The items below are designed for the MERP and Rolemaster systems. They should be easy to
convert to most other RPGs.
Asp Boltscreated by an unknown Haradaic metalsmith, they have been
found in the
hands of various assassins (or the necks of victims) since their first recorded slaying, a gondorian
ambassador in TA 1452.
- +10 Offensive Bonus
- Deliver 1 dose of asp venom (level4 , random limb paralyzation) with any hit
- Deliver 2 doses of asp venom (level4 , total paralyzation if both RR's failed) with any
critical
The Aztocal Blades7 grey daggers made from magically altered steel.
Each is
distinguished
only by a small gem in its pommel.
- +5 Offensive Bonus
- +5 ambush skill
- intelligent, will cast "fumble" or "suggestion" spells in order to change owners(lvl7)
- casts an "assassination" spell on owner 1time/week
- poisonous- the altered steel on each blade will force target to resist versus poison on
any damaging hit. Each blade has its own individual poison:
- Emerald- Jegga. Level 7, 1-100 hits
- Ruby-Karfar. Level 7, kills in 2-20 rounds
- White diamond- Galeena. Level 7, kills elves, puts others in coma
- Amethyst- Zaganzar. Level 7, blinds and 1-10 hits
- Laen- Asp Venom. Level 7, use of limb/organ struck lost(choose randomly if
not specified in critical)
- Aquamarine- Klytun, Level 7, causes 1-10 day coma
- Blue diamond- Kly. Level 7, causes 3-300 hits
Beaks of Thorondor two swords, intended to be used as a pair, but
wieldable
separately. Both are made of steel inlaid with ithildin in Tengwar naming each of the eagles who
died in the final battle of the War of Wrath.
- Scimitar
- +15 Offensive Bonus
- Increase severity of slashing criticals by 1 level
- Enemies gain no DB bonus for Quickness
- Short Sword
- +15 Offensive Bonus
- acts as target shield(+20 vs Melee,+10 vs Missile)
- parry two enemies simultaneously+attack both at « Offensive Bonus
- may be used to parry Directed Spells
- The wielder of these swords suffers a -20 to all actions for a day after engaging an
ally of the eagles(i.e. The Free Peoples). Any eagle witnessing such an attack will
attempt to regain the blades from the wielder, preferably leaving the wielders dead
body behind
The Black TreeForged by Sauron in mockery of the White Tree of
Gondor during his
stay in
the east during the Watchful Peace. The Black Trees powers are far beyond the symbolic,
however. It is located in a Sauronic temple in southeastern Middle Earth and its range is still
increasing. Soon it will cause a disaster, awakening the Sleeping Root to growth once again.
- it will awaken and increase the mobility of any evil sentient tree within its range (1
mile at creation, 165 miles at the end of the Third Age)
- A "normal" evil tree will gain the ability to shift position and move their limbs (as the
trees of the Old Forest)
- Huorns will be awakened to full activity, and already active Huorns will gain ent-like
abilities
Cloak of Gantris A semi-sentient garment with an unusual sense of self
preservation for
a
cloak. It is of exceptionally fine workmanship and minor magic.
- takes on the appearance of any material that could possibly be made into a cloak.
This can range from silk or wool, to tree bark or silver thread. Regardless of the
material, it will remain of seamless and of high quality(certain materials or colors
could give bonuses in certain conditions, i.e. tree bark to hiding in the woods, or as a
costume for acting)
- repels dirt and liquids(up to a light rain)
- Heat Resistance and Cold Resistance cast constantly on wearer
- capable of limited mobility. It will use this ability to prevent itself from being worn
into conditions that could be harmful to it (a character attempting to go out in a
pouring rain wearing the cloak might find that it has slipped off his shoulders, or
become tangled up in his legs so that he can not move)
- will react to prevent itself from being torn. It will attempt to bind or confuse an
attacker with a weapon that threatens to tear or rip itself. It will not react to an
attacker in the front(except, maybe to slip off or out of the way of the blow) but will
add %0 to the wearers DB versus rear and flank attack
- if a wearer proves exceptionally proud and caring for the state of the cloak, it may
use its abilities to remain with that wearer, even to the point of protecting him at the
cost of (repairable) damage to itself
Fanga short sword of an obscure Haradaic design, presumably forged
by the same
smith as
the Asp Bolts. It was brought to northwestern Middle Earth by an assassin of the Storm King.
