Alaundo's Library

Travelers Notebook

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Inventory

Weapons

Arrow of Charming

by Nightelf

Bane of Sight

by The Sage

The Blade of the Frostmaiden

by The Sage

Bone Chill Darts

by The Sage

Cen Edth

by Maecenus of Westgate

Charismatic Friend

by The Sage 

The Chaos Warhammer

by The Sage 

Cloaking Dagger

by Krandor

Cobra's Fang

by Bookwyrm

Crimson Eye

by Krandor

Dagger of Embedding

by Krandor

Dark-Elven Shortsword

by The Sage 

Dark Justice

by The Sage 

Deceiver by steve Allen

Dreamweaver

by Nightelf

Drowbane

by Nightelf

Eckenshar

by Targon Moonrise

Efreeti Glove

by Krandor

Enkeddo the Learned

by The Sage 

Eye of the Beholder

by Icewolf

Eyetooth

by Bookwyrm

Fangs of Selvetarm

by The Sage 

Feinting Dagger

by Krandor

The Five Eyed Dagger of Talona

by The Sage

Flame of Halruaa

by Nightelf

Gauntlet-Dagger

by The Sage 

Gauntlets of the Red Dragon

by The Sage 

Ghelbin's Amazing Non-Losable Dagger

by The Sage

Granelgeim

by Maecenus of Westgate

Hammer of Judgement

by Targon Moonrise

"Harthor"

by Crust

Heartcleaver

by Knightcrawler

The Holy Justifier of Tyr

by The Sage 

Inferno Blast Throwing Axes

by Icewolf

Keller's Folly

by Malanthius

Lightning Bow by Steve Allen

Lightning Dagger

by Bookwyrm

Lineage

by Icewolf

Longbow of Arching

by Nightelf

Mage-Killer

by The Sage 

Magicbane

by Nightelf

Midnight's Sword

by Krandor

Piercer

by Bookwyrm

Plantpot

by Nightelf

Quicksilver

by The Sage 

Razor Battle Gloves

by The Sage 

The Sap of the Drunken Fool

by trafaldi

Scepter of Pure Ability

by The Sage 

Sea-Elven Trident

by The Sage

Short Sword of Silver Stars

by The Sage

Silent Arrows

by Eilinel

Skull Flail

by Bookwyrm

Sliver Bolts

by The Sage 

Soul Reaver

by Leona

Sword of Healing

by Icewolf

Sword of Prismatic Spray

by Eilinel

Sword of Shadows

by Bookwyrm

Sword of Shards

by Arivia

Sword of Shifting

by Nightelf

Sword of the Undead

by Krandor

Tahlianna

by Penknight

Tulvalance

by Nightelf

Tyr's Truth of Evil and Lies

by The Sage 

Unleashed Sprit

by Jander Sunstar

Valroth's Mysterious Dagger

by The Sage 

Wizard-Slayer

by The Sage

Sword of Brutality by Christopher Villinger
Sword of Justice by Christopher Villinger
Sword of Spirit Making by Christopher Villinger
Dwarven Warhammer +1 by Christopher Villinger
Elven Longbow +1 by Christopher Villinger
Sword of Strength +1 by Christopher Villinger
Sword of Killing +2 by Christopher Villinger
Mace of Smiting +3 by Christopher Villinger
Dagger of Fierceness by Christopher Villinger
Dagger of Judgement by Christopher Villinger
Dagger of Malice by Christopher Villinger

Return to the Main Shop


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 -

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)