GREYHAWK(R) Magical Items

All material is taken from GREYHAWK(R) Adventures, updated for the AD&D(R)
2nd Edition Game. GREYHAWK Adventures Design & Development: James M. Ward,
Daniel Salas, Skip Williams, Nigel D. Findley, Thomas Kane, Stephen Innis,
Len Carpenter, Eric Oppen, Jon Pickens. GREYHAWK Adventures Editing:
Warren Spector, Anne Brown, Karen Boomgarden, Steve Winter, Mike Breault,
Scott Haring, Jon Pickens. AOL File Editing: Roger E. Moore. GREYHAWK
Adventures (C)1988 TSR, Inc. All Rights Reserved. AOL File (C)1995 TSR,
Inc. All Rights Reserved. (R) and (TM) indicate trademarks of TSR, Inc.

NOTE: The tab spacing should be adjusted for readability after the file is
downloaded.

    All of these magical items are from the Flanaess of the GREYHAWK
campaign and were first published in ((GREYHAWK Adventures)) in 1988. They
might be found on other game worlds if stolen or lost, and Dungeon Masters
may rename and rework these items for use in their own campaigns.
    These items are named for the geographical area of their origin. This
reflects the fact that these magical items weren't created for general use
by mercenaries and adventurers (i.e., player characters). Though some of
these items were designed by wizards who sold them for profit, most items
were created for specific uses. Only by chance, diplomacy, or combat does
such an item pass from its creator to an unintended (and sometimes
unwanted) owner. Only the fairly recent and best-guarded magical items are
still controlled by their creators.
    Player characters usually find a magical item in the place of its
origin, though well-traveled items are not uncommon and can provide their
own surprises. No magical item given here is limited to the area that
carries its name. However, often the item will not work elsewhere or has
limited usefulness; examples of each include the ((cloak of the
Hellfurnaces)) and the ((Medegian bracelet of lost ships.))
    The information listed after each item includes experience point
values awarded to characters who keep the items and gold piece sale
values. Group restrictions are listed in abbreviated form: F
(fighters--used instead of warriors, but includes rangers and paladins), P
(priests, including clerics and druids), T (thieves--used instead of
rogues, but includes bards), and W (wizards, including mages and
specialist wizards). Any class can use items restricted to its group.


Rings

((Admundfort Ring of Leadership)) (F): This silver ring was created by a
wizard in the service of the Knights of the Shield. The ring is
traditionally given to rangers and paladins of at least 9th level, in
return for loyal friendship or unexpected favor.
    The ring allows a fighter to attract twice as many men-at-arms as
normal as followers. The ring also gives a +25% bonus to the loyalty of
such followers. If a fighter loses the ring, he or she retains the
followers, but no longer receives the loyalty bonus. XP value: 1,500 XP;
GP value: 8,500 gp

((Lucky Ring of the Wild Coast)): This magical ring was created by a
wizard who liked to gamble, though his greatest gamble was to use it under
the suspicious eyes of the Thieves Guild. The ring increases a gambler's
chances of winning, and it is prized among the rogues of the Wild Coast.
The user can choose to add or subtract one from each die rolled in a game
of chance. The direction of the change must be stated before any roll is
made. Thus, a 3d6 roll of 2, 4, and 6 can be decreased to 1, 3, and 5, or
increased to 3, 5, and 6. The ring is useful only to a character who is
actually gambling, and it has no effect on attack or damage rolls, saving
throws, etc. XP value: 500 XP; GP value: 3,500 gp

((Cursed Ring of the Great Kingdom)): This cursed magical item was created
by a wizard who was loyal to the Great Kingdom. Though the ring has only
limited power, its use to plague the diplomats of the Iron League was well
known.
    Once it has been placed on a character's finger, the ring causes
problems when the wearer attempts to use his Charisma reaction bonus. As
the character tries to make a good impression, he will commit an
embarrassing ((faux pas)) instead. The effect depends upon the occasion:
If the encounter requires manners, the character might belch; if it is a
solemn event, he might giggle; if it requires silence, he might sneeze; if
it requires the character's full attention, he might yawn; and so on.
    A character making a successful saving throw vs. spell is unaffected
and receives his normal Charisma bonus. If the saving throw is failed, the
character receives a -50% penalty to the reaction check. The ring itself
can be removed from the unfortunate character's finger, but the curse
remains until negated by a ((remove curse)) spell. Note that the ring can
be passed to many owners, and the ring can affect them all equally. XP
value: -- XP; GP value: 2,000 gp

((Ring of the Pomarj)): This black ring was created by a wizard from the
Wild Coast. Hating all inhabitants of the Pomarj, he used it to gather
troops of goblins, ogres, or orcs. He then led these troops into battle
against the humanoids of the Pomarj. The ring is considered a threat by
many other lands other as well.
    The ring allows a character of evil alignment to gather a horde of
goblins, ogres, or orcs (in much the same fashion as a barbarian horde is
summoned). The wearer of the ring decides which race he wishes to gather,
and can gather a number of creatures determined by his experience point
total:
	Goblin: XP divided by 750
	Ogre: XP divided by 4,000
	Orc: XP divided by 1,000
    The horde can be raised only on the Wild Coast and must be raised for
a specific, short-term purpose. For example, the horde might be gathered
to attack a rival tribe, to raid the County of Ulek, or to destroy elves
in Celene. It takes the horde at least a week to assemble. Whatever its
purpose, the horde remains together for a maximum number of weeks equal to
half of the ring wielder's level. Deviation from the stated purpose may
cause the horde to disband sooner, at the DM's option. Disbanded humanoids
will return to the Wild Coast by the quickest and safest route. Note that
the ring does not ((charm, beguile)), or otherwise compel obedience, and
that a ring wielder whose humanoids disband will not receive a warm
welcome the next time he returns to them. The ring can be used but thrice
in one year. XP value: 4,000 XP; GP value: 20,000 gp


Rods, Staves, and Wands

((Diplomacy Rod of Furyondy)): This rod was created for use by the Prince
of Furyondy, though his disappearance left it in the hands of less noble
officials. The rod gives the holder a +15% reaction bonus when negotiating
or debating with other intelligent creatures. Once per day the rod allows
the holder to cast a ((suggestion)) spell by expending a charge from the
rod. The ((suggestion)) must involve matters of peace or cooperation, or
else the subjects of the spell receive a +1 saving throw bonus. The rod
holds up to 25 charges and is rechargeable. XP value: 4,000 XP; GP value:
15,000 gp

((Rod of the Aerdi Sea)) (W): This defensive weapon was fashioned for use
by merchants who sail the pirate-infested waters between Hepmonaland and
the Great Kingdom. It allows the wielder to cast the following effects by
expending a certain number of charges from the rod:
	((fog cloud)): 1
	((spectral forces)): 2
	((programmed illusion)): 3
    The rod takes one round to activate, and the user can move normally
(not melee) and concentrate to maintain the effect. The rod has a range of
240 yards and affects an area 180 feet on a side. Illusions not closely
related to the sea or sailing are saved against at +1. XP value: 5,000 XP;
GP value: 25,000 gp

((Rod of Onnwal)) (W): This magical rod was originally created to protect
the inhabitants of Onnwal against the fierce storms that regularly lash
the Sea of Gearnat. It is also known to have been used effectively against
dust storms in the Bright Desert, blizzards in the northern countries, and
winds on the peaks of various mountain ranges.
    Upon command, the rod causes air in a 50-foot radius to become calm,
with a wind velocity of zero. The rod can be used to negate damage to
structures as long as the side against which the wind is blowing can be
included in the rod's radius of effect. However, the rod does not
influence rain, snow, or any solid objects carried upon the wind and
hurled into its area of effect. The rod also will not protect a flight of
missiles that is fired or hurled out of its area of effect.
    The rod prevents damage from creatures employing high winds as a
special form of attack. For example, an air elemental would be able to
attack normally, but would not be able to attack in ((whirlwind)) form.
    Each use of the rod drains one charge. Each charge lasts one hour, and
the rod can be recharged. XP value: 4,000 XP; GP value: 15,000 gp

((Rod of Welkwood)) (P): Fashioned from an oaken branch, this item was
created by druids serving the woodsmen who inhabit this majestic forest.
As they enchanted the branch, they instilled in it their awe and respect
for the great trees and vegetation that set this woodland apart.
    The rod can be used as a ((shillelagh)) (magical weapon; +1 to attack;
damage 2-8 vs. S and M, or 2-5 vs L). If charges are expended, the
following effects can be created as if by an 8th-level druid:
	((entangle)): 1
	((plant growth)): 2
	((wall of thorns)): 3
    This rod has up to 25 charges and can be recharged. XP value: 5,000
XP; GP value: 25,000 gp

((Skull-Staff of Hepmonaland)) (P, W): This is a 7-foot-long pole topped
with a skull with a wild mane of white hair and sharp, demonic features.
The shaman who uses the staff claims that it is the skull of an ancient
demon, though many suspect that it belonged to an evil wizard who died in
the hands of head-hunters in Hepmonaland. The skull can magically ((cause
fear)) in any creature gazing upon the skull when this power is invoked.
    Its secondary powers, which require no charges, are a personal
((protection from evil)) effect that surrounds the wielder, and
((displacement)), as a ((cloak of displacement)) (a +2 bonus to armor
class and saving throws, and the first attack misses), against creatures
from the lower planes. The rod has up to 25 charges and cannot be
recharged. XP value: 5,000 XP; GP value: 20,000 gp

