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Item
Lists - Part Three |
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Locations are grouped by Area
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Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Large Shield +1, +4 vs. Missiles
Large shield +1, +4 vs. missiles: This large shield has been enchanted to protect the wearer against missiles of all types.
STATISTICS:
Armor Class: +2 bonus, +5 vs. Missile Weapons
Weight: 12
Not Usable By:
Bard
Druid
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Battle
Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.
STATISTICS:
Damage: 1D8
Damage type: Slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type: 1-handed
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
War
Hammer
Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.
STATISTICS:
Damage: 1D4 + 1
Damage type: Crushing
Weight: 6
Speed Factor: 4
Proficiency Type: Hammers
Type: 1-handed
Not Usable By:
Druid
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Small
Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.
STATISTICS:
Armor Class Bonus: 2
Special: No Missile Weapon Protection
Weight: 3
Not Usable By:
Bard
Druid
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Two-Handed
Sword +1
The two-handed sword is a derivative of the long sword.
Weapon smiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.
STATISTICS:
Damage: 1D10 +1
THAC0: +1 bonus
Damage type: Slashing
Weight: 12
Speed Factor: 9
Proficiency Type: Great Swords
Type: 2-handed
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
War
Hammer +1
Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.
STATISTICS:
Damage: 1D4 + 2
THAC0: +1 bonus
Damage type: Crushing
Weight: 6
Speed Factor: 3
Proficiency Type: Hammers
Type: 1-handed
Not Usable By:
Druid
Mage
Thief
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Dagger
+1
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.
STATISTICS:
Damage: 1D4 + 1
THAC0: +1 bonus
Damage type: Piercing
Weight: 1
Speed Factor: 1
Proficiency Type: Daggers
Type: 1-handed
Not Usable By:
Cleric
|
Location |
Dorn's
Deep (Area 6005) [View
Map] |
|
Short
Sword +1
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting.
STATISTICS:
Damage: 1D6 +1
THAC0: +1 bonus
Damage type: Piercing
Speed Factor: 2
Weight: 3
Proficiency Type: Small Sword
Type: 1-handed
Not Usable By:
Druid
Cleric
Mage
|
Location |
Dorn's
Deep [View
Map] Key Needed! |
|
Terikan's Key
This key is made of a translucent metal and feels extremely cold to the touch. There is an odd curving towards the end of it that appears to be shaped like a
finger bone.
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Axe
of Caged Souls
Like many prominent dwarven weapons, this axe was enchanted by the prayers and devotion of dwarven priests. The Axe of Caged Souls was created as a defense against the resuscitated corpses of their foes and allies that dark elven sorcerers and priestesses would continually drive at dwarven defenses. It was used in combat by Jamoth Stonetree at the Battle of the Dead, where a group of twenty veteran dwarven warriors held off ten
Drow mages and their army of zombies, ghouls, and
wrights.
An inscription along the eternally sharp blade reads, "With each stroke, liberation."
STATISTICS:
Damage: 1D8 +3, +5 vs. Cadaverous Undead
THACO: +3, +5 vs. Cadaverous Undead
Damage Type: Slashing
Weight: 5
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Red
Potion (Disadvantages)
Close examination reveals this liquid to be very peculiar in nature. It could be a
sorcerers dream, but that would depend entirely on who you asked. After ingesting the mixture,
the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever
lived, with an innate 50% magic resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork.
STATISTICS:
Intelligence: set to 25
Wisdom: set to 3
Strength: set to 3
Special: +50% resistance to all magical damage
Duration: 24 hours
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Journal of Evayne
The last few weeks have been a blur but I will recount as best as I can.
Arriving at Dorn's Deep in the middle of the night did not lead to a warm welcome by the dwarves, especially with what had come to past between both our races. As expected, the dwarves were very apprehensive to what I had to say. There were too many fresh and open wounds between both our people. Situations like this are never easy but I consider myself as good a diplomat as father, perhaps better.
Each day spent in council did not end until late evening and always in pure exhaustion. We argued and bickered over the recent past events.
Although we still continued to spend countless hours in council, the dwarves began to trust that I hid no maliciousness behind my words. The dwarves agreed to a treaty in the name of the greater good for both our races later that week. I had been successful in my part. I saw hope for the first time in many months.
The only thing left was to return home and convince my own people that this was our only chance at true salvation. The hardest part would be to convince father but he will listen. He must listen; else let our people face death.
The next morning almost made the last few weeks' work in vain. A dwarven scout arrived and told of the largest orcish army he had ever seen was only hours away. With little time to prepare, our defenses were overrun and the orcs began to pour into Dorn's Deep.
We began our retreat into the depths of Dorn's Deep. Key passages were collapsed to cover our movements and buy us time. Even in such dire conditions, this allowed the dwarves to control when and where we would fight. Every battle cost the orcs dearly as the dwarves fought on their terms but we were still being driven farther and farther back. Even now, we make preparations to retreat further into Wyrm's Tooth Glacier.
