Notable Items of the Jade Company

In four and a half centuries, the Jade Company has come across a variety of interesting relics that have been kept and preserved; nothing is ever thrown away, for the Company knows every trick and piece eventually has its use, if not today, but Tomorrow.

 

First Generation Badge: Worn only by the Captain, the Painter, Iron, Saga, and Drake, these badges were the ones issued by Emerald to those of the Jade Company serving at the time.  They are discs of worked and polished emerald bearing the scarlet circle and green and silver eye in the center.  A minor cantrip allowed Emerald (or any other suitably skilled sorcerer, like Saga) to locate the badges through concentration, a talent exploited often by the Old Crew.  The penetrating eye in the badge also seems to glare at those who look upon it, emanating an unsettling feeling.  These badges are well-crafted (intimidation) and decorative.

 

Second Generation Badge: Greenstone replicas of the first generation badges, the Captain had Saga create these badges to give to the New Crew, worn by all those who joined the Jade Company after their destruction at the Sea of Torment.  Every new Company brother wears this badge to show their allegiance and loyalty to the Company, and Saga keyed the New Badges in the same way Emerald keyed the Old, enabling him to locate the badges.  He also worked a cantrip into the eye of the badge, making it a minor version of the Old Badge's fearful look; these badges are well-crafted (intimidation).

 

The Lieutenant's Knives: Appearing from no where at the flick of his wrist, these knives cost the Lieutenant the majority of his pay for a few years, but he has never regretted the purchase.  Incredibly sharp and well balanced not only for throwing but melee as well, these four knives are never far from the Lieutenant.  They are balanced, concealable, and sharp (x2). 

 

Wrench's Crossbow: In his spare time, Wrench continually tinkers with a variety of machines, and this crossbow is the result of several years worth of research.  Carrying an absurd number of gears and a sighting scope, this heavy crossbow is accurate (x2) and ranged (+50% range increment).

 

Saga's Blade: A silvery blade sprouting from a black leather wrapped hilt and weighed with an uncut chunk of jade, this dagger is Saga's most treasured relic, always at his side.  A parting gift from his master before dying to a demon summoned by a rival sorcerer, Saga has had his life saved by this sorcerous weapon too many times to count.  Not only is it sharp and accurate, but upon dealing damage to an enemy, the enemy takes 5d6 fire damage.  Caster level: 15th; 1 lb; Embed Spell, Create Fire.

 

Blue Snake: Drake's namesake sword, this Nyeung Bao blade was crafted several generations ago by Drake's own great grandfather, and its tsuba bears a mark left behind by each of the wielders in the family.  The hilt itself is wrapped in blue silk, and the guard of black steel gives way to a shining curved steel blade with lines of blue damascus forge folded in the temple of the Path of the Sword; its beauty and edge can be appreciated by any warrior or artist.  Blue Snake is sharp (x3), accurate, and balanced.

 

Golden's Sword: This unnamed blade is wielded by the former aristocrat Golden, a greatsword once used by his father, awarded the weapon after his loyal service to the Lady's Empire in the North.  With a hilt if red leather and gold symbols of nobility and honor running along hilt and blade, it would seem the just and proper blade for a shining knight.  So what the hell is Golden doing wielding it?  This greatsword is accurate, decorative, and sharp.

 

The Annals: Now kept by Mercy, this collection of some two hundred and twenty five volumes dates back to the first emergence of the Jade Company as a scouting force for the Black Company.  Surprisingly complete for the four and a half centuries of the Company's existence, they have survived even the debacle at the Sea of Torment, defended by the officer core of the Company almost as ferociously as the Lance and Standard. 

The Annalist may perform a reading from the Annals to inspire members of the Company.  This requires at least two hours and a successful DC 25 Perform check.  If successful, the quality of all Jade Company units present for the reading is considered one higher (to a maximum of veteran) on the following day, plus one day for every 5 by which the check result exceeded the DC.  See page 136 of BCCS for information on unit quality.  This check can be performed once per week.

 

The Captain’s Spear: Crafted for the previous Captain of the Jade Company by an old employer, this twelve foot long spear is made of dark oak topped by a three foot broad steel blade that has edges and a point that can rip through many a foe’s armor.  Inheriting the weapon upon his Captaincy, the Captain favors this weapon above all others, preferring its reach and speed over his sword.  This spear is balanced (x2) and sharp (x2). 

 

Jade Company Standard: Given to the Captain by the wizard Emerald, this green field with scarlet circle and green & silver eye has been at the head of the Jade Company for several years now, attached to the crosspiece of the Lance.  Prominently displayed, it is well-crafted (x2) banner confers a +2 bonus to Command checks made within 30 feet of the banner.

