Bazaar of the Bizarre

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Advanced Dungeons & Dragons - Dragon - Dragon 133
Magical quivers Frief's magical quiver Quiver of arrow storing - -
Specialized arrows Flaming arrows Spiral arrow Blunt-headed arrow Barbed arrow
- Arrow of sleep Wooden arrow Corded arrow (6 gp) Grappling arrow (6 gp)
-
Magical quivers and unusual arrows


 
 
In DRAGON® issue #127, we presented
an assortment of magical
bows for eagle-eyed archers. This
month, more archery equipment is
offered -- some strange and unusual
quivers with magical powers of their
own, and some nonmagical but
specialized arrows for creative
bowmen.

Magical Quivers:

Frief's magical quiver
Frief's magical quiver looks like a normal
quiver, but radiates magic. If found on a
captured or slain opponent, it contains 3-
12 normal (70%) or magical +1 (30%)
arrows. If found in a treasure hoard, it
contains only 3-12 normal arrows, as the
magically created ones lose their powers if
they haven?t been used for four weeks.
Frief?s magical quiver functions as a normal
quiver until it contains only one magical
arrow of any sort.

When only one magic arrow is left, that
arrow disappears and is replaced by 12
arrows with a magical bonus one less than
that of the original arrow; e.g., an arrow
+2 is replaced by 12 arrows +1; an
arrow +1 is replaced by 12 magical
arrows with no ?to hit? bonus (but useful
against monsters like lycanthropes or
gargoyles); a magical arrow with no bonus
is replaced by 12 normal arrows; etc. This
continues until only normal arrows are
left, but only one replacement occurs per
day. The quiver does have one drawback;
if an arrow of slaying is the arrow that
would be replaced, 12 cursed arrows -1
appear. Also, under no condition can the
character get experience points for the
created arrows.
    XP Value: 1,100
    GP Value: 4,500
    Created by: Ed Knight

Quiver of arrow storing
This quiver appears to be a normal
quiver, although it has magical properties
much like a bag of holding. Up to 200
arrows can be held in this quiver without
adding any further encumbrance to the
bowman (the quiver itself weighs as much
as a normal quiver without any additions
from the quiver's contents). The arrows
within the quiver are easily accessible and
may be of any sort -- though finding the
exact magical arrow desired may prove
difficult.
    XP Value: 1,000
    GP Value: 4,000
    Created by: Andrew Salamon

Specialized arrows
No experience-point values are given for
any of these arrows, as they are not magical.
An expert craftsman is required for
many of these arrows, as some ironworking,
fletching, and carpentry skills are
needed.

Flaming arrow
This type of nonmagical arrow has had
its tip coated with pitch, a highly flammable
substance that was used in sieges
during medieval times. For game purposes,
allow the PCs to purchase (for 5 gp)
or find a jar of pitch containing up to 20
applications. Once set alight, these fiery
missiles cause an extra point of damage to
any creature hit. If contact is made with a
flammable, nonliving object, the object is
set afire within one turn. Creatures especially
susceptible to flame attacks (e.g.,
trolls) take 2 extra hp damage when
struck. It takes one round to prepare a
pair of flaming arrows, which can then be
lighted and shot in one round.

DMs should discourage players from
carrying prepared arrows for two reasons:
the mess and the potential danger. If
the players insist in spite of warnings, the
DM might consider having another character
come too close with the torch he is
carrying.