Even as grim as this sounds, I still hold hope. Hope that I will tell father of how I fought side by side with our dwarven friends as in days of old. Hope that he will hear the tales of the dwarves who sacrificed their lives so that I may return home someday to reunite both our people. Hope to see my father's stubborn face once again.
For my people and the Seldarine's Hand,
Evayne
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Mail
of Life
This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating.
STATISTICS:
Armor Class: 2
Weight: 40
Special:
+10 Hit Points
Wearer Regenerates 1 hit point per turn
Not Usable By:
Druid
Mage
Thief
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Owain's Lullabye
Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die.
STATISTICS:
When played, this instrument casts Cone of Cold for 10d4+10 points of damage.
Only Usable By:
Bard
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Blessed Helm of Lathander
This well-crafted helmet has a short history. A priestess of Lathander named Iraeni of Suzail had it constructed for the champion of her church, a warrior named Beldan Miller. Beldan employed the helm frequently, as Iraeni was often attacked by agents of Myrkul. After twenty years of serving Lathander, Iraeni decided to step down from her office, as did Beldan. They were married shortly after. Beldan gave the helm to an errant paladin of Lathander, who is believed to have died fighting a lich near the Battle of the Bones.
STATISTICS:
Armor Class Bonus: 2
Special: User can cast Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis once a day.
Weight: 2
Not Usable By:
Mage
Bard
Thief
Only Useable By:
Good Characters
|
Location |
Dorn's
Deep (Area 6006) [View
Map] |
|
Terikan's Journal
Evening Nineteen
This portion of the Deep has been a pleasant surprise, to say the least. Not only do the ancient dwarven deterrents provide me much seclusion for my work, I have gained the ability to have their spirits become my unwilling servants in knowledge. Soon I will begin my final transcendence, and my ascended existence within this region will ensure that my power is without challenge. My new minions, unable to ever find their peace as long as my thoughts occupy what is left of their minds.
Morning Twenty-Three
A curious experience today. I finally managed to open the door to Jamoth's tomb, and upon entering I was overcome with fatigue. At first I felt as though I may have unintentionally sprung a trap, but upon revisiting the tomb later I discounted that possibility. I felt as though life itself was leaving my body, and twisting my coherence. I will need to investigate this room further in the future, and exercise caution. I feel as though there may be something within those chambers that would challenge my occupation of these halls.
Morning Twenty-Six
I have given up attempting to open the door to Wyrm's Tooth. I'd hoped to have visited the area to gather some necessities for my rite of passage, but it appears to be impossible to move the door in any way without its key. I know from my readings of the lore scattered about here that the key was placed in or around the dwarven monument outside of the cemetery, but its hiding place appears to be impossible to find in the forge's current state. I'm afraid that without certain resources, the process will render me weaker than I'd originally intended, but I appear to have no choice but to use what I have.
|
Location |
Dorn's
Deep [View
Map] Details on Map |
|
Terikan's Phylactery
This phylactery stores the life force of Terikan, the evil lich that has disturbed the dwarven cemetery in Upper Dorn's Deep. Most liches create phylacteries to store their life forces, protecting themselves from annihilation should harm come to their physical form. Merely possessing this item brings an overwhelming sense of dread to the holder.
|
Location |
Dorn's
Deep (Area 6013) [View
Map] |
|
Forge
Key
This bronze key is extremely worn with age and heat, and actually feels very warm to the touch. A deep inscription at the base of the key reads "Tooth".
|
Location |
Dorn's
Deep (Area 6013) [View
Map] |
|
The Celebrant's Blade
This beautiful axe was carefully made by Briath Silverhand, a master craftsman and devoted worshipper of Moradin. Briath created the weapon to celebrate the completion of a glorious monument to his god, the father of the dwarven race. He placed it in the monument should a hero need it to liberate Dorn's Deep at some future date.
STATISTICS:
Damage: 1D8 +4
THAC0: +4
Damage Type: Slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Axe
Type: 1-handed
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Joril's Axe
+3
This mighty weapon consists of a five- to six-foot haft with a very heavy blade. The axe is double-bitted, with blades on both sides of the haft. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it.
Joril Frostbeard, the frost giant leader, wielded this axe. The weapon has been enchanted with several beneficial
magic's.
STATISTICS:
Damage: 1D12 +3
THAC0: +3
Constitution: +1 bonus
Dexterity: -1 penalty
Damage type: Slashing
Weight: 10
Speed Factor: 9
Proficiency Type: Axe
Type: 2-handed
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Wyrm's
Tooth [View
Map] |
|
Chainmail +2
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows.