 

The Lance of Passion: This Lance was given to the Jade Company upon its formation, the same style Lance granted to each of the Free Companies of Khatovar.  They were given to the Companies, even if only the priests of Kina attached to the Companies actually understood their true value and significance.  The Jade Company only maintains its Lance as one of the few traditions it maintains, such as the Annals.  This twelve foot long iron spear bears a crosspiece some three feet from the tip where the Company’s Standard is suspended from.  Currently, Iron bears the standard at the head of the Jade Company.

                This Lance is, like the others, a masterwork longspear.  When it strikes a non-humanoid or First Magnitude or higher creature, the target is affected by a poison and disease: The poison is injury; DC 33, initial and secondary damage 2d6 Con.  The disease has an incubation time of 1 hour, is Injury, DC 23, with initial and secondary damage of 1d6 Con.  If the disease deals secondary damage, the target must make a DC 18 Fort save or have one 1 point of Con permanently destroyed.  The Creation method is unknown, and the “caster level” is 50, and the weight is 8 pounds.

 

Imsaridur the Iron Necklace: Crafted in another realm of the Glittering Stone, Imsaridur is a necklace of iron links coming to support a blackened iron rectangle that has three hemispherical depressions; one is blackened, as though by soot, another has spidery lines of frost within, and the last is a glossy black, like polished ebony.  This heavy necklace was forged by creatures called dwarves in the realm known as Eldh, at the behest of a sorcerer called the Pale King so that he could harness the power of the Great Stones.  The necklace enabled him to channel the entirety of the stones’ rune magic with little danger to himself. 

                Condition                                              Effect

                The necklace is worn                           The wearer is immune to the harmful side effects of the Stones

                                                                                The wearer gains Damage Reduction 15/--

                                                                                The wearer gains fire and cold resistance 15

                                                                                The wearer gains Spell Resistance 15

                A Great Stone is inserted into

the appropriate slot.                            The bonuses to Magic Use granted by the Great Stone are doubled.

Two Stones are put into the

appropriate slots                                  The wearer gains DR 20/--

                                                                The wearer gains fire and cold resistance 20

                                                                The wearer gains SR 20

Three Stones are put into the

appropriate slots                                  The wearer gains DR 30

                                                                The wearer gains fire and cold resistance 30

                                                                The wearer gains SR 30

                                                                The bonuses to Magic Use granted by the Great Stone are tripled.

A Stone is placed into the

wrong slot.                                            The Stone immediately disappears, randomly teleported to some place in the world.  The bearer of Imsaridur immediately suffers an effect (see below in the descriptions of the Stones).

                Creation Method: Unknown.

                Caster level: 50; 5 lbs.

 

The Great Stones: It is whispered among the rune-sorcerers of Eldh that when the world was formed, three great stones were created to hold the primal powers of the most powerful runes in creation, behind the world-rune, Eldh.  There was Khrondisar, the stone of Fire, Sinfathisar, the stone of Twilight, and Gelthisar, the stone of Frost.  Each of these three stones bore amazing power, granting their bearers nearly total command over the elements bound within their rune’s namesake, from the simple act of conjuring the rune’s most basic form, to summoning creatures of the element, and even, it is whispered, apotheosis. 

                Physically, the stones are each small spherical or ovaloid stones that each can be held comfortably in the palm of a grown man’s hand.  Inscribed on the face of the stone is the rune of the stone.  A nearly visible aura of power surrounds each stone, and even no-talents can sense the magic that is barely restrained by these primal runes given physical form. 

Ø       Khrondisar, the Stone of Fire

o        The Great Stone of Fire greatly amplifies the bearer’s power over fire and light; if the bearer is a mage, they gain a +20 bonus to any Magic Use checks to cast effects involving Fire Talent and Light Talent. 

o        The most basic power of Khrondisar is to summon fire and light.  With a mere thought, the stone glows, illuminating up to a one hundred foot radius.

o        With more control over the stone, Khrondisar can be coaxed to summon a blast of flames; treat this as a fireball cast by a 50th level caster.

o        This stone bears the power to summon beings of fire (treat as fire elementals) as though the elemental swarm spell cast by a 20th level druid.  The elementals disappear when slain or at the end of the encounter.

o        One of the more terrible powers of the stone, exploited by the Necromancer Dakkereth, is the power to infect living beings with the power of Fire, transforming them into a khrondrim, or “man of fire.”  It can apply the khrondrim template to any creature within twenty feet of the stone. 

o        The greatest magic of Khrondisar is the power to channel the raw power of Fire through the mind, body, and spirit of the bearer, elevating them to the power of a god through a ritual that completely annihilates the former creature in their apotheosis through flames.

o        Keeping the Stone of Fire near oneself is a dangerous undertaking.  Unless the stone is kept in a box of iron bearing magical protection against fire, the keeper of the stone (even if it is not on their person) continually feels the sear of fire on their mind and are often prone to being irritated and in foul temper; they take 2 points of Wisdom and Charisma damage and 2d6 nonlethal damage for every day the stone is not so locked away.  In addition, the bearer of the Stone suffers 2d6 nonlethal damage every time one of the powers of the Stone is invoked. 

o        If Khrondisar is placed into the wrong slot of Imsaridur, the bearer instantly takes 10d6 fire damage, which is not in any way reduced by the fire resistance Imsaridur offers.

