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<blockquote data-quote="(un)reason" data-source="post: 6015459" data-attributes="member: 27780"><p><strong><u>Dragon Issue 292: February 2002</u></strong></p><p></p><p></p><p>part 6/10</p><p></p><p></p><p>Xarcallons Fane: Another collection of magical items connected not by theme, but by common history. In a story that obviously derives inspiration from the paladin in hell artwork, we have a whole bunch of magical items both holy and profane and the reason they all wound up in one epic battle on Baator, in a bloodbath which killed the heroes, but took down a hell of a lot of devils in the process. Do your heroes have what it takes to go there and bring these back to feature in your game? Would they want to anyway? Let's see if the risks are worth the rewards. </p><p></p><p>Kyptal's Black Mantlet is a magical shield that can also create a wall of stone effect on command, giving it pretty solid tactical applications for creating cover and aiding your retreat. At least, presuming you aren't facing things that can teleport without error at will. I guess you can still use it to get the drop on them while they recover from the jump. </p><p></p><p>Batons of Faith are your basic alignment linked clerical ass-kickers, that hurt most if they're in the hands of someone of exactly the right alignment, facing a creature with the diametrically opposed one. No particular flashy special abilities, but it's good to know for sure you're killing and taking the stuff of the right people. </p><p></p><p>Fiendrender is an intelligent morningstar made to kick baatezu ass. So now your cleric can keep up with the fighters when it comes to bickering with your own weapon. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> Surprising that we don't see more intelligent staves for the wizards as well. Maybe they're too egotistical to share like that. </p><p></p><p>Guardian Bracelets are designed to shield you against a particular type of creature, and automatically activate to protect you when they come near, which means they also serve as a way of detecting disguised or hidden monsters. Shame they won't let you sting back as well. Still, forewarned is forearmed. </p><p></p><p>The Staff of Banishment gets rid of extraplanar thingies. It doesn't have any other uses, so when you're not dealing with teleporting, dimension travelling monstrosities it's pretty useless. Stow it away in the bag of holding when you're not expecting to need it. </p><p></p><p>Waymaker is a magical shield that gains an extra bonus to bull rushes. Pretty obvious idea really. People will improvise this stuff, and you ought to be able to keep up with it. </p><p></p><p>The Gauntlet of the Maimed Lord is for people who think emulating vecna is a good idea. It withers the hand it's put on, and gives it lichlike abilities to terrify and drain the lifeforce of those it touches. So, um, I think you'll be masturbating with the other hand from now on. Awkward, especially as you just know that's the kind of dirty little secrets Vecna would keep track of as part of his godly duties. </p><p></p><p>Gravetongue is a sickle that turns anyone it kills into a Shadow under control of the user, without the usual HD limit of undead control in 3e. So you get a now rare opportunity to spawn cascade and TAKE OVER THE WORLD!!!! if you have this. Better sleep lightly and keep a tight hold over it, because you really don't want to be in the middle of an army of thousands of shadows if you can no longer control them. So most of this collection is pretty low-key and sensible, but it has a decently spectacular plot device finish. I think you can lure players in with that. </p><p></p><p></p><p>Miscellaneous Mishaps: Our random table this month is over a hundred little flavor encounters for watery adventures. You don't always want giant monsters attacking. Maybe the odd abandoned lighthouse, mysterious bit of floating jetsam, seagulls following you hoping for scraps, or food spoilage will keep the players from feeling the world is just a static backdrop for their adventures. And hey, running low on supplies is a great reason to stop for a while before you reach your destination, and run into more adventures, so this is another decent enough little article for the DM to pull out every now and then.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6015459, member: 27780"] [B][U]Dragon Issue 292: February 2002[/U][/B] part 6/10 Xarcallons Fane: Another collection of magical items connected not by theme, but by common history. In a story that obviously derives inspiration from the paladin in hell artwork, we have a whole bunch of magical items both holy and profane and the reason they all wound up in one epic battle on Baator, in a bloodbath which killed the heroes, but took down a hell of a lot of devils in the process. Do your heroes have what it takes to go there and bring these back to feature in your game? Would they want to anyway? Let's see if the risks are worth the rewards. Kyptal's Black Mantlet is a magical shield that can also create a wall of stone effect on command, giving it pretty solid tactical applications for creating cover and aiding your retreat. At least, presuming you aren't facing things that can teleport without error at will. I guess you can still use it to get the drop on them while they recover from the jump. Batons of Faith are your basic alignment linked clerical ass-kickers, that hurt most if they're in the hands of someone of exactly the right alignment, facing a creature with the diametrically opposed one. No particular flashy special abilities, but it's good to know for sure you're killing and taking the stuff of the right people. Fiendrender is an intelligent morningstar made to kick baatezu ass. So now your cleric can keep up with the fighters when it comes to bickering with your own weapon. :p Surprising that we don't see more intelligent staves for the wizards as well. Maybe they're too egotistical to share like that. Guardian Bracelets are designed to shield you against a particular type of creature, and automatically activate to protect you when they come near, which means they also serve as a way of detecting disguised or hidden monsters. Shame they won't let you sting back as well. Still, forewarned is forearmed. The Staff of Banishment gets rid of extraplanar thingies. It doesn't have any other uses, so when you're not dealing with teleporting, dimension travelling monstrosities it's pretty useless. Stow it away in the bag of holding when you're not expecting to need it. Waymaker is a magical shield that gains an extra bonus to bull rushes. Pretty obvious idea really. People will improvise this stuff, and you ought to be able to keep up with it. The Gauntlet of the Maimed Lord is for people who think emulating vecna is a good idea. It withers the hand it's put on, and gives it lichlike abilities to terrify and drain the lifeforce of those it touches. So, um, I think you'll be masturbating with the other hand from now on. Awkward, especially as you just know that's the kind of dirty little secrets Vecna would keep track of as part of his godly duties. Gravetongue is a sickle that turns anyone it kills into a Shadow under control of the user, without the usual HD limit of undead control in 3e. So you get a now rare opportunity to spawn cascade and TAKE OVER THE WORLD!!!! if you have this. Better sleep lightly and keep a tight hold over it, because you really don't want to be in the middle of an army of thousands of shadows if you can no longer control them. So most of this collection is pretty low-key and sensible, but it has a decently spectacular plot device finish. I think you can lure players in with that. Miscellaneous Mishaps: Our random table this month is over a hundred little flavor encounters for watery adventures. You don't always want giant monsters attacking. Maybe the odd abandoned lighthouse, mysterious bit of floating jetsam, seagulls following you hoping for scraps, or food spoilage will keep the players from feeling the world is just a static backdrop for their adventures. And hey, running low on supplies is a great reason to stop for a while before you reach your destination, and run into more adventures, so this is another decent enough little article for the DM to pull out every now and then. [/QUOTE]
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