Since then, it has been the possession of a variety of thieves and assassins.
- +10 Offensive Bonus vs metal armors
- Holds 10 doses of poison until each is released by pressing the engraved snake eye in
the hilt
- Inflicts only piercing criticals
Fools Wortha 1" thick gold-plated circlet covered with rubies and
diamonds, it is
extremely
attractive, but is guaranteed to chafe a blister on any wearers head. The fools worth was
originally intended to be a ceremonial circlet for a prince of Cardolan. Crafted by the dwarves of
Zarak Dum, it was prepared to receive its enchantment when Zarak Dum was sacked by Scorba.
It has lain for hundreds of years under the belly of Scorba. In that time, it seems to have
absorbed some of the power and ire of the worm.
- casts an "aura of attention", a 5th level enchantment that will make it impossible to
overlook even in the midst of Scorba's hoard
- Wearer must resist a 10th level Mentalism attack or become extremely attached to
the Fools Worth. Wearer will not willingly part with it for any reason.
- All who see the wearer must resist a 5th level Mentalism attack, modified for
greediness, or become obsessed with gaining Fools Worth. If an immediate attempt
at acquiring the object would be obviously unsuccessful, the victim will shadow the
wearer until an opportunity to gain the item is available. The victim need only make
one attempt before the enchantment is broken, but will be subject to later influence
by Fools Worth.
- The fools worth will distort its wearers perception, making all items appear to be of
less worth or beauty in the eyes of its wearer. The wearer will attempt to gain
equipment, clothes and lodgings befitting the wearer of such a precious and beautiful
item. Any day during which the wearer does not gain significantly in wealth or
prestige, the wearers prescience will drop one point. These points can be regained
only after Fools worth has been removed by giving away 100gp/point to charity.
- The wearer of the fools worth will acquire, seemingly by coincidence, 10d10gp worth
of valuable a week. However, this treasure gives corruption points equal to 1/10 the
worth of the treasure.
- A remove curse or dispel magic speel will temporarily allow the wearer to remove
Fools Worth. However, the wearer must resist a mentalism attack(level=#weeks
Fools Worth has ben worn) or retrieve it the next day and put it back on.
Hatreda cursed broadsword carried throughout the 3rd age by a
succession of men in
the
Necromancers service. It was lost when the Agor-hoth was defeated in Lorien.
- +10vs wielders race
- +20 vs Elves
- Elf-Slaying
- +10 to all influence rolls when under the influence of the curse
- cursed-15th level. Owner develops a deep hatred for elves and any who associate
with them. He will also grow resentful and suspicious of his own race, believing that
they have cast him out. He will attempt to raise an army of other races to lead against
the elves and any of his own race nearby
The Horn Of The Hunta ft diameter hunting horn made of black iron
inlaid with silver
created by Morgoth to embody werewolves. It was given to one of his lesser lieutenants when
its summoning powers proved to be less than Morgoth intended. The Avar elf who received the
horn was caught and killed near the end of the War of Wrath. The Edain who killed him failed to
say the proper rights over his body, clearing the way for the Spirit to remain tied to Middle
Earth. His wraith and the horn remained hidden throughout the second and third ages, for fear
that Sauron, the Witch King, or the elves would wrest possession of the Horn from him. The
wraith however, occasionally ventures beyond his spell-shielded lair when he senses that their
are no powers he need fear will take his horn from him nearby. Almost totally in the realm of
shadows, he is unable to interact with anything that does not have ties with lands outside Middle
Earth. Thus, he is only vulnerable to elves, other undead(specifically Nazgul), Mair, or weapon
and items in some way connected with shadows (undead and demon slaying weapons, etc..). He
appears as merely a humanoid shaped bit of midnight, and has no physical attacks.