Spiral arrow
This nonmagical arrow has its flights
(feathers) set in a diagonal fashion to its
shaft. When fired, the angled flights cause
the arrow to spin, thus creating a drilling
motion which is quite effective in penetrating
armor (doing 1 extra hp damage as
a result). An arrow of this type can only
be fashioned by an expert fletcher.
    GP Value: 1

Blunt-headed arrow
This is another type of nonmagical
arrow -- one that may allow players to
take prisoners alive by rendering them
unconscious. The arrow has a bulb-shaped,
wooden head which is sometimes
covered with metal. A blunt-headed arrow
does only 1-3 hp damage, with a 5%
chance per point of damage of knocking
the victim unconscious for 1-4 rounds
(whether helmeted or not).
    GP Value: 1 sp

Barbed arrow
This nonmagical arrow resembles a
normal arrow except for its barbed head.
A barbed arrow does normal damage
when it hits and penetrates the flesh;
when removed hastily, however, this
arrow does an additional 1-2 hp damage.
Often, the head of the arrow has a small
ring to which a light line can be attached
for shooting fish. Proper removal of this
arrow from a wound takes 2-8 rounds to
avoid further injury.
    GP Value: 1 ep

Pointed problem
Dear Dragon: 
I'm writing in response to the barbed arrow 
described in issue 133's "Bazaar of the Bizarre."  
It says if the arrow is hastily removed, the 
victim takes 1-2 hp damage.  What if a character 
doesn't have the 2-8 rounds to properly remove 
the arrow because he is engaged in combat? 

Doug Gibson
Walkersville MD
(Dragon #136)

The victim takes no damage if he doesn?t have
time to remove the arrow. However, the DM
could have additional damage accumulate if the
arrow isn't removed within a certain time
period (say, about one hour).  While we're on the 
subject, the description of the wooden arrow in 
the same articl eshould have said that it does 
1d6-1 damage.

Arrow of sleep
This normal arrow is coated with a
poison that renders the victim unconscious
if he fails his saving throw vs. poison.
This effect only occurs if the arrow
has penetrated the flesh; the poison takes
three rounds to put the victim to sleep.
Each round, the victim then suffers a -1
to hit until a maximum of -3 has been
reached. This ?to hit? penalty lasts for 1-8
hours. Sleep lasts 1-4 hours. Though possession
of poisoned arrows is considered
evil, this sort of arrow might be allowable
for some good characters.
    GP Value: Variable; usually 50 and up

Broad-headed arrow
This nonmagical arrow has a wide,
triangular head that inflicts terrible damage
to those struck. A broad-headed arrow
does an extra point of damage when it
hits. Players attempting to sever a rope by
shooting a broad-headed arrow at it
should be given a +1 to hit because of the
width of the arrowhead.
    GP Value: 1 ep

Wooden arrow
Though this wooden-tipped arrow does
-1 hp damage against a normal opponent,
it inflicts special damage against vampires.
If the archer is able to hit a vampire in the
heart with such an arrow (on a ?to hit? roll
of 20), the vampire "dies" (as per the Monster
Manual, page 99) immediately. This
arrow is good, too, against rust monsters.
    GP Value: 5 cp

Corded arrow
This type of nonmagical arrow has a
small ring set in a thick shaft near the
flights. When used with a light but strong
cord, a corded arrow can be used to cross
gaps between buildings or to recover small
inanimate objects from a distance. This
sort of arrow is not worth using as a
method of creating a swing that can support
a human-size character, but very
small creatures might use it in this manner
(if they weigh less than 20 lbs.). The range
of this arrow is cut to one-tenth normal
because of the weight of the cord. This
sort of arrow is typically sold with 120' of
strong cord.
    GP Value: 6 (with 120' cord)

Grappling arrow
Similar in many ways to a corded arrow,
the tip of a grappling arrow is fitted with a
small, strong grappling hook. (The bow is
merely used as the method of propulsion
for this device.) When an attempt is made
at snagging the hook, the DM should
decide on an AC to represent the
difficulty of the maneuver. A successful hit
means the hook is in place. A tug then sets
the hook and breaks the unnecessary
shaft. There is a 10% chance that the hook
will dislodge during this action. A hook
usually supports up to 200 lbs. of weight
before collapsing. This arrow's range is as
for the corded arrow.
    GP Value: 10 (with 120' cord)
    Arrows created by: Gordon R. Menzies