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<blockquote data-quote="(un)reason" data-source="post: 6026631" data-attributes="member: 27780"><p><strong><u>Dragon Issue 294: April 2002</u></strong></p><p></p><p></p><p>part 5/10</p><p></p><p></p><p>Bazaar of the Bizarre: A huge wodge of deific items here. Not particularly funny, but still useful. Just watch out for the bad guy's stuff. If anything's going to malfunction in your hands, it's god-keyed crap. </p><p></p><p>The Adjudicator goes from bow to sword at your command, and is a +4 weapon either way. Another minor space saver that'll be handy to a follower of any religion except maybe pacifists. </p><p></p><p>The Axe of Grounding is Moradin's way of making dwarves even more stolid. It soaks up electricity with great zest, then uses it on your next victim. Course, if it was from their natural attacks, they'll probably be immune to it. Hey ho. So it goes. </p><p></p><p>Bags of Fools Gold are another gnomish invention. They do keep themselves busy. Ready money anytime, as long as you're ready to be long gone before the consequences come due. Teach people greed doesn't pay. </p><p></p><p>Boccob's dust of maximisation is also pretty obvious. Sprinkle it around while casting for metamagicy goodness. Quite neat for low level characters. </p><p></p><p>Caps of Reason don't actually make you smarter, but they do give you a bonus to diplomacy, and amusingly a bonus to AC for if the diplomacy fails. So you should make a good negotiator anyway. </p><p></p><p>Ehlonna's Orb of the Earth is a charged item that casts a bunch of earth manipulating spells. No great surprises here. Trap 'em in the mud. </p><p></p><p>Gauntlets of Grummsh give you a strength boost and protection from good. No great subtle tricks here, as befits the target audience. </p><p></p><p>Girdles of Breath Weapon Resistance are Kord's idea. Not only do they protect you, but the rest of your party too. Way to be a team player dude. That'll really save the party. </p><p></p><p>Inquisitor's Whips are a tool of Iuz's oppression. They bring the pain quite satisfactorily. That means you can get them to agree to stuff they really shouldn't. Ahh, the joys of being chaotic evil. </p><p></p><p>Wailing Stones are similarly unpleasant, being magical maces endowed with fear effects by Erythnul. Still, they should kill you much quicker, with less suffering. Small mercies maaan. </p><p></p><p>The Mask of the Dead is of course Nerull's idea. it helps undead appear human, so it won't be much use to most PC's. Next! </p><p></p><p>Meersalm Salve is supposedly derrived from Heironius' skin, and grants damage resistance like his. Celestial sweat? You really will need to be humble and unconcerned with appearances then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Mirrors of Overland Travel allow you to get a birds eye view of your surroundings. Now you can be Link, rather than the usual first-person fighter, which has it's advantages. </p><p></p><p>The Necklace of Soul Switching is Vecna's method of giving his favored immortality without lichdom. It makes a decidedly poisoned gift, as your body will become occupied by someone else. Should make for nasty intrigue plots. </p><p></p><p>Necklaces of Water Mastery are for Obad-hais worshippers, showing his versatility. Obviously, they're full of tricks for the seafaring, allowing you to breathe underwater, or play jesus as you please. </p><p></p><p>Flutes of Diversion are Olidammara's new item. They produce a whole bunch of sonic based illusory effects to help you trick your way out of a crisis. Not hugely surprising. </p><p></p><p>Hextor's Skin is nasty black armour that gives you a big boost to intimidation. Perfect present for that special Blackguard in your life. </p><p></p><p>A Ring of Recall are so elves can get back to their hidden homes unobserved, keeping secrets from even their co-adventurers. Always got some secret up their sleeves, don't they. </p><p></p><p>Pelor's Wrath is a staff with his spiky holy symbol on top, this means it makes a pretty badass weapon along with the magical tricks. Buff your buds and kick butt. </p><p></p><p>Starburst Insignia are Saint Cuthbert's method of keeping the clergy orthodox. Resist those blandishments, root out those heresys. He's as unlikable as ever, I see. </p><p></p><p>The Rod of Entropy is a device by Tharizdun that can open up a rift in reality. This is instadeath if you put people through it. A wingman and high strength would probably be useful to use it to it's full potential. </p><p></p><p>Wee Jas's Symbol of True Death offers a decent amount of passive protection against undead, but can also be used as a returning Shuriken. Just another reason why she's an awesome greater goddess. </p><p></p><p>Yondalla's cape of Halflingkind gives you social benefits and boosts halfling's racial bonuses some more. And that's your lot for now, in one of the more grindy selections I've had to deal with in a while.