Editing FOUND in the Crystal Keep of the Fortress Wall, a lair of the Blood Taker Idring of House Gyrn

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==FOUND WITHIN THE FORTRESS CASTLE - THE CRYSTAL KEEP, ITEMS OF THE VAMPYRE IDRING OF HOUSE GYRN==
 
==FOUND WITHIN THE FORTRESS CASTLE - THE CRYSTAL KEEP, ITEMS OF THE VAMPYRE IDRING OF HOUSE GYRN==
 
This is a list for all things possible to acquire. <br>    The other items are all relics of the old Fortress Wall. <br> All items are considered *medium* unless noted otherwise.
 
This is a list for all things possible to acquire. <br>    The other items are all relics of the old Fortress Wall. <br> All items are considered *medium* unless noted otherwise.
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* '' +4 Swords of Icy Blast '' : Upon command, the weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. The weapon deals an extra 1d6 points of cold damage on a successful hit.  The weapon also explodes with frost, dealing an extra 1d10 points of cold damage on a successful critical hit. Even if the blade is not sheathed in cold, the weapon still deals its extra cold damage on a successful critical hit.  
 
* '' +4 Swords of Icy Blast '' : Upon command, the weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. The weapon deals an extra 1d6 points of cold damage on a successful hit.  The weapon also explodes with frost, dealing an extra 1d10 points of cold damage on a successful critical hit. Even if the blade is not sheathed in cold, the weapon still deals its extra cold damage on a successful critical hit.  
 
*  '' Blooded '':  These blades were retempered in fires among the bowels of Rokan's Hold.  They retain their enhancement bonuses and powers even when within the presence of a black mirror and need not make any saves.
 
*  '' Blooded '':  These blades were retempered in fires among the bowels of Rokan's Hold.  They retain their enhancement bonuses and powers even when within the presence of a black mirror and need not make any saves.
 
  
 
==== ''' Aryth's Halo ''' ====
 
==== ''' Aryth's Halo ''' ====
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::*  Passwall (2/week)
 
::*  Passwall (2/week)
 
::*  Wall of stone  (1/day)
 
::*  Wall of stone  (1/day)
 
  
 
==== ''' Snipers ''' ====
 
==== ''' Snipers ''' ====
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*  The wearer can use Entropic Shield as a spell-like ability 1/day.
 
*  The wearer can use Entropic Shield as a spell-like ability 1/day.
 
*  The wearer gains a +6 Enhancement Bonus to Sleight of Hand skill checks and other dexterous-handed actions.
 
*  The wearer gains a +6 Enhancement Bonus to Sleight of Hand skill checks and other dexterous-handed actions.
 
  
 
==== ''' The Coat of the Bone ''' ====
 
==== ''' The Coat of the Bone ''' ====
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:*  '''EGO:'''  9  (if personality conflict occurs: Will SV DC9 - p. 269 DMG)  
 
:*  '''EGO:'''  9  (if personality conflict occurs: Will SV DC9 - p. 269 DMG)  
 
:*  '''CURSE:'''  The Coat of Bone has put down many on it's own... For as much as it wanted to be worn, it found itself cursed.  A detect poison spell can reveal the presence of poison impregnated in the coat's leather. It can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless he succeeds on a DC28 Fort SV.  Luckily the last wearer was a Vampyre.
 
:*  '''CURSE:'''  The Coat of Bone has put down many on it's own... For as much as it wanted to be worn, it found itself cursed.  A detect poison spell can reveal the presence of poison impregnated in the coat's leather. It can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless he succeeds on a DC28 Fort SV.  Luckily the last wearer was a Vampyre.
 
  
 
==== ''' Wizardry Circlet ''' ====
 
==== ''' Wizardry Circlet ''' ====
<font color="gray">'''On Kyuad's Gear list'''</font><br />
 
 
AKA.  the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender
 
AKA.  the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender
 
This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer.  The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4.  This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself.  The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result.  <br> '''Powering Spells''':  When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br>  [similar to Headband of Intellect & Ring of Wizardry]  Moderate Transmutation; CL 18th; Craft Wonderous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.]  
 
This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer.  The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4.  This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself.  The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result.  <br> '''Powering Spells''':  When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br>  [similar to Headband of Intellect & Ring of Wizardry]  Moderate Transmutation; CL 18th; Craft Wonderous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.]  
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:*  '''EGO:'''  20  (if personality conflict occurs: Will SV DC19 - p. 269 DMG)  
 
:*  '''EGO:'''  20  (if personality conflict occurs: Will SV DC19 - p. 269 DMG)  
 
:*  '''CURSE:'''  Wearer must made a DC 19 Will save each day or take 1d4 point of Wisdom damage. (bypasses all immunities)
 
:*  '''CURSE:'''  Wearer must made a DC 19 Will save each day or take 1d4 point of Wisdom damage. (bypasses all immunities)
 
  
 
==== ''' The Wither Stick ''' ====
 
==== ''' The Wither Stick ''' ====
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*  On a critical hit the damage from that hit is permanent ability drain.   
 
*  On a critical hit the damage from that hit is permanent ability drain.   
 
