Icewind Dale 2 Full-Description Item List Westley Weimer Version 1.00 Tue Dec 3 17:52:58 2002 http://www.cs.berkeley.edu/~weimer/bgate This text file lists all of the droppable, displayable items in IWD2. It was created using WeiDU (a program for Infinity Engine manipulation) and Icewind Dale version 2.01 ([v2.01.1016]). This list contains spoilers. The format of an entry is: [ITEM_RESOURCE_NAME.ITM] Item Name Long in-game item description. Purchased From: Lists stores (and their associated chapters) from which you can purchase this item. Found In: Lists area resources which contain this item (usually in a container or on the ground). Press "X" in the game to see your current area. Carried By: Lists creatures (and their associated chapters) which carry this item. DLGs: Lists dialogue resources that mention this item. Later versions of this list will include more information here. Random Drop: This lists games (all games, Heart of Fury, or Normal) in which this item is a random drop. The extension "-Rnd" for a location means that the item is a random drop and may not be present in all games. The extension "-HoF" for a location means that the item is a random drop for Heart of Fure mode and is probably not present in normal games. Such items also often have HF in their resource names. The extension "-Nrm" for a location means that the item is a random drop for Normal mode (meaning, NOT Heart of Fury) and is probably not present in a Heart of Fury game. If you have comments or suggestions about the content or format of this file, please sent them to me care of the above email address. --- [00AMUL01.ITM] Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL02.ITM] Silver Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5201 Random Drop: All Games, HoF, Nrm --- [00AMUL03.ITM] Bluestone Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5300 Random Drop: All Games, HoF, Nrm --- [00AMUL04.ITM] Agni Mani Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL05.ITM] Rainbow Obsidian Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. --- [00AMUL06.ITM] Tiger Cowrie Shell Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL07.ITM] Gold Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5300 Dialogues: Elytharra (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00AMUL08.ITM] Studded Necklace with Zios Gems A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL09.ITM] Bloodstone Amulet A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Carried By: Lizard Man Shaman (Chp 6.1) Dialogues: Jari (Chp 5.0) --- [00AMUL10.ITM] Pearl Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Carried By: Jezabel Quice (Chp 6.5) Dialogues: 60JERMS2 (Chp 6.0) --- [00AMUL11.ITM] Laeral's Tear Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. --- [00AMUL12.ITM] Necklace of Missiles This necklace creates a tiny magical bead that will fly unerringly towards its target. Upon striking the target, the bead will burst into a fiery inferno, burning anything caught within the blast area. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6d6 (Reflex save for half) Weight: 1 lb. Purchased From: Beodaewn's Caravan (Chp 4.0), Heartstone Gem (Chp 6.0), Nathaniel's Temple (Chp 6.0) --- [00AMUL13.ITM] Amulet of Protection +1 Amulets are one the most favored items to enchant by wizards because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Deflection Bonus: +1 Saving Throw Bonus: +1 Weight: 1 lb. Purchased From: Elytharra's Enchantments (Chp 1.1), Myrvek of Gracklstugh (Chp 5.3) Carried By: Hiepherus (Chp 6.0), Kadresh Olonrae (Chp 5.3), Riki (Chp 6.3), Sheemish (Chp 6.0), Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00AMUL14.ITM] Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. STATISTICS: Spell Power: Can cast the spell Shield Weight: 1 lb. Purchased From: Elytharra's Enchantments (Chp 1.1), Zack's Collectibles (Chp 4.1) Carried By: Cedrin Zil (Chp 6.3), Saablic Tan (Chp 6.2), Saablic Tan (Chp 6.3), Saablic Tan (Chp 6.6), Sherincal (Chp 6.6) Random Drop: HoF, Nrm --- [00AMUL15.ITM] Amulet of Intellect This amulet has been enchanted to improved the wearers learning capabilities. STATISTICS: Intelligence: +1 Weight: 1 lb. Random Drop: HoF, Nrm --- [00AMUL30.ITM] Lucky Knucky This barely recognizable lump of fish bone has been carried as a good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Saving Throw Bonus: +1 to all saving throws Weight: 0 lb. Carried By: Jemeliah (Chp 1.1-Nrm) --- [00AMUL31.ITM] Yeti Skin Scarf This is a scarf that is constructed from the fur of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00AMUL32.ITM] Winter Wolf Scarf This is a scarf that is constructed from the fur of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 2 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00AMULBT.ITM] Belib's Multiple Tool Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: +1 to Open Lock skill +1 to Search skill Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) Carried By: Pondmuk (Chp 3.0-Nrm) --- [00AMULDS.ITM] Druid's Stone These sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert. The druids would often meditate while on their lonely vigils, and the stones they wore would help them commune with the earth and stones beneath their feet, telling them of the movements of desert creatures in the surrounding area. In times of danger, they could summon the strength of the earth to their aid, causing their skin to become as hard as stone and giving them some protection against attacks. The reason for their vigil was unknown, but the druids vanished mysteriously over fifty years ago, and no one knows what became of them. Only their druid stones remained, and the stones have told no stories. STATISTICS: Special: Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. Purchased From: Heartstone Gem (Chp 6.0-Nrm), Nathaniel's Temple (Chp 6.0-Nrm) --- [00AMULES.ITM] Eye of the Storm In the howling north of Icewind Dale, it can be difficult to steady oneself before battle... or even keep one's wit when surrounded by foes. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. When the goblin horde sacked Bremen, this mysterious item was seized from a dead merchant by one of the goblin shamans, who could find no use for it. The medallion was carried for several leagues until the amulet slipped from the shaman's possession and was lost amongst the snows, only to resurface here. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00AMULFD.ITM] Flame Dance Talisman Fire can be the bringer of life, or the harvester of death. With the Flame Dance Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Flame Dance Talisman gave its wearer added protection against all sorts of melee attacks and had the power to launch a fireball once per day at would-be attackers. STATISTICS: Armor Bonus: +1 (generic) Special: Spell Power: Can cast the spell Fireball once per day Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00AMULGC.ITM] Gohoin's Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. STATISTICS: Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds while equipped Weight: 0 lb. Carried By: Morvyn (Chp 6.6-Nrm) --- [00AMULMP.ITM] Mirabel's Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowedge (Arcana): +3 Weight: 0 lb. Carried By: Mirabel (Chp 5.3-Nrm) --- [00AMULSL.ITM] Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies. From then on, the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Snow Leopard Charm. STATISTICS: Special: Dexterity: +2 bonus Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00ARMBL2.ITM] Armageddon Blade 2002 *The Armageddon Blade 2002 is the new and improved version of the Armageddon Blade of the Critical Path Tester. This sword basically does the same stuff as the other one - only in the 3E rule-set. *Not to be used to test play balancing. Failure to comply will result in an alien abduction and intensive probing by cold instruments. --- [00ARMCH.ITM] Armageddon Chain Mail of theTester Uber-Chain for critical path testing only! Do not use to test play balance. If you do, you will be abducted by aliens and probed with cold instruments. --- [00AROW01.ITM] Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Artemus (Chp 2.0), Conlan's Smithy (Chp 6.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Nathaniel's Bag of Holding (Chp 6.1), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3), Zack's Collectibles (Chp 4.1) Found In: AR1000, AR1100, AR4101, AR4102, AR5201 Carried By: More Than 12 Creatures Dialogues: Isherwood (Chp 1.2) Random Drop: All Games, HoF, Nrm --- [00AROW02.ITM] Masterwork Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of arrow and a pointed tip at the front. Normally, arrows are fired from a bow of some sort. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4102 Carried By: Arif ab'd Bashshar, Mercenary, Rogue Random Drop: All Games, HoF, Nrm --- [00AROW03.ITM] Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4102, AR5300 Carried By: Aurilite Ranger Commander (Chp 4.0), Urbane (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AROW04.ITM] Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4100, AR4101, AR4102 Carried By: Hadya ab'd Bashshar, Viper's Fangs Assassin (Chp 6.0), Yuan-ti Archer (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AROW05.ITM] Corrosive Arrows +1 This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW06.ITM] Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW07.ITM] Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW08.ITM] Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow Purchased From: Tahvo the Huntmaster (Chp 5.0) Dialogues: Lord Pyros (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00AROW09.ITM] Frost Arrows +1 The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow Carried By: Cold Bones (Chp 6.2), Elven Dread Archer (Chp 6.2) Random Drop: All Games, HoF, Nrm --- [00AROW10.ITM] Arrows of Piercing The arrow of piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1d6 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Found In: AR6603, AR6702 Carried By: Huntsman (Chp 5.1) Random Drop: HoF, Nrm --- [00AROW14.ITM] Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW85.ITM] Arrows of Disruption +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW86.ITM] Returning Poison Tipped Arrow These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW87.ITM] Keen Arrows These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow Found In: AR4000, AR4100, AR4101, AR4102 Carried By: Pureblood Fighter (Chp 6.0) Random Drop: HoF, Nrm --- [00AROW88.ITM] Stunning Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow Found In: AR4001, AR4100, AR4101, AR4102 Carried By: Half-Orc (Chp 6.6) Random Drop: HoF, Nrm --- [00AROW89.ITM] Sure Strike Arrows These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow Carried By: Aurilite Ranger (Chp 4.0) Random Drop: HoF, Nrm --- [00AROW90.ITM] Arrows of Lesser Dispelling These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW91.ITM] Everlast Arrow These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow Found In: AR4100, AR4101, AR4102 Random Drop: HoF, Nrm --- [00AROW92.ITM] Arrows +5 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00AROW93.ITM] Arrows +4 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Carried By: High Commander Grishum (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW94.ITM] Arrows +3 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Carried By: Jermsy (Chp 6.0) Dialogues: Tahvo the Huntmaster (Chp 5.0) Random Drop: HoF, Nrm --- [00AROW95.ITM] Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow Purchased From: Wode the Guileful (Chp 5.3) Found In: AR4100, AR4101, AR4102 Random Drop: HoF, Nrm --- [00AROW96.ITM] Hunting Arrows These arrows have been fitted with a specially designed arrow head. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow Carried By: Leevi (Chp 5.0) Random Drop: HoF, Nrm --- [00AROW97.ITM] Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW98.ITM] Stunning Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW99.ITM] Sparking Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow Purchased From: Wode the Guileful (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H01.ITM] Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1001, AR1100, AR1200, AR5202 Carried By: Brogan (Chp 1.0), Ghost (Chp 5.0), Guthewulfe Henghelm (Chp 1.0), Menon (Chp 1.2), Orc Slave-Soldier (Chp 5.1), Orc Slave-Soldier (Chp 5.2) Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H02.ITM] Masterwork Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR5004, AR5302 Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF --- [00AX1H03.ITM] Battleaxe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2), Duergar Commander (Chp 5.2), Gerbash (Chp 6.0), Gorg (Chp 6.2), Orc Dread Warrior (Chp 6.2), Ragni Bellows (Chp 1.1), Torak (Chp 2.0) Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H04.ITM] Battleaxe +2 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: More Than 12 Creatures Random Drop: All Games, HoF --- [00AX1H05.ITM] Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1200, AR5202 Carried By: Barbarian Warrior (Chp 5.0), Wode the Guileful (Chp 5.3) Random Drop: All Games, HoF --- [00AX1H06.ITM] Returning Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX1H11.ITM] Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR1000 Dialogues: Reig Redwaters (Chp 1.0) Random Drop: All Games, HoF, Nrm --- [00AX1H12.ITM] Masterwork Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF --- [00AX1H72.ITM] Returning Acid Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed --- [00AX1H73.ITM] Throwing Axe of Disruption +1 The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H74.ITM] Keen Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H75.ITM] Mage Killer Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H76.ITM] Returning Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H77.ITM] Throwing Axe +1 The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Lizard Man Warrior (Chp 6.1) Random Drop: HoF, Nrm --- [00AX1H78.ITM] Keen Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H79.ITM] Ice Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2), Gorg (Chp 6.2), High Priestess Cathin (Chp 4.1) Random Drop: HoF, Nrm --- [00AX1H80.ITM] Corrosive Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H81.ITM] Axe of Displacement The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H82.ITM] Axe of Wounding The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Limha's Home (Chp 5.0) Random Drop: HoF, Nrm --- [00AX1H83.ITM] Battleaxe of Decay +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H84.ITM] Battleaxe of Celerity The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H85.ITM] Winter Axe +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H86.ITM] Battleaxe of Disruption +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H87.ITM] Battleaxe of Fiery Defense +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H88.ITM] Battleaxe of Precision +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H89.ITM] Throwing Axe of Shocking Burst This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H90.ITM] Handaxe of Expertise +1 The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H91.ITM] Battleaxe +5 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H92.ITM] Battleaxe +4 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX1H93.ITM] Battleaxe +3 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H94.ITM] Battleaxe of Focus Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H95.ITM] Battleaxe of Burning Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H96.ITM] Masterwork Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR6702 --- [00AX1H97.ITM] Battleaxe of the Defender +5 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H98.ITM] Mystical Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H99.ITM] Battleaxe of Speed The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1HAS.ITM] Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2-Nrm) --- [00AX1HBA.ITM] Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Heggr Splitsteel (Chp 5.3-Nrm) --- [00AX1HCK.ITM] Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: High Commander Grishum (Chp 6.1-Nrm) --- [00AX1HSC.ITM] Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00AX1HSP.ITM] Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR6301-Nrm --- [00AX1HTA.ITM] Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed --- [00AX2H01.ITM] Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1002 Random Drop: All Games, HoF --- [00AX2H85.ITM] Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H86.ITM] Greataxe of Ice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H87.ITM] Greataxe of Blurred Visions +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H88.ITM] Greataxe +5 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H89.ITM] Greataxe +4 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX2H90.ITM] Greataxe +3 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Carried By: More Than 12 Creatures Random Drop: All Games, HoF, Nrm --- [00AX2H91.ITM] Greataxe +2 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H92.ITM] Greataxe +1 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Found In: AR5302 Random Drop: All Games, HoF, Nrm --- [00AX2H93.ITM] Greataxe of Digestion +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H94.ITM] Massive Greataxe of Flame +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required Random Drop: HoF, Nrm --- [00AX2H95.ITM] Greataxe of Might +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H96.ITM] Greataxe of Cleaving +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Carried By: Guard (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00AX2H97.ITM] Masterwork Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Found In: AR5302, AR6702 Random Drop: All Games, HoF --- [00AX2H98.ITM] Greataxe of Elemental Bursts This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required Random Drop: HoF, Nrm --- [00AX2H99.ITM] Greataxe of Vampiric Flame This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strengh of 18 Required --- [00AX2HBB.ITM] Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Carried By: Blahg'mah (Chp 6.2-Nrm), Gorg (Chp 6.2-Nrm) --- [00AX2HBD.ITM] Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00AX2HWT.ITM] Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Tahvo the Huntmaster (Chp 5.0-Nrm) --- [00BARD01.ITM] Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. Weight: 1 lb. Purchased From: Beodaewn's Caravan (Chp 4.0-Nrm) --- [00BARD02.ITM] The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope, centered on the user. Weight: 3 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BARD03.ITM] The Unstrung Harp The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. Found In: AR6402-Nrm --- [00BARD04.ITM] Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Weight: 2 lb. Purchased From: Kadresh Olonrae (Chp 5.3-Nrm) --- [00BARD05.ITM] The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among one of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Weight: 1 lb. Found In: AR3000-Nrm --- [00BARD06.ITM] The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: Can cast the spell Dire Charm once per day Weight: 2 lb. Purchased From: Nym's Exotic Goods (Chp 5.0-Nrm) --- [00BARD07.ITM] Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold Weight: 2 lb. Found In: AR6102-Nrm --- [00BARD08.ITM] Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Weight: 3 lb. Found In: AR6200-Nrm --- [00BARDRS.ITM] Retching Serpent The serpent is a wind instrument. It usually is made of a long, conical wooden tube of over six feet in length that is coiled in much the same way as a snake; thus the name. Six holes along its length help the player alter the pitch in much the same way as a cornet. This particular instrument produces a low sonorous sound that can be felt to the very bones of all those within range. In the hands of a skilled bard, this instrument can produce a Stinking Cloud and direct it at one's enemies. STATISTICS: Cast cast the spell Stinking Cloud 2/day Weight: 5 lb. Purchased From: Bashshar's Decanter-Nrm --- [00BELT01.ITM] Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. Random Drop: All Games, HoF --- [00BELT02.ITM] Golden Girdle Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Bonus: +3 vs. slashing weapons Weight: 2 lb. Carried By: Kratuuk (Chp 6.2), Oswald Fiddlebender (Chp 1.1), Vese Nejj (Chp 6.3) Random Drop: All Games, HoF --- [00BELT03.ITM] Girdle of Bluntness Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands; lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Bonus: +4 vs. blunt weapons Weight: 2 lb. Purchased From: Bashshar's Decanter, Heartstone Gem (Chp 6.0), Nathaniel's Temple (Chp 6.0) --- [00BELT04.ITM] Girdle of Piercing An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Bonus: +3 vs. piercing weapons Weight: 2 lb. Purchased From: Bashshar's Decanter, Conlan's Smithy (Chp 6.0) --- [00BELT05.ITM] Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well-known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped Weight: 2 lb. Purchased From: Bashshar's Decanter, Elytharra's Enchantments (Chp 1.1) --- [00BELTAD.ITM] Arcs of Disredain Disredain was an eccentric wizard who became enthralled with the manipulation of electricity. In addition to the wands he created, Disredain made a number of experimental magic items during a fifteen-year period of frenzied research. This belt was one of the items he did not think highly of. Consisting of large, crescent-shaped slices of mottled copper sitting back to back, the belt is quite thick and unique in appearance. A cleric of Talos named Ylkath wore the Arcs for three decades before he died of old age. His companion, the Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three years before she was shot dead by pirates that survived one of her nautical attacks. The pirates sold the belt to a fence. Its history past that point is unknown. STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Resistance: 1/- Electrical Resistance Weight: 3 lb. Purchased From: Nathaniel's Bag of Holding (Chp 6.1-Nrm) --- [00BELTBG.ITM] Black Goat Girdle Made by halflings, the Black Goat Girdle is sacred to all of their religious sects. Legends say that the Black Goat appeared to a nameless halfling village that had been sacked by goblins during a terrible winter. The tribe of warriors slew most of the halfling men, burned the fields, and took all of the town's livestock. Broken but not hopeless, the villagers congregated for prayer in the burned chapel at the center of town. Out of the smoke drifting over the edge of town, a black goat appeared with six kids, five black, one white. Over the course of six days, the kids grew, gave birth to more kids, and each previous generation died in the night. The milk, meat, and hide provided by the goats helped the halflings survive through their harsh winter. After the six days of miracles had passed, the town tanner made a belt from the hide of the mother goat that had appeared out of the smoke. Halfling tales often contain stories of halfling heroes wearing the Black Goat Girdle on their adventures, though no one has yet determined exactly where the legend truly originated. STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Weight: 3 lb. Carried By: Kratuuk (Chp 6.2-Nrm) --- [00BELTDB.ITM] Dragon's Belt A barbarian tribesman by the name of Edhan asked his shaman to enchant this belt for him. Edhan risked his life hunting for young white dragons in the tundra north of Icewind Dale. Though the risk was extreme, the foolhardy barbarian was wealthy beyond what most tribesmen can dream of. As he aged, Edhan lost his edge. The belt helped protect him in his later years. Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair of young whites. Barbarians from the Tribe of the Great Wyrm eventually recovered the warrior's body, but chose not to inter his body. They traded his belt away with the rest of his equipment. The front of the belt features a broad white dragon's chest scale. Leather lined with polar bear fur makes up the rest of the belt. STATISTICS: Saving Throw Bonus: +3 to Reflex saves Weight: 3 lb. --- [00BELTLG.ITM] Little Giant This belt of woven hair is a curious belt, and it is woven from a mix of red dwarven hair and verbeeg giant hair. It was originally worn as a substitute by the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a hundred giants after several raids by greedy verbeeg wiped out much of his caravan trade from Upper Dorn's Deep. Soon after his proclamation, the Little Giant went in search of verbeeg camps, fighting them one after the other, until he came across the Temple of the Forgotten God in the mountains bordering Kuldahar. It was said that he was brought into the Temple, and rather than risk more bloodshed, the priests agreed to reign in the verbeeg patrols from around Dorn's Deep and made reparations for the stolen goods. Somewhat mollified, Burninghair left his woven belt in the hands of the Temple and swore peace with the verbeeg provided they kept their end of the bargain. When the Temple was ransacked many years later, the strange belt was carried off by the attackers and lost in the North. The Little Giant belt grants the wearer tremendous strength, most likely as a side effect of the giant hair woven into the belt and the great anger that ran deep in Burninghair's heart. It is said that Burninghair's original belt that predated the Little Giant was much more powerful, but he lost it while pursuing a fleeing verbeeg across a river - apparently, the verbeeg was attempting to carry off one of the Burninghair's ponies. Furious over the loss of his original belt, Burninghair simply added its loss to the list of crimes the verbeeg would pay for. STATISTICS: Special: Strength: +4 Weight: 2 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BELTSS.ITM] Sash of Shadows When this sash is tied about the waist, it seems to blend into the folds of one's clothing so as to be almost invisible. These sashes were initially worn by stalkers in the service of Kresselack the Black Wolf on the day he sent them out to search for a location for his final resting place... the sashes were woven to prevent his enemies (and mages in the service of his enemies) from learning of the movements of his stalkers. Once the stalkers had found a tomb worthy of Kresselack, he gave them deaths worthy of their station and took their sashes from them to line the walls of his tomb in the Vale of Shadows. These sashes were carried from his tomb by fortune seekers many years past, and they have since found their way to remote corners of the North. STATISTICS: Special: Constant Effect: Non-detection while equipped. Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00BOLT01.ITM] Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Artemus (Chp 2.0), Beodaewn's Caravan (Chp 4.0), Conlan's Smithy (Chp 6.0), Dragu's Workshop (Chp 5.1), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3), Zack's Collectibles (Chp 4.1) Found In: AR1001, AR1006, AR1200, AR3000, AR3001, AR3002, AR3100, AR3101, AR4000, AR4101, AR4102, AR5201 Carried By: Gerbash (Chp 6.0), Talisman Assassin (Chp 4.1) Random Drop: HoF, Nrm --- [00BOLT02.ITM] Masterwork Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Dragu's Workshop (Chp 5.1), Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR3000, AR3001, AR3002, AR3101, AR4000, AR4100, AR4101, AR4102, AR5101 Carried By: Dargab the Slave-Master (Chp 5.1), Dargab the Slave-Master (Chp 5.2), Dragu Ironbreaker (Chp 5.1), Duergar Bolter (Chp 5.1), Duergar Bolter (Chp 5.2), Duergar Commander (Chp 5.2), Harhord Dorm (Chp 5.1), Harhord Dorm (Chp 5.2), Talisman Assassin (Chp 4.1) --- [00BOLT03.ITM] Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Dragu's Workshop (Chp 5.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR3001, AR3002, AR3100, AR3101, AR4000, AR4100, AR4101, AR4102, AR5300 Carried By: Denham Fisher (Chp 1.1), Gerbash (Chp 6.0), Talisman Assassin (Chp 4.1) --- [00BOLT04.ITM] Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Conlan's Smithy (Chp 6.0), Dragu's Workshop (Chp 5.1), Zack's Collectibles (Chp 4.1) Found In: AR4000, AR4001, AR4100, AR4101, AR4102, AR6101 Carried By: Illium Ar'Ghrenoir (Chp 4.0), Talisman Assassin (Chp 4.1), Valas Rrostarr (Chp 5.3), Yuan-ti Pureblood Thief (Chp 6.1) --- [00BOLT05.ITM] Sparking Bolts +1 This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electrical sulfuric smell. As it hits there is a crackle as the energy stored is released into the targets wound. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Found In: AR3001, AR6702 Carried By: Ashra (Chp 6.0) Random Drop: HoF, Nrm --- [00BOLT08.ITM] Tranquil Bolt These crossbow bolts are easy for magic scholars to recognize because of their purpose and their colorful decoration. The infamous Band of the Key was a group of occultist fighters who dedicated themselves to taking evil magical texts out of the hands of those who would use them to cause harm. The Band favored using crossbows over bows for their ability to remain cocked and ready for long periods of time. The leader of the Band, a thin, mustachioed man named Heglyf, enlisted some Deneirian priests to craft these special bolts in large quantities. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (Piercing) Special: Spell Process: Bolts cast Silence on target (Will save negates) Weight: 0 lb. Launcher: Crossbow Random Drop: HoF, Nrm --- [00BOLT93.ITM] Stunning Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Crossbow Found In: AR6600 Random Drop: HoF, Nrm --- [00BOLT94.ITM] Frost Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00BOLT95.ITM] Flaming Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00BOLT96.ITM] Corrosive Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Carried By: Drow Fighter Thrall (Chp 5.3), Guard (Chp 6.3), House Despana Guard (Chp 5.3) Random Drop: HoF, Nrm --- [00BOLT97.ITM] Bolt +5 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Riki (Chp 6.3) Dialogues: 60GERBA2 (Chp 6.0) Random Drop: HoF, Nrm --- [00BOLT98.ITM] Bolt +4 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00BOLT99.ITM] Bolt +3 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Carried By: Ashra (Chp 6.0) Random Drop: HoF, Nrm --- [00BOOK07.ITM] History of Calimshan History of Calimshan: Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air. The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinni and efreeti started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old. For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyr - took turns dominating, only to be conquered by the next, nearly identical tribe. Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being. The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the Forgotten Realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere. 900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the Realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population. Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir). Since the fall of Shoon, no force or people has risen to solely dominate the land. There are a half dozen or so major cities, each of which exerts its power over its own area. About 170 years ago, a man in Calimport amassed a large army and declared himself "Pasha" over the land. Before that army could march, however, the representatives of each major city met and agreed to recognize the Pasha's authority in limited areas, and to pay a small tribute to him; enough to pay for the works the Pasha was expected to do. The oldest son of each Pasha inherits the title; if there is no son, the mayors of each large city select a new one. The current Pasha, Rashid Djenispool, has ruled for over 18 years, and is the grandson of a pasha elected by the mayors of Calimshan 44 years ago. Weight: 2 lb. --- [00BOOK08.ITM] History of Cormyr History of Cormyr: Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line. The land has been officially at peace for many years - since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering its forces to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of the Dalelands; and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West. Weight: 2 lb. --- [00BOOK09.ITM] History of Dambrath History of Dambrath: The nation of Dambrath was formed out of a barbarian kingdom almost a half-millennium ago by a powerful alliance of priestesses of Loviatar and the drow from the city of T'lindhet. In 211 DR, fleeing from the destruction of the homeland by the then-great kingdoms of Unther and Mulhorand, four tribes of barbarians entered Dambrath. They found a coast where the dolphins danced and plains where the grass was long. They roamed from the borders of the Walls of Halruaa as far east as the current borders of Estagund. They soon became known as the Arkaiun, or people of the wind. In 545 DR a great warchief, Reinhar, arose to lead the tribes. The halflings of Luiren were quickly enslaved, and several of the coastal cities of Durpar were captured or razed. Estagund fell to his rule, and eventually Reinhar turned his attention to Halruaa. An army of 40,000 horsemen and a fleet of 50 ships mounted a coordinated attack, and even though Reinhar was able to get beyond the Walls of Halruaa and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to be more than a match for the invaders. Reinhar was finally defeated in a great battle at Sulaziir by the archmage Mycontil and his troop of wizards. Reinhar's son, Reinhar II, took command of the army and set out on a two month overland retreat. He arrived home with a thousand surviving fighting men and no shaman. Reinhar II proved to be as good a ruler in defeat as his father was in war. He consolidated his forces and pulled home almost all of his troops, as he knew that the defeat made them tempting prey for raiders and encroaching monsters. This action allowed for the safe development of his peoples. By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and lazy. Reinhar IX, or Reinhar the Foolish as he is more commonly known, insisted on expanding his nation to gain more gold to finance his military campaigns. He ordered the mining of many rich lodes of silver and electrum in the Gnollwatch mountains, but before his plans of expansion could begin, the miners encountered the drow of T'lindher. The drow were outraged and began a steady series of raids and attacks on the Arkaiun strongholds. Whole villages were destroyed overnight, and no trace of the invaders could be found. Reinhar IX committed the foolhardy action of attacking the drow in retaliation. While the Arkaiuns managed to get a force into the drow city, this action only succeeded in uniting the normally chaotic drow. For once, the full power of a drow city was turned against an enemy. The battle quickly moved back to the surface. Reinhar's raiders were wiped out, leaving Reinhar with only a small portion of his original military. This was not enough for the drow, who demanded total enslavement of the entire surface nation. The Arkaiuns resisted valiantly, and the war went on for three decades at tremendous cost in life to both sides. Finally, the drow had the Arkaiun forces cornered at Malduir. Almost without hope, the defenders were overjoyed when a group of half-elven pilgrims appeared on the scene. The high priestess, Cathtyr Shintar, offered the aid of her clerics to help defend the city, and Reinhar took this to be an omen from the gods. A priestess was placed with almost every company. Within a tenday the drow struck. The priestesses did indeed prove to be of great aid, but to the drow. Every priestess turned on the Arkaiuns, and Cathtyr herself slew Reinhar. The drow were still weakened by the battle, and only the presence of the priestesses enabled them to win. Cathtyr, realizing the unique advantage she possessed, made a deal that even the suspicious drow embraced. Her priestesses would rule the land, and in exchange they would provide access to the surface for the drow, trading weapons, slaves, and supplies. The drow were delighted with this brazen offer from a surface dweller. Reinhar had been slain and the insult avenged, and after 30 years of war the drow were not particularly interested in Dambrath. They did insist, however, on taking the best captured males as slaves. Cathtyr quickly agreed to this, seeing the males as an obstacle to her own power. Cathtyr ruled for 205 years. She fulfilled her promise to make Dambrath, or "The Nation of Pain," a bastion of evil in the Realms. In her time, Cathtyr saw the priesthood of Loviatar expand to thousands, and faith in the Beastlords previously worshiped by the Arkaiuns was nearly eradicated. Many of the Arkaiuns were able to escape their new mistresses and flee to the Swagdar. There they resumed their almost forgotten nomadic life. The priestesses of Loviatar continued to enjoy good relations with the drow, and some even took mates, creating a race of drow half-elves. These dark half-elves became known as the Crintri, or "noble ones." Most are priestesses of Loviatar, though many are mages as well. They consolidated their power, learning much of the area from the Shebali, or "lower ones," as the Arkaiuns are now called. The capital of Dambrath was established at Cathtyr, built after Cathtyr's passing and named in her honor. Her death came at the hands of her daughter, Filina, who had grown tired of waiting for her mother to die. Filina ruled for only five years, however, before her own daughter, Cathakay, assumed the throne in the same fashion. Cathakay ruled for 54 years, eventually falling in battle against a gold dragon. She died childless, and her niece Melanith assumed the throne. Melanith faced an increasing population, and unrest among males who longed for a return to their prestige of old. Melanith did not return their previous status, but she did make use of them. Fearing that the great nations of Mulhorand and Unther might rise again, she decided that mundane tasks, such as the defense of the kingdom, would be handled by men. She was the first to name a male to the post of warchief. Sadalar, a Crintri, became the queen's consort. His term as warchief was characterized by widespread bribery and corruption. He was, however, responsible for getting many privileges returned to the Arkaiuns. After Melanith's rule, the Shebali were considered second class citizens, rather than slaves. Though males were granted more power during her rule, Melanith also solidified the split between the sexes. While the rulers of Dambarth had been females for over two centuries, it was more because of competence than gender. Melanith, however, decreed that men could have no authority except over other men. The female-led hierarchy of Loviatar was quick to back this move. Many of the bravest and best men of the kingdom perished in raids on Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that had returned to the Gnollwatch Mountains. Some even fought at the side of the drow in their battle with the svirfneblin city of Aventine. The deep gnomes were destroyed, but so were the Shebali. The drow and the Crintri were largely unharmed, and for their aid, the Crintri were rewarded with a number of drow males to breed in to their race. Melanith took a drow male as her consort to replace Sadalar, who had perished in the conflict. The drow, Nym Inthigg, fathered three daughters and a son. It was at this time that Melantih began the isolationist policy that Dambrath still follows today. Melanith ruled for 156 years; her daughter Ausitil for 125. The current queen of Dambrath is Yenandra; she is known there as the "Pirate Queen," for she has sailed as far south as Zakhara on pillaging raids. Yenandra has been ruling for 71 years, and is beginning to show signs of age. She has three daughters as well, named Luatharyn, Meltruil, and Hasafir. While she does remain extremely popular, especially to the Crintri, the children of leaders in this land are not known to patiently wait their turn. Weight: 2 lb. --- [00BOOK10.ITM] History of Durpar and Var the Golden History of Durpar and Var the Golden: Durpar and Var the Golden share a common history. Over three-thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in 2488DR, the countries of Durpar and Var barely survived the destruction. Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy All things in the world were connected, were part of a single creation spirit, and all of the gods of the Realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One. Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth. In 1023 DR, after an armed peace had been worked out with Ulgarth, the Council of Merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening. Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every able-bodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine. It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of 24 gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands. Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara-Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zakhara beckoning, the future looks bright. Weight: 2 lb. Found In: AR5201 --- [00BOOK11.ITM] History of Estagund History of Estagund: Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. Estagund regained its independence when Reinhar was slain by the Halruaan archmage Mycontil, though the country soon degenerated into a group of small independent city states. Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed misogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforeseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var. Weight: 2 lb. --- [00BOOK12.ITM] History of Gondegal the Lost King History of Gondegal the Lost King: Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. It was to extend north to the Desertsmouth Mountains; south and west of Wyvernwater and the farms outlying from Eveningstar; and east to Tilver's Gap and the mountain passes. In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of whom he drew the blood and ire of in the making of his throne. Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade. No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns. Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caravan guards often warn merchants to beef up the escort on a particular caravan, "else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown. Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him. Weight: 2 lb. --- [00BOOK13.ITM] History of Halruaa History of Halruaa: Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netheril, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then. Over the centuries Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty-thousand Dambraii attacked, and were stopped by 500 Halruaans. More than 200 Halruaan wizards, including Mycontil, died in the battle. The last attack upon Halruaa was less than 100 years ago, through the Telath Pass by the power hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruaans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed. Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netheril didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa. Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa. This constant raiding has made the Halruaans very defensive, warlike and traditional. The people say that since wizards have always led them, wizards always will. Weight: 2 lb. --- [00BOOK14.ITM] History of Luiren History of Luiren, Land of the Halflings: The halflings of Luiren claim that it is the original homeland of halflings in the Realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago. Luiren's history is one of conquerors and subjugation. Throughout the centuries the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped end the occupations. Currently, Luiren is enjoying unprecedented prosperity. The halflings are currently taking advantage of their relationship with the nation of Durpar; their biggest customer and greatest competitor. Also, through these close ties with Durpar, Luiren has protected itself against another Dambraii invasion. The rulers of Dambrath must know that if they begin to expand to the east, they will arouse the ire of Durpar, as well as Var and Esagund. The threat of a trade embargo and/or military consequences have kept this aggressive nation away from the Luireners. Weight: 2 lb. --- [00BOOK15.ITM] History of Sembia History of Sembia: The land of Sembia was settled by humans coming to the Sea of Fallen Stars from the south, and was originally chosen for its stands of huge, high-quality iliyr-wood timber so prized in shipbuilding. However, as the forests were cleared over the years, the treecutters came into increasing conflict with elves who feared the loss of their entire wood. This would undoubtedly have occurred, had not the hastily gathered mercenary troops of the fledgling land been defeated by the elves at Singing Arrows (884 DR). This battle convinced distant Chondath to abandon its holdings in the region and allow the immigrant Sembians to establish their independence (though as little more than a collection of rival city-states, much like the Moonsea or Vast of today). It also set the stage for the appearance of the Raven. The young country grew strong as farms prospered in the newly cleared lands. Craftsmen arrived from the south to take advantage of this chance to acquire land and wealth, bringing their trades with them. Rauthauvyr the Raven unified the city-states and towns in the face of the continuing "elven menace," and insisted on maintaining a standing army, which he kept in practice by policing Sembia's borders and improving its roads. At this time (913 DR), Sembia became as a true nation. The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at about this time, and pressure began to grow for a trade road through the elven woods to make Sembia the world's gateway to all these riches. The Raven went alone as an envoy to the Elven Court. There, he asked the elders of their Council to approve a road, open to humans, linking Sembia to the shores of the Dragon Sea (an earlier road had been destroyed during the conflict and was now overgrown). Raven proposed that the elves choose the route and retain control of it and the woods around it, so that no woodcutting or human settlement would occur. The elves had earlier made similar arrangements with the Dalesmen and had no difficulty with the concept of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) refused the proposal, not wanting or needing such a road at that time (curious, since later a ruler of Harrowdale commissioned the disastrous Halfaxe Trail). The elves, not wishing to offend long-time allies, refused Raven's request. Rebuffed, the Raven then threatened to exterminate the isolated elves in Amothoi, the last embattled remnant of the elves in Sembia, if the Elven Court did not cooperate. If the road was built, however, they would be free to trade, or not trade, as they wished. The elves agreed under this pressure, and Sembia's financial future was secured. Hillsfar, on the shores of the Dragon Sea, became a commercial meeting ground between humankind and elves, as did Elventree. The route the elves chose ran past the base of the Standing Stone as a reminder of earlier, less-hostile dealings between humans and elves. Over the years the elves of Amothoi came north to join their brethren or slipped away to seek Evermeet, leaving their wood to gradually disappear. Sembia grew rich under merchant leaders of increasing wisdom, such as Saer (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as Selgaunt). Before his death, Rauthauvyr the Raven saw that these merchants had a strong standing council of merchant elders to advise them and to ensure that no ruler could hold onto power by force of arms. Then this farsighted man, creator of a nation, now half-blind and infirm from old war wounds, rode north into the elven woods and disappeared. None know what happened to him or where his bones lie, save perhaps some few elder elves. Weight: 2 lb. Found In: AR6102 --- [00BOOK16.ITM] History of Shadowdale History of Shadowdale - The Fall of Azmaer, Last Drow Marshal of the Twisted Tower: The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshal of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; however, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives. Weight: 2 lb. --- [00BOOK17.ITM] History of Shadowdale History of Shadowdale - Ashaba Becomes First Lord of Shadowdale: Upon taking the Twisted Tower and removing the drowish yoke from the people, the Dalesmen had fully established the Dale of Shadowdale, with its seat of power in the tower itself. Its first lord was a water wizard who had aided in the final attack; Ashaba, who was great in age when he ascended, and ruled peacefully for 40 years thereafter. It is said that Ashaba realized he was dying and turned himself to water, merging with the river. Since that time, the river, the ford, and the Twisted Tower all bear his name. Before passing on, Ashaba chose one of his trusted lieutenants as the new lord of Shadowdale. Presented to the people of the Dale, he was made the new lord by acclamation. In an additional honor, the pendant worn by Ashaba was thereafter recognized as a symbol of the lordship in the Dalelands, and was possessed by each of the successive lords following. Weight: 2 lb. --- [00BOOK18.ITM] History of Shadowdale History of Shadowdale - Joadath and the Tyrist Massacre: The past hundred years have been an example of the best and worst of the lords of Shadowdale. All have been nonnative to the Dalelands, though all made the land their home. A century ago the lord of the Dales was one Joadath, a stiff-necked agnostic who denied the power of any god, good or evil, and used force to back up his beliefs. During this time there was a great deal of religious persecution, including a massacre of Tyrists on Watcher's Knoll. Joadath was eventually killed by a beast of the nether planes summoned by parties unknown, which then proceeded to rampage through the Dale. The beast was killed and Shadowdale rescued by the spellcasters Aumry and Sylune. Aumry was proclaimed lord by acclamation. Weight: 2 lb. --- [00BOOK19.ITM] History of Shadowdale History of Shadowdale - Aumry Rules in Peace: The longest period of peaceful rule was by Lord Aumry and his wife Sylune (better known as the Witch of Shadowdale). They ruled over the community for forty years, a period of extended peace with their neighboring dales, nations, and the elven peoples. It was this very peace and power which made the Dale the target for attacks and sabotage by the Black Network (Zhentarim). They sought (and still seek) to control the trade from the Moonsea to the Sword coast, and desired to make Shadowdale a vassal state of Zhentil Keep. Lord Aumry's rule ended tragically when he was assassinated by Zhentish agents. Weight: 2 lb. --- [00BOOK20.ITM] History of Shadowdale History of Shadowdale - Jyordhan the False Lord: Lord Aumry was assassinated by Zhentarim agents, who in turn were captured and killed by the warrior Jyordhan. Jyordhan, with the Pendant of Ashaba in hand (the symbol of the lordship in the Dales), proceeded to present himself as the new lord, and was so acclaimed by the people. It was unknown to the people that Jyordhan was also an agent of the Zhentarim, and that the entire proceeding had actually been a ruse. Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle Krag east of Shadowdale. His court was soon overrun with agents of the Black Network. When the people eventually revolted, Zhentil Keep sent peace-keeping forces to maintain Jyordhan's rule. Sylune, Lord Aumry's widow, now aware of the deception but a firm pacifist, did her best to keep the Dale healthy and intact during Jyordhan's evil rule. Weight: 2 lb. --- [00BOOK21.ITM] History of Shadowdale History of Shadowdale - Khelben Kills Jyordhan: Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, also called the Blackstaff. The story at the time was that Jyordhan accepted an invitation from Khelben to visit Waterdeep, and there he took ill and died. In reality, Jyordhan ambushed Khelben as the mage was leaving Shadowdale, and the Blackstaff killed him. In either case, Khelben took hold of the Pendant of Ashaba (the symbol of the lordship in the Dales) and returned to Waterdeep with it, promising to send a suitable candidate for lordship to the Dales. Jyordhan had ruled for five years, and without his advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed. Jyordhan's previously chosen successor was a Melvauntan named Lyran, but without the Pendant this individual was considered a pretender to the throne. Weight: 2 lb. --- [00BOOK22.ITM] History of Shadowdale History of Shadowdale - Lords Accepted by Acclamation: This acclamation of the people has formed the basis for choosing the lord of Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff. Usually a predecessor will step down as opposed to dying in office, and his chosen successor will be approved by the populace at large. This system has had its drawbacks, as will be shown below, but in general, it has served the independent, self-willed people of the Dale very well. They have avoided the "genetic lottery of which good bureaucracies and bad kingships are made" (a quote from the venerable Elminster). The symbol of the lordship is the Pendant of Ashaba, a device owned by the original wizard, and used to determine the rightful lord of the Dale. Weight: 2 lb. --- [00BOOK23.ITM] History of Shadowdale History of Shadowdale - The Time of No Lords: During the period when Khelben Blackstaff held the Pendant of Ashaba (the symbol of the lordship in the Dales), Sylune (widow of the murdered Lord Aumry) was the de facto ruler of Shadowdale, though these years were known as the Time of No Lords. Sylune and an adventuring company known as Mane's Band were responsible for driving out the Zhentil Keep forces and keeping at bay the monsters in the area. The Twisted Tower, the traditional seat of leadership, remained uninhabited following its abandonment by the evil Lord Jyordhan, and neither Sylune nor the companions of Mane's Band wished to assume the mantle of leader. With time, Mane's Band passed on to other lands and adventures. Weight: 2 lb. --- [00BOOK24.ITM] History of Shadowdale History of Shadowdale - Doust Sulwood Becomes Lord of Shadowdale: Three winters following his defeat of the evil Lord Jyordhan, Khelben Blackstaff found a suitable candidate to assume leadership of the Dales, or rather a group of candidates. They were the Knights of Myth Drannor, so named to show their interest in the elven territories and their connection with the elven peoples, and Khelben gave them the Pendant of Ashaba (the symbol of the Lordship) in return for services rendered to himself and to Shadowdale. Their leader, the ranger Florin Falconhand, refused the honor of the lordship. It was therefore passed to Doust Sulwood, who was made the new lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), and apparently also the secret support of Khelben as well. Doust reoccupied the Twisted Tower, driving out the last agents of the Black Network. He also re-instituted many of Ashaba's democratic ideals, including the Lord's Court where all citizens may speak freely and air their grievances without threat of reprisal. Doust ruled for five years and proved to be a capable ruler, beloved by the people. The regular presence of the Knights of Myth Drannor did much to ensure the protection of the area, particularly against incursions by Lyran Nanther the Pretender. Lyran was to have been Jyordhan's named replacement, but with the Zhentarim routed there was little validity to the claim. Weight: 2 lb. --- [00BOOK25.ITM] History of Shadowdale History of Shadowdale - Elminster Moves to Shadowdale: It is of note that during the time that Doust Sulwood of the Knights of Myth Drannor assumed the role of Lord of Shadowdale, Elminster took up residence in the area. A semi-regular visitor up to that time, he took possession of a low, abandoned tower at the foot of the Old Skull, and declared himself to be officially in retirement. The nature of that retirement varies from active involvement in local affairs to long-term vacations on other planes. The natives of the Dale have come to the understanding that they cannot always count on the powerful mage being in residence in times of need or danger, but when he is present in these circumstances his aid is usually given. Weight: 2 lb. --- [00BOOK26.ITM] History of Shadowdale History of Shadowdale - Doust Chooses Mourngrym Amcathra to Succeed Him: Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled Shadowdale as lord for five years. "Seems like a millennium," he was oft known to have reported, and the tedium of court life and the lure of adventure eventually caused him to retire his position and rejoin the Knights of Myth Drannor in regular adventuring. He handed the Pendant of Ashaba (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian noble named Mourngrym Amcathra. Mourngrym had been dispatched by Khelben from Waterdeep for other purposes, but Doust liked both the young man's straightforward honesty and his willingness to shoulder the burden of protecting the small community from myriad dangers. Time has proven this choice a wise one. Weight: 2 lb. --- [00BOOK27.ITM] History of Shadowdale History of Shadowdale - Shaerl and Mourngrym Meet and Marry: The implications of Khelben "Blackstaff" Arunsun "choosing" the last two lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on the Dale's powerful neighbor to the south, Cormyr. An agent was sent northward to divine Mourngrym's true intentions and to guarantee the Dale's continued good relationship with the throne of the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all paperwork on this matter has been curiously incinerated in Suzail, so all is hearsay and tale). Shaerl discovered more than she intended and fell in love with young Mourngrym. The two married and became the lord and lady of Shadowdale. Shaerl's loyalty is now to her husband and to the land they co-rule. This was probably not the intention of the Cormyreans. Weight: 2 lb. --- [00BOOK28.ITM] History of Shadowdale History of Shadowdale - Mourngrym's Rule: Since being recommended to the position by outgoing Lord Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had hoped. The First Battle of Shadowdale occurred in the Year of the Prince (1357 DR), and involved Daleland forces routing those of Lyran the Pretender. Lyran has made repeated attempts to gain the Lordship, as was intended by the former Zhentish puppet, Lord Jyordhan. While significant, this battle pales when compared to the larger battle fought on the same site between Bane-led Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR). When the Battle of Shadowdale is referred to (without a number), it usually means this second battle. In addition, Mourngrym has had to deal with a large number of skirmishes, incursions, a possible invasion from below, explosions, and other sundry disasters. Mourngrym and Shaerl have one child, Scotti, who is now nine winters old. By the customs of the area, he is not considered the heir apparent, and another suitable warrior or mage may take the reins of power of the small community. Most feel that Mourngrym will hold the Pendant until his son has reached his maturity, then abdicate in young Scotti's favor once he takes his grown name. If this happens, it will be the first occasion of the lordship of Shadowdale passing down through a family. Weight: 2 lb. --- [00BOOK29.ITM] History of Tethyr History of Tethyr: For the past 1500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne. Civil wars were brief, however, and once the fighting was over the system returned to normal (until the next major dispute in a few hundred years or so). The established re-occurring cycle was broken 10 years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethir by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change. It takes more than just a couple of lousy winters to depose a king however, it takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and an impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid siege to Castle Tethyr, it was too late for loyalists to help. As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy evidence of treachery; the general and the prince would emerge from the conflagration and announce a new, joint government. The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid. To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of value - fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, etc.- was either stolen, burned, or just ripped apart and stomped into the dust. As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding." The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr. One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon. Weight: 2 lb. Found In: AR6102 --- [00BOOK30.ITM] History of the Bell in the Depths History of the Bell in the Depths: One of the great and mysterious sites in the Moonsea area, the Bell in the Depths, is connected with legendary Northkeep, an island kingdom that was the first great citadel of humankind in these cold lands. Northkeep was a great and magical city, and it was under the protection of these magics that humanity first began to press back the orc hordes and take command of the sea. The power of Northkeep made it an obvious target for orcs, giants, and other evil races. However, these creatures were not inclined towards sea actions, and Northkeep seemed safe until the day when (according to legend) 40,000 inhuman mages, shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea and began to chant, bringing the vengeance of their gods down upon the human interlopers. The gods (at least some of them) came and destroyed their priests for disturbing them, but also sank Northkeep beneath the waves. The upper reaches of Northkeep - its slender, now-broken spires - can be seen beneath the water by boats that sail nearby. This is not attempted often, however, as the region is said to be haunted by the original defenders of Northkeep, seeking company in their watch over the Cold Lands. On fog-ridden nights the bells of the tallest towers, despite being submerged, can be heard as far away as Hillsfar. Weight: 2 lb. Found In: AR6102 --- [00BOOK31.ITM] History of the Chosen of Mystra History of the Chosen of Mystra: The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess' other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.) The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives. For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor. Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters. Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; he had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shell - in essence a lich, clinging to life only because Mystra's power was within her. When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body. As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions. Weight: 2 lb. Found In: AR6102 --- [00BOOK32.ITM] History of the Dales and the Elven Court History of the Dales and the Elven Court: The founding of the Dalelands long preceded the creation of any of the existing Dales by hundreds of years, and the year numbering system known as Dalereckoning is actually a commemoration of humankind being given permission to settle in the lands north and west of the Inner Sea. Most of the current Dales are relative newcomers, the older having been abandoned, destroyed, or overrun long ago. In those ancient days, when Suzail and Chondathan (now called Saerloon) were mere coastal trading posts, the elves who ruled this forest entertained a request from settlers from the East; refugees and farmers from far-off Impiltur and Damara. This request was to farm and settle the borders of the great forest Cormanthor, in particular the rich delves and dales along the rivers Arkhen and Ashaba. These newcomers did not wish to lumber or clear the inhabited forest, but only to settle on the rich territories on its edges, and unlike some other settlers (early Sembia comes to mind) were willing to ask permission. The lords of the Elven Court granted that request in return for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Daleland's territory. The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales. Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation. The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR). Weight: 2 lb. Found In: AR6600 --- [00BOOK33.ITM] History of the Dead Three History of the Dead Three: 'KNUCKLEBONES, SKULL BOWLING, AND THE EMPTY THRONE' In ages past there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and powers alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built his power into a kingdom unchallenged by any other god. Eventually, however, he grew tired of his duties for he knew them too well. Without challenge there is nothing, and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable. During this dark era, there arose three powerful mortals - Bane, Bhaal, and Myrkul - who lusted after the power Jergal wielded. The trio forged an unholy pact, agreeing that they would dare to seek such ultimate power or die in the attempt. Over the length and breadth of the Realms they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually the trio destroyed one of the Seven Lost Gods, and they each seized a portion of his divine essence for themselves. The trio then journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes of noncorporeal undead, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong quest - the Bone Throne. "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you before you can raise a finger," threatened Bhaal the assassin. '''"And I shall imprison your essence for eternity," promised Myrkul the necromancer. Jergal arose from his throne with a weary expression and said, " The Throne is yours. I have grown weary of this empty power. Take it if you wish - I promise to serve and guide you as your seneschal until you grow comfortable with the position." Before the stunned trio could react, the Lord of the Dead continued: "Who among you shall rule?" The trio immediately fell to fighting amongst themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened. "After all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office and engage in a game of skill for them?" asked Jergal. Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took the heads of his three most powerful liches and gave them to the trio that they would compete by bowling the skulls. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest. Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would get all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting as it was obvious their sport was ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide so you don't have to share with the Beast?" The trio agreed, and Jergal broke off his skeletal finger bones and gave them to the players. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones. Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom." Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all you are lord over, Bane, will eventually be mine. All things must die - even gods." Bhaal, who finished third, demurred, "I choose death, and it is by my hand that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom, Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by staying my hand." Malar growled in frustration, but could do nothing, and yet again only the beasts were left for him. And Jergal merely smiled, for he had been delivered. Weight: 2 lb. Found In: AR4101, AR6102 --- [00BOOK34.ITM] History of the Dragon Coast History of the Dragon Coast: The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day. As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power. The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast - corruption and treachery. It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated. Weight: 2 lb. --- [00BOOK35.ITM] History of the Drow History of the Drow, The Descent: We know very little of the Ilythiiri, or "Elves of the South," before this crucial event. Even then they were known as "Dark Elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them. Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race. Weight: 2 lb. Found In: AR4101, AR6503 --- [00BOOK36.ITM] History of the Drow II History of the Drow, The Dark Wars: The warlike drow nature did not change when they escaped their surface foes during The Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items, and using them against the dwarves - establishing an enmity that is still strong today. The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as The Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize, and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today. Weight: 2 lb. Found In: AR6503 --- [00BOOK37.ITM] History of the Fateful Coin History of the Fateful Coin: Old tales tell that luck plays a crucial role in each person's life. When each new-born baby enters into the Realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air - the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on - and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves. Weight: 2 lb. --- [00BOOK38.ITM] History of the Last March of the Giants History of the Last March of the Giants: East of the Great Rift in the Eastern Shaar once stood a land of the titans. This empire rose at the dawn of time in Faerun, and its lords thought to challenge the gods in their arrogance. In punishment, the powers cursed the reigning monarch of the land with fascination and his brethren with devotion. The powers then dropped a star onto the land. The impact of the fallen star created a huge valley later known as the Sea of Fallen Stars. Slowly picking up speed, the ball rolled through the titan nation and onward to the south. Unable to contain his curiosity, the titan king ran off after the bouncing sphere and his devoted followers dutifully followed his tracks. The meteorite rolled on and on until it reached the Great Sea and vanished into the depths. The monarch dove into the sea, and, lemming-like, the entire titan race dove in after him, never to be seen again. Ashamed at the destruction they had wrought, the powers vowed to keep both curiosity and loyalty firmly in check to avoid such disasters in the future. They have done so to this day, preventing both new ideas from being pursued with any speed and the intelligent races of Toril from ever fully cooperating. Weight: 2 lb. Found In: AR6503 --- [00BOOK39.ITM] History of the Moonsea History of the Moonsea: The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yulash, Zhentil Keep, and Hillsfar. The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the North - including not only Tethyamar, but the clans of the Cold Lands - who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region. So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt. This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest cities - Hillsfar, Mulmaster, and the impenetrable Zhentil Keep - are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality. Weight: 2 lb. Found In: AR6102 --- [00BOOK40.ITM] History of the North I History of the North - The First Flowering: For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities they traded with emerging human nations like Netheril and Illusk and repulsed the attacks of the goblin races. Meanwhile, dwarven clans united as the nation of Delzoun, named for the dwarf who forged the union. The nation, existing primarily underground, extended from the Ice Mountains to the Nether Mountains. Silver Moon Pass was its western border and the Narrow Sea its eastern shore. Orcs came from north of the Spine of the World but were turned back in great slaughter by the elves. To this day, this is the homeland and stronghold for orcs and similar races. Weight: 2 lb. Found In: AR4101, AR5201 --- [00BOOK41.ITM] History of the North II History of the North - The Crown Wars: Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Mieyritar, and when it faded away some months later, not an elf lived - nor were trees left; only an open, blasted moor: the High Moor. All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three places - the Fallen Kingdoms and the cities of Silverymoon and Myth Drannor - they succeeded with shining grace. To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder - a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom. Weight: 2 lb. --- [00BOOK43.ITM] History of the North History of the North - The Elven Exodus: This era left behind elven strongholds ripe for pillaging by humans and orcs. When elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark Eaerlann's passing. And yet it was not only the elves who would disappear from their long-held homes; the human nation of Netheril also stood on the brink of history. Doom for Netheril came in the form of a desert, devouring the Narrow Sea and spreading to fill its banks with dry dust and blowing sand. Legend states when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began 3,000 years ago and reached its conclusion 1,500 years later. Whatever the truth, wizards no longer dwelled in Netheril. To the north, the once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the orcs struck. Orcs have always been foes in the North, surging out of their holes every few tens of generations when their normal haunts can no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains, and stormed upward from the bowels of the High Moon Mountains. Never before or since has there been such an outpouring of orcs. Delzoun crumbled before this onslaught and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The Eaerlann elves alone withstood the onslaught, and with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more. In the east, Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril as Netherese followers built the town of Karse in the High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others wandered the mountains, hills, and moors north and west of the High Forest, becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and Sundabar. Weight: 2 lb. --- [00BOOK44.ITM] History of the North History of the North - The Spread of Humankind: The adaptable humans made use of magic they could seize or learn from the Proud Peoples to defeat all enemies, breaking (for a time) the power of giants and orcs. Waterdeep was founded. The last of the pure blood elves died out, a result of continued marriages with humans. In the far west, men also dwelled - wise, clever primitives called the Ice Hunters. They lived simple lives on the coast since time beyond reckoning, countless generations before Netheril's first founders set foot on the Narrow Sea's western shore. Yet this peaceful folk fell prey to another invasion from the south: crude longships that carried a tall, fair-haired, warlike race who displaced the Ice Hunters from their ancestral lands. This race, known as the Northmen, spread farms and villages along the coast from the banks of the Winding Water to the gorges of the Mirar. Northmen warriors drove the simple Ice Hunters farther and farther north, forced the goblinoids back into their mountain haunts, and instigated the last Council of Illefarn. Within 500 years of the Northmen's arrival, Illefarn was no more - its residents had migrated to Evermeet. From the Coast, Northmen sailed westward, claiming and establishing colonies on the major western islands of Ruathym and Gundarlun, eventually spreading to all the islands in the northern sea. Others migrated northward, past the Spine of the World, and became the truly savage barbarians of Icewind Dale. In the centuries that followed, Ascalhom became Hellgate Keep when it fell into the hands of fiends, and Eaerlann collapsed under the attack of a new orc horde. The elves fled southeast, joining with Northmen, Netherese descendants, and dwarves to form what would later be known as the Fallen Kingdom. This realm was short-lived and collapsed under the next orcish invasion - though in dying, it dealt the goblin races a blow from which they have yet to recover. Weight: 2 lb. --- [00BOOK45.ITM] History of the North History of the North - The Might of Men: Along the coast, in what was once the elven community of Illefarn, humanity was once again rising in power. Merchants from the south, tribesmen from the North, and seafarers from western islands had created a village around a trading post on a deep-water harbor, first known as Nimoar's Hold after the Uthgardt chieftain whose tribe seized and fortified the ramshackle village. Nimoar and his successors, known as War Lords, led the men of Waterdeep (as it had become known to ship captains) in a slowly losing battle against the trolls. In a final, climactic battle, the trolls breached the aging palisade and all seemed lost - until the magic of Ahghairon of Silverymoon turned luck against the trolls, destroying and scattering them. Ahghairon, heir to the heritage and learning of Netheril, stayed in Waterdeep, and in his 112th year he again saved the city - this time from itself. In so doing, he created the Lords of Waterdeep. The city grew into the greatest in the North, possibly in all Faerun. With Waterdeep as a firm anchor, civilization forged cautiously into the wilderness. Illuskan (now Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, Secomber, and other towns were settled by pioneers from Waterdeep, sponsored by Waterdhavian merchant families. Though it's been centuries since the last orc invasion, there's still constant strife. Barbarians harass merchants, travelers, and towns, the seas swim with Northmen pirates, and wars have marred the land in recent years. Luskan, now a fierce merchant city known to harbor - and support - pirates, waged a war with the island realm of Ruathym over an act of piracy against one of the few legitimate Luskan merchant ships. The war raged for nearly a year, with Ruathym slowly losing ground. When it appeared Luskan would finally win the naval war and land on the island itself, the Lords' Alliance entered the fray. They threatened war against Luskan if the skirmishes didn't stop immediately. Unable to fight a two-front war efficiently, Luskan canceled its invasion plans. Tensions between Luskan and Ruathym are still high, and their ships are often seen taking potshots at each other as they pass, often just a wave or two away from each other. The government of Ruathym has recently been sending adventurers into the hills of its island realm, looking for mercenaries who are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still has a presence on the island, trying to win through subversion and terrorism what it could not accomplish through war. To the far north, the Ten-Towns have finished rebuilding after being nearly destroyed by the monstrous forces of Akar Kessel. With help from the tundra barbarians living nearby, they've built and repaired their cities, replanted the sparse foliage, and - most importantly - replenished the morale of their citizens. A recent trader who passed through the area carrying 17 wagons of rare oak lumber said that it was nearly impossible to determine who's a barbarian and who isn't. "They're living together!" he reported in amazement. Weight: 2 lb. --- [00BOOK46.ITM] History of the North History of the North - 1368, Year of the Banner: As the dwarves settled in for the winter in their reclaimed city of Felbarr, a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's warriors descended into the ranks of the evil adventurers, teleportation magic spirited at least three of those responsible - as well as a vast amount of treasure stolen from Elrem - to safety. According to Themrin, the tribe's present shaman, Elrem promised to "watch over the tribe in spirit now that my mortal form is destroyed." Despite the reassuring words of Elrem, the tribe suffered through an oppressive winter that included both heavy snow, scarce game, and low morale. Trusted visitors to the barbarian encampment report that Themrin and Gweshen "Ironhand" Talistars are wearing some form of armor made from the scales of Elrem. This use of their former shaman's body as "protection" was supposedly ordained through a dream vision. The armor appears as little more than a supple leather armor, but seems to deflect blows and protect as well as full plate mail. Nesme reported a drastic rise in the number of troll attacks in the Evermoors, and various sources confirm that something is driving the trolls out of the moors. Whatever is behind the trolls' exodus is destined to remain a mystery for the remainder of the year, as adventuring parties expend themselves against the never-ending supply of trolls that are fleeing the bog. In the most surprising move of the year, the Blue Bear Tribe, led by the shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of Hellgate Keep. While a brief struggle for political control of the city was reported by various sources, Tanta Hagara emerged as the new ruler of the city. Weight: 2 lb. --- [00BOOK47.ITM] History of the North History of the North - 1369, Year of the Gauntlet: The tumultuous climate of Hellgate Keep continued to provide adventuring activity. A group of Harpers infiltrated the city using cloaking magic and revealed that Tanta Hagara was actually an annis. This revelation did nothing to hamper the Blue Bear's respect for their powerful chieftain however, and the city responded to the unmasking by attacking caravans en route to Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara informed her "loyal troops" that gates existed in these cities that could allow other tanar'ri to "join us in the glorious battles to come as we take control of all of the North!" Alustriel cast powerful magical spells in the defense of Silverymoon against the raiding tanar'ri, and the city itself suffered no damage from their attack. The Mistmaster of the Citadel of the Mists likewise aided in the defense of his citadel, though reports still rage about the assistance of the treants of the High Forest. Sundabar suffered from Hellgate Keep's attack, as the fiends broke through the walls and raised havoc along the city streets. While adventurers battled the fiends, Helm Dwarffriend led a large contingent of the city guard to drive the remainder from Sundabar. Still, the fiends from Hellgate Keep left the city with the satisfaction of knowing that it was burning in their wake. Within two days, however, the fires were extinguished, and Sundabar has since rebuilt from the attack. By mid Eleasias, rumors that Turlang, the powerful treant who resides in the northern High Forest, was actively defending the woodlands near the Citadel of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate Keep. News that Turlang was aiding the Mistmaster did not escape her notice, and the belief that the Citadel of the Mists was holding an extra-planar artifact only added to the hag's interest. Tanta assembled a large force consisting of more than 100 tanar'ri and other fiends as well as 500 members of the Blue Bear tribe to raze the Citadel of the Mists. But as the evil forces marched their way into the High Forest, the Mistmaster put his own plan into motion. Two Harper agents, a bard named Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with them part of an extra-planar artifact called the Gatekeeper's Crystal. The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that is made of onyx and an unknown metal that entwines itself through the gem. Each point of the star is a separate piece that can be combined together to create the artifact or separated to form three powerful magical items. While the crystal can be used in different manners, it was primarily created to bring down wards, including mythals and other powerful protections. According to legend, it was created by a powerful lich who used it to render clerics powerless, stripping them of their ability to turn undead and nullifying necromantic magic within a 50-mile radius. The Mistmaster had a different use for the Gatekeeper's Crystal, but he needed volunteers to aid him in placing two shards of the crystal at precise locations within the warded city of Hellgate Keep. In particular, he needed two people who would be willing to trade their lives to exterminate the fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the suicide mission. Holding the pieces of the crystal, the two Harpers waited for the Mistmaster to activate the magic with his third piece, initiating the magic that would tear Hellgate Keep asunder. When a blazing beam of purple energy illuminated the skies over the keep, no one within the fiend's stronghold had time to wonder what was happening. The power of the Gatekeeper's Crystal forced the wards to cascade upon the city, causing an implosion that shook the ground for more than 100 miles. As quickly as the wards surrounding Hellgate Keep collapsed, the crystal released the magical energy in an explosion that leveled every building in the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep once stood. Not a living creature stirred in the remains; all was silent and lifeless. The force of tanar'ri from Hellgate Keep was unsure what had happened but had felt the tremor when the Gatekeeper's Crystal had been activated. They were fighting for their own lives, however, as the treants, korred, centaurs, satyrs, dryads, and other creatures of the High Forest - including defenders of the Citadel of the Mists - battered them into the moist earth. One of the North's most notable rulers fell in the battle, however, but he took at least six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector of Triboar, fell alongside his troops near the conclusion of the conflict. Within weeks after the final battle with Hellgate Keep, treants blocked passage farther north at the joining of the Heart-blood and Delimbiyr rivers. While the treants care little for hunters and adventurers passing through the area, all caravans seeking passage north to Sundabar have been repulsed - and this is not a matter that the treants wish to negotiate. In another mishap blamed on Turlang, Tumstone Pass was blocked by a tremendous avalanche. This final calamity sealed the Upvale from any major force of men. Travel into the area formerly occupied by Hellgate Keep is now limited to adventurers and other brave travelers. The Mistmaster has been questioned repeatedly by some of the most powerful wizards in the Realms, including Elminster of Shadowdale and Khelben Arunsun, about the current location of the Gatekeeper's Crystal. Most sources claim that the pieces of the crystal have been scattered amongst the planes again, but no one is certain. Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud giants have taken up residence in the moor, driving the trolls from the giants' new "homeland." While it's unknown how many giants have taken up residence in the High Moor, estimates range up to several hundred. A thick mist continually hangs in the air of the Evermoors now, even more persistent and thick than the mist before the giants' arrival. Many believe that these new mists are the work of the cloud giants, but none can be certain. Alustriel of Silverymoon sent a detachment of guards to investigate the eastern borders of the moor, and the guards returned with news that a gathering of around 20 fog giants who were "of good nature and quite friendly" had taken up residence in a formerly troll-infested area. Guards from neighboring Nesme were not so fortunate, however, running into a clan of violent, boulder-hurling fog and cloud giants who nearly decimated their unit. In addition, a group of adventurers crawled into Nesme with terrible burns, reporting that they had run into a black dragon at a fog giant encampment. Overall, it appears that both good and evil giants now call the moor their home. Weight: 2 lb. --- [00BOOK48.ITM] History of the North History of the North - Return of the Beast (1367 - ?): Sages, philosophers, historians, and priests alike feel an ill-boding in the chill air. They predict a slow change over the next decade, but within the lifetime of men born on the first day of this age. They believe that the beasts that once ruled the land plan to return to claim what's rightfully theirs, imprisoning and enslaving the crowns. Where elves once reigned, men now rule, but their hold - as true for all civilizations before - is tenuous at best. Weight: 2 lb. --- [00BOOK49.ITM] History of the North History of the North - 137O, Year of the Tankard: Even before spring has graced the Savage North, reports of treants massing in the High Forest have reached all of the northern cities. It seems that all of the creatures of the forest have mobilized to restore the High Forest after the fall of Hellgate Keep. Something must still reside below the ruins of Hellgate Keep, however, for the Company of the Jaded Heart never emerged from the depths below the city. The treants have since blocked entrance into the ruins, sealing whatever evil still lurks within far below the sight of man. But there is other activity in the North as well. Luskan still flirts with war, tempting neighboring cities and yet staying just below the wrath of Waterdeep. The barbarians still brew in the north, quick to take offense at innocent incursions into their sacred holdings. Rumors of Zhentarim agents scouring the Fallen Lands for powerful magic from long-lost Netheril continue to circulate. And adventurers still abound in the Savage Frontier. Weight: 2 lb. Found In: AR6700 --- [00BOOK50.ITM] History of the Red Ravens History of the Red Ravens: One of the few long-standing mercenary companies that operate in Cormyr, the Red Ravens have a strength on paper of 110 swords, but can easily triple that number with new hires if they get a sufficiently large contract. They have been kept on retainer by the government of Cormyr with the stated purpose of cleaning out the Stonelands to the north. They have been moderately successful in this goal, but the Stonelands are still far from being a safe territory. The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde crusade. They are noted for their honesty and trustworthiness, as they do not wish to jeopardize their royal charter. Most of their troops are armed with studded leather and carry longswords. They charge 200 gold pieces per week for the services of their 110-being unit. Their symbol is a red raven amulet. Weight: 2 lb. --- [00BOOK51.ITM] History of the Sisters of Light and Darkness History of the Sisters of Light and Darkness: This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the Shadevari - whether they came from elsewhere or are children of the shadow itself, none can say. Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other; they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeir-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selune, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but no heat or fire existed within it. Chauntea begged for warmth so that she could nurture life and living creatures upon the planets that were her body and limbs, and the two sisters-Who-Were-One become divided, as for the first time they were of two minds. Silvery Selune contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder, and death, among others, were created from residues of the deific battle. At one point during the battle, Selune seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selune gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere. This essence entered Shar, ripped an equal portion of energy from her, and reformed behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selune initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. The twin goddesses contested for eons as life struggled into existence on Toril and the other planets under Chauntea's watchful gaze. Shar remained powerful, but bitterly alone, while Selune waxed and waned in power, often drawing strength from her allied Daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the Realms seeking to meld light and dark into shadowy chaos once again. Shar's plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea's loving hands. Weight: 2 lb. Found In: AR4101, AR6102 --- [00BOOK52.ITM] History of the Unicorn Run History of the Unicorn Run: Bards and sages pass down the tale that the headwaters of the Unicorn Run are, in truth, the Font of Life, and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source, and then traveled down the Unicorn Run to the outside world. Some say that a daughter of Chauntea resides at the river's source to usher the newborns into the world, while others claim that Shialla midwifes the process. Regardless of the truth, the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again. Weight: 2 lb. --- [00BOOK53.ITM] History of the Valley of the Gods History of the Valley of the Gods: It is said that even the powers must cavort and amuse themselves once in a great while. Far to the north of the Spine of the World is the Valley of the Gods. A paradise unequaled on this world or in the planes, this playground of the gods is not meant for mortals. Any mortal who reaches the Valley becomes a deity, for only deities may exist in the Valley. Far too many mortals with delusions of grandeur have thrown away the pleasures of this side of the Spine and their kingdoms in this world, only to break their backs searching for the legendary Valley of the Gods. Weight: 2 lb. --- [00BOOK54.ITM] History of the Vast History of the Vast: Two millennia ago the Vast was Vastar, the orcish lands. These were the breeding grounds of the goblin hordes that would spill eastward and cross the Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown by invading dwarves, who established the Realm of the Glimmering Swords. It was during this time that the first humans came to the Vast, including the mage Maskyr. The rule of the dwarves occurred against a backdrop of constant war with the orcs, such that there were perhaps only 40 years of true peace for the Realm of the Glimmering Swords. The dwarves were overrun by the orcs, and they escaped extinction only through the aid of human and elven allies. The remaining dwarves left the region to the newly arriving humans and retreated to the east, to the south, and to isolated and hidden communities within the Vast. The most successful of the humans were the adventurers whose hunger was sated by gold and whose thirst was slaked by great deeds. This was the Time of the Glorious Fools, and there are those who will argue that it is still that age, as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs today are contained, if not conquered, and trade has grown up in the lands of the Vast. However, for many individuals with adventuring blood, it is still a wilderness in which one may prove one's worth. Weight: 2 lb. --- [00BOOK55.ITM] History of the Western Heartlands History of the Western Heartlands: The history of the Western Heartlands is a history of endless battles and destroyed empires. In ancient times these were the lands of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more recent history, the land has been fertilized with blood and bone as forces from the Empires of the Sands surged northward, the evil peoples within Dragonspear and the Goblin Marches spilled forth, and mercenary companies moved to and fro in the service of one petty warlord after another. Recent battles leveled the Way Inn and threatened Daggerford. Even the Time of Troubles did not leave this desolate land unmarked - Bhaal himself perished at Boareskyr Bridge, and the waters it passes over have remained poisoned to this day. The cities of the Western Heartlands are strong, independent, and varied. They are also strongly motivated by trade, and listen harder to the ringing of gold than the call of battle. But something else prospers in the open land - freedom and opportunity. No nation lays claim on the Western Heartlands to land beyond that which their armies can control, and no warlord can make demands beyond the swing of his axe. Small holds and castles regularly spring up, only to be knocked down by invading forces, or abandoned after a generation or two. Lost dungeons and secret citadels lie scattered throughout the land, and this rugged frontier presents more than enough opportunities for adventurers. Weight: 2 lb. --- [00BOOK56.ITM] History of the Zhentarim History of the Zhentarim, Two Zhents' Worth: Much confusion exists in the Realms regarding Zhentil Keep and the (not-so) secret society known as the Black Network or Zhentarim. The two are closely tied, such that a speaker may refer to one when meaning the other and still be clearly understood. In general, both mean trouble. Zhentil Keep is a walled, independent city on the western shores of the Moonsea. It is one of the most evil cities in the Realms, a blight on the North, and a haven for Evil groups, plotting manipulators, dark religions, and foul practices. Its rulers seek to dominate the lands around it, including the Dragonspine Mountains, Yulash, Voonlar, and the neighboring Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to make matters more confusing) have destroyed Teshendale, come close to destroying Daggerdale, and for a long time had an agent ruling Shadowdale. The Zhentarim is an organization of evil priests, wizards, and inhuman creatures bent on controlling all the trade and power between the Sword Coast (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the intervening lands of Cormyr and Anauroch). Its aims in the Moonsea area are the same as Zhentil Keep's, and the two factions work hand-in-glove, often sharing the same membership. The Zhentarim have a more far-reaching effect than Zhentil Keep, though, and have agents throughout the North. In addition, the Zhentarim are not limited to Zhentil Keep itself, and maintain a number of fortified outposts. Their rulership has spread with the passing years. In addition to being the dominant force in Zhentil Keep, the Zhentarim control the Citadel of the Raven and Darkhold, two important castle complexes. Over the years, more power has been moving away from Zhentil Keep (filled with a lot of unknown and untrustworthy flunkies) and into these more secure areas. Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, but in reality not every Keeper (yet another name for a native of Zhentil Keep) is of the Black Network, and not every agent of the Zhentarim is from Zhentil Keep. Adventurers should watch who they trust as a result. Weight: 2 lb. --- [00BOOK57.ITM] History of the Ulgarth History of Ulgarth: Ulgarth was settled by the great empire of Raurin, in the height of its power. When the empire was destroyed, it endured centuries of barbarism. Warchiefs united the country several times during this period. They fought many skirmishes with other barbarians, particularly those in Durpar and Var the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the forces of Mulhorand. In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied land. They settled down, and began raising children and crops. This new society in Ulgarth gradually grew in power, while its neighbors grew apace. But while Durpar grew as a result of its commerce and its philosophy of balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed a highly structured caste system of lords and peasants. In 1002 DR, the centuries' long skirmishes between Durpar and Ulgarth came to an end, as the two countries finally reached a balance of power. There were too many centuries of warfare between the countries for them to completely trust each other. With their mutual border well defended on both sides, both countries have given up on the idea of conquering the other. Trade between the Ulgarth and the Shining Lands has become a vital factor to both nations. Ulgarth produces many of the items that Durparians trade throughout the world. In return, Durpar trades many exotic items to Ulgarth. Of course, the Durparian merchants usually get the better of any trade. The current king, Drasna the Fortunate, has continued his predecessor's policy of non-aggression with the Durparians. Weight: 2 lb. --- [00BOOK58.ITM] History of Amn History of Amn: Amn has the good fortune to have abundant natural resources; some would say Amn is the richest land on the continent. This has worked in Amn's favor for generations, because even if they were conquered, the new masters would be gentle, looking to gain wealth from the land, rather than to put it to the torch. Amn has been a center of trade and commerce for as long as anyone can remember. Oral traditions handed down from father to son tend to support the theory that Amn has been a trade center for at least 800 years. Unfortunately, written records are difficult to find and often incomplete. It would seem the typical Amnish citizen was too busy trying to fill their coffers to write down events of the day. Amn has always been more interested in the present and the future than the past, and this makes an accurate history difficult. The best records, the business papers of the oldest trading companies, are jealously guarded. The fear of revealing "trade secrets" is stronger than the call of history, so the average citizen knows very little about Amn's past. It appears that the Amn of 100 years ago was very much like the Calimshan of today. Each major city was basically an independent entity, banding together for defense when necessary, and fighting for control of territory and profitable trade routes the rest of the time. A particularly brutal trade war began 24 years ago, with each city exacting prohibitive tariffs on goods imported from the others. The trade war escalated, and city troops began to raid caravans sponsored by other cities. In a matter of months commerce was brought to a halt, a number of cities were under siege, and war threatened to engulf the entire region. Into the breach stepped a young merchant named Thayze Selemchant. Thayze was smart, charismatic, and very well connected (the Selemchant trading house was one of the oldest and richest in Athkatla.) He secretly contacted representatives of the five other richest merchant houses in Amn, and started to plan. The first part of the plan involved the careful sprinkling of rumors about outside threats. One involved a pirate invasion from the Nelanther, another was about a massing of orcs just on the other side of the Cloud Peaks. Thayze even started a rumor about an elf army in the Forest of Tethir, ready to pounce on a divided Amn. None of the rumors were true, but they began to turn people's thoughts toward unity, not war. Thayze knew that if he and the other members of his council were to take control of Amn, they would need broad-based popular support. Tensions between cities and merchant houses were still high, so to get that support, Selemchant and the others agreed to drop their family names and never use them again. When news of a "Council of Six" spread throughout the land, many people accepted their rule. A group that would unite Amn under one rule, governing for the benefit of all instead of one city or trading company over another, was indeed a welcome change. The Council raised an army (at great personal expense) to quell the few pockets of resistance that remained, and have been in total control of Amn for the past 22 years. Weight: 2 lb. --- [00BOOK59.ITM] History of Waterdeep History of Waterdeep: Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof) was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper. Humankind and other races come from all over the Realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city. Weight: 2 lb. --- [00BOOK60.ITM] History of Waterdeep History of Waterdeep - Age 0, Tuabemoots and Pioneers: Few now know the true history of this great city, which had its beginnings over a thousand years ago, when the North was truly what Southerners still sneeringly call it: "the Savage North." In those days, most of the North was covered with vast, tall forests of ancient green, and inhabited by dwarves and goblinkind (in the most northern mountains and foothills) and elves (in widely scattered forest enclaves everywhere else). A few primitive human tribes lived along the Sword Coast, fishing, hunting and gathering in spring and fall to trade their furs with vessels sailing in from the south for merchant's jewelry, metal tools, and the occasionally-available weapon or two. In the spring, these vessels came primarily to cut and take huge trees for shipbuilding, trees being no longer available in such large sizes farther south. In the fall, the vessels came in to cut timber for their own repairs, or to take on a cargo of wood if the misfortunes of trading had left their holds low or empty. Most of these trademoots were at a certain place where there was a great natural deepwater harbor, protected from the sea by a rocky spur of land, an arm of an isolated coastal crag, or a rocky island beyond it. Weight: 2 lb. --- [00BOOK61.ITM] History of Waterdeep History of Waterdeep - Age I, The Rise of the Warlords: Over the years, the forest was cut back farther and farther from the shore, and tribes began to stay most of the year there, farming the cleared land. The wiser among them claimed and controlled some of the timber in order to trade for more weaponry and tools. Such claims angered many who found the squatters rich from frequent trade, and brought attacks from land and sea, the more warlike tribes slaughtering the more sedentary settlers. Noted among these tribes was that led by Nimoar, a chieftain who ordered his people to seize the farms, crude wooden docks, trading sheds, and storage barns built up around the bay. They settled there themselves, and erected a log palisade within an earthen embankment to protect the holdings. After several abortive pirate and tribal raids, Nimoar's people thrived in their new home, a fledgling town referred to as "the town of Water-deep." Farther north, orc tribes had outgrown their mountain strongholds. Attempts to expand underground met with fierce dwarven resistance (although many small gnomish colonies were overwhelmed and wiped out), and the orcs spread out on the surface of the land, coming south and down out of the mountains, hurling their seemingly endless numbers against all who stood in their path. Here and there elven enclaves held out, but the push southward displaced many other northern inhabitants, including the "everlasting ones" (trolls), who came down into the newly-cleared lands northeast of Nimoar's Hold, those lands now known as the Trollmoors. Nimoar died of old age during this time of increasing danger. Younger War Lords led the men of Waterdeep (for so the ship-captains called the harbor) in battles against the trolls. There were many bloody struggles between men and trolls for a decade, until the magic of a Northern youth named Ahghairon turned the fortunes of war against the trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon rose slowly in skill and power with the passage of years, until he became a great mage. He discovered a supply of potions of longevity (or learned the art of making such), for he lived on, still physically a man in his prime, for decade upon decade. Fearing further attacks, the men of Waterdeep raised a small keep on the slopes of Mount Waterdeep above their farms, where fire arrows from on high could defend against attacking trolls. Many outlying tribes who had come to the settlement for safety from the trolls stayed, and expanded the walls with new farms several times. War Lords ruled the Free City of Waterdeep, holding it independent and increasingly wealthy as years passed. Weight: 2 lb. --- [00BOOK62.ITM] History of Waterdeep History of Waterdeep - Age III, The Bloody Reign of the Guildmasters: There was great turmoil in the City as the Guildmasters argued amongst themselves as to who should govern the City, and more than one merchant of power was found murdered. Groups of liveried bodyguards appeared openly armed on the streets, accompanying their masters, and two very troubled months passed as they bickered and parleyed (and occasionally dueled in the streets). At last, they decided that all Masters should rule Waterdeep together, in a council. The lesser nobles and many townsfolk protested, saying that the Lords ruled by right and by the people's consent. The Guildmasters, however, said that the Lords had not been seen since Ahghairon's death, and that they must have been golems or zombies, controlled by Ahghairon to conceal his lone rule -- and indeed, the Lords were silent and unseen, and continued to be so. In truth, the Lords were real men and women whose identities had been compromised, over the years, by certain curious Guildmasters who had ordered them slain by their own closemouthed, loyal servants following Ahghairon's death. The only Lords still surviving (those who had remained secret) were Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords kept very quiet, and waited. The Guildmasters thought all the living Lords of the City had been eliminated, and took firm rule over Waterdeep. The Guildmasters ruled Waterdeep for only six years ere their self-interested squabbling led to bloodshed. Open quarrels and a few murders quickly erupted into a brief but vicious series of street fights and midnight attacks. This strife, ofttimes termed "the Guildwars" by sages (although it was never as long-drawn-out or so formal as to be called a "war" when it was taking place), left all but two Guildmasters dead, most of the City's best minds stilled, and much of the City's gold wasted or plundered with the Guilds in disarray. The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm Zoar of the Gemcutters. These two - ruthless manipulators both - were well-matched and could not overcome each other, though their private armies clashed often in the streets. At length, they sickened of bloodshed, after many from both families were dead in the gutters, and agreed to rule together. Two thrones were set up in Castle Waterdeep, and from then the two argued bitterly over this and that, and the City was a place of tension and fear. All matters, including the recognition of new Guildmasters to rule the "headless" guilds, had to come before the Two Lords Magister, as Lhorar and Ehlemm were called. Few matters were settled. Weight: 2 lb. --- [00BOOK63.ITM] History of Waterdeep History of Waterdeep - Age II, The Lords' Rule Begins: In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms to create a Northern empire, with Waterdeep its capital (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. Ahghairon magically struck aside all who sought to lay hands on him. In a fury Raurlor struck at the mage with his own blade. Ahghairon rose into the air, just out of reach, and, as the infuriated Warlord slashed repeatedly at his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel into a hissing serpent, which promptly bit him. The Warlord died of the venom before the shocked people assembled there. Ahghairon then gathered all the captains of Waterdeep's army, and all the seniors of the families of Waterdeep. While runners sought to bring them to the Castle, flames roared and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so that no one sat there. Then at a gesture from the mage, the flames were gone as though they had never been, leaving the chair unmarked. Ahghairon seated himself, then, and proclaimed himself the first Lord of Waterdeep, saying that henceforth wisdom and not armed might would rule in the city. He would gather some few - in secret - to rule as Lords with him, masked and disguised when they appeared to the people, but equal to him in authority and free of coercion by any, himself included. These Lords were to be drawn from all walks of life in the city, and could serve as long as they wished. The people heard, and agreed, and for the next two hundred years, Ahghairon ruled Waterdeep with his unknown fellow Lords. Over the years, the masked Lords were a group of sometimes five, six, or seven, who appeared seldom and said little. Some whispered that they were Ahghairon's servants, or even magical automatons controlled by the Old Mage. Still, Ahghairon's justice was swift and fair, his laws good, his guardsmen polite and just as ready to help as apprehend, and the people approved. The years passed in peace and prosperity. The North was opened to humans. Roads built under Ahghairon's direction linked it together, from the ruins of "the Fallen Kingdom," which had been shattered by goblin races' attacks before men were numerous in the North, to the cities that would later become Amn. Waterdeep grew fivefold in size and wealth. From all over the Realms, folk began to come to the "Crown of the North," drawn by money - and among them came those who rob, cheat, and steal. When word of doings extending beyond simple theft to deception-in-workmanship and the appearance of many fly-by-night impostor craftsmen reached Ahghairon's ears, he called together the senior merchants, "the Noble Ones," and suggested that they form guilds as was done in the far South to police the unscrupulous of their own professions. Some resisted, or were furious, but most saw the advantages of such an arrangement, particularly if they were free to set matters up themselves, and not have less favorable arrangements forced upon them. The Guilds were created forthwith. Twice more the city walls were expanded, as Waterdeep continued to grow in size and prosperity. Its merchants traveled the world over, bringing back exotic goods from afar, and spreading word of the city's wealth to remote lands. In the South, some listened with an eye to conquest or at least plunder, but swords were already out in those southern lands in a time of widespread strife, and no invaders came. Ahghairon's health eventually failed and he died. He was buried with ceremony in his tower, which was secured against thieves and fools. Those who learned the arts arcane from the Old Mage cast the most potent protective magics known upon his home and resting-place (which, many believe, remains inviolate today). Weight: 2 lb. --- [00BOOK64.ITM] History of Waterdeep History of Waterdeep - Age IV, The Return of the Lords: One day to the Courts of the Lord Magister came two people masked and robed as the Lords of Waterdeep of old. Where they came from no one knew, but they appeared in the Castle's Great Hall where the Courts were, and commanded the Lords Magister to leave the city forthwith. Laughing, the Lords Magister refused, whereupon the shorter of the masked intruders (the lady Shilam, apprentice to Ahghairon and his undeclared heir as first Lord of the City) blasted them with lightning and fire, and their very thrones were shattered and toppled. The taller of the two intruders (Baeron) then called for the heads of the noble houses to come to them, or leave the city forthwith and forever, if they cared not to come by nightfall. All in the Courts heard, and the news was cried in the streets. The surviving nobles came, reluctantly and with bodyguards, expecting such a summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk that had also come, saying, "this must not happen again." If Waterdeep was to be safe once more, he told them, all must support what he and his fellow Lord now planned, as they had supported Ahghairon in the past. The two would choose others to be Lords as before, he said, and they would rule in secret, as before - save for himself. He removed his mask, and said, "I am Baeron. I would be Lord as Ahghairon was before. I would be safe in this my city again." And the folk of Waterdeep there agreed. Shilarn, still masked, commanded that the houses of the Two Lords Magister be Outcast. There was protest, and she raised her hands that had blasted the thrones, and it was still again. And the house of Gildeggh and of Zoar were outcast. Peace returned to the city, and Waterdhavians to their labors. To inhibit discovery of who the Lords were, Baeron selected certain men of character whom he knew well, and appointed them Magisters ("Black Robes," they were soon called, from their robes of office) under the Lords, to judge and apply the laws of Waterdeep in daily affairs. These Magisters he paid well, to raise them from temptation, and gave lodgings to those who feared for safety to dwell among the people. To so serve, he told the city, was a burden, not a proud misuse of authority, and if any wished to no longer serve, or were found wanting, they were not to be vilified, but accorded respect. And over the Magisters the Lords sat in their Court, to correct and overrule the judgments of the Magisters. Baeron told the people that none were to decry or belittle any judgments of Magisters that the Lord saw fit to alter or cast aside. If any thought ill of the offices or those who held them they could turn back to the rule of sword and whim, and perish as had those before them. Before the Lord's Court Baeron encouraged people to speak freely for the length of a short candle's burning, without fear of chastisement or reproach from the Lords for anything said, as long as they spoke openly and answered questions or opposing views put to them by any there. Thus, he held, just grievances of folk would be heard, no matter how small the matter or lowly the speaker. And so it was. Slow to take hold, until people knew it for careful justice, but enduring beyond Baeron's time, and beyond Shilarn's time, and beyond the time of their daughter Lhestyn "The Masked Lady," who wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as Ahghairon did. And as the years have passed, Waterdeep has grown in size and variety, flourishing with good trade under the tolerance and protection of strong defenders and good government. The years passed not without troubles, varying from the Godswar (when Waterdeep played host to gods dying and ascending) to such occurrences as a green dragon assailing the Field of Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' Rule), but the city and her peoples survived and prevailed against all strife. The Lords' Alliance provides continued safety for all the settlements of the northern Sword Coast and those inland, with Waterdeep as the heart of the alliance. Though it can be matched in size or commerce, there is no city the Realms over that compares to the sheer variety of life and experiences found in fair Waterdeep, Crown of the North. Weight: 2 lb. --- [00BOOK65.ITM] History of the Nether Scrolls The writing in this text is completely indecipherable and resists any such attempts at comprehension through normal magic or any other means. --- [00BOOK66.ITM] Yago's Book of Curses The pages of this book are tattered and torn. Various stains of unknown origin abound on each page, along with what appears to be some kind of writing or scribblings. The odd marks seem to be scribbled all over the pages rather haphazardly and even sometimes flowing right off the edge of the page as if the author didn't realize when to stop. The odd markings seem to writhe and contort in agony as if in defiance of being read. Weight: 2 lb. Found In: AR6103 --- [00BOOK67.ITM] Animals Are Your Friend An excerpt... "One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demihumans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever-changing basis. Give the creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory." Weight: 2 lb. --- [00BOOK68.ITM] Lore of the Bladesingers Lore of the Bladesingers By McComb and Pryor An elite group of elven fighter mages, the blade-singers are dedicated to the defense of the elven nation, and many of them journey back to Faerun to help defend those elves who stayed behind or have yet to join the Retreat. Bladesingers are terrifying weapons experts and spellcasters. On Evermeet they are organized into small warrior lodges, each specializing in a different weapon. They are even more dedicated to the ancient ways and styles of dress than other Silver elves. They often tattoo themselves with old runes and symbols and their armor and weapon are all of great antiquity and beautiful craftsmanship. Weight: 2 lb. --- [00BOOK69.ITM] Code of Training in the Seldarine's Hand Code of Training in the Seldarine's Hand By Kaylessa The Code Death to all who oppose our cause Battle is the test above all Bring glory to the Hand of the Seldarine ----------------------------------------------------------------------------- Every person under my tutelage will be instructed as follows: You will learn every aspect of each melee weapon I present to you. You will become familiar with the strengths and weaknesses of each weapon and learn how to utilize it effectively. You will also learn the ways of archery. Patience, discipline, and focus will be your guide. This promise will be your commitment to hitting any target no matter the difficulty. As a soldier serving the Seldarine's Hand, you will conduct yourself in a proper manner befitting an elf at all times. Disobedience will not be tolerated. ----------------------------------------------------------------------------- My Oath What these values represent is your commitment to the Seldarine's Hand and yourself. The promise I make is to hone your skills, both physical and mental, to bring honor to our brothers and sisters. For the glory of the Hand, Kaylessa Weight: 4 lb. --- [00BOOK70.ITM] Elameth's Compendium Elameth's Compendium By Elameth This is a technical book containing sketches of various magical artifacts. It details some of the plans and processes used by the elven enchanter, Elameth, and the dwarven smith, Karador during the time of cooperation between the two races. Weight: 2 lb. --- [00BOOK71.ITM] Ancient Lore on Corellon Larethian Ancient Lore on Corellon Larethian By Master E. L. Boyd ...as the lore goes, many great battles were fought between Corellon and Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed. And in this mixture of blood and tears, Corellon's children, the Seldarine were born. Corellon embodies the highest values of that which is elvenkind. From the gentle aspects of art and poetry to the hasher aspects of war and magic, he is venerated by all the Fair Folk, except that of the drow. Vigilant over his creations, it is told that Corellon will wander the elven lands, observing his people and defending what is theirs. Weight: 4 lb. --- [00BOOK72.ITM] Engineering Manual This ancient work is a treatise on dwarven engineering techniques. Although it is written entirely in the dwarven language, someone has inserted translated notes in several places throughout the book. This particular volume contains a detailed analysis on the construction of suspension bridges. Weight: 2 lb. Found In: AR6103 --- [00BOOK73.ITM] Fish on the Sea of Fallen Stars An excerpt... "The Grand Raik is easily recognizable by its distinctive hooked jaw and the blue and white spots on its fins. Typically the size of a human adolescent, Grand Raiks are capable of putting up a great fight against the fishermen who seek them out. Unlike Lesser Raiks, Grand Raiks are very aggressive towards fellow fish in their territory, rarely stopping until they die or the intruders have fled. Grand Raiks have been known to attack fish three times their size. One fisherman from Selgaunt even claimed that he saw a Grand Raik attack and kill a Mottled Sidi Octopus..." Weight: 2 lb. --- [00BOOK74.ITM] The Folly of Fury An excerpt... "... our principle stance is one of rejection. The fundamental beliefs of the churches of fury are anathema to our own. The Gods of Fury stress everything that is selfish, physically abusive, and destructive. The Malarites care only for proving their temporal power through the senseless butchering of animals. The Aurilites seem to delight in causing death by freezing whenever possible, removing every shred of heat from their domains. Priests of Talos simply revel in destruction for its own sake and their own personal pleasure. Our brothers and sisters in the church of Umberlee cause havoc with the waves for the sole reason of terrifying travelers and fishermen into bowing before their childish god. As much as we Eldathyn might denounce the beliefs of these religions, there is an even greater question to be asked. What kind of afterlife can these self-serving priests expect to find in the domains of their self-serving gods?" Weight: 2 lb. Found In: AR4101, AR6103 --- [00BOOK75.ITM] Hippogriff Riders of the Hand Hippogriff Riders of the Hand Stationed atop Sheverash Tower are the proud hippogriffs of the Seldarine's Hand. Along with their riders, these mounts serve primarily as scouts but are sometimes used for missions requiring the utmost of speed. Both rider and mount are trained rigorously to work as a team. Upon hatching, hippogriffs are domesticated to be used as mounts. They are trained in what to eat, various combat routines involving aerial and ground attacks, and to respond to the commands of its rider. The riders are educated in the ways of grooming and caring for its mount, how to work effectively with his hippogriff, and also in the ways of aerial and ground combat. As a unit, they have proven excellent aerial support in our ground battles and are a proud symbol of the Seldarine. Weight: 2 lb. Found In: AR6301 --- [00BOOK76.ITM] Tending Ivy An excerpt... "I am simply an amateur when it comes to botany, but I dare say that I know my way around a patch of ivy better than the next man. Most botanists will attempt to tell you 'rules' about how one should care for their ivy. Unfortunately, these bumbling buffoons haven't spent enough time researching all of the different types of ivy to learn their subtle differences. Why, just the other day, some fool on the hill told me that Jangling Bell Ivy should be planted in relatively moist soil next to Blossoming Garters. As any ivy scholar worth his weight in dirt knows, Blossoming Garters require such a huge amount of water that one would drown the Jangling Bell just by tending to the Garters. 'Moist' does not mean 'soaked.' I ask you, what will it take to educate these comical jesters of the scientific community?" Weight: 2 lb. Found In: AR4000 --- [00BOOK77.ITM] Ancient Lore on Labelas Enoreth Ancient Lore on Labelas Enoreth By Master E. L. Boyd Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond the mortal realms. He measures the lives of the Fair Folk and decrees when they should be ended, allowing passage to Arvandor. As Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would alter the path of history. Labelas confers wisdom and teachings on young and old alike, and although he is rarely invoked, the Lifegiver is often praised. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. Weight: 4 lb. --- [00BOOK78.ITM] Ancient Lore on Sehanine Moonbow Ancient Lore on Sehanine Moonbow By Master E. L. Boyd ...Sehanine Moonbow is the elven goddess of the moon or, more specifically, the full moon. She governs divinations, omens, and subtle magics and protects against madness. She watches over the dreams of the elves, keeping them from harm while in reverie and sending omens to protect them from future dangers. Sehanine watches over the passage of the elven spirits from the world, and she is protectress of the dead... ...Alternately called the wife and daughter of Corellon, Sehanine is the mightiest of the female powers in the elven pantheon. Identified with the mystic power of the moon, Sehanine's tears are said to have mingled with Corellon's blood and given life to the elven race. Weight: 4 lb. --- [00BOOK79.ITM] Philosophy of Kara-Tur A story... "Two chaste shukenja were walking down the road in the rain when they came across a beautiful young woman taking shelter under a tree. She called out to the monks to carry her across a small stream. The first monk immediately moved to help the woman while the second silently protested. The first monk scooped the beautiful lady up in his arms and carried her across the stream, promptly setting her down and continuing on his way. The second monk remained silent for several minutes as the woman disappeared from view. Finally he spoke to his brother. 'We shukenja are not supposed to have contact with women! Why did you pick that woman up so casually and carry her across the stream?' The first monk replied, 'Brother, I set the woman down long ago. Why is it that you have not?'" Weight: 2 lb. Found In: AR5201, AR6103 --- [00BOOK80.ITM] Great Pottery of Lurien An excerpt... "... the industrious halflings, however, see nothing wrong with this. To them, utility is the chief purpose of their craft. It must be stated that the discovery of very elaborate Lurien pottery set with lapis and malachite is exceedingly rare. Most of these pieces are believed to have originated from a specific period in Lurien history around 750-830 DR. In general, the halfings of Lurien make simple pots that are bottom heavy and constructed of common brown-red clay. Glaze, when used, is typically ochre or bright green in hue... " Weight: 2 lb. --- [00BOOK81.ITM] "Rock Eaters", They are Not! "Rock Eaters", They are Not ...contrary to popular belief, our Dwarven friends do not exist on a diet of rocks and dirt. I was recently invited to visit their wonderful stronghold, Dorn's Deep. In this architectural wonder, hidden away in one of the most beautiful forests in the North, I entered figuring to be covered in soot from some filthy underground mine unbefitting a High Elf of my stature. Much to my surprise, my eyes were instead treated to amazing works of beauty and craftsmanship. Our Dwarven friends proceeded to take me on a tour, pointing out each piece in thorough detail. I smiled. Impressed that one of the lesser races had such talent in them to create such works. Of course, they paled in comparison to what our Elven artisan's can do, but this was not the time to point out their flaws... Weight: 4 lb. --- [00BOOK82.ITM] Ancient Lore on Shevarash Ancient Lore on Shevarash By Master E. L. Boyd Shevarash, who embodies the hatred as the Fair Folk hold for the drow, is the elven god of vengeance and military crusades. He is venerated by the elves and half-elves who have suffered the loss of loved ones through violence, particularly those who burn with revenge against the drow, and by those who have sworn to destroy the Spider Queen and the other evil gods of the dark elves. Some elven theologians speculate that Shevarash serves to gather in the bitterness and hatred that has riven the elven race since the Crown Wars, thus keeping the contagious evil of the Spider Queen from spreading to the elven population at large. Weight: 4 lb. --- [00BOOK83.ITM] Ancient Lore on Solonor Thelandira Ancient Lore on Solonor Thelandira By Master E. L. Boyd Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. The Great Archer's prowess with the bow is unmatched by any other power venerated in the Realms. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other... ...He instructs the Fair Folk in the art of hiding in and moving through natural foliage so as not to be detected as well as the art of archery and hunting. Solonor is primarily revered by elven and half-elven rangers, hunters, woodsmen, and fighters. In particular, elven hunters appeal to him for better catches of game and elven warriors trapped in hostile territory call on him for aid... Weight: 4 lb. --- [00BOOK84.ITM] Secret Societies An excerpt... "The Kraken Society Recently established near the Ruins of Ascale, the Kraken Society is a group of criminal information gatherers spread across the north. Their organization is said to consist mostly of thieves and priests of Umberlee who work for a mysterious overlord. Often referred to as the 'Heralds of the Sea,' the Kraken Society employs torture, kidnappings, and assassination in its efforts to be in the know. Their symbol is a many-tentacled purple squid." Weight: 2 lb. Found In: AR4101, AR5201 --- [00BOOK85.ITM] Ecology of the Unicorn Ecology of the Unicorn Unicorns are herbivores, living on tender leaves and grasses. Their only enemies are griffons and those creatures that destroy forests, in particular red dragons and orcs. The life span of unicorns has never been recorded but is known to surpass 1,000 years. