Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
<strong>The</strong> Red Wizards are renowned as Faerûn’s most<br />
skillful and prolific crafters of magic items, but<br />
they are not the only spellcasters of the <strong>East</strong> who<br />
create magic items. In Rashemen, the mysterious Old<br />
Ones—the male wizards of the land—specialize in the art of<br />
item creation, working assiduously to provide the folk of their<br />
harsh land with weapons to resist the perils of the north and<br />
the threat of Thay. Along the Golden Way, strange enchantments<br />
from distant Kara-Tur have found their way to<br />
the bazaars and crowded shops of <strong>The</strong>sk, while in the depths<br />
of the Yuirwood, sorcerers under the patronage of the Simbul<br />
and bards from the hidden realm of Sildëyuir also craft items<br />
for a variety of purposes.<br />
Magic Items<br />
In addition to the magic items presented in the DUNGEON<br />
MASTER’s Guide and any other items in an ongoing FORGOT-<br />
TEN REALMS campaign, the following magic items can be<br />
found in the <strong>Unapproachable</strong> <strong>East</strong> or in the hands of people<br />
or creatures from those regions.<br />
Weapons<br />
Steeped in powerful magic and the wreckage of ancient empires,<br />
the <strong>East</strong> is the birthplace of many innovative incantations.<br />
Mag c tems<br />
54<br />
MAGIC WEAPON SPECIAL ABILITIES<br />
A magic weapon with a special ability must have at least a +1<br />
enhancement bonus.<br />
Berserker: A berserker weapon is valuable to barbarians<br />
and other creatures that can enter a rage. When the wielder<br />
is raging, the weapon’s enhancement bonus increases by +2.<br />
<strong>The</strong> vremyonni of Rashemen craft many axes and swords<br />
with this ability.<br />
Caster Level: 7th; Prerequisites: Craft Magic Arms and<br />
Armor, divine power or rage; Market Price: +1 bonus.<br />
Diseased: Sometimes found in the hands of Talontar blightlords<br />
or minions of the most sinister Red Wizards, this foul<br />
weapon immediately infects the creature struck with disease—<br />
no incubation time is required. Any living creature struck<br />
must succeed at a Fortitude save (DC 12) or contract filth<br />
fever. This deals 1d3 points of temporary Dexterity damage<br />
and 1d3 points of temporary Constitution damage, and the<br />
subject continues to suffer from the effects of the disease until<br />
he recovers on his own or is cured through magical means.<br />
Multiple infections against the same target have no additional<br />
effect—the subject either has filth fever or he doesn’t.<br />
Caster Level: 7th; Prerequisites: Craft Magic Arms and<br />
Armor, contagion; Market Price: +1 bonus.<br />
Dismisser: Created long ago by the warlords of Raumathar<br />
to deal with the infernal legions of Narfell, a dismisser weapon<br />
has a chance to blast an extraplanar creature back to its plane<br />
of origin with every hit. Any creature subject to a dismissal<br />
spell (including called or summoned creatures, celestial or<br />
fiendish creatures, outsiders, and some elementals) struck in<br />
combat by this weapon must succeed at a Will save (DC 17)<br />
or be dismissed as by the spell. <strong>The</strong> subject adds a modifier to<br />
its saving throw equal to its Hit Dice – 9. For example, a 6<br />
HD succubus would save at a –3 penalty, while a 13 HD pit<br />
fiend saves at a +4 bonus.<br />
Caster Level: 9th; Prerequisites: Craft Magic Arms and<br />
Armor, dismissal; Market Price: +3 bonus.<br />
Valorous: A valorous weapon allows its wielder to make<br />
powerful charge attacks. When used in a charge, the valorous