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Rick Meints

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The feeding saddlecloth

Note: this item is inspired from an old Kirgiz legend. I used for Wind on the Steppes, and I'm now proposing it for Glorantha.

Description: a saddlecloth made of different herbs plaited together.
Knowledge: Cult secret (few)
Cults: ASSOCIATED Eiritha. FRIENDLY Waha, Issaries. UNFRIENDLY Aldrya
History: during God’s time, after the burning of Prax, grass was very scarce. It came that some warriors of different tribes and clans were surrounded by hordes of Chaos. One warrior of each tribe was given the task to seek for help from his tribemates beyond the desert, but the mounts wouldn’t have survived such a trip at full gallop. The Eiritha priestess found the secret of concentrating and preserving the nutritive value of some rare herbs, which involved plaiting them together. They plaited the herbs to saddlecloths, one for each beast. The messengers were able to gallop days long without rest and reach their respective goals. Because of the scarcity of the herbs, very few of these items have been made afterwards, until the secret was lost.
Procedure: lost. It shall involve a HeroQuest to find the secret again. A few pieces may be hidden in the graves of old warriors, or kept as clan heirloom.
Powers: every handful of the saddlecloth is enough to feed a mount for a full day and remove all its fatigue at once. A saddlecloth has enough food for a full year. If left untouched and buried with the proper ritual, it regenerates one handfull every day. A given saddlecloth works only for one species: size and herbs are adapted. This item is very useful for Nomads travelling over great distances in the Desert, especially if they are in a hurry. It is also useful for caravans which do not need to carry food for the beasts.
Value: The more arid the country, the higher the value. 3-5,000 silvers for those who have the corresponding beast.

Edited by Rick Meints
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Wind on the Steppes, role playing among the steppe Nomads. The  running campaign and the blog

 

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6 hours ago, Zit said:

The feeding saddlecloth

Note: this item is inspired from an old Kirgiz legend. I used for Wind on the Steppes, and I'm now proposing it for Glorantha.

Description: a saddlecloth made of different herbs plaited together.

Knowledge: Cult secret (few)

Cults: ASSOCIATED Eiritha. FRIENDLY Waha, Issaries. UNFRIENDLY Aldrya

History: during God’s time, after the burning of Prax, grass was very scarce. It came that some warriors of different tribes and clans were surrounded by hordes of Chaos. One warrior of each tribe was given the task to seek for help from his tribemates beyond the desert, but the mounts wouldn’t have survived such a trip at full gallop. The Eiritha priestess found the secret of concentrating and preserving the nutritive value of some rare herbs, which involved plaiting them together. They plaited the herbs to saddlecloths, one for each beast. The messengers were able to gallop days long without rest and reach their respective goals. Because of the scarcity of the herbs, very few of these items have been made afterwards, until the secret was lost.

Procedure: lost. It shall involve a HeroQuest to find the secret again. A few pieces may be hidden in the graves of old warriors, or kept as clan heirloom.

Powers: every handful of the saddlecloth is enough to feed a mount for a full day and remove all its fatigue at once. A saddlecloth has enough food for a full year. If left untouched and buried with the proper ritual, it regenerates one handfull every day. A given saddlecloth works only for one species: size and herbs are adapted. This item is very useful for Nomads travelling over great distances in the Desert, especially if they are in a hurry. It is also useful for caravans which do not need to carry food for the beasts.

Value: The more arid the country, the higher the value. 3-5,000 silvers for those who have the corresponding beast.

Stealing this. Very nice.

Edited by Rick Meints
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Name: Dead Man Token
Description: A human arm bitten off at the elbow, now much worse for wear, with a raised tattoo of intertwining Darkness and Death Runes. The end of the bone projecting from the arm has a lead ring with a noose of human skin.

Cults: Zorak Zoran

Knowledge: A Dead Man Token is very useful to Zorak Zorani embarking or great deeds of terror. Powerful Zorak Zorani are recorded as wearing “necklaces” composed of several Dead Man Tokens.

History: The first such tokens were created by Mistress Race priestesses during the advent of the Greater Darkness, the better to terrorize the race of men. None of these early relics are known to survive. If they did, they might have powers far in excess of those recorded here.

