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Weapons
Arrow of Charming
(Contributed
by Nightelf)
[Top]
These ordinary
looking arrows feature the traditional wooden shaft and flight feathers,
however the head of the arrow is carved from a Ruby. When this arrow is
fired at an opponent, it deals no damage, instead having the effect of a
Charm Person or Mammal spell upon the target. The spell is an instant
success, although the duration is shortened to only three rounds. The spell
only works if the arrow successfully hits the target and the target is
within the spell limits. This means that while a Humanoid can be charmed, it
cannot charm those the spell normally could not.
Quite an old one that. My character at that
time was an "Assassin" who experimented with the idea of framing someone
else for the murder by making them actually do it! Quite a good idea if I
may say so. It worked as well, until an arrow missed and they caught him.
Bane of Sight
[Top]
This greatsword was
the personal possession of Silmagard Orcslayer, a well-known adventurer of
Northman blood from the northern Moonshae Isles. Orphaned at the age of 10
by an orc raid on his village on the northern coast of the Isle of Norland,
Silmagard quickly fell in with his barbaric half brother who roamed the Isle
lands and the lands of Northern Faerun with his band of Uthgardt barbarians.
Silmagard wanted a chance at revenge for his dead parents, and so set about
learning the ways of the barbarian warriors of his adoptive tribe. Soon
Silmagards prowess with a blade grew, and he left the tribe to hunt orcs on
his own, slaughtering any village, camp or patrol he came into contact with.
The greatsword he carried was said to be a gift
from a grateful wizard whose caravan had been attacked by orcs heading for
Silverymoon. Silmagard readily accepted the gift quickly realizing the
potential benefits such a weapon would provide in combat against his hated
enemies. The sword is of standard appearance except for the line of dwarven
runes running down along the middle of the silvery blade. The handle and
grip are fashioned of polished obsidian and covered by dried orc skins, and
the hand-guard is crafted from an Orc skullcap, fashioned by Silmagard
himself.
Damage: 2d6+2
Caster Level: 6th
Prerequisites: Craft Magic Arms and
Armor, locate object
Market Price: 32,156 gp
Cost to Create: 14,665 gp + 978 XP
Weight: 12 lbs.
Special:
Bane of Sight is a +2 bane greatsword.
It can cast a blindness spell five times per day.
The Blade of the Frostmaiden
[Top]
Constructed from a very unique form of ice found only in the depths of the
Caverns of Cold in the utter North of the Realms, by Aurilite clerics, this
greataxe is a weapon that seems to pulsate with the power of the Cold
Goddess herself. The axe is pure white of color, and is icy to the touch. A
crystallized symbol of Auril has been forged into the axe head, using a
selection of diamonds found in the mines of Spine of the World Mountains.
Damage: 1d12+3
Weight: 20 lbs.
Caster Level: 10th
Prerequisites: Craft Magic Arms and
Armor, creator must be 10th level
Market Price: 22,567 gp
Cost to Create: 11,345 gp + 670 XP
Special:
This frozen axe functions as a +3 greataxe The
rare form of ice that was used in it's construction seems to radiate cold
from the inside of the axe, so that it is always frozen from the inside to
the outside. The unique properties of this ice are so strange that even if
the axe is exposed to heated conditions or removed from icy or frozen
terrain for more than a day, the frozen nature of the axe remains intact.
Bone Chill Darts
[Top]
Caster Level:
4th
Prerequisites: Craft Wondrous Item,
true strike, chill touch
Market Price: 380 gp
Cost to Create: 160 gp + 70 XP
Special:
Bone chill darts are simple but effective
weapons. Each dart has been enchanted with both a true strike and a
chill touch spell. They inflict 1d6 damage as per the chill touch
spell upon any target they strike. When the dart is thrown they are
automatically under the effect of the true strike spell. Each dart
may only be used once, as they disintegrate after use.
Cen Edth
(Contributed by Maecenus
of Westgate)
[Top]
Cen Edth is a +2 defending, shocking burst,
intelligent shortsword: AL CG; Int 10, Wis 12, Cha 12; Empathy; 30 ft.
vision and hearing; Ego score 9. Lesser Powers: electricity resistance 10,
sense motive +11 (10 ranks, 1
Wis).
Languages: Common (understands), Elven
(understands).