((Staff of Gnatmarsh)) (P, W): Enchanted by a shaman of the tribesmen in
Gnatmarsh, this staff has the following spell-like functions:
    1. ((Death ray)) against a single insect or insectoid monster, fatal
unless a saving throw vs. death ray is successful (one charge).
    2. ((Animate dead)) insect or fallen insect life in a 10-foot radius
(two charges).
    3. ((Summon)) 1d4+2 friendly thri-kreen (or insects decided by the DM)
to fight for the summoner for eight hours or until slain, at which time
they disappear (three charges).
    The staff can be recharged. XP value: 4,000 XP; GP value: 20,000 gp
((Staff of Hornwood)) (W): This wooden staff was enchanted by a wizard who
wanted to make his travels in the wilderness less dangerous. When the
command word is spoken, the staff creates an area of ((antipathy)) in a
20-foot radius that is avoided by normal animals (including giant
variations) unless attacked by the staff holder or his party. Animals with
higher than animal Intelligence can enter the warded area if a successful
saving throw vs. rod, staff or wand is made.
    Enchanted creatures of the forest are irritated by the operation of
the staff; 75% of the time these leave the area in disgust, and the other
25% of the time they take steps to drive away the staff holder.
    The staff can also be used as a melee weapon, in which case the
((antipathy)) effect causes any animal struck to flee the encounter,
subject to a saving throw vs. spell. Each such hit drains a charge from
the staff.
    Note that with sufficient time and effort, animals can be trained to
withstand the effects of this staff. The staff can be recharged. XP value:
4,000 XP; GP value: 15,000 gp

((War Staff of Nyrond)) (W): Just after Nyrondese troops willingly
withdrew from the Theocracy of the Pale and the County of Urnst, a
Nyrondese wizard created this staff because he feared that other lands
might see this as a sign of weakness and attack the Kingdom of Nyrond.
Though such attacks never occurred, the staff was useful to certain
powerful wizards guarding the borders of Nyrond.
    Possession of this wooden staff allows a wizard of at least 11th level
to attract personal followers as a fighter of name level. A wizard can use
the staff only once per year, and it must remain in the spellcaster's
possession for a full month after the followers have gathered, or the
troops disband and desert. Once the month has passed, the troops are
personally loyal to the spellcaster for one year, barring exceptional
conditions or poor treatment. Note that this in no way affects the hiring
of men-at-arms in the normal fashion. XP value: 5,000 XP; GP value: 30,000
gp

((Bisselite Wand of Peace)) (P): This item has served the priests and
border guards of the March of Bissel. Once per day it can cause all mortal
beings in a 50-foot radius to save vs. wands or become calm and unwilling
to fight. Calmed beings defend themselves against attack, but do not
attack or otherwise take hostile action. However, those affected do not
necessarily become friendly. The duration of the effect is 3 turns. XP
value: 3,000 XP; GP value: 15,000 gp

((Scant Wand of Storms)) (W): This wand was created in the capital city of
Onnwal, and has been used against raiding warships from the South
Province. Its creator was undoubtedly influenced by observing the furious
weather in the Sea of Gearnat.
    The wand is usable only outdoors and creates various weather effects
with the expenditure of charges:
	((wall of fog)): 1
	((precipitation)): 1
	((gust of wind)): 2
	((cloudburst)): 2
	((chain lightning)): 3
	((influence weather)): 3
    ((Chain lightning)) is similar to the wizard's spell, but with a range
of 70 yards. The bolt strikes the first object targeted for 6d6 of damage
(half damage if a saving throw vs. wands is successful), arcs randomly to
another object within range for 5d6 of damage, then to another for 4d6,
etc. The bolt continues arcing from each object struck, ending when a
sixth object has been struck for 1d6 damage.
    ((Influence weather)) is similar to the spell ((control weather)), but
can be used only to increase cloudiness, rain/snowfall, and/or wind
velocity.
    Each time the wand is used, the general weather conditions over a
broad area can become unexpectedly severe. The chance for any type of
severe weather depends on the original effect that the caster has
attempted to summon:
					Chance of Effect Severe Charges
Attempted Weather Type of Weather Drained ((wall of fog))  10% Thick,
persistent fog 3 ((precipitation))  10% Rain or snow squall 3 ((gust of
wind))  20% Gale or tornado 4 ((cloudburst))  20% Hailstorm or severe snow
4 ((chain lightning))  30% Lightning storm 5 ((influence weather)) 30%
Heavy rain or blizzard 5
    The charges drained for severe weather are immediately lost from the
wand if the severe weather occurs. The wand can be recharged. XP value:
6,000 xp; GP value: 40,000 gp

((Dark Wand of the Sulhaut Mountains)): This ebony wand was enchanted by
an elven wizard who traveled from Loftwick to the Sulhaut Mountains to
hunt down the ancient enemies of his race. The wand is a specialized
version of the ((wand of enemy detection)).
    The wand has two functions. First, it can be used to discover the
direction of the nearest drow or drider. The user simply so commands and
pivots until the wand reacts.
    Second, the wand can be used to observe a drow or drider. When pointed
in the proper direction and commanded, the wand creates an illusory image
for the user, showing the nearest drow elf or drider in that direction and
the target's immediate surroundings. The wand user receives a vague
impression of distance (e.g., within a mile, within five miles, far away).
The image lasts one turn and reveals whatever that drow or drider is doing
in some detail, but not enough for the user to be able to, for example,
read a scroll being read by the subject.
    The range of the wand is 10 miles per charge expended. XP value: 1,500
xp; GP value: 8,000 gp

((Fire Wand of Suloise)) (W): This wand may have been the device that
caused the destruction of the Suel Empire, or it may have been created to
reproduce the event. No scholar doubts that its creator was a wizard of
great power and violent tendencies. The wand is rarely bought or sold,
since few wizards dare to use it. Often it merely falls into the hands of
an unsuspecting spellcaster who never realizes its full powers and dangers
until too late.
    The wand can summon a deadly "fire" to rain down in a 60-foot cube
from a range of up to 80 yards. The "fire" inflicts five points of damage
per round to all creatures, regardless of protections, resistances, or
immunities to normal or magical flame. Such damage cannot be cured by any
spell less powerful than a ((heal)) spell. Furthermore, the fire destroys
buildings of less than stone construction and evaporates free-standing
liquid to a depth of 1 foot per round. Objects exposed to the "fire" must
save vs. ((disintegration)) or be destroyed. Note, however, that matter is
burned to dust and ashes, not vaporized. Though the wand itself is never
affected by the fire, the wand has a 5% chance of malfunction, in which
case the effect is centered upon the wand user.
    The fire requires three charges to operate and has a minimum duration
of six rounds. After this, the caster can end the rain by concentrating
for a round and making a saving throw vs. spell. Each round the wand
continues to operate drains one more charge. If the wand is emptied, then
the fiery rain vanishes and the wand explodes, engulfing the wizard and
everything within 10 feet in a blast that inflicts 3d10 points of damage.
    The wand can be recharged, but only in the Quasi-Elemental Plane of
Ash, which lies between the Elemental Plane of Fire and the Negative
Material Plane. XP value: 4,000 XP; GP value: 35,000 gp

((Wand of Highfolk)) (P, W): A favorite weapon of high elves in the
northwest, this wand causes dissension between humans, demihumans, or
humanoids of evil alignment in a 30-foot x 30-foot area. Any creatures
that fail a saving throw vs. wands becomes unusually factious and
quarrelsome, convinced that its allies are in fact dangerous enemies. This
may lead to open fighting: those affected by the wand must make a saving
throw vs. spell at each significant provocation to avoid coming to blows.
    If the DM desires, attacks by common enemies or strong leadership may
improve the saving throws, while malicious insults or actual blows may
worsen them. The effect of the wand lasts a maximum of 1d6 turns, less if
one faction has been slain. XP value: 4,000 XP; GP value: 18,000 gp

((Yatil Wand of Zooming)): This item was created by mountaineers of the
Yatils to ease their travels among the jagged slopes and ledges. However,
the wand has since become a device of mischief and the cause of many
deaths.
    The wand can affect one object or creature at a time, "zooming" up to
2,000 gp weight (200 pounds) per charge expended, to a maximum weight of
600 pounds. Zooming movement is in a straight line, and any creature moved
in this fashion is responsible for its own landing. The maximum distance
is 100 feet, though a shorter distance can be specified by the wand's
user. An unwilling creature can save vs. wand to avoid the effect.
    An object or creature can be hurled horizontally through the air and
accelerated as if falling vertically if ((twice)) the normal number of
charges are expended. A creature that hits an obstacle takes 1d6 points of
damage for every 10 feet traveled; items save vs. fall. A 30-foot "zoom,"
for example, inflicts a total of 3d6 points of damage upon a character
striking a solid surface. Note that a creature hurled over the edge of a
cliff takes no damage from the "zoom," but does suffer normal falling
damage.
    If insufficient charges are expended, the results are correspondingly
slight. XP value: 3,500 XP; GP value: 17,500 gp


Amulets

((Amulet of the Cairn Hills)): Originally created to protect the common
folk from the spirits that haunt these hills, this amulet has become a
favorite among grave-robbers. It allows a saving throw vs. spell to avoid
any special attacks from undead (aging, energy drain, fear, disease,
Strength drain, etc.). Physical attacks and spells cast by undead are
unaffected by the amulet. A successful saving throw against an undead
attack uses one charge, except the following: a two-level energy drain
uses two charges, and aging uses one charge per 10 years of aging. The
amulet has 2-20 charges and cannot be recharged. XP value: 2,000 XP; GP
value: 18,000 gp