Procedure: A Dead Man Token must begin with the severed arm of a human being. During mummification, the arm is tattooed by cutting Runes of Death and Darkness into the flesh, then working lead ink into the wounds to create a pattern of raised bumps and ridges. At first the pattern is only detectible via touch (or Troll Senses, of course), but over time the ink colors the skin, rendering the pattern in smoky black and grey lines and dots.

Powers: A Dead Man Token can only benefit a Zorak Zoran cultist. Each one allows a single casting of the spell: Demoralize to affect one extra Human target.

Value: 4500L if they were available for sale in a non-troll market, which is unlikely, since few would care to own one. Among trolls, they are never traded, but would be worth tens of thousands of bolgs to the right cultist.

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Agimori Powder

Description: A small pouch full of chalky white powder that has a reddish tint.
Cults: Associated - Most Praxian Tribes and Cults, Most Fire Cults. Enemy - the Agimori.
Knowledge: Fairly common in Prax and Pent. Relatively unknown elsewhere. 
History: It is believed the powder was first created during the great darkness, when the bones of many slain Agimori littered the Wastes.
Procedure: Most Praxian shamans know the ritual to make this powder. The bones must have been dried by the desert wind for several months. Fresh bones will not work. The bones are ground into powder, and then mixed with a small amount of human blood. During the ritual the shaman sacrifices 2 points of their temporary POW, like casting a spell.
Powers: One dose of the powder is enough to cover a SIZ 16 creature. The powder provides 5 minutes of protection from regular fire damage (up to 4 points per melee round).
Value: 500L per dose.

Edited by Rick Meints
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Hope that Helps,
Rick Meints - Chaosium, Inc.

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Name  Cartographer's Stylus

Description  A bone stylus whose head is a Truth rune, with a tip that is stained by ink from years of use.
Cults  Irrippi Ontor (Lankhor Mhy would also have great interest in this).
Knowledge  Unknown, One of a Kind.
History  Cyrus Aquillus was a renegade Illuminate and ex-priest of Irrippi Ontor who was fascinated with mapmaking to the exclusion of almost everything else, including cult observances.  He created the stylus to aid him in his pursuit.  Much too old to roam dangerous areas anymore, he eventually retired to a hermit's existence until he was killed by invading cave trolls that had no idea of the item's value.  It may still be in his cave, lying among moldering maps...
Procedure  The stylus will work with any ink and paper.  It is used as one would any of its more common brethren.
Powers  It registers faintly as magical.  When used, it will draw all features or rooms within 50 meters, regardless of intervening terrain and walls.
Value  1000L to a cult of knowledge or other interested party that is aware of its powers; otherwise a few Lunars.

Edited by Yelm's Light
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Name  Glowpot

Description  A small (20 cm), covered stone pot, usually with handles for attachment of leather thongs to hang it from the saddle.  Inside the pot are a number of nondescript stones.
Cults  Any of a number of Earth cults: Ernalda, Eiritha, Caladra and Aurelion, etc.
Knowledge  Common, especially among the tribes of Prax.
History  Originally a cult item of Caladra and Aurelion, the secret of its making was learned by the priests of many Earth cults, so that it is now commonly found among the nomadic hunters of Praxian tribes, bringing warmth and cheer with little risk of being seen on the Plains.
Procedure  Grasp the pot and sacrifice one temporary POW.
Powers  Uncovered, the stones inside glow softly and provide warmth equivalent to a small campfire for approximately 6 hours, until the pot is powered again.
Value  100L.

Edited by Yelm's Light
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Cherry's Quick Quiver

Description: A quiver with capacity of 20 arrows, made of fine material and adorned with several crystals.
Cults: Aldryami
Knowledge: Cult Secret, One of a Kind
History:  Cherry was an aldryami archer of exceptional skill.  He once came upon a magical puffball that was of great value to the shaman Blueface of Balazar.  In return for giving it to him, Cherry had a quiver made that would allow the elf to fire whatever arrow he needed at a moments notice.  Cherry's fate is unknown, but the quiver has passed through the hands of many owners and was last known to have been seen in Dragon Pass.
Procedure:  Sacrifice one point of permanent power in order to attune to the quiver.  After that, simply think what spell you want cast upon an arrow that you draw from the quiver.
Powers:  the Quick Quiver can cast any one of the following spells upon an arrow you draw from it, at your command:  Speedart,  Multimissile 4, Firearrow, Light, Glue 4 Dispel Magic 4, or Silence.  The magic points are drawn from the six power crystals built into the quiver.  Each Crystal is 10 power.  The quiver automatically casts the spells for the archer as he draws the arrow.  The means of constructing this quiver is known only to Blueface the shaman.
Value: 90000 Silvers, more to an Aldryami

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Asrelia's Armour

Description: A scale hauberk, where the scales are made of copper clacks.