Personality: Cen Edth is thought to contain a
sentience of an elf maiden who, for unknown reasons, came to inhabit the
blade of Cen Edth. She is joyous and imparts happiness and serenity upon her
bearer unless held by someone who commits evil acts. It is said that if Cen
Edth is used to shed innocent blood, she will attempt to overcome her
wielder or "call" out to someone else who may be able to take her. If she is
held by an individual with an evil alignment, Cen Edth expresses strong
feelings of despair upon them and occasionally releases a disturbing mental
scream. She usually does this when it would especially be most inconvenient
to the wielder (such as during spell casting).
History: Cen Edth is thought to have been
forged long ago by elves living in the great Shantel Othreier. The one who
created the beautiful blade remains unknown but the first recorded owner was
a famous elven warrior named Cen Edth, whom the blade has been named for.
After his death, the shortsword was passed down in succession to his heirs
until long after the Crown Wars. After the fall of Shantel Othreier and some
of the other great elven kingdoms, Cen Edth disappeared only to resurface
centuries later, in 626 DR. A halfling lass named Kysi Brownhedge found the
blade near her home outside of the Wood of Sharp Teeth. She had it on her
mantle for years until it was stolen by two "unusually dark skinned elvish
chaps" who reportedly took Cen Edth somewhere to the south. There, it was
once again lost to record...until recently, where it is presumed to be in
the possession of a drow assassin known as Theikneryl Daekh.
Strong Evocation; Caster Level 10th; Craft
Magic Arms and Armor, call lightning or lightning bolt,
shield or shield of faith, resist energy; Price 68, 308.
Charismatic Friend
[Top]
Market Price:
2,450 gp
Prerequisites: Craft Magic Arms and
Armor
Damage: 1d4+2
Critical: 19-20/x2
Special:
This dagger is crafted from pure adamantine and
as such makes it +2, in addition this gives the dagger a +1 deflection bonus
to wielders AC and a +2 enhancement bonus to wielders charisma attribute.
The Chaos Warhammer
[Top]
Description and Powers:
This hammer is rather odd in both it's
appearance and crafting. The legends that surround this unique magical item
tell us that it was forged from actual chaotic matter deep in the heart of
the ever-changing plane of chaos - Limbo. The hammer has no stable colour or
series of patterns along it's surface as the surface of the hammer
constantly changes it's outlook, as if in continual flux. The only true and
accurate piece of knowledge that has been discovered about this hammer is
that it was crafted for the purpose of striking at the very forces of law
itself. It powers are as follows -
This hammer acts as a chaotic warhammer +2,
that has a 25% chance each time it strikes of casting a Chaos Hammer
spell on the victim. This weapon may not be used or wielded by any lawfully
or neutrally aligned creatures.
Damage: 1d8+2
Caster Level: 9th
Prerequisites: Craft Magic Arms and
Armor, Chaos Hammer, creator must be of chaotic alignment
Market Price: 53,205 gp's
Cost to Create: 21,489 gp + 15290 XP
(??? - I am unsure about this)
Weight: 11 lbs.
Background:
Due to the chaotic nature of this item, very
little is actually known about it other than what has already been
mentioned.
Cloaking Dagger +2
(Contributed
by Krandor)
[Top]
1d4+2 19-20/x2
Piercing/Slash
Cost - 500 gp
This is a dagger +2. Additionally it permits
the holder to become invisible, as per the magic spell, once per day. Also
if the dagger is owned by a thief it improves their move silently and hide
in shadows skill checks by +5.
Cobra's Fang
(Contributed
by Bookwyrm)
[Top]
Cost:
3,000 gp
Prerequisites:
Craft Arms and Armor, Poison
Weight:
1-1 1/2 lbs.
Cost to
Create:
2000 gp + 400 XP
Special:
The powers of the Cobra's Fang are as follows -
-
Enchantment +4; never needs sharpening
-
40% chance of casting poison on
the target, as the spell
-
Can neutralize poison that was injected
(not ingested) by heating the blade and cauterizing the wound. This causes
2d8 points of damage. Subject must make a fortitude save (DC 18) or fall
unconscious for 1d8 hours
-
+2 bonus on search, spot, and listen
checks versus reptilian creatures
-
+2 bonus for a reptilian character to
wield
-
Clerics with the scaleykind domain can
wield this dagger without penalty; they can use their rebuke/command
reptiles ability an extra time per day (as if through a high Charisma
modifier) and as a spellcaster of one level higher
Background:
This
dagger was bought as a work of art by a wealthy nobleman, who knew nothing
of its powers. He merely saw the amazing craftsmanship of the blade and
desired to have it for his own. It made its way to the Sage of Perth's shop
soon after his accidental death -- by scratching himself with the blade.