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6026631, member: 27780"] [B][U]Dragon Issue 294: April 2002[/U][/B] part 5/10 Bazaar of the Bizarre: A huge wodge of deific items here. Not particularly funny, but still useful. Just watch out for the bad guy's stuff. If anything's going to malfunction in your hands, it's god-keyed crap. The Adjudicator goes from bow to sword at your command, and is a +4 weapon either way. Another minor space saver that'll be handy to a follower of any religion except maybe pacifists. The Axe of Grounding is Moradin's way of making dwarves even more stolid. It soaks up electricity with great zest, then uses it on your next victim. Course, if it was from their natural attacks, they'll probably be immune to it. Hey ho. So it goes. Bags of Fools Gold are another gnomish invention. They do keep themselves busy. Ready money anytime, as long as you're ready to be long gone before the consequences come due. Teach people greed doesn't pay. Boccob's dust of maximisation is also pretty obvious. Sprinkle it around while casting for metamagicy goodness. Quite neat for low level characters. Caps of Reason don't actually make you smarter, but they do give you a bonus to diplomacy, and amusingly a bonus to AC for if the diplomacy fails. So you should make a good negotiator anyway. Ehlonna's Orb of the Earth is a charged item that casts a bunch of earth manipulating spells. No great surprises here. Trap 'em in the mud. Gauntlets of Grummsh give you a strength boost and protection from good. No great subtle tricks here, as befits the target audience. Girdles of Breath Weapon Resistance are Kord's idea. Not only do they protect you, but the rest of your party too. Way to be a team player dude. That'll really save the party. Inquisitor's Whips are a tool of Iuz's oppression. They bring the pain quite satisfactorily. That means you can get them to agree to stuff they really shouldn't. Ahh, the joys of being chaotic evil. Wailing Stones are similarly unpleasant, being magical maces endowed with fear effects by Erythnul. Still, they should kill you much quicker, with less suffering. Small mercies maaan. The Mask of the Dead is of course Nerull's idea. it helps undead appear human, so it won't be much use to most PC's. Next! Meersalm Salve is supposedly derrived from Heironius' skin, and grants damage resistance like his. Celestial sweat? You really will need to be humble and unconcerned with appearances then. :p Mirrors of Overland Travel allow you to get a birds eye view of your surroundings. Now you can be Link, rather than the usual first-person fighter, which has it's advantages. The Necklace of Soul Switching is Vecna's method of giving his favored immortality without lichdom. It makes a decidedly poisoned gift, as your body will become occupied by someone else. Should make for nasty intrigue plots. Necklaces of Water Mastery are for Obad-hais worshippers, showing his versatility. Obviously, they're full of tricks for the seafaring, allowing you to breathe underwater, or play jesus as you please. Flutes of Diversion are Olidammara's new item. They produce a whole bunch of sonic based illusory effects to help you trick your way out of a crisis. Not hugely surprising. Hextor's Skin is nasty black armour that gives you a big boost to intimidation. Perfect present for that special Blackguard in your life. A Ring of Recall are so elves can get back to their hidden homes unobserved, keeping secrets from even their co-adventurers. Always got some secret up their sleeves, don't they. Pelor's Wrath is a staff with his spiky holy symbol on top, this means it makes a pretty badass weapon along with the magical tricks. Buff your buds and kick butt. Starburst Insignia are Saint Cuthbert's method of keeping the clergy orthodox. Resist those blandishments, root out those heresys. He's as unlikable as ever, I see. The Rod of Entropy is a device by Tharizdun that can open up a rift in reality. This is instadeath if you put people through it. A wingman and high strength would probably be useful to use it to it's full potential. Wee Jas's Symbol of True Death offers a decent amount of passive protection against undead, but can also be used as a returning Shuriken. Just another reason why she's an awesome greater goddess. Yondalla's cape of Halflingkind gives you social benefits and boosts halfling's racial bonuses some more. And that's your lot for now, in one of the more grindy selections I've had to deal with in a while. [/QUOTE]
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