Unusual Objects


Dimol’s Chest of Sparks XP 1500

The mage Dimol originally created this chest to rid the region of an incursion of gnolls from the mountains. His first test was quite successful in destroying the gnoll horde, however, no sign of Dimol was ever discovered.

The chest works by placing a green activation gem into it, closing and then opening it with the correct command word spoken. This then causes a fireball of radius, equal to the number of gems times ten, in feet to explode, centred on the chest. The damage done is modified by both the number of gems used and the table below.

d100 Roll Damage Dice   No. Used Modifier to Roll
01-15 d3   1-10 +10
16-25 d4   11-50 +5
26-85 d6   51-100 -5
86-00 d10   > 100 -10

The Skull of Jaldar Tamarin XP 5000

Tamarin was a cleric of Harzon and powerful user of magic before his corruption by the avatar of Iskelizon. He was executed by the forces of light in 1392 as priests of Harzon, Knerlizon, Umatuzon and Azazon stormed his tower west of Hla Skir. Stripped of his possessions he was beheaded outside his tower, his blood staining the sands red. His body was burned along with his tower, but as the flames receded it was discovered that his skull had gone missing.

In his life Tamarin had been trying to raise himself to the level of deity and as such had several high level and influential worshippers. One of these, a necromancer by the name of Khodran Miliores, took his skull and enchanted it to give the following powers:

Once per Day

  1. Earthquake, at 30th level.
  2. Delayed Blast Fireball, at 20th level.
  3. Finger of Death.

3 Times a Day

  1. Beltyn’s Burning Blood, at double effect.
  2. Fireball, at 10th level.
  3. Poison.

Once per tooth, per day (a total of 9 ivory teeth exist in the skull).

Either, Cause Light Wounds, Chill Touch, Light, Darkness, Curse, Shocking Grasp.

Once per eye, per week.

Trap the Soul.

When the skull is exposed, all within sight lose 20 - their Con hits. Similarly, when any of the functions of the skull are used hits are lost the user loses hits. For the once per day functions, 40 - Con, 3 times a day functions 30 - Con and the tooth functions drain 20 - Con in hits. The Trap the Soul ability drains a flat 50 hits and 2 points of strength. Should the skull receive 200 hits in one day Tamarin makes a brief return (1 round per hit point drained) he has only returned twice since his death and is reputed to be around 25th level priest, with a large repertoire of wizard spells. The hits heal normally but the strength loss takes 6 hours to return.

The skull is particularly potent versus good aligned individuals. They save at -2 vs its effects or at half their magic resistance.


Teeth of the Basirin XP 200ea

The Basirin were a group of nomads who travelled the lands to the South of the Tar’an Nor some 600 years ago. They were lead by a woman of reputedly great age for most of their existence. One of the few remnants of their culture are the magical teeth they wore.

Each tooth is enchanted to provide skills or benefits in a similar way that Ioun stones are used. Only 15 types of teeth have ever been found, but there are many more hinted at in Basirin texts.

No.

Type

Benefit

Combined With?

1

Silver

+1 to attack rolls

(1 and 1) or (1 and 2) or (1 and 3). Warriors only.

2

Gold

+1 to attack and damage rolls.

(2 and 1) or (2 and 3). Warriors only.

3

Platinum

+1 to attack rolls, +2 to damage rolls.

(3 and 1) or (3 and 2) or (3 and 1 and 2). Warriors only.

4

Onyx

+1 to Constitution

Only one of these teeth at any one time.

Warriors can wear 5 and any of the 1,2 or 3 options.

Priests may combine 9 with 12, 13 or 14.

Rogues can combine 6 with 10 or 11.

5

Jet

+1 to Strength (or 10%)

6

Amethyst

+1 to Dexterity

7

Topaz

+1 to Charisma

8

Opal

+1 to Intelligence

9

Jade

+1 to Wisdom

10

Pearl

+20% to hear noise. These 2 can be combined with any other teeth.

11

Quartz

+20% to move silently.

12

Emerald

+1 to saves

Only one of these teeth may be worn at any time

13

Ruby

+1 to AC and saves

14

Sapphire

+2 to saves

15

Diamond

+2 to AC and saves

Door of the Gnomes XP 600

This is a 3’ ´ 1.5’ green painted door. When placed on a solid surface, it opens a gateway to the other side. The other side can be up to 1000 miles distant and the passageway remains as long as the door is open. The door cannot be taken through the passage and the passage disappears if the door is destroyed or removed. Unpredictable results can occur when used against a magical surface.


Purple Egg of Ingenuity XP 1000

When eaten this provides the answer to one question. The answer is usually cryptic and comes during a fever dream but is generally accurate.


Leash of the Wolf XP 420

This simple leather strap can be used to control any canine creature. Of course, it must be initially placed around the creature’s neck.


Lucky Links XP 680

This piece of chain contains from 10 to 60 links. Before a dice-roll is made, it can be stated that a link is being plucked from the chain. This bestows an additional +1 to the roll. The chain cannot be re-charged.


Atlas of Tommoroy XP 550

This object resembles a blank globe. When the stand is held it automatically begins plotting any route taken. It can map up to 100,000 cubic feet before it resets itself. Use of a Limited Wish enables it to scribe the route onto parchment for the following 24hrs.


Marbles of Iskelizon XP 25 ea.

These marbles appear as small, black, glass spheres. When one of them is smashed, an area of darkness springs up as per Darkness 15' Radius. The darkness can only be dispelled by casting a Dispel Magic versus 12th level. There are normally between 2 and 24 of these to a pouch.


Back to the Magic of Kal Tarathorn