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Humanoid Magic Items
Humanoid
Magic Items
Collars of Obedience
There are said to be 6 of these black metal collars in existence. The evil
Humanoid power that made them has been long forgotten, but many of these
collars are still
in active use today. The Collars of Obedience consist of 2 parts, one
is the actual collar itself and the other is a corresponding bracer. Each
set, of collar and bracer,
bears a unique raised pattern carved all over its outer surface.
This allows anyone to easily pair up the various sets. When the collar
is not in use it can be opened easily by anyone, using a small catch in
the front that allows the collar to swing open on a small hinge located
at the back of the collar. Once in place around the neck of an intelligent
creature, and "activated" the collar can only be romoved by the being wearing
the corresponding bracer. *Note:* Both collars and bracers will
only fit on Humanoid creatures ranging between 4 feet to 7 feet tall.
An "activated" collar gives the wearer of the bracer almost absolute
control over the collared being. The wearer of the bracer may Command(as
per the spell of the
same name)the collared creature at will. The collared being need only
be able to hear and understand the bracer wearer for this to work. The
collared being gets no
Saving Throw, and the Command lasts until the bracer wearer removes
it. The collar can also be used to block all magical abilities. This includes
any Spell-casting, Blood Abilties, Psionics, and/or natural magic-like
abilities. To do this the bracer wearer need only will it, and like the
Command it will remain in effect until the bracer wearer lifts the restriction.
But unlike the Command the Collared being does not have to be able to hear
or understand the bracer wearer. The effective range for this ability is
unlimited. It should also be noted that a collared being can be under the
influence of as many Commands(including the Magic block)as the bracer wearer
wishes to impose.
The collars can also be used to torture those who wear them. The bracer
wearer need only will the torture to start, and the collar wearer will
begin to twist in pain.
There are 4 levels of torture that can be used. The collar wearer takes
1d4 points of damage per round for each level of torture that is used(ie.
1d4 for level 1, 2d4
for level 2, 3d4 for level 3, etc.). While being tortured, the collar
wearer makes all rolls and checks with a -1 per point of damage(or -5%
per point of damage, if applicable) penalty. Once the collar wearer reaches
0 HPs they stop taking damage, and the bracer wearer must wait for them
to recover at least 1 HP before being able to use the torture ability again.
*Note:* This torture function dosen't leave any physical marks on
the collar wearer. Also, as with the Magic block, this ability has an unlimited
range and dosen't require the collar wearer to be able to hear or understand
the bracer wearer.
Lastly the collar has one other ability, if it is used on a Blooded
individual and the bracer wearer is also Blooded, the bracer wearer can
add the total BS score of the
collared being to his own, without effecting the derivation of thier
own BL. This function can be used in conjunction with any of the other
abilities of the collar. Including the Magic block, and as with the block
this BL link has an unlimited range.
Once "activated" all attempts to open the collar(both magical and mundane)will
fail. If someone uses physical force to try and break the collar it Saves
as Hard Metal
getting a +5 to its roll. If the collar fails its save it explodes
with violent force causing 10d10 points of damage to all within 10 feet(no
Save). Everything within the next
10 feet takes half damage. If anyone is wearing the collar they take
double damage(10d10x2).
Also a being may only wear 1 collar or bracer at a time. Any beyond
the first just do not function. *Note:* Using a Collar of Obedience
on another creature is
considered an evil act.
by Sepsis
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Dwarf Cleaver
The large blood spattered battle axe +2 was the preferred weapon
of Anarumaan the Spiky, chief Dwarf Killer of the Seamist Orog Clans. It
now lies somewhere at
the base of the highest peak with the rest of Anarumaan. Before it's
owner met his end it was used to great effect to carve a path through the
enemies of the Orog
clan. These enemies were usually other Orog as the Dwarves of the Seamist
are all but gone now.
by Ian Hoskins.
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Dwarf Gutter
This mighty suit of plate armour +1 was once the preferred protection
of Axarumaan the Spiky, chief Dwarf killer of the Seamist Orog Clans. The
entire surface of
the armour was covered with very sharp spikes and Axarumaan used them
to impale his enemies in combat. Of course he had to remove the armour
before
congratulating his companions after a battle as the armour also had
a tendency to kill of his friends, especially those placed higher than
him in the Clans hierarchy.
Axarumaan met his end recently however when one of his fellow Orog
pushed him off one of the higher cliffs in the Seamist's. Both Axarumaan
the Spiky and his
armour toppled over and have never been seen since.
by Ian Hoskins.
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Dragon Tongue
This dagger +1 is carved from a black rock and enchanted to prevent the
rock breaking of being chipped in battle. The surface of the blade is carved
with mystic
runes and glows with a faint silver light whenever in the hand of an
elf. When owned by an Elven warrior it can be made to cast a stream of
fire from the blade
once/day. The fire has the same area of effect as a lighting bolt as
does damage equal to a fireball cast by a 12th level caster to anyone
in the streams path.
The dagger is currently owned by a lowly Orog warrior in the Giantdowns.
He has only kept it because it doesn't need sharpening and is good for
skinning Deer and
other animals.
by Ian Hoskins.
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Gauntlets of the Magi
Amongst the Humanoid tribes of Cerilia these items are more appropriately
called the "Gauntlets of the Ogre Magi." These items are said to have been
forged by the
great Ogre Magi champion known as Carceous, the walking death. He made
them for a great Ogre king who is said to have givin him a powerful Human
slave.
