatic spray do the following: red (inflicts 20 hit points of damage, save vs. spell for half), orange (40 hit points of damage, save vs. spell for half), yellow (80 hit points of damage, save vs. spell for half), green (save vs. poison or die - survivors still take 20 hit points of poison damage), blue (save vs. petrification or turn to stone), or indigo (save vs. wand or go insane). SCPWS Power Word: Silence (Conjuration/Summoning) Level: 6 Range: Sight of Caster Duration: 2 rounds Casting Time: 1 Area of Effect: 1 Creature Saving Throw: None This spell allows the caster to utter one of the words of power. When spoken, Power Word: Silence can be invoked against any creature in range, preventing them from making a sound. No saving throw is allowed. SCREM Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: Special Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with the cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. SCRL03 Protection from Acid A Protection from Acid scroll offers protection to the target from all forms of acid, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Acid Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL04 Protection from Cold A Protection from Cold scroll offers protection to the target from all forms of cold, be they of a natural or magical nature. This effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Cold Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL05 Protection from Electricity A Protection from Electricity scroll offers protection to the target from all forms of electrical damage, be it of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Electricity Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL06 Protection from Fire A protection from fire scroll offers protection to the target from all forms of fire, even that of magical or elemental nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Fire Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL07 Protection from Magic A Protection from Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3' radius from the target. No form of magic can pass into or out of it but physical matter is not hindered. This will remove spell effects that the caster is currently under. The effect is not permanent, however, and will wear off within 10 turns. STATISTICS: Spells: Cannot be cast Magic: Does not funtion within sphere, with the exception of magical weapons. Special: Dispel all current magical effects upon casting Range: 30 ft Area: 1 creature Duration: 10 turns Not usable by: SCRL08 Protection from Poison A Protection from Poison scroll offers protection to the target from all forms of poison, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 6 hours. STATISTICS: Poison: Will not effect the target Special: Removes poison already in the targets system Range: 30 ft Area: 1 creature Duration: 6 hours Not usable by: SCRL09 Protection from Undead A Protection from Undead scroll invokes a 3' radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, etc. It does not offer any protection from magical attacks, however, and will wear off with the passage of 10 turns. STATISTICS: Special: Immune to all undead Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL10 Cursed Scroll of Weakness This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL11 Cursed Scroll of Clumsiness This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL12 Cursed Scroll of Foolishness This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL13 Cursed Scroll of Ugliness This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL15 Protection from Petrification A Protection from Petrification scroll offers protection to the reader from all forms of attack, magical or otherwise, that turn flesh into stone. The effect is not permanent, however, and will wear off with the passage of 6 hours. STATISTICS: Special: Target is immune to petrification Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL16 Cursed Scroll of Petrification This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL17 Cursed Scroll of Ailment This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL18 Cursed Scroll of Stupidity This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL1B Agannazar's Scorcher (Evocation) Level: 2 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 2-foot by 60-foot jet. Saving Throw: None Upon casting this spell a jet of flame appears at the caster's fingertips and shoots toward a target of the caster's choice. The flame causes 3-18 points of fire damage to the target, no saving throw allowed -- anyone in the flame's path takes 2-16, but they are allowed a saving throw vs. spells for half damage. SCRL1C Ghoul touch (Necromancy) Level: 2 Range: Caster Duration: 6 rounds Casting Time: 2 Area of Effect: Caster Saving Throw: Neg. When the caster completes this spell, a green glow encompasses his hand. If the wizard makes a successful melee attack against a creature, the creature must make a saving throw vs. spell or be paralyzed for six rounds. SCRL1D Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in his mind the geographical features and buildings of the region he is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground. SCRL1E Dispel Magic (Abjuration) Level: 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 15-foot radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves. SCRL1F Flame Arrow (Conjuration/Summoning) Level: 3 Range: Sight of Caster Duration: 1 round Casting Time: 3 Area of Effect: Special Saving Throw: None This spell enables the caster to hurl fiery arrows at his enemies. Each bolt inflicts 1-6 points of piercing damage, plus 4-24 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster can fire one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). SCRL1G Fireball (Evocation) Level: 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Fireball is one of the reasons that mages gained acceptance in the field of adventuring. To cast it, the wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation), delivering damage proportional to the level of the wizard who cast it: 1-6 points of damage for each level of the spellcaster (up to a maximum of 10-60). Those who roll successful saving throws manage to dodge, fall flat, or roll aside, taking only half damage. SCRL1H Haste (Alteration) Level: 3 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: None Haste doubles the base movement and attack rates of all friendly creatures within the area of effect. (Spellcasting and spell effects are not sped up.) All affected by the Haste spell must be in the designated area of effect. Note that this spell negates the effects of a Slow spell. This spell is not cumulative with itself or with other similar magic. SCRL1I Hold Person (Enchantment/Charm) Level: 3 Range: Sight of Caster Duration: 2 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: Neg. This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison. SCRL1K Lightning Bolt (Evocation) Level: 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1-6 points of damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10-60). A successful saving throw vs. spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of your own party. SCRL1L Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 40 yards Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 2-8 1st level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCRL1M Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 7 turns/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells. It also prevents spells that reveal a hidden or invisible (such as Detect Invisibility and Invisibility Purge) from working on the target. SCRL1N Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell gives a target total invulnerability to hurled and projected missiles including arrows, axes, bolts, javelins, small stones, and spears. This spell does not provide protection from magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles. SCRL1O Slow (Alteration) Level: 3 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Neg. Slow causes creatures to move and attack at 1/2 of their normal rates. It negates Haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures gain +4 penalty to AC, and suffer a -4 to attack. To make matters worse, creatures save at -4 vs. this spell. SCRL1P Skull Trap (necromantic) Level: 3 Range: Sight of Caster Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 5 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 10-foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally. Resting or leaving the area the Skull Trap is in will make it disappear harmlessly. SCRL1Q Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When the caster successfully touches an opponent in melee, the opponent loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th-level caster. These hit points are added to the caster's total, with any hit points over the caster's normal maximum total treated as temporary bonus hit points. The temporary hit points last for an hour. SCRL1S Dire Charm (Enchantment/Charm) Level: 3 Range: Sight of Caster Duration: 2 turns Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell is similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. SCRL1T Ghost Armor (Conjuration/Summoning) Level: 3 Range: Touch Duration: 1 round/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell creates a magical field of force with the strength of plate armor (AC 3). It is cumulative with Dexterity effects and, in the case of fighter/mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until the duration runs out. SCRL1U Confusion (Enchantment/Charm) Level: 4 Range: Sight of Caster Duration: 1 round/level Casting Time: 4 Area of Effect: 30-foot radius Saving Throw: Special This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible; any confused creature that is attacked perceives the attacker as an enemy and reacts accordingly. SCRL1V Dimension Door (Alteration) Level: 4 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast a dimensional portal opens up in front of the caster, which he immediately steps through. SCRL1Y Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces, a shimmering, allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's saving throws are made with a +4 bonus. SCRL1Z Minor Globe of Invulnerability (Abjuration) Level: 4 Range: Caster Duration: 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spell does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere with no penalty. The globe can be brought down by a successful Dispel Magic spell. SCRL2A Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 40 yards Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 1-6 2nd level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCRL2D Animate Dead (Necromancy) Level: 5 Range: Sight of Caster Duration: 8 hours Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell creates the lowest of the undead monsters,skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster.The undead remain animated until they are destroyed in combat or are turned; they cannot be dispelled. The caster can animate one skeleton or one zombie for each experience level he has attained. SCRL2E Cloudkill (Evocation) Level: 5 Range: Sight of Caster Duration: 1 turn Casting Time: 5 Area of Effect: 15-foot radius Saving Throw: None This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4 + 1 Hit Dice, cause creatures with 4 + 1 to 6 Hit Dice to roll saving throws vs. poison with - 4 penalties or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. SCRL2F Cone of Cold (Evocation) Level: 5 Range: Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 35 feet long, 20 foot diameter Saving Throw: 1/2 This spell releases a cone-shaped blast of extreme cold from the caster, doing 2-5 hit points of cold damage per level of the caster. The cone is 35 feet long and 20 feet in diameter. SCRL2G Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 40 yards Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None With the casting of this spell the wizard summons 1-4 3rd level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain. SCRL2I Letter [Clue in library]Why does a chair have arms and legs like a man but cannot walk or hold things. SCRL2J Gorion's Note [Gorion's Note]Hello , If you are reading this, it means I have met an untimely death. I would tell you not to grieve for me, but I feel much better thinking that you would. There are things I must tell you in this letter that I might have told you before. However, if my death came too soon then I would have never been given the chance. First off, I am not your biological father, for that distinction lies with an entity known as Bhaal. The Bhaal that I speak of is the one you know of as a divinity. In the crisis known as the Time of Troubles, when the Gods walked Faerun, Bhaal was also forced into a mortal shell. He was somehow forewarned of the death that awaited him during this time. For reasons unknown to me, he sought out women of every race and forced himself upon them. Your mother was one of those women, and as you know, she died in childbirth. I had been her friend and on occasion, lover. I felt obligated to raise you as my own. I have always thought of you as my child and I hope you still think of me as your father. You are a special child. The blood of the Gods runs through your veins. If you make use of our extensive library you will find that our founder, Alaundo, has many prophecies concerning the coming of the spawn of Bhaal. There are many who will want to use you for their own purposes. One, a man who calls himself Sarevok, is the worst danger. He has studied here at Candlekeep and thus knows a great deal about your history and who you are. Gorion SCRL2K [Letter from Sarevok to Slythe] Slythe, The time to strike is now. When the party commences on the night of my coronation, you will join up with my doppelganger assassins at the sewer entrance to the palace. You are to insinuate yourself into the crowd in the ballroom. When I am finished my speech you will strike. If you aren't there my doppelgangers will proceed without you, and your payment will be forfeit. Make sure to keep a leash on your little bitch of a wife. An invitation to the party is included with this note. Sarevok. (This looks to be an important note, one that you should hold on to.) SCRL2L [Letter from Slythe to Sarevok 1] Sarevok, I have received your letter and am quite overjoyed by your proposition. I have told my wife, and she is as excited as I am. I accept your mission and think that your payment is very adequate. This will be our greatest feat yet! To kill three Grand Dukes of Baldur's Gate! We will be arriving in Baldur's Gate within a week, and should be taking up our usual residence at the Undercellar. If you wish to contact us, you will find us there. Use the access points through the sewers. Joyfully yours, Slythe. SCRL2M [Letter from Slythe to Sarevok 2] Sarevok, I must say that our first victim was not the challenge that my wife and I had expected. The foppish idiot had only the most token of defense. However, I can assure you that Entar screamed quite deliciously all the way to the end. I hope that this next mission is much more difficult; from what you have told me it would seem to be. Assassinating two Grand Dukes in their own palace, while they harangue the high nobles of Baldur's Gate no less! I can't wait! You still know where to find us. You should come down and enjoy the pleasures of the Undercellar for yourself; but if I know you, that'll never happen. Your obedient servant, Slythe. SCRL2N [Message from Sarevok to Prat] Prat, My schemes have come together in a most satisfying manner. The mercenaries who have plagued my every step are now imprisoned, accused with the murder of Reiltar, Brunos and Thaldorn. Learn as much as you can about the fate of the mercenaries and then meet me back at Baldur's Gate. I apologize for leaving you here alone, but it was necessary to return to the city so as to take Rieltar's position as chief of operations. If things proceed smoothly I will be a Grand Duke within a few weeks. Sarevok. SCRL2O [Message from Sarevok to Zorl 1] Shalak, I am glad to hear that you were successful in disposing of Zorl. With his identity you should be able to infiltrate more of your kindred into the Merchant's League. Kill Irlentree as soon as possible and then that fop Aldeth. Your Friend SCRL2P [Message from Sarevok to Zorl 2] Shalak, As long as Aldeth lives he is a great threat to all of us. He is friends with the mercenaries who have been stirring up so much trouble in the south. If he were to confide his fears with them, it could be disastrous. Kill him, soon! Your Friend SCRL2Q [Message from Sarevok to Zorl 3] Shalak, It pleases me that you now count Irlentree among your number, but you must kill Aldeth Sashenstar. He is a foppish dilettante, with no skill and little intellect. It confuses me that you have not killed him yet; have your skills withered? Write back soon - when you have killed Aldeth. Your Friend. SCRL2R [Message from Sarevok to Rashad the doppelganger] Kizska, I must commend you for a job well done. Without your careful ministrations, Eltan would have remained my most potent foe. I must now ask for another favor. Some of your brethren are gathering at the sewer entrance to the palace; they are preparing to assassinate Grand Duchess Liia Jannath, and Grand Duke Belt. I need you to assist them in their efforts, for you are the craftiest of your kind. This is the moment I have long waited for, as I hope you have as well. The bloodshed that will result when I declare war on Amn will be most glorious. Meet Krystin and Slythe at the Undercellars, they are my best assassins. There are many access points to the Undercellars through the sewers. Sarevok. SCRL2S [Note for Daveaorn 1] Davaeorn, I have received your request for extra slaves. They will be sent as soon as possible. Events go well in Baldur's Gate. We have purchased one of the western noble estates to use as our base of operations. It is an ancient building, most likely constructed before the erection of the second wall. Its construction makes it very defensible against those who would thieve it. Remember to ask Yeslick if he enjoys his new accommodations. Rieltar. Alturiak, 1367 SCRL2T [Note for Daveaorn 2] Davaeorn, Our plans go smoothly. Sarevok has arrived from our headquarters in Ordulin. He brings news from our superiors; they are pleased with our progress so far. I plan to place Sarevok as the commander of our mercenary forces in the region. He has already sent his subordinate, Tazok, to the Wood of Sharp Teeth to take command of the forces located there. Things go apace here in Baldur's Gate. We have placed our first agent among the ranks of the Seven Suns trading coster. Rieltar. Flamerule, 1368 SCRL2U [Note for Daveaorn 3] Davaeorn, As you have probably heard, the iron poison has begun to take affect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Black Talon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold. Rieltar. Elient, 1370 SCRL2V [Note for Mulahey 1] My servant Mulahey, Your progress in disrupting the flow of iron ore does not go as well as it should. How stupid can you be to allow your kobolds to murder the miners? ! With your presence revealed you should be wary of enemies sent to stop your operation. Your task is a very simple one; if you continue to show that you can't do the job, you will be replaced. I will not send the kobolds you have requested as I need all