((Amulet of Furyondy)): The first of these amulets were enchanted to
protect the good natives of Furyondy, though they have since been used by
characters of many lands and alignments. Hung around the neck from a
silver chain, the amulet bestows a ((remove curse)) upon any wearer who is
cursed. The amulet glows, expending one charge, and any curse subject to
the spell ((remove curse)) is broken. For example, it will immediately
allow a character to be rid of a cursed item, such as a ((helm of
alignment change)), although the amulet cannot cure ((lycanthropy)). The
amulet has 2-7 charges and cannot be recharged. XP value: 1,400 XP; GP
value: 7,000 gp

((Amulet of Spinecastle)): The wizards of the Kingdom of Aerdy created
this amulet to aid in the war against the northern barbarians. After the
fall of Spinecastle, the amulet disappeared. Scholars assumed it didn't
survive the wrath of the barbarians, but stories of the amulet's use still
surface in the Bone March.
    Once per hour, this golden amulet can be commanded to radiate a
magical aura in a 30-foot radius for one turn. The aura has negative
effects on all northern barbarians, raising their superstitious fears and
generating a hatred toward magic. Those of 1st to 4th level must save vs.
spell or immediately retreat out of the area of effect for 1d8 turns.
Those of 5th to 7th level must save vs. spell or be stunned for one round.
Those of higher level suffer a -1 on their attack rolls. XP value: 900 XP;
GP value: 4,500 gp

Miscellaneous Magic Items

((Anvil of the Lortmil Mountains)): This blacksmith's tool was enchanted
in a shrine to Moradin, king of the dwarven gods. It allows a dwarven
weaponsmith to create extremely strong and sharp blades. Each weapon takes
twice as long to create, but when finished is either a normal weapon (on
an unsuccessful proficiency check) or a weapon of fine quality (on a
successful proficiency check). All weapons of fine quality created by this
anvil are worth 100 times the cost of a normal weapon of the same type. It
is rumored that this anvil was used to forge legendary magical weapons for
the dwarves. XP value: 3,000 XP; GP value: 30,000 gp

((Bear Cloak of the Sulhaut Mountains)) (F, P): Many years ago, tribal
shamans called upon their gods to enchant the hide of a cave bear slain in
combat. The cloak became a powerful aid in their struggle to survive
against the hostile creatures and the forces of nature that forever
threaten their tribes. The fur cloak included a bear-head cap, pelt, and
claws. The cloak allowed the wearer to ((speak with animals)) twice per
day and ((hold animal)) once per day. It also increased the wearer's
Strength to 18(50) and gave 50% immunity to fear. Once a week, the wearer
could turn into a cave bear for 1d4+2 hours. The current location of the
cloak is unknown. XP value: 1,500 XP; GP value: 17,500 gp

((Black Crown of Aerdy)): This evil headgear was worn by one of the
original Overkings of the House of Naelex in the ancient Great Kingdom.
Whether the crown was enchanted by an evil wizard or whether it merely
became a receptacle for the Overking's cruel spirit is not known. The
powers of the crown exist only to recreate the greatness and wickedness of
the fallen empire.
    Once donned, the crown will not be voluntarily given up by its wearer.
It raises Intelligence by +2 and Wisdom by +3 (to racial maximums) and
confers one level of wizard or priest ability. Characters who aren't
wizards or priests can select one level of clerical or wizard ability, at
the player's choice.
    When the crown is put on, and each month thereafter, character must
save once vs. spell or become lawful evil, and then must save again vs.
spell or be overcome with megalomania. Once both of these are in effect,
the character must make a saving throw vs. spell each month or lose a
point of Constitution. Any character totally drained by the crown becomes
a spectre guarding it.
    The crown can be removed only by use of a ((wish)) or equivalent.
While this removes the benefits of the item, only then can the alignment
change be reversed by a ((remove curse)) and an ((atonement)) spell, while
the character's personality can be restored only with a ((heal)) spell. XP
value: -- XP; GP value: 2,000 gp

((Black Sails of Schnai)): Enchanted in the land of Snow Barbarians and
blessed by shamans of their barbaric gods, these square sails are hoisted
only on the funeral ships of great barbarian heroes and lords. The
deceased warrior's body is burned along with the ship and all but a small
piece of the sail. Afterwards, the character's spirit can be called on by
the tribal chiefs in time of battle by burning the remainder of the sail.
The spirit appears as a spectral ((einheriar)) (spirit warrior) and fights
on the side of the tribe until destroyed. These einheriar will usually
have 4 to 12 hit dice, and only weapons of +1 enchantment or better can
strike them. The spirits bear the equipment they used in life. Such
creatures can be turned as special undead. It is reported that several
villages have up to 10 of these spirit warriors on call. XP value: 1,000
XP; GP value: 5,000 gp

((Casket of Furyondy)) (P): Clerics of Furyondy first enchanted this
finely engraved wooden coffin to preserve the bodies of the honorable
deceased. Any lawful-good cleric can activate its powers by placing into
the casket the body of a human or demihuman (of any character class) who
not more than nine days dead, then casting a ((bless)) spell upon the
body. The casket preserves the body from decay indefinitely. The deceased
character can be returned to life by a ((resurrection)) spell after any
length of time. For purposes of resurrection system shock, the subject's
Constitution is considered to be 3 points above the current ability score
(no maximum). He or she also receives the benefits of ((heal)) once the
resurrection is complete. XP value: 2,500 XP; GP value: 27,500 gp

((Chalice of the Shield Lands)) (F): This golden chalice was enchanted in
response to the growing menace of the Horned Society. It allows a
lawful-good fighter to temporarily become a paladin of the same level for
a single quest, with all appropriate powers and abilities of a paladin.
The chalice can be activated only by a lawful-good cleric who performs a
ceremony that includes special vows and the ((quest)) spell. The fighter
takes vows to the cause of lawful good, then drinks holy water from the
chalice. Thereafter he or she can act as a paladin for the duration of the
assigned quest. Deviation from the vows may cause the loss of some or all
acquired powers, at the discretion of the DM. The failure of the ((quest))
causes the chalice to shatter. XP value: 3,000 XP; GP value: 25,000 gp

((Cheetah Cloak of Amedio)): This yellow, black-spotted cheetah hide was
enchanted by the original tribesmen of the Amedio jungle. It gives the
wearer a +3 Dexterity bonus (to racial maximum). Once every three turns
the wearer can sprint for three rounds at a movement rate of 45. At night
under a moonless sky, the wearer can turn into a cheetah for up to six
hours in any 24-hour period. XP value: 1,500 XP; GP value: 15,000 gp

((Cloak of the Hellfurnaces)): Created by a wizard who sought treasure in
the volcanic mountains, this magical red garment provides protection
against many of the volcanic dangers, and gives protection against similar
dangers from other sources. The wearer takes only half damage from natural
heat sources. The cloak also protects the wearer from sparks and hot ash
ejected during a volcanic eruption, but not chunks of rock (called "bombs"
or "blocks"). The cloak's hood has a strip of cloth that can be wrapped
around a character's mouth and nose to keep dust and ash from entering the
character's lungs; this also provides a +3 saving throw bonus against
inhaled poison.
    The cloak provides a +2 bonus to all saving throws against magical
fire or fiery dragon breath, and reduces damage by one point per die (each
die will inflict a minimum of 1 point of damage). XP value: 2,000 XP; GP
value: 8,000 gp

((Coin of Almor)): This cursed item was created not to harm its owner, but
to benefit those in need. It is a normal-looking platinum coin that
affects any character who intends to keep it for himself and not share it
with others. That character must save vs. spell or be overcome with great
feelings of philanthropy. No matter what the character's alignment, he
will want to give wealth to the poor and needy. The character will not
keep more than 50 gp at any one time, holding extra money only until a
suitable NPC (preferably a beggar, peasant, etc.) accepts the money as a
gift. Such generosity does not extend to the character's magical items,
which are generally useless to laborers and farmers. The character's
uncontrollable generosity can be ended only by a ((remove curse)) spell.
XP value: -- XP; GP value: 500 gp

((Collar of Tusmit)): This adamantite neck-shield was enchanted by a
wizard who bore an unnatural fear of decapitation. He wore it until his
death, though the collar gave no protection against the magical spells
that killed him. The collar offers no armor-class bonus, but provides
immunity from decapitation, especially from vorpal weapons. Full hit-point
damage is still received from the attack, but the wearer still has his
head attached. XP value: 1,000 XP; GP value: 5,000 gp

((Coruskian Stone)): Set in a golden necklace, this green stone was
enchanted by a Nyrondese spellcaster who sought to control the griffons of
the Corusk Mountains. Though the magical item worked well, the wizard
overlooked his inability to ride airborne creatures, and he met his doom
at the bottom of a deep and jagged chasm. Since then, the stone has been
used by the nomads and tribesmen who happen to find it.
    The stone gives its owner the ability to ((charm)) griffons (saving
throw vs. spell applicable) once per day. Charmed griffons allow the
charmer and his or her allies to ride them. Airborne riding maneuvers that
do not require a proficiency check can be accomplished using land-based
riding techniques, but airborne maneuvers that require a check
automatically fail if the rider has no proficiency in airborne riding. If
the wearer rides a griffon into combat, the chances of breaking the spell
are doubled (check before the battle). XP value: 1,500 XP; GP value: 8,000
gp

((Holy Symbol of Greyhawk)): Hung from a gold chain, this golden symbol
was enchanted to symbolize the power of its home city. The symbol gives a
wearer the combined effects of the ((bless)) and ((protection from evil))
spells, which can be called on once per day. XP value: 300 XP; GP value:
3,000 gp