Cults: Associated - Issaries, Lanbril, other Thief and Trade cults.

Knowledge: Common.

History: Despite the name, this armour has nothing to do with the Earth Goddess, but its power to find hidden caches of treasure led to the (somewhat ironic) name. Instead the armour owes its creation to a now forgotten thief from the First Age who sought to put his ill-gotten gains to work finding him even more wealth.

Procedure: Apart from its unusual materials, the armour is enchanted in the same way as any other spell matrix.

Powers: RQ - Acts as a Detect Coins Matrix (Like Detect Gems, but for coinage). HQ - Acts as a charm for a "Detect Coinage" spirit. In either case, it is also a perfectly serviceable copper hauberk.

Value: 500L (The coins themselves can be removed and used in a pinch. Each armour contains roughly 200 clacks. Removing more than 20 will ruin the matrix. A GM can roll 1d20-1 to determine how many coins are missing when the suit is found.)

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10 hours ago, Rick Meints said:

Agimori Powder

Description: A small pouch full of chalky white powder that has a reddish tint.
Cults: Associated - Most Praxian Tribes and Cults, Most Fire Cults. Enemy - the Agimori.
Knowledge: Fairly common in Prax and Pent. Relatively unknown elsewhere. 
History: It is believed the powder was first created during the great darkness, when the bones of many slain Agimori littered the Wastes.
Procedure: Most Praxian shamans know the ritual to make this powder. The bones must have been dried by the desert wind for several months. Fresh bones will not work. The bones are ground into powder, and then mixed with a small amount of human blood. During the ritual the shaman sacrifices 2 points of their temporary POW, like casting a spell.
Powers: One dose of the powder is enough to cover a SIZ 16 creature. The powder provides 5 minutes of protection from regular fire damage (up to 4 points per melee round).
Value: 500L per dose.

Stealing this for my game too. Great and simple.

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I had in mind a lodestone compass, but ran into a rather esoteric question:  What does the magnetic field of Glorantha look like?  Where, exactly, are the magnetic pole or poles?  Magasta's Pool?  Magnetic north and south?  Four poles at the cardinal directions?  Or are the fields in a state of flux where a compass would be useless?

 

Edited by Yelm's Light
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Name: Scorpionman Falx
Description: A long curving bladed weapon, shaped like a long thin claw with a razor-sharp blade in the inner edge of the curve. Composed of amber-colored chitin, and over four feet in length, it must be used with both hands.

Cults: Bagog, Any warrior-cult that is not fanatically opposed to Bagog

Knowledge: These blades are made from chitin remnants of defeated Bagog brood-queens. Honed and sharpened, they make for excellent falxes, and fine rewards for warriors loyal to the new queen. They are very sharp, very fast, and very light for their size. Although crafted by the scorpionfolk, these falxes are generally not tainted by chaos.

History: No one knows which brood-queen created the first falx from a defeated rival’s chitin. Certainly the practice is not widespread enough to be universal among scorpionmen, yet these weapons find their way into the hands of human warriors not infrequently.

Procedure: Through processes not known outside the broods, long shards of chitin are cut, shaped and magically reinforced to craft a one piece blade and hilt. Scholars have speculated that some of the life force of the dying brood-queen, perhaps also of prisoners sacrificed during the creation process, imbues the blade with almost preternatural swiftness and cutting power.

Powers: A Scorpionman Falx can be wielded as a longsword or rhomphia, But does +2 non-magical damage, and improves the Strike Rank of its attacks by 2 as well. If these falxes have any faults it is that they are slightly more fragile than blades of metal. Reduce their Armor Points and Hit Points by one each.

Value: A Scorpionid Falx is more than a mere novelty. Many will pay as much as 1000L for these non-magical weapons.

Edited by Rick Meints
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Name: Griffon’s Flight Feathers
Description: Two splendid matching golden wing-feathers, each over two feet in length. The feathers are much stronger than normal flight feathers and could almost be used as weapons.

