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Magical Armor and Shields
Sample weapons and armor of Andurin

Shields

Mrindorn’s Valor

Mrindorn’s Valor is a large adamantine shield of dwarven design. Its field is detailed with such grace and skill that it appears to be chiseled stone. It is bordered with a smooth band of mithril with crystal dwarvish runes inlaid with diamond dust. In the common tongue the runes read "Forever we shall stand".

Mrindorn’s Valor is a large adamantine shield +2. In the hands of a non-dwarf, it confers a temperary -2 Cha penalty as long as it is in the characters possession. This penalty cannot be removed by any means except by getting rid of the shield. For dwarves, the shield acts as a +3 large steel shield and grants a +4 charisma bonus when dealing with other dwarves. In the hands of a dwarven fighter, paladin or barbarian of 10th level or higher, the true powers of the shield emerge. Mrindorn’s Valor acts as a +5 large steel shield. It grants its owner free use of the Bulwark of Defense feat (see Epic Level Handbook). In addition, the shield grants its user DR3/-. This ability stacks with damage reduction provided by class enhancements (i.e., dwarven defender ability) but not with damage reduction granted by magical means.


The Eye of Solnor

The Eye of Solnor is a small steel shield about 32" in diameter. It was created by priests of Solnor for the Order of Aster (paladins of Solnor). The shield is passed on between the Chosen of the Order of Aster. The bearer of this shield is considered to have the direct blessing of Solnor. The shields outer rim is a red steel with amber gems spaced about 6" apart around the perimeter. The center of the shield is made of mithril.

The Eye of Solnor is a small shield +2. The shield may only be yielded by characters of good or neutral alignment. Any evil creature attempting to wield the Eye must make a Fortitude save or be blinded for 1d4 days. In the hands of a member of the Order of Aster or a paladin of either Solnor or one of his Aspects, the Eye is a powerful weapon. The shield grants the wielder a +4 to all turning checks. In addition, the shield has three command words which are imparted to the owner telepathically. By saying the command word illu, the front of the shield eminates a soft light slightly brighter than a torch. Ranged attacks suffer a -1 penalty to their attack roll. This power may be used an unlimited number of times. Mas Illu causes a very bright (daylight) light on the face of the shield. When first activated, any person in front of the shield must make a Fortitude save (DC 15) or be blinded for 1d6 rounds. In addition, ranged attackers suffer a -4 penalty to their attack roll and melee opponents suffer a -2 to hit. This power may be used three times per day and lasts for 6 rounds. Gran Illu causes the front of the shield to emit a 60' ray of light ten times brighter than daylight. This light is so intense that it can destroy undead. Any undead entering the rays of this light must make a Fortitude save (DC 25) or be destroyed. Those that save suffer 3d6 damage. Anyone in front of the shield when this power is enacted must make a Fortitude save (DC 25) or be blinded for 2d6 days. This intense light is nearly impossible to look at and all ranged attacks suffer a -8 penalty to hit and have 100% concealment. Melee attacks are equally difficult and suffer a -4 to hit. This light is so intense that simply shutting ones eyes will not block the light. This power may be used three times per week and lasts one round.



Eradae’s Orzhat. A masterfully crafted wooden round shield. When a Cyradi distinguished himself on the field of battle, he was sometimes recognized with a shield. This particular orzhat was presented by Valsa to the Cyradi commander Eradae stationed near Dor’athi during the Occupation. Eradae's forces discovered and crushed nascent opposition in -446. The shield was likely presented to her shortly thereafter. Eradae and her troops grew sick and were ambushed in a hollow near Halenth while retreating. The details of this skirmish are lost, but it is still debated whether a group of Uren irregulars could have mounted an effective offense against Cyradi infantry, even in their sickened state. It is not recorded whether Eradae survived the ambush or not. The shield surfaced three hundred years later in the possession of the priestess Kelzèrak of Odion. In 207, the shield was removed from the ruins of Mel Moradem by a Mel’Cendian archer, and it disappeared again.



