The Bard's Tales

Come in freinds. Feel free to browse my collection of artifacts obtained on my adventures. Adventurers (and GM's!) may find them most useful...

Additional Magic Artifacts
Clariam Hammer:A holy hammer bestowed by an ancient god on his worthy priest in one of the greatest struggles against darkness. The hammer itself is made of white stone and silver metal and is covered with inctricate scenes depicting evil being crushed by the hammer.
Powers of Note:
  • Can only be used by those of good alignment
  • Healing Touch 4D6 6x a day, heals any injury
  • Negate Poison instantly 8x a day
  • Remove Curse 50% (Even Decific) ONCE a day
  • Sense Evil 200ft
  • +5 vs Horror Factor, +2 vs Magic
  • Turn 1D6x10 dead (80% success) at will for 2D4 hours
  • Expells spirits and possessing entities 7x a day
  • Wards of Greater Demons/Deevils Vampires etc. (100 ft, save vs magic16) when raised above head
Damage:Inflicts 1D6x10, Double to Supernatural evil

Earth CleaverA giant axe, 6 feet long, but strangeley wieldable, it is black and gold in color and covered with runes/designs
Powers of Note:

  • Rune Weapon IQ:15 Anarchist Alignment
  • Can be used by any alignemnt
  • Knows ALL Earth elemental magic Level 1-8 equal to a 6th level warlock, can cast any combination up to 8 spells per day.
  • Sense Evil 60ft
  • +2 vs Magic
  • Major Power:Create Earthquake:When raised above the head and struck into the ground a massive chasm opens directly in front of the wielder. The earthquake causes 2D4x100 damage to all earthbound objects within a 1 mile radius.
Damage:As an axe inflics 6D6 damage.

Eye of Ithan:This talisman created by the dwarves during the Great War is a super powerful PPE battery! The actual Eye is a perfectly spherical translucent white stone the size of a baseball which glows with magic energy. The stone holds up to 2000 PPE! When it is emptied it need only be placed at a nexus point and it will begin to absorb PPE at a rate of 100 PPE per day!

Flash Bomb:Commonly available at alchemist shops, this item is a golf ball sized tightly wrapped in paper. When thrown agains a hard surface it explodes in a flash of light and puff of smoke temorarily distracting opponents (lose 1 action and the initiative, if they had it) allowing for a swift attack or to cover an escape.
Alchemist Availability: 70%
Average Cost:175 gold each

Herald Fife:This beautiful, slender and elegant looking flute is actually an enchanted object. When played successfully, the flute weaves an enchanting spell of calm over those who hear it. They cannot attack the player or any within a 10 ft radius of him as long as the music plays, or unless the roll 14 or better vs. magic, but can defend themselves or run. Does not effect Greater Demons, Gods or super-powerful creatures.
Alchemist Availability: 23% Fairly Uncommon
Average Cost:75000+ gold

Indrak's Gauntlet:A polished gold gauntlet with a saphire set in the center of the back of the hand. It's contours are of the finest workmanship and are very attractive to the eye. It once belonged to the great sorcerer Indrak.
Powers of Note

  • Can only be used by evil/selfish alignments
  • Rune Weapon IQ:22 Abberant Evil
  • Shoot arcs of Lightning doing 6D6 as often as once per melee
  • Teleport wielder twice a day, 300 mile range
  • Cast Armor of Ithan and Invulnerbility equal to 6th level wizard, 6 times a day
  • +6 to save vs magic
  • Impervious to Possesion
  • Curesed!:When a character puts the gauntlet on they must save vs. insanity, if they fail they will become obsessed with power and the gauntlet. They will begin to think that they are the wizard Indrak and start acting accordingly! If the character saves s/he is not affected (at least for now) but will have to save again in one week. For every week the character keeps the glove on it will become increasingly harder (subtract 1 form the characters vs insanity roll for every week they keep the gauntlet) until the mind inside the gauntlet takes over! Once the character has been overtaken
Damage:Punching people with the glove inflicts 3D6

Lover's Bands: An elegant pair of gold arm bands adorned with doves and cherubim. One band (the left) depicts a male lover and the other (the Right) depicts a female. When a man and woman wear the bands accordingly, they will be able to sense the emotions of the other person. After one week, surface thoughts will also be read (equal to telepathy, this can be stopped with a Mind Block) After three weeks the two will be linked by love and cannot bear to be more than 20 feet apart (if seperated will do everything they can to reunite). No matter the distance the lovers will be able to sense each other's emotions and thoughts. Also, if one of the lovers takes damage, the damage is divided in half and subtracted from BOTH people. Thus the lovers can tell if another is in danger.

