Planescape: Torment
Home > Planescape: Torment > Game Extracts > Item List and Description

Item List and Description by BahamutZero

        _________
       | __   __ |         P  L  A  N  E      S  C  A  P  E
       |/  | |  \| _____ _______   ____    ___________ ____  _____ _______
           | |    /  _  \\   __ \  \   \  /   /\  ___ |\   \ \   /| _   _ |
           | |   |  / \  || |  \ |  |   \/   | | |   \| |   \ | | |/ | | \|
           | |   | |   | || |__/ |  | |\  /| | | |_/|   | |\ \| |    | |
           | |   | |   | ||  _  /   | | \/ | | |  _ |   | | \   |    | |
           | |   | |   | || | \ \   | |    | | | | \|   | |  \  |    | |
           | |   |  \_/  || |  \ \  | |    | | | |___/| | |   | |    | |
          /   \   \     //   \ /  \/   \  /   \/      |/   \  |  \  /   \
                       

                               I T E M S   L I S T
                               
                             V E R S I O N   1 . 0 3
                             
=========================================================================================
                            PLANESCAPE: TORMENT ITEMS LIST
=========================================================================================
AUTHOR   : BahamutZero
E-MAIL   : avrompaey@yahoo.com
DATE     : August 28, 2000
VERSION  : 1.03
COMPLETED: 27 %
=========================================================================================
T A B L E   O F   C O N T E N T S

[01] HEALING ITEMS & CHARMS
[02] EDGED WEAPONS
[03] FIST WEAPONS
[04] CLUBS
[05] HAMMERS
[06] AXES
[07] ARMOR
[08] MAGIC SPELLS
[09] TATTOOS
[10] JEWELRY & ACCESSORIES
[11] MISC ITEMS
[12] QUEST ITEMS

=========================================================================================
[01] HEALING ITEMS & CHARMS
=========================================================================================
____________
ADDER'S TEAR

 Invokes: "Adder's Kiss"
 Weight: 0

 This glistening green tear is as hard and smooth as a pearl. When placed on the tongue,
 it dissolves instantly and gives the user the ability to spit forth spiraling bolts of
 acidic green energy at an opponent.
________
BANDAGES

 Special: Heals 3 Hit Points
 Weight: 0

 This is a roll of bandages, useful for stanching minor wounds.
___________
BLOOD CHARM

 Special: Heals 18 Hit Points
 Weight: 0

 This glistening drop of blood is as hard and smooth as a pearl. When placed on the
 tongue, it dissolves instantly and spreads through the character's veins and heart.

 Like its younger cousin, the clot charm, the blood charm stimulates the user's blood
 into clotting scabbing over existing wounds, healing damage the user may have suffered
 before consuming the charm. However, while the blood charm's initial healing effect is
 more powerful than the clot charm, it has no other lasting effects.
_________________________
BLOOD FLY CHARM (ABISHAI)

 Special:
  Heals 3 Hit Points
  Increases Regeneration
 Weight: 0

 Blood flies are pests believed to have originated from one of the Lower Planes. In many
 ways, they resemble mosquitoes with an insatiable appetite -- a cloud of blood flies can
 suck all the blood from a human body within minutes. Their stingers are capable of
 penetrating even the skin of fiends.

 Despite their vicious appetite and temperament, blood flies are used by healers to draw
 forth diseased blood from an individual or even drain blood from a dead body. On
 occasion, blood flies are used to siphon off rare types of blood and are then paralyzed
 with powders or spells and kept in storage for future use.

 This particular blood fly charm seems to hold the blood of a lesser fiend, an abishai,
 in its food sac. When this paralyzed fly is consumed, the user heals a small amount of 
 damage immediately and also gains the ability to regenerate for a certain period of
 time. If the character is already able to regenerate, then the regeneration rate is
 increased.
__________
BONE CHARM

 Special:
  +2 to Armor Class
  +2 to Armor Class vs. Crushing Attacks
  +15% Resistance to Crushing Attacks
 Weight: 0

 This old finger bone charm has been hollowed out and tiny symbols have been scratched on
 its surface. A user must snap it in two to activate it.

 When snapped, the bone charm temporarily strengthens the user's skeleton and acts as a
 ward against breaks and fractures. The charms gives the user an overall bonus to their
 armor class and additional resistance against crushing attacks.
______________
CHARCOAL CHARM

 Special:
  +50% Resistance to Fire
  +25% Resistance to Magical Fire
 Weight: 0

 This piece of charcoal is a charred bone fragment of some creature, perhaps a finger
 bone or a talon. Various symbols have been scratched onto its surface... the scratchings
 are so faint you almost missed them.