Cults: Any Sky or Air Cult

Knowledge: Griffon’s are magnificent sacred creatures of the sky, though others who venerate air also admire their command of the element and their flying abilities. Secret: It is said that there are rituals that can rejuvenate Flight Feathers that have lost their magical potence.

History: The first pair of Flight Feathers was given by the ancient griffon hero, Wind-Runner, to an ally. Since that time, some such flight feathers have been gifts, but others have been taken from the corpses of slain griffons. To say the least, many griffons would view the owner of these treasures with suspicion.

Procedure: There is no known way to create these feathers. They can only be got from the wing-tips of griffon heroes.

Powers: If held in hand, or bound to one’s forearms, they will allow the one so equipped to fly as though levitating, at a speed of 10 yards per turn for 10 Rounds. Alternatively, they can be used to ‘fletch’ a javelin, spear or very large arrow, which will thereafter be affected as if by “True-Weapon”. Feathers used as flying aids can thereafter be added to a weapon, so long as they have not lost their magic. Each time the feathers are used, in either way, there is a cumulative 5% chance that they will not function thereafter.

Value: 5000L, more to a Sky or Air Cult.

Edited by Rick Meints
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Name: Cursed Beast Tail
Description: The severed, desiccated tail of a herd beast of Prax.

Cults: Any Praxian will want to destroy the tail, return it to Eiritha. Evil shaman may hope to employ it as a bound spirit.

Knowledge: The tail should have been buried in the earth during the ritual of the “Peaceful Cut” when the beast it was part of was killed, thereby returning the spirit of the animal to Mother Earth. Instead it was used as a binding talisman for the tortured spirit of the herd-beast.

History: Cursed Beast Tails are becoming more common in the current age. Slaughtered Praxians, unable to administer the Peaceful Cut, their own spirits unfettered and roaming, are sometimes responsible for the creation of these items. But more often they are the result of intentional action by Lunar cultists or sorcerers seeking to weaken the magic of the nomad gods.

Procedure: Exactly how these items are created is not understood, but it appears to require more than simply not administering the Peaceful Cut to a herd-beast at the time of its death. At the places where Lunars have created Cursed Beast Tails, there are often ritual elements left behind. Particularly, shards of bloody. sharpened flint shaped not unlike the Disorder Rune, have been found.

Powers: This Beast Tail contains the bound spirit of the animal, driven mad in its metaphysical isolation from the Herd-Mother. It will attack any sentient creature that touches it with a strange sort of possession [POW 2d6+9, spectral combat POWx5%, Spectral Damage 1d10]. If it succeeds in driving the POW of its target to zero, it will possess: the only outward effect of which will be to drive any animal ridden by the afflicted mad with fright.

Value: Cursed Beast tails have no intrinsic value. Those who destroy the tail and free the spirit, will win the good will of many Praxians.

Edited by Rick Meints
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5 hours ago, Yelm's Light said:

I had in mind a lodestone compass, but ran into a rather esoteric question:  What does the magnetic field of Glorantha look like?  Where, exactly, are the magnetic pole or poles?

Original Plunder included the Tin Compass which was repelled by Magasta's Pool if I recall.

There's no magnetic field, but mythically you could draw from some aspect of any of the four Pillar Gods and have something that points towards or away from them, particularly the White Pillar God since he was broken when Umath crashed into him.  Or there might be Blue Moonstones that point towards the Blue Moon Plateau.

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Name:  Thunderstrike, the Storm Hammer

Description:  A heavy, iron, double-headed great hammer with Storm/Air runes incised on either side.
Cults:  Associated:  Storm Bull.  Friendly:  Lightbringer, troll cults.  Hostile:  Chaos.
Knowledge:  Commonly known within the above-referenced cults and to historians of Knowledge cults such as Lankhor Mhy and Irrippi Ontor.  Likely known by other historians.  One of a Kind.
History:  This was the rune weapon of the hero, broo-harrier, and troll-friend Valatash Walker, the scourge of Stormwalk Mountain.  He received it from the Storm Bull himself as a reward for heroquesting, with the admonition that he must use it to destroy chaos wherever he found it.  Valatash Walker then took up residence in the Storm Hills/Troll Forest/Stormwalk Mountain area south of Dragon Pass and west of the Plains of Prax.  There he was true to his word, impressing and befriending the local trolls with his singleminded pursuit of chaos and specifically brookind, who occupied the nearby Chaos Forest.  Many were the days that rolling thunder pealed through the area as he hunted down his goat-headed quarry.  After his death, the weapon was given into the hands of the Old Wind Temple for safekeeping.  Many have come to claim it, but the Orlanthi at the Temple have found no one worthy to wield it so far.
Procedure:  Standard iron two-handed hammer, except that it is still 3 ENC and has double normal (30) HP.
Powers:  When it damages a creature of Chaos, a powerful thunderclap erupts from it. All except the wielder who are within 20 meters must check vs. CON x 3 or be stunned and unable to act for 1D3 melee rounds.  This power will only work in the hands of a Rune Lord of Storm Bull.
Value:  Priceless.  This is a Hero-level weapon.