STATISTICS:
Armor Class: 3
Weight: 10
Not Usable By:
Druid
Mage
Thief
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Joril's Badge
This black steel plate bears a gold engraving of Joril's sigil, the double bladed axe.
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Scimitar +3, Frostbrand
(Gee, this should be in Icing Death's Cave, and
found by Drizzt!) <g>
The scimitar is closely related to the saber, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp
point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms. This is the magical scimitar +3,
Frostbrand.
STATISTICS:
Damage: 1D8 + 3
THAC0: +3 bonus
Damage type: Slashing
Weight: 4
Proficiency type: Large Swords
Speed Factor: 2
Type: 1-handed
Not usable by:
Mage
Cleric
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Breath of Auril
Kontik, servant of Auril, once wielded this blade. It has been enchanted with several beneficial magics.
STATISTICS:
Damage: 1D4 +3
THAC0: +3
Intelligence: +1 bonus
Charisma: -1 penalty
Resistance: 100% Cold Resistance
Resistance Penalty: -50% Fire Resistance
Special: 2 charges of Cone of Cold per day
Damage type: Piercing
Weight: 1
Speed Factor: 2
Proficiency Type: Daggers
Type: 1-handed
Not Usable By:
Cleric
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Robe of the Evil Archmagi
This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment.
STATISTICS:
Armor Class: 5
Magic Resistance: 5%
Saving Throw: +1 bonus
Weight: 6
Only usable by:
Mage (single, dual, & multi-class)
Evil-aligned characters
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Ring of Protection +2
Ring of protection +2: This magical ring provides the wearer with additional protection.
STATISTICS:
Armor Class: +2 bonus
Saving Throws: +2 bonus
Not usable by:
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Kontik's Ring of Wizardry
Kontik, a powerful wizard in the service of Auril, claimed this ring from a defeated enemy wizard, Nill the Infernal. An
Archmagi who specialized in fire magic, Nill created the ring over a period of five years. The powerful item aided Nill in his far-ranging travels. Unfortunately for Nill, it did not protect him from Kontik's powerful minions and spells. It is constructed of an extremely unusual grayish-white metal called tungsten.
STATISTICS:
Doubles the amount of 1st level spells a mage can memorize
Doubles the amount of 2nd level spells a mage can memorize
Only usable by:
Mage (Single, Dual-, and Multi-)
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Dagger +2, Longtooth
Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers.
STATISTICS:
Damage: 1D6 +2
THAC0: +2 bonus
Damage type: Piercing
Weight: 2
Speed Factor: 0
Proficiency Type: Daggers
Type: 1-handed
Not Usable By:
Cleric
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Cloak of Protection +2
This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor.
STATISTICS:
Armor Class: +2 bonus
Saving Throw: +2 bonus
Weight: 3
Not usable by:
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Dagger
of Venom
The dagger of venom is a potent blade favored by assassins all across the Realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn.
Every time it hits an opponent it secretes a venom into the blood stream of the creature. The venom works quickly and efficiently.
STATISTICS:
Damage: 1D4 + 2
THAC0: +2 bonus
Damage type: Piercing
Poison Damage: 6 points per round
Up to a total of 15 damage
Weight: 2
Speed Factor: 0
Proficiency Type: Daggers
Type: 1-handed
Not Usable By:
Cleric
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Barrel
of Pure Water
This barrel contains some of the purest water in the land. Melted from ice, it contains no impurities that would be found in normal sources of water.
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Gauntlets of Infernal Damnation (Cursed)
Cursed by a malefic priestess of Beshaba, goddess of bad luck, these hard black leather gloves affix themselves to whoever tries them on. Despite the extremely nasty nature of the gloves, wealthy adventurers sometimes buy the distinctive gauntlets to place in their treasure hordes, waiting for a greedy thief to try them on.
STATISTICS:
Cursed
Shroud of Flame on the wearer
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Ring of
Holiness
Ring of holiness: 'Honorary Ring of Sune'
Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness.
STATISTICS:
Spells: Grants an extra spell of each level from 1st to 4th
Only usable by:
Cleric
Druid
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Long bow of
Marksmanship
Long bow of marksmanship: This bow is enchanted to enhance its damage and boosts the users aim.
STATISTICS:
THAC0: +3
Damage: +2
Weight: 2
Speed Factor: 5
Proficiency Type: Bow
Type: 2-handed
Minimum Strength of 12 required
Not Usable By:
Druid
Cleric
Mage
Thief
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
Mithril Field Plate Armor +2
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.
STATISTICS:
Armor Class: 0
Weight: 70
Not Usable By:
Bard
Druid
Mage
Thief
|
Location |
Wyrm's
Tooth (Area 7004) [View
Map] |
|
The Cittern of War
One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a
Halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day.
STATISTICS:
This cittern casts Emotion: Courage, centered on the user.
Only Usable By:
Bard
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