 This charcoal charm temporarily protects the user against flames and extreme heat. To
 use the charm, the charred bone is snapped and both halves are ground to powder, then
 the charcoal dust is rubbed over the heart of the user.
________________________
CHARM OF INFINITE RECALL

 Special: Lore Skill set to 100
 Weight: 0

 While practicing, some Mage students discovered a means to condense and store knowledge
 into a charm form. This particular charm contains the entire resource library of the
 famed Charon School of Mages. Unfortunately, the effects of this charm are fleeting and
 the user is rendered unintelligible for a short period of time.
____________________
CLIPPED COPPER CHARM

 Special:
  Minor Copper Blessing
  +1 to Luck (temporary)
 Weight: 0

 This copper piece has been "clipped"... most of the copper has been shaved off, no doubt
 to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved
 copper to make another coin. Although many Hive dwellers practice this method "making
 money," when the Fated faction practices it, they do so with a frightening sense of
 purpose, creating charms that reflect their own miserly natures.

 In order to create these charms, the Fated faction seek out failed business owners and
 other individuals who once possessed great wealth, then has a reversal of fortune and
 were left desitute. These individuals are then given enchanted carving blades and asked
 to "clip a copper" for the Fated in a tedious day-long ritual, which infuses the copper
 coin with the last traces of their former luck. The ritual and the nature of the
 individual clipping the copper allows a minor enchantment to seep into the coin and
 affect the fortune of the whoever uses it.

 When the clipped copper charm is flipped into the air, it will spill into a rain of
 copper pieces, and bestow some luck upon the user.
__________
CLOT CHARM

 Special:
  Heals 9 Hit Points
  +5% Resistance to Slashing Attacks
  +10% Resistance to Piercing Attacks
 Weight: 0

 This glistening blood drop is as hard and smooth as a pearl. When placed on the tongue,
 it dissolves instantly and spreads through the character's bloodstream.

 The charm stimulates the user's blood into clotting and scabbing over existing wounds,
 healing any minor damage the user may have suffered before consuming the charm.
 Furthermore, as long as the charm is in effect, the player's blood becomes more "aware"
 of new wounds that occur, especially any attacks that draw blood. The charmed individual
 becomes more resistant to slashing and piercing attacks, as their blood clots and scabs
 over the wound as soon as the flesh is torn.
_______________
COCKROACH CHARM

 Special:
  +4 to Armor Class
  +2 to Armor Class vs. Crushing Attacks
  +10% Resistance vs. Crushing Attacks
 Weight: 0

 Cockroaches are as common on the Planes as other scavengers. The shell of this
 particular dead cockroach has been dotted with paints and faint arcane symbols. The
 magic contained within the charm is activated when the roach is consumed.

 When swallowed, the recipient temporarily gains the protection of the cockroach. Their
 skin hardens, taking on the strength of a suit of chain mail armor, and the charmed
 individual becomes difficult to squash, giving them added protection vs. crushing
 attacks.
________________
CORPSE FLY CHARM

 Invokes: "Swarm Curse"
 Weight: 0

 This corpse fly looks like it was frozen; it appears to be dead, but you can't be sure.
 The magic contained within the charm is activated when the insect is consumed. When
 swallowed, the recipient suddenly becomes extremely nauseous... a few seconds later, the
 charmed individual expels a stream of insects from their nose and mouth. Provided the
 charmed individual can keep their wits about them after the casting, the caster can send
 this cloud to attack a target.
_________________
CRANIUM RAT CHARM

 Special:
  +5% Detect Traps Skill Bonus
  +5 to Lore Skill
  +1 to Intelligence
 Weight: 0

 The body of this cranium rat has been specially prepared: its insides have been hollowed
 out and stuffed with various herbs and shreds of papyrus containing arcane symbols.

 When the charm is consumed, the user gains a temporary increase to their reasoning and
 perception abilities; it feels as if the player is looking through several pairs of eyes
 and sifting through several minds at once... the sensation is somewhat dizzying for a
 minute or two, but there are no harmful side effects.
_______________
DIRTY RAT CHARM

 Special:
  +10% Stealth Skill Bonus
  +5% Pickpocket Skill Bonus
  -1 to Charisma
 Weight: 0
 Usable only by Thieves

 This cranium rat tail charm is particularly filthy and smells faintly of vomit. The tail
 is stiff, like a wire, and it can be bent into different shapes... it would almost make
 a great lockpick, except it is too thick.

