Posted on March 28, 2013
Looting KarzougI’ll work with Rolland to figure out how much bank your characters actually make after returning to civilization. He kept pretty great notes on your loot list. I’ve also taken back the item cards your characters had and made a list of them. That way if you guys ever saddle up for a 15th-17th level adventure we can get you right back to where you were…but I won’t have to keep buying those cards*. In the meantime, here are Karzoug’s drops. Some of them present problems in that they are nigh-indestructible evil artifacts, others present the possibility of significantly effecting the world. Others are just magic items. Chellan, Sword of Greed: +5 Keen Scimitar A Lawful Evil, now completely indestructible, massive intelligent golden scimitar. STR 18 required to wield it. On hit DC 20 Fort save or Slow’ed. On critical hit, DC 25 Fort or Flesh to Stone. Casts CSW 3/day, Create Food and Water 3/day, Endure Elements 3/day. Currently very confused and angry. The Burning Glaive: +2 Flaming Dancing Glaive A Neutral Evil, practically indestructible intelligent weapon, it can cast CMW 3/day, Faerie Fire 3/day, Major Image 1/day and Fireball as much as it wants as long as it is trying to kill non-spellcasters, whom it loathes. Kind of a pain in the ass too. Robes of Xin-Shalast: +6 Armour, SR 24, +1 CL of all spells, two pockets function as Handy Haversacks, Immune to the effects of altitude. Sihedron Tome: Spellbook. Preparing spells from the Tome allows the Wizard to receive bonus spells as if they were 6 INT smarter. Contains all Wizard spells in the Core rulebook (except Enchantment and Illusion spells) and five spells that haven’t been used since Thassilon’s fall. Practically Indestructible. Talons of Leng: A set of golden finger sheaths, grants the wearer two +3 natural claw attacks. Attacks do 1d4+3+STR bonus damage. A hit forces a DC20 Will save, or be rendered permanently insane. Success just confuses for 1 round. Wearer is immune to Insanity, Confusion or similar effects. -2 WIS because of all the crazy things they whisper to you. Runewell Amulet: +5 Enhancement Bonus to Armour. Wand of Blood Money 33 Charges: Use just before casting another spell, cutting your hand for 1d6 damage to create a spell component less than 1gp in cost. For every point of STR damage you elect to take with the hp damage, you can increase the value of the component by 500gp. E.g. Stoneskin’s 250gp diamond dust would require 1d6 hp and 1 STR damage. Ioun Stones: These don’t take up slots and just float around your head when active. The manufacture of these is a mystery in the modern world, the secrets lost with the fall of Azlanti civilization. 3 Crimson Spheres (+2 Int) 12 Emerald Ellipsoids (+5 Hit Points) 3 Onyx Rhomboids (+2 Con) 5 Amber Spindles (+1 bonus to all Saving Throws) Regular Awesomely Powerful Magic Items: Rod of Greater Quicken Metamagic Wand of Dispel Magic 40 Charges Wand of Stoneskin 17 Charges Belt of Physical Might +6 Ring of Protection +5 Ring of Freedom of Movement
*I’ll keep buying those cards.