Shield of Argos the White. A beautifully crafted Imperial kite shield with a steel boss riveted to its center. Though faded (but revealed with cleaning), the shield face is painted with two rampant drakes. Around the boss, engraved in archaic Cendian lettering reads, "Shield of Argos the White, King of Jaresh Gor". On the reverse side (in the wood) is the shield maker's mark (crossed hammers inside a square and the letter "F") and a dwarven style date. The shield was stolen from the grave of Argos the White in the bowels of Krysur, 2458, and has not been seen since.

Game Information: The shield radiates strong magic, that was detectable (faintly) through a stone sarcophagus and an interior lead coffin. The shield acts as a large wooden shield +3 (AC +5). No other properties of the item are known.



Armor


Dawnmail

Dawnmail has a distinct difference than other forms of chain mail. It is made of a lighter, tougher steel though it is also soft to the touch. The steel will always appear to be highly polished and will never tarnish, rust or dull. It would take a master of arms to find any true gaps in the armor, even upon close inspection. A dawnmail tunic has full sleeves (to the wrists) and a length that falls to a few inches below the hips. The neckline, cuffs and hem of the armor is adorned with silver thread to enhance its beauty.

Dawnmail has the weight and encumbrance of leather armor plus a +2 deflection bonus and grants a +6 AC bonus. Dawnmail can only be had by elven armorers; such armor tends to be specially fitted and tailored, making it an item of great initial investment.


Anarin’s Helm

A golden closed helm with accents of bronze and everbrass. Flames are perpetually reflected in the burdgeoned surfaces of the helm even when its wearer is not near fire. This powerful helm was crafted for the First King of Wylund, Anarin Silverfyre. It has since been held in trust by the rulers of Wylund and was part of the royal regalia of the Kingdom. It was lost during the Kernin occupation thirty-one years ago and has not been seen since.

Game Information: Anarin’s Helm acts as a ring of energy resistance: (major; fire) and a ring of elemental command (fire). It may also confer additional benefits on its wearer, but the above are among its known recorded and observed qualities.


Celestial Sanctuary (artifact)

Celestial Sanctuary is a suit of full plate mail of traditional design. It is made of an ivory metal that is believed to be an adamantium alloy. The armor has no matching helm but a deep cowl protects the sides and back of the neck. The neckline is adorned with a wide band of golden scroll work that dates back in design thousands of years. The armor’s other decoration is the wide belt that has similar scrollwork and has a large, smooth oval gem in the center. The leg grieves and arm plates are trimmed sparingly in the same scrollwork. The armor also has a set of metal gauntlets that are decorated in much the same manner as the belt, a large gemstone is located on the back of each hand.

Celestial Sanctuary is a suit of full plate mail +4. The unknown metal that it is made from makes it extremely light; it weighs in at just over ten pounds for the entire suit. The armor has a constant protection from evil with a 30' radius and may only be worn by characters of lawful good alignment.

It’s powers are legendary and numerous. One persistent rumor is that the suit is indestructible. Another is that its powers magnify in potency if all three of its components (armor, belt and gauntlets) are brought together and worn. A third is that it has a counterpart that was created to oppose its use on the mortal realm.


Weapons

Tongue of the Serpent-Mage

Tongue of the Serpent-Mage’s last known (and most famous) possessor was Mondreyes Silvercroe, one of the most famous pirates of the Azure Sea. Sailing out of Scrape was his ship, “The Silver Crow”. He was the terror of Wylundi and Kernin merchant shipping from 2824 to his last voyage in 2858. An excellent swordsman renowned for his smoothness and inhuman speed in battle, Mondreyes quickly gained the nickname “The Serpent-Mage” from awed enemies. Despite this moniker, however, he was also renowned for loyalty to family and friends - something he claimed to have learned from his father Malek, a guard lieutenant in Scrape.

Several years before the start of this naval career, Mondreyes left home to seek his fortune. Because of his skill with a blade, he sold himself as a caravan guard and a body guard. He even had the occasion to travel with a merchant in Toralin on a trading mission, and it is there that he claimed to have acquired the sword.

