(IR) IR Interlude Turn 5 - Turn 6 (thread 5)

Sorry Kaboom, chance just passed. Same for everyone else. Try harder during turn 6 :)
And my PC is not going to go happy into a conversation with you all except Kalanyr, Melkor (if he does something for me) and Spoof.

The rest can butt off :)
 

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Template.

just send it again (and made a backup this time :) )
Could you confirm it plz? and like I said inteh mail a compelte and full answer and good read of it is absolutelyyy necissary
:)
 

William, if you missed it last thread.

Here it is for you :)


The Crook of Rao
The Crook of Rao appears as a short bronzewood staff, approximately four feet in length. It is capped in mithral at both ends and studded with carven gemstones along its entire length. The gemstones alone are worth over 50,000 gp, although none can be removed, damaged, or destroyed.

[The powerful relic known as the Crook of Rao was described by Tenser as "a small mace, albeit one fashioned of iron and silver and encrusted with carven gemstones". 1 Canon Hazen of Veluna has described it as "a crooked stave". 2 It may be that the artifact can change form. However, given its name, it is probably best seen as a staff rather than a mace.]

History
Rao, the serene, detached god of reason, does not act on the Prime Material Plane directly, but he is known to have created several powerful magical artifacts which are highly potent against evil, possibly with the aid of Boccob.

The Crook of Rao appears very early in the annals of the known history of the Flanaess, and may have existed since the creation of Oerth. Much of its history has been lost, even by the priests of Rao. In the Word of Incarum, a holy text of the followers of Rao revealed by a movanic deva, it is claimed that the deva, bearing the Crook of Rao, led the faithful to drive out the hordes of Tharizdun prior to the Dark God's banishment.

[Although it is not completely "official", the adventure "Hopeful Dawn", which appeared in the pages of Dungeon magazine #41 has additional insight into the faith of Rao. 3 This material is kept consistent with that source as well.]

The Crook was borne by a party of powerful adventurers, including Tenser the Arch-Mage, Lord Robilar, his brother Terik, and the quasi-power Merlynd during their adventures beneath the ruins of Castle Greyhawk circa 569 CY. It is likely that they found the Crook in the dungeons of Zagig Yragerne, although that is not known for sure. Tenser is now dead, Merlynd on other planes, Terik disappeared, and Robilar presumed to have fled to the Bright Desert, so sages may never know where the band acquired the relic.

[The introduction of 1 is unclear on where the band acquired the Crook of Rao or when they lost it on the Isle of the Ape. The date is approximate, corresponding to the year when the adventurers were known to have explored the ruins of Castle Greyhawk and released Iuz.]

All that is know for sure is they bore the Crook of Rao while exploring a great, oddly convoluted tunnel, in the dungeons of Castle Greyhawk. They were instantly transported to a demi-plane created by Zagyg, home to a land known as the Isle of the Ape. After many adventures in the steaming jungles battling gargantuan apes, they despaired of ever returning to Oerth, and they employed a powerful item of magic known as an Amulet of Zagyg to return to the dungeons where they had left. An unfortunate and unanticipated side effect of this transport was that all of their magic and possessions where left behind.

[This tale is summarized in 1 by Tenser.]

The Crook of Rao languished in this demi-plane for many years, before it was retrieved by agents of the Circle of Eight in preparation for an upcoming battle with Iggwilv, following the destruction of her daughter, Drelnza. The Circle feared the hordes of yugoloths and tanar'ri that Iggwilv had at her command, and sought the Crook of Rao to weaken her in the coming confrontation.

[The introduction of 1 mentions the recent destruction of Iggwilv's daughter, a vampire warrior laying in stasis in the lost caverns of Tsojcanth 4 as the justification for Iggwilv's expected attack. This implies that agents of the Circle of Eight were responsible for her destruction.]

The agents who retrieved the Crook included Agath of Thrunch, high priest of Celestian; Reynard Yargrove, Great Druidess of Obad-Hai in Keoland; Baron Franz Torkeep, Knight Banner of the Shield Lands and Follower of Heironeous; Rowena of the Silverbrow, Lady Marshal of the Vesve Forest; Warnes Starcoat, Arch-Mage of Urnst; and Rakehell Chert, Thieves' Guildmaster of Scant. The group of six adventurers retrieved the Crook of Rao from the lair of Oonga, king of the gargantuan apes. They were nearly deceived by a trap laid by Iggwilv, and had to battle the arcanaloth Tu-oc-luc and his mezzoloth minions ere they returned to the Flanaess. It is believed that they managed to summon a type of aasimon known as a solar during the battle, allowing them to prevail.