the troops I possess to stop the flow of iron into this region. With this message I have sent more of the mineral poison that you require. If you have any problems then send a message to my new contact in Beregost. His name is Tranzig, and he'll be staying at Feldpost's inn. TAZOK SCRL2W [Note for Mulahey 2] My servant Mulahey, I have sent you the kobolds and mineral poison that you require. Your task is to poison any iron ore that leaves this mine. Don't reveal your presence to the miners or you will find yourself swamped by soldiers from the local Amnish garrison. My superiors have recently hired on the services of the Black talon mercenaries and the Chill. With these soldiers at my disposal, I should be able to destroy any iron caravans entering the region from the south and east. I don't want to deal with iron coming from the Nashkel mines so don't fail in your duty. TAZOK SCRL2X [Note for Tranzig] Tranzig, I am perplexed as to why Mulahey has not communicated with us in some while. You are to go to the mines and find out the condition of his operation. You are also to collect any iron that may have been stolen by the kobolds. Our next raid will most likely take place at Peldvale, or Larswood, so visit either of those areas and track us back to our camp. TAZOK SCRL2Y [Note from Davaeorn to Tazok 1] Tazok, I hope that everything moves along smoothly. I have written to give you instructions from our superiors. I have been told that a small band of mercenaries might cause the Iron Throne some trouble in the future. You are to insure that they don't live to upset our operations. Obtain the services of the assassin Nimbul, he should serve you well. DAVAEORN SCRL2Z [Note from Davaeorn to Tazok 2] Tazok, I have noticed that your shipments of iron have slowed as of late. It is imperative that we receive another ton of ore. Step up your raids, and get a shipment to our base in Cloakwood within the next week. We need to stockpile as much ore as possible before our ultimatum is given. Also, Sarevok wants to know what has happened with the band of mercenaries. Have they been killed? You had better insure that they have been, as Sarevok will not take kindly to any other news. DAVAEORN SCRL3A [Note from Sarevok to Reiltar] Father, I received your letter, and I can assure you that the mercenaries led by will no longer trouble our operations. I have dealt with them personally. Before dying, they were most forthcoming in their revelations; it is as you had surmised; they were agents of the Zhentarim. I am also writing to tell you that I cannot attend the meeting at Candlekeep. Some problems have arisen with The Chill and the Black Talons. They have had trouble working with each other, and I am needed there to smooth over any dissension. I am sorry that I will not be at your side. SAREVOK SCRL3B [Note from Tazok to Nimbul] Nimbul, The money you have received from Tranzig should cover your usual fee. Your assignment is a difficult one, but I'm sure that you are up to the task. There is a group of mercenaries who should be coming through Nashkel in the next few days. They are led by a whelp named . You are to kill , and all that travel with them. I warn you; they might not look like much, but they are very dangerous. Good hunting! TAZOK SCRL3C [Note from Tuth to Reiltar] Reiltar, My superiors are intrigued by your proposal. I would like to discuss it further, but not through correspondence such as this. The Harpers and Zhents have been very active in this region as of late; it would be very unfortunate if they tried to disrupt an alliance between our two organizations. If you, Bruno, and Thaldorn were to meet with us in the safety of Candlekeep, my superiors would be much relieved. Please send a response ASAP. TUTH SCRL3D [Prophecy found in library book] During the days of the Avatars, the Lord of Murder will spawn a score of mortal progeny. These offspring will be aligned good and evil, but chaos will flow through them all. When the Beast's bastard children come of age, they will bring havoc to the lands of the Sword Coast. One of these children must rise above the rest and claim their father's legacy. This inheritor will shape the history of the Sword Coast for centuries to come...... SCRL3E [Prophecy found in library] The spawn of the Lord of Murder are fated to come into their inheritance through bloodshed and misery. It is the hope of their father that only one shall remain alive to inherit his legacy. I foresee that the children of Bhaal shall kill each other in a bloody massacre. SCRL3F [The Personal Diary of Sarevok] Diary 14th of Eleint, 1367: Today Cormyr has instituted a ban against the Iron Throne from operating within their borders. While this is a great blow to the Iron Throne, it is the perfect opportunity for Reiltar to approach the Throne high council with his proposal. If things go well, we could begin the operation within the year. 25th of Marpenoth, 1367: Davaeorn has sent a message to Reiltar, informing him that the mines at Cloakwood have been drained and are ready for use. This revelation should help greatly in convincing the Throne high council. 2nd of Nightal, 1367: The Iron Throne council has agreed to support Reiltar's plan. He has been given all the resources he needs, as well as leadership of the project. I have expressed interest to my 'father', and he had promised to include me within the operations along the Sword Coast. He mentioned mother in our conversation: how I wasn't to be unfaithful to him as she had. He made it clear that I would suffer her fate if I was. His threats are weak and hollow, and I shall listen to them for only so long. I have decided to take this time to make my visit to Candlekeep. I have waited a long time to research the prophecies of Alaundo, and I must know if the dreams speak the truth. I will not believe the words of phantoms without proof, and the Priest of Bhaal I confronted gave me nothing. He was old and died quickly in my grasp. If the words are true, I shall surely groom stronger acolytes than this. 11th of Ches, 1368: My research has gone well. The monks here at Candlekeep have been quite helpful. From what I have read, it would seem certain that the blood of Bhaal does indeed flow through my veins. His prophecies are (of course) ambiguous, but I think I understand them. He foresaw his coming death, and seeded his essence across the land. The children born as a result bear the marks of chaos, have power with no direction, and shall feel the blood of a god within them. The deaths they bring shall awaken the father, and through them he will rise. It does not explicitly say, but obviously this means that death wrought by the children will cause them to ascend. Fitting, and since the father was the Lord of Murder, proving one's worth must involve an act in accordance with his portfolio. I begin to see what I must do. Death on a god-like scale. 3rd of Tarsahk, 1368: The monk Gorion troubles me. He seems to have taken an interest in my readings. I must be careful to be more clandestine in my research. I wish I could simply kill him, but I doubt I could safely murder him within this damnable library. 11th of Tarsahk, 1368: I had a dream this night. My mother was talking to me, but as she did her face became bloated and discolored. Her voice became weaker as she spoke to me, telling me to save her from Reiltar. I could see the garrote cutting into her neck, but I did nothing. It was only a dream. 27th of Tarsahk, 1368: I take my leave of Candlekeep now, and not a moment too soon, for I am sure that Gorion has perceived my heritage. One thing that I am certain of: is, in actuality, one of Bhaal's brood as well. has all the markings, and it would explain Gorion's curiosity of my studies. Though there is nothing I can do now, I will have to make certain to return and kill the little brat. It would be foolish of me to let one of my siblings live, especially one being brought up by the Harpers (and I am sure that is where Gorion's allegiances lay). 5th of Mirtul, 1368: Today I met with Reiltar in Baldur's Gate. The fool still insists on calling me his son, and for now I will let him. He assumes that I am loyal to him because he raised me. Well, loyal I am, but only as long as he is useful. He's set up a base in the mansion of a destitute noble family and says that everything is running smoothly. Mulahey has established himself at the mines of Nashkel, and his kobold minions should be already busily contaminating the iron ore. Only a few slaves have begun to mine out the ore at Cloakwood, though Reiltar assures me that once the bandit raids begin we'll have a steady supply of new slaves. 8th of Hammer, 1369: I met with the leaders of the Chill, and Black Talons. I have little liking for Ardenor, the leader of the Chill, but Taugosz seems to be a man of his word. It is a good thing, as I'll have to work with these mercenaries for the rest of the year. 3rd of Tarsahk, 1370: Everything proceeds well. The ore coming from Nashkel has started to deteriorate, and my mercenaries have been doing a fine job at destroying any iron caravans on route to Baldur's Gate. Though some of my mercenaries have been captured, most think they work for the Zhents, so no trouble has fallen on the Iron Throne. I am sure that the Zhents at Darkhold won't be pleased to know that their name has been falsely used. I will have to be wary for Zhentish agents in the coming months. 28th of Tarsahk, 1370: I think I now have the time to deal with that old codger Gorion, and his little whelp. I will have to inform my men that I'll be gone for the next few weeks. ? of Myrtle No time to write, but I must not neglect my journals so. The future dead must know of how the Lord of Murder again came to them. I shall hire a scribe when time allows. Things have not gone completely as I have planned, but I will still be able to salvage the situation. is on the move to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would have the perfect scapegoat for my plan. My mortal 'father,' Rieltar, is there to meet with the Knights of the Shield. He has been blocking all my attempts to escalate the hostilities between Amn and Baldur's Gate, and these meetings will only serve to smooth relations. I must rid myself of them all and assume control of the Iron Throne myself. I cannot allow petty business and monetary concerns to interfere. Terribly sorry, 'father,' but my true parentage calls and you are in my way. I shall be sure to instruct the dopplegangers in the exact manner Reiltar should die. I think a garrote would be perfect for the task. This diary looks to be important. You should probably keep it on your person. SCRL3G Vocalize (Alteration) Level: 2 Range: Touch Duration: 1 turn Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is a great counter for Silence 15' Radius. SCRL3H Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. SCRL3I Scroll My dearest Mirianne, The road has been difficult but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap. Always and forever, Roe... SCRL3Z Gorion's Scroll My friend Gorion, Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point. Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can. Luck be with us all. I'm getting too old for this. E SCRL56 Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. When laying his hand upon a creature, the priest heals 17 points of damage. This healing cannot affect undead or extraplanar creatures. SCRL58 Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells. SCRL59 Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points. SCRL61 Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: Creature Touched Saving Throw: None The Cure Critical Wounds spell is a potent version of the Cure Light Wounds spell. The priest lays his hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. SCRL62 Flame Strike (Evocation) Level: 5 Sphere: Combat Range: Sight of Caster Duration: Instantaneous Casting Time: 8 Area of Effect: 5-foot radius Saving Throw: 1/2 When the priest casts Flame Strike, a vertical column of fire roars downward onto a victim chosen by the caster. The target must roll a saving throw vs. spell. Failure means the creature sustains 6-48 points of fire damage; otherwise, the damage is halved. SCRL63 Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Sight of the Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Special When the priest casts a Raise Dead spell, he can restore life to one of his companions. Note that this spell does not work on elven characters, and the corpse to be raised must be intact (if the party member suffered an explosive death, then raising is impossible). The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, or Disintegrate. Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Raise Dead only works when invoked at the place where the target died; if the caster leaves the area and attempts to Raise his companion, the scroll will not work. SCRL66 Grease (Conjuration) Level: 1 Range: Sight of Caster Duration: 1 turn Casting Time: 1 Area of Effect: 5-foot radius Saving Throw: Special A Grease spell covers the ground with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell every round or have their movement rate slowed to a crawl as long as they are in the area of effect. Those who successfully save can move normally. SCRL67 Armor (Conjuration) Level: 1 Range: Caster Duration: 9 hours Casting Time: 1 round Area of Effect: Caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. SCRL68 Burning Hands (Alteration) Level: 1 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: Caster Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The flame jets are five feet in length and spread out in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of effect suffers 1-3 hit points of damage, plus 2 points per level of experience of the spellcaster, to a maximum of 1-3 + 20 points of fire damage. If the target saves vs. spell, they only take half damage. SCRL69 Charm Person (Enchantment/Charm) Level: 1 Range: Sight of Caster Duration: 1 turn Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed. SCRL70 Color Spray (Alteration) Level: 1 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 5' x 20' x 20' wedge Saving Throw: Special This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the caster's hand. From one to six creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area above the level of the caster or ones that have greater than 6 Hit Dice (or are greater than 5th level) must make a saving throw vs. spells. The spell's effects depend on the caster - creatures with Hit Dice/levels less than or equal to the caster are knocked unconscious for 2-8 turns, those with Hit Dice/levels one or two greater than the wizard are blinded for 1-4 turns, and any other creatures are stunned for 1 turn. SCRL71 Blindness (Illusion/Phantasm) Level: 2 Range: Sight of Caster Duration: 8 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This spell blinds its target. A saving throw is allowed, and if successful, there are no harmful effects. If a victim is blinded he receives -4 to his attack rolls, and a -4 to his Armor Class. SCRL72 Friends (Enchantment/Charm) Level: 1 Range: Caster Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: Special A Friends spell causes the wizard to temporarily gain 5 points of Charisma. While cast, those who view the caster tend to be very impressed and will generally make an effort to help him. SCRL73 Protection from Petrification (Abjuration) Level: 2 Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: Target Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. SCRL75 Identify (Divination) Level: 1 Range: Touch Duration: Instantaneous Casting Time: Special Area of Effect: 1 item Saving Throw: None When this spell is memorized, the caster may identify the magical properties of one item in the caster's inventory. Go to the history page of an unidentified item and press the identify button to use the spell. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. SCRL76 Infravision (Divination) Level: 1 Range: Touch Duration: 8 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the ability to see with infravision, just as an elf or dwarf. SCRL77 Magic Missile (Evocation) Level: 1 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a maximum of five missiles at 9th level. SCRL78 Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. SCRL79 Shield (Evocation) Level: 1 Range: Caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: Caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the caster's Armor Class to 4 against normal weapons, 2 against missile weapons and makes the wizard immune to any magical missiles cast at him. SCRL80 Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1-8 + 1/level of the caster damage to the creature. The wizard only has one charge, and once an opponent has been touched the spell's energies have been used. The spell always hits unless the mage is disrupted. SCRL81 Sleep (Enchantment/Charm) Level: 1 Range: Sight of Caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: Neg Sleep causes a comatose slumber to come upon 2-8 hit dice/levels of creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within 30 feet of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Though it's not the stuff of which legends are made, magically sleeping opponents can be attacked with substantial bonuses - although they will awaken after the first hit. SCRL82 Chill Touch (Necromancy) Level: 1 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-4 points of cold damage and receive a -1 THACO modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic for 1-4 + 1 turns per level of the caster. Undead suffer no damage or to hit penalty from Chill Touch. SCRL83 Chromatic Orb (Evocation) Level: 1 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard: a 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 damage and blinds the target for four turns. A 5th to 6th-level sphere deals 1-12 damage and stuns the target for three rounds. The 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 11th level sphere turns the target to stone if they fail their saving throw, and slows them for five rounds if they succeed. A 12th level sphere causes death if the target fails their saving throw, or paralysis for four rounds if they succeed. Unless stated otherwise in the above description, a save against this spell negates both the damage and the other effects. SCRL84 Larloch's Minor Drain (Necromancy) Level: 1 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn. SCRL85 Blur (Illusion/Phantasm) Level: 2 Range: Caster Duration: 3 rounds + 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None Blur causes the wizard's body to become blurred, shifting and wavering. This distortion gives the wizard +1 to all saving throws, and all missile and melee attacks have a -3 to hit him. SCRL86 Detect Evil (Divination) Level: 1 Range: Current Area Duration: Instantaneous Casting Time: 1 round Area of Effect: Sight of Caster Saving Throw: None This spell is similar to the 1st level priest spell, Detect Evil. Any evil creature within the range of the spell will glow red briefly. SCRL87 Detect Invisibility (Divination) Level: 2 Range: Sight of Caster Duration: 5 rounds/level Casting Time: 2 Area of Effect: Sight of Caster Saving Throw: None When the wizard casts a Detect Invisibility spell, he dispels any invisibility and reveals any hidden characters in the area of effect (i.e., thieves using stealth). Note: if an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible. SCRL89 Horror (Necromancy) Level: 2 Range: Sight of Caster Duration: 1 turn Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Neg. All enemies within the area of effect must save vs. spell or flee in terror. Certain creatures, such as undead, are immune to this spell. SCRL90 Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell turns a creature invisible and makes it undetectable by normal vision or infravision. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient talks to or attacks any creature, or until 4 hours have passed. Thus the invisible being can open doors, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first). SCRL91 Knock (Alteration) Level: 2 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held or wizard locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments. SCRL92 Know Alignment (Divination) Level: 2 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the mage to read a creature's aura. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period. SCRL93 Luck (Enchantment/Charm) Level: 2 Range: Sight of Caster Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains superhuman luck for the next 3 rounds. He receives a +1 bonus to his saving throws, attack rolls, thieving skills, etc. SCRL94 Resist Fear (Abjuration) Level: 2 Range: Sight of Caster Duration: 1 hour Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: Special This mage spell instills courage in the spell's recipients, raising their morale to maximum. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are under the effects of magical fear, the effect is negated. SCRL95 Melf's Acid Arrow (Conjuration) Level: 2 Range: Sight of Caster Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Special This spell creates a magical arrow that speeds unerringly to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage. (There is no splash damage.) For every three levels the caster has achieved, the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc. SCRL96 Mirror Image (Illusion/Phantasm) Level: 2 Range: Caster Duration: 3 rounds/level Casting Time: 1 Area of Effect: 6-foot radius Saving Throw: None When a Mirror Image spell is invoked, the spellcaster causes two to eight duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which ones are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images shift from round to round so that an enemy must first hit every image before being able to hit the wizard. SCRL97 Stinking Cloud (Evocation) Level: 2 Range: Sight of Caster Duration: 1 turn Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: Special Stinking Cloud creates a billowing mass of nauseous vapors up to 30 yards away from the wizard. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and fall unconscious for the next round. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save every round. SCRL98 Strength (Alteration) Level: 2 Range: Touch Duration: 1 hour/level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None Upon application of this spell the target's strength is magically increased by an amount depending on its class. Clerics and Thieves gain 1-6 points, Fighters gain 1-8 points, and Mages gain 1-4 points. For Fighters only, all points above a strength of 18 are converted into a 10% bonus for each extra point, to a maximum of an 18/00 strength. For other classes 18 strength is the maximum. SCRL99 Web (Evocation) Level: 2 Range: Sight of Caster Duration: 15 rounds Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Special Web creates a many-layered mass of strong, sticky strands, similar to spider webs, but much larger and tougher. Anyone in the area when the spell is cast must roll a saving throw vs. spells every round. If failed, the creature is paralyzed for one round. If the saving throw is successful, then the creature may move normally. SCRLAUTO Autograph To and friends, with love. Larry, Darryl, and Darryl. SCRLDRA Scroll We have need of your services yet again, Drasus. We are expecting an incursion at our mine location in the Cloakwood. You are to accompany Daveorn to the site and prevent entry or assault by anyone that is foolish enough to challenge you. Your standard fee shall be doubled in this instance. If all goes well you should look forward to more of the same. Reiltar SCRLJALA Geas Removal Scroll SCRLKAR BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion. Last seen in the area of Candlekeep, this person is to be killed in quick order. This offer has been extended to all appropriate guilds. Those returning with proof of the deed shall receive no less than three hundred and fifty coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. SCRLNEI BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion. Last seen in the region of Beregost, this person is to be killed in quick order. The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions. This offer has been extended to all appropriate guilds. Those returning with proof of the deed shall receive no less than six hundred and eighty coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. SCRLPET Stone to Flesh Scroll This scroll will remove the effects of petrification from anyone to be afflicted by such an unfortunate condition. Simply return to the area where the victim has been turned to stone, read the scroll and target the portrait of the afflicted person. SCRLTAR BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion. Last seen in the area of Candlekeep, this person is to be killed in quick order. Those returning with proof of the deed shall receive no less than two hundred coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. SCRLVAIL Letter I enter battle tomorrow with a heavy heart, knowing I may well not survive. Such is life, and many a fool has risked as much for less gold than I will be paid. Still, I cannot bear the possibility of losing the treasures I have worked so hard for. To prevent this, I write this note to myself as a reminder in case I suffer an injury that would impair my faculties. Any battle against a mage always carries such a risk. Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My helm I will trust only to my guile in hiding it. It rests where people rest, in a building that may as well have been named for the purpose. The cloak should be with it, but that would only be expected. I shall not make their theft easy. SCRLZHA Scroll I have a task for you and those you have selected. You, the first of the faithful, are to stand ground in my stead. Be assured that I would not belittle your devotion with simple guard duty. This chore is of particular interest to me, and thus, to you. has become as a thorn in my side. I wish it removed. Do so, and you shall please me greatly. Such is your charge. Do not fail in this. Sarevok SCRLZY, SCRLZZ Summon Cow (Summoning) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 Creature Saving Throw: None The spell speaks for itself baby! SCRNOTE SCRIBBLED NOTE If you are reading this note, then obviously you are a thief come to rob me of my hard won riches. Sorry to disappoint you. Did you really think I would keep my valuables in such an obvious and unguarded place? Consider this note a warning. I do not care much for those who would poke their nose where it doesn't belong, and anyone caught practicing thievery in the town of Easthaven shall answer to me. - Hrothgar SCSHAD Shadow Monsters (Illusion/Phantasm) Level: 4 Range: Sight of Caster Duration: 1 round/level Casting Time: 4 Area of Effect: 20-foot cube Saving Throw: Special This spell shapes material from the Demiplane of Shadow into illusionary monsters. These monsters are randomly summoned one by one with Hit Dice between 1 and the level of the spellcaster, until the summoned creatures' Hit Dice total the spellcaster's level. (For example, a 15th level wizard could summon a 10th level creature one round, then the next round the next creature appearing would have 1 through 5 Hit Dice, and so on.) These shadowy creatures have only 20% of the hit points of their real-world counterparts, although their attacks do full damage. SCSHDS Shades (Illusion/Phantasm) Level: 6 Range: Sight of Caster Duration: 1 round/level Casting Time: 6 Area of Effect: 20-foot cube Saving Throw: None Shades is similar to Shadow Monsters and Demishadow Monsters - it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demishadow Monsters, and they will obey the caster until the spell expires or they are slain. SCSHRO Shroud of Flame (Evocation) Level: 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a creature to burst into flames if they fail a saving throw vs. spells. The creature will burn for 2-12 points of damage every round (although they are allowed a new saving throw every round after the first to avoid taking further damage) and as long as the spell is in effect, gouts of flame erupt from the burning target causing any creatures within ten feet of the burning creature take 1-4 hit points of damage from the flames. This spell is particularly useful in dispersing packs of trolls and frost salamanders. SCSNILL Snilloc's Snowball Swarm (Evocation) Level: 2 Range: Sight of caster Duration: Instantaneous Casting Time:2 Area of Effect: 25-foot radius Saving Throw: 1/2 Damage This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1-3 hit points/level, up to a maximum of 8-24 hit points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level. SCSPIR Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 3 turns Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier around the targets body for the duration of the spell. This spell however, actually taps in to the targets life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting at all. The Spirit Armor does not work cumulatively with any other armor, however dexterity bonus' still apply as well as magic rings and a shield. While in effect the AC (armor class) of the recipient will be 1, as if he was wearing plate mail. Also, due to the magical nature of the spell, he will also recieve a +3 bonus to save vs. magical attacks. There is a danger however, as when the spell runs out the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target. SCSSHA Summon Shadow (Conjuration/Summoning, Necromancy) Level: 5 Range: Sight of Caster Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 10-foot cube Saving Throw: None This spell summons one shadow for every three levels of the caster. This shadow will obey the orders of the caster, attacking his enemies or performing tasks until the spell expires or the shadows are slain. SCSTF Stone to Flesh (Evocation) Level: 6 Range: Sight of Caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell turns a petrified creature back to normal. If one of your companions has been victimized by a basilisk or a medusa, this spell will restore them to normal health. SCSTON Stoneskin (Evocation) Level: 4 Range: Caster Duration: Special Casting Time: 1 Area of Effect: Caster Saving Throw: None Arguably one of the best defensive spells ever, Stoneskin makes the affected creature virtually immune to any cut, blow, projectile or the like (although spells and spell damage will still affect the creature as normal). The next 1 to 4 attacks (+1 attack/2 levels of the caster) that strike the creature will simply bounce off with no effect. Casting this spell multiple times does not have a cumulative effect. SCSTOR Ice Storm (Evocation) Level: 4 Range: Sight of caster Duration: Special Casting Time: 4 Area of Effect: 20-foot radius Saving Throw: None When this spell is cast, shards of ice smash down on all targets in the area of effect, doing 3-30 points of cold damage. SCSTUN Power Word: Stun (Conjuration/Summoning) Level: 7 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. When uttered, it stuns any creature the caster targets, causing them to reel and be unable to think coherently. Creatures with less than 31 hit points are stunned for 4-16 rounds, those with 31 to 60 hit points are stunned for 2-8 rounds, those with 61 to 90 hit points are stunned for 1-4 rounds, and those more than 90 hit points are unaffected. The spell checks the creature's current hit points, not their maximum, so even the toughest creatures can be affected by this spell if they are wounded. SCTENS Tenser's Transformation (Alteration, Evocation) Level: 6 Range: Caster Duration: 1 round/level Casting Time: 6 Area of Effect: Caster Saving Throw: None Mages need not always be mages -- Tenser's Transformation changes the caster into a heroic fighter, doubling the wizard's hit points, and gives him a +4 bonus to his armor class. All damage the caster sustains takes away from the bonus hit points first. All the wizard's attacks have the same chance to hit as a fighter of the same level, and the wizard is allowed to attack twice a round with +2 damage per attack. SEEDS Seeds These seeds come from some of the rarest of tropical plants that seem to be able to grow in very unfavorable climates and conditions. SERPSCA Oil of the Serpent's Scales The creation of this useful oil is quite dangerous, involving the extraction of venom from five live ophidians and the removal of twenty or more scales from each of the same. The scales are left to soak in a mixture of venom, ground poppies, and a variety of other strange ingredients for a full month. At the end of this time, the scales are burned and rolled in another mixture of oils and powders until it takes on the consistency of thick butter. A variety of spells are then cast upon the mixture to give the oil its full powers. When used, the target's skin becomes tough, green, and scaly. While the oil is extremely useful, it takes a full round to adequately smear it over the recipient's body. STATISTICS: Target has +2 AC for six rounds (non-cumulative) Takes a full round to use SERRATE Serrated Bone Blade Emanating a faint blue aura, this gigantic weapon is a serrated two-handed sword made of bone. It will occasionally strike with a shocking force of cold, chilling the player to the bone. STATISTICS: Damage: 1D10+3 THAC0: +3 Damage type: Slashing Special: 20% chance +1D10 cold damage Weight: 25 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-Handed Note Usable By: Cleric Mage Druid Thief SHADOWS Ring of Shadows Priests of Mask made this plain silver ring in order to help their more generous worshippers. In return, the thieves who borrowed the ring gave a portion of their earnings to churches of Mask. The ring left the church's ownership when an ungrateful thief name Jennick decided to run away with the prized item. The church of Mask hired assassins to hunt down the man and kill him, but he was never captured. It is believed that Jennick retired in Waterdeep and lived out the rest of his days in peace. STATISTICS: Special: +15% Stealth Skill Wearer under the effect of the spell, Non-Detection Only usable by: Ranger Thief SHAWM Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold for 10d4+10 points of damage. Only Usable By: Bard SHBOOTS Shadowed Boots Upon closer inspection of these boots, the fabric seems to be made of some corporeal material. Wearing these boots causes the user to take on an almost shadowed or ghostly appearance. Additionaly, sound becomes eerily muffled as if heard from a distance. STATISTICS: Armor Class Bonus: 1 Special: +15% Stealth Skill Weight: 5 Only usable by: Thief (single, dual, & multi-class) SHCLOAK Shadowed Cloak Upon closer look at this cloak, it is more of a shroud that consists of an unknown corporeal material instead of fabric. Upon it being worn, it will make the wearer appear as shadowed as the cloak is. STATISTICS: Special: +15% Hide in Shadows Weight: 5 Only usable by: Thief (single, dual, & multi-class) SHEVARA Symbol of Shevarash This magical symbol of the demipower, Solonar Thelandira was given to those who would do battle for the Hand in the dead of night. The wearer would be given infravision stronger than normal elven eyes. STATISTICS: Infravision SHLD01, SHLD11, SHLD12, SHLD99 Small Shield A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. STATISTICS: Armor Class Bonus: 1 Special: No Missile Weapon Protection Weight: 3 Not Usable By: Bard Druid Mage Thief SHLD02 Small Shield +1 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. STATISTICS: Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 3 Not Usable By: Bard Druid Mage Thief SHLD03, SHLD13, SHLD14 Medium Shield A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Armor Class Bonus: 1 Weight: 7 Not Usable By: Bard Druid Mage Thief SHLD04 Medium Shield +1 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Armor Class Bonus: 2 Weight: 6 Not Usable By: Bard Druid Mage Thief SHLD05, SHLD15, SHLD16, SHLD18 Large Shield The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 15 Not Usable By: Bard Druid Mage Thief SHLD06 Large Shield +1 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Special: +1 vs. Missile Weapons Weight: 12 Not Usable By: Bard Druid Mage Thief SHLD07 Large Shield +1, +4 vs. Missiles This large shield has been enchanted to protect the wearer against missiles of all types. STATISTICS: Armor Class: +2 bonus, +5 vs. Missile Weapons Weight: 12 Not Usable By: Bard Druid Mage Thief SHLD08, SHLD09, SHLD10 Buckler A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of it's size it is light and can be worn with very little restriction to movement. STATISTICS: Armor Class Bonus: 1 Special: No Missile/Piercing Attack Protection Weight: 2 Unusable By: Mage SHLDBCH The Bitch Queen's Envoy Representatives of Umberlee, the so-called Bitch Queen, were given this shield to display to the court of Ishtishia on trips to the Elemental Plane of Water. It protected its bearers on numerous occasions. The envoys of the Queen of the Sea rarely abused the powers of the device, but it only took one mischievous priest to lose the item. Legends say that Herren of Umberlee used the shield's sanctuary to attack and destroy a number of elementals before the water lord Ishtishia shifted the priest to the paraelemental plane of ice, where he froze to death. From there, it is believed that the shield floated around the planes for many years, only recently resurfacing in Faerun. STATISTICS: Armor Class Bonus: 3 Special: Water Elementals ignore the bearer in combat Weight: 4 Not Usable By: Lawful Creatures Bard Druid Mage Thief SHLDRED The Red Knight's Shield Divination about this item reveals little, save that it once belonged to a woman called the Red Knight, a devoted worshipper and soldier of Tempus. A cult to the Red Knight exists in a few places around Faerun. The little information that is known about the religion indicates that the Red Knight is a quasi-deity representing strategy and tactics in war. The faith consists entirely of a small groups of Tempurans who favor the Red Knight's emphasis of military structure and order. The shield is plain in design and construction, with a small icon of a horse's head carved into the back rim of the item. STATISTICS: Armor Class Bonus: 4 Weight: 4 Not Usable By: Chaotic Creatures Druid Thief Mage Bard SHLDRNG Shield Ring This highly prized ring is made from simple jade to hide its powerful magic. Crafted by the wizard Bil, the shield ring is plain and functional. Bil, a sardonic mage of otherwise small repute (creator of such spells as Bil's Fantastic Ale and Bil's Blasting Ball), found the ring to be incredibly useful against the enemy mages he frequently fought. When Bil disappeared from the Realms twenty years ago, his ring was one of many items he left behind to his friends and associates. Because many of his friends and associates were larcenous thugs, it is assumed that the ring was sold to the highest bidder as soon as possible. STATISTICS: Shield spell on wearer Only usable by: Mage Mage/Thief Cleric/Mage SHPLATE Plate Mail Armor Upon closer look at this suit of plate mail, its metal seems to be in a corporeal state, hence its shadowed look. Upon it being worn, it will make the wearer appear as shadowed as the armor is. It will also provide extra protection against missile weapons while the wearer is in its shadowed state. STATISTICS: Armor Class: 0 Special: +3 AC vs. missiles Weight: 20 Not usable by: Bard Druid Mage Thief Ranger SHROBE Shadowed Robe This robe is made up of some unknown corporeal material that gives its wearer a shadowed look. Besides giving excellent protection, it also provides some resistance against magic. STATISTICS: AC: 4 +15% Magic Resistance Weight: 5 Only usable by: Mage (single, dual, & multi-class) SHSHLD Shield of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. Etched with elven runes across its face, this shield was made from some of the strongest metals to ever come from Dorn's Deep. Any bearer of this shield is confident in the fact that this shield will deflect any blow brought upon it. STATISTICS: Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 8 Not Usable By: Bard Druid Mage Thief SHSSWRD Short Sword of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. The craftsmanship of this short sword is of exceptional dwarven quality and is laden with elvish runes across its glowing blade. There were swordsman within the Seldarine's Hand who preferred the quickness and balance of a short sword. This was made to accommodate those swordsmen who preferred to deliver death through quickness and grace rather than brute strength. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Weight: 3 Speed Factor: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Mage Cleric SHSTAFF Staff of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. This staff was carved and shaped with the utmost care, and then etched with elvish runes across its length. Although most of the Hand's wizards chose not to engage in melee combat, they wielded this staff as a symbol of power and unity. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: SLAYER Slayer A fallen paladin called Matthain "Blackwatch" used this weapon to kill one hundred and one knights of his former king. Matthain's family, Chamberlain, had a long tradition of producing paladins of Tyr. Matthain's father, Garlan, slew a powerful high priest of Bane who had been posing a threat to the kingdom. The priest's evil magic brought him back from the dead. This priest, called "The Chamberlain Haunt," cursed the Chamberlain family to only produce stillborn children until he had been appeased. Matthain, as the heir to the family, took it upon himself to remove the curse. The Chamberlain Haunt told Matthain that he must kill one hundred and one knights of the king. Matthain began his grim task, slaughtering every knight he came across. He brought the skull and shield of each warrior to the Chamberlain Haunt as proof of his deed. The king dispatched bands of knights and heroes to kill Matthain, but he proved too difficult a foe. Finally, after three years of murdering, Matthain had killed one hundred knights. He told the Chamberlain Haunt that it was time to end the curse. The Chamberlain Haunt corrected him, reminding the fallen paladin that he had to kill one hundred and one knights of the king. Overcome with misery and regret, Matthain nodded and immediately threw himself on his own spear. With Matthain and Garlan dead, and the letter of his requirements fulfilled, the curse was ended and the Chamberlain Haunt was called to Acheron by Bane, screaming all the way. STATISTICS: Damage: 1D6 +5 THAC0: +5 Damage type: Piercing Weight: 2 Speed Factor: 1 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief SLINGED Edley's Sling The halfling warrior-rogue Edley Bramble was the owner of this fine weapon. Edley was a villain to some, but a hero to many more. Despite the fact that most halflings publicly regard Edley as a scoundrel and bad influence on halfling culture, many secretly revere and admire him. Edley's pranks and adventures among humans and elves are recorded in some of the folksongs created by Waren Blackbird. STATISTICS: Damage: +2 (Missile Damage) THAC0: +3 Weight: 0 Speed Factor: 4 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: SLNG01 Sling Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Weight: 0 Speed Factor: 6 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: SLNG02 Sling +1 Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Damage: +1 (missile damage) THAC0: +1 Weight: 0 Speed Factor: 5 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: SOLONOR Symbol of Solonar Thelandira This magical symbol of the elven god Solonar Thelandira was given to many of the archers in the Hand of the Seldarine. Wearing it would increase the archer's prowess to strike true on its target. STATISTICS: THAC0: +2 (Missile Weapons Only) Not Usable By: Cleric Mage SPENSTAF Spendelard's Protector The wizard Spendelard was famous for his extremely utilitarian spells. While he was not threatened a great deal during his life, his rare but far-reaching travels often took him into dangerous situations. A staff of his making protected him on those occasions. He eventually acquired a staff, which he found more to his liking and sold his worn Protector to a traveling druid of Chauntea. STATISTICS: Damage: 1D6+1 THAC0: +1 Damage type: Crushing Armor Class Bonus: 1 Resistance Bonus +1 Save vs. Spells Weight: 3 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: SPER01 Spear One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1D6 Damage type: Piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief SPER02 Spear +1 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties. STATISTICS: Damage: 1D6 +1 THAC0: +1 bonus Damage type: Piercing Weight: 5 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief SPER03, SPER04 Spear +3, Backbiter This cursed spear will appear as a magical spear, however when a combat situation arises, the wielder will attack an enemy and backbiter will attack the wielder. For every attack made, backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that backbiter can be removed is by a Remove Curse spell. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Special: 3 (piercing) damage inflicted upon the wielder upon every successful hit Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief SPINE Spinesheath The ghastly name of this weapon is taken from its first owner's fondness for burying it in the backs of his enemies. The long stiletto blade of this weapon was designed specifically to punch through armor. The assassin Beledor of Calimport used this weapon to kill dozens of people before he succumbed to the poison of an easily bribed servant. STATISTICS: Damage: 1D4+1 THAC0: +5 Damage type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric SPIRIT Spirit Essence This valuable potion is made by capturing and distilling the spirits of trolls. Normally only attempted by powerful necromancers and enchanters, the process results in a powerful healing potion able to instantly regenerate even severe wounds. STATISTICS: Heals 25 hit points SPPR103C Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a creature, the priest heals 8 points of damage to the creature's body. This spell has no affect on undead or extraplanar creatures. SPPR105C Entangle (Alteration) Level: 1 Sphere: Plant Range: Sight of Caster Duration: 1 turn Casting Time: 4 Area of Effect: 20-foot radius Saving Throw: Neg. When this spell is cast, grasses, weeds, bushes, and even trees wrap, twist, and entwine about any creatures in the area of effect, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. Entangled creature can still attack, even though they can't move. SPPR108C Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: Sight of Caster Duration: 1 turn Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: None The priest instills courage in the spell recipients, raising their morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. SPPR201C Aid (Necromancy, Conjuration) Level: 2 Sphere: Necromantic Range: Touch Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and 1-8 bonus hit points for the duration of the spell. These bonus hit points can exceed a character's maximum hit points, but the bonus hit points are lost when the recipient takes damage; they cannot be regained by curative magic. SPPR203C Chant (Conjuration/Summoning) Level: 2 Sphere: Combat Range: Sight of Caster Duration: 1 turn Casting Time: 1 round Area of Effect: 30-foot radius Saving Throw: None By means of the Chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the Chant spell is completed, all the priest's allies in the area of effect gain +1 to attack, damage, and saving throws, while the priest's enemies suffer a -1 penalty to their attacks, damage and saves. Multiple Chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so the priest cannot cast any spells for the Chant's duration, and his movement is slowed by half. SPPR205C Find Traps (Divination) Level: 2 Sphere: Divination Range: 10-foot path Duration: 3 turns Casting Time: 5 Area of Effect: Caster Saving Throw: None When a priest casts a Find Traps spell, all traps - concealed normally or magically, of magical or mechanical nature - become apparent to him, as if he or she were a thief. SPPR208C Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: Sight of Caster Duration: 2 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: Neg. This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison. SPPR211C Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Sight of Caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-foot-radius Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast. Each creature in the area must make a saving throw vs. spells; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. SPPR212C Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it slows the effects of venom. This spell does not neutralize the poison, just slows it down enough so you can get real healing at a temple or from your party's priest. SPPR214C Cure Moderate Wounds (Necromancy) Sphere: Healing Level: 2 Range: Touch Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: None A stronger version of the 1st level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 points of damage to a living creature. SPPR303C Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 15-foot radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves. SPPR304C Glyph of Warding (Abjuration, Evocation) Level: 3 Sphere: Guardian Range: Sight of Caster Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: Special A Glyph of Warding is a powerful inscription, magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area sets off the glyph. A successful saving throw vs. spell enables the creature to escape the effects, but if the save is failed, the glyph deals 1-4 points of electrical damage/level of the caster to the victim. Resting or leaving the area the Glyph of Warding is in will make it disappear harmlessly. SPPR306C Protection From Fire (Abjuration) Level: 3 Sphere: Protection, Elemental (Fire) Range: Touch Duration: 1 turn/level Casting Time: 6 Area 'of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and significant resistance to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, etc., absorbing 80% of all the damage dealt by such magical sources. SPPR307C Remove Curse (Abjuration) Level: 3 Sphere: Protection Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: Special Saving Throw: Special Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. SPPR308C Remove Paralysis (Abjuration) Level: 3 Sphere: Protection Range: Sight of Caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None By the use of this spell, the priest can free one creatures from the effects of any paralyzation or related magic (such as a ghoul touch, or a Hold Person spell). SPPR313C Prayer (Conjuration/Summoning) Level: 3 Sphere: Combat Range: Caster Duration: 1 round/level Casting Time: 6 Area of Effect: 60-foot radius Saving Throw: None Prayer bestows favor on the priest and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1. Any creatures caught in the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the fighters want to chase down that fleeing goblin, the effects of the Prayer will follow him. SPPR314C Cure Disease (Abjuration) Level: 3 Range: Touch Sphere: Necromantic Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None When this spell is placed on a diseased individual, it immediately cures them and restores 5 lost hit points. SPPR404C Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points. SPPR407C Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area 'of Effect: 1 creature Saving Throw: None When the spell is cast it confers complete invulnerability to electrical attacks such as dragon breath or magical attacks such as Lightning Bolt, Shocking Grasp etc. The protection will last for the duration of the spell or until successfully dispelled. SPPR412C Static Charge (Alteration) Level: 4 Sphere: Weather Range: Caster Duration: 1 turn/level Casting Time: 1 round Area of Effect: Sight of Caster Saving Throw: 1/2 Static Charge is similar to call lightning except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, doing 2-16 points of electrical damage, plus an additional 1-8 points for each of the caster's experience levels. The charge keeps going off, once every turn, for the duration of the spell. SPPR504C Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Sight of the Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Special When the priest casts a Raise Dead spell, he can restore life to one of his companions. Note that this spell does not work on elven characters, and the corpse to be raised must be intact (if the party member suffered an explosive death, then raising is impossible). The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, or Disintegrate. Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Raise Dead only works when invoked at the place where the target died; if the caster leaves the area and attempts to Raise his companion, the scroll will not work. SPPR507C Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Sight of Caster Duration: 1 turn Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast,the priest effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target's strength is increased to 20-23 for 1 turn. As soon as the spell is cast, the spellcaster becomes fatigued, suffering a penalty to all his/her rolls. The drawback to this spell is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any additional spells during this time. The effect lasts for one turn or until dispelled. SPPR510C Insect Plague (Conjuration/Summoning) Level: 5 Sphere: Combat Range: Sight of Caster Duration: 15 rounds Casting Time: 1 round Area of Effect: 25-foot radius Saving Throw: None This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1 hit point of damage every round, spell-casting is impossible, and any creatures of 2 Hit Dice or less will immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a morale check to remain with the swarm. SPPR512C Spike Stones (Alteration, Enchantment) Level: 5 Sphere: Elemental (Earth) Range: Sight of Caster Duration: 12 rounds Casting Time: 6 Area of Effect: 15-foot radius Saving Throw: None This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2-8 hit points of damage every round. SPPR606C Fire Seeds (Conjuration) Level: 6 Sphere: Elemental Range: Touch Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: 1/2 This spell creates four grenade-like missiles in the priest's inventory that can be hurled at any target up to 40 yards away. (These missiles last only for the spells duration, so don't horde them.) When they land, the seed explode, doing 2-16 points of damage to everything within a five-foot radius. A creature struck directly by the seeds receives no saving throw, but creatures hit by the splash damage are allowed to make a saving throw vs. spell for half-damage. SPPR607C Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None Heal wipes away disease and injury from a target creature. It cures blindness, diseases, feeblemind and restores the target to maximum hit points if they have been injured. SPPR608C Sol's Searing Orb (Invocation) Level: 6 Sphere: Sun Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special This spell allows the caster to hurl a brilliant, searing flash at a target. When it hits, it explodes in a flash of light, doing 6-36 of fire damage to the target and blinding him for 1-6 rounds if a saving throw vs. spells is failed. If the saving throw is made, the target only takes half damage and is not blinded. Undead creatures are particularly vulnerable to this spell - they take double damage and are blinded for twice the duration as other creatures, even if they make their saving throw. SPPR704C Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: Sight of Caster Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None Creeping Doom summons a mass of insects in a 20 foot square area that will promptly spread out and attack the player's enemies. The swarm is composed of various beetles, spiders and other creatures, each of one will sting once and die - as a result, the swarm will generally kill any creature not immune to normal attacks before the swarm is destroyed. SPPR705C Fire Storm (Evocation) Level: 7 Sphere: Elemental (Fire) Range: Sight of Caster Duration: 1 round Casting Time: 1 round Area of Effect: 25-foot radius Saving Throw: 1/2 This spell causes the area of effect to be covered in roaring flames, doing 2-16 +1 hit point/level of the priest to anything within the area of effect. Creatures are allowed a saving throw vs. spells to take half-damage from the blast. SPPR707C Sunray (Evocation,Alteration) Level: 7 Sphere: Sun Range: Sight of Caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-foot radius Saving Throw: None This spell allows the caster to evoke a dazzling beam of light from the sky that lasts 4 rounds. Creatures in the area of effect must make a saving throw vs. spells or be blinded for 1-3 rounds. Undead or fungoid creatures in the area of effect also take 8-48 points of damage (half damage if they make a saving throw vs. spell). SPPR712C Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None Restoring life to the dead is one of the priest's most powerful spells. Resurrection can restore a character to life with full hit points; the deceased character must be in the party for this spell to work. Resurrection will not work on someone killed by a Death Spell, Finger of Death, or Disintegrate. Unlike Raise Dead, Resurrection will work on elven characters. Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Resurrection only works when invoked at the place where the target died; if the caster leaves the area and attempts to Resurrect his companion, the scroll will not work. SPPR714C Symbol of Pain (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: Sight of Caster Duration: 2-20 turns Casting Time: 3 Area of Effect: 60-foot radius Saving Throw: Neg. All creatures within 60 feet of the Symbol of Pain when it's invoked must make a saving throw vs. spell. If failed, they are overwhelmed by pain, suffering a -4 to their attack rolls, a -2 to Dexterity and a -2 to their Armor Class. SQUIREL A Cage of Squirrels With this cage are two cramped squirrels. SRING Ring of Sanctuary Created during the golden age between the elves of the Seldarine Hand and the dwarves of Dorn's Deep, it was given to those clerics that were sent into battle against the orc and goblin hordes. Its power provided sanctuary to the cleric while he was calling forth the power of his faith. STATISTICS: Special: Casts the Priest spell, Sanctuary x 5 Usable by: Cleric Druid STAF01, STAF03, STAF04 Quarter Staff The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1D6 Damage type: Crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: STAF02 Quarter Staff +1 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: Damage: 1D6 + 1 THAC0: +1 Damage type: Crushing Weight: 4 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: STAFSUM The Summoner's Staff A powerful weapon and tool, this staff was created by the powerful archmage Ubath of the Celestial Sign. Originally of Algarond, Ubath commanded great respect for his skills as a summoner of beasts and elementals. Unfortunately, Ubath's desire for power drove him to extreme lengths. His conjuring of extremely powerful entities from the lower planes is what eventually did him in. This staff is his most prominent legacy. It was left behind, slightly blackened, when he was dragged away to Acheron. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Crushing Special: Allows the user to cast Monster Summoning IV or Invisible Stalker Weight: 3 Speed Factor: 1 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: Mage(Single, Dual, Multi) STOUT Stoutward This small shield was created as a gift from the leader of Clan Battlehammer to one of his trusted servants. The servant, Wurdar Stoutbrew, protected the clan leader's family from being killed and eaten by yeti. Wurdar wore the shield proudly for ten years before he was killed by orcs in the Spine of the World. His sacrifice allowed a few key members of the Battlehammer clan to escape to safety. STATISTICS: Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 4 Not Usable By: Bard Druid Mage Thief SW1H01 Bastard Sword Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2D4 Damage type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief SW1H02 Bastard Sword +1 Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2D4 + 1 THAC0: +1 bonus Damage type: Slashing Weight: 9 Speed Factor: 7 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief SW1H03 Bastard Sword +1, +3 vs. Shapeshifters: 'Kondar' At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history. STATISTICS: Damage: 2D4 +1, +3 vs. Shape Shifters THAC0: +1 bonus Damage type: Slashing Weight: 8 Speed Factor: 7 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief SW1H04 Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H05 Long Sword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 +1 THAC0: +1 bonus Damage type: Slashing Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H06 Long Sword +2: 'Varscona' Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated, she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat. STATISTICS: Damage: 1D8 +2 Special: +1 Cold damage THAC0: +2 bonus Damage type: Slashing Weight: 3 Speed Factor: 3 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H07 Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 Damage type: Piercing Weight: 3 Speed Factor: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H08 Short Sword +1 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 +1 THAC0: +1 bonus Damage type: Piercing Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H09 Short Sword +2: 'The Whistling Sword' Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the mage also deserted the small town in disgust, taking the sword with him on his journeys. STATISTICS: Damage: 1D6 +2 THAC0: +2 bonus Damage type: Piercing Weight: 2 Speed Factor: 1 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H10 Short Sword of Back Stabbing: 'The Shadow's Blade' The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. STATISTICS: Damage: 1D6 +3 THAC0: +3 bonus Damage type: Piercing Weight: 3 Speed Factor: 0 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H11 Flame Blade (spell effect) SW1H12 Hull's Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H13 Moonblade This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A Moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade, anyone else who tries will find themselves unable to lift the sword. This particular Moonblade gives resistance to fire and gives its user a bonus to his armor class. STATISTICS: Damage: 1D8 Damage type: Slashing Bonus to hit: 3 Bonus to damage: 3 Special: +1 bonus to Armor Class +50% Fire Resistance Weight: 4 Speed Factor: 5 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Everyone but Xan SW1H14, SW1H98 Short Sword +1 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 +1 THAC0: +1 bonus Damage type: Piercing Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H15 Scimitar +3, Frostbrand The scimitar is closely related to the sabre, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point.The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms. This is the magical scimitar +3, Frostbrand. STATISTICS: Damage: 1D8 + 3 THAC0: +3 bonus Damage type: Slashing Weight: 4 Proficiency type: Large Swords Speed Factor: 2 Type: 1-handed Not usable by: Mage Cleric SW1H17 Perdue's Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 Damage type: Piercing Weight: 3 Speed Factor: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage SW1H99 Sword of Chaos (not usable) SW1HTEMP Sword of Balduran (invisible, can't use?) SW2H01, SW2H01B, SW2H05 Two Handed Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 Damage type: Slashing Weight: 15 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief SW2H02 Two Handed Sword +1 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +1 THAC0: +1 bonus Damage type: Slashing Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief SW2H03 Two Handed Sword +3, "Berserker" This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconcious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle-fury has ended, this sword can only be removed via an exorcism using a remove curse spell. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: Slashing Special: Causes the wielder to go berserk Can only be removed with a 'remove curse' spell Weight: 5 Speed Factor: 7 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief SW2H06 Spider's Bane Spider's Bane was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster good will between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Special: Free Action (while equipped) - protects the wielder from any magics that effect movement such as hold and web. Damage Type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 2-handed Not usable by: Druid Cleric Mage Thief SW2H99 Two Handed Sword +3, Berserker (?) The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 Damage type: Slashing Weight: 15 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief SWANARM Black Swan Armor This armor was made by the dwarven smith Karador and an elven enchanter known as Elameth of Five Trees. During the time of cooperation between the Hand of the Seldarine and Dorn's Deep, many wondrous items were produced. This suit of armor was one of them. Exceptionally light and beautiful, the armor was originally worn by a female elven marshal in the Severed Hand, which is why the orcs didn't take it when they sacked the towers. The armor was later stolen from the Hand by Maiden Ilmadia. STATISTICS: Armor Class: 1 Weight: 20 Charisma: +1 bonus Resistance Bonuses: +10% Fire Resistance +10% Cold Resistance +10% Electrical Resistance +10% Acid Resistance Not Usable By: Bard Druid Mage Thief TERIKAN Terikan's Phylactery This phylactery stores the life force of Terikan, the evil lich that has disturbed the dwarven cemetery in Upper Dorn's Deep. Most liches create phylacteries to store their life forces, protecting themselves from annihilation should harm come to their physical form. Merely possessing this item brings an overwhelming sense of dread to the holder. THISTLE Moth Ridden Thistledown This used to be a very fine quality, grayish material before the moths began to eat through it. Thistledown is a high prized material from which cloaks of elvenkind are fashioned. It is very light and does not snag easily on branches. Due to its high quality, the elves had very little trouble enchanting it. TJOURN Terikan's Journal Evening Nineteen This portion of the Deep has been a pleasant surprise, to say the least. Not only do the ancient dwarven deterrents provide me much seclusion for my work, I have gained the ability to have their spirits become my unwilling servants in knowledge. Soon I will begin my final transcendence, and my ascended existence within this region will ensure that my power is without challenge. My new minions, unable to ever find their peace as long as my thoughts occupy what is left of their minds. Morning Twenty-Three A curious experience today. I finally managed to open the door to Jamoth's tomb, and upon entering I was overcome with fatigue. At first I felt as though I may have unintentionally sprung a trap, but upon revisiting the tomb later I discounted that possibility. I felt as though life itself was leaving my body, and twisting my coherence. I will need to investigate this room further in the future, and exercise caution. I feel as though there may be something within those chambers that would challenge my occupation of these halls. Morning Twenty-Six I have given up attempting to open the door to Wyrm's Tooth. I'd hoped to have visited the area to gather some necessities for my rite of passage, but it appears to be impossible to move the door in any way without its key. I know from my readings of the lore scattered about here that the key was placed in or around the dwarven monument outside of the cemetery, but its hiding place appears to be impossible to find in the forge's current state. I'm afraid that without certain resources, the process will render me weaker than I'd originally intended, but I appear to have no choice but to use what I have. TKEY Terikan's Key This key is made of a translucent metal and feels extremely cold to the touch. There is an odd curving towards the end of it that appears to be shaped like a fingerbone. TONGUE The Salamander's Tongue A wicked-looking dagger with a dark history, the Salamander's Tongue is prized both for its use as a weapon and its hidden magical powers. The blade appears to be an exotic looking dagger with a kris-like wavy blade ending in two small points. A small portion of a slimy, bright red living salamander's tongue is somehow embedded in the heart of the blade, near the grip. It pulses and writhes randomly without intervention from the owner. The exact origins of the blade are unknown, but it is believed that the first owner of the weapon was a respected and feared gnomish thief and assassin from Westgate named Turlam Shallowhill. Turlam was killed in a fight with a rival, a halfling called Deder Seven Fingers. Deder kept the weapon as a trophy, not knowing its powers until after it was stolen by an underling, a fellow halfling named Kreshinal Blackhound. Kreshinal fled to Selgaunt with the dagger for five years, relying on its powers to hide him from divination. Kreshinal lost the dagger in a botched gambling scam, and was killed by Deder's agents within the month. Deder attempted to reclaim the dagger from the Sembian criminals who had captured it. He succeeded at routing the thieves and reclaiming his dagger, but he focused so much attention on the blade that he didn't notice that the Sembian criminals had employed a priest of Mask to infiltrate and break down his interests in Westgate. The ensuing war between the Westgate and Selgaunt factions ended when the priest of Mask, Pieter the Feeble, made the two sides so paranoid that they ate themselves away from the inside. Pieter grabbed the dagger when he had the opportunity and escaped to Hillsfar, confident that the unorganized demihuman supporters of the late Deder Seven Fingers wouldn't follow him to a place so hostile to their kind. In yet another scam, Pieter sold the blade to a Mulmaster Hawk while luring other potential buyers to an auction in Hillsfar. Pieter and his associates murdered the buyers at the fake auction and made off with the cash, hiding under the cover of an Amulet of Non-Detection. The Mulmaster Hawk who purchased the blade was supposedly killed by priestesses of Umberlee who were angry at the assassin's refusal to pay tribute to the Bitch Queen. Years of factional fighting between the Umberlants are believed to have transported the blade as much as three thousand miles away from its humble beginnings in Sembia. The whereabouts of Pieter the Feeble and his goons are currently unknown. Damage: 1D4 +3 THAC0: +3 bonus Damage type: Piercing Resistance Bonuses: +10% Fire Resistance +3 Save vs. Poison Special: 20% of all hits do +1D4 fire damage User under the effects of the spell, Non-Detection Weight: 1 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric TRNBOLT Tranquil Bolt These crossbow bolts are easy for magic scholars to recognize because of their purpose and their colorful decoration. The infamous Band of the Key was a group of occultist fighters who dedicated themselves to taking evil magical texts out of the hands of those who would use them to cause harm. The Band favored using crossbows over bows for their ability to remain cocked and ready for long periods of time. The leader of the Band, a thin, mustachioed man named Heglyf, enlisted some Deneirian priests to craft these special bolts in large quantities. They can be easily recognized by their distinctive yellow and green fletching. STATISTICS: Damage: 1D8+1 THAC0: +1 Damage type: Missile (Piercing) Special: Bolts cast Silence on target Weight: 0 Launcher: Crossbow TURODAH Turodahel Crafted in 1021 DR for the warrior Makael the Lean, Turodahel has a bloody military history. Makael was a mercenary who sold his services to anyone with the right amount of coin. Shrewd and crafty by reputation, Makael applied his skills and the power of Turodahel carefully for over three decades. It wasn't until after Makael died of a magical disease that legends about the man started to spring up. It is believed by modern sages that Makael is likely to have killed over five hundred men with his sword over the years. It was widely known that Makael was neither especially strong nor tough. People assumed that it must have been the power of the sword that did his deeds. Makael's grave was robbed within a few years of his burial. For the next few decades, warriors and thieves from all over the Moonsea and Dalelands schemed and murdered to get hold of Makael's legendary sword. One priest of Bane, curious about the sword's powers, stole Makael's skull for divination. When questioned about the magical abilities of the weapon, Makael's spirit answered from beyond the grave with one word, "turodahel." The Banite searched through his books for months before he discovered the origins of the word in a Netherese lexicon. Roughly translated, "turodahel" is a compound noun meaning "the power of discretion." STATISTICS: Damage: 1D8 +2 THAC0: +2 Damage Type: Slashing Special: +1 to Intelligence Weight: 5 Speed Factor: 3 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage U1HAM2A Sanctified War Hammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +2 THAC0: +1 Damage type: Crushing Special: Memorize 1 additional 1st level Priest spell Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Only usable by: Cleric (single, dual, & multi-class) U1HAM3A Corrosive Hammer Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +3 THAC0: +2 Damage type: Crushing Special: 30% chance +1D4 acid damage Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief U1HAM3B War Hammer of Sparks +2 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +3 THAC0: +2 Damage type: Crushing Special: 50% chance +1D3 electric damage 10% chance target is Stunned Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief U1HAM4A War Hammer +3: Life Giver Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +4 THAC0: +3 Damage type: Crushing Special: 20% chance to Heal 1D4 to self Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief U1HAM4B Sanctified War Hammer +3 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +4 THAC0: +3 Damage type: Crushing Special: Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Memorize 1 additional 3rd level Priest spell Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Only usable by: Cleric (single, dual, & multi-class) U1HAM5A War Hammer of Greater Phasing +3 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +4 THAC0: +3 Damage type: Crushing Special: 15% chance of target being Phased 25% chance +1D4 cold damage Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief U1HAM5B War Hammer +4: Defender Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +5 THAC0: +4 Damage type: Crushing Armor Class Bonus: 2 Resistance Bonuses: +15% Piercing Resistance +15% Slashing Resistance +15% Crushing Resistance +15% Magic Resistance +3 Save vs. Spells Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief U1HAX1A Flawless Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 THAC0: +2 Damage type: Slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief U1HAX2A Charged Battle Axe +2 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D8+2 THAC0: +2 Damage type: Slashing Special: 50% chance +1D3 electrical 15% chance target is Stunned Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief U1HAX3A Poisonous Battle Axe +2 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D8+2 THAC0: +2 Damage type: Slashing Special: 25% chance target is Poisoned Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Good Alignment Druid Cleric Mage Thief U1HAX3B Battle Axe +2: Defender Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D8+2 THAC0: +2 Damage type: Slashing Armor Class Bonus: 2 Resistance Bonus: +10% Missile Resistance Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief U1HAX4A Battle Axe +3: Fatigue Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D8+3 THAC0: +3 Damage type: Slashing Special: 20% chance target is Slowed Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief U1HAX4B Benorg's Truth Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D8+4 (+1D6 crushing) THAC0: +4 Damage type: Slashing Armor Class Bonus: 1 Special: 10% chance target is Stunned Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief U2HAM2A Massive War Hammer Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. STATISTICS: Damage: 1D4 +3 THAC0: -2 penalty Damage type: Crushing Weight: 15 Speed Factor: 4 Proficiency Type: Hammer Type: 1-handed Minimum Strength of 18 required Not Usable By: Druid Mage Thief U2HAM3A Sanctified War Hammer +2 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +3 THAC0: +2 Damage type: Crushing Special: Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Weight: 6 Speed Factor: 3 Proficiency Type: Hammer Type: 1-handed Only usable by: Cleric (single, dual, & multi-class) U2HAM4A Star Forged War Hammer +4 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +5 THAC0: +4 bonus Damage type: Crushing Resistance Bonuses: +10% Magical Resistance +2 Save vs. Spells Weight: 6 Speed Factor: 