Root of Evil/Party loot: Difference between revisions
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The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed. |
The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed. |
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===Goggles of Revealing - Drilali=== |
===Goggles of Revealing - Drilali=== |
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The lenses of this item are made of red crystal. When placed over the eyes of the wearer, the lenses enable her to invisible items and creatures in her normal range of sight, bathed in an eerie red light. After 30 minutes the lenses stop working and need to be taken off for at least 5 minutes to recharge. Both lenses must be worn for the magic to be effective. |
The lenses of this item are made of red crystal. When placed over the eyes of the wearer, the lenses enable her to see invisible items and creatures in her normal range of sight, bathed in an eerie red light. After 30 minutes the lenses stop working and need to be taken off for at least 5 minutes to recharge. Both lenses must be worn for the magic to be effective. |
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===Ring of Counterspells - Drilali=== |
===Ring of Counterspells - Drilali=== |
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This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again. |
This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again. |
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===Wand of Cat’s Grace - 50 charges=== |
===Wand of Cat’s Grace - 50 charges - Drilali=== |
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This slender wand carries the carving of a cat’s head and contains the Cat’s Grace spell. |
This slender wand carries the carving of a cat’s head and contains the Cat’s Grace spell. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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===Wand of Cure Light Wounds - 50 charges=== |
===Wand of Cure Light Wounds - 50 charges - Ted=== |
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This wand is engraved as if a snake is curling around it. When using this wand upon a living creature, you channel positive energy that cures 1d8 +1 points of damage. |
This wand is engraved as if a snake is curling around it. When using this wand upon a living creature, you channel positive energy that cures 1d8 +1 points of damage. |
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===Wand of Web - 50 charges=== |
===Wand of Web - 50 charges - Drilali=== |
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This wand is decorated with little spiders. When activated the Wand of Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. |
This wand is decorated with little spiders. When activated the Wand of Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. |
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Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. |
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. |
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The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. |
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. |
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Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. |
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. |
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===Wand of Bull’s |
===Wand of Bull’s Strength - 50 charges - Osred=== |
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This thick and strong wand is embossed with a bull’s head. The subject of the spell from this wand becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
This thick and strong wand is embossed with a bull’s head. The subject of the spell from this wand becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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===Dust of Appearance - 5 portions=== |
===Dust of Appearance - 5 portions - Alohoma=== |
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Small tubes, apparently made from bone and closed off with a wooden stopper, each contain a handful of powder. This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes. |
Small tubes, apparently made from bone and closed off with a wooden stopper, each contain a handful of powder. This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes. |
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==Miscellaneous== |
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===Note found with the dead cleric of Obad-Hai=== |
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Brother Elfred, |
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This evil needs eradicating. We found out that this can only be done by separating the demon from his seed, without his mistress being killed. Killing her will only set him free. |
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Make haste. |
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May Obad-Hai protect us all. |
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[[Root of Evil]] |
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[[Category:Root of Evil]] |
[[Category:Root of Evil]] |
Latest revision as of 19:13, 8 May 2007
Gifts from Phylliria
Vest of Minor Displacement - Osred
This item appears to be a normal vest, but when worn by a character its magical properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a 20% miss chance on attacks against the wearer. It functions continually.
Air Elemental Gem - Osred
This gem contains a conjuration spell attuned to a specific Air Elemental Plane, Air elemental gems are transparent.
When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the gem.
Belt of Giant Strength +4 - Nanalantar
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4.
Golembane Crystal - Nanalantar
This grey crystal can be attached either to the hilt or handle of a weapon (a standard action), after which any attacks made with that weapon automatically bypassed a golem's damage resistance. The item stays attached for one minute at a time and can be used once per day.
Bracers of Health +4 - Ted
These black leather bracers are inlaid will bear’s teeth. The bracers grant the wearer an enhancement bonus to Constitution of +4.
Quiver of Ehlonna - Ted
This appears to be a typical arrow container capable of holding about twenty arrows, with the likeness of the goddess Ehlonna on it. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
Winged Bracers - Alohoma
These bracers appear to be made of fine, golden-brown leather and are embossed with wings. On command, the bracers sprout wings and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times per day for up to 5 minutes per flight.
Rope of Entanglement - Alohoma
A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
Goggles of Revealing - Drilali
The lenses of this item are made of red crystal. When placed over the eyes of the wearer, the lenses enable her to see invisible items and creatures in her normal range of sight, bathed in an eerie red light. After 30 minutes the lenses stop working and need to be taken off for at least 5 minutes to recharge. Both lenses must be worn for the magic to be effective.
Ring of Counterspells - Drilali
This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Wand of Cat’s Grace - 50 charges - Drilali
This slender wand carries the carving of a cat’s head and contains the Cat’s Grace spell. The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Wand of Cure Light Wounds - 50 charges - Ted
This wand is engraved as if a snake is curling around it. When using this wand upon a living creature, you channel positive energy that cures 1d8 +1 points of damage.
Wand of Web - 50 charges - Drilali
This wand is decorated with little spiders. When activated the Wand of Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Wand of Bull’s Strength - 50 charges - Osred
This thick and strong wand is embossed with a bull’s head. The subject of the spell from this wand becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Dust of Appearance - 5 portions - Alohoma
Small tubes, apparently made from bone and closed off with a wooden stopper, each contain a handful of powder. This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes.
Miscellaneous
Note found with the dead cleric of Obad-Hai
Brother Elfred,
This evil needs eradicating. We found out that this can only be done by separating the demon from his seed, without his mistress being killed. Killing her will only set him free.
Make haste.
May Obad-Hai protect us all.