Its handle is sculpted in the astonishingly lifelike visage of a cobra, with
its head forming the pommel. The snake's mouth is open, its fangs seeming
ready to strike upon the unwary viewer. The handle's colors are vivid and
new-looking, and there is not a mark on the blade.
The Sage of Perth researched this dagger, and traced its origins back to the
jungles of Chult centuries before. He found some rumors that there was a
twin to the Cobra's Fang, but found no clues as to its whereabouts. This
blade, if it did exist, would have the exact same powers as the first. And,
if the two were wielded together, perhaps more.
Crimson Eye +2
(Contributed by Krandor)
[Top]
Cost - 45 000 gp (10 000 gp per change)
Dmg - 1d8+2 (1d8+8 when attacking the chosen
creature type)
Crit - 18-20/x2
Weight - 6 lb
Type - Piercing and Slashing
Description - Have a little unfinished business
do ya? Maybe some orcs burnt your town? Some goblins stole your ale? Well
with the Crimson Eye at your side, you will have little problem fulfilling
your desires. Upon purchase, your choice of creature type will be implanted
into the sword. After this, once you come upon the desired creatures that
you chose, they will easily fall to your blade as the weapon will get an
additional +6 (total 1d8+8).
What happens if they comes back as ghosts or
spirits summoned by an evil, diabolical wizard who wishes to make you fight
your internal demons for all eternity, but to no avail? Well, the Crimson
Eye has an added bonus, as it can dmg those of the ethereal planes as well
as the living. However, that is only if those of the ethereal planes are of
the chosen creature type. For 10 000 gp, bring the sword to a local Blade
and Stars to get the desired creature type changed on the sword (You can
change from Orc to Goblin, Goblin to Beasts etc.)
Dagger of Embedding +1
(Contributed by Krandor)
[Top]
1d4+1 19-20/x2
Cost - 500 gp
In all respects this dagger is identical to a
dagger +1 and inflicts normal damage. Upon uttering it's magical command
word at the time of a successful strike, the dagger will remain embedded in
the victim and continue to inflict 1d4+1 points of damage per round. The
dagger can not be removed until it is released by the magic command word,
it's power is disrupted by a dispel magic spell or the victim is dead.
Dark-Elven Shortsword
[Top]
Damage: 1d6 +1
Weight: 1 lbs.
Type: Piercing
Special:
This mithral blade, is 30 inches in length and
is both unusually light and has a keen edge that never seems to need
sharpening.
Dark Justice
[Top]
Brax the dwarf, fashioned this magical mace
after something he'd seen in one of the Sage's many history tomes detailing
the Dwarven wars against the goblin hordes in the ancient days of the Savage
Frontier. It is constructed of black iron, and has no distinguishing
features other than Brax's sigil on the pummel of the mace and the three
green emeralds embedded within the head of the mace.
Damage: 1d6+2
Caster Level: 5th
Prerequisites: Craft Magic Arms and
Armor, darkness
Market Price: 35,345 gp
Cost to Create: 18,879 gp + 2,134 XP
Weight: 5 lbs.
Special:
The Dark Justice is a +2 light mace
that can cast a darkness spell up to three times per day as if the
mace were an item enchanted with spell storing. It can recharge its
own spell. The green emeralds indicate how many charges are left for the
day.
Deceiver (Contributed by Steve Allen) [Top]
Made by the famed dwarven smith Galgarena Wintertop, this +4 Vorpal Short Sword is renowned for its ability to hide the owner. This short sword has a double edged drop point blade made of magically forged adamantium 30 inches long with a mirror finish. The quillons are made of black iron with a ruby (worth 400 gp) and a white diamond on opposing sides (worth 400 gp) that run parallel to the blade. The handle is made of black ivory overlaid with gold and silver inlay. The pommel is a tapered cone of black iron ending in a scent stopper. The pommel has a small double-edged drop point dagger in it that will shoot out when the ruby is pressed (treat as a large dart). The blade has a 15' range and does ld4 points damage. Reloading the dagger can be done with the four spares made with the sword, or the bearer can have new daggers made by providing a sample to a qualified weapon-smith.
When drawn, Deceiver can do the following:
1) Cast Blinding Light 15' Radius (save vs. magic or be blinded for ld4 rounds) three times per day.
2) Cast Disguise (an illusion) on bearer three times per day; true sight will see through the illusion and Dispel Magic will erase the illusion). This illusion lasts until dispelled by bearer.
3) Cast Charm 10' Radius three times per day as a 15 th -level mage.