((Crown of Blackmoor)): This black, iron headpiece bears a large fire opal
at the front. It was created by a powerful lich who used it long ago to
spread evil and destruction through the world, and now only the most
wicked (or foolish) characters seek its powers.
    When the crown is placed on the head of a deceased evil character who
had reached at least 18th level as a wizard, it animates the character as
a lich. A system-shock survival check is necessary, modified by -1% per
five years after the wizard's death, or the wizard's body disintegrates to
dust and can never be brought back to life again. The lich's Intelligence
score starts at zero, but increases by one point per day until
supra-genius Intelligence is reached. At that time the lich gains the full
powers and abilities of its kind.
    The character placing the crown has no control over the lich, so a
reaction check is necessary, with the following cumulative modifiers:
	(Summoner)  (Modifier)
	Good-aligned -30%
	Evil-aligned +10%
	Paladin, fighter,
	 or thief -20%
	Priest +10%
	Wizard +20%
	0-level character -50%
	1st to 5th level -30%
	6th to 11th level -20%
	12th to 18th level -10%
	Over 21st level +10%
	Offered treasure,
	 (per 500 gp value) +1%
    A deceased PC who is brought back as a lich becomes an NPC under the
Dungeon Master's control. The lich may have been a friend and companion to
the player characters, but it will tend to leave their company to pursue
its own path to evil. XP value: -- XP; GP value: 80,000 gp

((Disk of the Azure Sea)): This item, popular among sea traders, was
originally sold to a rich merchant on the coast of Keoland. As wide as a
man's hand, the wooden disk bears a small circle of gold in the center.
When it is set on the bow of a ship and a prayer is spoken to Procan, god
of sea travel, the ship is protected for the next 24 hours. During that
time, if buccaneers, pirates, or raiders from beneath the waves try to
attack, there is a 75% chance a misty fog will come up, allowing the ship
to escape with no damage. Failing that, the attack occurs as normal. XP
value: 1,000 XP; GP value: 10,000 gp

((Dream Cap of Veluna)): This cap was enchanted by a wizard who sought to
unlock the mysteries of the inner mind. The result of his work is a small
leather cap that can affect the future of a sleeping wearer.
    For each full night spent asleep, the wearer of the cap experiences
dreams of warning. The sleeper dreams of the next creature or force that
will threaten or attack him. If the character will be attacked by an NPC,
monster, spell, or natural hazard, the cap reveals this in a dream.
However, the threatening creature/force is usually symbolized rather than
revealed in actual form. For example, a minotaur may appear as a bull or a
large, hairy man; a ((fireball)) may appear as a landscape of flames (such
as the Elemental Plane of Fire).
    The dreamer must save vs. paralyzation to face the danger
courageously. If the saving throw is passed, he gains a +2 bonus to saving
throws, ability checks, and attack rolls while encountering the real
danger when it actually arrives. If the saving throw is failed, the
character has not faced his fears, and receives a -2 penalty to saving
throws, ability checks, and attack rolls in the actual encounter.
    The character will always remember a dream caused by this cap, though
the DM need not mention the memory unless the player asks. After the
actual encounter with the danger, a character can make an Intelligence
check to make the connection between the dream and reality. Thus, the
cap's owner may not realize the cap's powers until after many nights of
premonitions. XP value: 1,500 XP; GP value: 7,500 gp

((Eye Patch of Tenh)): This black patch is often found in the possession
of priests and judges because of its power to discover truth. When it is
worn over an undamaged eye, the wearer can see all invisible, astral, and
ethereal creatures within normal visual range. Also, illusions and
((polymorphed)) creatures/objects can be seen for what they really are.
The eye patch gives a -5 modifier to saving throws to disbelieve a
((phantasmal killer)) spell. The patch cannot be used more than 1 turn at
a time, or more than thrice per day without causing permanent damage to
the eye, headaches, and other complaints. XP value: 2,000 XP; GP value:
15,000 gp

((Flaming Mirror of Tenh)) (W): This mirror is a silver oval, six feet
tall and three feet wide, set in an oak stand. It was enchanted by a
plane-traveling wizard who sought easy access to her favorite plane, that
of Elemental Fire. Few other wizards have shared her enthusiasm for that
dangerous place, though some have found use for the mirror.
    The command word causes the mirror to open a gate to the Elemental
Plane of Fire. The plane can be observed, entered, or exited through the
mirror. Each round the gate remains open, there is a 10% chance that a
((fire elemental)) will leap through the mirror into the Prime Material
Plane, seeking to kill and burn everything in sight. The mirror has a
maximum of 30 charges, though it can be recharged. One charge is spent for
each round that the gate is open. When all charges are drained, the mirror
shatters. XP value: 2,000 XP; GP value: 8,000 gp ((Gemcutter's Tools of
Sunndi)): This magical set of vises, hammers, blades, and chisels was
enchanted by the mountain dwarves who work the gemstone mines in the
County of Sunndi. It helps any character with gem cutting proficiency to
increase the value of his work. For individual stones, the cutter can make
a proficiency check to gain a modifier to the Gem Base Value Table in the
((DMG)). The DM rolls 1d8 to determine the modifier:
	1-5: -1
	6-7: -2
	8: -3
    The tools are also useful for finishing stones in a mine; the cutter
can add 20-50% to the final average value listed on Table 34: Gemstone
Quality in the ((Dungeoneer's Survival Guide)). A gem cutter with these
tools can demand up to four times the normal fees for his services. XP
value: 3,000 XP; GP value: 25,000 gp.

((Goblet of the Great Kingdom)): Created for use by the tyrants of Aerdy
(who had good reason to fear assassination), this magical goblet appears
to be a normal drinking vessel made of polished oak. However, the goblet
automatically neutralizes all venoms and poisonous liquids that are stored
in it for at least one round. XP value: 1,200 XP; GP value: 8,000 gp.

((Golden Girdle of Urnst)): Created to protect a powerful wizard against
malevolent warriors, this magical garment is made of red silk strewn with
golden flakes. It is enchanted to give a +3 armor-class bonus against
swords of any type, though other weapons are unaffected. XP value: 500 XP;
GP value: 3,000 gp.

((Golden Circlet of Greyhawk)) (T, W): This golden circlet was fashioned
for use by the Lord Mayor of Greyhawk and is rumored to be in his treasure
vaults. When worn on the head, the circlet allows a character to summon a
band of thieves in much the same way as a ((horn of valhalla)) summons
fighters:
	User is 4th level or less--summons 1d4 4th-level thieves.
	User is 5th-8th level--summons 1d4 8th-level thieves.
	User is 9th-12th level--summons 1d4 12th-level thieves.
	User is 13th level or more--summons one 18th-level thief with
		maximum ability scores.
    The user can employ the circlet at less than its full powers if
desired. The summoned thieves are friendly to the user but refuse
foolhardy tasks: "Go fight that tanar'ri!" would get a good laugh from
them. The thieves remain for eight hours or until they are killed. The
12th level and lesser thieves all have average statistics, wear leather
armor, use short swords, and have normal thief equipment. The 18th-level
thief has AC 2 (in leather armor), uses a ((short sword +3)), and is 30%
likely to steal the best magical item he can use from any treasure hoard
found during his stay there (the item vanishes when he does). XP value:
2,000 xp; GP value: 30,000 gp

((Hasty Barge of Nyr Dyv)): This magical boat was created by a wizard who
was adopted by the people of Nyr Dyv. The wizard gave it as a gift to a
Rhennee noble, and the wizard was in turn made a noble by the grateful
lake people.
    The barge looks like a common vessel of the Rhennee. It is 14 feet
wide and 35 feet long. Upon command, it can move at twice normal speed or
60 miles per day, for unlimited time and under its own magical power. Four
heavy crossbows are mounted along each side, and more can be added. The
barge has a lugsail that can be raised in windy weather to hide the
magical nature of its movement.
    The ((hasty barge)) magically repels water creatures with less than
low Intelligence. These will not attack the barge and get no saving throw
against the effect. XP value: 2,500 XP; GP value: 30,000 gp

((Headband of the Corusk Mountains)): Carved from the skull of an ancient
white dragon, this headband was enchanted by a powerful wizard who sought
to drive the mountain dwarves from their homes and rich mines. Though the
wizard died in a cloud of throwing axes from the dwarven army, the item
was never recovered and so remains lost (or possibly in someone's
possession) in the Corusk Mountains. The headband allows the wearer to
affect white dragons as a potion of ((white dragon control)) and also
gives airborne riding proficiency with white dragons a -2 die-roll
modifier. The wearer is totally resistant to white dragon breath and all
effects of cold attacks (spells, weather, or any other type of cold). XP
value: 1,800 XP; GP value: 18,000 gp

((Healing Cap of Veluna)) (P): This small cloth cap was enchanted to help
priests of Veluna heal the dying and wounded. When worn by a priest, it
restores double the number of hit points restored by any of the various
((cure wound)) spells. XP value: 4,000 XP; GP value: 22,500 gp

((Headband of the Jotens)) (P, W): This strip of elk fur was enchanted to
insure the safety of travelers in the Jotens. When worn around a
character's head, the item allows its wearer to understand the psychology
of hill giants. If the wearer can communicate with hill giants, he
receives any reaction modifier he or she wishes, down to -60% or up to
+25%. Once per day the character can inspire one of the following emotions
in a group of hill giants:
	Courage: -20% morale bonus
	Fear: +20% morale penalty
	Anger: -40% reaction modifier, +2 to attack and +2 damage
		against the object of anger
    These emotions can be inspired in any group of 12 or fewer hill
giants, including friendly ones. The emotions last 2d8 turns and must
affect a single group within the eyesight of the wearer. XP value: 800 XP;
GP value: 4,500 gp

