TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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 />
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