4) Know Alignment when the naked blade is touched to any object.
5) Comprehend Languages , when ordered.
Dreamweaver,
Quarterstaff +2
(Contributed by Nightelf)
[Top]
This highly ornate staff is constructed of
carefully carved Onyx shaped in the form of a Dragon. Once equipped, this
item forms a bond with the holder, and cannot be released. It functions
perfectly as a +2 Staff, but when the holder attempts to sleep he is
presented with terrible visions and cannot sleep properly. This prevents
spell memorization and hit point regeneration overnight, and usually results
in fatique the next day. This cursed item only activates when held by a
wizard.
Drowbane, Long Sword +4
(Contributed by Nightelf)
[Top]
This longsword features a Ruby encased Hilt
with a Long Golden blade. The hilt ends in two small spikes, each shaped
like miniature elves. The sword functions as a +4 Long sword for damage and
THACO, however when within 30ft of a member of the Dark Elf race, it begins
to glow dull purple. When it is glowing, it deals double damage (2d8+8
instead of the normal 1d8+4) against Dark Elves. This weapon also contains
the power to cast a minor version of the level 6 priest spell "False Dawn",
destroying any Adamantine armor or weapons in the area of effect halved
(15ft radius).
This weapon was constructed by my character,
materials on hand, but the enchantments came to about 8000 gold.
Efreeti Glove
(Contributed by Krandor)
[Top]
1d6+5
Bludgeoning
Cost - 10000 gp (undecided)
This +5 glove was given to Balin Gorunn, a
dwarven fighter battling a red dragon. The glove gave him unnatural powers
with the element of fire. After many campaigns against evil Necromancers,
Balin was murdered by one of his friends. The glove said to be stolen and
has been lost for many years, but rumors has it that it is guarded by the
soul of Balin, deep within his crypt. Until now. After a group of hired
adventures travelled to the crypt in search of the glove, it was found, the
majority of them coming back alive.
Special abilities - This glove can cast a
variety of different spells, but only with the word of power stated clearly
before. (A secret)
Fire Weapon
The weapon in the hand that the glove is
present, be it enchanted or not, becomes imbued with fire and does an
additional 1d6 of burning dmg..
Fire Globe
The wearer can use a torch or anything that
emits fire to make a fire globe in the wearer's hand that never dies unless
the gloved is turned off (the word is spoken again) or it is removed. This
can also be thrown at a enemy to deal it 1d6 of burning dmg.
Burning Hand
This is the same as the wizard spell but only
used in one hand.
Eckenshar
(Contributed by Targon Moonrise )
[Top]
Cost: 10,315 gp
Prerequisites: Craft Arms and Armor,summon
monster I
Castor Level: 8th
Cost to Create: 5,158 gp + 2,579 XP
Weight: 3 lbs.
Special: Bane vs. Aberrations
This is a +1 bane vs aberrations scimitar,
crafted by the druid Torkon Menoti to help defend his land, his home and his
friends. He carries it still at his waist and will carry it until he dies.
Enkeddo the Learned
[Top]
Intelligent Quarterstaff +2
Int 15
Speech, Detect Magic 10', Detect Secret Doors
5', Clairvoyance 3/day
Ego 10
Personality 25
Speaks Elven, Dwarven, Koth (disregard this
last dialect - campaign based only - DMs can replace it with something of
their own choosing)
Enkeddo is a glimmering (thanks to the numerous
crystal shards embedded along it's length) green quarterstaff of knowledge
and insight. Besides the above abilities, the staff remembers many old
tales, and spins fabulous stories of the ancient tribes of the North, and
their great battles against the numerous Orc hordes.
Eye of the Beholder
(Contributed by Icewolf)
[Top]
To Hit: +2
Damage:1d6+2
Criticals: 19-20/x2
Type: Piercing
Weight: 3lbs
Description: This short sword has a very
unusual look to it. The blade is made of Adamantine, giving it a natural +2
enhancement. The unusual aspect is the hilt. It is crafted to look like a
beholder. Several eyestalks create the handguard, while several more wrap
together to form the handle. The large, central eye of the beholder stares
down the hilt.
Powers: When not wielded, the eyes is closed.
However, while the sword is being used, a command word may be spoken up to
twice a day, and a maximum of four times a week, and the eye will open,
causing the same effect as a real beholder's central eye. The eye will
remain open for up to three rounds before closing again. A Cone of Antimagic
will emanate from the sword, causing any magical defenses or armors to have
their enchantments suppressed until the sword's wielder changes targets.