Edited by Rick Meints
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Name:  Calmwort Incense

Description:  Dried, braided stems of calmwort, a flowering herb that grows along the banks of the River of Cradles.
Cults:  N/A.
Knowledge:  Known primarily to shamans of Prax.
History:  Once thought of only as an opportunistic weed, this flowering plant has been found to have curative properties by local shamans.
Procedure:  Separate the stems and flowers, setting the stems aside.  Boil down the flowers until they form a syrup, let cool, then place the stems into the syrup to soak for several hours.  Remove the stems, braid several together and let them dry in the sun for at least a day.  When ready to use, burn them as you would any other incense.
Powers:  Breathing the smoke of calmwort incense works as a balm for nervous and heart conditions.  Meditation and occasional breathing of the smoke also quadruples POW recovery, so that 1/4 of POW is regained every 90 minutes.  One stick of incense is good for six hours of burning, or the equivalent of 100% POW recovery.
Value:  25L per stick.

Edited by Rick Meints
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Goldentoe's Cane

Description: A walking stick for the maimed. it has a gold ferrule at the base but appears otherwise unremarkable.
Knowledge: Known primarily to Solar cults and traders
Cults: ASSOCIATED Lokarnos. FRIENDLY Yelmalio, Issaries. UNFRIENDLY Etyries, Zorak Zoran
History: A caravan leader from Vanch, Leros Vibio had been a devoted follower of Lokarnos for many years when he lost a leg during an unexpected encounter near the Hill of Gold.
Procedure: Very rare. They shall result from a HeroQuest providing aid to Yelmalio and his cult (possibly also to Yelorna). Their powers are not lost on the death or apotheosis of the original quester. A few examples are known and tracked by the Lokarnos cult, some others have disappeared and may be unrecognised. They are however not susceptible to natural decay over time.
Powers: On grasping the cane (providing he sun is in the sky even if not visible) the user instantly gains the use of a magical leg in replacement of a severed leg. The leg persists until sundown and during that time the user is unable to release his grip on the cane. If the cane is prized away from him he will sustain 1d6 damage to that arm and will lose the use of the magical leg (though the substance of the leg remains until sundown). The cane can only be used once in a day, so a stolen cane is ineffective until the following sunrise. If the users other leg is sound, then the magical leg is lame, and vice versa. The toe of the boot on the magical leg appears to be made of gold. the boot cannot be removed from the leg and any attempt to cut the toe from the leg results in 1d10 general HP damage.
Value: 25,000L (in Wheels).

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Name: Pommelstone
Description: A small, dedicated power crystal, rather unimpressive in appearance, with a flat metal panel affixed to one side.

Cults: Any

Knowledge: These items are products of the Manuforges of the Machine City. Now, pommelstones may be found by brave or fortunate explorers of the Clanking Ruin.

History: Pommelstones were manufactured by the thousands in the Manuforges of the Machine City, before and during the great siege that brought it to ruin. Many were intended for the machine grade magical swords issued to fighters mortal or machine that defended the battlements and power-walls. Others have been found as loot, some affixed to the weapons of the very heroes who besieged the city.

Procedure: Pommelstones are made in Manuforges, according to a the details encoded on a Manufacturing scroll, a sheet of copper that can be inserted into a manuforge, providing the necessary information to make the item on the scroll, but not the materials. The must be also be provided.

