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Refreshment Simulacrum

XP Value: — GP Value:

The Book of Wondrous Inventions

Ardraken, a wizard from Greyhawk adventuring in another dimension, first discovered the crea-ture named "Cola." Cola was a rectangular, human-sized thing. It spoke few words, but was . very For just two silver pieces, Cola gave a total stranger a refreshing elixir. Once back in Greyhawk, Ardraken resolved to create his own "cola."

Ardraken 's refreshment simulacrum is a box standing on one end. Its usual colors are white, and blue. Glowing runes "Cola,"

"Drink," "New Generation," "Exact Change When Lit," and other arcane sayings. A small opening large enough to accept a coin is located midway to the top, on the right. One foot from the bottom is a large aperture, almost as wide as the box. 1deally, the thing affably greets people, then offers its elixir for a mere two silver pieces.

Construction: gp; days.

A simulacrum is magically created to duplicate another living being. The process calls for an ice model of the creature to be Thus, a refreshment simulacrum requires a block of ice with the dimensions given under Statistics. The water for the ice is mixed first with crushed white, and blue precious gems. Each gemstone

must be valued at gp. Three of each color are needed. The mixture is frozen around a container of that exotic potion Elixir of Cola, called simply "cola," named for the creature that produces it. The cola is usually contained in metal cylinders. If found in markets, a 12-ounce cola is worth 600 gp. The ice model is carved with the proper runes. Finally, the spells reincarnation and limited wish or create

are cast. These give the simulacrum life and the ability to imitate Cola's talents.

Statistics: Size: feet. Weight: 300 pounds.

Two silver pieces are put in the metal slot, and the simulacrum drops a potion in a metal cylinder through the lower aperture. It can also accept other coins and will make correct change. Both

processes are magical to

elixir.

Somehow these enchantments never malfunc-tion for the wizard who casts them, so a cola always operates perfectly for the wizard that made it. For anyone else, any number of nasty things can happen. First, Cola may accept money, but not give any change due. Half the time, it dis-misses the user with a simple taunt: "No drinks for you, scum." Those less fortunate are either attacked or become the recipients of one of Cola's

Arm Doom

Special Drinks. Each Special differs from the and its effects are always malign. At best, a Spe-cial Drink is noxious and gives the an embarrassing acne problem. The worst Specials cause insanity, loss hit points, or death. It is believed these hazards prove that

are inherently evil. Simulacrums are thought to fear their makers and therefore do them no mis-chief.

Cola: AC 2; 7 HD; hp 28; MV nil; AT 1d3, Range Dmg ld4+3; AL CE. The creature attacks by firing 1d3 of its drinks as missiles. If reduced to half its hit points or less, Cola gives up and offers its attackers the real elixir.

Arm

Magical arms are that are placed in an empty socket, such as an elbow or shoulder joint.

The arm, once in place, grafts to the user, becom-ing an easily manipulated appendage. Prosthetics are often permanently attached until a dispel magic or remove curse is cast upon the item or user, but some can be removed by simply speak-ing the command word.

of Doom

XP Value: 8,000 GP Value: 40,000 New Item

This reptilian limb is believed to have been severed from a lizard man long ago, and infused with powerful magic by a Calishite who was later killed by an apprentice employing the arm. It grafts itself to the chest, back, pelvis, or shoulders of any creature who touches it and wills a union (and location of attachment). It becomes part of the body of the afflicted creature and is under the same muscular control as the creature's own normal limbs.

In the early days of Calimshan (when that country was a loose collection of warring satraps and self-styled pashas), a mountain stood near the city of Calimport. The Sunspire was a tall, needle-pointed cone honeycombed with internal passages. The subterranean depths beneath the peak were and home to many lizard men.

These raided coastal Calimshan at will, retreating to their lightless, watery lair whenever strong forces rose to oppose them.

One day, a local pasha looked out over his ruined city after one too many man raids, and resolved to destroy the scalyskins of

Sun-spire. The pasha, Klazarr, hired all the wizards he could and they worked powerful spells together, blasting the Sunspire until it crushing the lizard man colony inside.