4 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief U2HAM4B War Hammer of Phasing +2 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +3 THAC0: +2 bonus Damage type: Crushing Special: 10% chance target is infected with Disease 15% chance +1D4 cold damage Weight: 6 Speed Factor: 3 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief U2HAM5A Demon's Breath Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1D4 +4 THAC0: +3 bonus Damage type: Crushing Special: 20% chance to cast the Mage spell, Fireball 50% chance +2D3 fire Resistance Bonus: +50% Fire Resistance Weight: 6 Speed Factor: 3 Proficiency Type: Hammer Type: 1-handed Not Usable By: Good Characters Druid Mage Thief U2HAX1A Flawless Two Handed Axe This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1D10 THAC0: +2 bonus Damage type: Slashing Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX2A Two Handed Fire Axe +1 This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +1 THAC0: +1 bonus Damage type: Slashing Special: 50% chance +1D3 fire damage Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX3A Infected Two Handed Axe +2 This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: Slashing Special: 15% target is infected with Disease Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX3B Two Handed Axe +2: Life Giver This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: Slashing Special: 10% chance to heal +2D3 hit points to self Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX4A Two Handed Axe of Greater Phasing +2 This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: Slashing Special: 15% chance of target being Phased 25% chance +1D4 cold damage Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX4B Two Handed Axe of Resistence +3 This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: Slashing Resistance Bonuses: +10% Magic Resistance +10% Slashing Resistance +10% Piercing Resistance +10% Crushing Resistance +10% Missile Resistance +2 to all saving throws Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief U2HAX5A Foe's Fate This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1D10 +4 THAC0: +4 bonus Damage type: Slashing Special: 25% chance target goes Berserk 25% +1D6 electric damage Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief UAROW2A Hammer Arrows Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D2 (+1D6 crushing) Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage UAROW3A Confusion Arrows +3 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Missile (piercing) Special: 10% chance target becomes Confused Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage UAROW3B Hammer Arrow +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D2 (+1D10 crushing) THAC0: -5 Damage type: Missile (piercing) Special: 10% chance target is Stunned Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage UAROW3C Piercing Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D6+1 (+4D2 piercing) THAC0: +5 Damage type: Missile (piercing) Special: Targets resistance to piercing reduced by 15% for inflicted damage Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage UAROW4A Inferno Arrows +2 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1D6+2 (+1D10 fire) THAC0: +2 Damage type: Missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage UBSWD1A Fang This uniquely made Bastard Sword is imbued with an ever present supply of acidic venom. While not poisonous, the venom will burn upon contact if it contacts directly with flesh. STATISTICS: Damage: 2D4 Damage type: Slashing Special: 25% chance +1D3 acid damage Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD2A Phasing Bastard Sword +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Slashing Special: 15% chance of target being Phased Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD2B Flaming Bastard Sword +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Slashing Special: 25% chance +2D3 fire damage Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD3A Bastard Sword +2: Life Giver Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +2 THAC0: +2 Damage type: Slashing Special: 5% chance of healing 1D10 hit points to self Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD3B Bastard Sword of Action +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Slashing Special: 1 extra attack per round Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD4A Bastard Sword +3 Defender Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Slashing Armor Class Bonus: 2 Resistance Bonuses: +10% Slashing Resistance +10% Piercing Resistance +10% Crushing Resistance +10% Missile Resistance +1 to all saving throws Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD4B Bastard Sword of Greater Phasing Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Slashing Special: 15% chance of target being Phased Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD4C Bastard Sword +2: Conflagration Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +2 THAC0: +2 Damage type: Slashing Special: 10% Chance a 5HD Fire Ball is released Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBSWD5A Cancerous Bastard Sword +4 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +4 THAC0: +4 Damage type: Slashing Special: 15% chance target is infeceted with Disease Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Good Alignment Druid Cleric Mage Thief UBSWD5B Bastard Sword +3: Incinerator Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Slashing Special: 50% chance +1D8 fire damage 10% chance target is Stunned Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief UBULL4A Bullets of Fire +2 A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1D4 +2, +2 Damage type: Missile Special: 50% Chance of 2D6 fire damage (save vs. spell for none) Weight: 0 Speed Factor: Proficiency Type: Not Usable By: UDAGG1A Fire Dagger Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 THAC0: +2 Damage type: Piercing Special: 15% chance +1D4 fire damage Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric UDAGG1B Phase Dagger Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 Damage type: Piercing Special: 15% chance of target being Phased Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric UDAGG2A Static Dagger +1 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +1 THAC0: +1 Damage type: Piercing Special: 50% chance +1D3 electrical damage Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric UDAGG2B Mage Dagger +1 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +1 THAC0: +1 Damage type: Piercing Memorization Bonus: +1 1st Level Mage Spell Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) UDAGG3A Fire Dagger +2 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +2 THAC0: +2 Damage type: Piercing Special: 50% chance +1D4 fire damage Armor Class Bonus: 1 Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric UDAGG3B Mage Dagger +2 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +2 THAC0: +2 Damage type: Piercing Armor Class Bonus: 1 Memorization Bonus: +1 1st Level Mage Spell +1 2nd Level Mage Spell Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) UDAGG3C Life Dagger +2 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +2 THAC0: +2 Damage type: Piercing Special: 15% chance to Heal 1D6 hit points to self +5 hit points Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric UDAGG4A Chaos Dagger +3 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +3 THAC0: +3 Damage type: Piercing Special: 20% chance target is infected by Disease Armor Class Bonus: 1 Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Lawful Characters UDAGG4B Mage Dagger +3 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +3 THAC0: +3 Damage type: Piercing Memorization Bonuses: +1 1st Level Mage Spell +1 2nd Level Mage Spell +1 3rd Level Mage Spell Resistance Bonuses: +20% to Normal and Magical Fire Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) UDAGG5A Mage Dagger +4 Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1D4 +2 THAC0: +2 Damage type: Piercing Memorization Bonuses: +1 1st Level Mage Spell +1 2nd Level Mage Spell +1 3rd Level Mage Spell Resistance Bonuses: +3 Save vs. Spells +15% Magical Resistance Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) UDART1A Hammer Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 THAC0: +1 Damage type: Missile (piercing) Special: 15% chance target is Stunned Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UDART2A Berserker Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 THAC0: +2 Damage type: Missile (piercing) Special: 10% chance of going Beserk Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UDART3A Fire Darts +2 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1D3 +2 (+1D4 fire) THAC0: +2 Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UDART3B Blinding Darts +2 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1D3 +2 THAC0: +2 Damage type: Missile (piercing) Special: 25% chance target is Blinded Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UDART4A Static Darts +3 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1D3 +3 (+2D3 electric) THAC0: +3 Damage type: Missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UDART5A Inferno Darts +4 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1D3 +4 THAC0: +4 Damage type: Missile (piercing) Special: 20% chance +2d6 fire damage Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Cleric UFLAL2A Crooked Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 THAC0: +1 Damage type: Crushing Special: 50% chance +1D4 piercing damage Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief UFLAL2B Hammer Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This flail has been enhanced magically. Runes can be seen glowing on every surface. STATISTICS: Damage: 1D6 +3 THAC0: +2 Damage type: Crushing Special: 15% chance target is Stunned Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief UFLAL3A Fast Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This flail has been enhanced magically. Runes can be seen glowing on every surface. STATISTICS: Damage: 1D6 +3 THAC0: +2 Damage type: Crushing Special: 1 bonus attack per round Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief UFLAL4A Fire Flail +3 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This flail has been enhanced magically. Runes can be seen glowing on every surface. STATISTICS: Damage: 1D6 +4 THAC0: +3 Damage type: Crushing Special: 50% chance +2D6 fire damage Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief UFLAL5A Shocking Flail +4 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This flail has been enhanced magically. Runes can be seen glowing on every surface. STATISTICS: Damage: 1D6 +5 THAC0: +4 Damage type: Crushing Armor Class Bonus: 1 Special: 50% chance +2D3 electrical damage 20% chance target is Stunned Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief UHALB1A Halberd of Sparks +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +1 THAC0: +1 Damage type: Piercing Special: 15% chance +1D10 electric damage Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB2A Diseased Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +1 THAC0: +1 Damage type: Piercing Special: 10% target is infected with Disease Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief UHALB2B Finest Halberd Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 THAC0: +2 Damage type: Piercing Resistance Bonus: +10% Slashing Resistance Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief UHALB2C Giant Halberd Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 2D8 THAC0: -1 Armor Class Penalty: 2 Damage type: Piercing Weight: 21 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief UHALB3A Halberd +1: Defender Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +1 THAC0: +1 Damage type: Piercing Armor Class Bonus: 1 Resistance Bonuses: +10% Piercing Resistance +10% Slashing Resistance Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB3B Darig's Rest Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +2 THAC0: +2 Damage type: Piercing Special: +10% chance target will Sleep Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB3C Life Halberd +2 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +2 THAC0: +2 Damage type: Piercing Special: 10% chance to heal 1D6 hit points to self Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB4A Doom Halberd +3 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +3 THAC0: +3 Damage type: Piercing Special: 50% chance +2D3 fire damage 15% chance target is Stunned Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB4B Star Forged Halberd +3 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +3 THAC0: +3 Damage type: Piercing Dexterity: +1 bonus Special: 15% chance target is Stunned Resistance Bonuses +5% Slashing Resistance +5% Piercing Resistance Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHALB5A Great Halberd +4 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1D10 +4 THAC0: +4 Damage type: Piercing Special: 50% chance +2D3 acid damage Resistance Bonus: +10% Magic Resistance Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHXBW2A Finest Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) THAC0: +4 bonus Weight: 14 Speed Factor: 10 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHXBW3A Heavy Crossbow of Defense A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +4 (missile) THAC0: +4 bonus Armor Class Bonus: 1 Resistance Bonus: +10% Missile Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHXBW3B Heavy Crossbow of Speed A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +4 (missile) THAC0: +4 bonus Special: 2 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief UHXBW4A Reinforced Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +7 (missile) THAC0: +4 bonus Special: 2 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief UHXBW5A Repeating Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +5 (missile) THAC0: +5 bonus Special: 3 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief ULBOW1A Huge Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: Damage: +3 (missile) Armor Class Penalty: 1 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief ULBOW2A Long Bow +1: Protector The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) THAC0: +2 Armor Class Bonus: 1 Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW2B Long Bow +2: Defender The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +2 (missile) THAC0: +3 Armor Class Bonus: 2 Resistance Bonus: +2 Save vs Spells Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW3A Long Bow +2: Protector The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +2 (missile) THAC0: +3 Resistance Bonuses: +15% Missile Resistance +5% Magic Resistance Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW3C Long Bow of Action +2 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +2 (missile) THAC0: +3 Dexterity: +1 bonus Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW4A Long Bow +3: Repeater The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +3 (missile) THAC0: +4 Special: 3 attacks per round Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW4B Long Bow +3: Defender The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +3 (missile) THAC0: +4 Armor Class Bonus: 1 Resistance Bonuses: +3 Save vs Spells +15% Missile Resistance Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULBOW5A Long Bow +4: Hammer The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +4 (missile) THAC0: +5 Armor Class Bonus: 1 Special: 4 attacks per round Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Dexterity of 17 required Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief ULSWD1A Finest Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 THAC0: +2 Damage type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD2A Fine Long Sword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +1 THAC0: +2 bonus Damage type: Slashing Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD2B Spiked Long Sword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +1 THAC0: +1 bonus Damage type: Slashing Special: 25% chance +2D6 piercing damage Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD3A Flaming Long Sword +2 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +2 (+1D3 fire) THAC0: +2 bonus Damage type: Slashing Bonus Resistance: +10% Fire Resistance Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD3B Long Sword of Confusion +2 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +2 THAC0: +2 bonus Damage type: Slashing Special: 25% chance target becomes Confused Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD3C Life's Gift These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +2 THAC0: +2 bonus Damage type: Slashing Special: 15% chance to heal +1D3 hit points to self Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD3D Long Sword of Action +2 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +2 THAC0: +2 bonus Damage type: Slashing Dexterity: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD4A Hold Fast These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +3 THAC0: +3 bonus Damage type: Slashing Armor Class: +1 bonus Special: 15% chance of casting Hold Person Resistance Bonus: +15% Slashing Resistance Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD4B Long Sword +3: Enforcer These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +3 THAC0: +3 bonus Damage type: Slashing Resistance Bonus: +5% Magic Resistance Special: Memorize 1 additional 1st level Mage spell Memorize 1 additional 2nd level Mage spell Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Only Usable By: Fighter/Mage ULSWD5A Long Sword of Action +4 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +4 THAC0: +4 bonus Damage type: Slashing Armor Class Bonus: 1 Resistance Bonus: +15% Slashing Resistance Special: +1 bonus attack per round Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage ULSWD5B Bhaal's Fire These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols. STATISTICS: Damage: 1D8 +3 (2D4 fire) THAC0: +3 bonus Damage type: Slashing Special: 15% chance target is Stunned Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Good Characters Druid Cleric Mage ULXBW2A Finest Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: THAC0: +4 bonus Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief ULXBW3A Light Crossbow of Defense A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +2 (missile) THAC0: +4 bonus Armor Class Bonus: 1 Resistance Bonus: +10% Missile Resistance Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief ULXBW3B Light Crossbow of Speed A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +2 (missile) THAC0: +4 Special: 2 attacks per round Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief ULXBW5A Repeating Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +3 (missile) THAC0: +5 Special: 3 attacks per round Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief UMHULK Umber Hulk Plate The hard plates that protect umber hulks are reasonably easy to craft into humanoid armor. This dark suit of armor was fashioned into plate mail by duergar smiths. The dark dwarves, skilled in handling umber hulk exoskeletons, cured and reinforced the armor. Armor Class: 2 Special: +1 vs. Slashing Weapons Weight: 40 Not Usable By: Bard Mage Thief UMSTR2A Morning Star of Confusion +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Crushing Special: 10% chance target becomes Confused Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR2B