((Holy Star of the Bright Desert)): This is a copper star marked with the
silver axe and energy bolts of Heironeous the Invincible. It was fashioned
by dervishes to aid them in their holy battles against infidels. The star
gives a good-aligned wearer 30% immunity to fear, and a +20% bonus to
reactions with dervishes in the Bright Desert. An evil-aligned wearer has
a -4 penalty all saving throws involving fear (magical or otherwise), and
has a +20% morale penalty. The device glows brightly within 30 feet of any
extremely evil creature (cf. ((detect evil)) spell). XP value: 1,000 XP;
GP value: 6,000 gp

((Holy Medallion of Almor)) (P): This golden medallion was created while
Almor was under the Great Kingdom's rule. The priests of Almor foresaw
great evil coming to Flanaess, so they enchanted this item to help keep
peace.
    Once per day, the medallion's powers can be used on one human,
demihuman, or humanoid within a 30-yard range. The affected creature must
save vs. spell or become extremely nauseated by violence. The mere sight
of violence causes the affected creature to save vs. poison or become
helpless and unable to take action for 2-5 rounds. If the creature
attempts to physically harm another living creature, it must save vs.
poison at -5 or suffer the same effect as above. Also, the creature
suffers the penalties of -3 to attack and damage, and an affected PC or
NPC has Strength, Wisdom, and Dexterity scores halved while he or she
continues to act violently. Certain spells (such as ((strength))) can help
the victim, but only ((remove curse)) will completely free a creature. The
medallion's effects last for 24 hours. XP value: 1,200 XP; GP value: 9,000
gp

((Horn of the Azure Sea)): This magical horn was created by an evil high
priest who sought a source of undead to befriend and control. The mention
of this item causes all sailors and ocean-faring merchants great distress,
and they refuse to sail with a character whom they suspect of owning the
horn.
    Once per week, only at night on the open sea, the horn can summon a
ghost ship. The ship appears in 2-5 rounds, materializing from the
Ethereal plane into the Border Ethereal, where it can be seen from the
Prime Material plane. The vessel is usually large and multidecked, with
two or three masts and tattered sails. It is white and transparent, and it
makes no sound. For 10 turns, it floats beside the ship upon which the
summoner stands, then vanishes back into the Deep Ethereal. Any character
who sees the ghost ship must save vs. spell or be struck with ((fear)) for
one turn. The summoner himself is immune from this effect. The ghost ship
appears to be deserted, but is actually haunted by the following types of
undead (roll 1d10):
	1-2: 1-4 apparitions
	3-4: 1 ghost
	5-7: 3-12 shadows
	8-0: 1-4 spectres
    These undead do not normally make themselves known, but there is a 75%
chance that one of them will transfer to the summoner's ship. Thereafter
it reluctantly obeys the orders of the summoner for the rest of the
summoner's life or until the undead is destroyed. XP value: 750 XP; GP
value: 5,000 gp

((Horn of the Barrier Peaks)): This iron instrument was enchanted by a
dwarven smith to cement the friendship between demihumans and giant
eagles. It is not used often out of respect to the great birds, but has
found occasional use in desperate times.
    The horn is usable only once per week. In areas where giant eagles
dwell, it can summon 7-12 giant eagles, and they arrive in 4-7 rounds. If
dwarves, elves, or halflings are in danger, the eagles will attack
whatever is threatening them and/or carry the demihumans (and their
companions) to safety. The eagles will not fight to the death or risk
their lives uselessly, but will call reinforcements if more humans or
demihumans need to be saved from danger. To ensure that the eagles
continue to answer to the horn's call, those rescued must accept a
((geas)) to perform some service for the eagles. Failure for all those
rescued to do so breaks the ancient pact and causes the horn to shatter.
XP value: 3,000 XP; GP value: 18,000 gp

((Horn of the Vast Swamp)) (P, W): This conch shell was enchanted by a
renegade wizard who was banished by the Count of Sunndi for criminal
behavior. The wizard sought to gain power over the inhabitants of his new
home, though he paid a heavy price for it.
    The horn summons 7-12 giant toads. Any summoner can command these
toads for a number of rounds equal to twice his level. A nonevil summoner
must make a saving throw vs. spell or lose control of the toads and be
attacked by them. Each use of the ((horn)) causes the summoner to save vs.
spell or permanently lose three Wisdom points. The summoner will not
notice the change until his Wisdom score drops to zero, when he is
transformed into a giant toad. The cumulative changes are:
	(Wisdom)
	(Lost) (Effect)
	3 glassy eyes, warts
	6 light green hair
	9 froglike facial features, croaking voice
	12 dark green skin
	15 bloated body, hunched back 
XP value: 1,000 XP; GP value: 2,500 gp

((Iron Crown of the Bandit Kingdoms)): Fashioned in the land of warriors,
this metal headgear completely removes the chance for the following
spell-like powers to work on the wearer: ((fear, charm person, magic jar,
suggestion)), and ((hold person)). A fighter gains one level but a priest
or wizard loses one level while wearing the device. XP value: 3,000 XP; GP
value: 35,000 gp

((Iron Pin of the Icy Sea)): Set in a circular container of transparent
crystal, this pin was originally used by the barbarian hunters/raiders who
sail the Icy Sea in the foggy summer. One command will make the pin point
always eastward. A second command can make it point to the desired
destination. Furthermore, if outside magical or supernatural forces
affecting navigation are active, the crystal will glow. Like a lodestone,
however, the item is subject to strong magnetic forces, and offers no
protection against natural navigational hazards, such as the gigantic
icebergs that loom in the northern fog. XP value: 500 XP; GP value: 4,500
gp

((Lantern of Greyhawk)): This hooded lantern was found by looters in the
abandoned castle of Zagig Yragerne, the Mad Archmage. Exactly why he used
it remains a mystery, though many people suspect that it served as a guard
against the supernatural creatures with which he dealt. Once per day, the
lantern can shine a magical light for one turn. This light renders visible
all invisible, out-of-phase, and ethereal creatures in a 50-foot radius.
The ethereal creatures will then be visible as transparent, ghostlike
entities. This light also automatically turns any undead as a 15th-level
priest. XP value: 3,000 XP; GP value: 25,000 gp

((Locket of the Great Kingdom)) (W): This item was created by a wizard who
greatly feared death. It has since been used by two or three other
spellcasters, though usually at the expense of another living creature.
The locket makes saving throws as hard metal.
    When the command word is spoken, the locket draws in the wizard's
spirit and holds it safe. If the character later dies, his or her life
force travels to the locket (cf. ((magic jar)) spell). If the owner is on
a different plane than the locket, his life force has seven days to return
to locket, or the spirit departs to the outer plane of the character's
alignment. Once the life force is in the locket, it is aware of events
that occur in a 50-foot radius, though it cannot communicate with
creatures that are not telepathic or have appropriate spell abilities. If
the locket is destroyed while containing a spirit but no life force, the
spirit is utterly and irrevocably annihilated; but if it is destroyed
while containing the life force, the spirit travels to the outer plane of
the character's alignment, allowing ((resurrection)).
    The locket allows the life force to have three spell-like abilities,
each usable once per day: ((animate dead)) (a single skeleton or body
only), ((magic jar)) (as the wizard's spell), and ((feeblemind)), at the
user's own level. Note that an animated body (zombie) or skeleton has all
the characteristics of the monster, but has the user's Intelligence. Also,
a zombie that is animated for more than 60 days must save vs. death magic
each additional day or turn into a skeleton. XP value: 3,500 XP; GP value:
25,000 gp

((Medallion of Malog)) (W): Hung on a golden necklace, this medallion was
created in the evil temples of the capital of the Horned Society. It
allows any wizard with a minimum of 12 Intelligence and 10 Wisdom to
perform a ((monster summoning V)) spell once per week. XP value: 1,500 XP;
GP value: 7,500 gp

((Medegian Bracelet of Lost Ships)): This silver disk contains a zircon
stone that was enchanted by a greedy wizard who used it to attain great
wealth before he was captured and hung by pirates.
    The stone in the bracelet glows red on the side that faces the nearest
sunken ship within one mile. When the gem enters within 50 feet of
horizontal (not vertical) distance from a sunken ship, the stone glows
blue. When the command word is spoken, the bracelet causes the sunken ship
to rise to the surface for two turns.
    The bracelet has up to 25 charges and cannot be recharged. The
detection ability drains no charges, but raising a sunken ship drains a
number of charges depending on the size of the ship:
	Small boat/barge: 1
	Small galley: 3
	Large galley: 4
	Small merchant ship: 4
	Warship: 5
	Large merchant ship: 6
    For each sunken vessel found, there is a 25% chance that 1-6 other
lost ships lie in the same area. Only one ship can be raised at a time.
Each vessel has a 75% chance of being inhabited by a random monster. Lost
ships tend to consist mostly of rotting wood covered with seaweed. Each
character who boards a raised ship has a 20% chance per turn of taking 1-6
damage from falling through unstable floorboards (optional Dexterity check
to avoid damage). Note also that a ship broken into several fragments may
require several separate charges to raise, and that a badly shattered ship
may not be recoverable by this means. XP value: 1,500 XP; GP value: 15,000
gp