According to his tale, the caravan was attacked by a force of fearful snake men, who were barely repulsed at significant cost to the group. Mondreyes himself slew the creatures' leader, and claimed the sword and an unusual emerald necklace as spoils of war. Worse luck was in store, however. On the return voyage, the ship was attacked by pirates and boarded. With Tongue of the Serpent-Mage in his hand, the skilled bladesman cut a circle of death all about him; finally, the impressed pirates offered him membership in their crew if he would only cease attacking. “Seeing as I was the only one still alive by that time,” said Mondreyes, “I accepted.” He rose rapidly in their ranks thereafter, and soon commanded a ship of his own.

His subsequent career as a pirate is a matter of record, and even the Sea Barons were said to have respected his naval skills and cunning. In 2855, Mondreyes dared a return to Toralin, where he conducted trade and reportedly acquired a special item. He and his ship vanished in 2858, however, shortly after leaving on a southwest course. They were never seen again.

The location of Tongue of the Serpent-Mage is thus something of a mystery. Yet this minor conundrum is far eclipsed in sailors' tales by “the Mystery of The Serpent's Nest.” Though Mondreyes was undoubtedly a very wealthy man, his treasures were never found. Clues in old logbooks found in Scrape (and since vanished) reportedly hinted at a secret island location near “the neck of Scylla” and terrible guardians of fanatic loyalty.

Amazingly, many who have heard these stories have nevertheless set out in search of this place. Thus far, however, none have discovered the mythic island and returned to tell of it. Some even speculate that entire story was a deliberate fabrication, and more information would undoubtedly be gleaned if the wreck of the Silver Crow were ever discovered. Alas, that has not happened either. The Mystery of the Serpent's Nest thus continues to be spoken of in dockside taverns all over this part of Telluria, and still fascinates many a treasure-seeker today.

Tongue of the Serpent-Mage is a wavy–bladed short sword crafted in the “flowing water” style, and made of a strange, dark-green metal. This metal was reportedly incredibly flexible, and so dark as to be almost black. At each end of the golden cross guard is a cabochon-cut emerald valued at 5,000 crowns. The sword hisses slightly when drawn from its scabbard.

Game Information: Tongue of the Serpent-Mage is a short sword +2 and confers two additional powers on its wielder. It enables its wielder to always strike first in any given melee round, even against hasted opponents. It strikes with such speed that any protection afforded by shields, dexterity and enhanced movement are negated. Furthermore, on an unmodified roll of six or more, the sword injects a paralytic poison into the victim. A Fortitude save must be made or the victim will lose 1d4 temporary Dexterity.



Orcsting

This bow was created in ancient Celdenor as a gift for a hoarfoot scout, who saved the life of his commander when their ambush on a war party of orcs failed disastrously. After his death, it passed from halfling to halfling until its last owner was slain during the fall of Celdenor, at which time it was lost and presumed destroyed.

This short bow is fashioned from highly polished phandar wood, greenish-brown in color and striped with thin black grain lines throughout. Six oval brilliant cut alestones are inset into the outer face of the bow. Closer examination may give the impression that the bow was never finished, for there are no notches for the attachment of a bowstring. A green leather thong is wrapped around the grip, and if it is removed silver-filled dawn elven runes that read "Emeras" will be found underneath.

Any archer grasping the grip (other than an orc or goblin, who receives 2d8 points of damage) may reach as if to draw back a bowstring where one would be expected, causing a magical string and arrow to appear. This string and arrow appear to consist of green faerie fire that is solid to the touch. When the arrow is released, the string disappears until another arrow is "nocked" in the same fashion as the first. This enchantment means that the archer will never suffer from broken bowstrings, nor will he or she need to carry arrows.

The bow can fire two of these arrows per round, each inflicting 1d6 points of damage upon a successful hit. Neither the bow nor the arrows it produces confer any bonuses to hit or damage, though the latter are considered to be of +3 enchantment for determining who may be struck by them (and are unaffected by a protection from normal missiles spell).
All ranges are considered to be short with this bow, though the range of a normal short bow is retained. Any called shot is still subject to the usual penalty of -4 to hit, however.