Only a few scalyskin raiding bands escaped; one was taken in by the evil, reclusive archmage Ilthoon Ilthoon wanted guards for his home (now a tower northwest of Calimport), but found his authority challenged by the leader of the lizard he slew that scalyskin and took one of its arms as own. He laid powerful spells on the limb, to preserve, ani-mate, and control it. He made it into a removable body part, which grafts itself onto the user and becomes a directly controlled limb (it need not replace a missing limb, but can function as an

"extra"). Throughout the years that followed, Ilthoon added magical powers to the arm, ruling the towns around his tower by fear. There were tales of the disembodied limb crawling about at night by itself, strangling folk, and it became known as the arm of doom. Ilthoon was ulti-mately by a treacherous apprentice employ-ing the that unfortunate wizardling fell afoul of brigands soon after, and the arm saw use in brigand ambushes and feuds throughout Cal-imshan for many years. It is believed to have since fallen into the possession of an agent of That, and to have traveled with him around the Heartlands, seeing use in night strangling and alley attacks. Its precise, current whereabouts (and its owner's identity) are unknown.

Powers: The arm of doom can punch and slash foes for hp damage per round, and it can pass through metal barriers (such as armor, shields, shackles, and the bars of prison cells) as if they do not exist to attack targets (the metal is not affected in any way by the passage of the arm). It is immune to all magical attacks and effects, even those that the host body may suc-cumb to (a held being would be frozen, but not the arm of doom).

The touch of the arm of doom, on any item bearing a dweomer suspends the operation of all item magic for one turn, one time only. (That par-ticular item can never again be affected by the arm; its magic isn't nor does its duration

"run out," it simply doesn't work for one turn.) The arm serves until the being it is attached to is slain or it has taken 50 lives while attached to a single being. Whenever either of these states is the arm tears free, and crawls away at

120

Silver Arm of

MV 9 (can jump to 20 feet seeking another living being. If the arm tears free, it does 4d6 damage, and forces a system shock roll.

The arm is rumored to have other powers, and perhaps even a destiny (to slay particular types, nationalities, or classes of beings, regardless of the wishes of the being attached to it), but these are the subject of great controversy among sages, and have not yet been established.

Silver Arm of Ergoth

XP Value: 10,000 GP Value: 50,000 Dragons of Light

The silver arm of Ergoth was forged by dragon, elf, man, and dwarf during the creation of the original dragonlances. This artifact is able to guide the hammer to the exact location of the to create a perfect lance. Only with pure dragonmetal, the silver arm, and the hammer can lasting dragonlances be crafted. The silver arm also acts as a ring of regeneration for its owner.

Silver Arm of Ergoth XP Value: 9,000 GP Value:

Tales of the Lance

The silver arm of Ergoth was created by dwarves, elves, men, and good dragons during the Third Dragon War. Used to forge the original drag-onlances, it was used again during the recent war against the Dragon Empire.

The arm must be attached to a humanoid with a Strength of at least 17. The person must be of good alignment and be missing his or her right arm. When a proper wearer the arm to his or her right shoulder, arm grafts itself to the character and becomes a normal arm for all com-mon tasks.

When used with the hammer how-ever, the silver arm of Ergoth has the power to properly forge dragonlances from

Only with the hammer the silver arm of pure dragonmetal, and the skill of a black-smith or weaponblack-smith can true dragonlances be forged. The arm acts as a ring of regeneration.

XP Value: GP Value: 40,000

The Ruins of Myth

This priceless item is one of two known surviving power arms in the Realms (the other is in the

keep-ing of the Heralds, in the Herald's

only certain senior Harpers and powerful wizards such as Elminster know about the other one.

Made by a cabal of mighty when Myth Drannor was strong, the arm valor takes the form of five pieces of full, adamantite plate armor. Together, the five pieces form a complete covering for one arm (they alter size and shape to fit either arm of any M-sized There is no known way to dispel the magic instilled in them, and they make all saving throws at 1 on

1d20. (If three or more pieces are worn the save drops to 0 or automatic.)

Whenever any power of any piece of the arm is there is a chance (not cumulative) that one of the pieces vanishes, teleporting far away (despite the and draining the

from the wearer. The power that was used takes full effect, but the wearer suffers hp damage, and permanently loses an additional 1d2 hit points.

The arm was designed for use by champions defending Myth Drannor; its powers override all

powers and aren't subject to wild magic.

The pieces are a gauntlet, (tubular covering for the forearm), (a winged, hinged rerebrace (tubular cover for the upper arm), and a (shoulder cover, flaring up into a raised and over to cover much of the chest and shoulder blade at the back). The rerebrace and vambrace each contain small (4 by 6 by 2 inches) storage compartments that latch shut, and are shielded against magical scrying.

Whenever any piece of the arm is first brought to within 200 feet of another, both pieces glow with a faerie fire for four rounds (this won't happen again until the two pieces are far-ther and then moved together again; it doesn't happen continuously when the pieces are very close together or actually touching). When worn ("worn together" in this context means strapped onto the same arm of the same being), the pieces of armor confer the following powers:

Gauntlet

• immunity to charm, hold, and sleep (and all related spells and psionics).