((Necklace of Almor)): Appearing as a rusted, worthless piece of jewelry,
this item was enchanted by a spiteful wizard who wore the it all of his
life. Ironically, his peaceful death did not activate its vengeful powers.
Other wearers have since used it.
    The item is cursed and cannot be removed once it is put on except with
the aid of a ((remove curse)) spell. Its magic takes effect only if an
intelligent creature causes the wearer's violent death. Nine days after
death, the wearer rises as a walking corpse like a revenant, its single
goal to destroy those responsible for its death. It will ignore any except
those who interfere with it, and then only until the interference ends.
    The power of the item animates the body, allowing it to regenerate
damage as a troll (three points per round), or to animate a fresh body
nearby if the original body was destroyed. The animated corpse is immune
to clerical turning, holy water, or other clerical items; the only sure
way to destroy the body is to burn it to ashes. For purposes of combat,
the animated corpse has 8 hit dice, and attacks by strangling for 2d8
points of damage, which is continuous once the initial attack succeeds. It
single-mindedly attacks the being responsible for its death.
    Although all damage is eventually regenerated (or another body taken),
the corpse shows an irreversible process of decay. After 15 days, during
which time the wearer tries to take its revenge, the character's spirit
can no longer remain and departs forever from the Prime Material Plane;
neither ((reincarnation)) nor ((resurrection)) are possible once this
occurs.
    There is a 50% chance that the wearer transfers its vengeance wish to
others than those responsible for its death, under the following
conditions: 1) the others were with the primary subject when the wearer
was killed; 2) the others aided the primary subject and were present when
the primary subject was slain; and, 3) the others slew the primary
subject, frustrating the wearer's desire for revenge. Otherwise, the
wearer departs when its vengeance is completed or its time runs out. XP
value: -- XP; GP value: 2,000 gp

((Oracles of Greyhawk)) (W): Appearing to be crystal balls with slight
tinges of color, these were created many years ago for the then-Lord
Mayor. However, no one is sure how many oracles are still in the
government's possession, and how many have been lost or stolen.
    Each oracle can be asked one question per day, as if the wizard was
consulting a sage. There are seven known oracles; their colors and areas
of knowledge are:
	red: Horned Society
	orange: Wild Coast
	yellow: Kingdom of Furyondy
	green: Gnarley Forest
	blue: Shield Lands
	violet: City of Greyhawk
	brown: Cairn Hills
    Possible areas for questions might include current populations of
humans and demihumans, numbers and types of troops, types of monsters, and
special knowledge categories (see the ((DMG)) lists under Humankind,
Demihumankind, Fauna, and Flora). Each question may be considered to be in
the oracle's major field unless the question pertains to a different
geographical area or to a field of study not listed above. Due to the
alignment of the items' creator, the chance of knowing an answer is also
affected by the questioner's alignment (these modifiers are cumulative):
	lawful: +10%
	chaotic: -10%
	good: +10%
	evil: -15%
	neutral: +25% XP value: 2,000 XP; GP value: 12,000 gp

((Paints of Blackmoor)): This set of multicolored paints was enchanted
when the city of Blackmoor was in full power. After the city and castle
fell into ruin, the wizard used the paints to insure his own survival in
the hostile land.
    Each set has five applications of each color. Each color comes in a
tiny jar held in a box of holding (as the smallest bag of holding). The
paint is applied all over the body of the user and lasts for 24 hours.
During this time its effects can only be taken away by a ((remove curse)).
    ((Red)): transforms the user into a 7th-level fighter with an AC of 2,
a ((two-handed sword +1)), and 70 hit points.
    ((Blue)): transforms the user into a 7th-level cleric with an AC of 3,
a ((footman's mace +2)), and 60 hit points. Spells should be selected
immediately: 3-1st, 3-2nd, 2-3rd, 1-4th.
    ((Green)): transforms the user into a 7th-level ranger with an AC of
4, a ((long bow +3)), and 55 hit points.
    ((Black)): transforms the user into a 7th-level thief with an AC of 5,
a ((dagger +2)), and 32 hit points.
    ((White)): transforms the user into a 7th-level paladin with an AC of
1, a ((long sword +3)), and 67 hit points.
    ((Brown)): Transforms the user into a 7th-level druid with an AC of 6,
a ((quarter staff +2)), and 44 hit points.
    Using the paints twice in a 24-hour period results in instant death
for the user (no saving throws). Upon returning to normal, the user
regains 1d12 lost hit points. For purposes of operating in the assumed
class, all ability scores are treated as the minimum starting scores
required for the class for the duration of the effect. A transformed
character has all the memories of the original character but with the
powers of the new class. Failure to adhere strictly to the limits of the
assumed class break the magic and restore the original form. A transformed
character is proficient in the new weapon magically acquired (which
vanishes with the effect) and in any weapons known before the
transformation. (Note: XP value and gp value are per pot of color.) XP
value: 300 XP; GP value: 2,500 gp

((Prism of Greyhawk)) (W): This crystal sorcerer's tool was enchanted to
enhance the prism's ability to create dazzling colors. The prism can cast
two spells, each once per day: ((color spray)) (as a 6th-level
spellcaster) and ((hypnotic pattern)). Note that the prism must be used
only in the presence of direct sunlight. It cannot be used under
moonlight, normal torchlight, or daylight on an overcast day. XP value:
1,000 XP; GP value: 4,500 gp

((Purple Gem of the Vesve Forest)) (F): Set in a silver bracelet, this
magical gemstone has occasionally been used by the elven wizards who
created it. However, the King of Furyondy refuses to admit the gem's
existence, because he prefers that elven warriors join his own infantry,
not form troops outside his command.
    The gem allows a sylvan or high elf to summon an elven army for a
single declared purpose. The user can raise a number of elves equal to his
or her age in years. This army takes a week to gather and can be kept
together only as long as the stated goal is still in effect. In addition
to the lesser members of the army, the summoner gains seven aides: two
wizards, two clerics, and three rangers, each 1-3 levels lower than the
user's level. XP value: 3,000 XP; GP value: 35,000 gp

((Robe of Veluna)): Enchanted by a wizard who enjoyed the luxuries of
wealth, this purple garment gives its wearer the physical appearance of
nobility: well-groomed hair, clean skin, and rich, colorful clothes of
silk and fine wool. The character's Charisma rises by two points (to the
racial maximum), and he or she will tend to be treated with respect by
members of a civilized society (i.e., a +15% reaction by NPCs below Upper
Middle Class). However, etiquette and social graces are left to the
character's Intelligence, Charisma, and training--and must be role-played.
In trading with others the robe gives its wearer a 20% chance to make a
more favorable deal. XP value: 2,000 XP; GP value: 10,000 gp

((Scarf of the Dry Steppes)) (W): This brown garment was enchanted by an
evil wizard who used it against the dervishes of the Dry Steppes. Though
the dervishes eventually caught and imprisoned the wizard, they never
found the item. It disappeared into the wasteland, possibly into the hands
of nomads or tribesmen.
    Once per week, the scarf allows a wizard to summon 1d4 invisible
stalkers. The summoner must save vs. spell to control the creatures, at -5
if good-aligned and at +2 if evil-aligned. If the saving throw fails, the
stalkers attack the summoner if the latter is good in alignment; otherwise
they will depart. If the saving throw is successful, the wizard can
command a service from the invisible stalkers that can be carried out
within 200 miles. XP value: 2,000 XP; GP value: 12,500 gp

((Scepter of the Forgotten City)): A relic of a lost civilization, this
wandlike scepter is a 2-foot-long shaft of silver with a large red gem at
the tip. It was used by some of the original lords of the Suel Empire;
when that kingdom was turned into the Sea of Dust, the wand was lost. A
recent expedition from the Yeomanry rediscovered the wand, and those
explorers claimed that it came from the Forgotten City itself. Whether or
not that claim is true, the scepter certainly contains some of the
greatness that built the lost empire, and much of the madness that
destroyed it.
    When the command word is spoken, the holder of the scepter receives a
bonus of two Wisdom points and four Charisma points (to racial maximums)
for 4+1d6 days. He must then make a successful saving throw vs. spell or
become ((confused)) until a ((remove curse)) is received; this will also
remove the beneficial effects of the scepter. The scepter has 5-11 charges
(2d4+3). Each use costs one charge, and the scepter cannot be recharged. A
character who attempts to use the scepter more than once per week must
save vs. spell or lose four Intelligence points permanently, then must
make a successful system-shock survival check or die. XP value: 1,000 XP;
GP value: 5,500 gp

((Silver Crown of Veluna)): Encrusted with small green gems, this item
recently appeared among the ruling clerics of Veluna. The Canon himself
has often worn it, though he may sometimes loan it to trusted agents of
Veluna when they embark on important, holy missions.
    The crown radiates ((protection from evil)) when worn by a lawful
character. A lawful-good or neutral-good character receives +4 Wisdom (to
racial maximum) while the crown is worn. A lawful-evil character who wears
the crown temporarily has a -4 Wisdom penalty, while a neutral-evil
character has a -2 penalty. A chaotic-evil character cannot use the crown
at all. XP value: 2,000 XP; GP value: 22,500 gp

((Star of Celene)): Set on a silver necklace, this golden medallion was
given as a gift to a halfling thief who performed great services for high
elves in Celene. The item was intended for use by the halfling and his
family and friends, though no one knows who has it now.
    The star gives a good-aligned wearer a +20% reaction bonus from NPC
elves. This bonus is halved for elves above 4th level, and negated for
elves above 8th level. The star causes an evil-aligned wearer 1 point of
electrical damage per touch and will not function for him or her. XP
value: 500 XP; GP value: 2,000 gp

((Storm Rider of the Gearnat Sea)): This large merchant ship is enchanted
to withstand the violent storms and huge waves of the Sea of Gearnat in
spring and autumn. Many merchants gathered their wealth to pay the wizard
who enchanted it. A bloody fight erupted afterwards when the deed of
ownership mysteriously disappeared. Now the ((Storm Rider)) is an item for
anyone strong enough to take it and crafty enough to keep it. The vessel
ignores the effects of storms sailing as if in a brisk breeze at all
times. Waves flatten out when the keel touches them, and the effects of
rain or snow do not touch any part of the ship. XP value: 5,000 XP; GP
value: 50,000 gp