Background: An ancient Mage-Hunter had this
sword commissioned from an elderly mage who was going quite insane in his
old age. Rumor has it that after the sword was created, its first victim was
he who made it. This sword has been passed down through the Order of those
who followed that ancient Hunter's distrust of magic.
The Icewolf once
again reaches into the depths of his robes, and pulls out a ring that almost
visually exudes a powerful aura. "If you can sell this one, send them my
way, I want to make them an offer for some property with a lovely view of
the sun rise...about a mile south of Menzoberranzan...
Eyetooth
(Contributed by Bookwyrm)
[Top]
Amidst the maze of items that crowd the Sage's
Shop, you turn a corner in the seemingly random aisles and find yourself
facing a highly unusual longsword. And the sword, it seems, is watching you
as well.
A single, lidless eye is set in the crosspiece,
slitted like a cat's, and it is fixed on you. It follows you as you move
around it, and you see there are two more eyes, identical to the first, on
the pommel and the reverse side of the crosspiece.
This is the semi-sentient sword Eyetooth
(longsword +4). It is a blade many find unnerving, but one that is loyal to
its holder. It is only when wielded that Eyetooth finds a measure of
freedom, of purpose. It is not bloodthirsty, but it does, in essence, love
its job.
Damage: 1d8+4 (Special - See Below)
Melee/Ranged: Melee
Size: Medium
Market Price: 45,123 gp
Weight: 10 lbs.
Special:
To use this weapon, one must first bond with
it. This merely entails accepting the sword as one's own primary weapon. It
never tricks the wielder, nor does a bonding occur simply by drawing the
sword. However, its abilities are not usable until a bonding occurs (it is
merely a +2 sword until then).
The bonding has its own penalties. The
character temporarily loses 1d4+1 points each of constitution, dexterity,
and strength (roll separately), gaining them back at a rate of one every two
days. (The player can choose which ability score will be restored each
time.) The character is reduced to one-tenth his normal hit-point level,
gaining them back normally (minus missing constitution bonuses). The
character must also never be far from it or take 3 hp of damage each day (1
per 8 hours).
In return, the sword grants the following
powers on the wielder:
* Proficiency with longsword, if not already
possessed by the character.
* +2 circumstance bonus on Look and Spot
checks. (Not available if the eyes are covered.)
* The character has a +2 bonus to see through
illusions. (Not available if the eyes are covered.)
* -2 penalty on Diplomacy checks if the eyes
are uncovered: the sword instills an eerie feeling in viewers unused to the
sight.
* +2 bonus on Intimidate checks if the eyes are
uncovered.
* The character can cast darkvision on himself
once per day as a sorcerer of his character level.
* The character can use a true strike
ability once per day, as the spell, but only with Eyetooth as the striking
weapon.
* The character cannot be flanked. (Available
only when the sword is in hand.)
Fangs of Selvetarm
[Top]
Description: The Fangs of Selvetarm
are actually a pair of fearsome short swords called elgluth (meaning
'scourge' in the drow tongue), and og'elend (meaning 'heretic,
non-follower of Lolth' in the drow tongue). Each blade has an blood-red
haft, and a shining, highly reflective silver blade that are constantly
gleaming with fresh blood. Although, nearly always covered in gore, the
blades' Drow symbols can still be clearly seen, as can Selvetarm's holy
symbol: a spider on a crossed sword and mace.
Powers: Each of these wicked weapons
functions as a +5 short sword and inflicts double normal damage on
any of the PC's successful attacks (critical hits will deal x2 damage as
normal). Also each short sword grants the wielder free use of the feat
Improved Critical as long as the PC meets the feat's requirements for use
(weapon proficiency [obviously short sword] and a +8 or higher attack
bonus).
Fearsome as these blades are singly, they
demonstrate their true deadliness when wielded as a set. When used together,
they grant the PC free use of the Ambidexterity, and Two-Weapon Fighting
feats. Only a devotee of Selvetarm (or whatever deity you wish Shadowlord...)
may wield these blades; others who attempt to handle either of them,
automatically suffers 2d6 points of damage per round of contact, and 1d6
points of damage one round after contact has been severed.
Feinting
Dagger
(Contributed by Krandor)
[Top]
Dmg - None
Price - (undecided)
Saracox was an unlucky thief who kept on
getting caught in the act while stealing or picking locks. He was always
captured but managed to always managed to escape before he was executed.