[The adventurers named are the pregenerated characters detailed in 1.The ending outlined is one of several possibilities given in the module. The arrival of the solar is accounted for in the powers of the relic detailed below.]

The Crook of Rao was apparently used by the Circle of Eight after its retrieval by the six adventurers in the confrontation with Iggwilv. Little is known about this battle, as much of it occurred on other planes, but the evil sorceress was eventually defeated, although not destroyed, at great cost by the Circle.

[This is pure speculation. No other sources detail this war.]

The Crook of Rao then passed from view for a time, until it resurfaced in the Great Kingdom following the Greyhawk Wars in the hands of the LordProtector of Rel Astra, an animus known as Drax the Invulnerable. How he acquired it is unknown, but some speculate it was lost by an agent of the Circle of Eight seeking to relieve the forces of Commandant Osson of Almor before their destruction in Medegia.

[This is pure speculation. It seems likely that someone would have tried to rescue Commandant Osson. It's also unlikely that the Circle of Eight would have given the Crook of Rao to an animus of the Great Kingdom, and it resurfaces following the war. The hindrances detailed below might provide justification as to why Drax was so quick to rid himself of the relic.]

Drax offered the Crook of Rao in trade to Canon Hazen of Veluna in exchange for a pair of magical blades, and a few wands and staves which he felt would be more useful to the city's defense.

[This is according to the "Crook of Rao", "Tales of the Year of Peace". 2]

A band of adventurers were employed to guard Patriarch Lemuel, Hazen's second-in-command, on the trip to Rel Astra. They were successful, despite numerous attacks by agents of Iuz, minions of the Overking, and the clergy of Hextor during the trip. Upon their arrival, Lemuel took the Crook of Rao in trade for the magic items promised. He then uttered a "word of recall" and vanished.

[This is speculation based on the adventure outlined in 2.]

Lemuel never arrived in Mitrik, and the Crook of Rao is again lost. Some speculate treachery on the part of Drax, while others claim that Lemuel had already been replaced by an agent of Iuz. The truth may never be known,but unless the Crook of Rao is retrieved, the forces of good in the Flanaess may fall to the armies of evil.

[This is pure speculation designed to encourage further adventures searching for the Crook of Rao. If Canon Hazen ever retrieves the Crook, the relic will be effectively out of play for most campaigns set in the Post-Ashes setting.]

Campaign Use
The Crook of Rao has appeared in one published module 1, and one published adventure outline 2. In the right time frame, it could be employed in either situation, with modifications to the history outlined above.

Alternatively, the Crook of Rao is now lost again. It would be of great use to Furyondy and Veluna, and of even more use to relieve the desperate straits Nyrond finds itself in. Many adventures could be run as the PCs seek to locate and then recover the Crook of Rao. Did Drax ever really have the Crook? Did Lemuel turn traitor? Was Lemuel replaced by an agent of Iuz or the Overking? Did Iggwilv somehow warp the magic of his "word of recall"?

There is a strong suggestion in 5, in the section detailing the Spikerift cavern system of the Grandwood, that the Crook of Rao has been used as a component of a powerful ward constructed by priests of Hextor to imprison a rival priest of Nerull. If this rumor is true, and the Crook of Rao was used as part of the ward, the DM must determine how it got there, and the obstacles that need to be overcome to obtain it.

Powers
The Crook of Rao is an extremely powerful relic. Although not as powerful in combat as some more common magical weapons, it's powers can have a huge impact on a campaign, and it should be used with great caution.

The Crook of Rao is lawful good in alignment. It can be wielded without penalty by any priest or worshipper of Rao, or anyone of LG alignment. Anyone who is not of lawful good alignment will suffer the penalties and drawbacks detailed below. In addition to these penalties, anyone of evil alignment will sustain 20 points of damage every time (or for every round) they deliberately touch any portion of the weapon. (This includes touching the Crook through clothing, such as gloves or metal gauntlets, but not through a container. It also does not include being struck by the Crook in combat).