The
Wight
Level 15, AT SL(30), Base Spell Offensive Bonus 45, casts 5th Level fear on all in
sight, immune to concussion hits, knows all Evil Cleric Lists to 10th, Mystic Base
List Hiding to 15th, all Cleric Lists to 15th
Powers
- It can be heard from up to 5 miles away, affecting all who hear it as a 10th Level fear
spell that causes all who fail to bolt for the nearest hiding place.
- 1 time/full moon will summon the wild hunt, a host of demonic shadow-spirits who will
possess nearby canines, transforming them into Hunt Hounds. The wild hunt will
follow their summoner, but will not obey his commands. They will attack any other
intelligent being they perceive.
Wild
Hunt
Hounds
Level 5, 75 hits, SL(35), 80 Large Bite, 40 MM, their baying produces a Level 15
fear spell within 100 ft. Immune to non-magic weapons and mind-affecting spells.
- The number of hounds summoned depends on the moon. Full Moon= 100-200,
Waxing Moon= 50-150, Waning Moon= 50-100, New Moon = 10-60.
- The hounds will remain for the entire night they are summoned on.
- The pack has a perception bonus equal to the number of members in the hunt. 1-10
will attack each victim perceived while the rest continue on.
Slicer
an orkish torture instrument, and a weapon of war wielded by some particularly
sadistic
orcs. It is a short whip with three throngs, each lined with triangular pieces of sharp metal
- treat as a flail wielded with one hand, inflicting slash criticals of one less severity instead of Krush crits
Staff of Towersa silver-plated staff with seven stars carved at the tip.
It is carried by
the Seer
of Weathertop until its destruction, when it disappeared. Anytime after 1700 TA it will be so
tarnished that all of it except the stars are pure black. It will regain its full powers only after the
tarnish is removed.
- Tarnished:
- emits light varying between a dim glow o sunlight(can cause a Sudden Light
5' radius in darkness)
- all allies of the dunadan will be friendly to wielder
- Untarnished- as above plus...
- Sudden Light 10' radius at will
- doubles range and duration of all sense affecting spells and scrying spells cast
by wielder
- negates the effect of the first spell failure each day
The Strangle Vinea short rope formed by braiding several strands of
an unknown vine
together. Its maker is unknown. It old ave been a Silvan Elf, a Woodman, or even a Wood-orc.
Whoever made it, the Strangle Vine possesses a malefic life of its own. When wielded the vine
seems to come alive, writhing about its victim to gain e the most devastating hold possible.
- strikes as a whip
- fumble on 1-5, inflicting C grappling crit
- inflicts extra D grappling crit with any hit
The Stone Seedsa collection of round, wrinkled stone pellets created
by the maker of
the
Aztocal Blades. Caches of these seeds will sometimes show up as late as the Fourth Age.
- If bitten, they will break and provide the effects of the herb contained inside at double
strength for double normal duration.
- If swallowed, they will provide the normal effects of the herb for a 36 hours (until
they are eliminated)
- Types of seeds include Draaf, Arkasu, Gort, Artigax, Gylvir, Karthkusa, Megillos,
Zulsendora, Zur, Merrig (immediate increase, addiction after 2 doses in one week),
Surane (prevents being stunned for 36 hours when swallowed)
Sudden Spike Greavesa pair of metal forearm greaves made to fit an
average man.
Forged
by the dwarves of Moria, bot are more than adequate for their primary purpose. Both also,
however, hold a nasty surprise within their ornamentation Mounted on each is a single spike,
which can be shot short distances by spring mechanisms.
- Spikes attack as a light crossbow up to 20', a heavy crossbow within 5'
- 1 minute to reload each spike
Sword of Challengeforged by Celebrimbor himself, it is a scimitar of
surpassing
craftsmanship and design. It is of plain steel and simple construction, but formed with such
perfect balance it seems to become an extension of its wielders arm. The edge has been forged
into a super-hard razor edge. NO weapon forged before or since in Middle Earth surpasses its
sheer artistry and skill of design and execution. The Sword of Challenge was forged by
Celebrimbor over a period of 6 months after being challenged by the master armorer of Moria to
prove his superiority at the forge. After he produced it, Celebribor insisted it be hung in the
dwarven armory to remind them of the skill of the master of the Elven Smiths. The dwarves kept
it locked in their armory until the conquest of Moria by the Balrog. It has lain, unnoticed, in the
ruins of the dwarven armories since.
- non-magical
- +10 Initiative
- +25 Offensive Bonus
- fumbles on a 01
- inflicts an extra slashing crit of equal severity with any other critical
The Tauruthorn Ruga heavy rug of elven silk woven with furs to form
a tapestry of the
wild
animals that inhabit the North Downs and Lake Evindim. It was intended for the manor of an
Arthedain Lord, and it is not known how a dragon came to be in possession of it.
- Immune from aging, wear and ripping. Thus, it is ideal bedding for a dragon.
- When spread out to its full 200' by 100' area, its further powers will come into effect
- The inhabitants of a manor with the rug will never be attacked or threatened by any
animal represented on the Tauruthorn Rug
- The inhabitants will be unable to bear the smell, taste or sight of the cooking of the
flesh of any animal on the rug, though they may eat it raw
The Viper Bandan unusual item in the possession of the Woodmen of
Mirkwood. They
obtained it fro refugees from Rhovanion during the Wainrider Wars. It is a copper snake which
coils three times around the owners neck, and can not be removed until its owners death, when
it uncoils.
- Wearer is aware of all snakes within 100'
- Wearer can use the senses of any snake whose location he knows
- No snake will threaten the wearer
- Wearer can command, 3 times/day, a snake to perform a single simple action
War Helm of Rhuna hide/wood helm used for centuries by the Asdriag
tribe of Rhun. It
made a brief appearance during the Wainrider Wars, but never became part of Gondorian lore.
However, it is legendary in Dorwinion, Rhun, Variag , and Chey Sart, for it always appears on
the greatest and most aggressive Asdriag chieftains. The Helm covers, face, shoulders, and
upper back and is formed into the likeness of a wolf's head and mane.
Powers
- Perception. Wearer gains +20 to perception rolls in daylight and can see as if it were
a bright, clear day in darkness, smoke, rain, etc.Wearer can see invisible beings.
- Leadership. +20 to all influence rolls, followers gain +20 to all moral rolls and RR's.
All allies within 100 ft are immune to fear, confusion, distraction, sleep and other
similar effects from any source (including non-magical). All effects apply to wearer as
well.
- Visage. All enemies within 50 ft must save vs wearers Level or fight at a penalty
equal to the amount the RR was failed. Wearer can direct his gaze at any one
individual 1 time/day. Target must save vs a 10th Level channeling or be daunted and
unable to contest the wearer and his followers for 1 day/1 point RR failure
- Protection. Helm negates all criticals to head, shoulders or upper back. Wearer is
immune to all spells directed at these areas. +20 DB. Helm is indestructible and can not be removed against
wearers will.
The Wight Circlean extremely potent power circle drawn in the
mountains above
Angmar. It
was here that the Amgmarim Priests called the barrow-wights on the Down of Cardolan. The
power of the circle increases with the number of points on its design that are filled.
- can only be activated by orcs and humans together
- The Cardinal Points- gathers and combines the power points of all within the circle -
combined power points may be used with the Dark Summons List up to (combined
levels of all in circle/4)
- The Cross points-protects circle from the effects of a failure
- Full Circle(20 points plus the Witch King)- allows circle to place summoning and
controlling spells so that they will last for as long as the circle itself exists.
- through human sacrifices and rituals the Witch King can extend the circles power
within Shadow beyond the spells in Spell Law.
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