Armour of the Gods


Dwarven Plate of the Fleet Footed XP 1250

This +2 dwarven plate appears like any other suite of plate mail designed for dwarves. It is composed of many thick steel parts and is heavy to the lift. However, in the possession of a dwarf it becomes a mighty suite of armour.

When worn by a dwarf, the plate confers the ability of Free Action (as the ring). It also possesses a movement quota for use by the wearer. Every day, the wearer has a total of 30" of movement that can be added to his or her movement rate. This can be done a piece at a time or the whole 30" can be used in one go, whatever amount is used, the benefits only last one turn. This quota can not be carried over to the next day.


The Plate Mail of Ere Borous XP 5000

This, at first glance, appears to be a suit of highly ornate plate mail of +4 enchantment. It is, however, far more powerful than this.

Intelligence: 18

Ego: 22

Alignment: NG

Primary Abilities: Detect magic in a 20’ radius – 3/day.

Detect large traps and ambushes in a 20 yard radius – 4/day.

Detect invisible objects or creatures in a 10’ radius – at will.

Inspire allies – when worn.

Extraordinary Powers: 19 strength -- when worn.

Regenerate 1 hp per round – when worn.

Special Purpose: To defeat evil.

Notes:

The armour gives a +4 to protection although these points can be sacrificed to either assist in to-hit or damage adjustments (this must be stated at the start of the round).

The inspiration provides all allies within 20 yards to immunity to fear. This combines with the longsword of G’Mor Tarreen to give an additional 5% hits to allies (this is only if the wearer is the one wielding the sword). The wearer himself is immune to fear, terror, charm and the mindblast of the illithid species.

Should the armour take over the occupant (either through unconsciousness or death) it will continue to fight the enemy. For this purpose it has AC -2, a THAC0 of -1 and cannot be damaged (although the occupant still takes damage).

Side Effects:

  1. The armour is incredibly comfortable and the user feels a longing for it after it has been removed. This longing is so intense that the character will attempt to wear the armour in bed. This causes the wearer to require 50% more sleep than normal. When parted from the armour the wearer will think himself ill until a remove curse is cast followed by a heal (both at 20th level). This illness takes the form of melancholia and a halving of all the physical stats.
  2. If the special purpose is not being acted upon the suit will try to convince the wearer that it really is a good idea to defeat evil.
  3. Not really a side effect, more of a problem. Should the wearer be turned to stone, the armour will continue the battle. As it is impervious to damage, the occupant will be broken up into manageable pieces. This was the fate of Darion Mandagray, a paladin from 300 years ago.
  4. Over time, the wearer will begin to act more and more like Borous, and eventually start to look and talk like him as well. This will take place over a period of around 8 months.
  5. After 16 months inside the armour, the wearer’s stats start to become the same as those of Borous (St:17, Dx:12, Cn:15, In:9, Wi:9, Ch:14, AL:LN), this takes 4 months. After this time, whenever the armour takes over the wearer, Borous’s spirit will possess the body (until an exorcism is performed). This can be tricky, dependent on the wearer’s alignment and goals.

One-armed Plate XP 1400

Several suits of this ilk exist, all of which missing an arm. Each suit is tailored to a specific weapon and when worn, the exposed arm is seen covered in a golden sheen wielding that weapon. These weapons are typically of between +3 and +5 enchantment, the downside being that the weapon cannot be put down without removing the armour. The armour itself is usually only enchanted to +1 protection.


Holy Chain of Aluserin XP 2000

This armour was first worn into battle by Arumen Dinarlin, a high priest of Knerlizon, during a crusade into the West in 1165. The crusade failed and all on the journey were lost. It was not until 1302, that a young paladin named Aluserin, whilst questing, defeated a band of gnolls and took this armour from their leader. Aluserin went on to accomplish many feats of heroism but was lost in battle in 1341.

The armour consists of a very closely woven suit of chain (base AC 3) of +3 enchantment.

Although the armour is not innately good aligned, when under the effects of a Protection from Good spell, the following abilities do not function:


Shield of the Hnu’Lar XP 1250

This circular shield was owned by the Glenru family until it’s loss in 8110 (Elven calendar) around 2000 years ago. It carries the crests of the Glenru and Marl’Ist families (two of the noble Elven households of the time) and is notable for it’s gleaming silver edge. It was originally given by a knight from the west in the occasion of the joining of the two families.

In melee the shield gives a +2 protection, this is increased to +3 vs. missile weapons. If the shield is thrown and the true name of an opponent called out, it will unerringly strike the target for 2d10 points of damage. It strikes as a +2 weapon and has a range of 360 yards. A to hit roll is required even though the shield does not miss. If the roll is an 18, 19 or 20 the weapon has severed the targets head (if an appendage is visible as such) killing the foe, if applicable.


The Shield of Saratosh of the North XP 1200

This shield was created for a northern warrior of some renown. It is primarily a +2 medium shield, but when used in combat against giants it’s power increases to +3. In addition, it grants the wielder total immunity to the lightning bolt of storm giants and functions constantly as a ring of warmth (this can be a problem in warmer climes were the wearer begins to sweat uncontrollably).


Armour of Subterfuge XP 1100

These suits of armour, when worn, snuggle down beneath the skin of the owner giving them a slightly bulky look. Although ordinary clothes can be worn over the top no other armour can. For purposes of item use, it is as if the owner is wearing magical armour.


The Armour of the Thirteen XP 5000

No complete suit of this has been seen in over 400 years although several pieces have been rumoured for many years. The Thirteen in question, were a group of individuals who entered into the Kolinn Mir heartland from the western woods. Generally attacking evil doers and priests of the dark triad, they appeared to have had a purpose of their of own and avoided contact with the general populace. Those who met them said they spoke in a strange tongue and then only infrequently, although it was believed at the time that they were following some precept from Azazon.

They were last seen heading South into the Tar’an Nor. Although they were never seen in the North again, reports filtered back from the nomads who live in the desert that a great battle took place at a black tower in the very heart of that wasteland. It is said that 3 of the warriors were slain by a burning figure of terrible power before the tower was destroyed, and it is the armour belonging to these three that can be found littering the bazaars of the seven cities.

The suits, all made of some strange red metal (rumoured to have been created by mixing the blood of some terrible beast with molten steel), are composed of several items which individually are weak but when combined with other parts become more powerful.

 

Alone

+1

+2

+3

+4

Full

Helm

none

none

infravision 60’

ultravision 120’

Detect Good/Evil 120’

True Seeing

Breastplate

+2 to AC

none

-1/die vs. fire

-1/die vs. cold

-1/die vs. electricity

protects up to -2/die

Chain Hauberk

+2 to AC

none

+1 protection

none

+2 protection

-1/die vs. crushing

Gauntlets

none

+1(or +10%) to strength

none

+1 to dexterity

none

19 strength

Vambraces

none

none

+1 to hit

additional strength bracket for bend bars

additional strength bracket for open doors

2 brackets for bend bars and open doors

Greaves

none

move 9"

none

move 12"

free endurance proficiency

move 15"

Notes:


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