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TSR 9291 - DLC1 - Dr.. - Free

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Blue Crystal Staff<br />

(The Crystal of Mishakal)<br />

This staff is carved from a single<br />

piece of blue crystal. It is about five<br />

feet long and has a two-inchdiameter<br />

shaft. The ornamentally<br />

bladed head of the staff bears a gem<br />

in its center.<br />

Although Riverwind does not remember,<br />

a manifestation of the goddess<br />

Mishakal gave him the staff. It is<br />

an intelligent artifact of Lawful Good<br />

alignment with an Ego of 10. It can<br />

be used only by those of its alignment;<br />

others who try to wield it suffer<br />

4d6 points of electrical damage.<br />

(Though a Lawful Good person may<br />

then wield the staff to heal the damage<br />

it caused.) The staff has the following<br />

powers:<br />

Strikes as a staff of striking (1d3<br />

charges per use)<br />

Casts any of the following priest<br />

spells (two charges per level of spell<br />

cast):<br />

1st Level: command, cure fight<br />

wounds, remove fear<br />

3rd Level: continual light, cure<br />

blindness, cure disease, remove<br />

curse<br />

5th Level: cure critical wounds,<br />

raise dead<br />

7th Level: restoration, resurrection<br />

Teleports (at its own discretion, using<br />

15 charges)<br />

Deflects dragon breath in a 10’ radius<br />

(10 charges per use)<br />

The staff holds up to 20 charges at a<br />

time. It regains one charge per day<br />

from the combined influences of<br />

Krynn’s three moons, but it can be recharged<br />

immediately and completely<br />

at the statue of Mishakal (area<br />

46b). Once the PCs complete the<br />

quest for the disks of Mishakal, the<br />

staff becomes part of the statue<br />

again.<br />

The Disks of Mishakal<br />

These are platinum disks 18 inches<br />

in diameter. Each disk is 1/16 inch<br />

thick. There are 160 of these plates<br />

in all. A bolt passes through one side<br />

of the plates, allowing each to swivel<br />

out and be viewed while keeping the<br />

stack together. Each of the plates is<br />

engraved on both sides.<br />

Anyone of Lawful or Neutral Good<br />

alignment may examine the disks.<br />

Others suffer 4d6 points of damage<br />

each time they try to touch or read<br />

the disks.<br />

Priests who read this book gain<br />

knowledge of the True Gods of good:<br />

Paladine (rulership), Majere (meditation<br />

and control), Kiri-Jolith (war and<br />

battle), Mishakal (healing), Habbakuk<br />

(seas and animals), and Branchala<br />

(elves, forests, and music).<br />

Any priest who worships these<br />

gods may receive spells as per standard<br />

AD&D ® game rules. The book<br />

tells how to worship these gods and<br />

gain true priest abilities.<br />

The Hammer of Kharas<br />

The hammer of Kharas is a mighty artifact.<br />

It is the only hammer that can<br />

forge a dragonlance, and it is important<br />

to the ultimate success of the heroes.<br />

It is vital that this artifact not<br />

remain in the hands of the heroes! It<br />

must end up in the hands of Hornfel,<br />

Thane of the Hylar and father of Arman<br />

Kharas.<br />

The hammer appears to be a war<br />

hammer +2, but twice normal size. It<br />

causes 2d4+2 points of damage on a<br />

successful hit. It cannot be lifted by a<br />

person with a Strength of less than<br />

12, and anyone with a Strength of<br />

less than 18/50 has a -2 penalty to<br />

his attack roll.<br />

The hammer acts as a mace of disruption<br />

against undead and creatures<br />

from the netherworld. It turns undead<br />

as a 12th-level priest.<br />

This artifact is intelligent (Int 11,<br />

Ego 11), and can control anyone who<br />

touches it if their Intelligence and<br />

Wisdom scores total less than 22.<br />

It has the following special abilities,<br />

at 20th-level of magic use:<br />

Detects evil as a paladin.<br />

Gives wielder immunity to fear,<br />

both normal and magical.<br />

Cannot be affected by 1st- to 4thlevel<br />

magic.<br />

It can cast prayer once per day.<br />

It provides protection from normal<br />

missiles once per day.<br />

It can act as a potion of fire giant<br />

strength once per day.<br />

It can cure serious wounds once<br />

per day.<br />

It can inspire magical awe in all<br />

dwarves and derro.<br />

The hammer chooses when to activate<br />

any of its abilities.<br />

Helm of Griffon Mane<br />

Discovered by Tasslehoff in the ruins<br />

of Xak Tsaroth, the helm was given<br />

to Flint. It is of dwarven make and fits<br />

only dwarves. It is decorated with a<br />

horse’s mane. Since Flint has always<br />

claimed that he is allergic to horses,<br />

he insists that the mane is from a griffon.<br />

The helm of griffon mane subtracts<br />

1 from the AC of any dwarf who<br />

wears it.<br />

Medallion of Faith<br />

When this relic is first found, it is<br />

known to have only one power: To<br />

create another medallion when a<br />

good priest enters the worship of the<br />

True Gods.<br />

It has other powers that are unknown<br />

to the PCs at first, but the DM<br />

may reveal each when the need<br />

arises. A power may be revealed<br />

through divine guidance, a dream,<br />

an omen, or any other method the<br />

DM can think of.<br />

Bless — Once per day.<br />

Protection, 10’ radius—Once per<br />

day, lasts as long as the priest concentrates.<br />

Slow Poison — As long as the me-<br />

118

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