In combat, the Crook of Rao serves as a quarterstaff +3. This magical bonus to hit and damage remains the same on any plane of existence.

The Crook of Rao has numerous other magical powers and effects as well.

Spell-like effects of the Crook function at the 18th level of magic use.

While wielding the Crook of Rao, a character may "dispel evil" at will, as the 5th priest spell of the same name. No material components are required, but extraplanar creatures to be dispelled must be hit by the Crook of Rao itself. Such creatures do suffer a penalty to hit the wielder of the Crook of Rao, as per the spell description.

Over the eons, the Crook of Rao has been used in particular to battle armies of Yugoloths. As a result, if the Crook of Rao is held forth in the name of good by any non-evil character, he may attempt to "turn" 2d6 yugoloths, as a priest of Rao of 18th level. (Use Table 47 in the DMG. There is no saving throw. Magic resistance and bonuses to saving throws do not apply. This power functions regardless of any magical protections which normally prevent turning of undead or banishment of fiends. Almost all known yugoloths have seven or more hit dice, save for least guardian yugoloths. If used against a yugoloth with six or less hit dice, it would be permanently destroyed, regardless of whether or not it was on its home plane. Also an additional 2d4 yugoloths would be affected, if of 5 HD or less.

The Crook of Rao serves as a channel for Rao's power in mortal realms. Hence any priest of Rao on the same plane or in the same crystal sphere as the Crook of Rao can pray for and receive spells of up to seventh level, even if Rao normally has no influence in that realm. (Normally a priest of Rao visiting the Forgotten Realms could not receive spells beyond second level. If he brought the Crook of Rao with him, however, he would have no such difficulties, even if he was on the other side of Realmspace from the Crook. However if the Crook was then returned to Greyspace, any priest of Rao remaining behind would no longer be able to receive spells of third level and higher.)

The Crook of Rao has several additional powers in the hands of a priest of Rao in good standing.

While wielding the Crook of Rao, a priest of Rao can cast the second level priest spell "withdraw" at will.

Once per month, a priest of Rao can cast the fifth level priest spell "commune".

While in contact with the Crook of Rao, a priest of Rao has an effective wisdom of his normal wisdom plus his level, to a maximum of 19. Extra bonus spells for this higher wisdom may be acquired normally if prayed for while in contact with the Crook. These bonus spells due to increased wisdom may be retained for up to 24 hours beyond a priest's last physical contact with the Crook.

While in physical contact with the Crook of Rao, a priest of Rao does not physically age. This protects him against magical aging effects as well such as the unwanted side effect of the third level wizard spell 'haste' and the attack of a ghost. When not in contact with the Crook, a priest of Rao resumes aging normally.

In the hands of a priest of Rao of ninth level or higher, the Crook acts somewhat like a 'ring of wizardry,' doubling the number of bonus spells received for high wisdom. (Combined with the increased wisdom detailed above, this can grant a large increase in the number of spells a priest of Rao can receive.)

In the hands of priest of Rao of fifteenth level or higher, the Crook can summon an aasimon once per twenty-four hour period. There is a 99% chance this will be a movanic deva of maximum hit points named Incarum. (Incarum may have additional powers as well, as the DM wishes.) The remaining 1% of the time it will be the solar Pelrao who appeared in the final battle on the Isle of the Ape. (Pelrao may have additional powers as well, as the DM wishes.)

[The name "Incarum" is taken from the lore of 3. The name "Pelrao" is fabricated from the name of the two gods he serves - Pelor and Rao.]

The Crook of Rao has several penalties associated with using it or owning it as well.

Any priest, ranger, or paladin cannot receive spells from other deities while within 100 yards of the Crook of Rao. Serving as a focus for the god of reason, the Crook overwhelms other deities influence in its area of effect.

Many evil artifacts, such as the 'Hand' and 'Eye of Vecna,' automatically shift a bearer's alignment to evil. The Crook of Rao has no direct effect on its bearer's alignment. However, in any situation, the course of action most true to the lawful good alignment and the belief's of Rao will occur to the bearer. Over time, this is likely to shift its bearer's alignment to lawful good, unless they are a divine minion of some other creed, as adjudicated by the DM. This may be why the animus Drax was so willing to rid himself of the Crook.