*  AC 10, 50hp, break DC35
 
*  AC 10, 50hp, break DC35
 
  
 
==== ''' Focusing Essence ''' ====
 
==== ''' Focusing Essence ''' ====
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<br> '''Properties:'''
 
<br> '''Properties:'''
 
* While it is lit, the light from the lantern creates a glowing outline around all invisible creatures and objects within 30 ft, such as Lost and Trapped spirits.  Outlined creatures do not benefit from invisibility or similar effects, though the lantern's light does not purge these effects. The lantern does not cause any harm to the objects or creatures thus outlined. The light from the lantern, which extends 30 ft. (shadowy illumination beyond) temporarily negates magical darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
 
* While it is lit, the light from the lantern creates a glowing outline around all invisible creatures and objects within 30 ft, such as Lost and Trapped spirits.  Outlined creatures do not benefit from invisibility or similar effects, though the lantern's light does not purge these effects. The lantern does not cause any harm to the objects or creatures thus outlined. The light from the lantern, which extends 30 ft. (shadowy illumination beyond) temporarily negates magical darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
 
  
 
==== ''' the Ledger of Gyrn ''' ====
 
==== ''' the Ledger of Gyrn ''' ====
<font color="gray">'''On Kyuad's Gear list'''</font><br />
 
 
(magic item / spellbook)'' (1 lb.) <br>  
 
(magic item / spellbook)'' (1 lb.) <br>  
 
This book is impressively clear despite the bad illustrations due to extensive references. It doesn't take much effort to determine that it will prove useful. After a quick examination, one will find that the contents have a few areas of deep insight you hadn't considered. The worn but well made tome is of a small size: 10"x8" and 3" thick. It is extremely durable, waterproof, bound with iron overlaid with mithral and locked (amazing lock). <br> [similar to Boccobs Blessed Book]
 
This book is impressively clear despite the bad illustrations due to extensive references. It doesn't take much effort to determine that it will prove useful. After a quick examination, one will find that the contents have a few areas of deep insight you hadn't considered. The worn but well made tome is of a small size: 10"x8" and 3" thick. It is extremely durable, waterproof, bound with iron overlaid with mithral and locked (amazing lock). <br> [similar to Boccobs Blessed Book]
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==== ''' The Unabridged Hermetic Lexicon ''' ====
 
==== ''' The Unabridged Hermetic Lexicon ''' ====
<font color="gray">'''On Kyuad's Gear list'''</font><br />
 
 
(magic item / spellbook)'' (7.3 lb.) <br>  
 
(magic item / spellbook)'' (7.3 lb.) <br>  
 
This book is hard to understand because of a lack of coherent planning. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely useful. Making it even more of a find, the contents provide an occasional insight or new idea. This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in his possession or while he uses its power. The book has 25 pages. Once a page is turned it can never be turned back - paging through is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed.  When the last page is turned, the book vanishes.  Once per day the owner of the book can cast the spell to which the book is opened.  If that spell happens to be one that is on the character's class spell list, he can cast it up to four times per day.  The pages cannot be ripped out without destorying the book.  Similarly, the spells cannot be cast scroll spells, nor can they be copied into a spellbook, their magic is bound up permanently within the book itself.  The owner of the book need not have the book on his person in order to use its power.  The book can be stored in a place of safety while the owner is away and still allow its owner to cast spells by means of its power.  Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions.  The owner knows this and may even benefit from the turning by gaining access to a new spell.  The chace that a page turns depends on the spell the page contains and what sort of spellcaster the owner is.  <br> [similar to the Book of Infinate Spells] <br>  Strong (all schools); CL 18th.
 
This book is hard to understand because of a lack of coherent planning. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely useful. Making it even more of a find, the contents provide an occasional insight or new idea. This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in his possession or while he uses its power. The book has 25 pages. Once a page is turned it can never be turned back - paging through is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed.  When the last page is turned, the book vanishes.  Once per day the owner of the book can cast the spell to which the book is opened.  If that spell happens to be one that is on the character's class spell list, he can cast it up to four times per day.  The pages cannot be ripped out without destorying the book.  Similarly, the spells cannot be cast scroll spells, nor can they be copied into a spellbook, their magic is bound up permanently within the book itself.  The owner of the book need not have the book on his person in order to use its power.  The book can be stored in a place of safety while the owner is away and still allow its owner to cast spells by means of its power.  Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions.  The owner knows this and may even benefit from the turning by gaining access to a new spell.  The chace that a page turns depends on the spell the page contains and what sort of spellcaster the owner is.  <br> [similar to the Book of Infinate Spells] <br>  Strong (all schools); CL 18th.
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Treat each spell use as if a scroll were being employed, for puposes of determining casting time, spell failure, and so on.
 
Treat each spell use as if a scroll were being employed, for puposes of determining casting time, spell failure, and so on.
 
  
 
==== ''' ''the Spell Words'' Spellbook of Irding of the House of Gyrn ''' ====
 
==== ''' ''the Spell Words'' Spellbook of Irding of the House of Gyrn ''' ====
<font color="gray">'''On Kyuad's Gear list'''</font><br />
 
 
(spellbook)'' (4 lb.) <br>  
 
(spellbook)'' (4 lb.) <br>  
 
This book is hard to understand because of a meandering writing style and poor illustrations. After some effort to read the book, one can find it contains the grimore of spells known to one of the Hermatic tradition. Though insightful the writing style and contents are often vulgar.  
 
This book is hard to understand because of a meandering writing style and poor illustrations. After some effort to read the book, one can find it contains the grimore of spells known to one of the Hermatic tradition. Though insightful the writing style and contents are often vulgar.  

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