After many years, he revealed his secret to his wife on how he escaped. That
was by stabbing himself with his trust dagger. He would plunge it into his
own chest, making him look dead in ever way. But after a few hours, would
wake up and be perfectly back to normal. Unlucky for him he lost the dagger
(I wonder who stole it?) and got locked in a dungeon for the rest of his
life.
Special - After plunging the dagger into
anything alive or not will seem to be dead. This will last for 1d6 hours.
The Five Eyed Dagger of Talona
[Top]
This is an exquisitely crafted silver dagger
with a slightly curved blade at it's tip. The top portion of the dagger's
hilt is studded with five purple eye-like gems, each of which hides a
concealed compartment.
Caster Level: 10th
Prerequisites: Craft Arms and Armor,
poison
Market Price: 20,321 gp
Cost to Create: 10,112 gp + 789 XP
Special:
The specially designed hilt of this +2 dagger
has five compartments , which each contain a small dose of differing poisons
which can be selected by the wielder. The compartments can also be used to
hold five doses of one type of poison as well. Each successful hit upon a
target can deliver one different poison of the wielder's choosing.
Flame of Halruaa, Throwing Axe +3
(Contributed by Nightelf)
[Top]
This ornate axe radiates very strong
enchantment magic. The handle and shaft are both carved of black Oak, and
the blade is crafted of Diamond. When used by Dwarf, the head of the axe
begins to glow slightly. When the user speaks directly to the axe the word
"Halruaa", the blade bursts into flame and does an additional 1d6+4 fire
damage as well as the normal 1d6+4. This weapon was crafted by the Ancient
Blacksmiths of Halruaa as a gift for one who rescued the town from a group
of Hobgoblins.
It usually sales for about 8000gp, but
depending the the DM, it could still be in the hands of the dwarf. Just for
reference purposes the Dwarf was called Krago Doraskill.
Gauntlet-Dagger
[Top]
Damage: 1d4
Prerequisites: Craft Magic Arms and
Armor
Market Price: 2,000 gp
Weight: 2 lbs.
Abilities:
The Gauntlet-Dagger was designed in Waterdeep
shortly after the Time of Troubles and is in high use among
hired-mercenaries and sailors. The dagger-blade is itself a 12 inch,
dark-grey, slim steel blade attached to the portion of the Gauntlet that
sits over the upper hand (this means that for appropriate usage the hand
must remain closed). The wielder also receives a +1 bonus to parry.
Gauntlets of the Red Dragon
[Top]
Description and Powers:
These gauntlets are made from a strange
red-tinted metal that gives the gloves a blood red appearance. They look
like standard metal gauntlets, except for the knuckle spikes on the tops of
each glove, which are made of shaped dire-wolf fangs. The fangs deal no
actual damage while connected to the gauntlets and are purely decorative.
However they can be broken off the gauntlets at the base and used as
standard bone darts dealing the same damage as regular darts of this type.
The abilities of the gauntlets are as follows -
These gauntlets deal an additional 1d6
crushing damage upon a victim after a successful hit.
Damage: d4
Caster Level: 4th
Prerequisites: Craft Magic Arms and
Armor
Market Price: 6,535 gp's
Cost to Create: 2,567 gp + 290 XP
Weight: 2 lbs.
Background:
These gauntlets were found in an old
abandoned cavern high up in a peak of the
Dragonspine
Mountains near the Moonsea. The adventurers who found the gauntlets later
detailed an account of their find to the Sage, that stated that the
gauntlets were found midway into the cavern's reaches in a charred and
blasted side-passage. It is assumed that the wearer of the gauntlets
probably ran afoul of a red dragon while exploring and was blasted to ash.
There is however, another rumor surrounding the
origin of the gauntlets and this is, that they were fashioned by the red
dragon himself and instilled with some of the dragon's essence resulting in
the red-tinge of the gauntlets. Either rumor is as likely as the other, as
both the dragon and the adventurer have long since disappeared.
Ghelbin's Amazing Non-Losable
Dagger
[Top]
Caster Level: 7th
Prerequisites: Craft Magic Arms and
Armor, dimension door, locate creature, creator must be 7th
level
Market Price: 17,213 gp
Cost to Create: 9,654 gp + 754 XP
Special:
This +2 dagger, has a unique property
that occurs only if the dagger is ever lost, misplaced, or stolen. By means
of a dimension door spell, the dagger transports magically back to
the original owners possessions, locating the bearer with a locate
creature. It returns to the bearer within 1d10 hours. The only way to
break the enchantment of the dagger is to consciously and deliberately give
it away, or leave it behind.
Granelgeim
(Contributed by Maecenus
of Westgate)