 When this rank charm is consumed, the user temporarily becomes much stealthier and
 shiftier, giving them a greater chance of success with hiding in shadows and picking
 pockets. People viewing the charmed individual will detect something unsavory about him,
 however, reducing first impressions accordingly. This unsavoriness will last only as
 long as the charm is in effect, however.
_____________
DIVINE CENSER

 Invokes: "Raise Dead"
 Weight: 3

 When lit, this censer has the power to entice the soul back of the recently departed.
 Unfortunately, there is only a limited amount of incense left in it.
_______________________________
DUSTMAN EMBALMING CHARM, LESSER

 Invokes: "Embalming, Minor"
 3 Charges
 Weight: 0
 Usable only on Nameless One and Morte

 This strange metal bracelet has directions inscribed on the side of it. Judging from the
 crude text, it appears that the bracelet works by being held by a living creature, then
 while pronouncing a mantra to the 'True Death,' it is touched to the forehead of a
 zombie or skeleton. When this is done, the minor enchantment held within the item
 spreads through the corpse, strengthening their bones, killing traces of corpse rot
 and/or grave mold, and helping to seal minor tears in the skin.
_______________
EMBALMING FLUID

 Special:
  +2-8 to Hit Points
  +1 to Armor Class
 Weight: 1
 Usable only by the Nameless One and Morte

 This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies.
 As an added benefit, the smell of the fluid is more than sufficient to mask the smell of
 any rotting bodies it is used on. Effects are temporary.
___________
HEART CHARM

 Special:
  Heals 27 Hit Points
  Reduces Fatigue
  +10% Resistance to Slashing Attacks
  +20% Resistance to Piercing Attacks
 Weight: 0

 This glistening drop of blood is as hard and smooth as a pearl. When placed on the
 tongue, it dissolves instantly and spreads through the character's veins and heart.

 The heart charm is more powerful than the blood and clot charms, and it heals a number
 of wounds instantly, even serious or critical injuries. Furthermore, the user will also
 gain a rush of energy, removing any fatigue they may be otherwise feeling.
__________
KNOT CHARM

 Invokes: "Strength"
 Weight: 0

 This charm is made from a small piece of hemp knotted into a loop. No matter how much
 you study it, however, you cannot seem to figure out how the knot was tied... it looks
 like it has been wrapped around, inside and even *through* itself several times.

 Ironically, despite the knot's complexity, it comes undone easily when pulled. The
 person undoing the knot charm temporarily gains a rush of strength, allowing them to do
 more damage with melee attacks and carry more weight.
_________________
NEEDLE AND THREAD

 Special: Heals 6 Hit Points
 Weight: 0

 This is a spool of thread and a small bone needle. They look like they're used for
 stitching up wounds... in living or dead bodies. When used on a creature, it heals 6 hit
 points of damage.
__________________
THRICE-BLIND CHARM

 Invokes: "Blindness"
 Weight: 0

 These three cranium rat tails have been woven into a small charm. Despite the separation
 from their owners, however, they still twitch occasionally, as if irritated.

 To use this charm, the caster must select a target within his line of sight, then, while
 remaining focused on the target, untie the charm. The target's vision will turn black
 for several minutes, rendering them helpless and reducing their combat ability
 drastically.
________________
WHISPERING FLASK

 Invokes: "Aid"
 Special: +2 to Strength
 Usable only by Githzerai

 This container holds a peculiar powder called "Whispering Motes" (loose translation of
 the Gith expression), a form of healing powder commonly used by the githzerai on the
 Plane of Limbo. When the stopper is pulled and the spice touched on the skin of a
 wounded person, the spice travels through the injured person's body, generating raw
 matter to fill up the "holes" in his physical form, no matter how small or large. In
 order for the spice to work, the user must concentrate on its healing effects... with
 the proper discipline, a practiced githzerai can even heal the greatest of wounds. In
 addition to its curative properties, it is also the element in several of their rites of
 passage... it is believed that the spice also fills in the "holes" in a person's psyche,
 removing doubts and giving them focus and purpose.