Ø       Sinfathisar, the Stone of Twilight

o        The Great Stone of Twilight greatly amplifies a sorcerer’s power over the minds of others; any spell effects cast to muck around with someone’s emotions (such as through the Beguile and Fear talents) gain a +20 bonus to the Magic Use roll. 

o        The most basic power of Sinfathisar is to rob the place of light, summoning a darkness that clings to the stone and extending up to a one hundred foot radius.  All light is blanketed, and sounds are muffled within the cloud.

o        The bearer of the stone can also create a mind-numbing aura around themselves; he can make himself seem invisible so long as he holds the stone and, through maintained concentration, exhaust and even force creatures within a fifty foot radius to eventually fall into enchanted slumber. 

o        Sinfathisar can summon creatures that seem to be made from the very fabric of the night sky to inhabit the earth (treat as air elementals) as though the elemental swarm spell cast by a 20th level druid.  The elementals disappear when slain or at the end of the encounter.

o        One of the rarest powers seen invoked by the Stone of Twilight is the power to make broken things whole.  Any mundane object touched to the stone is instantly repaired and made whole, and it can even restore broken runes.  Three times per day it can completely remove any penalty-inducing magical effects and even bring someone out of magical suspended animation or remove a curse afflicting them.  It does not heal living beings, though. 

o        The greatest magic of Sinfathisar is to channel the essence of Twilight into the bearer of the stone, making them as a god through a ritual that destroys the essence of the creature and infuses them with the night sky as a Power. 

o        Keeping the stone of Twilight near oneself is a dangerous undertaking.  Unless the stone is kept in a box of iron bearing magical protection that wards the mind, the keeper of the stone (even if it is not on their person) continually feels the press of the night sky’s emptiness upon them and are prone to sometimes just suddenly staring off into space; they take 2 points of Wisdom and Charisma damage and 2d6 nonlethal damage for every day the stone is not so locked away.  In addition, the bearer of the stone suffers 2d6 nonlethal damage every time a power of the Stone is invoked.

o        If Sinfathisar is placed into the wrong slot of Imsaridur, the bearer instantly takes 3d6 Wisdom and Charisma damage, which is not in any way reduced by the protection the necklace offers.

Ø       Gelthisar, the Stone of Frost

o        Power over ice and air are the hallmarks of the Great Stone of Frost; any spell effects cast involving the Water Talent and/or Air Talent spells gain a +20 bonus to the Magic Use check. 

o        The most basic power of Gelthisar is to summon the cold and emanate the chill light of a glacier’s heart.  A mere thought allows the stone to glow with a soft blue light, illuminating up to a thirty foot radius.  In addition, the area illuminated has the temperature dropped by a ten degrees.

o        By exerting his will over the stone, Gelthisar can be coaxed to summon a blast of cold, resembling an ice storm as though cast by a 50th level caster. 

o        The Stone of Frost can also be used to call forth beings of ice (treat as water elementals) as though summoned through the elemental swarm spell cast by a 20th level druid.  The beings disappear when slain or at the end of the encounter.

o        The stone bears an aura that twists the weather and environment around it.  If the stone is kept within the same general one mile area for longer than one month, the weather within a one hundred mile radius begins to noticeably dampen, chill, and finally freeze and erupt into a full blown winter that lasts so long as Gelthisar remains in the affected area, and for two months thereafter before reverting to the usual weather of the area. 

o        The greatest magic of Gelthisar is to channel the magic of frost, water, and wind and imbue the bearer of the stone, destroying their former self and making them as a god to the power over winter. 

o        Keeping the Stone of Frost near oneself is a dangerous undertaking.  Unless the stone is kept in a box of iron bearing magical protection against cold magic, the keeper of the stone (even if it is not on their person) continually feels the chill of winter winds cutting through their mind and are in an unfeeling mood for much of the time; they take 2 points of Wisdom damage and 2 points of Charisma damage and 2d6 nonlethal damage for every day the stone is not so locked away.  In addition, the bearer of the stone suffers 2d6 nonlethal damage every time a power of the Stone is invoked. 

o        If Gelthisar is placed into the wrong slot of Imsaridur, the bearer instantly takes 10d6 cold damage, which is not in any way reduced by the cold resistance Imsaridur offers.

Creation Method: Unknown

Caster Level: 50th; 1 lb.