Lute of Illusion: An ornamental lute with many bangles and charms hanging from the neck. Intricate carvings cover the body. When played (+15% on skill) soft illusionary mist swirls around the player and the images of the song being played begin to form themselves out of the fog. This will be astounding and mesmerizing (or frightening) to the listeners, depending in the song played. Soft ballads are the best.
Alchemist Availability: 9% Very Rare
Average Cost:100,000+ gold

Lyre of Dreaming: Those hearing the sweet sound of this harp will suddenly become very sleepy and suffer the same effects as the "Cloud of Slumber" spell equal to a 3rd level warlock. Does not affect greater supernatural beings.
Alchemist Availability: 35% Relativley Common
Average Cost:20,000+ gold

Mellistic's Wand: This wand, once belonging to a powerful Druidess is a powerful tool for controling nature and the elements.
Powers of Note:

  • Can only be used by those of good alignment
  • Healing Touch 4D6 6x a day, heals any injury
  • Negate Poison instantly 8x a day
  • Remove Curse 50% once per person
  • Sense Evil 60ft
  • +2 vs Magic
  • Metamorphosis:Animal 2 hours, three times per day.
  • Control Atmospheric Conditions 3 mile radius, twice per day.
  • Summon Storm 3 mile radius, once per day.
  • Call Lightning 4D6, four times per day.
  • Casts Tounges, Summon Cntrl Can, Eyes of the Wolf, Chameleon, Repel Animals, in any combination, 5x per day.
  • Answers in the form of Yes, No or Uncertain (falls left=No, right=Yes, Away=Uncertain)

Damage:None


Additional Weapons
Arcah Longsword:A light weight longsword which is generally straight then proceeding to a sharp curve towards the tip. This curve produces better durability and cut. It is often carried by elves and those wanting a lighter weight weapon.
2-Handed:no
Average Length:.9 m/3 ft
Weight:1 kg/2.5 lbs
Damage:3D4
Average Cost:70 gold

Calitrops:Small pyramid shaped metal barbs designed so one spike is always pointing up, when stepped on or crawled over without wearing metal armor or thick boots they will minor (but painful) injury.
Damage:1 point
Average Cost:10 gold per doz.

Chain Whip:A long length of chain with an angular metal weight on one end and a handle on the other. (Uses WP Chain)
2-Handed:no
Average Length:1.8 m/6 ft
Weight:2.1 kg/4.5 lbs
Damage:3D6
Average Cost:50 gold

Claw Hook:A weapon used by Lizard Men and occasionally cannines. It consists of a wooden handle ending in a metal or animal claws protruding to the side. It is used to rake and gouge opponents.
2-Handed:no
Average Length:.6 m/2 ft
Weight:1.4 kg/3 lbs
Damage:2D4
Average Cost:20 gold

Clawed Glove:A glove with claws sewn into the fingertips.
2-Handed:no
Average Length: .6 m/1.2 ft
Weight:.5 kg/1 lbs
Damage:2D4
Average Cost:30 gold

Crook:Long staff with a hook at one end often used by shepherds. Can be used to entangle or trip opponent (+1 on such rolls)
2-Handed:yes
Average Length:1.9 m/7 ft
Weight:1.8 kg/4 lbs
Damage:2D4
Average Cost:30 gold

Dai-Katana:An oversized version of the Katana with a more severe curve carried on the back.
2-Handed:yes
Average Length:1.8 m/6 ft
Weight:2.1 kg/4.5 lbs
Damage:4D6
Average Cost:80 gold

Dirk:A long and wicked dagger
Average Length:.5 m/1.5 ft
Weight:.5 kg/1 lbs
Damage:1D6+1
Average Cost:15 gold

Double Crossbow:Resembles a standard crossbow but has a second set of arms underneath the stalk, can hold two blots and fire each seperate or both at once (the latter is double damage but -2 to strike) takes double time to reload.
2-Handed:yes
Average Length:1.8 m/2.75 ft
Weight:3.6 kg/8 lbs
Damage:1D6 (Small) or 2D6 (Large)
Average Cost:70 gold

Fang Mace:A tribal mace composed of a steel ball with hard leather stretched over and animal teeth protruding from the head.
2-Handed:no
Average Length:.8 m/2.75 ft
Weight:1 kg/2.5 lbs
Damage:2D6
Average Cost:30 gold