=========================================================================================
[02] EDGED WEAPONS
=========================================================================================
___________
BONE DAGGER

 Damage: 1-6 Piercing
 Enchanted: +1
 Special: +1 Piercing Damage
 THAC0: +1
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 The blade of this dagger seems to be made from the bone of some creature. The edge of
 this blade is extremely sharp.
_______________________________________
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")

 Damage: 2-9 Slashing
 Special: +1 to Armor Class
 THAC0: +1
 Speed: 7
 Weight: 5
 Proficiency: Edged
 Usable only by Dak'kon

 On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo
 itself is a soupy mass of elements, and only through force of will can the githzerai
 shape these elements into stable matter.

 A substance called "karach" is a material that can be shaped with the mind. Dak'kon's
 blade is composed of this substance; through mental discipline alone, Dak'kon maintains
 the integrity of the blade. He can shape it slightly depending on his skill, adjusting
 its length, sharpness of the edge. Presumably as he gains levels, he may be able to
 manipulate the blade in new ways.

 It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that
 depends on the integrity of the wielder would be entrusted only to those who have
 learned to discipline themselves.

 This blade appears to have special religious significance for Dak'kon. Dak'kon has wound
 a series of parchments around the hilt of the blade. These appear to be mantras
 dedicated to Zerthimon.
_______________________________________
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")

 Damage: 2-9 Slashing
 Enchanted: +1
 Special:
  +1 to Armor Class
  Memorize 1 Additional 1st Level Mage Spell
 THAC0: +1
 Speed: 7
 Weight: 5
 Proficiency: Edged
 Usable only by Dak'kon

 On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo
 itself is a soupy mass of elements, and only through force of will can the githzerai
 shape these elements into stable matter.

 A substance called "karach" is a material that can be shaped with the mind. Dak'kon's
 blade is composed of this substance; through mental discipline alone, Dak'kon maintains
 the integrity of the blade. He can shape it slightly depending on his skill, adjusting
 its length, sharpness of the edge. Presumably as he gains levels, he may be able to
 manipulate the blade in new ways.

 It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that
 depends on the integrity of the wielder would be entrusted only to those who have
 learned to discipline themselves.

 This blade appears to have special religious significance for Dak'kon. Dak'kon has wound
 a series of parchments around the hilt of the blade. These appear to be mantras
 dedicated to Zerthimon. 
__________________
GREEN STEEL DAGGER

 Damage: 2-5 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This slim dagger has been forged out of the famed Baatorian Green Steel. Found only in
 the wastelands of Avernus, this peculiar green ore can be tempered into metal much
 lighter than normal steel. In addition, Green Steel weapons tend to retain their
 remarkably fine edges and are capable of dealing out more damage than their standard
 counterparts.
_________________
GREEN STEEL KNIFE

 Damage: 1-4 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This razor sharp knife has been forged out of the famed Baatorian Green Steel. Found
 only in the wastelands of Avernus, this peculiar green ore can be tempered into metal
 much lighter than normal steel. In addition, Green Steel weapons tend to retain their
 remarkably fine edges and are capable of dealing out more damage than their standard
 counterparts.
_____________________
HIGH QUALITY STILETTO

 Damage: 1-4 Piercing
 Speed: 1
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This slim dagger is a beauty among its kind. It is a one-handed thrusting weapon.
__________
IRON SPIKE

 Damage: 1-3 Piercing
 Speed: 2
 Weight: 2
 Proficiency: Edged
 Not usable by Priests

 This is a crude iron spike, covered with rust. If necessary, you could use it as a
 dagger.
____________
JAGGED KNIFE

 Damage: 1-3 Slashing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This hooked knife has a thick double-edged blade and a curved wooden handle. Judging
 from the shape of the blade, it looks like this knife is used primarily as a surgical
 tool.
_____
KNIFE

 Damage: 1-3 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This knife has a four-inch blade, with a plain handle of bone.
_____________________
POOR QUALITY STILETTO

 Damage: 1-2 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This squat dagger, whil ideally a thrusting weapon, looks like it would be better used
 as a paperweight. It is not sharp or well-balanced, and might actually hinder you in
 combat
____________
RUSTY DAGGER

 Damage: 1-3 Piercing
 Special: Fragile, Breakable
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This is a small rusty dagger. Its blade is chipped and the hilt is loose; it doesn't
 look like it will stand up to repeated use without breaking.
_______
SCALPEL

 Damage: 1-3 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This simple surgical cutting tool looks like it's seen a lot of use.
________________
SMALL STEEL FORK

 Damage: 1-2 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This fork is definitely no prize piece of cutlery. Its steel finish is scratched and
 slightly bent and its tines are crusted with dirt.
___________
STEAK KNIFE

 Damage: 1-3 Slashing
 Special: Fragile, Breakable
 Speed: 2
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This is a common steak knife. You're sure if this dagger could talk, it would have many
 long-winded stories about cooking and carving large haunches of meat.
________
STILETTO

 Damage: 1-3 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This is a short dagger with a slender blade.

