- | XP Value | GP Sale Value |
Ring of Anti-Venom* | 2,000 | 10,000 |
Rod of Tentacles ** | - | - |
Lesser | 3,000 | 15,000 |
Greater | 5,000 | 20,000 |
Demon Staff | 10,000 | 50,000 |
Spider Wand* | 4,000 | 20,000 |
Wand of Viscid Globs* | 4,500 | 25,000 |
Lurker Cloak | 2,000 | 12,500 |
Fire Elemental Gem | 5,000 | 30,000 |
Bolts of Power*** | 200 | 800 |
Death Lance* | 1,000 | 5,000 |
* Assumes full charges; deduct proportionately.
** With control ring; deduct 75% otherwise.
*** Per bolt
Ring of Anti-Venom:
This item appears to be
ornately carved from the horn or tooth of
some enchanted creature. It gives the wearer
full protection from poison. Any time a SAVE
vs. poison
is required, a charge is automatically
expended from the ring, and the
SAVE succeeds. The ring has 20 charges
at most, and crumbles into dust when the last
is used. Before then, the ring can be recharged
by a <priest> of 12th or higher level.
XP: 2000*
GP: 10,000*
* Assumes full charges; deduct proportionately.
Rod of Tentacles:
These disgusting items are believed
to have been crafted deep in the bowels of
the earth or on an
abysmal plane far removed from
our own. The details of their evil construction are
unknown, but assuredly involved permanency,
animate
object, monster
summoning, and other effects. <level=x>
Every tentacle rod is a short (2’ long) rod with
a thickened hand-grip at the lower end. At the opposite
end sprouts a number of flaihg, life-like
tentacles that writhe when the rod is used as a flail. <flail=x>
The rods will only function for <priestessa>,
and then
only if a speually enchanted ring of control is worn
by the user as well. If the ring is not worn, the rod
will exhibit none of its magickal powers.
The exact abilities of a tentacle rod depends
on the number of arms the rod has and their
color. Lesser tentacle rods have 3 arms,
while the greater tentacle rod has 6. The
types of tentacle rods encountered in this adventure
are as follows. No saves are allowed
against any of their special effects.
The purple Lesser tentacle rod has 3
rubbery violet arms. When <the
priestess> wielding
this rod uses it to strike an opponent, each
of
the 3 arms attacks
as a 3 HD monster at
+3 to hit (net THACO 13), and inflicts 3
points of damage. If all 3 arms strike the
opponent, the victim suffers double damage
(18), and is slowed
for 9 rounds.
XP: 3000**
GP: 15,000**
** With control ring, deduct 75% otherwise.
The red Lesser tentacle rod has 3 arms of
a reddish shade. It performs in combat
similarly
to the purplish
variety, but if all 3
arms strike an opponent, the simultaneous
hits cause total weakness
in the victim’s right
or left arm for 9 rounds. The damage
is the
same as for the Purple
rod.
XP: 3000**
GP: 15,000**
** With control ring, deduct
75% otherwise.
The violet Greater tentacle rod (wielded by
Eclavdra in this adventure) has 6 arms. When
<link>
attacking, each arm strikes
as a 6 HD monster
with +6 to hit (net THACO 7), and each arm
inflicts 6 points of damage.
If all 3 arms
hit, the victim is numbed and strikes at -4 on
all attacks for the next 3 rounds.
If all 6 arms
hit, the victim loses 1 point of Dexterity
permanently,
and is numbed for 6 rounds.
XP: 5000
GP: 20,000
** With control ring, deduct 75/% otherwise.
Several other colors of Greater tentacle rods
are rumored, but no details of them are
known. No rods with more than 6 tentacles
have ever been constructed.
Demon Staff: This ornately carved
staff of
leather-like horn is inscribed with fell runes <runic font>
and vile depictions of creatures of the lower
planes, and topped by the grim visage
of a demonic
ruler. The demon’s eyes glow when the
staffs special functions are used.
The individual wielding this staff may induce
fear by touching the staff to its TARGET
(no
SAVE). In +addition+, a hit from the staff
inflicts 4-24 points of damage, which
may
only be healed at a rate of 1 point per day.