Stories each give a different name and title to the slave, so none
can ever be sure as to his/her true identity. The Gauntlets are made of
an unknown black metal that
always seems cold to the touch. While they adjust themselves to fit
any Humanoid who wears them, Humans and Demi-Humans are unable to wear
them unless they
have hands as large as an Ogre's. The Gauntlets grant the wearer the
following abilities(Note: all spell-like
effects use wearers level/HD to determine Duration, Range, etc.):
Constant: Regenerate 1 HP per round(lost members must be reattached
to regenerate)
3/per day: Fly, become Invisable, cause Darkness in a 10-foot radius,
Polymorph into a bipedal Humanoid creature(4 feet to 12 feet tall)
1/per day: Charm Person, Sleep, assume Gaseous Form, and create a Cone
of Cold 60 feet long with a terminal diameter of 20 feet, which inflicts
8-64(8d8) points
of damage(Save vs. Spell for half damage)
All of this power comes at a price(although most Humanoids would barely
notice them). Everyday these Gauntlets are worn the wearer must make a
Wisdom(or
Willpower if PO:S&P are used)check. Every failed check causes the
wearers Alignment to move toward Lawful Evil, slowly becoming more greedy,
ill-tempered,
and nasty. Also the wearer will eventually only be able to eat meat,
prefering Human flesh. Each time one of the limited(1/per day, or 3/per
day)abilities is called upon
the wearer must make a Save vs. Paralyzation, or permantly lose 1 point
of Wisdom(or Willpower if PO:S&P are used). Down to a minimum of 1.
Lost points can
only be regained by using a Restoration spell(1 point per spell), or
through a Wish(1 point per Wish). The location of these Gauntlets are unknown,
but it is rumored
that they are in the possession of an Orog Chieftain. Who is said to
be raising an army beneath the earth awaiting the chance to strike at the
surface world.
By Sepsis.
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Ice Tongue
This sword +1 is in the hands of another of the Blood Skull Barony's Orog
chieftains. It allow the holder to survive in even the harshest winter
weather and give a +4
bonus to any saving throws vs magical cold based attacks. This is on
of the few weapons actually though to have been crafted by a Orog sorcerer
and has been the
ancestral sword of the Split Tree Clan for over 700 years. Currently
it is in the hands of the current Clan head, Hal-Thorn.
by Ian Hoskins.
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Priest's Bane
This powerful weapon is the property of an Orog chieftain of the Five Peaks
known as Gaxbar the Great, Emperor of the Five Peaks and Allied Realms.
He is
currently one the chief of the most powerful of the scattered tribes
of humanoids in the Five Peaks. The sword itself is a Claymore +2 that
grants the user immunity to
hold person and slow spell as well as similar magic. When one of these
spells is cast on the holder the magic is absorbed by the sword which uses
the energy to
boost the magical rating of the sword to +4. The sword also shines
with a bright red energy that lights up the surrounding area in a ghastly
red glow.
This sword was specially design to combat priests and their use of
hold person spells and the holder gains an additional bonus when fighting
a priest as they are the
sword preferred enemy. When used to strike down a priest the sword
also drink the blood of the victim causing an addition 1d10 damage. If
used to strike a
blooded priest then the sword drains 1 point of the priests bloodline
and passes it onto its owner. Thus an unblooded user could gain a bloodline
from use of this
weapon. When first used by an unblooded warrior against a blooded priest
the warrior gains a tainted bloodline of the derivation of the priest.
by Ian Hoskins.
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Quicksilver
This short sword is held by one of the many Orog chieftains of the Blood
Skull Barony. It's powers to speed its users attacks have helped its owner
rise to the
position of chief in the few short years since he found it in the skeletal
hands of a dead Elven warrior somewhere in the Giantdowns. Once the Orog
warrior took
possession of the sword he found that his movements had sped up and
he was able attack and defend faster than his companions with their more
common swords
and axes.
Although the sword only has a +1 bonus to attacks it does allow the
holder to attack twice each round, or always make the first strike in combat.
On a roll of 19, or
20 on the first round of combat the sword has got through the enemies
defences before they have got their guard up and does triple normal damage.
by Ian Hoskins.
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Stalker
This evil weapon is currently lying at the bottom of a deep pit somewhere
beneath the Gorgon's Crown where it was thrown by it last owner. The long
sword +3 is
highly intelligent (19) and has several magical abilities (ego 11),
but is not wise enough to order Orog chiefs around. When it tried to the
chief became enraged and
tossed the weapon down the clan garbage pit where it lies to this day.
As it can only communicate telepathically with its owner it has no way
of contacting another
Orog to retrieve it from the pit so it lies there contemplating its
mistakes and slowly being buried beneath an ever increasing pile of garbage.
The sword has the power to summon a fireball once per day with or without
the permission of its owner and will often do so at the most inconvenient
moment (i.e.
when the chief is meeting the Gorgon) just to see what occurs. It can
also cast shadowform on its owner once a day to help him escape the mess
he had been landed
in after the ill-timed fireball. Finally it can detect magic at will,
but will not tell its owner of any magic that it sees as a threat to itself,
mainly other weapons.
Stalkers main purpose is to create as much chaos as possible and it
was attempting to do so when it tried to order the Orog chieftain who was
it then owner to attack
a neighbouring tribe. The Chief wife, who was a member of the neighbouring
tribe was angered by this an threatened to tell the chief warrior of his
secret treasure
horde unless he got rid of the weapon. Faced with the loss of his treasure
or his sword the chief decided that now would be a good time to be rid
of his wife and
used the sword to kill her. Unfortunately his in-laws choose that very
day to visit and he had to blame the death on the evil blade that had enchanted
one of his
warrior. The warrior and the sword now lie at the bottom of the pit,
forgotten by all.
by Ian Hoskins.
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