As Rao is a god of reason, a bearer of the Crook of Rao will find himself more and more prone to contemplation and slower and slower to takedirect action. This will manifest itself in a variety of ways. In particular, for every year the Crook of Rao is borne by a character (in frequent physical contact with the Crook), the character will suffer a -1 penalty to initiative, to a maximum penalty of -5, except when battling fiends and the avatars of evil deities. After the first such year, 'haste' spells will no longer have any effect on the character, even if he later gives up the Crook.

Finally, as Rao influences the Prime Material Plane primarily through numerous relics he has placed there, his attention is particularly focused on any bearer of such a relic, particularly the Crook of Rao. As a result, anyone bearing the Crook of Rao will find himself held to a near-divine standard of purity and perfection. This standard is nearly impossible to meet by a mortal, and as a result frequent quests of atonement are likely to be required by Rao. The strain of meeting such a standard will eventually force a wielder of the Crook to pass it on to another being they feel is more worthy, as instructed by the deity. The timing will, of course, be affected by need and circumstance. For example, the bearer of the Crook will not give it up while combating a horde of yugoloths summoned by Iggwilv, unless there is a more appropriate follower of Rao available to wield the stave in their stead.

Suggested Means of Destruction
* The Crook must be buried in the Cauldron of Night. The Cauldron of Night is located on Asperd Isle in the domain of the Sea Barons, beneath Tar Hill. It was from this mass that the great chunk of crystal from which the Malachite Throne was crafted was taken .

* The Crook must be fed to Kezef the Chaos Hound. Kezef was recently loosed by the god Cyric of the Realms during the events detailed in the novel "Prince of Lies". The ravening beast now roams the Grey Wastes hunting Mask, Patron of Thieves.
 

Edena_of_Neith

First Post
Well, it doesn't say anything about protecting the wielder against a nuclear attack.
Which is what the Shade were going to do, I believe, on Turn 6 - but now, their plans are more devious and subtle, if more terrible yet.

In the IR, the Crook of Rao enables all the people of the Kevellond League (I mean, everyone, period) to manifest energy from the Positive Material Plane.
This energy can be channeled into an opponent during battle by physical touch.
The opponent then explodes, overloaded by positive energy.
The person channeling the energy is typically unharmed, shielded by additional positive energy flowing into him or her.

The energy can also be flung through the air, as a form of Spellfire, hitting any target that is within sight, or - if it misses - hitting the ground or rocketing off into space.

For this reason, the Kevellond League gained 100 PL (already noted in the Lists) for this combat capability given to all it's people.

Archcleric Hazen carries the Crook of Rao, and he has most certainly lived up to the standards required to carry it, in the Moderator's opinion.

Not that the Moderator was going to make Hazen give it up, whatever he did.

The Moderator does not subscribe to the idea that Good equals:
Do, behave, and think as I tell you to, or you lose.

That is what Mina preaches.

Good is about tolerance, justice, love, mercy, caring, joy, beauty, fulfillment, pleasure, and other things of worth, in the Moderator's opinion.

- - -

If the Crook of Rao has a problem, it is that it philosophies over everything, and telepathically discusses with it's wielder all reasonable courses of action.
Since what is reasonable is often subjective, the Staff will muse over all the possible courses of action, carrying on like one of the Gnomes of Mt. Nevermind would discuss a new invention (with the listener tied up in a chair, so he could not flee for his life.)
If the wielder can get used to this endless monologue of philosophy (telling the Staff to shut up, or shut the (10 to 15 words deleted here) up, or shut up or be tossed into the caverns of Ultimate Doom, has no effect - the Crook will simply point out the user is being unreasonable, and should calm down, and listen, for if it is listened to, then the proper course of action is to ...) then there will be no problem using the Crook of Rao.
 
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Edena_of_Neith

First Post
I most certainly did, Mr Draco. :)

By the way, ever wonder why the Sword of Kas gave the Union of Oerth that 100 PL?
Here's why.

It acts as a massively powerful negative energy cannon, with unlimited use.