The archer can fire "normal" magical arrows if he or she chooses to do so, though the standard range penalties to hit will then apply. Any bonuses to hit and/or damage of the magical arrow are used, plus any additional magical effects it may have ('of slaying', etc.). Remember that this is a short bow, however, so no sheaf arrows are allowed.

The archer's AC is improved by 1 versus all missile and thrown weapon attacks coming from his or her front, due to the power of the alestones inset in its front. By this same power, however, he or she must pass a Dexterity check in order to grab the bow in a hurry if it has been set down, as the bow will slip out of his or her grasp .

Finally, the archer can invoke a special protection power for up to 6 of his or her friends by touching each with the bow and speaking the word "Emeras." The archer will never hit any friends protected in this fashion if he or she fires into a melee involving them. Any arrow that would normally hit a protected player simply vanishes. In order to change the friends protected, the archer simply touches the new friend(s), and the first ones to have been protected will be "overwritten" by the new one(s).



Daggers

Talon of the Hidden Blade

A normal looking dagger, decorated only by a symbol of an open hand on the handle. The weapon is enchanted to +1, but radiates more magic than this might warrant. The reason for the surprisingly large dweomer becomes apparent when the wielder first tries to put the dagger down. As the wielder’s hand opens the dagger vanishes, and a tattoo of a dagger appears on the palm of the wielder. The tattoo will remain until the command word is spoken, upon which the dagger will instantly re-appear in the wielder’s hand, the tattoo gone. While the dagger is in tattoo form it will not radiate any noticeable dweomer. Obviously the advantage of this blade is that it is extremely well concealed against most forms of detection. Only very specific searching with “detect magic” or such like will arouse even the slightest suspicion.

A word of warning: if the wielder did not read the command word on the handle of the dagger before trying to put it down (and it becoming the tattoo) for the first time, he will be unable to remove the tattoo, nor get the dagger to reappear. The command word is not visible in the tattoo, which is an exact likeness of the dagger.



Skarêr. Skarêr is an ancient star elven blade fashioned from violet mithril. Identifiable by its tapered blade, deep purple metal, and pommel of bright blue stone; the weapon was once the prized possession of Ilsôryl of Celdenor, lord of that ancient city. He commissioned the blade's manufacture for his descendants before his departure from the lands of Andurin.

Game Information: The blade radiates great magic but no light. When drawn from its simple sheath the blade begins to hum softly. After 1d4 rounds the blade emits loud music of a grand orchestra. After another 1d4 rounds the blade booms with the soaring scores of a great concert. In its initial state (drawn) the dagger is +1 to hit and damage. In its secondary state the dagger is +2 to hit and damage. In its final stage (which exists until sheathed) it is +3 to hit and damage and acts as a shrieker, drawing the attentions of all in the vicinity. When sheathed, the dagger may not be redrawn for 2d6 turns. While holding the weapon, the bearer is rendered immune to hostile magics and effects of a sonic nature including magics where the power of the spell resides in spoken words (this is different than spells requiring a verbal component).



Spears

Ulu’taari Spears of Protection. A sturdy short spear whose spearhead was fashioned by priests of the War Father in recent years. The spears were presented by the priests to valorous warriors who had distinguished themselves in defense of the barbarian lands. Some of the spears have been handed down from generation to generation, and remain in the area still. Some have been lost (a fragment of these buried with past heroes) or sold to clear debts or buy land from local lords. Recently, a spear dubbed "Punishment" has emerged from the Fhaard, wielded by Jerdyn the Red. The most remarkable aspect of the spears was the ability to issue a battle chant, that would aid the spearman and his levy in battle.
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Rules
Character Generation and House Rules
Classes of Andurin
Cosmology of Andurin
Empires of the North
Geography of Andurin
History of Western Andurin
Lands of the Fhaard
Lands of the Sea Realms
Lands of the White Alliance
Magic of Andurin
Philosophical Themes
Races of Andurin
Songs of Andurin
The Southern Kingdoms