The Taloned Glove







This is a heavy glove made of shiny black leather, sized and shaped for a man's right hand; it has an oily, unclean feel if touched, but gives an inconclusive reading if Detect Evil is cast upon it. The only touch of colour anywhere on the glove are five tiny points of silvery metal sticking out of the knuckles. If donned, the Glove adheres to the wearer's hand; it cannot be removed while he lives, save by severing the hand in question.

Once the Glove has been donned, it begins to whisper to its wearer's subconscious, slowly revealing its powers to him. While wearing the Glove, the bearer may cause paralysis by touch, as a Ghoul, up to three times per day. A "to hit" roll must be made to successfully touch another in combat. Use of this power is not an Evil act, and causes no damage to the wearer's alignment. The primary power, however, is far more dangerous.

At will, the wearer may make a fist and fire the five shards of metal - actually hooks - at a single target within 60'. A "to hit" roll is necessary to strike the target, but armour class may be ignored, as the barbs pass right through non-magical armour - only natural armour class, magical plusses and Dexterity bonuses apply. These hooks are linked to the Glove by thin, elastic strands of sinew, and cause 1d2 damage each when they imbed themselves in the target's flesh. The target is then reeled in at the rate of 20' per round, having been afflicted by a form of paralysis which prevents him from removing the barbs or fighting the Glove's pull. When pulled within reach, the victim may be touched by the Glove, which - instead of inflicting paralysis - instead drains a level from him. This heals the wearer of the Glove for up to 1d8 hp, if he is wounded. The barbs come free once a level has been drained, retracting into the Glove. This power may be used as often as desired.

A companion may attempt to sever the cords or tear out the barbs. In the former case, a successful hit will sever 1d4-1 cords (AC4, 3 hp each) and inflict 1d4 damage per broken cord to the Glove's wearer. If cut, the cords and barbs take 1 day to regenerate; until then, the wearer cannot use this power. The severed barbs, however, will begin to worm their way towards the victim's heart, causing 1d3 damage per day until the victim dies or a Dispel Evil is cast. In the latter case, an extracted barb causes 1d4 damage when pulled from the wound; this cannot be healed magically, and leaves an angry red scar. Each time the draining ability is used successfully, the wearer's alignment has a cumulative 10% chance of shifting permanently to Chaotic (or Chaotic Evil).

Apart from the alignment change, the Taloned Glove has one other major disadvantage; to fuel its powers, it requires the wearer to drain at least one level per week. If this is not done, the Glove drains a level from the wearer, instead.

The origin of the Taloned Glove is lost to history. It is mentioned in a few ancient legends, and was first used, apparently, during the height of the Taymoran Empire - although some Sages believe it to predate even that dark time; and rumours have surfaced, over the centuries, that this Glove is merely one of a pair...

The truth of the matter is that the Taloned Glove and its lost, left-handed twin are both Relics of Masauwu, constructed and used to recruit mortals for the cause of Entropy. It is said that, should both Gloves ever be worn by the same person, they will open a Gate to the Plane of Pyts, allowing hordes of Fiends to spill out onto Mystara; another legend states that the wearer of both Relics will be transformed into a Roaring Fiend (like the one from whose skin the Gloves were made) and inducted into Masauwu's direct service. Fortunately for Mystara, the veracity of these tales has never been put to the test.




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This material copyright 1999 Carl Quaif, based on material copyright TSR, Inc. All rights reserved. Webmastered by Jennifer Favia Guerra.