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn. Unicorn horns are maliciously sought after, since possession of one is a sovereign remedy against all poisons. Weight: 2 lb. --- [00BOOK86.ITM] On Non-Violence An excerpt... "... we Eldathyn believe that the only real way to live honestly is to resist the temptation to strike out in anger when things are against us. Violence arises from suffering and, as a result, can do nothing but cause more suffering in its occurrence. Some of our critics point to the state of nature to invalidate our philosophy. Some believe that the existence of storms and tremors in nature proves that nature is inherently violent. There is a simple argument against this, however. Nature is a gift from the gods, but it functions as an independent system, a science, if you will. Nature is not inherently violent because disposition towards violence is a property only thinking beings possess. While there are violent acts in nature, nature is not inherently violent. Nature is simply nature... " Weight: 2 lb. Found In: AR5201 --- [00BOOK87.ITM] Worship in the Hand of the Seldarine Worship in the Hand By Denaini ...day in and day out, the Elves of the Hand worked diligently to further the cause of the Alliance. Although dedicated to their work, they always remained devout to the elven gods. A shrine was created within Solonor Tower that would allow us elves to offer simple worship with what spare moments were available. A beautiful flower garden can be found on one end of this level. With care, an elf would take a flower from the garden, approach the appropriate statue of the god they wished to pray to, place the flower in the statue's pond, and pray for however long they had. Weight: 4 lb. --- [00BOOT01.ITM] Boots of Speed These boots have been magically enhanced so that wearer is able to travel at twice the normal speed. They are much prized by those whose profession involves traveling long distances. STATISTICS: Special: Increased movement rate Weight: 2 lb. Purchased From: Bashshar's Decanter, Conlan's Smithy (Chp 6.0) Carried By: Broken Khree (Chp 6.0), Elven Fighter (Chp 6.2), Morvyn (Chp 6.6), Ormis Dohor (Chp 6.3), Ormis Dohor (Chp 6.7), Phaen Xyltin (Chp 6.3), Saralon D'frayn (Chp 6.2), Saralon_Dead (Chp 6.2), Tsol Silverblade (Chp 6.2) Random Drop: All Games, HoF --- [00BOOT02.ITM] Boots of Stealth In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Hide skill: +2 Weight: 4 lb. Purchased From: Beodaewn's Caravan (Chp 4.0), Riki (Chp 6.3) Carried By: Riki (Chp 6.3) Random Drop: All Games, HoF --- [00BOOT03.ITM] Boots of the North These boots have been lovingly crafted out of the hides of some unknown beast. Little is known about the cobbler who created these boots, but his skill with leather is obvious. Upon putting on these boots, they seem to contort and twist until they perfectly match the foot of the wearer. These boots provide superior protection in cold weather and will keep one's feet warm and dry in the worst of conditions. STATISTICS: Resistance: 6/- Cold Resistance Weight: 4 lb. Purchased From: Conlan's Smithy (Chp 6.0), Elytharra's Enchantments (Chp 1.1), Nym's Exotic Goods (Chp 5.0) Carried By: Elven Fighter (Chp 6.2), High Sorceress Izbelah (Chp 6.1), Tsol Silverblade (Chp 6.2) --- [00BOOT04.ITM] Boots of Avoidance The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Armor Bonus: +5 vs. missile weapons Weight: 4 lb. Purchased From: Bashshar's Decanter, Zack's Collectibles (Chp 4.1) Carried By: Guard (Chp 6.3) Random Drop: All Games, HoF --- [00BOOT05.ITM] Boots of Grounding Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Resistance: 6/- Electrical Resistance Weight: 4 lb. Purchased From: Bashshar's Decanter Carried By: Oswald Fiddlebender (Chp 1.1), Serak (Chp 6.3), Vese Nejj (Chp 6.3) Random Drop: All Games, HoF --- [00BOOT09.ITM] Witherbranch Boots The edges of these near-rotted leather boots still have dead vines and twigs draped from them. These magical boots were fashioned and enchanted by several members of the Hosttower of the Arcane during their brief crusade against various nature worshippers in the Icewind Dale region and passed along to their agents scouting the region. While the boots were known to cause any plant touching them to wither instantly, it also left a noticeable trail through the wilds of Icewind Dale... a trail that the druids followed in polar bear form and devoured the agents one by one. These boots are all that remain. These boots kill any vegetation they touch, and they cannot be worn by a ranger or druid. STATISTICS: Wearer is immune to the spell Entangle. Weight: 2 lb. Carried By: Xuki (Chp 2.1) --- [00BOOT14.ITM] Yeti Skin Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. These particular boots have been fashioned from the hide of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 4 Dialogues: Oswald Fiddlebender (Chp 1.1) --- [00BOOT15.ITM] Winter Wolf Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. These particular boots have been fashioned from the hide of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 4 Dialogues: Oswald Fiddlebender (Chp 1.1) --- [00BOOTCS.ITM] Chimandrae's Slippers Crafted of fine red and black silk, soft cotton, and gold filigree, these exquisite slippers could be worth a large sum of money even without their enchantments. The slippers were enchanted by the burglar and wizard Chimandrae of Black Veils. Chimandrae was legendary throughout the ancient empires of the south. Her powers of trickery, seduction, and acrobatics were praised and cursed with equal frequency. She wore these slippers in her home in case unexpected visitors dropped in. Chimandrae mysteriously disappeared in 742 DR, leaving most of her possessions behind in her large Untherian estate. STATISTICS: Ability Score Modifier: +5 to Dexterity Weight: 3 lb. Found In: AR6302-Nrm --- [00BOOTSB.ITM] Shifter's Boots An unknown assassin who operated in the Moonsea, Thesk, and the Vast, used these boots on many of his missions. His magical footwear made him extremely difficult to capture. Eventually, a league of merchants hired a pair of brother wizards, Dashrim and Balkat of Dragon Falls, to stop the assassin before he worked his way through their high council. Dashrim and Balkat ambushed the assassin and dispelled his enchantments. When they finally killed him, they pulled back the man's mask and found that his face had been horribly disfigured in a fire. Strangely, divination revealed nothing about the man's history or clients. The brothers kept the boots for a few years and eventually sold them. Because they did not know the name of the man they had killed, they simply called the items "Shifter's Boots". STATISTICS: Spell Power: Can cast the spell Blink 1/Day Weight: 3 lb. Purchased From: Kadresh Olonrae (Chp 5.3-Nrm) --- [00BOWC01.ITM] Composite Longbow Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF --- [00BOWC02.ITM] Masterwork Composite Longbow Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWC04.ITM] Composite Longbow +1 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWC92.ITM] Composite Longbow of Spell Resistance Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 9 lb.Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: HoF, Nrm --- [00BOWC93.ITM] Composite Longbow of the Defender Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Deflection Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWC94.ITM] Composite Longbow of Empowerment Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. User is immune to further bonuses until 1st bonus expires. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWC95.ITM] Composite Longbow of Dodging Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 2/- Missile Resistance Dexterity: +1 bonus Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWC96.ITM] Composite Longbow +5 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +7 (missile) Attack Bonus: +6 Weight: 3 Speed Factor: 6 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWC97.ITM] Composite Longbow +4 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWC98.ITM] Composite Longbow +3 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +5 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWC99.ITM] Composite Longbow +2 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +4 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BOWCAG.ITM] Arc of Gold It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. At the height of the dwarven-elvish alliance in the North, a disagreement arose between the two races over the matter of trading enchanted weapons to the men of the south, who were beginning to establish a foothold in the North. The dwarves were of the opinion that the many great works that had been built through the joint efforts of the dwarves and elves should be offered up to man and the profits used to fill the coffers of both races. This suggestion was not well-received by the elves nor by their leader, the arch-mage Larrel, and the matter was quickly dropped. However, when the Arc of Gold, one of the items fashioned jointly by dwarven and elven weaponsmiths was found in the hands of an orcish war party not long after the debate in the alliance councils, the elves accused the dwarves of selling the weapons to the goblinoids out of greed. The dwarves, insulted, broke the shafts of their hammers in the middle of the council and broke talks with the elves, returning to their halls in Dorn's Deep and never speaking to them again. The two races, now divided, were soon swallowed by the Dark Horde that was devouring the North beneath its banner. At the time of the fall of the Severed Hand, the Arc of Gold was mounted within the halls of Severed Hand as a reminder of the dwarven treachery and dwarven greed. When the Severed Hand fell, the Arc of Gold silently watched as the goblinoids tore apart the elvish defenders and laid waste to tower after tower, until the elvish archmage Larrel, in a desperate measure, brought about the Mythal cataclysm that sealed the fate of the Severed Hand once and for all. When the Mythal was cast, the Arc of Gold vanished from the halls of the Severed Hand and has not been seen since... until now. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Riki (Chp 6.3-Nrm) --- [00BOWL01.ITM] Longbow The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. STATISTICS: Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Carried By: Archer (Chp 1.0), Gable (Chp 1.2), Ghost (Chp 5.0), Hunter (Chp 5.0), Isherwood (Chp 1.2), Jari (Chp 5.0), Kadence (Chp 1.2), Leevi (Chp 5.0), Tahvo the Huntmaster (Chp 5.0), Urbane (Chp 6.0) Dialogues: Gable (Chp 1.2) Random Drop: All Games, HoF --- [00BOWL02.ITM] Masterwork Longbow The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Tahvo the Huntmaster (Chp 5.0) Found In: AR5004 Carried By: Ennelia (Chp 3.0) --- [00BOWL03.ITM] Longbow +1 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWL88.ITM] Longbow +5 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWL89.ITM] Longbow +4 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +4 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWL90.ITM] Longbow +3 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Heggr Splitsteel (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00BOWL91.ITM] Longbow +2 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0) Carried By: Jermsy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BOWL95.ITM] Spellward Longbow +2 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Spellward: Immunity to the spell Sleep Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWL96.ITM] Longbow of Spell Resistance The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWL97.ITM] Longbow of the Shield The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Attack Bonus: +1 Special: Spell Power: Can cast spell Shield 1/day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWL98.ITM] Longbow of Fire Resistance +1 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Special: Resistance: 1/- Fire Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWL99.ITM] Longbow of Fortitude +5 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Special: Hit Point Bonus: +10 hit points Saves: +2 Save vs Fortitude Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWLFK.ITM] Flamekiller Rangers in the service of Auril are rare, terrible forces in the north. Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over two years. A bane to nomads and merchants alike, Echolia's arrows felled many and drove off even more. A number of druids came north from the High Moor to deal with her, but they found her exceptionally difficult to dislodge from the region. The druids eventually killed the persistent ranger, but only at the cost of several druids' lives. Her bow was recovered and given to a Mielikkan ranger who died a decade later in the Marsh of Chelimber. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Carried By: Abominable Snowman (Chp 5.0-Nrm) --- [00BOWLSF.ITM] Sophias Flight This longbow is the subject of legend among the squabbling citadels of the Sword Coast, a legend fiercely debated in drinking halls and taverns in and along the storm-lashed coast. According to the tale, the bow takes its name from its pivotal role in the escape of a young woman named Sophia, a typical maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is described as hideously ugly and of foul temperament, of course). Sophia, however, believed she was destined to marry one of the Duke's archers, a dashing young golden-haired fellow who roamed the surrounding lands felling foul beasts with a single twang of his mighty bow. As the tale goes, one of the court wizards (a transmuter) took pity on the young woman's plight and cast a spell that turned her into an arrow for an hour's time. The transmuter arranged for Sophia to be fired from the castle wall to a ship waiting off the coast, where she could sail to freedom. The tale then breaks down from here, as numerous accounts claim that Sophia did not flee the coast safely, and that she transformed back into her normal body while she was halfway across the water, plunging into the icy ocean. Another school claims that, while in arrow form, Sophia pierced the side of the ship, then choked to death when she resumed her normal form with her neck embedded in the ship's hull. Still others claim that she was never even launched from the bow, and that she resumed her normal form while inside the archer's quiver, and she awoke, naked, wearing only the small band of leather about her body. When this last argument is made, the discussion generally deteriorates into a steady stream of sexual innuendos and the evening officially goes downhill. Whatever the tale, the bow has a range unmatched by many other bows in the realms, and the arrows launched from it strike far and true - unlike the story surrounding the bow. STATISTICS: Damage: +1 (missiles) Attack Bonus: +2 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Found In: AR3002-Nrm --- [00BOWLSR.ITM] Sun-Reacher The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Sun-Reacher with him. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BOWP01.ITM] Composite Shortbow Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +1 (missile) Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed --- [00BOWP02.ITM] Composite Shortbow +1 Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWP97.ITM] Composite Shortbow of Insight +5 Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Special: Alchemy: +10 bonus Knowledge (Arcana): +10 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWP98.ITM] Composite Shortbow of Resistance Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +1 (missile) Special: Resistance: 2/- Cold Resistance Resistance: 3/- Fire Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWP99.ITM] Composite Shortbow of Endurance +2 Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Special: Constitution: +4 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWS01.ITM] Shortbow Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000 Random Drop: All Games, HoF, Nrm --- [00BOWS02.ITM] Masterwork Shortbow Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF --- [00BOWS03.ITM] Shortbow +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Tahvo the Huntmaster (Chp 5.0) Random Drop: All Games, HoF, Nrm --- [00BOWS86.ITM] Shortbow of Spell Resistance +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed --- [00BOWS87.ITM] Shortbow of Magic Resistance Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Special: Resistance: 3/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS88.ITM] Shortbow of Displacement +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Spell Power: Can cast the spell Blur 1/day Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS89.ITM] Silenced Shortbow +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Silenced: +2 to Move Silently skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS90.ITM] Shortbow of Shadows Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Special: Shadowed: +2 to Hide skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS91.ITM] Shortbow of the Defender Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Special: Deflection Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS92.ITM] Shortbow of Spell Resistance +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: HoF, Nrm --- [00BOWS93.ITM] Shortbow of Dodging +4 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Armor Bonus: +3 Armor vs Missiles Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWS94.ITM] Shortbow of Life +2 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Hit Point Bonus: +10 hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Carried By: High Commander Grishum (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00BOWS95.ITM] Shortbow of Health +1 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Hit Point Bonus: +5 to maximum hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWS96.ITM] Shortbow +5 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BOWS97.ITM] Shortbow +4 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Riki (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00BOWS98.ITM] Shortbow +3 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Heggr Splitsteel (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00BOWS99.ITM] Shortbow +2 Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BOWSEH.ITM] Eye of the Hunter This small barbarian bow is foreign to the lands of Icewind Dale, having been made by the distant warrior-priests of Vaasa. Its history is not rich, having been used by the chief hunter of a small tribe for decades. The bow later fell into the hands of invaders after the tribe was wiped out. Its obvious "barbarian" look could be unappealing to stylish urban adventurers. Made of yew and wrapped with thin furs, the bow looks rugged and practical. The grip of the bow has a chipped and faded painting of a large eye on each side. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Dialogues: 60JERMS2 (Chp 6.0-Nrm) --- [00BOWSRS.ITM] Rabbit Slayer The famed halfling hunter Herrian Smallhill was well known for his ability to fell large numbers of rabbits in a single day. Though Herrian repeatedly was challenged to displays of "real" hunting skill, he always returned to his home near Corm Orp to provide rabbits for his community. A noble elven hunter named Shidan Imraith challenged the halfling to a hunting contest in 1197 DR. When Herrian emerged at the victor, the proud elf became so enraged that he ordered his men to kill the halfling. Though Imraith's house was disgraced for the action and Shidan was brought to justice, Herrian's fine yew bow disappeared. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BRAC01.ITM] Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body. Random Drop: All Games, HoF --- [00BRAC02.ITM] Bracers of Defense +2 Normally bracers are used to add support and protection to forearm area of the body. However, these bracers have been magically altered so that the wearer receives armor like protection without the constraints of wearing armor. Bracers such as these are highly prized by wizards and sorcerers who must have complete freedom of movement to perform their magical arts. STATISTICS: Armor Bonus: +2 Weight: 2 lb. Purchased From: Elytharra's Enchantments (Chp 1.1) Found In: AR5201 Carried By: Nickademus (Chp 4.1), The Beastlord Harshom (Chp 5.1), The Beastlord Harshom (Chp 6.6) Random Drop: HoF, Nrm --- [00BRAC03.ITM] Bracers of Defense +3 Normally bracers are used to add support and protection to forearm area of the body. However, these bracers have been magically altered so that the wearer receives armor like protection without the constraints of wearing armor. Bracers such as these are highly prized by wizards and sorcerers who must have complete freedom of movement to perform their magical arts. STATISTICS: Armor Bonus: +3 Weight: 2 lb. Purchased From: Myrvek of Gracklstugh (Chp 5.3), Nym's Exotic Goods (Chp 5.0) Found In: AR6101 Carried By: Dolon Daemba (Chp 5.2), Mirabel (Chp 5.3) Random Drop: HoF, Nrm --- [00BRAC04.ITM] Bracers of Defense +4 Normally bracers are used to add support and protection to forearm area of the body. However, these bracers have been magically altered so that the wearer receives armor like protection without the constraints of wearing armor. Bracers such as these are highly prized by wizards and sorcerers who must have complete freedom of movement to perform their magical arts. STATISTICS: Armor Bonus: +4 Weight: 2 lb. Purchased From: Bashshar's Decanter, Conlan's Smithy (Chp 6.0) Found In: AR5203 Carried By: Cedrin Zil (Chp 6.3), Inhatri (Chp 6.0), Majrash (Chp 5.3), Phaen Xyltin (Chp 6.3), Thorasskus (Chp 6.1) --- [00BRAC05.ITM] Bracers of Archery 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: Attack Bonus: +2 (missile weapons only) Weight: 2 lb. Purchased From: Tahvo the Huntmaster (Chp 5.0) Random Drop: All Games, HoF --- [00BRAC08.ITM] Gauntlets of Fumbling 'Elander's Gloves of Misplacement' With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: Attack Bonus: -10 penalty Dexterity: -2 penalty Special: Can only be removed by a 'remove curse' spell Weight: 2 lb. Found In: AR4102 --- [00BRAC09.ITM] Gauntlets of Weapon Skill These magical gauntlets aid the wearer in the use of weapons. Even an unfamiliar weapon may be used with some skill. STATISTICS: Attack Bonus: +1 Weight: 2 lb. Dialogues: Zack Boosenburry (Chp 4.1) Random Drop: All Games, HoF, Nrm --- [00BRAC10.ITM] Gauntlets of Weapon Expertise 'Legacy of the Masters' Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer increased mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: Attack Bonus: +1 Damage: +2 bonus Weight: 1 lb. Purchased From: Bashshar's Decanter Carried By: More Than 12 Creatures Random Drop: All Games, HoF, Nrm --- [00BRAC11.ITM] Bracers of Icelandic Pearl It is said that these magnificent bracers were constructed in the Spine of the World Mountains, and not so long ago. On the coastline of the Sea of Moving Ice, there dwelled Prashnak, an abjurer -- and a stubborn one at that. Apparently Prashnak was having a great deal of difficulty fending off a relentless scourge of trolls, who no doubt were interested in nothing more than his dug out, well stationed bower. Prashnak used storms of acid to keep the trolls at bay. However the young mage was tiring of the constant attacks, and the trolls were becoming bolder. After several months of studying the various effects of wilting magic, elemental summoning, and magical methods of frosting, Prashnak was finally ready to try his experiment. After summoning a water elemental, Prashnak evaporated choice bodily components and then froze the hapless creature. This lead to the creation of truly horrific sculptures of ice. The trolls, as simple as they are, took extreme offense to these totems and reportedly fled the area. The experiment a gleaming success, the exultant Prashnak continues his woeful studies to this day. What manner of thief took hold of the bracers is unknown, but they have been missing for several years. STATISTICS: Armor Bonus: +4 Dexterity: -2 Special: Can cast Lesser Planar Binding: Water Elemental 1/day Can cast Cone of Cold 1/day Can cast Horrid Wilting 1/day Weight: 3 lb. --- [00BRAC12.ITM] Elven Sewn Gloves These gloves have been made from the highest quality cloth and furs available in the land. Hand sewn by talented elven tailors, these gloves were very common among the people of the Seldarine's Hand. Outsiders have also found them appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. Purchased From: Elytharra's Enchantments (Chp 1.1) Carried By: Demon Knight (Chp 6.7), M'darfein (Chp 6.2) Random Drop: HoF, Nrm --- [00BRAC17.ITM] Yeti Skin Gloves These fur lined gloves have been stitched together using the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 1 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00BRAC18.ITM] Winter Wolf Gloves These fur lined gloves have been stitched together using the skins of a Winter Wolf. STATISTICS: Resistance: +1 Cold Resistance Charisma: +1 Weight: 1 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00BRACBB.ITM] Brazen Bands These Brazen Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical) Weight: 1 lb. Dialogues: 00BAHSH-Nrm --- [00BRACHF.ITM] Bands of Focus In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a true weapon master relies not on leather, chain, or plate, but on honing their skills so that they are never struck at all... and this means a weapon master must know their enemy's movements like the movements of their own hand. But such mastery lies in staying focused upon your enemy even in the heat of battle... and these simple leather armbands are intended to do just that. Initially used to help in the training of students at the Kamjin-Doh, these Bands of Focus radiate a soft moonlight glow when the light of dusk falls upon them. While worn, they exert a slight calming influence on the mind of the sword saint that wields them, heightening the warrior's perceptions and senses, and allowing them to read the movements of their opponents easier. On the rare occasion when an enemy strikes a sword saint, these bands allow the wielder to shrug off pain (which in the teachings of Kamjin-Doh are called, "distractions") and keep the pain where it belongs - on one's opponent. Many of these bands were scattered throughout Faerun in the wake of the destruction of the Kamjin-Doh at the hands of the Master of Razors. It is rumored that the Master of Razors possessed a set of these bands as well, but their location remains a mystery. STATISTICS: Special Damage reduction 5/+1 Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00BRACLA.ITM] The Lions of Arkamadis Between 910 and 946 DR, the lands east of the Spine of the World mountains were often plagued by the minions of the archmage Arkamadis. Believed to have had contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians, Arkamadis was only slightly less dedicated to dominating the native people that surrounded his tower, Whitestone Talon. Arkamadis wore a pair of bracers during most of his time in the north. Regardless of the disguises he used, he always kept the bracers as an identifying feature. The bracers were made of thick, polished bronze. Though not elaborate, the top of each bracer featured a lion rampant in relief, roaring towards his hands. Arkamadis lost his bracers when dwarves from Citadel Adbar crushed his growing empire and demolished Whitestone Talon with siege engines. STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Bull's Strength 1/Day Weight: 1 lb. Carried By: Jezabel Quice (Chp 6.5-Nrm) --- [00BRACRB.ITM] Rakavik's Bracers The invoker Rakavik Savell was a man of few words. He kept company with thugs, brigands, murderers, and criminals of all sorts, men and women who valued strong actions over a silver tongue. Rakavik was a clever man, and devised these bracers knowing that most people assume bracers are for protection. When opponents thought Rakavik was out of spells, he never needed to pull out a wand or staff to make a quick offensive action. He simply made a non-threatening gesture with his arms and activated these polished steel bracers. Despite being over two hundred years old, the large sections of black enamel on the bracers are still dark and shining. Rakavik died in 1012 DR when he and his fellows botched an attempted burglary in Suzail. The bracers have passed through many hands since that time. STATISTICS: Spell Power: Can cast the spell Magic Missile 2/Day Spell Power: Can cast the spell Ice Dagger 1/Day Weight: 1 lb. Purchased From: Myrvek of Gracklstugh (Chp 5.3-Nrm) --- [00BRACTB.ITM] Tamjan's Bracers The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so his teachers said. Unfortunately, Tamjan was called upon repeatedly to assist his father in the expansion of their family bakery. To establish a reputation among the cities of the north, Tamjan would magically preserve the freshness of his father's baked goods as he whisked them away to important events from Luskan to Silverymoon. Tamjan hated assisting his father. It made him the butt of jokes in wizardly circles across the north. Tamjan eventually decided to hire a group of bandits to attack him and his father as they traveled to Luskan. The young mage believed that the attack would scare his father into giving up his outlandish plan to establish bakeries across the north. The bandits became overzealous in the execution of their role. Weeks later, all the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of slush. The bracers are made of fine pinewood and leather with steel reinforcements. They feature very little ornamentation, the graceful curve of the steel being the notable exception. STATISTICS: Deflection Bonus: +1 Weight: 1 lb. Carried By: Barghest Whelp (Chp 6.3), Barghest Whelp (Chp 6.3-Nrm), Yquog (Chp 3.0), Yquog (Chp 3.0-Nrm), Yquog (Chp 6.5), Yquog (Chp 6.5-Nrm) Dialogues: Kruntur (Chp 3.0), 30YQUOG (Chp 3.0) --- [00BRACTC.ITM] Thunder Clap When a high level monk hits someone, the victims often say it was like getting hit by a bolt of lightning. The bracers known as Thunder Clap are a prized possession of the monks that own them. Being that monks rarely use weapons other than their own hands and feet, these bracers offer an edge in battle that is rarely seen in the Realms. These bracers allow the skilled monk to increase the speed of their attacks. The added speed dished out by these bracers have, on several occasions, evened the odds against would be bandits that try to outnumber their monk victims. STATISTICS: Special Speed: One extra attack per round Weight: 1 lb. Found In: AR6051-Nrm --- [00BULL01.ITM] Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4 Damage Type: Missile (crushing) Weight: 0 lb. Launcher: Sling Purchased From: Artemus (Chp 2.0), Conlan's Smithy (Chp 6.