((Tapestry of Ekbir)): This 10-foot x 15-foot woven tapestry displays a
scene of a dark river in a bleak, rocky landscape. The tapestry was
intended to be a gate from Ekbir to the lower planes, for disposal of the
former's worst criminals. It is rumored, however, that the tapestry
actually opens into a previously undiscovered plane and not one of the
lower planes, although the landscape is bleak enough.
    The command word causes a branch of the river to enter the Prime
Material Plane. The water rushes out from the tapestry and forms a
10-foot-wide, 5-foot-deep river. It flows for 50 feet before vanishing
back into the plane that it normally occupies. The river exists in the
Prime Material Plane for three turns and can only be summoned once per
month. The water is brackish and evil-smelling, and the current is swift
and strong.
    A character who enters the river must make a Strength check or be
swept along with the water. This check must be made every five rounds, or
once per 10 feet of the river traveled by swimming, whichever comes first.
A character who fails the check in the last 10 feet of the river is
carried through the gate into the land beyond and cannot return back
through the gate. XP value: 1,250 XP; GP value: 12,500 gp

((Tiger Cloak of Chakyik)) (F, P, T): Fashioned from the complete hide of
an adult tiger, this cloak includes a tiger-head cap, skin, and claws
dangling at the sides. It was the favorite magical item of the Tiger Lord
and the lesser khans until it disappeared.
    The cloak gives the wearer a +20% reaction from Tiger Nomads, but a
-50% reaction from Wolf Nomads and tribes of the Burneal Forest. In melee,
the wearer of the cloak enters a berserk rage and gains a +3 Strength
(+50% for fighters with 18 Strength) to racial maximums, but loses any
Dexterity bonus to his armor class. If he or she wishes to cease fighting
while live enemies are in sight, the character must save vs. spell or
continue to attack. XP value: 1,500 XP; GP value: 12,500 gp ((Timeglass of
the Mage)) (W): Appearing to be a 1-foot-tall hourglass, this magical item
made its sudden appearance in the hands of an adventurer who had forced
his way into the Valley of the Mage. He returned with only the
((timeglass)) and the scars of many dangerous encounters. Since then, the
((timeglass)) has been sought by many spellcasters because of its reputed
powers, which are rumored to be as follows:
    1. ((Vanish time)). Time itself will bypass a 30-foot cubic area for
one hour per charge expended. Subjective time does not pass for those
within the area, and they simply appear to vanish for the intervening
time. They reappear at the end of the duration set by the number of
charges expended.
    2. ((Ageless casting)). If the ((timeglass)) is held while casting a
spell that would normally age the caster (such as ((gate)) or ((wish))),
the spell will instead drain one charge from the ((timeglass)) for each
year the caster would have aged.
    3. ((Restore youth)). Youth can be restored to the wielder or any
creature of his choice upon command. The process drains one charge from
the ((timeglass)) and one level from the wielder, but will restore two
years of youth to the subject creature. The level given up cannot be
((restored)), as doing so will cancel the time reversal; the lost level
must be earned anew.
    4. ((Secondary power)). Once per 24-hour period, the owner can invert
the ((timeglass)) and command one of the following spell effects to occur:
((time stop, haste, slow)), or ((part water)). Each use ages the wielder
one year, except ((time stop)), which ages the wielder two years.
    The ((timeglass)) has up 25 charges and is not rechargeable. When the
last charge is expended, it shatters into useless fragments. Note: It is
rumored that this device is of extra-planar origin and cannot be
constructed on the Prime Material Plane. XP value: 5,000 XP; GP value:
50,000 gp

((Turbans of Tusmit)) (P, W): These colorful garments have been used for
many purposes in Tusmit. Some of these turbans have led their owners to
great wealth and fame, while others have caused their owners horrible
suffering.
    Each turban can summon one of the geniekind each week. The genie's
reaction and the course of the action is decided in play. There are five
turbans, each of a different color:
	((Brown Turban of Jann Summoning)) (500 XP; 2,000 gp);
	((Grey Turban of Djinni Summoning)) (1,000 XP; 3,000 gp);
	((Black Turban of Dao Summoning)) (1,000 XP; 2,000 gp);
	((Red Turban of Efreeti Summoning)) (1,000 XP; 2,500 gp);
	((White Turban of Marid Summoning()) (1,500 XP; 3,000 gp).
    The summoned genie must obey the first order of the turban wearer.
From then on, there is a 5% cumulative chance per additional order (over
the life of the turban) that the summoned genie ignores the order and
instead attacks the summoner. There is no way to tell how many times each
turban has been used. If the genie associated with the turban is killed,
the turban is useless.

((Tusmit's Battle Crescent)): Set in a golden necklace studded with gems,
this medallion is a prized possession among the rulers of the northwest
Flanaess. A warlord will gladly pay the full price for it, though a
treacherous lord might send his thieves and assassins to retrieve the
payment.
    Once in every 24-hour period, the character can receive a +2 (or 10%)
bonus on any single combat-related die roll. The decision to take the
bonus must be made before the die is rolled. The crescent also protects
the wearer from all normal missiles, and all weapons striking the wearer
are at -1 to hit and damage. XP value: 1,000 XP; GP value: 18,000 gp

((Whistle of Axewood)): This silver instrument was created by elven
wizards for use by young human and elven maidens. Anyone who successfully
uses the whistle gains the respect of the demihumans of Axewood, while any
rumor of its misuse will draw the wrath of many angry elves, gnomes, and
halflings.
    Once per month the whistle can summon 2-5 unicorns. The unicorns make
a reaction check with the following cumulative modifiers:
	Summoner is good-aligned: +10%
	Summoner is human or elven: +10%
	Summoner is a sprite, dryad, etc.: +30%
    If summoner or his companions are evil, or if the reaction is poor,
the unicorns immediately leave. If they stay, a good-aligned human or
elven maiden of pure heart can attempt to tame one of them for use as a
steed. To the base 25% chance, add 2% for each point of the character's
Intelligence, Wisdom, and Charisma over 15. Also, add the following
cumulative modifiers:
	The maiden is a ranger or priest: +10%
	She is not alone: -5% per companion
	She was once evil-aligned: -20%
    Thus, a maiden ranger with an 18 Charisma and one companion would have
a 36% chance to tame a unicorn (25+6+10-5=36). XP value: 3,500 XP; GP
value: 32,000 gp

((Wings of the Rakers)): This white cloak was enchanted by a wizard who
found a welcome home among the Griff Mountains and the Rakers. He
especially enjoyed his time among the aarakocra "bird people," so he
created this item to enhance his encounters with them. When he neared his
natural death and returned to his home in the Theocracy of the Pale, he
passed the cloak on to a trusted friend, and it has gone from character to
character since.
    The cloak acts as ((wings of flying)), except that ((wings of the
Rakers)) take the appearance of white sea gull wings. The cloak also gives
its wearer the ability to speak and understand the language of the
aarakocra, and to mimic their diving attack maneuver. A good-aligned
wearer receives a +20% reaction bonus from the aarakocra, but an
evil-aligned wearer receives a -20% penalty. XP value: 1,000 XP; GP value:
9,500 gp

((Wolf Cloak of Wegwiur)) (F, P, T): This magical cloak was made from the
hide of a winter wolf and includes a wolf-head cap, pelt, claws, and tail.
It was enchanted by a priest of the Wolf Nomads, and since then has served
as a tool for those who seek the swift, sleek power of wolves.
    The cloak gives the wearer a +20% reaction from the Wolves of the
Prairies, but a -50% reaction from Tiger Nomads. In melee, the wearer
gains three Wisdom and four Dexterity points (to racial maximums). If a
character wears this cloak at night in the light of the moon, he or she
can turn into a winter wolf (with average statistics) for 1d4+3 hours. XP
value: 2,000 XP; GP value: 15,000 gp

((Woodworker's Tools of Dyvers)): This set of magical hammers, spikes,
axes, chisels, files, and other tools was created for a carpenter in the
City of Dyvers. Though he paid much gold for it, the set eventually
brought him great wealth. It allows a character with carpentry proficiency
to build very sturdy wooden constructions with 150% of normal defensive
point values. Consequently, the carpenter receives double to triple the
usual fees, or a weekly average of 50 to 75 gp. XP value: 2,000 XP; GP
value: 24,000 gp.


Armor and Shields

((Blue Armor of the Crystalmist Mountains +3)) (F): Cut from the hide of
an adult blue dragon, this set of ((chain mail +3)) was fashioned for use
by the mountain dwarves of the area. The armor can be loosely hung on a
human-sized character, though the character loses all Dexterity bonuses to
his or her armor class, and fights at -2 on attack rolls. Aside from the
armor-class bonus, the wearer saves against electrical attacks for half
damage or none. XP value: 3,000 XP; GP value: 17,500 gp

((Goblin Shield of the Pomarj +2)): This metal shield bears the coat of
arms of goblins in the Pomarj: the red face of a medusa. Its creator is
unknown, though rumors indicate a weak and treacherous wizard who sought
his own safety during the invasion of humanoids from the Lortmil
Mountains. Now the shield is found only in the hands of a goblin chief.
While giving a +2 bonus to its wielder's armor class, the shield can cast
((flesh to stone)) (the reverse of ((stone to flesh))) once per day. XP
value: 1,250 XP; GP value: 7,500 gp

((Keolandish Plate Mail of the Seas +1)) (F, P): This mail armor was given
by the King of Keoland to an admiral who had fought successfully against
the Sea Princes. It is ((plate mail +1)), and also stays afloat in water,
negating the chance for its wearer to sink in mild or slightly choppy
water. The wearer can tread water indefinitely, but it cannot dive
underwater more than two feet. Swimming speed is not affected by this
armor. XP value: 1,500 XP; GP value: 7,500 gp