Lesser Static Star +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +1 THAC0: +1 Damage type: Crushing Special: 50% chance +1D3 electrical damage 10% chance target is Stunned Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR3A Morning Star +2: Hammer The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +2 THAC0: +2 Damage type: Crushing Special: 20% chance target is Stunned Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR3B Sanctified Morning Star +3 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Crushing Special: Memorize 2 additional 1st level Priest spells Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Only Usable By: Cleric (single, dual, & multi-class) UMSTR3C Morning Star of Lesser Phasing The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +2 THAC0: +2 Damage type: Crushing Special: 15% chance of target being Phased 25% chance of +1d3 cold damage Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR4A Morning Star of the Gods The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Crushing Armor Class Bonus: 1 Wisdom: +1 bonus Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Only Usable By: Cleric (single, dual, & multi-class) UMSTR4B Static Star +3 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +3 THAC0: +3 Damage type: Crushing Special: 15% chance target is Slowed 25% chance +2d3 electrical damage Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR5A Morning Star of Action +4 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +4 THAC0: +4 Damage type: Crushing Special: 15% chance target is Stunned 1 additional attack per round Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief UMSTR5B Morning Star +4: Defender The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 2D4 +4 THAC0: +4 Damage type: Crushing Armor Class Bonus: 2 Resistance Bonuses: +15% Magic Resistance +20% Slashing Resistance +20% Piercing Resistance Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief URING1A Ring of the Warrior A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: THAC0: +1 URING1B Ring of Lesser Resistence A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Resistance Bonus: +2 Save vs. Spells URING2A Greater Ring of the Warrior A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: THAC0: +1 Armor Class Bonus: 1 URING2B Ring of Missile Deflection A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Resistance Bonus: +10% Missile Resistance URING3A Ring of Resistence A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Resistance Bonuses: +10% Missile Resistance +10% Fire Resistance URING3B Ring of Strength A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Strength: +1 bonus Dexterity: -1 penalty URING3C Ring of Intelligence A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Intelligence: +1 bonus Constitution: -1 penalty URING4A Ring of Reckless Action A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Armor Class Penalty: 2 Special: 1 additional attack per round URING4B Ring of the Protector +2 A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Armor Class Bonus: 2 Resistance Bonus: +10% Magic Resistance URING4C Ring of Aura Transfusion A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Special: Increased Regeneration Resistance Penalties: -5% Magic Resistance -2 Save vs Spells Only Usable By: Mage (single, dual, & multi-class) URING5A Ring of Greater Resistence A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Armor Class Bonus: 2 Resistance Bonuses: +25% Crushing Resistance +3 Save vs. Spells URING5B Ring of the Warrior Thief A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. For no apparent reason, this ring feels warm to the touch. STATISTICS: Strength: +1 bonus Special: 1 additional attack per round Only Usable By: Thief (single, dual, & multi-class) UROBE1A Robe of Enfusing Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes. STATISTICS: Armor Class Bonus: 2 Resistance Bonus: +5% Magical Resistance Lore Bonus: +5 Special: Memorize +1 additional 1st Level Mage Spell Weight: 4 Only usable by: Mage (single, dual, & multi-class) USHLD2A Reinforced Large Shield +1 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Special: +1 AC vs. Missile Weapons Resistance Bonus: +10% Slashing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief USHLD2B Large Shield +1 of Missile Detection The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Special: +1 AC vs. Missile Weapons Resistance Bonus: +10% Slashing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief USHLD3A Reinforced Large Shield +2 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 3 Special: +1 AC vs. Missile Weapons Resistance Bonuses: +15% Fire Resistance +15% Crushing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief USHLD3B Great Shield +3 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 4 THAC0: -2 penalty Special: +1 AC vs. Missile Weapons Resistance Bonuses: +15% Slashing Resistance +15% Crushing Resistance +15% Piercing Resistance Weight: 18 Minimum Strength of 18 required Not Usable By: Bard Druid Mage Thief USHLD4A Large Shield of Strength +1 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Strength: +1 bonus Special: +1 AC vs. Missile Weapons Resistance Bonus: +10% Slashing Resistance +10% Piercing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief USLTR01 Studded Leather +1: Shadowed Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 6 Special: +15% Stealth Skill Resistance Bonus: +5% Magic Resistance Weight: 15 Only usable by: Thief Ranger USLTR2A Reinforced Leather +1 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 6 Resistance Bonus: +35% Crushing Resistance Weight: 15 Not Usable By: Mage USLTR3A Studded Leather +2: Shadowed Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 5 Special: +20% Stealth Skill Resistance Bonuses: +15% Piercing Resistance +15% Slashing Resistance Weight: 15 Only usable by: Thief Ranger USLTR4A Studded Leather of Resistence +3 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 4 Resistance Bonuses: +15% Piercing Resistance +15% Slashing Resistance +15% Fire Resistance +15% Electrical Reisistance +2 Save vs. Spells Weight: 15 Not Usable By: Mage USLTR5A Studded Leather +4: Shadowed Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 3 Special: +30% Stealth Skill Resistance Bonus: +20% Piercing Resistance +20% Slashing Resistance +20% Fire Resistance +20% Electrical Resistance Weight: 15 Only usable by: Thief Ranger USPOT1A Potion of Action Transference Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +1 Charisma Permanent -1 Dexterity USPOT2A Potion of Resistence Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +5% Crushing Resistance USPOT2B Potion of Greater Resistence Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +5% Slashing Resistance Permanent +5% Piercing Resistance USPOT3A Potion of Magical Resistence Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +5% Magic Resistance USPOT3B Potion of Constitution Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +1 Constitution USPOT3C Potion of Strength Transference Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +1 Dexterity Permanent -1 Strength USPOT4A Potion of Arcane Absorbtion Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +10% Magic Resistance USPOT4B Potion of Life Transference Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +1 Strength Permanent -1 Constitution USPOT4C Potion of Aura Enhancement Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +1 Intelligence Permanent +5% Magic Resistance USPOT5A Potion of Dissipation Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +15% Magic Resistance USPOT5B Potion of Holy Transference Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Permanent +2 Wisdom Permanent -1 Dexterity USSWD2A Flaming Short Sword +1 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +1 THAC0: +1 bonus Damage type: Piercing Special 50% chance +1D3 fire damage Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD2B Short Sword of Lesser Phasing The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +1 (+1D2 cold) THAC0: +1 bonus Damage type: Piercing Special: 10% chance of target being Phased Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD3A Sloth The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +2 THAC0: +2 bonus Damage type: Piercing Special: 10% chance target is Slowed Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD3B Some God's Lesser Promise The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +2 THAC0: +2 bonus Damage type: Piercing Special: 5% chance to heal +1D6 hit points to self Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD3C Short Sword of Action +2 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +2 THAC0: +2 bonus Damage type: Piercing Dexterity: +1 bonus Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD4A Short Sword of Shadows +3 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +3 THAC0: +3 bonus Damage type: Piercing Armor Class Bonus: 2 Special: +15% to Stealth Skill Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Only usable by: Thief (single, dual, & multi-class) USSWD4B Static Short Sword +3 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +3 (+1D4 electric) THAC0: +3 bonus Damage type: Piercing Armor Class: +1 bonus Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD5A Short Sword of Health +4 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +4 THAC0: +4 bonus Damage type: Piercing Special: 15% chance to heal +1D6 hit points to self Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage USSWD5B Short Sword +4: Hammer The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade. STATISTICS: Damage: 1D6 +4 (1D3 crushing) THAC0: +4 bonus Damage type: Piercing Special: 20% chance target is Stunned Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage UTSWD1A Flawless Two Handed Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 THAC0: +2 bonus Damage type: Slashing Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD2A Giant Two Handed Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +4 THAC0: -1 penalty Damage type: Slashing Armor Class Penalty: 1 Weight: 18 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief UTSWD2B Two Handed Sword +1: Hammering The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +1 THAC0: +1 bonus Damage type: Slashing Special: 20% chance target is Stunned Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD2C Two Handed Sword of Resistence +1 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +1 THAC0: +1 bonus Damage type: Slashing Resistance Bonuses: +5% Magic Resistance +1 Save vs Spells Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD3A Two Handed Sword +2: Hammering The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: Slashing Special: 20% chance target is Stunned Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief UTSWD3B Two Handed Sword +2: Defender The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: Slashing Armor Class Bonus: 1 Resistance Bonus: +10% Slashing Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD4A Two Handed Sword +4: Backbiter The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +4 (+1D6 piercing) THAC0: +4 bonus Damage type: Slashing Special: 25% chance user takes +1D4 piercing damage Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD4B Two Handed Sword +3: Bane The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: Slashing Special: 25% chance target is infected with Disease Resistance Bonus: +10% Magic Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief UTSWD5A Static Two Handed Sword +4 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +4 THAC0: +4 bonus Damage type: Slashing Special: 50% chance +2D3 electrical damage 25% chance target is Stunned Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief UTSWD5B Two Handed Sword +4: Life Giver The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 1D10 +4 THAC0 +4 bonus Damage type: Slashing Special: Increased Regeneration rate 5% chance to heal 1D20 hit points to self Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief VALIANT Valiant This legendary blade was wielded for a short time by the warrior Ilban of Elturel. It is from his exploits in Calimshan that the weapon gained its name. Before Ilban, however, Valiant was in the possession of a holy slayer from distant Zakhara. According to sages, the light sword was crafted to serve an order of assassins. Valiant's owners survived through many incredible ordeals, mostly because of the magic of the weapon. The weapon was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents to Calimport. The scimitar remained in the hands of Baris Cabal for about a dozen years before the band was broken up by Ilban and his companions. Ilban's exploits took Valiant into battle against sandmen, giant scorpions, desert raiders, evil sorcerers and the demonic servants of Celan Harad. STATISTICS: Damage: 1D8 +2 THAC0: +2 Special: Extra Attack Per Round Damage type: Slashing Weight: 4 Proficiency type: Large Swords Speed Factor: 0 Type: 1-handed Not usable by: Mage Cleric VIOLIN Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Only Usable By: Bard VOICEBN The Voice's Bones These are the mortal remains of the Tormish paladin who became the Voice of Durdel Anatha. WAND02 Wand of Fear A Wand of Fear strikes terror into the heart of any creature within its target area. This panic is not universal, however, as the stout of heart have been known to resist its magic. Like all wands, the Wand of Fear can only be used a limited number of times before it is destroyed. STATISTICS: Special: Cause enemies to run in fear unless they save vs. spells Range: 100 ft Area: 20 ft radius Duration: 15 rounds Not usable by: Fighter Thief WAND03 Wand of Magic Missiles When activated, the wand will eject a missile of magical energy that darts forth and unerringly strike its target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Against a creature, the missile will inflict 1d4+1 points of damage. STATISTICS: Special: 1 magic missile will strike target Damage: 1D4 +1 Range: 100 ft Area: 1 creature Not usable by: WAND04 Wand of Paralyzation When used, this wand shoots forth a thin ray of bluish color to a maximum range of 60'. When a creature is touched by the ray, it must roll a save vs. wands in order to avoid being stunned for 10 rounds. STATISTICS: Effect: Stun target unless save vs. wands with -4 penalty Range: 100 ft Area: 1 creature Duration: 10 rounds Not usable by: Fighter Druid Cleric Thief WAND05 Wand of Fire The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 120') and bursts in a fiery, violent blast, just like the fireball spell. The fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s. The victim(s) may make a save vs. wands in order to take only half damage. The second ability of the wand is akin to the spell 'Agannazar's Scorcher' in that a column of flame will streak towards the victim inflicting 6D6 +6 damage, with a save vs. wands for half. STATISTICS: Ability 1: Effect: shoots out a Fireball Damage: 6D6 (save vs. wands for half) Range: 90 ft Area 30 ft radius Ability 2: Effect: Agannazar's scorcher Damage: 6D6 +6 (save vs. wands for half) Range: 90 ft Area: 1 creature Not usable by: Fighter Cleric Druid Thief WAND06 Wand of Frost White crystalline motes spray forth from the wand in a column towards the victim striking square in the chest with numbing force. The temperature inside the column is deadly, and damage is 8d6 (treating all 1s rolled as 2s), with a save vs. wands for half. STATISTICS: Effect: Column of Ice Damage: 8D6 (save vs. wands for half) Range: 100 Area: 1 creature Not usable by: Fighter Cleric Druid Thief WAND07, WANDFAK, WANDREA Wand of Lightning The possessor of the wand can discharge a bolt of lightning. As it passes through a creature, it does 6d6 points of damage (treating 1s rolled as 2s), with a save vs. wand for half damage. The bolt will continue through the target and proceed to 'rebound' until expended. STATISTICS: Effect: Lightning bolt Damage: 6D6 (save vs. wands for half) Range: 100ft Area: Path of bolt Not usable by: Fighter Cleric Druid Thief WAND08 Wand of Sleep This wand will emit a gold beam of energy at its targets up to a maximum range of 60', effecting a 40' cube. If the target creatures fails their save vs. wands, they will fall into a deep, comatose sleep for 5 turns. STATISTICS: Effect: Sleep unless victim saves vs. wands Range: 90 ft Area: 20 ft radius Duration: 2 turns Not usable by: WAND10 Wand of Monster Summoning This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires, or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. STATISTICS: Effect: Summon 12 HD of monsters Range: 20 ft Duration: 2 turns Not usable by: Fighter Cleric Druid Thief WAND11 Wand of the Heavens This wand will cause a pillar of flame to shoot out of the sky and strike the target of the invoker. The flames will do 6D8 damage to the target (with 1s taken as 2s), unless the target makes a save vs. wands in which case it will take half. The wand only has a certain amount of charges and will be destroyed when they are used. STATISTICS: Effect: Flamestrike Damage: 6D8 (save vs. wands for half) Range: 120 ft Area: 1 creature Not usable by: Fighter Mage Bard Thief WAND12 Wand of Magic Missiles When activated, the wand will eject a missile of magical energy that darts forth and unerringly strike its target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Against a creature, the missile will inflict 1d4+1 points of damage. STATISTICS: Special: 1 magic missile will strike target Damage: 1D4 +1 Range: 100 ft Area: 1 creature Not usable by: WANDARM Wand of Armory Often confused with another wand of the same name, the Wand of Armory is used to cast protective spells on the user. Unfortunately for the creator of this Wand of Armory, trolls are persistent creatures. STATISTICS: This wand can be used to cast Shield or Ghost Armor on the user. Not Usable By: Fighter Druid Cleric Thief WANDCOR Wand of Corrosion A trio of wizards worked on this wand using a number of material components they had available to them and more that were relatively easy to acquire. Otterly the Rotund, Mabdek of the Seventh Star, and Yrgon the Moron only crafted the wand so they could sell it. Their long-term goal was the construction of a vast magical research facility based on the designs of the Naturalist Guild in Myth Drannor. Their wand was a greater success than their research facility. STATISTICS: The user of this wand has the choice of casting Death Fog or Acid Storm. WANDFRE Wand of Freezing Death This deadly wand was crafted by the wizard Hegthen to protect him from his rival's fire-using minions. Hegthen made frequent use of the wand during his protracted war with his enemy. After ten years of hounding, Hegthen decided to take the battle to his rival, defeating him in one of the most spectacular magical duels ever seen in Suzail's history. As his terms of victory, Hethgen demanded that his enemy's name be magically snuffed out of the memory of all who knew him. His enemy accepted, and later went on to become the Cloaked Flame, a dangerous terrorist, killed by Cormyrean Purple Dragons and War Wizards in 1212 DR. STATISTICS: The user of this wand has the choice of casting Snilloc's Snowball Swarm, Icelance, and Ice Storm. WANDMIS Pemby's Wand of Many Missiles Merry by reputation and promiscuous by nature, the half-elven enchantress Pemby Cloudsilk created a great number of wands and staves in her time on Faerun. Pemby kept this wand for herself