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3) Found In: AR1200, AR3000, AR3001, AR3002, AR3100, AR5101, AR5201 Carried By: Aurilite Druid (Chp 4.0) Random Drop: HoF, Nrm --- [00BULL02.ITM] Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling Purchased From: Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0) Found In: AR3002, AR3101 Carried By: Aurilite Frosttouch (Chp 4.1), Aurilite Stormsister (Chp 4.1) Random Drop: HoF, Nrm --- [00BULL03.ITM] Bullet +2 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0) Carried By: Buvai de'Naly (Chp 6.3), Buvai de'Naly (Chp 6.7), Odea Winterthaw (Chp 4.0), Red Wizard (Chp 6.2), Red Wizard (Chp 6.7), Saablic Tan (Chp 6.2), Saablic Tan (Chp 6.3), Saablic Tan (Chp 6.6) Random Drop: HoF, Nrm --- [00BULL04.ITM] Force Bullet A popular weapon among priests, Force Bullets allow the user to restrain opponents without causing excessive harm. They are particularly well liked by the churches of Helm, Eldath and Ilmater. STATISTICS: Damage: 1d4 +2 Damage Type: Missile (crushing) Enchantment: +2 Special: Target must make a Reflex save or be affected by Otiluke's Resilient Sphere Weight: 0 lb. Launcher: Sling Random Drop: HoF, Nrm --- [00BULL86.ITM] Returning Flame Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Returning: Returns to user Flame: 50% chance +1d6 Weight: 0 lb. Launcher: Sling Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00BULL87.ITM] Bullets of Disruption +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Sling Found In: AR3101 Random Drop: HoF, Nrm --- [00BULL88.ITM] Stun Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Sling Random Drop: HoF, Nrm --- [00BULL89.ITM] Bullets of Corrosive Burst Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 0 lb. Launcher: Sling Found In: AR6101 Random Drop: HoF, Nrm --- [00BULL90.ITM] Bullets of Wounding Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Sling Carried By: Aurilite Frosttouch (Chp 4.1), Aurilite Postulant (Chp 4.1) Random Drop: HoF, Nrm --- [00BULL91.ITM] Sure Strike Bullets Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Sling Carried By: Aurilite Postulant (Chp 4.1) Random Drop: HoF, Nrm --- [00BULL92.ITM] Stunning Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Sling Random Drop: HoF, Nrm --- [00BULL93.ITM] Sparking Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Sling Purchased From: Wode the Guileful (Chp 5.3) Carried By: Heggr Splitsteel (Chp 5.3) Random Drop: HoF, Nrm --- [00BULL94.ITM] Frost Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Sling Random Drop: HoF, Nrm --- [00BULL95.ITM] Flaming Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Sling Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00BULL96.ITM] Corrosive Bullets +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Sling Found In: AR6702 Carried By: Kadresh Olonrae (Chp 5.3) Random Drop: HoF, Nrm --- [00BULL97.ITM] Bullet +5 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling Purchased From: Riki (Chp 6.3) Found In: AR6603 Random Drop: HoF, Nrm --- [00BULL98.ITM] Bullet +4 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Found In: AR6102 Random Drop: HoF, Nrm --- [00BULL99.ITM] Bullet +3 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00BWHX01.ITM] Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR1006, AR1200 --- [00BWHX02.ITM] Masterwork Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Dragu's Workshop (Chp 5.1) Found In: AR5101 Random Drop: All Games, HoF --- [00BWHX03.ITM] Heavy Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Dragu's Workshop (Chp 5.1), Tahvo the Huntmaster (Chp 5.0) Carried By: Gerbash (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BWHX04.ITM] Heavy Crossbow of Accuracy Heavy crossbow of accuracy: 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: Damage: +2 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWHX91.ITM] Heavy Crossbow +5 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWHX92.ITM] Heavy Crossbow +4 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Riki (Chp 6.3) Dialogues: 60GERBA2 (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BWHX93.ITM] Heavy Crossbow +3 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Heggr Splitsteel (Chp 5.3) Dialogues: Barud Barzam (Chp 5.1) Random Drop: All Games, HoF, Nrm --- [00BWHX94.ITM] Heavy Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). A slight blue glow can be seen emanating from the crossbar. STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0), Dragu's Workshop (Chp 5.1) Random Drop: All Games, HoF, Nrm --- [00BWHX95.ITM] Heavy Crossbow of Health +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWHX96.ITM] Heavy Crossbow of Defense +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWHX97.ITM] Spellward Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Spellward: Immunity to the spell Charm Person Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWHX98.ITM] Heavy Crossbow of Speed +5 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Speed: 1 additional attack per combat round Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWHX99.ITM] Heavy Crossbow of Accuracy +4 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +6 (missile) Attack Bonus: +10 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWHXGE.ITM] Geloise A human adventurer from the Dalelands named Arioth Cooper used this heavy crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, heavy crossbow was named after his dead wife, Geloise. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Found In: AR6200-Nrm --- [00BWHXHF.ITM] Hagnen's Folly This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, but by his wife Miraenna, who was responsible for stringing the crossbow with dragon gut and then checking its aim and speed of fire. There was apparently no love lost between the couple, and their arguments on everything from maintaining the home to maintaining the accounts were legendary within the clan halls. Shortly after Hagnen was crushed to death in the great quake of 1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of uncompleted work) to rest by finishing the last of a series of enchanted weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's name. After finishing the last of his weapons, Miraenna apparently left the dwarven clan home and traveled southwards, gladly ridding herself of the Odestone name and creations. Among Hagnen's other creations is a light crossbow that also bears his name - it has been sighted within the North on many occasions. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Carried By: Illium Ar'Ghrenoir (Chp 4.0-Nrm) --- [00BWHXIA.ITM] Iron Arbalest An assassin's greatest ally, besides his skill in his craft, is his weapon. In fact, an assassin is best if his weapon of choice, such as a crossbow, is used at the longest possible range with deadly accuracy. However, even the best of assassins need all the help they can get when it comes to long-range attacks. That is why the Iron Arbalest, and crossbows like it, are usually the best choice for would be assassins. The Iron Arbalest has been enchanted to enhance the assassin's crossbow skill and actually improve their chance to hit their mark. In skilled hands, the Iron Arbalest could drop a mark long before they could ever reach the assassin and exact revenge. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Found In: AR6101-Nrm --- [00BWHXMR.ITM] Mailripper An arbalest of dwarven manufacture, Mailripper has been seen in use across Icewind Dale for at least a hundred years. On the rare occasions that groups of dwarves appear on the tundra, they are typically gathered for battle. The leader of the Warcrest clan always kept a keen-eyed warrior armed with Mailripper by his side. The warrior's instructions were simple: shoot the most heavily armored opponent you see approaching the king. When the Warcrest clan was wiped out in a woeful conflict with barbarians, some warriors from Bryn Shander used it for idle target practice before they died en route to Redwaters. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Nathaniel's Bag of Holding (Chp 6.1-Nrm) --- [00BWLX01.ITM] Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Attack Bonus: +2 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR1001, AR1200 Random Drop: All Games, HoF --- [00BWLX02.ITM] Masterwork Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF --- [00BWLX03.ITM] Light Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Carried By: Denham Fisher (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00BWLX04.ITM] Light Crossbow of Speed +1 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: 1 extra attack per round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWLX91.ITM] Light Crossbow of the Defender +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWLX92.ITM] Light Crossbow +5 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWLX93.ITM] Light Crossbow +4 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +4 (missile) Attack Bonus: +6 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWLX94.ITM] Light Crossbow +3 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Heggr Splitsteel (Chp 5.3) Carried By: Ashra (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00BWLX95.ITM] Light Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0) Found In: AR5300 Carried By: Valas Rrostarr (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00BWLX96.ITM] Light Crossbow of Spell Resistance +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Resistance: 1/- Magic Resistance Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWLX97.ITM] Light Crossbow of Health A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Attack Bonus: +2 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: HoF, Nrm --- [00BWLX98.ITM] Eagle Eye Light Crossbow +3 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +3 (missile) Attack Bonus: +8 Special: Speed: 1 extra attack per combat round Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00BWLX99.ITM] Light Crossbow of Accuracy A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Riki (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00BWLXHF.ITM] Hagnen's Foolishness This light crossbow was named, not by its dwarven designer, Hagnen Odestone, but by his wife Miraenna, who was responsible for stringing the crossbow with dragon gut and then checking its aim and speed of fire. There was apparently no love lost between the couple, and their arguments on everything from maintaining the home to maintaining the accounts were legendary within the clan halls. Shortly after Hagnen was crushed to death in the great quake of 1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of uncompleted work) to rest by finishing the last of a series of enchanted weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's name. After finishing the last of his weapons, Miraenna apparently left the dwarven clan home and traveled southwards, gladly ridding herself of the Odestone name and creations. Among Hagnen's other creations is a heavy crossbow that also bears his name - it has been sighted within the North on many occasions. Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed --- [00BWLXIM.ITM] Iron Mary's Reply "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious resolve. Iron Mary was easily spotted among her dark-haired mercenary company. Not deigning to wear a helmet, she knew her long blonde hair was visible from across a battlefield. Mary was often hired to track down groups of criminals in lawless lands and put an end to their activities. After five years, troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was on their heels, they had angered someone of considerable importance. Instead of putting up a proper fight, many outlaws would attempt to surrender. Iron Mary never accepted surrender, so her reply was always a crossbow bolt shot into the forehead of the fool who dared to try talking his or her way out of impending doom. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BWLXMB.ITM] Makavail's Bane This weapon is not named for its user, but rather the person against whom it was used. Makavail was a scheming, lying, manipulative cheat who operated near the city of Westgate on the Lake of Dragons. Among the many enemies he made was a soldier from Teziir named Ricarl of the Mark. Ricarl wanted to get Makavail in trouble without letting his target know it was he who was responsible. When Makavail was exiting Westgate with chests full of stolen goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon. The horse bolted and overturned the wagon. Guards rushed to the scene and discovered what Makavail was up to. He was thrown in prison and died only a year later. He never knew who had fired the fateful bolt that caused his downfall. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed Purchased From: Heggr Splitsteel (Chp 5.3-Nrm) --- [00CHAN01.ITM] Chainmail Armor Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -5 Arcane Spell Failure: 30% Weight: 40 lb. Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR5000, AR5101 Carried By: More Than 12 Creatures Random Drop: All Games, HoF --- [00CHAN02.ITM] Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. A faint blue glow can be seen emanating from the armor. STATISTICS: Medium Armor Armor Bonus: +6 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. Purchased From: Gallaway Trading Depot (Chp 1.1), Heggr Splitsteel (Chp 5.3) Found In: AR5300 Carried By: Arif ab'd Bashshar, High Commander Grishum (Chp 6.1), Ragni Bellows (Chp 1.1), Ruinlord Garuk Katah (Chp 6.5), Ruinlord Mayzom Col (Chp 6.5), Tyrannar Brutai Mar (Chp 6.5), the glowing eyes of Iyachtu Xvim (Chp 6.5) Random Drop: HoF, Nrm --- [00CHAN03.ITM] Chainmail +2 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. A faint blue glow can be seen emanating from the armor. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Drow Priestess (Chp 5.3), Harcourt Rustblade (Chp 6.7), Pustule the Sick (Chp 6.7) Random Drop: HoF, Nrm --- [00CHAN04.ITM] Splint Mail Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. Purchased From: Gallaway Trading Depot (Chp 1.1) Carried By: Black Geoffrey (Chp 1.0), Black Geoffrey (Chp 1.2), Elven Dread Archer (Chp 6.2), Elven Dread Warrior (Chp 6.2), Elven Dread Warrior (Chp 6.3), Elven Dread Warrior (Chp 6.5), Fallen Bladesinger (Chp 6.2), Grossey Foulair (Chp 6.5), Jezabel Quice (Chp 6.5), Ryscia Nightstep (Chp 6.5), Skinny Rottentooth (Chp 6.5) Random Drop: All Games, HoF --- [00CHAN05.ITM] Splint Mail +1 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This particular suit of armor has been magically enchanted for increased durability and protection. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. Random Drop: HoF, Nrm --- [00CHAN06.ITM] Baleful Mail This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 40 lb. --- [00CHAN07.ITM] Elven Chainmail of the Hand +3 During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep, special version of the illustrious elven chainmail were made that added protection against the harsh weather conditions of the north. STATISTICS: Light Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Resistance Bonus: +10% Cold Resistance Weight: 15 lb. --- [00CHAN08.ITM] Mail of Life This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Weight: 40 lb. --- [00CHAN09.ITM] Ogien's Scale The great barbarian hero Ogien wore this armor during his many legendary conquests. Ogien was said to be a bear of a man, taller than his fellow barbarians and a good deal wider. It is said by some of the barbarians that Ogien would wrestle with wolves for amusement, and it is known that he was haunted by a prophecy that he would die "under white paws." When he was killed fighting polar bears on the tundra of Icewind Dale, his armor was buried with him. Despite its power, it is not distinctive in its appearance. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +3 Armor Check Penalty: -3 Arcane Spell Failure: 25% Special: Wearer can incite Animal Rage 3/Day Weight: 25 lb. --- [00CHANML.ITM] Mercenary's Lot The mercenary's lot has been a difficult one in the lands of Icewind Dale, for there is little to occupy one's fighting skills in the far north... at least until recently. This armor was worn by a mercenary company called the Silver Band who was driven from the north after a heated debate at the Ten-Towns council (a debate that barred further mercenary service from most of the Ten-Towns for a period not exceeding three seasons). According to the debate, the mercenaries were not seen as effective combatants, and certainly not worth the gold they were paid for their meager weapon skills. In order to pay for their passage back south, the Silver Band was forced to sell several suits of their armor in order to transport their mounts and siege engines, and the Band swore they would never return to the North, even if the region perished under an avalanche of goblins and other freakish monsters. Apparently, their ability to predict the future was not listed in their company annals. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Light Weight: Armor weighs half as much as ordinary chainmail Resistance: 5/- Cold Resistance Weight: 20 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00CLCK01.ITM] Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for wizards and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Deflection Bonus: +1 Saving Throw: +1 bonus Weight: 3 lb. Carried By: Dolon Daemba (Chp 5.2), Hiepherus (Chp 6.0), Nym (Chp 5.0) Dialogues: 00BAHSH Random Drop: HoF, Nrm --- [00CLCK02.ITM] Cloak of Protection +2 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for wizards and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Deflection Bonus: +2 Saving Throw: +2 bonus Weight: 3 lb. Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Cedrin Zil (Chp 6.3), Eltob (Chp 6.6), Saablic Tan (Chp 6.2), Saablic Tan (Chp 6.3), Saablic Tan (Chp 6.6) Random Drop: HoF, Nrm --- [00CLCK03.ITM] Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Bonus: +4 vs. missile weapons Saving Throws (Fortitude and Reflex): +2 bonus Weight: 3 lb. Purchased From: Bashshar's Decanter, Conlan's Smithy (Chp 6.0), Riki (Chp 6.3) Carried By: Drow Priestess (Chp 5.3), Guard (Chp 6.3), Kratuuk (Chp 6.2), Vese Nejj (Chp 6.3) Random Drop: HoF, Nrm --- [00CLCK04.ITM] Cloak of Non-Detection Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as see invisibility and scrying. Weight: 3 lb. Purchased From: Riki (Chp 6.3) Carried By: Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00CLCK17.ITM] Yeti Skin Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 3 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00CLCK18.ITM] Winter Wolf Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 3 lb. Carried By: Rahm Dammel (Chp 4.1) Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00CLCKBC.ITM] Berywel's Cloak The notorious halfling rogue and prankster Berywel Elmroot wore this cloak during his most well known streak of burglaries in Western Heartlands. After being incarcerated for twelve years in Berdusk, Berywel decided to do something to prevent the priests of Helm in that city from capturing him again. His gnomish friend, Chester Spindle, created this muted green and brown cloak in exchange for a case of wine stolen from a temple of Ilmater. Under its protection, Berywel slipped out of Berdusk at least ten times despite having priests of Helm in hot pursuit. When Berywel retired in Baldur's Gate, he sold the cloak to a friend. STATISTICS: Spellward: Immunity to the spells Command and Bane Weight: 4 lb. --- [00CLCKFC.ITM] Farmer's Cloak On the farms in the Dalelands west of the Moonsea, most of the men and women who work the fields lead simple, humble lives. It is out of one such simple life that the legend of Behem Farmer of Mistledale emerged. However, the circumstances surrounding his legend are far from typical. While tending his farm near Sword Creek, bandit riders from the east rode forth and told him to surrender his land. Behem was overcome with grief and could not answer them. The leader of the bandits told Behem that he had until dawn of the next morning to vacate the land. The bandits then rode towards other farms and told them the same thing. At dusk, as the farmers cleared out their homes and prepared to fall back to defensible ground, some of the families saw the silhouette of Behem standing in his field, leaning upon his hoe, his head hung low. In the evening, three farmers approached Behem's field and saw the farmer asleep in his field. More shocking was the apparition of a woman, believed to be the spirit of Chauntea, wrapping Behem's loose cloak around him. The farmers returned to their families and told everyone what they had witnessed. Bolstered by the belief that Chauntea had blessed Behem for staying on his farm, the farmers gathered up their families and marched back to their farms. Unfortunately, their bravery had returned a few moments too late. Behem had just been killed by the bandits for refusing to leave. Before the eyes of the farmers, thick vines erupted from the field the bandits stood upon. The vegetation not only held the bandits firmly in place, but also thrashed and choked them into unconsciousness. The farmers rushed forward and drove off the bandits who remained. Though Behem's body disappeared with the vines, his bloodstained, tattered cloak remained behind. STATISTICS: Deflection Bonus: +3 Weight: 3 lb. Dialogues: 60JERMS2 (Chp 6.0-Nrm) --- [00CLCKMB.ITM] Cloak of Mystra Even though wizards can harbor powerful spells, their main weakness is the fact that they cannot wear any sort of armor without suffering severe limitations to their casting abilities. Although with proper training wizards may overcome these restrictions, wizards will normally choose to enchant their robes or a ring to have deflective properties so as to remain unfettered by bulky armor. But if by chance a talented fighter, or a skilled bowman connected with their weapon, the wizard would not have the fortitude to last long. Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land, made cloaks blessed by Mystra herself. These cloaks granted the wizard special damage resistances where most, if not all, the damage that was dealt out from a weapon would be negated. Needless to say that wizards who acquired the cloaks, which eventually were called Mystra's Blessing, felt even more powerful, if not invulnerable. STATISTICS: Special: Damage Reduction: 5/+1 Weight: 1 lb. Carried By: Majrash (Chp 5.3-Nrm) --- [00CLCKNV.ITM] Nature's Vengeance The avengers are members of a special sect within a druidic order. They are devoted to fighting those who defile nature, and these cloaks were sometimes worn by members of their sect when embarking on their crusades against those who had inflicted grievous wounds upon the land. It is reported that several of these cloaks were worn by druids who followed the trail of the Dark Horde many long years ago during their attack on the elven fortress of the Severed Hand. The Horde had felled many trees and laid waste to vast sections of the North while building siege engines, and the avengers declared war on them, attempting to use turn the power of nature against its attackers. Although the avengers were eventually slain by an orcish clan along the Spine of the World, their cloaks remain and occasionally resurface across the North. When worn by a druid, these cloaks have a chance of cursing any enemy who dares to commit violence upon the wearer. It has stayed the hand of many a foe... only to have them die with an avenger's blade in their throat. STATISTICS: Special: Retribution: 10% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. Carried By: Odea Winterthaw (Chp 4.0-Nrm) --- [00CLCKSB.ITM] The Shroud of Bankao Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of Bankao has been worn by some of the most notorious thugs and murderers on the Sword Coast. Its coarse black fabric has grown coal gray over many years of use. Its last known owner was Polger Carallo, an extortionist who operated in the worst parts of Waterdeep. Polger made his living shaking down the residents of the poor districts of the city. A priest of Bane told Polger that he owed the church a tribute for his success. Polger refused the priest's offer and died at the end of the Banite's morningstar. STATISTICS: Spell Power: Can cast the spell Ghoul Touch 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. Carried By: Saablic Tan (Chp 6.2-Nrm), Saablic Tan (Chp 6.3-Nrm) --- [00CLCKWC.ITM] Woodland Cloak The leaves that fall from the great oak of Kuldahar are surprisingly flexible, much like cloth, and when treated with special druidic magics, can be fashioned as cloaks. When worn, the cloaks make no sound, and they provide the wearer with a minor chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as wood and helping to protect him against attack STATISTICS: Special: Hide skill: +1 Spell Power: Can cast the pell Barkskin once per day Weight: 1 lb. --- [00CLUB01.ITM] Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Weight: 3lb. Required Feat: Simple Weapon, Mace Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000 Carried By: Aengus Renton (Chp 1.0), Caulder (Chp 1.2), Dockhand (Chp 1.0), Eldgull (Chp 1.0), Elven Fighter (Chp 6.2), Gohar (Chp 1.0), Laborer (Chp 1.0), Loman (Chp 1.1), Lumbar Grundwall (Chp 1.1), Thagro (Chp 4.1), Tsol Silverblade (Chp 6.2) Random Drop: All Games, HoF, Nrm --- [00CLUB81.ITM] Cold Flame Club +2 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Frost: 25% chance +1d6 cold damage Flame: 25% chance +1d6 fire damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB82.ITM] Stun Club +1 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Carried By: Toral Sorn (Chp 6.7) Random Drop: HoF, Nrm --- [00CLUB83.ITM] Sure Strike Shock Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Shock: 50% chance +1d6 electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB84.ITM] Vampiric Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Special: Vampiric: 50% chance 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB85.ITM] Club +1 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB86.ITM] Club of Freezing Flames +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost: +1d6 Cold Damage Frost Burst: +1d6 frost damage and 10% chance of +1d10 extra frost damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB87.ITM] Club of Destiny +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: User is under the effect of the spell Luck while equipped Charisma: +1 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB88.ITM] Club of Enlightenment +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Strength: +1 Dexterity: +1 Constitution: +1 Intelligence: +1 Wisdom: +1 Charisma: +2 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB89.ITM] Club of Punishing +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Lawful: +2d6 damage against chaotic creatures Charisma: +3 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB90.ITM] Club of Dazing +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB91.ITM] Walloping Club +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB92.ITM] Club of Disruption Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +5 Damage Type: Bludgeoning Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB93.ITM] Club +2 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Purchased From: Heggr Splitsteel (Chp 5.3) Carried By: Jermsy (Chp 6.0) Random Drop: All Games, HoF --- [00CLUB94.ITM] Masterwork Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: All Games, HoF --- [00CLUB95.ITM] Club of Immolation Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage Resistance: 5/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB96.ITM] Static Club +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: HoF, Nrm --- [00CLUB97.ITM] Club +5 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: All Games, HoF, Nrm --- [00CLUB98.ITM] Corrosive Club +2 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosion: +1d6 acid damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Ubchug Babblemug (Chp 6.6) Random Drop: All Games, HoF, Nrm --- [00CLUB99.ITM] Frost Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Frost: 50% chance of +1d6 cold damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed Random Drop: All Games, HoF, Nrm --- [00CLUBHK.ITM] Headknocker Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Crushing: 33% chance target takes +1d6 Crushing damage to the head Spell Process: 20% chance target becomes Confused Weight: 6 lb. Required Feat: Simple Weapon, Mace Type: One-handed Found In: AR6401-Nrm --- [00CWDRTA.ITM] Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed --- [00DAGG01.ITM] Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1005, AR1100, AR1101, AR2002 Carried By: More Than 12 Creatures Dialogues: Honest Jon (Chp 1.0), Reig Redwaters (Chp 1.0) Random Drop: All Games, HoF, Nrm --- [00DAGG02.ITM] Masterwork Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Elytharra's Enchantments (Chp 1.1), Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0) Found In: AR1105 Carried By: Carita (Chp 5.0), Elytharra (Chp 1.1) Random Drop: All Games, HoF --- [00DAGG03.ITM] Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Elytharra's Enchantments (Chp 1.1) Found In: AR2000 Random Drop: All Games, HoF, Nrm --- [00DAGG04.ITM] Dagger +2 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip thru stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Tahvo the Huntmaster (Chp 5.0) Carried By: Buvai de'Naly (Chp 6.3), Buvai de'Naly (Chp 6.7), Imphraili Asserbai (Chp 5.3), Red Wizard (Chp 6.2), Red Wizard (Chp 6.7) Random Drop: All Games, HoF, Nrm --- [00DAGG05.ITM] Dagger +2, Longtooth Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Carried By: Nickademus (Chp 4.1) Random Drop: All Games, HoF, Nrm --- [00DAGG06.ITM] Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Gallaway Trading Depot (Chp 1.1), Wode the Guileful (Chp 5.3) Carried By: Kickshaw (Chp 1.0) --- [00DAGG81.ITM] Returning Fire Dagger +1 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Flame: 50% chance +1d6 fire damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00DAGG82.ITM] Stun Throwing Dagger +2 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed --- [00DAGG83.ITM] Acid Tipped Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Riki (Chp 6.3) --- [00DAGG84.ITM] Throwing Daggers +2 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Riki (Chp 6.3) Found In: AR6101 --- [00DAGG85.ITM] Throwing Dagger +1 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) --- [00DAGG86.ITM] Sure Strike Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Riki (Chp 6.3) --- [00DAGG87.ITM] Dagger +5 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip thru stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Carried By: Cedrin Zil (Chp 6.3), Saablic Tan (Chp 6.2), Saablic Tan (Chp 6.3), Saablic Tan (Chp 6.6) Random Drop: All Games, HoF, Nrm --- [00DAGG88.ITM] Dagger +4 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip thru stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Ashra (Chp 6.0), Mourn T'orgh (Chp 6.3), Prisoner (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00DAGG89.ITM] Dagger +3 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip thru stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Carried By: Malavon Despana (Chp 5.3), Weenagoo (Chp 6.4) Random Drop: All Games, HoF, Nrm --- [00DAGG90.ITM] Viper's Fang +2 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Carried By: Harcourt Rustblade (Chp 6.7), Pustule the Sick (Chp 6.7) Random Drop: HoF, Nrm --- [00DAGG91.ITM] Ice Pick +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Carried By: Demon Knight (Chp 6.7), M'darfein (Chp 6.2), Majrash (Chp 5.3) Random Drop: HoF, Nrm --- [00DAGG92.ITM] Vampire's Fang +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Random Drop: HoF, Nrm --- [00DAGG93.ITM] Knife of Flame The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Flame: 50% chance +1d6 fire damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Random Drop: HoF, Nrm --- [00DAGG94.ITM] Dagger of Resistance The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Random Drop: HoF, Nrm --- [00DAGG95.ITM] Dagger of Warding Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Piercing Special: Defending: +3 Deflection Bonus Keen: Increases chance of scoring a critical hit Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00DAGG96.ITM] Cat's Paw Dagger +3 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +8 to Hide skill Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00DAGG97.ITM] Dagger of the Mind's Eye +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast Blur 2/day Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Random Drop: HoF, Nrm --- [00DAGG98.ITM] Vampiric Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Carried By: Kadresh Olonrae (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00DAGG99.ITM] Venomous Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Random Drop: All Games, HoF, Nrm --- [00DAGGFW.ITM] Final Word Inscribed upon the blade of this dagger is the word "Enough!" Judging by the skill of the craftsman and the enchantments on the blade, it may have its origins within some fierce school of debate in Cormyr or elsewhere, perhaps as a way to signal the end of a debate, or to end an argument by other, bloodier, means. When hurled, the dagger's accuracy and swift flight enchantments cause it to fly far and true into whatever target the wielder wishes. It doesn't look to have seen much use or combat, so it may have been intended as a purely ornamental weapon. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 10% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Found In: AR2001-Nrm --- [00DAGGPF.ITM] Poisonfang Ysha Poisonfang was a minor but very successful assassin. She preferred to strike at her targets from a distance and relied on poison to deal the fatal blow. Ysha was an abused and twisted young woman who enjoyed the suffering of others. She rarely used fast acting poisons and reveled in the screams of agony as her victims slowly perished. After a series of successful assassinations she was given an enchanted dagger by her guild. She promptly named the blade Poisonfang and took the name for her surname as well. Poisonfang is a throwing dagger with several enchantments. The weapons accuracy has been enhanced, has a chance to inflict the victim with a virulent poison, and then returns to its user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: 50% chance of +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed Found In: AR6051-Nrm --- [00DART01.ITM] Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Artemus (Chp 2.0), Conlan's Smithy (Chp 6.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3) Found In: AR3001, AR3002, AR3100, AR5202 --- [00DART02.ITM] Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3) Found In: AR3002, AR3100, AR3101 Carried By: Aurilite Stormbrother (Chp 4.1), Cult of the Dragon Necromancer (Chp 4.1), Lizard Man (Chp 6.1) Random Drop: HoF, Nrm --- [00DART03.ITM] Dart of Stunning The dart of stunning looks like any other dart other then the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Fortitude save or be stunned for 1 round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00DART04.ITM] Dart of Wounding This dart has many sharp barbs that are designed to rip and tear at any inflicted wounds. STATISTICS: Damage: 1D4 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Random Drop: HoF, Nrm --- [00DART05.ITM] Zilzanzer's Magnificent Dart The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons. "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues. Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to. He created a great number of the darts before his untimely demise. STATISTICS: Damage: 1D4 +2 Damage Type: Missile (piercing) Enchantment: +1 Special: Speed: +2 attacks per combat round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed --- [00DART83.ITM] Returning Stun Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Random Drop: HoF, Nrm --- [00DART84.ITM] Returning Poison Tipped Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Found In: AR6502 Carried By: Prisoner (Chp 6.1) Random Drop: HoF, Nrm --- [00DART85.ITM] Flaming Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: 50% chance +1d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Carried By: Cult of the Dragon Necromancer (Chp 4.1), Talisman Mystic (Chp 4.1) Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00DART86.ITM] Returning Frost Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Frost: 25% chance +1d6 cold damage Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Found In: AR3001, AR4102 Dialogues: Nickademus (Chp 4.1) Random Drop: HoF, Nrm --- [00DART87.ITM] Shock Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Shock: 25% chance +1d6 electric damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Random Drop: HoF, Nrm --- [00DART88.ITM] Sure Strike Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Random Drop: HoF, Nrm --- [00DART89.ITM] Masterwork Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Tahvo the Huntmaster (Chp 5.0) Carried By: Jabir ab'd Bashshar, Nur ab'd Bashshar Random Drop: HoF, Nrm --- [00DART90.ITM] Dart +5 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00DART91.ITM] Dart +4 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00DART92.ITM] Dart +3 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00DART93.ITM] Dart +2 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0) Found In: AR3101 Carried By: Drow Wizard Thrall (Chp 5.3), Sorcere Apprentice (Chp 5.3) Random Drop: HoF, Nrm --- [00DART94.ITM] Glacial Darts +4 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Random Drop: HoF, Nrm --- [00DART95.ITM] Glass Darts +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Slashing: +3d4 Slashing damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Wode the Guileful (Chp 5.3) Found In: AR6601 Random Drop: HoF, Nrm --- [00DART96.ITM] Darts of Infatuation +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Tiny silver runes have been carved into the surface to enhance the performance of these darts. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: Attempts to place target under the effects of a charm spell (Will save negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Purchased From: Nathaniel's Bag of Holding (Chp 6.1), Wode the Guileful (Chp 5.3) Found In: AR6601 Random Drop: HoF, Nrm --- [00DART97.ITM] Darts of Flame +5 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Flame: +2d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed --- [00DART98.ITM] Keen Flaming Burst Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Found In: AR6702 Random Drop: HoF, Nrm --- [00DART99.ITM] Acid Tipped Darts The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Carried By: Myrvek of Gracklstugh (Chp 5.3), Talisman Mystic (Chp 4.1) Random Drop: HoF, Nrm --- [00DARTAT.ITM] Adron's Theorems The sage Adron's passion for arguing was matched only by his love of driving the final point home as forcefully as possible. As a joke, several of his students inscribed many of his theorems and oft-quoted passages on a string of darts and presented it to the aged instructor on the day of his retirement. This proved to be a gift of questionable wisdom, as Adron was quick to anger, and he promptly began to fling the darts at his students - only to find that the theorems had given the darts a sage-like accuracy when making their points. Fortunately for the students, they were as good at dodging darts as they were in dodging their studies, so except for a few pairs of soiled robes, there was little damage done. Adron's darts were encased in a special case at the school, only to be stolen as a university prank many years later. Since then, the darts have been sighted throughout the realms, carrying Adron's theorems and quotes wherever they go. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: 1% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed --- [00DARTDD.ITM] Delnar's Dart of Dispelling Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. For his first attempt, Delnar decided to create a dart that would be a mage's best friend. The weapon would unerringly strike a target, dispel any magical protection, and then return to its user. Unfortunately, just as he was placing the final enchantments on the item, Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll put an eye out with that." Much to his dismay, his mother's words became a part of the enchantment. The dart did seem to work as intended, but occasionally would strike the user blind upon its return. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Special: Dispelling: 50% chance Dispel Magic on target (Will save to resist) Spell Process: 10% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed Carried By: Bisbe (Chp 6.6-Nrm), Stubnok (Chp 6.6-Nrm) --- [00DARTPD.ITM] Plague Darts Devised forty years ago by the ambitious Talonite necromancer-priestess Presio, these devices only started gaining popularity among the church of Talona in the past six or seven years. Presio was well known in certain circles throughout the north, though her presence often went unnoticed by those who would dread it. Around 1280, Presio became involved in a strange demonic plot in the Spine of the World mountains. Only a few of her fellows followed her on her journey. Though she and her allies were slain in the volcano of Dragon's Eye, the many recipes and formulae for her potions and magical weapons survived. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Special: 40% chance of Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed Dialogues: Nheero Fhutma (Chp 6.1-Nrm) --- [00FLAL01.ITM] Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR1200, AR4102, AR5202 Dialogues: Nickademus (Chp 4.1) Random Drop: All Games, HoF --- [00FLAL02.ITM] Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Purchased From: Artemus (Chp 2.0) Carried By: Neo-Orog General (Chp 6.2), Neo-Orog Priest (Chp 6.2), Neo-Orog Priest (Chp 6.5), Neo-Orog Priest (Chp 6.6), Neo-Orog Priest (Chp 6.7), Ruinlord (Chp 6.5), Toral Sorn (Chp 6.7) Random Drop: All Games, HoF, Nrm --- [00FLAL03.ITM] SkullFlail Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. STATISTICS: Damage: 1d8 +4, and +1d4 piercing from the biting skulls Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: 10% chance of an additional 1d6 piercing damage Weight: 4 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: HoF, Nrm --- [00FLAL85.ITM] Poisoned Blood Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Hiepherus (Chp 6.0), Pustule the Sick (Chp 6.7) Random Drop: HoF, Nrm --- [00FLAL86.ITM] Flail of Shocking Cold +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Frost: 50% chance +1d6 cold damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Neo-Orog Priest (Chp 6.2) --- [00FLAL87.ITM] Stun Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: HoF, Nrm --- [00FLAL88.ITM] Flail of the Defender +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Talisman Bishop (Chp 4.1) Random Drop: HoF, Nrm --- [00FLAL89.ITM] Flail of Corrosive Spikes The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive: 50% chance +1d6 acid damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: HoF, Nrm --- [00FLAL90.ITM] Vampiric Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: HoF, Nrm --- [00FLAL91.ITM] Flail +5 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: All Games, HoF, Nrm --- [00FLAL92.ITM] Flail +4 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Hatemaster Drothan (Chp 6.3), Ruinlord (Chp 6.3), Ruinlord Eradru (Chp 6.3), Ruinlord Gadu Crum (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00FLAL93.ITM] Flail +3 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Carried By: Drow Priestess (Chp 5.3), Viizra Arabani (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00FLAL94.ITM] Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Random Drop: All Games, HoF, Nrm --- [00FLAL95.ITM] Flail of Flame +5 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This flail has been enhanced magically. Runes can be seen glowing on every surface. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Neo-Orog General (Chp 6.2), Neo-Orog Priest (Chp 6.2), Neo-Orog Priest (Chp 6.5), Neo-Orog Priest (Chp 6.6), Neo-Orog Priest (Chp 6.7), Ruinlord (Chp 6.5), Toral Sorn (Chp 6.7) Random Drop: HoF, Nrm --- [00FLAL96.ITM] Wounding Flail of the Elements +5 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Neo-Orog General (Chp 6.2), Neo-Orog Priest (Chp 6.2), Neo-Orog Priest (Chp 6.5), Neo-Orog Priest (Chp 6.6), Neo-Orog Priest (Chp 6.7), Ruinlord (Chp 6.5), Toral Sorn (Chp 6.7) Random Drop: HoF, Nrm --- [00FLAL97.ITM] Flail of the Elements The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Shock: +1d6 electric damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Madae (Chp 6.3), Tyrannar Brutai Mar (Chp 6.5) Random Drop: All Games, HoF, Nrm --- [00FLAL98.ITM] Brilliant Flail of Wounding The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Carried By: Tyrannar Brutai Mar (Chp 6.5) Random Drop: All Games, HoF, Nrm --- [00FLAL99.ITM] Masterwork Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This particular flail is of exceptional quality was obviously made by a master weaponsmith. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Found In: AR4102 Dialogues: Nickademus (Chp 4.1) Random Drop: All Games, HoF --- [00FLALFV.ITM] Flail of Veranon Veranon is a priest long forgotten by time. Some say he was human, others demi-human, and still others claim he was of demonic origin. No one knows for sure. The only surviving clue to his identity can be found in his flail. Veranon's Flail is a vile looking weapon. The haft is crafted from jet black onyx with a pulsating red core. Fiery runes writhe along the length of the haft, almost as if they have a mind of their own. The haft is capped with a pommel stone, a blood red garnet. The weapon sports two heads, each the visage of an unknown but demonic looking creature. The eyes of the heads glow red and a sulpherous odor seems to emanate from the mouths. The heads appear to be crafted from lumps of coal, and yet are as hard as steel. The weapon can only be wielded by those of evil alignment. In the hands of such an individual, Veranon's Flail has been known to immolate its intended target. Otherwise it acts as any other flail. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Found In: AR6201-Nrm --- [00FLALSR.ITM] The Shackles of Roa Lady Roa was a woman thrice betrayed. First by her lord father, who married her to Duke Sorim for political gain despite knowing that he would relentlessly torment young Roa. Second by her abusive husband the duke, who planted assassins amongst her handmaidens... when Roa visited her dearest brother Remin - a powerful baron - the assassins murdered him as he slept and so his lands passed to the duke. The third and final betrayal was at the hands of her sister Rana, who longed to take the duke, his riches, and eventually the royal crown for her own. Rana entwined herself in a plot with Duke Sorim to slay the king, discredit the true heir as his bastard child with Roa, and thereby steal the throne. Roa, still less than sixteen summers old, was bound with a ball and chain and cast into the duke's infamous dungeons to await the completion of her husband and sister's terrible scheme. She sobbed and moaned day and night, her voice echoing through the keep's halls. The duke soon grew incensed at her constant wailing and sent one of his Ducal Guard to beat little Roa into silence. When the man arrived at the cell, he struck her across the face, shoved her to the ground and made to kick at her belly - but quick as that, Roa sprung up and strangled the man with her chains. Moments later the willowy young girl burst into the duke's court and attacked him savagely. His guards pelted her with bolts from their crossbows, but onwards she charged. When she reached the Ducal Throne she tossed Sorim's champion aside like a broken doll, swinging the iron ball of her shackles with such strength that it stove in the shocked duke's thrice-enchanted breastplate of meteoric iron, driving shards of shattered ribs into his lungs and heart and killing him instantly. No one is clear as to how the tale ends - some say that Roa then expired on the spot, her chest and back bristling with bolts, while others describe how her sister Rana leapt up and killed her with a dagger... a few optimistic souls even claim that Roa lived and spent the rest of her days in peaceful bliss. Whatever the case, her shackles remain as a testament to her story. The chains of Roa's shackles have been looped and wound together in such a way that one can wield them as a flail. Crudely etched into the soft iron of the ball are the words "In Righteousness Lies My Strength." STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: 33% chance of +2 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed Found In: AR5203-Nrm --- [00GBGA01.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Gallaway Trading Depot (Chp 1.1-Nrm) --- [00GBGA02.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Zack's Collectibles (Chp 4.1-Nrm) --- [00GBGA03.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Artemus (Chp 2.0-Nrm) --- [00GBGA04.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Myrvek of Gracklstugh (Chp 5.3-Nrm) --- [00GBGA05.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Tahvo the Huntmaster (Chp 5.0-Nrm) --- [00GBGA06.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR3002-Nrm --- [00GBGA07.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR6503-Nrm --- [00GBGA08.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00GBGA09.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR6201-Nrm --- [00GBGA10.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Riki (Chp 6.3-Nrm) --- [00GBGB01.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Gallaway Trading Depot (Chp 1.1-HoF) --- [00GBGB02.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Zack's Collectibles (Chp 4.1-HoF) --- [00GBGB03.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Artemus (Chp 2.0-HoF) --- [00GBGB04.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Myrvek of Gracklstugh (Chp 5.3-HoF) --- [00GBGB05.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Tahvo the Huntmaster (Chp 5.0-HoF) --- [00GBGB06.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR3002-HoF --- [00GBGB07.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR6503-HoF --- [00GBGB08.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Conlan's Smithy (Chp 6.0-HoF) --- [00GBGB09.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Found In: AR6201-HoF --- [00GBGB10.ITM] Gem Bag This sturdy pouch is especially well-suited for holding all manner of gems and jewelry. It can hold up to twenty of such items. STATISTICS: Weight: 2 lb. Purchased From: Riki (Chp 6.3-HoF) --- [00GEM01.ITM] Fire Agate Gem Fire Agate is the name given to chalcedony which contains thin lines of iridescent goethite. When properly cut, the iridescence displays red, brown, gold, and green hues, and the finest specimens are partly translucent. Purchased From: Oswald's Laboratory (Chp 1.1) Found In: AR1005, AR6101 Carried By: Elite Lizardman Warrior (Chp 6.1), High Commander Grishum (Chp 6.1), High Sorceress Izbelah (Chp 6.1), Hunter (Chp 5.0), Nheero Fhutma (Chp 6.1), Prisoner (Chp 6.1) Dialogues: Nheero Fhutma (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00GEM02.ITM] Lynx Eye Gem Lynx Eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of stones is pale to dark gray and has patches of colored reflections. This "flash" is most commonly blue but can be of all shades. "Green flash" labradorite is called lynx eye in the Realms. Found In: AR1001, AR1100, AR4102, AR5300 Carried By: Hedron Kerdos (Chp 1.0), Tahvo the Huntmaster (Chp 5.0) Dialogues: Hedron Kerdos (Chp 1.0) Random Drop: All Games, HoF, Nrm --- [00GEM03.ITM] Turquoise Gem Turquoise is an opaque aqua stone with darker mottlings, and is found in the more arid reaches of the Realms. Horsemen will often place a sliver of this stone in a horse's harness as a sign of good luck. Carried By: Deirdre Gallaway (Chp 1.1) Dialogues: Cahl-Hyred (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM04.ITM] Sunstone Gem Sunstone is a feldspar gem, closely related to moonstone, and more properly known as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer (cabochon) variety. This yields gemstones that have bright red or orange spangles (minute crystals) suspended in a nearly colorless background in a parallel fashion, giving the whole a rich golden or reddish-brown color. Found In: AR1101, AR1106 Carried By: Elytharra (Chp 1.1), King Lothar's Throne (Chp 6.1) Dialogues: Cahl-Hyred (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM05.ITM] Andar Gem Andar is hard and durable, yielding translucent gems ("Andars") that flash green-red or brown-red when properly faceted. Found In: AR1105, AR5300 Carried By: Myrvek of Gracklstugh (Chp 5.3), Valin Geldencross (Chp 1.1) Dialogues: Valin Geldencross (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM06.ITM] Jasper Gem Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens are blue or have bands of blue against the other colors. Jasper can be crushed and used in making potions and magical devices which protect against poison. Random Drop: All Games, HoF, Nrm --- [00GEM07.ITM] Tchazar Gem Tchazar is the common name given to aragonite, a straw-yellow gemstone found in elongated, prism-shaped crystal form. It is soft and fragile, and requires skilled cutting to yield faceted gems. Carried By: Myrvek of Gracklstugh (Chp 5.3), Valin Geldencross (Chp 1.1) Dialogues: Valin Geldencross (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM08.ITM] Skydrop Gem Skydrop is the common name given to clear or lightly colored tektite material; fragments of glass of celestial (meteoric) origin, found in the vast shifting sands of Anauroch and other deserts. Purchased From: Oswald's Laboratory (Chp 1.1) Found In: AR5300 Random Drop: All Games, HoF, Nrm --- [00GEM09.ITM] Iol Gem Iol is actually short for Iolite (cordierite), although a common nickname is "violet stone" even though its overall hue is usually blue. Iols are usually cut into faceted gems to best display the stone's color change as it is viewed from different directions. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance such as hemitite crystals, which give the same rich golden flash of color as in sunstones. Found In: AR1107 Carried By: Wode the Guileful (Chp 5.3) Dialogues: Elytharra (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM10.ITM] Zircon Gem Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue shade with heating and cutting (usually facet-cut). Random Drop: All Games, HoF, Nrm --- [00GEM11.ITM] Bloodstone Gem Bloodstone is a dark greenish gray variety of quartz flecked with red crystal impurities. Ninety percent of the bloodstones in the Realms come from the Galena Mountains in Damara, and most of those from a single mine in Bloodstone Pass. The border pass is heavily fortified and guarded as bloodstones are the chief export for this region. Found In: AR5101 Carried By: Heggr Splitsteel (Chp 5.3), King Lothar's Throne (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00GEM12.ITM] Moonstone Gem Moonstone is an opaque, white feldspar gem polished to a bluish sheen. Old legends say that the sight of a moonstone would cause a lycanthrope to revert to his animal form. Whether or not this is true is unknown as anyone close enough to find out apparently hasn't lived to tell the tale. However moonstones have been used in spells that effect this particular curse. Carried By: Deirdre Gallaway (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM13.ITM] Ziose Gem Ziose is the name given by sages to a particular facet-grade variety of ziosite; a rare mineral that yields cut stones that flash three vivid hues depending on how the light catches them; purple, blue, and red, or purple, green, and red. Very large (fist- or foot-sized) gems are found and are prized for use in pendants and brooches. Random Drop: All Games, HoF, Nrm --- [00GEM14.ITM] Waterstar Gem Waterstar is also called achroite or colorless tourmaline and is rare in the Realms. This stone is riddled with flaws and inclusions and hence only a small portion is fit for cutting. Dialogues: Elytharra (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM15.ITM] Chrysoberyl Gem Chrysoberyl is a hard, transparent, green gem which is usually facet- cut. It is said that Chrysoberyl has ties to the outer planes and hence its use with battling demonic possession and the undead. Found In: AR5101 Random Drop: All Games, HoF, Nrm --- [00GEM16.ITM] Shandon Gem Shandon is another name for natrolite in the Realms; its slender, colorless crystals yield tiny faceted gems used often in veils and robes in order to capture the beading effect of water glistening upon the material. Carried By: Hunter (Chp 5.0) Random Drop: All Games, HoF, Nrm --- [00GEM17.ITM] Star Diopside Gem Star Diopside is the most prized form of a hard, durable gemstone that is rarely found in attractive colors. It is usually too dark for beauty, however mountain and streambed-pebble crystals of a pale green hue make attractive stones such as diopside. When a gem is found that is darker green it can be cut in such a fashion so to produce four- or six-rayed stars. Found In: AR5300 Random Drop: All Games, HoF, Nrm --- [00GEM18.ITM] Horn Coral Gem Horn Coral, which is also called night coral, is a deep black coral, similar to angel's skin save for its solid color. It is incredibly difficult to work with, and is used in jewelry as a polished twig or branch of material, or is cut cabochon. Carried By: Cahl-Hyred (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM19.ITM] Aquamarine Gem Aquamarine is a hard, transparent form of beryl, blue-green in color. These sought after gems are found primarily in the barbarian tribes that roam the northern tundra. Dialogues: Cahl-Hyred (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00GEM20.ITM] Garnet Gem Garnet is a general class of crystals ranging from deep red to violet in color. A typical cut for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides being known from time to time. It is rumored that a 48-sided garnet exists although none have ever been able to track down its location. Found In: AR5101 Dialogues: Cahl-Hyred (Chp 1.1), Barud Barzam (Chp 5.1) Random Drop: All Games, HoF, Nrm --- [00GEM21.ITM] Pearl Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other mollusks. The resulting pearl has a rich, deep luster. Most pearls in the realms are white, but there are rarer varieties, such as rainbow and black. Carried By: King Lothar's Throne (Chp 6.1) Dialogues: Nheero Fhutma (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00GEM22.ITM] Sphene Gem Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled cutters) of various yellow to green shades, the most prized of these being a fine emerald green. Found In: AR5101 Random Drop: All Games, HoF, Nrm --- [00GEM23.ITM] Black Opal Black Opal has a greenish hue with black mottling and gold flecks. Usually found in ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the north "Black as an opal" is used as a subtle form of praise for kind-hearted rogues and the like. Purchased From: Oswald's Laboratory (Chp 1.1) Carried By: King Lothar's Throne (Chp 6.1), Viizra Arabani (Chp 5.3) --- [00GEM24.ITM] Water Opal Water Opal is a colorless, clear opal with a play of color. It is rare and valuable in the Realms, where it is used in scrying devices. Carried By: Myrvek of Gracklstugh (Chp 5.3) Dialogues: Veira (Chp 1.1), Agog (Chp 5.0) --- [00GEM25.ITM] Moonbar Gem Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold mottling. Related in type to fire and black opals, but is only slightly more common. Found In: AR6010 Carried By: Kadresh Olonrae (Chp 5.3) --- [00GEM26.ITM] Diamond Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow or pink. The hardest of all the gemstones, and among the most valuable. Diamonds are usually found in the northern mountains by underground races, and then traded to the surface world. Purchased From: Zack's Collectibles (Chp 4.1) Found In: AR4000, AR4001, AR4101, AR4102, AR5302 Carried By: Gerbash (Chp 6.0), Myrvek of Gracklstugh (Chp 5.3) Dialogues: Nathaniel (Chp 4.1), Nickademus (Chp 4.1), Nheero Fhutma (Chp 6.1) --- [00GEM27.ITM] Emerald An Emerald is a brilliant green beryl, cleaved along straight box like lines, with rectangular cutting in the finished gem. Emeralds are often connected with health, and so are used ornamentally for such a purpose. Purchased From: Oswald's Laboratory (Chp 1.1) Found In: AR4101, AR4102, AR6050 Carried By: Gerbash (Chp 6.0) Dialogues: Zack Boosenburry (Chp 4.1) --- [00GEM28.ITM] Star Sapphire Star Sapphire is a precious variation of the sapphire, however is more translucent, with a white star highlighted in its center. A star sapphire has been known to ornament devices which protect against magic. Found In: AR4101, AR6102 Dialogues: 00BAHSH --- [00GEM29.ITM] King's Tears King's Tears are very rare and found only in the Realms where they are sometimes called frozen tears. Clear, teardrop-shaped, smooth surfaced, and totally unbreakable so far by any means. These stones are said to be the crystallized tears of long-dead necromancer kings. In each gem can be seen that which the weeping king loved long ago. Their true nature is unknown but suffice it to say that sages prize these gems above all others. Purchased From: Oswald's Laboratory (Chp 1.1) Found In: AR4101 Carried By: King Lothar's Throne (Chp 6.1) --- [00GEM30.ITM] Rogue Stone A small, shifting, rainbow-colored, iridescent gemstone. The fluid shades of color appear almost liquid under normal sunlight, it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the Realms. Found In: AR4101, AR4102 Carried By: Kadresh Olonrae (Chp 5.3) Dialogues: Nickademus (Chp 4.1), Nheero Fhutma (Chp 6.1) --- [00GENIR.ITM] Iron Rations Unlike normal rations, iron rations contain dried foodstuffs that can be stored for extended periods of time without spoiling. Combined with a ten-foot pole and fifty feet of rope, they round out an old school adventurer's backpack nicely. STATISTICS: Heals 3 Hit Points. Weight: 1 Purchased From: Gallaway Trading Depot (Chp 1.1), Monastery Kitchens (Chp 5.2), Tahvo the Huntmaster (Chp 5.0) Found In: AR1001, AR1104, AR4000, AR4102, AR5302 Carried By: Oswald Fiddlebender (Chp 4.0), Oswald Fiddlebender (Chp 5.3) Dialogues: Nickademus (Chp 4.1), 50CHILD (Chp 5.0) Random Drop: HoF, Nrm --- [00GENKS.ITM] Strange Object It appears to be some kind of basin of some sort. Strange metal ornaments are attached to the rim in what looks to be a spigot and some levers. Although this item appears to be of the highest quality, some fool has drilled a hole at the bottom making it quite useless. Weight: 10 Dialogues: Ubchug Babblemug (Chp 6.6) --- [00GENMP.ITM] Mossy Poultice The druids of the Moonshae Isles carried these small urns with them as they walked with the war bands of the Moonshae. The urns were reported to carry moss that had grown on the field of battle, and when the poultice was applied to the wounds of warriors and adventurers, it aided their recovery. STATISTICS: Special: Spell Power: Can cast the spell Cure Critical Wounds once per day Weight: 2 Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00GENOD.ITM] Oagla'ta's Dead Cat Snack Half-orcs are well known for their strange dietary tastes, and Oagla'ta is no exception. When Oagla'ta feels hunger pangs, or when she feels a bit on edge, she'll take out her trusty, pungent, slightly gnawed upon dead cat. Horrified onlookers watch in dismay as Oagla'ta chews on the end of the dead cat, much the same way a cow chews its cud. What most people fail to notice, however, is that the cat carcass never seems to deteriorate, even after long periods of chewing. However, it does seem to provide Oagla'ta with some healthful benefit, as she usually seems very refreshed after gnawing on the dead cat snack. STATISTICS: Heals 3 Hit Points. Usable 3 times per day. Only usable by half-orcs Weight: 10 --- [00HALB01.ITM] Halberd By far the oldest and most often used polearm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1d10 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR1200, AR4102 Dialogues: Nickademus (Chp 4.1) Random Drop: All Games, HoF --- [00HALB02.ITM] Masterwork Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Found In: AR4102, AR6702 Dialogues: Nickademus (Chp 4.1) Random Drop: All Games, HoF --- [00HALB03.ITM] Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00HALB04.ITM] Halberd +2 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00HALB87.ITM] Halberd +5 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00HALB88.ITM] Halberd +4 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00HALB89.ITM] Halberd +3 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00HALB91.ITM] Keen Halberd of Expertise Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: HoF, Nrm --- [00HALB92.ITM] Halberd of Corrosive Fire +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Carried By: Elite Lizardman Warrior (Chp 6.1) Random Drop: HoF, Nrm --- [00HALB93.ITM] Halberd of Willpower Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 Damage Type: Piercing Special: Spellward: Immunity to the spell Charm Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: HoF, Nrm --- [00HALB94.ITM] Halberd of the North Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. This halberd has had various enchantments placed on it to increase its effectiveness in battle. STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Frost: +2d6 cold damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00HALB95.ITM] Infernal Halberd of the Defender Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Deflection Bonus: +1 Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Carried By: Captain Pudu (Chp 6.6), Elite Half Goblin (Chp 6.2), Elite Half Goblin (Chp 6.7), Eltob (Chp 6.6), Goblin, Half-Goblin , Half-Goblin (Chp 3.0), Half-Goblin (Chp 6.2), Half-Goblin (Chp 6.6), Half-Goblin Hordling (Chp 3.0), T'rsosl Malign (Chp 6.7) Random Drop: HoF, Nrm --- [00HALB96.ITM] Massive Halberd of Hate +4 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 2d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Evil: +2d6 damage against good creatures Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 28 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Minimum Strength of 18 required Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: HoF, Nrm --- [00HALB97.ITM] Halberd of Speed +5 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: HoF, Nrm --- [00HALB98.ITM] Halberd of Horror +4 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Process: 50% chance target is affected by the spell Horror Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00HALB99.ITM] Flaming Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Flame: 50% chance of +1D6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00HALBDC.ITM] Dredging Claw This halberd has a core of iron within its shaft, and looks like it was intended to hook onto the sides of enemy ships and lock them in place to allow them to be boarded. It is quite light and quick for a halberd, and the hook on the end makes it easy to latch onto structures. It doesn't look like it's seen much combat use, although it would be perfect for lancing goblins from a distance. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Purchased From: Gallaway Trading Depot (Chp 1.1-Nrm) --- [00HALBHL.ITM] The Hammer of Lucerne This odd pole-arm appears to be a cross between a halberd and a warhammer, fitted with a four-pronged hammerhead and a long thrusting spike. Its creation was the result of a blunder made during the commission of an enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks, Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright cleric. Lodur had of heard rumors of a mighty long-hafted hammer, possibly wielded by a hero known as Lucerne, or perhaps that's where it was made, which may or may not have had to do with a land or king or deity called Swizaria, or Switzlund, or "something of that nature, I am most certain." "Oh," he had then added, "and pray thee bless it as well... thou dost know, that one where it explodes undead and what-not, so that I might smite things most explosively." Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet compliance, and so the dwarven arms-master simply nodded and sent the cleric on his way, promising the weapon in two months' time. The arm-master consulted with his clan's lore-master and sure enough, there *was* word of such a weapon: it came from a trader in Sigil by way of an exceptionally well-traveled plane-walker. The arms-master dutifully copied the weapon's function and form, working runes of power into its haft and head just as Lodur had asked for. When Lodur the Brave returned to the dwarven stronghold to pick up his new hammer, he found instead a spiked pole-arm whose use was forbidden by his religion. The cleric ranted and gnashed his teeth and swore up and down the halls of the clan before stomping off in disgust, leaving his payment and the somewhat inappropriately named "Lucerne Hammer" behind. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Found In: AR5201-Nrm --- [00HAMM01.ITM] Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1006, AR5202 Carried By: Jorun Tamewater (Chp 1.0), Koluhm Bonecutter (Chp 1.1), Nolan the Healer (Chp 1.2), Olap Tamewater (Chp 1.2), Sheemish (Chp 6.0) Dialogues: Caulder (Chp 1.2) Random Drop: All Games, HoF, Nrm --- [00HAMM02.ITM] Masterwork Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR5101 Dialogues: Caulder (Chp 1.2) Random Drop: All Games, HoF --- [00HAMM03.ITM] Warhammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Carried By: Zama Rogadimne (Chp 5.1), Zama Rogadimne (Chp 5.2) Dialogues: Caulder (Chp 1.2) Random Drop: All Games, HoF, Nrm --- [00HAMM04.ITM] Warhammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1d8 + 2 (+1d4 electrical) Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Zack's Collectibles (Chp 4.1) Found In: AR6101 Random Drop: All Games, HoF, Nrm --- [00HAMM05.ITM] Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: All Games, HoF --- [00HAMM85.ITM] Warhammer +5 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: All Games, HoF, Nrm --- [00HAMM86.ITM] Warhammer +4 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Carried By: Zilvar T'orgh (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00HAMM87.ITM] Warhammer +3 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Carried By: Conlan (Chp 6.0), Heggr Splitsteel (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00HAMM88.ITM] Hammer of Bludgeoning +2 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Carried By: Hatemaster (Chp 6.5), Ruinlord (Chp 6.5), Ruinlord Garuk Katah (Chp 6.5), Ruinlord Mayzom Col (Chp 6.5), Tyrannar Brutai Mar (Chp 6.5), the glowing eyes of Iyachtu Xvim (Chp 6.5) Random Drop: HoF, Nrm --- [00HAMM89.ITM] Stunning Frost Hammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Crushing Special: Frost: 50% chance +1d6 cold damage Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM90.ITM] Hammer of Dispelling +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM91.ITM] Corrosive Hammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM92.ITM] Biting Hammer Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Piercing: 50% chance +1d6 piercing damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Carried By: Vylu Prehv (Chp 6.3) Random Drop: HoF, Nrm --- [00HAMM93.ITM] Lawful Hammer Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Lawful: 33% chance of +2d6 damage against chaotic creatures Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM94.ITM] Holy Hammer of Corrosive Burst +5 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Holy: +2d6 damage against evil creatures Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM95.ITM] Hammer of Dispelling +5 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Dispelling: Target must make a Will save or come under the effects of Dispel Magic Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM96.ITM] Warhammer of Might +2 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast spell Draw Upon Holy Might 2/day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: HoF, Nrm --- [00HAMM97.ITM] Resistant Hammer of Liquidity Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Resistance: 2/- Magic Resistance Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: All Games, HoF, Nrm --- [00HAMM98.ITM] Flaming Hammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: All Games, HoF, Nrm --- [00HAMM99.ITM] Warhammer of Sparks Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Shock: 50% chance of +1d6 electrical damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Random Drop: All Games, HoF, Nrm --- [00HAMMPH.ITM] Protean Hammer This hammer was created by an ingenious gnomish inventor and wizard named Airon Broune. Actually no one really knows if Airon is a gnome or not because no one has actually seen him. Apparently overnight he had taken over an abandoned shop at the edge of small town. One day the shop was vacant and then the next it was boarded up tight with signs in every language telling passersby to go away. Infuriated, the previous owner demanded he leave, but quickly relinquished his claim to the shop when a large sack of gold appeared at his feet. The very next day, mysterious notes began to appear all over town. They all contained the same message and read as follows: ************************************** Bring potatoes. Will pay in gold. -Airon Broun ************************************** Intrigued, a few townspeople decided to take him up on his offer and delivered sacks of potatoes to the shop. They would shove the potatoes into a delivery chute located in the back of the shop and then soon after a small sack of gold would appear, usually five times the going rate of the potatoes. The better the quality of the potatoes the more gold would appear. News soon spread of this wonderful offer and it was not long until every potato in town was sold to the curious gnome. No matter how many potatoes one delivered, there always appeared a sack of gold for payment. Needless to say, every farm for miles around started growing potatoes. Each farmer would try to outdo the other by producing the biggest and tastiest potatoes. This continued on for years until finally, the quality of potatoes was so good that instead of gold appearing, magic items of all sorts would appear. Not realizing the magical nature of the items given, the farmers sold them to passing merchants in disgust and stopped farming potatoes altogether. This hammer is one such item. By inserting special enchanted plates into the head of the hammer, the user is able to modify the abilities of the hammer. This particular hammer comes with plates that will do extra acid, cold, or fire damage. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special 1: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Special 2: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Special 3: Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed --- [00HAMMSC.ITM] Stormcaller This head of this heavy hammer is made from adamantine steel. The haft is carved from solid oak and wrapped in thick cured leather. A mithril spike is attached to the haft where it protrudes from the head. When drawn, the weapon glows with a soft blue luminance. Stormcaller can call upon the elemental power of lightning. Two times per day the user can cast a shocking grasp spell, and once per day call lightning down from the sky. Stormcaller is another weapon crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Shocking grasp twice per day Spell Power: Can cast the spell Lightning Bolt once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Carried By: Ruinlord (Chp 6.5-Nrm), Ruinlord Mayzom Col (Chp 6.5-Nrm) --- [00HAMT01.ITM] Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR5202 --- [00HAMT02.ITM] Masterwork Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1), Wode the Guileful (Chp 5.3) --- [00HAMT03.ITM] Throwing Hammer +1 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Artemus (Chp 2.0) Carried By: Aurilite Frosttouch (Chp 4.1) --- [00HAMT04.ITM] Throwing Hammer +2 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Zack's Collectibles (Chp 4.1) --- [00HAMT05.ITM] Throwing Hammer +3 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Wode the Guileful (Chp 5.3) --- [00HAMT06.ITM] Throwing Hammer +4 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Nathaniel's Bag of Holding (Chp 6.1) --- [00HAMT07.ITM] Throwing Hammer +5 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed --- [00HAMT08.ITM] Returning Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1) --- [00HAMT09.ITM] Returning Throwing Hammer +2 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed --- [00HAMT10.ITM] Throwing Hammer of Thunder +2 Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Shock: +1d6 electric damage Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed Purchased From: Heggr Splitsteel (Chp 5.3) Found In: AR6201 --- [00HBGA01.ITM] Bag of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. STATISTICS: Weight: 5 lb. Carried By: Xuki (Chp 2.1-Nrm) --- [00HBGA02.ITM] Mercenary's Sack This magical bag appears to be a common cloth sack of about 2 feet by 4 feet size. It was left in Icewind Dale by a nameless, wandering mercenary who'd grown tired of hearing that his kind wasn't wanted there. Seemingly loathed by all and lonely as one can be, the mercenary was said to have suddenly stood up from his seat in a Targos tavern, heaved a forlorn sigh, and wandered off, the nondescript sack seemingly abandoned beneath his chair. Its magical properties may well have remained forever undiscovered but for a single rat that crept inside to nibble on some iron rations. The rat was soon followed by a curious, snuffling cat, which was in turn followed by three of the proprietor's barking hounds. The proprietor up-ended the apparently lifeless sack and, much to the tavern patrons' amazement, the lot of them came tumbling out in a noisy bundle of fur and gnashing teeth. When the tavern was eventually destroyed in an out-of-control cooking-oil fire, the Mercenary's Sack was sold to a passing merchant to refinance its reconstruction. The Mercenary's Sack opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. STATISTICS: Weight: 5 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00HBGB01.ITM] Bag of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. STATISTICS: Weight: 5 lb. Carried By: Xuki (Chp 2.1-HoF) --- [00HBGB02.ITM] Mercenary's Sack This magical bag appears to be a common cloth sack of about 2 feet by 4 feet size. It was left in Icewind Dale by a nameless, wandering mercenary who'd grown tired of hearing that his kind wasn't wanted there. Seemingly loathed by all and lonely as one can be, the mercenary was said to have suddenly stood up from his seat in a Targos tavern, heaved a forlorn sigh, and wandered off, the nondescript sack seemingly abandoned beneath his chair. Its magical properties may well have remained forever undiscovered but for a single rat that crept inside to nibble on some iron rations. The rat was soon followed by a curious, snuffling cat, which was in turn followed by three of the proprietor's barking hounds. The proprietor up-ended the apparently lifeless sack and, much to the tavern patrons' amazement, the lot of them came tumbling out in a noisy bundle of fur and gnashing teeth. When the tavern was eventually destroyed in an out-of-control cooking-oil fire, the Mercenary's Sack was sold to a passing merchant to refinance its reconstruction. The Mercenary's Sack opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. STATISTICS: Weight: 5 lb. Purchased From: Conlan's Smithy (Chp 6.0-HoF) --- [00HELM01.ITM] Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Bonus: None Weight: 2 lb. Found In: AR1000, AR5100, AR6101 Carried By: More Than 12 Creatures Dialogues: Reig Redwaters (Chp 1.0) Random Drop: All Games, HoF --- [00HELM02.ITM] Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Bonus: None Weight: 2 lb. Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR5101 Carried By: Serak (Chp 6.3), Toral Sorn (Chp 6.7), Warrior of Virtue (Chp 2.0) Random Drop: HoF, Nrm --- [00HELM03.ITM] Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Bonus: None Weight: 2 lb. Purchased From: Gallaway Trading Depot (Chp 1.1) Carried By: Arif ab'd Bashshar, Guard (Chp 6.3) --- [00HELM04.ITM] Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Bonus: None Weight: 2 lb. Purchased From: Gallaway Trading Depot (Chp 1.1) --- [00HELM05.ITM] Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Bonus: None Weight: 2 lb. Found In: AR1006 Carried By: Guard (Chp 6.3) Dialogues: Jorun Tamewater (Chp 1.0) --- [00HELM06.ITM] Helmet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Bonus: None Weight: 2 lb. Found In: AR4102 Carried By: Iyachtu Xvim (Chp 6.5), Slayer Knight of Xvim (Chp 6.2), Slayer Knight of Xvim (Chp 6.3) --- [00HELM07.ITM] Helmet of Charm Protection As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Armor Bonus: None Special: Wearer is immune to Charm Person, Charm Person or Animal and Dire Charm Weight: 4 lb. Carried By: Wanmok (Chp 6.2), Wanmok (Chp 6.3) --- [00HELM18.ITM] Yeti Skin Hat This is a furry hat crafted from the skin of the Yeti. STATISTICS: Special: Resistance: 1/- Cold Resistance Weight: 1 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00HELM19.ITM] Winter Wolf Hat This is furry hat crafted from the skin of the Winter Wolf. STATISTICS: Special: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 1 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00HELMBH.ITM] The Black Hands of Shelgoth Shelgoth, a powerful lich "living" in the wake of Netheril's fall, was a terror to bands of Netherese refugees who wandered around the area near the area once known as Moander's Footstep. His undead warriors and animals were dreadful to behold on their rocky perches. It took the concerted effort of over a hundred invaders to defeat the lich. Once the terror had been dispatched, some arcanists-turned-wizards decided to use the magic-laced skeletal hands in the construction of a helm. Some historians mutter in the margins of their writings that the wizards may have been attempting to construct an item similar to the ill-fated Crown of Horns. The helm's history post-creation is unknown. STATISTICS: Special: Constant Effect: User under the effects of the spell Death Ward while equipped Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day Weight: 1 lb. Found In: AR6304-Nrm --- [00HELMDS.ITM] Dragon Sight A small dragon's head has been mounted to the top of this helm, giving the wearer a most fearsome countenance. Within the eye sockets of the dragon's skull are two magical gems that glow ominously, making it appear to watch whoever beholds it. STATISTICS: Armor Bonus: None Special: Can cast the Wizard spell See Invisibility 1/day Charisma: -1 penalty Weight: 2 lb. Purchased From: Bashshar's Decanter-Nrm --- [00HELMSC.ITM] School Cap Worn by wizards and scholars across Faerun, the distinctive small, round school caps come in a variety of colors. The colors often correspond to scholastic colors or the color associated with a particular school of magic. This particular cap was worn by the wizard Vedri of Silverymoon. On a sightseeing tour of Icewind Dale, his skiff capsized on Maer Dualdon. Fishermen later recovered his body. They sold the cap as compensation for sending his body back to his family. This particular cap is a faded shade of purple, representing the school of illusion. STATISTICS: Intelligence: +1 Weight: 1 lb. Carried By: T'rsosl Malign (Chp 6.7-Nrm) --- [00HELMSM.ITM] Swing from the Masts Aeryl Goldenbeard was a particularly flamboyant pirate that sailed the seas off the coast of Amn. He was the captain of the pirate warship, The Bouncing Rhonda; a twenty gun cutter that was considered one of the fastest vessels on the high seas. Those unfortunate merchant ships that crossed paths with The Bouncing Rhonda were never able to outrun the cutter, were summarily boarded and their merchandise stolen. Now, the fact that Captain Aeryl Goldenbeard and his hearty men of The Bouncing Rhonda successfully pirated ships was not so unusual. No, the unusual part was that after the men of The Bouncing Rhonda successfully seized a merchant vessel, Captain Aeryl Goldenbeard would come gallantly swinging, via rope, down from the ship's mast and land elegantly upon the deck of the merchant ship. At almost the same time Captain Aeryl Goldenbeard's feet touched the merchant ship's deck, the captured crew took an instant liking to the pirate captain. In fact, it was not uncommon for a majority of the captured crews to beg for a commission on The Bouncing Rhonda. However, the instant the pirate captain and his crew left the merchant ship (along with its cargo), the remaining merchant ship's crew immediately resumed their hatred for the pirate captain. No one knew why or how Captain Aeryl Goldenbeard managed to charm his victims so well. That is, not until one day, while the good pirate captain was making one of his famous entrances via rope and mast, his colorful bandana flew off his near balding head. The second his foot touched the deck, all the former merchant crews that went along with the pirate ship instantly came to their senses and summarily beat the pirate captain to death. It did not take long for those around to realize that the pirate captain's bandana held magical properties that made him seem more charming. Unfortunately for the remaining pirate and merchant crew, the bandana flew into the sea. However, rumors would pop up from time to time that a particularly dashing swashbuckler had the uncanny ability to charm his way out of trouble and liked to swing from mast ropes - and that he wore a very colorful bandana. STATISTICS: Armor Bonus: +1 (generic) Special: Charisma: +2 bonus Weight: 1 lb. Purchased From: Kadresh Olonrae (Chp 5.3-Nrm) --- [00HFAMBT.ITM] Belib's Multiple Tool of Fortune Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool of Fortune. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: Open Lock skill: +2 Search skill: +2 Saving Throw Bonus: +1 to all Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-HoF) Carried By: Pondmuk (Chp 3.0-HoF) --- [00HFAMDS.ITM] Druid's Stone of Thorns Versions of these sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert, but this particular stone was worn by Theon, who was believed to have organized the Anauroch vigil based on portents he had received upon the winter winds. When Atalacyls the Lost eventually crossed the boundaries of the Anauroch desert, Theon gathered the druids to him and engaged him in battle on the sands. Despite the powers of their stones, Atalacyls defeated them to a man and turned their bodies to sand, then made a small pile of their druid stones as a warning to others not to follow him on his path. He continued his journey westwards until he was found by Old Duke Kholsa Ehld, and the two of them met in battle over Atalacyls' crimes against the Weeping Queen. While worn, this stone allows the druid to ask favors of the earth and stones beneath their feet. In times of danger, the stone can summon the strength of the earth to their aid, causing rocky stalactites to erupt from the earth, the area to blossom with spikes, or the wearer's skin to become as hard as stone and giving them some protection against attacks. STATISTICS: Special: Spell Power: Can cast spell Spike Growth once per day Spell Power: Can cast the spell Stoneskin once per day Spell Power: Can cast the spell Spike Stones once per day Weight: 1 lb. Purchased From: Heartstone Gem (Chp 6.0-HoF), Nathaniel's Temple (Chp 6.0-HoF) --- [00HFAMES.ITM] Calm Before the Storm Among the many treasures unique to the North, are medallions called the Eyes of the Storm. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. This medallion, however, predates them all, carrying additional enchantments that allow a warrior to keep not only his wits, but his will, when fighting barbarians, goblins, or worse, creatures of the North that attempt to break a man's will. Creatures that attempt to cage the mind of an opponent wearing this medallion find their best spells and charms simply steam off the wearer's mind like water off a polar worm's back. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Constant Effect: User under the effects of the spell Mind Blank while equipped Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-HoF) --- [00HFAMFD.ITM] Sunfire Talisman Fire can be the bringer of life, or the harvester of death. With the Sunfire Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Sunfire Talisman gave its wearer added protection against all sorts of melee attacks and had the power to ignite a sunfire fireball once per day at surrounding would-be attackers. In addition, if the would be attackers tried to turn the tables and attack the sorcerer with their own fire weapons, the Sunfire Talisman would grant its wearer added resistance to fire. STATISTICS: Armor Bonus: +3 (generic) Special: Spell Power: Can cast the spell Sunfire once per day Resistance: 15/- Fire Resistance Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-HoF) --- [00HFAMGC.ITM] Gohoin's Secret Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds Spell Power: Can cast the spell Improved Invisibility 1/Day Weight: 0 lb. Carried By: Morvyn (Chp 6.6-HoF) --- [00HFAMMP.ITM] Mirabel's Maleficent Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowledge (Arcana): +3 Spell Power: Can cast the spell Malison 1/Day Weight: 0 lb. Carried By: Mirabel (Chp 5.3-HoF) --- [00HFAMSL.ITM] Heart of the Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warriors of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies, as well as immunity to the cold that surrounded the Dales. From then on, the Heart of the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Heart of the Snow Leopard Charm. STATISTICS: Special: Dexterity: +4 bonus Resistance: 4/- Cold Resistance Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-HoF) --- [00HFAXAS.ITM] Soul Stealer The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +3 bonus Speed: +1 additional attack per combat round Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2-HoF) --- [00HFAXBA.ITM] Scales of Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +5 Special: Balance Damage: 1d8 + 5 Attack Bonus: +5 Dispelling: 25% chance Dispel Magic on target (Will save) Special: Power Damage: 1d8 + 10 Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Special: Accuracy Damage: 1d8 Attack Bonus: +10 Keen: Increases chance of a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Heggr Splitsteel (Chp 5.3-HoF) --- [00HFAXBB.ITM] Cowards Flight Cowards Flight is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Cowards Flight will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear Spell Process: 50% chance target is Slowed Keen: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Carried By: Blahg'mah (Chp 6.2-HoF), Gorg (Chp 6.2-HoF) --- [00HFAXBD.ITM] Big Black Flying-Death The gargantuan throwing axe known as Big Black Flying-Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Black Flying-Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Black Flying-Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Black Flying-Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Black Flying-Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 3 Attack Bonus : +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d10 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-HoF) --- [00HFAXCK.ITM] Stormshifter The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Stormshifter whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Stormshifter in desperation from its purchase and flung it at the approaching horde. To his surprise, Stormshifter transformed into a ball of pure energy and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 2d6 Damage Type: Electrical Enchantment: +5 Special: Returning: Returns to user Ball Lightning: Inflicts electrical damage to all objects within a 5' radius Melee: Damage: 1d6 +5 Attack Bonus: +5 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: High Commander Grishum (Chp 6.1-HoF) --- [00HFAXSC.ITM] Screaming Axe The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. "Screaming Axe" is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of "Screaming Axe" is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: +3d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to weilder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0-HoF) --- [00HFAXSP.ITM] Death's Ally Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR6301-HoF --- [00HFAXWT.ITM] Grim Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Tahvo the Huntmaster (Chp 5.0-HoF) --- [00HFBCAG.ITM] Mithril Arc It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. The Mithral Arc was developed at the height of the dwarven-elvish alliance, and it was one of the many joint items developed by the dwarves and elves of the Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's Deep. Its accuracy was unparalleled, and the dwarves presented it to the elves as a token of goodwill between the races. The string of the bow was said to have been blessed by the elvish archmage Larrel himself, with a range that seemed to rival the horizon. It was mounted in the halls of Severed Hand so that all visitors could see it, and see the achievements the dwarves and elves united could bring about. When its brother, the Arc of Gold, was discovered in the hands of a band of orcs raiding in the forests north of Severed Hand, the elves became furious and accused the dwarves of selling the relics the two races had jointly crafted to their enemies. The dwarves, enraged by the insult, seized the Mithral Arc and returned to Dorn's Deep, cutting off all contact with the elves. It is said that at the moment the alliance disbanded, the string of the Mithral Arc broke with a final twang, and the bow, useless, remained deep within Lower Dorn's Deep, silently watching as the dwarves were slowly driven deeper and deeper into the Deep by the encroaching goblinoid hordes that had begun to swarm down from the North. It was never seen and never taken by the Dark Horde that marched through Dorn's Deep, and the Mithral Arc remained there for countless years in the darkness with the dwarven dead piled around it, still clutching their weapons. How it came to be here is unknown, but the string of the Mithral Arc is restored and the bow is eager to be used. Perhaps there is hope for the fallen elves and dwarves still... or at least the opportunity to reclaim their once-proud homeland from the goblin hordes that threaten it. STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed Purchased From: Riki (Chp 6.3-HoF) --- [00HFBCBB.ITM] Indomitable Bands These Indomitable Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical) Special: Damage reduction 10/+2 Weight: 1 lb. Dialogues: 00BAHSH-HoF --- [00HFBCHF.ITM] Bands of the Master When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the fields of western Kara-Tur, these simple leather bands were ripped from his arms... and his arms ripped from his shoulders... as punishment for his destruction of the Kamjin-Doh. The identities of those who defeated him are not known, but the rumors in Kara Tur were that his slayers were the spirits of three sword saints of Kamjin-Doh, returned from death to end the crimes of the renegade kensai. It was discovered that these once-simple bands of focus that the Master of Razors had worn as a student had become stained with blood and shame, and no longer shone with the same light as it once had. As the Master lost focus, his bands of focus corroded, almost to rot away as they were wrapped upon his bleeding arms. Nonetheless, these tattered bands still hold the power, strength, and viciousness of the Master of Razors... making the one who wields them far more deadly. If you wear these bands, never forget their purpose, never forget your focus, and never forget the reach of your enemy. Keep these three things in your heart, and they will serve you well in battle. STATISTICS: Special: Damage reduction 15/+3 Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-HoF) --- [00HFBCLA.ITM] Great Lions of Arkamadis Between 910 and 946 DR, the lands east of the Spine of the World mountains were often plagued by the minions of the archmage Arkamadis. Believed to have had contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians, Arkamadis was only slightly less dedicated to dominating the native people that surrounded his tower, Whitestone Talon. Arkamadis wore a pair of bracers during most of his time in the north. Regardless of the disguises he used, he always kept the bracers as an identifying feature. The bracers were made of thick, polished bronze. Though not elaborate, the top of each bracer featured a lion rampant in relief, roaring towards his hands. Arkamadis lost his bracers when dwarves from Citadel Adbar crushed his growing empire and demolished Whitestone Talon with siege engines. STATISTICS: Deflection Bonus: +5 Spell Power: Can cast the spell Bull's Strength 2/Day Weight: 1 lb. Carried By: Jezabel Quice (Chp 6.5-HoF) --- [00HFBCRB.ITM] Rakavik's Imbued Bracers The invoker Rakavik Savell was a man of few words. He kept company with thugs, brigands, murderers, and criminals of all sorts, men and women who valued strong actions over a silver tongue. Rakavik was a clever man, and devised these bracers knowing that most people assume bracers are for protection. When opponents thought Rakavik was out of spells, he never needed to pull out a wand or staff to make a quick offensive action. He simply made a non-threatening gesture with his arms and activated these polished steel bracers. Despite being over two hundred years old, the large sections of black enamel on the bracers are still dark and shining. Rakavik died in 1012 DR when he and his fellows botched an attempted burglary in Suzail. The bracers have passed through many hands since that time. STATISTICS: Spell Power: Can cast the spell Magic Missile 1/Day Spell Power: Can cast the spell Mordenkainen's Force Missiles 1/Day Spell Power: Can cast the spell Lance of Disruption 1/Day Weight: 1 lb. Purchased From: Myrvek of Gracklstugh (Chp 5.3-HoF) --- [00HFBCTB.ITM] Tamjan's Bolstered Bracers The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so his teachers said. Unfortunately, Tamjan was called upon repeatedly to assist his father in the expansion of their family bakery. To establish a reputation among the cities of the north, Tamjan would magically preserve the freshness of his father's baked goods as he whisked them away to important events from Luskan to Silverymoon. Tamjan hated assisting his father. It made him the butt of jokes in wizardly circles across the north. Tamjan eventually decided to hire a group of bandits to attack him and his father as they traveled to Luskan. The young mage believed that the attack would scare his father into giving up his outlandish plan to establish bakeries across the north. The bandits became overzealous in the execution of their role. Weeks later, all the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of slush. The bracers are made of fine pinewood and leather with steel reinforcements. They feature very little ornamentation, the graceful curve of the steel being the notable exception. STATISTICS: Deflection Bonus: +5 Weight: 1 lb. Carried By: Barghest Whelp (Chp 6.3-HoF), Yquog (Chp 3.0-HoF), Yquog (Chp 6.5-HoF) --- [00HFBCTC.ITM] Force of Lightning When a high level monk hits someone, the victims often say it was like getting hit by a bolt of lightning. The bracers known as Force of Lightning are a prized possession of the monks that own them. Being that monks rarely use weapons other than their own hands and feet, these bracers offer an edge in battle that is rarely seen in the Realms. These bracers allow the skilled monk to increase the speed of their attacks. The added speed dished out by these bracers have, on several occasions, evened the odds against would be bandits that try to outnumber their monk victims. STATISTICS: Special: Speed: Adds two attacks per round Weight: 1 lb. Found In: AR6051-HoF --- [00HFBD01.ITM] Raging Winds This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 3-6 berserkers who will attack the enemies of the user. Weight: 1 lb. Purchased From: Beodaewn's Caravan (Chp 4.0-HoF) --- [00HFBD02.ITM] Masterwork Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope and Chaos, centered on the user. Weight: 3 lb. Purchased From: Conlan's Smithy (Chp 6.0-HoF) --- [00HFBD03.ITM] Sephica's Prayer The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal or Resurrection 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. Found In: AR6402-HoF --- [00HFBD04.ITM] Lyre of Inner Focus The Lyre of Inner Focus was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Constitution: +2 Weight: 2 lb. Purchased From: Kadresh Olonrae (Chp 5.3-HoF) --- [00HFBD05.ITM] Prophia's Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Prayer, centered on the player. Can be used once per day. Weight: 1 lb. Found In: AR3000-HoF --- [00HFBD06.ITM] Strings of Discord Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a