Great Bow:A large bow used by Wolfen and other creatures 7 feet or taller. Minimum PS 17 to draw.
2-Handed:yes
Average Length:2.4 m/8 ft
Weight:1.4 kg/3 lbs
Damage:4D6
Average Cost:90 gold

Heavy Nunchakau:Identical to standard "Numchuks" but have heavy metal weights/studs at the ends.
2-Handed:no
Average Length:.8 m/2.75 ft
Weight:1.4 kg/3 lbs
Damage:2D6
Average Cost:35 gold

Kestrel DaggerA slender dagger which ends in a fine point, specialized for penetrating armor (act as if AR wa reduced by 2).
2-Handed:no
Average Length:.2-.5 m/10-20 in
Weight:.5 kg/1 lbs
Damage:1D6
Average Cost:12 gold

Man Eater:A broad,curved sword with a specialy serrated edge with the barbs going toward the hilt. The causes lethal damage to flesh but is less effective agains armored opponents. Often used by evil orcs, goblins and other subhumans. Most good characters will not use this weapon.
2-Handed:no
Average Length:.9 m/3 in
Weight:1.4 kg/3 lbs
Damage:3D6 to unarmored opponents, 1D8 against armor
Average Cost:60 gold

Steel Falcon:A boomerang shaped throwing iron with a sharpened edge.
2-Handed:no
Average Length:.6 m/2 ft
Weight:.9 kg/2 lbs
Damage:2D6
Average Cost:50 gold

Templar Sword:A massive 2 handed sword with a wide crossbar. Usually has a holy symbol in the hilt and can keep vampires at bay. Requires minimum PS 17 to weild.
2-Handed:yes
Average Length:1.8 m/6 ft
Weight:3.4 kg/7.5 lbs
Damage:4D6
Average Cost:100 gold

Wooden Sword:Identical to a normal sword but made entirely of wood. Used for practice, as an equalizer against fully armed opponents, and the occasional Druid.
Average Length:.9 m/3 ft
Weight:.9 kg/2 lbs
Damage:2D4
Average Cost:25 gold


Additional Armor
Paladin's Armor:A combination of plate covered with a white resin, which is later hardened, and bleached leather. The end effect is a suit of white ,non-metalic armor with good protection and fair mobility.
SDC:105 (full)
AR:15
Weight:40 lbs
Average Cost:900 gold

Wooden Armor:Popular among druids and creatures with the "Mend Wood" spell, the armor is usually a collection of wood plates or scales.
SDC:45 (full)
AR:12
Weight:26 lbs
Average Cost:150 gold

Wicker Armor:Another armor sometimes used by druids or as practice armor consisting of tough, interwoven reeds and fibers.
SDC:35 (full)
AR:12
Weight:15 lbs
Average Cost:80 gold


Optional Rules
Special Move,Spin Hit:Characters can perform a spinning attack with their weapon which inflicts +3 damage but is -1 to strike.

Weapon Durability:Whenever the Strike Roll is a natural 19 or 20, or when a natural 20 is parried, weapon durability is rolled (Listed in "The Compendium of Castles and Armor" or use a standard 65% durability). If the roll is over the % number the weapon breaks. Magic and rune weapons cannot be broken in this manner.

Broken Weapons/Pommel Strike:Attempting to damage an opponent with a broken weapon or striking the opponent with the pommel of a weapon does 1D6+PS bonus (If broken, the character is -1 to strike, akward, parry is not affected).

Terrain Penalties:Characters attempting to battle on uneven terrain or in strange positions must make balance rolls whenever they attack/dodge with the following modifiers.

  • On Slick/Wet ground, balance -10%
  • In shallow water (shins to knees) balance -10% dodge -1
  • In deep water (waist to abdomen) balance -10% dodge -2 Strk -1
  • In Deep Snow balance -15% dodge -1 Strk -1
  • On loose rock balance -5%
  • On very uneven terrain balance -10% dodge -1
  • Standing on ledge/beam/off balance balance -15% Dodge -3 Strk-2
  • Fighting on knees dodge -1
  • Fighting laying down dodge-1 Strk-3

BS'able Skills:If the none of the characters know a much needed skill, a character can attempt to "BS: doing the skill by rolling under his/her IQ on the percentile dice (or IQ +% bonus, depending on difficulty) and pull the party out of trouble!