((Red Armor of the Hellfurnaces +4)) (F, P): This blood-red armor was cut
from the back plates of an adult red dragon. Many warriors from the
Yeomanry died in the battle to kill the creature, and the best dwarven
armorers were hired to rework the plates into a wearable suit. The final
product is a set of ((plate mail +4)) that allows its wearer to save
against fire-based attacks for half or no damage. Red dragons seeing this
armor will make unusual efforts to kill the wearer. XP value: 6,000 XP; GP
value: 35,000 gp

((Shield of Greyhawk +3)) (F): This metal shield bears Greyhawk's coat of
arms, and it was created by the Society of the Magi. It now hangs in the
audience hall of the Lord Mayor's mansion and is well guarded. As well as
giving its user a +3 armor-class bonus, the shield can cast ((dispel
evil)) as a 9th-level priest, once per day. XP value: 1,050 XP; GP value:
10,500 gp

((Thillonrian Shield of Berserking +2)): A prized magical item to fighters
in the Thillonrian Peninsula (home of Frost, Ice, and Snow Barbarians),
this shield gives a +2 bonus to the wielder's armor class. Its greatest
benefit, however, appears during mass combat. When held by a commander, at
least half of whose troops are barbarians, the command word can cause the
shield to cast a spell of berserking on up to 200 warriors in the
commander's troops. Those warriors gain a +2 bonus to their attack rating
and never need to check morale. They also have a discipline rating of zero
and will not enter a closed formation. XP value: 1,200 XP; GP value:
12,000 gp

((White Armor of the Griff Mountains +3)) (F, P): After tribesmen of the
Griff Mountains slew an adult white dragon, they sold the hide to the
dwarven armorers who created this suit of ((scale mail +3)). The dwarves
created it for a human-sized wearer, though a dwarf or halfling can wear
it at a penalty of -1 to his or her armor class; thus the total
armor-class modifier is +2. The white armor also gives the wearer to save
vs. cold-based attacks for half damage or none. XP value: 2,250 XP; GP
value: 13,500 gp


Swords

((Equalizer of Gran March)): Also known as the ((Sword of Neutrality)),
this silver long sword is a tool for the balancing powers of the universe.
Its creator desired that it be used to equalize (or, more accurately, to
terminate) the extremes of nature, shifting the universe closer to the
true neutral alignment. Only a character of true neutral alignment can
fully use this sword. In the hands of such a character, the weapon is
treated as a +3 weapon when determining what can be hit by it, even though
its attack and damage bonuses are but +1. In the hand of a true-neutral
character, the sword receives special combat modifiers according to the
opponent's alignment:
	(Opponent's)
	(Alignment) (Attack/Damage)
	LN,CN +1/+2
	NG,NE +2/+4
	LG,CG,LE,CE +3/+6 Each time an opponent of an extreme alignment is
struck, the creature must make a saving throw vs. spell or be
((disintegrated)). Against true-neutral opponents, the sword receives only
the bonuses of a ((long sword +1)). XP value: 10,000 XP; GP value: 50,000
gp

((Flying Scimitar of Tusmit +3)): Forged in preparation for a possible war
against Ekbir, this enchanted weapon is used only by the Pasha's most
trusted war-ministers. When used in combat, it gains +3 to attack and
damage. It can also be thrown (minimum range: 10 feet, maximum range: 30
feet). When thrown, the scimitar spins like a razor-edged propeller and
strikes as a ((sword of sharpness)). It returns to the thrower's hand the
next round. Anyone else who attempts to catch the flying sword must make a
saving throw vs. death ray or lose his hand. There will be no effect on
the weapon's flight. XP value: 8,000 XP; GP value: 40,000 gp

((Rel Astran Sword of Enmity +1, +3 vs. Racial Enemies)): This long sword
was enchanted for a paladin from the City of Rel Astra. The weapon has a
normal bonus of +1 to attack and damage in melee. However, it also raises
the wielder's attack and damage rolls by an additional +2 when used
against racially hated opponents. Examples of those gaining the bonus
include: paladins against chaotic-evil creatures, rangers against
giant-class creatures, barbarians against wizards, elves against driders
and drow elves, and so on. XP value: 750 XP; GP value: 3,750 gp

((Stonefist Sword of Rage +2)): This two-handed sword was enchanted during
the reign of Vlek Col Vlekzed. No one is sure if Vlek wielded it himself,
though the warriors of the Hold of Stonefist stubbornly (and violently)
claim so. No one doubts that the weapon contains the strength and ferocity
upon which Vlek built his domain.
    Aside from its normal +2 bonus to attack and damage rolls, the sword
allows the wielder to voluntarily enter a state of mindless rage. While
enraged, the character gains an additional +1 "to hit," +3 damage, and an
additional +2 hit points per level. (Note: These bonus hit points are lost
to damage before the character's own hit points, cf. ((potion of
heroism)).) However, the character also loses any Dexterity bonuses to his
or her armor class, and cannot control the rage until he or she makes a
save vs. spell (one attempt per round). XP value: 1,000 XP; GP value:
5,000 gp

((Sword of the Wild Coast +3)): This cursed two-handed sword was enchanted
by a bitter wizard to expose the "true inner personalities that all
warriors possess." This weapon causes its owner to save vs. spell or
become neutral evil and a lover of battle. Modifiers to the saving throw
depend on the victim's class:
	paladin: +6
	ranger: +3
	fighter: -3
	thief: -3
    If the saving throw is failed, the wielder will always look for a
fight and always fight to the death. If he sees a fight or a drawn weapon,
he seldom resists the urge to enter battle. Even the threat of combat
causes him to make a Wisdom check or immediately attack. The character can
be released only by a ((remove curse)) spell. If a character dies while
under this curse, his spirit travels to the outer plane of Acheron, never
to return. Any character can attempt to wield this weapon, but one who is
not neutral evil does not receive its magical bonuses. Also, a
good-aligned character takes 1-4 points of electrical damage per use of
it. XP value: -- XP; GP value: 1,000 gp

((Warlord Blade of the Shield Lands)) (F): This magical ((broadsword +2))
increases its possessor's leadership ability in combat. Thus, a
commander's Charisma is considered to be 18, giving a +2 morale modifier
to troops under his command. The sword also doubles his or her command
radius and gives his or her troops a +2 discipline modifier. XP value:
1,600 XP; GP value: 8,000 gp


Miscellaneous Weapons

((Axe of Sulward +2)): Magically sharpened to aid woodsmen in cutting the
rare woods to be exported from the Lordship of the Isles, this axe can
also serve as a valuable weapon. Though it causes damage as a ((battle axe
+1)), its +2 bonus is gained only against wooden objects and plants. On a
roll 4 higher than the required attack roll, the axe destroys an
opponent's wooden shield. XP value: 400 XP; GP value: 2,250 gp

((Black Arrow of Iuz +3)): Carved from the bone of a black dragon, this
enchanted arrow strikes at +3 to attack and damage. The arrow reappears in
the owner's quiver each dawn after it is used, so this item is permanent
unless lost to a special attack form, deliberately destroyed, etc. Once
per day, an archer can call upon its deadly powers, causing the target to
save vs. death magic or die immediately; good-aligned characters save at
-2. This power must be summoned before the arrow is shot, and a miss
wastes its killing magic for that day. XP value: 750 XP; GP value: 7,500
gp

((Cord of Ekbir +1)): Since strangulation is the favorite attack method of
assassins and thieves in the civilized northwest, a magical garrote was
destined to appear in the hands of Ekbiran murderers. This black cord
strikes at +1 on attack rolls and forces the victim to save vs. spell or
be stunned and unable to resist the attack. XP value: 450 XP; GP value:
4,500 gp

((Iron Gauntlet of Urnst)): This item was created by an iron-fisted wizard
who wanted a magical item to symbolize his philosophy of life. It is a
leather gauntlet covered with flat iron plates on the upper surface. When
used in melee combat, the wearer has one attack per round at +2 "to hit."
Damage inflicted is determined as per the following table (roll 1d20):
	1-12: glancing blow--1d6 points
	13-16: solid punch--2d6 points
	17-19: hard punch--3d6 points, opponent stunned next round
	20: crushing blow--4d6 points, opponent stunned for next
		three rounds Add +4, instead of +2, to the next attack and
result rolls when made against a stunned opponent. XP value: 2,000 XP; GP
value: 12,000 gp

((Razor Claws of Chakyik +2)) (F, T): These were created by a wizard loyal
to the Tiger Lord of the northwest. Always appearing in pairs, each
((razor claw)) of the set consists of four curved daggers attached to a
leather gauntlet. The weapon gives +2 attack and 1d6+2 damage, and
requires no special proficiency for use. When both claws are used at once,
the character has two attacks per round if his or her class level does not
already allow it. XP value: 1,500 XP; GP value: 7,500 gp

((Trident of the Oljatt Sea +2)): Rumored to be a weapon of sahuagin
fighters, this weapon gives a bonus of +2 to attack and damage. Once per
turn, it can fire a jet of steam in an area 60 feet long, 20 feet high,
and 20 feet wide. The steam inflicts 6-36 points of damage (6d6), half if
a successful saving throw vs. spell is made. When fired underwater, the
steam travels only half the distance and causes half damage (a saving
throw for one-quarter damage is applicable). XP value: 1,500 XP; GP value:
12,000 gp

((Whip of Zeif +3)): When wielded by a character proficient with the whip,
this weapon strikes at +3 to attack and damage. It can also be cracked in
the air to produce a deafening sound, causing all creatures under 8 hit
dice (except the wielder) in a 20-foot radius to save vs. spell or be
deafened for 2-5 turns. The sound can be heard up to 1,000 feet away. XP
value: 800 XP; GP value: 5,000 gp

END OF FILE