• punch does 1d4+l points of damage, and can strike creatures only hit by +1 or better magi-cal weapons.

• power smash points of damage plus

"crushing blow" saving throw forced on items struck) once per

Armband of

• feather fall at

• jump once per turn (range as the spell, but safe landing guaranteed).

• weapons wielded solely by the arm wear-ing the strike at +1 damage.

• immunity to ESP spells, spell-like powers, and psionics.

• wearer can sec invisible beings and objects (30-foot range).

Couter

• dimension door once per turn

• airy water (creates airy water automatically around the wearer, whenever submerged)

• wearer can see dweomers within 30 feet and dis-tinguish between spell of effect, enchanted beings, and permanent magical auras.

• temporarily raises the status of all weapons wielded by the wearer to the status of +2 magi-cal on damage and attack rolls, and can be used to hit beings struck only by magical weapons; these bonuses are not cumu-lative with magical weapon bonuses, (a +1 sword would be raised to +2, but a +2 sword doesn't become +4), but are cumulative with vambrace bonuses, if both are worn together.

• immunity to all illusion and phantasm spells.

• wearer's Armor Class improved by four points.

• i m m u n i t y to all enchantment and charm spells.

• force blast once per turn (does 3d4 points of damage, neither has nor uses charges, addi-tional impact powers as for a ring of the ram.

The arm of valor also has some cumulative addi-tional powers, conferred only by combinations of various pieces worn together, as

Any Two Worn Together

• immunity from polymorph attacks.

all system shock rolls automatically successful.

• immunity from fear, ' a bonus on all saving throws.

Gauntlet, Vambrace. and Couter Worn Together

• dispel magic (90-foot range, ray, once per

• magic (5 missiles, points of damage each, one missile from each digit of gauntlet, one unleashed per turn, of all five missiles in the same round).

• immunity petrification.

Entire Arm Worn Together

• additional +2 bonus on all saving throws.

• fly (four rounds maximum burst, one use per turn).

• minor creation once per day.

• wizard eye once per day.

• If all five pieces of the arm are worn together, they fuse into a flexible but solidly linked unit that can be separated at the wearer's will, but not otherwise.

Armband

Armbands appear and function almost exactly anklets, but are made of sturdier materials. In use, an armband is fastened about the upper does not function if attached to any other body part. It may not be used by an armless creature, although it may function on a tentacle. All other details for (command words, resistance, hit points, and so on) apply also to armbands.

Comfort of Sleep XP Value: 300 GP Value:

DRAGON 73

These are black arm wrappings. An insomniac (or anyone else) wearing these bands sleeps soundly and comfortably.

of Death XP Value: 250 GP Value:

The Book of Marvelous Magic

This armband appears to be an armband of heal-ing, but when locked on the arm, the snakes of its insignia animate and bite the wearer. Both hit each with no attack roll required. Each inflicts one point of damage per bite and requires a saving throw vs. poison per results in death. After the snakes are the arm-band cannot unlock until destroyed.

of Healing

XP Value: 1,500 Value: 9,000

The Book of Marvelous Magic This item bears the insignia of a

snakes entwined about a staff. When locked on

126

Armband of Music

the arm of a priest, it causes any three curing spells cast by that priest to cure the maximum possible damage: seven points for a cure light wounds, 14 for a cure serious wounds, etc. Only three spells per day are affected.

of Music

XP Value: 700 GP Value: 7,000 The of Marvelous Magic

This item appears to be and functions in all respects as cither an armband of healing or an of strength. However, each time it is activated, the armband emits the sounds of a brass band (with drums). The band plays a rous-ing march for one turn. These "concerts"

overlap if the armband is used while the music is playing; if the armband is activated three times in three successive rounds, the music lasts for three turns. The armband cannot be unlocked while it is producing music. The noise can be heard clearly within a 60-foot range, regardless of intervening walls, doors, etc., and may attract the attention of monsters within that area. Note that a silence radius spell only dampens the effect slightly, reducing the range to 30 feet.

of Salutation

XP GP 1,500

The Book of Magic

This armband bears the symbol of a fleur-de-lis.

When locked on the arm, it causes the wearer to salute an opponent, bending the arm and raising hand to the eyebrow, before engaging in hand-to-hand combat. It has no effect on missile fire com-bat. The victim must hold the salute for one round. The opponent may attack during that gaining a +2 bonus on attack rolls. There is, however, a 50% chance that the opponent is so surprised it fails to attack that round. The wearer is never forced to salute an opponent more than once in any melee. Once the first salute is made, the armband cannot unlock unless a wish is used.

of Snake Changing