for personal protection. When she was killed by a jealous lover in 1103 DR, she left the wand to one of her many other suitors, the thief Tamlock of Waterdeep. Tamlock avenged Pemby's death several years later when he killed her murderer with an imperceptibly poisoned blade in a duel. STATISTICS: This wand casts Magic Missile at a target of the user's choice. WANDTRP Wand of Trap Detection This wand was once in the possession of the half-elven rogue mage Illep the Watchful. Illep, a native of Myth Drannor, used the slender ebon wand to locate the snares and springblades he often encountered during numerous burglaries. Illep was well liked by most people, but a human warrior named Brammel took offense to Illep's foppish manner in a tavern one night. Despite Illep's skill with daggers, the lithe rogue could do little to recover from the axe wound to the upper chest and neck that Brammel dealt him. Brammel was arrested by town guards and the wand was to be returned to Illep's family in Myth Drannor. The small caravan transporting the wand was sacked by human bandits and disappeared from history. STATISTICS: This wand can be used to cast Find Traps for the wielder. Not usable by: Fighter Druid Cleric Thief WATCHER Robe of the Watcher Made for a dark elf wizard from Rilauven, the Robe of the Watcher is recognized among drow as a sign of great power. It is traditionally worn by the most talented practitioner of divination magic in Rilauven's academy of sorcery. Malavon was awarded the robe when he was still in good graces with his city. STATISTICS: Armor Class: 3 Magic Resistance: +10% bonus Saving Throw: +2 vs. Spell Special: Non-Detection Immunity to Umber Hulk Gaze Weight: 5 Only usable by: Mage (single, dual, & multi-class) WATER Barrel of Pure Water This barrel contains some of the purest water in the land. Melted from ice, it contains no impurities that would be found in normal sources of water. WHTASH Spear of White Ash Consecrated by Malarite priests hundreds of years ago, this spear was used on High Hunts in preparation for their bloody feasts. It was last in the hands of Old Hunter Wellin, who is believed to have died when he foolishly hunted dryads near the Cloakwood. The weapon is made from a single piece of ash wood topped with a cruel spearhead. STATISTICS: Damage: 1D6 +3 THAC0: +3 Damage type: Piercing Special: 5% of all hits cause an additional 1d6 points of damage from the barbs on the spearhead Weight: 2 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief WINE Bottle of Wine This is a local brand of wine made and used by the local residents of Easthaven. The actual ingredients are a mystery, but the liquid contained in the bottle has a slightly fishy smell to it. WITHERY Ol' Withery The original name of this odd blade is lost in the murky depths of the Sea of Swords. Crafted of magically-strengthened sahuagin bone, the weapon is believed to have been used by kuo-toa in bizarre rituals. The handle is crafted from coral wrapped in sahuagin skin. At one time, it was owned by Lockhart, a prominent adventuring thief and smuggler on the Sword Coast. It was he who gave the blade its current name. STATISTICS: Damage: 1D4+2 THAC0: +2 Damage type: Piercing Special: 2% chance of casting Finger of Death on target Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric XBOW01 Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) THAC0: +2 bonus Weight: 14 Speed Factor: 10 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW02 Heavy Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +3 (missile) THAC0: +3 Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW03 Heavy Crossbow of Accuracy: 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: Damage: +2 (missile) THAC0: +7 bonus Weight: 10 Speed Factor: 7 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW04 Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: THAC0: +2 bonus Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW05 Light Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +1 (missile) THAC0: +3 Weight: 6 Speed Factor: 4 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW06 Light Crossbow of Speed: 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: Damage: +1 (missile) THAC0: +3 bonus Special: 1 extra attack per round Weight: 5 Speed Factor: 3 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief YETI Yeti Pelt These thick pelts are valued for their incredible durability and warmth. Locals from the Ten Towns pay good money for the pelts, as few would be so bold as to hunt the yeti in their homeland. Some of the Reghedmen barbarians hunt yeti as a rite of passage into manhood. ZZ05WE Mace of Weal and Woe Even without magical enchantment, this particular piece of weaponry could fetch a healthy price for its exquisite craftsmanship. The shaft of the mace is a bronze cylinder reinforced with a steel bar down the center and six thin bands of polished steel, three above the haft and three below the head. The head itself is egg-shaped and made of red-stained cherry wood reinforced by decorative arcing bronze bands. Steel flanges stick out from the head in an asymmetrical pattern. The two largest flanges bear extensive etching. One is a classical image of Tymora with the word "WEAL" in Thorass. The other is an image of Beshaba with the word "WOE." Despite the delicate materials used in the mace's construction, it is exceptionally sturdy. The history of the mace is largely a mystery. STATISTICS: Damage: 1D6 + 2, +3 vs. Lawful Creatures THAC0: +1, +2 vs. Lawful Creatures Damage type: Crushing Special: +1 to all Saving Throws, 13% of all hits cause Curse Weight: 7 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Lawful Characters Paladin Druid Mage Thief ZZ57PJ Pale Justice This sword was made with one purpose: to destroy evil. Though a powerful weapon, Pale Justice has humble beginnings. The plain sword was crafted by a devout worshipper of Tyr named Renold. Renold spent thirty years of his life perfecting the metalworking techniques that allowed him to craft an almost flawless blade. As soon as Renold had completed the unadorned weapon, he turned it over to the church of Tyr. The priest who received it placed the naked blade on his monastery's altar. He asked his brothers to join him in praying to Tyr to ask their god to bless the weapon with holy power. The brothers never touched the blade, nor did they speak of it. After ten years, despite the fact that all of the other brothers lost faith in the blade ever becoming enchanted, the original priest, Edan, continued his prayers in silence. Another twenty years passed, and there was still no sign from Tyr. Visiting priests of Helm scoffed at Edan's blind devotion to the blade. It was then that, without warning, Edan walked up to the altar and gently removed the dust-covered blade from the altar. The priest of Helm asked Edan if he had finally come to his senses. Edan replied that he had, that he had been expecting the wrong thing from Tyr the entire time. He stated that Tyr had done his work long ago. The priest of Helm laughed out loud at Edan's claim and asked his bodyguard to draw his sword. The magnificent weapon in the hand of the Helmite had a gilded guard set with pearls. Runes were etched along the blade, with a small cluster of fine rubies set in the ricasso. The priest of Helm laughed again and spoke. "This is truly a sword blessed by the gods. Your weapon looks like an ordinary soldier's blade. It pales in comparison." Edan calmly grabbed the blade by the tang and swatted at the guard's weapon. The priest of Helm's laughter cut off quickly as he stared down at his retainer's broken weapon. He stood there speechless as Edan set the blade down and began to reply. "Justice always pales in comparison to vanity and ostentatious displays of power. I expected Tyr to manifest his divine will in this blade with lightning and fire. I should have remembered how the blade was given to me... with simple charity and humility. Justice is the right of every man, no matter how rich or poor, no matter how educated or ignorant. It should be found as often in the fields of farmers as it is in the fields of battle." Edan took the blade to a local weapon smith and had him put a wooden, leather wrapped grip on it. He then gave it to a fledgling paladin and asked him to always remember the potential for charity and kindness in the human race. STATISTICS: Damage: 1D8 +4, +7 vs. Evil Creatures THAC0: +4, +7 vs. Evil Creatures Damage Type: Slashing Special: Immune to Cloak of Fear, Horror, Dire Charm and Symbol of Hopelessness Weight: 5 Speed Factor: 1 Proficiency Type: Large Sword Type: 1-handed Only Usable By: Paladin ZZA7CH Conlan's Hammer: 'Anvil's Twin' This seemingly ordinary workhammer is imbued with a specialized enchanment that enhances its ability to shape metal, particularly the treated ore used by mages to create iron golems. Originally intended as a tool to be used in the creation of such guardians, it is equally proficient in dismantling them should the need arise. STATISTICS: Damage: 1D4 +2, +5 vs Iron Golems THAC0 Bonus: +1, +4 vs Iron Golems Special: Able to hit all creatures that require magical weapons to hit Damage type: Crushing Weight: 4 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief ZZF6AL Alamion This long sword is part of a matched pair of weapons, the other being the short sword Malamion. Alamion's blade is slightly thinner than a typical long sword blade and features a thin fuller down the center. Acid-etched snowflake patterns are scattered along the length of the blade, most of them concentrated towards the hilt. The hilt of the sword is made of bronze sandwiched between two off-white pieces of ivory carved to show clouds unleashing winds and snow. The grip is covered with mother-of-pearl lashed securely into place with bronze wire. The pommel of the weapon is a solid bronze globe with the snowflake lozenge of Auril etched into the bottom. The full history of this blade and its brother have been well documented. Roughly two hundred years ago, a wizard from Shannath named Obren the Left-Handed was hired to make a pair of swords for the glory of Auril. Obren reluctantly did so, producing Alamion ("Frost Daddy") and Malamion ("Frost Baby") over a five year period. After a dispute about Obren's fee, priests of Auril tried to take the sword from him by force. The exact outcome of the battle is unclear, but Obren's swords did not end up in the hands of Auril's faithful. Thirty years later, a warrior named Berdino in Procampur bragged that he had a blade that could kill demons in a single strike. Berdino was found dead on the shore two tendays later, the victim of many poisoned crossbow bolts. The new owner of Alamion was a vain, egotistical thief called Pellas the Fair. Pellas had acquired Malamion, quite by accident, fourteen years earlier and strongly desired its brother when he learned of its existence. Pellas held onto the swords until he died at the hands of a paladin named Garijon Renold of Torm. Garijon found the blades invaluable in his battles against the fiery denizens of the outer planes and the two swords were passed on for generations from paladin to paladin. Heleban of Ithmong, a paladin of Tyr, was the last warrior known to have used the swords. His battles against slavers and pirates on the Sword Coast are believed to have brought him to an untimely end. STATISTICS: Damage: 1D8 +3, +5 vs. Salamanders THAC0: +3, +5 vs. Salamanders Damage Type: Slashing Resistance Bonus: +10% Fire Resistance Resistance Penalty: -5% Resist Cold Weight: 5 Speed Factor: 2 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage ZZH8GK Giant Killer A halfling warrior named Kim Marchwatch used this potent weapon against the giants that frequently plagued his homeland, hitting them in the head with so many rocks that they fell over in pain or ran away. When Kim was replaced as shire-reeve of his homeland, he became a reluctant adventurer. He is believed to have been swallowed up by the dreaded Fen Mists of Acallo in 760 DR. STATISTICS: Damage: +1, +4 vs. Giants THAC0: +1, +4 vs. Giants Weight: 0 Speed Factor: 5 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: ZZJ6SP Selune's Promise A weapon once owned by a grief-stricken high priestess of the Moonmaiden, Selune's Promise has a short and sad history. Fassa the Melancholy (as she is now known) was the head of a band of Selunite adventurers dedicated to destroying undead wherever they found them. The band was initially quite successful, rarely suffering any casualties. Tymora's luck could not stay with them forever, though. In 1156, Fassa and her band entered the Sepulcher of the Dim. The band knew the Sepulcher was rumored to contain a "leak" to the Negative Material Plane, but they had no idea just how many undead creations were inside. Mixed in with the seemingly harmless poltergeists and phantoms were powerful spectres and wraiths. Over a short and chillingly quiet period of several minutes, almost all of Fassa's allies had their vital energy drained away. Fassa and her remaining companions fled and tried to form a plan of attack. When they returned on the following night, all of Fassa's former companions had been turned into slave spectres under the control of the master. She and her few remaining comrades destroyed the master spectre and eventually destroyed the souls of her tormented bretheren. In the end, Fassa was the only one left alive. Fassa returned to her temple in misery and prayed to Selune that she never forget the agony of that night. Selune granted her request by causing a ghostly white and blue mace to appear on her bed when the next full moon rose. Carved into the shaft of the weapon were two words: Never Forget. Fassa became almost fanatical in her undead hunting in later years. At the age of thirty-three, tired and bitter, Fassa fell into decline. On the night of a full moon, she renounced her faith to Selune in front of her superiors and fellow clergy. Hours later, she threw herself into the Moonsea from a high cliff. The mace was found in her room and reluctantly kept in the church. Many years later, the new high priest of the temple decided that the weapon had an unpleasant legacy and should be thrown into the Moonsea. The history of the mace ends with this event. STATISTICS: Damage: 1D6 +2, +4 vs. Spectral Undead THAC0: +1, +3 vs. Spectral Undead Damage type: Crushing Special: 2% of all hits cause Morale Failure in the wielder. Weight: 7 Speed Factor: 6 Proficiency Type: Maces Type: 1-handed Not Usable By: Druid Mage Thief ZZM5MH Misery's Herald This flail was consecrated by priests of the great orc god Grummsh for use against the various elven and dwarven foes that his armies fought against. It was held by the high priest of the Bone Legion until he fell while leading his people against the elven forces at the Hand of the Seldarine. The flail is simple in design. The shaft is crafted to resemble an elven femur, wrapped in tanned elf skin. A stout chain connects the shaft to a spiked ball. The entire creation is forged out of meteoric iron. It is a testament to the potential of orcish craftsmanship. STATISTICS: Damage: 1D6 +4, +5 vs. Elves THAC0: +3, +4 vs. Elves Damage type: Crushing Special: Causes Horror on 10% of all hits, Cold Iron Weight: 13 Speed Factor: 5 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief ZZN6GC Guktok's Chopper This huge axe belonged to Guktok, an orc chieftain. Guktok was infamous among his kind for his victories against several dwarven outposts in the north. He was also known for his extreme cruelty that he expressed if any dwarf was unlucky enough to be his captive. He met a horrible end when the dwarves of Dorn's Deep ambushed and annihilated his clan. They captured Guktok, beheaded him, and placed his head on a pike as a warning to any orcs entering the region. STATISTICS: Damage: 1D8 +2, +4 vs. Dwarves THAC0: +2, +4 vs. Dwarves Damage type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Axe Type: Battle Axe Not Usable By: Good Characters Cleric Thief Mage Druid ZZTOP Trollkiller, Longsword +1, +5 vs. Trolls ZZU6CS Axe of Caged Souls Like many prominent dwarven weapons, this axe was enchanted by the prayers and devotion of dwarven priests. The Axe of Caged Souls was created as a defense against the resuscitated corpses of their foes and allies that dark elven sorcerers and priestesses would continually drive at dwarven defenses. It was used in combat by Jamoth Stonetree at the Battle of the Dead, where a group of twenty veteran dwarven warriors held off ten drow mages and their army of zombies, ghouls, and wights. An inscription along the eternally sharp blade reads, "With each stroke, liberation." STATISTICS: Damage: 1D8 +3, +5 vs. Cadaverous Undead THACO: +3, +5 vs. Cadaverous Undead Damage Type: Slashing Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief ZZZ6BC Bonecleaver Priests of Lathander created this weapon to fight the hordes of undead created by Myrkulites across Faerun. The massive blade has changed hands frequently as it is needed in different regions at different times. Somewhere along its history, the notched sword fell into the hands of a Zhentilar soldier who was, not surprisingly, unwilling to return it to the church of Lathander. The heretofore nameless soldier used the blade to defend himself against rival priests of Bane and wizards in the Zhentarim until he was killed in battle by a triad of wizards. They sold the weapon to the highest bidder a month after his death. STATISTICS: Damage: 1D10 +1, +3 vs. Skeletal Undead THAC0: +1, +3 vs. Skeletal Undead Damage type: Slashing Weight: 14 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- Final Words... ------------------------------------------------------------------------------- This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _________________________ Special Thanks: (Credits) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities CJayC for posting this FAQ Anyone who emails me with nice things to say, you are appreciated! Black Isle for making such a great little game! _________________________ Shameless Self Promotion: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PC: Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale -- FAQ/Walkthrough Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ Version History: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 0.1 August 9, 2000 247k Version 0.2 August 9, 2000 252k Finished filling in all the Item Codes, which just leaves a LOT of Item Descriptions to be filled in. Moved the right margin in by one character. Version 0.3 August 11, 2000 337k Added more item descriptions. Although I'm into the M items now, I'm not halfway finished since S has the most of any letter (what with the magic scrolls). Version 0.4 August 13, 2000 378k Added more item descriptions, getting into the P's now. Version 0.5 August 14, 2000 526k Added more item descriptions, and am now all the way into the Priest spells. Version 0.6 August 19, 2000 559k Changed a few item descriptions, one was just inaccurate, while others needed some extra information. Added a few new items, from the Priest spells to the standard 1 handed swords. Version 0.9 September 16, 2000 703k Finished filling in all of the items, all that is left now is to start sorting the items. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 2000 by Dan Simpson Icewind Dale is Copyright 2000 by Black Isle/Interplay I am not affiliated with Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ.