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The Wayfarer's Inn • View topic - Evil Items

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 Post subject: Evil Items
PostPosted: Mon Jun 09, 2008 10:40 am 
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The following four magical items came into your possession during earlier parts of your quest.  Although powerful, they are also clearly evil and therefore to be used with wisdom - if at all.  A mystic named Atmu-thoth-rahat who you befriended in the little village of Aartuat where your adventure started, told you that these items are somehow tied to the final goal of your quest:  The destruction of the evil one, who dwells within that very cursed tomb where you are now.  Please choose which item - if any - your character wishes to carry with him.


These are the items:

The Serpent Ankh

A silver item in the form of a serpent, so twisted and looped as to form an upside-down ankh.  It radiates evil and faint magic and conveys immunity to the attack of sand elementals.


The Bloodied Moon

This item is made of beaten, red-golden copper.  It is in the shape of a slender crescent moon with a jagged inner edge that reminds of a saw.  At night, when the moonlight shines on it, it looks as if made of blood.  Its wearer is immune against all forms of diseases, and when he kills a wild animal and pours its blood over the Bloodied Moon, he can twice release a cone of cold (Level 9) from it.


The Cleaver Of Set

An evil-looking weapon, with a handle that is wrapped in black leather and a golden pommel covered with ancient runes that praise Set.  The blade is 4 inches wide and 14 inches long and made of a dull gray metal that looks brittle but is very hard.  It is a +3 weapon that does damage 1-6/1-6, with double damage on a natural roll of 20.  One needs to be proficient with the hand axe to use it without penalties.


The Book Of Eternity

A thick and heavy book with a cover and spine made of slabs of blackened wood, held together by leather bands.  On its front is the Eye of Horus, made of inlaid bronze and gold, but it’s clearly the most evil of the four items and no one of you dared yet open its intricate lock that shows hieroglyphs which praise the Dark Lord, Set.


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 Post subject: Re: Evil Items
PostPosted: Mon Jun 09, 2008 12:10 pm 
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 Post subject:
PostPosted: Mon Jun 09, 2008 9:19 pm 
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Pinky: What you want to do tonight, Brain?
Brain: The same thing we do every night, Pinky.
Pinky: What's that, Brain?
Brain: Try to take over the world, Pinky!


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 Post subject:
PostPosted: Sat Jul 19, 2008 7:11 pm 
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Book of Eternity.  Kherim Shah is intent to see to it's destruction.


Last edited by RedWizard on Sun Jul 27, 2008 3:28 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Jul 24, 2008 7:50 pm 
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And my henchman, Asterion has the Cleaver of Set.

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What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?


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 Post subject: Re: Evil Items
PostPosted: Sat Aug 23, 2008 3:05 pm 
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Did Atmu know if there were only four? Or (I'm sure this is a big fat no) how they tied in with Rahotep or the fulfillment of our quest?


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 Post subject: Re: Evil Items
PostPosted: Sun Aug 24, 2008 7:33 am 
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No, Atmu-thoth-Rahat didn't know if there are more items like those that you already found. And the only thing he told you was that you should keep them because they possibly play a pivotal role in your quest. Nothing more.


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 Post subject: Re: Evil Items
PostPosted: Wed Nov 26, 2008 7:29 am 
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The Scepter of Set

This wicked looking item is about 2 feet long, with its upper half made of gold and shaped like a lightning bolt. Its tip is crowned by an ugly and demonic looking ram's head. The lower half of the scepter is carved from ebony and wrapped with a stretch of human skin. Depicted on it are an image of a jackal-headed Set and hieroglyphs that praise the dark Lord as well as provide a command word to activate the scepter. The scepter raises the CHA of its bearer to 18 as long as it's actually held in hand and shown to any listeners. Three times each day the wearer can attempt to dominate a group of up to five individuals, but only as long as this domination involves some kind of evil act. Once a day the command word "Xertep" causes a Death Ray to spring forth from the eyes of the ram's head. The Death Ray only works against living things of course and can be saved against (Death Magic)


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 Post subject: Re: Evil Items
PostPosted: Sat Mar 28, 2009 5:38 pm 
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The Blackened Sun

A sun disk of deep black color, about 8 inches in diameter and made of some kind of unknown metal. Ancient hieroglyphs along its rim show that it is sacred to Set. It confers the following abilities to its bearer:

• Infravision and Ultravision up to a distance of 120'.
• Animate Dead at will, but no more than 20 beings per day.


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 Post subject: Re: Evil Items
PostPosted: Mon Jun 29, 2009 3:18 pm 
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The Netherladder

This item is made of two parallel strands of hardened and braided black leather, each about 2 feet in length and one foot apart from each other. Their ends are covered with golden caps and are connected with each other by a series of six broad leather straps, one beneath the other and each one inscribed with blood red ancient hieroglyphs that seem to be prayers or evocations of some sort.

The six leather "rungs" of the Netherladder each hold a spell inscription that can be read by its owner, regardless of his or her class. Each spell can be used but once per day.


1. Summon Demon. A demon from the Dark Duat can be summoned through the use of this spell. What type of demon appears cannot be determined by the wielder of the ladder, but the demon will be 100% loyal and obey every command.

2. Energy Drain. The owner of the ladder can use this spell to immediately transfer one energy level from a creature to him or herself. Transfer is instantaneous, and the creature need not be touched, but has a ST against the effects of the spell and has to be within 30' of the netherladder.

3. Plane Shift. This spell immediately transfers the owner of the netherladder and everyone within 10' of him or her to Set's realm in the Dark Duat.

4. Banish Undead. The owner of the ladder is able to send up to 16 HD of undead into the depths of the Dark Duat. Undead above level 10 have a ST against this effect.

5. Torture. With the help of this spell, the owner of the netherladder can ask a creature a question as he or she fashions a terrifying phantasm of demonic torture and casts it into the mind of the target. If a ST is failed and the target creature doesn't truthfully answer the question, it is racked with ultimate agony and loses half of its current hit points. A second question can then be asked, and if the ST is failed again and the questioner lied upon, then the creature perishes from the effects of the torture spell.

6. Dehydrate. This spell immediately drains away all liquid from the victim's body (ST vs. magic applies), and the victim dies, only to be reanimated as a juju zombie 2-5 rounds later, and under control of the ladder's owner.


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