A single blast from it will rocket miles through the atmosphere without losing any of it's virulence.
It will kill everything over an area of 100 feet in diameter with each hit.
Living things, including humans, will wither into blackened husks instantly (no saving throw), and the ground will become as sterile as Terra's moon.
Armor and defensive spells are no protection, except for a few powerful 9th level defensive spells, and 10th level magic.
Red Steel also is not a protection (it will be destroyed by the hit), and high tech defenses are not effective.

Repeated hits of negative energy will eviscerate soil, turning it to deadly negative vapors, while rock will blacken, crumble, and slump into black goo.
Given an entire day to do it, the Sword of Kas, firing once per round (10 times per 2nd edition round) could reduce a mountain the size of Mount Everest to a pile of black goo.

The Sword of Kas is evil, of course, and prefers evil users, and likes to be used to commit evil acts.
If the user is not evil, he is welcome to use the Sword of Kas anyways.
But if the Sword of Kas is used by a good person for noble and good purposes, it has this tendency to become enraged and misfire when used by that person (you know, the way a gun misfires and kills the person firing it?)
The Sword of Kas remains unharmed, sitting in the black goo that used to be it's good and noble wielder.

Oh yes, I almost forget - the Sword of Kas will cut through any known armor or magical defenses.
Trying to parry it with a weapon, even one of + 5 enchantment, tends to leave the parrier with a broken (permanently destroyed) weapon.
 
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Mr. Draco

First Post
everything's approved then?

(begin secret text to edena)
[color=22222]Nevermind about the clan wolf thing, i changed my mind. I'll contact clan Ghost Bear instead. :) Kas' be using the same challenge to a trial of possesion, with one difference, Kas will use mind-controling magic to make sure the bidding goes his way. only one galaxy (and support crew/vechicles/buildings) though, i want good to still have some chance here. Also, this will be done in utmost secrecy.[/color]
 

Mr. Draco

First Post
edena, that whole cutting through all known magical & technilogical armor thing includes 10th & 11th level magic right?

Oh, a note to any would-be thiefs, Kas carries it, always! Plus, it's intelligent, so it can warn him if anything comes near/tries to take it.
 

Edena_of_Neith

First Post
Yes.

The Sword of Kas will cut through 11th level protections.
As a matter of fact, it will probably cut through even 12th level defenses - 50/50 chance with each blow.

However, it's great negative blasts can be stopped by 10th level magic, on a personal basis or group basis, and 11th level magic will stop the blasts cold.
 
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Edena_of_Neith

First Post
The Hand of Vecna (usable by any character of any alignment)

The Hand of Vecna is evil.

The Hand of Vecna can be grafted onto the stump of an arm.
It gives the wielder the strength of a titan (around 50 or so), but otherwise has no ill effects.

If the wielder chooses, he can reach out and touch someone.
In this case, he reaches out with magic, and rips the soul out of that someone's body, and devours it.
Simultaneously, the heart of that someone is torn from his or her chest, and flies into the hand of the wielder.

There is no saving throw against this attack, unless 11th level magic or higher is employed (10th level magic gives a faint chance of survival.)

The feast of the soul is delightful, and the user of the Hand of Vecna gains several levels (at the least!), is cured of all illnesses and diseases, including magical ones, is cured of all Curses, and feels absolutely fantastic for the next several weeks.
An adrenaline high, sustained for weeks, with none of the ill side effects, is the result of the feast. Hedonistic pleasures cannot possibly compare with the incredible joy of feasting on another's soul!

Since feasting on two or more souls is generally too much of a good (or, in this case, bad) thing, the second and consecutive attacks of the Hand of Vecna merely destroy the soul and body of the victim, melting the body away into goo and eviscerating it, while the soul is shattered (11th level magic will be needed to bring the victim back.)

There is no forced alignment change on the user.
Users who enjoy tearing people's souls out and feasting on them tend to be evil, so those who use this power of the Hand, tend to be evil.

The power to kill anyone, at any time, beyond resurrection or any other form of returning to life short of 11th level magic, has a tendency to corrupt even the most lofty and noble of those donning the Hand of Vecna.
Power corrupts, invariably, and the Hand of Vecna is always subtly urging it's user to use that power.

For the person who believes that evil is fun, that killing is delightful, and squeezing red juice from the still beating hearts of the victim is a ecstatic joy, the Hand of Vecna is for them.
 

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