Powers: Each pommelstone has some sort of enchantment within it that it confers to any weapon to which it is attached. Typical enchantments are weapon enhancing spells like Bladesharp, Pierce, Parry, but elemental crystals, repair crystals are known. The Level or Magnitude of the effect may be found by rolling 1d4+1. It takes a Magic Skill check or an INT x3% success and point of Permanent POW to attempt to attune a Pommelstone, at which time it may be affixed to the pommel of the weapon and is powered until it is removed. On removal, the stone becomes inert until it is attuned again and attached to another weapon.

Value: 1000L+1000L per level of effect

 

Edited by Rick Meints
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Dubble's Head Tapper (aka Dubble Tap)

Description: An ordinary looking iron scimitar
Cults:Yanafil Tarnils, Humakt
Knowledge: Automatic, Famous, One of a Kind
History:  Dubble was a Rune Lord of Yanafil Tarnils who dedicated his life to killing zombies.  Upon his death, his spirit imbued his sword with a portion of his zombie fighting technique so that others could use it to carry on the fight.
Procedure: Swing Dubble Tap at a zombie's head.  If the wielder spends a point of permanent POW to attune himself with the sword and vows never to flee undead he can unlock Dubble Taps additional powers.
Powers: If Dubble Tap should strike the head of a zombie it automatically does Slashing damage.  If attuned to the wielder, Dubble Tap automatically strikes at the head of all zombies.  If attuned to a follower of Humakt or Yanafil Tarnils, the scimitar does slashing damage to the head of any undead.  It still only automatically strikes the heads of zombies.
Value:  Inestimable to a vampire hunter, a place overrun by zombies or a Humakti or Yanafil Tarnils.  20000 silver to anyone else.

Edited by Pentallion
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Name:  Wyrmscale Shield

Description:  A shield made entirely of the single scale of a wyrm.
Cults:  Hostile:  Draconic cults.
Knowledge:  Known to any draconic being, possibly to scholars of knowledge cults.  However, it's very possible for any character that is intelligent and experienced enough to put two and two together, at least to the point of discerning that it is the scale of some draconic being.
History:  This is an exceedingly rare item, as evidenced by the fact that there is no major reference to it.  It requires the slaying of a large wyrm, and keeping it can be problematic; dragonewts tend to take a dim view of killing other draconic beings.
Procedure:  Use as a standard shield.  Roll to determine the size of shield that may be created or has been found as treasure:  01-60 Small, 61-90 Medium, 91-00 Large.  It may only be repaired by using magic (i.e. a Repair spell).

Powers:  It works in all ways as a bronze shield of the appropriate size, except that ALL sizes of wyrmscale shield weigh one 'thing,' and fire attacks are parried in the same way as standard weapon attacks.  Fire attacks damage the shield as if it were a weapon successfully parrying an attack.  (In other words, up to 4 points of fire damage would stay with the shield per melee round.)  Any fire damage beyond that absorbed by the shield is treated normally.  As with nearly any other item, it may be inscribed with spell matrices.
Value:  20,000 L.

Edited by Rick Meints
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Name:  Puppeteer's Pan Pipes

Description:  A lacquered, wooden set of pan pipes bearing four runic inscriptions:  from left to right, they are Truth, Harmony, Movement, and Illusion.
Cults:  Associated:  Is (Puppeteer cult of music).
Knowledge:  Known to the Puppeteer Troupe.  One of a Kind.
History:  Tarantella was one of the more noteworthy members of the Puppeteer Troupe, accompanying many of their performances.  It is said that he fled Pharaoh's wrath and found his way into Dragon Pass, where his prodigious and wide-ranging musical skill made him a perfect candidate to join them.  He is also rumored to have dabbled in the magical arts, though there are few, if any, specifics and many mysterious allusions.
Procedure:  Each of the pipes' four powers requires the playing of a particular (and different) musical passage, ending on the pipe on which one of the runes is inscribed.  The tunes are unknown and so must be discovered via trial and error or, possibly, divination; this is up to the GM's discretion.  At the very least, should the players ever run across the Puppeteer Troupe, it could be ransomed for a rich reward.
Powers:  Corresponding to each ending rune:

Truth:  Divination (Rune/Divine Magic)
Harmony:  Harmonize (Battle/Spirit Magic)
Movement:  Dismiss Elemental 3 (Rune/Divine Magic)
Illusion:  Befuddle (Battle/Spirit Magic)

Value:  20,000 L.

Edited by Rick Meints
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