The staff may also perform 2 special functions,
each once per day.
1. The wielder may summon a Type I demon
once per day,
2. or transform himself or herself into a Type
III demon for
5 rounds. The transformation is similar to the druidic
shapechange ability, in that
10-60% of current
damage is healed when going from one
to the other. Should the Type I Demon summoned
by the staff be SLAIN, the staffs creator will
exact a high price from the wielder--likely to
transform the luckless soul into a Type I demon to
replace the one lost!
XP: 10,000
GP: 50,000
Spider Wand: This ordinary-looking
wand has
50 charges at most. It can project a silvery
strand of weblike material, which remains
for 3
rounds and is equal in effect to
a rope of entanglement
(DMG page 153). The user may
also use the wand to strike in melee,
and a victim
hit must SAVE vs. poison or die, as
from the
bite of a giant spider. A charge
is used for each
strand or poisonous strike. The wand can be
recharged by a <High priestess of
9th or higher level>.
XP: 4000*
GP: 20,000*
* Assumes full charges; deduct proportionately.
Wand of Viscid Globs: This metallic baton is unadorned
by decoration. It may have up to 100
charges, as most wands. If pointed and the command
word spoken, a single charge from the
wand fires a blob of gummy, sticky, glue-like material
up to 6” away. The gummy glob covers a circular
area about 5 feet in diameter. Those items
within that area are permanently bonded to each
other--hands to weapons held, arms
to shields,
armor to bodies, etc.
A successful SAVE against wands indicates
that the TARGET dodges and avoids the
glob, but those globs fired that miss will hit
somewhere--either behind the original TARGET,
or on the floor 10’-60’ beyond (leaving a
sticky mass that will solidify in 10 rounds).
The bond created by this glob is extremely
strong. Strong monsters and individuals
will
tear their own bodies apart before breaking
the seal. Creatures with INT of
7 or
higher will be aware of this,
but those of 2-6
INT should get a SAVE to AVOID
tearing themselves apart. The globs can be
dissolved by alcohol. The amount found in ordinary
wine is sufficient to free 2 glued areas
(painfully if living flesh is involved).
The wand may be recharged by a <wizard
of 7th or higher level.>
XP: 4500
GP: 25,000
Lurker Cloak: A jet-black cloak,
this [item] appears
normal until the command word is spoken.
The
user may then polymorph into a lurker
above
(gaining form and movement only,
without
smothering ability; MV 1”/9“, MC C). The
effect
may be produced only once per day, for up to two
hours duration. The lurker’s camouflaged underside
permits surprise 4 in 6.
XP: 2000
GP: 12,500
Fire Elemental
Gem: This item functions as
does a brazier
of commanding fire elementals,
SAVE that the elemental
may be summoned from any xisting fire
source. In +addition+, no fire elementals
will attack
the holder of this gem
if it is strongly presented,
choosing to return to their own <dimension>
rather than attack the wielder.
Bolts ov Power: These magickal quarrels are
found in groups of 3, each dart having a
different function. The darts are identical in
appearance, though an identify |or|
similar
spell can discern their different functions.
They may be thrown (to 4”) or fired by hand
crossbow (6” maximum
range).
Dart ov Stunning:
The creature hit, and all
with 10', must SAVE vs. spells |or|
be stunned.
The duration is 2-8 rounds
for the victim hit,
1-4 rounds to others within range.
Dart ov Blinding:
The victim hit and all
within 10’ must SAVE vs. spells or be
blinded
from a sudden, bright light. Durations
are as
for dart of stunning, above.
Dart ov Vapors: This creates a 30’
x 30‘
cloud, 20 feet high, centered on the impact
point. The cloud is similar in all ways to that
created by a stinking cloud
spell.
Death Lance: This 10-foot-long
spear is apparently
of drow manufacture, but its precise
origin
is unknown. The spear discharges a
negative force when it hits, inflicting 3-12
points of damage in addition to normal
weapon damage (1-6 | 1-8). In addition, the
victim struck must save vs. poison or suffer 1-4
energy drains, all at once. Each
lance has 6
charges at most. Once exhausted, it may still
be used (as a non-magickal weapon). A death
lance may NOT be recharged.