=========================================================================================
[03] FIST WEAPONS
=========================================================================================
_______________________
ENCHANTED PUNCH DAGGERS

 Damage: 1-4 Piercing
 Enchanted: +1
 Special: +1 Piercing Damage
 THAC0: +1
 Speed: 2
 Weight: 2
 Proficiency: Fists
 Usable only by Fighters and Thieves

 This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have
 jagged edges to allow them to dish out additional piercing damage when the wearer
 strikes an opponent. In addition, the blades have been magically enhanced to increase
 the damage incurred.
____
FIST

 (Default Weapon)
 Damage: 1-3 Crushing
 Speed: 1
 Weight: 0
 Proficiency: Fists

 Your punches are lethal; you CAN kill with repeated blows. As long as you have not
 filled up all your quick weapon slots, you can always select 'fist' as your current
 weapon.
__________
FIST IRONS

 Damage: 2-4 Crushing
 Speed: 1
 Weight: 1
 Proficiency: Fists
 Not usable by Mages

 This crude iron bar is designed to slip over the fist, with the thick portion resting in
 the palm and the iron ring facing outwards, over the knuckles. While wearing these fist
 irons, a single punch can shatter someone's jaw.
______________
INGRESS' TEETH

 Damage: 1-6 Crushing
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her
 back through the portal to her home plane. They rattle amongst themselves whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping bugs.
______________
INGRESS' TEETH

 Damage: 1-6 Piercing
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her
 back through the portal to her home plane. They rattle amongst themselves whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping bugs.
______________
INGRESS' TEETH

 Damage: 1-6 Crushing
 Enchanted: +1
 Special: +1 Crushing Damage
 THAC0: +1
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her
 back through the portal to her home plane. They rattle amongst themselves whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping bugs.
______________
INGRESS' TEETH

 Damage: 1-6 Piercing
 Enchanted: +1
 Special: +1 Piercing Damage
 THAC0: +1
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her
 back through the portal to her home plane. They rattle amongst themselves whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping bugs.
_____________
IRON KNUCKLES

 Damage: 1-3 Crushing
 Speed: 1
 Weight: 1
 Proficiency: Fists
 Not usable by Mages

 Iron knuckles that slip over the fingers, giving your fists the extra "oomph" they need
 to deliver bone-crushing punches.
____________
MORTE'S BITE

 (Default Weapon)
 Damage: 1-3 Piercing
 Speed: 1
 Weight: 0
 Proficiency: "Fists" (Don't ask)

 Morte's bite is lethal, and he CAN masticate someone to death. As long as his quick
 weapon slots are not all filled, Morte can always select bite as his current weapon.
_____________
PUNCH DAGGERS

 Damage: 1-4 Piercing
 Speed: 2
 Weight: 2
 Proficiency: Fists
 Usable only by Fighters and Thieves

 This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have
 jagged edges to allow them to dish out additional piercing damage when the wearer
 strikes an opponent.
________________________
PUNCH DAGGERS OF MOORING

 Damage: 2-8 Piercing
 Enchanted: +2
 Special:
  +1 Piercing Damage
  +2 to Armor Class
  +1 to Luck
 THAC0: +1
 Speed: 2
 Weight: 2
 Proficiency: Fists
 Usable only by Fighters and Thieves

 These daggers were once wielded by Moorin, the jinxed. Mooring was a hapless young woman
 who became a thief through a series of disasters. Each of these "accidents" resulted in
 the death of the trainer for whatever profession she chose. Out of desperation Moorin
 trained herself an the art of Thievery with laughable results.

 Moorin's thieving career was filled with numerous mishaps that involved her in combat
 situations. Each such combat often ended with Moorin being seriously wounded and thrown
 into prison. When it became obvious that Moorin was not long for this world her father,
 Arch-mage Xoorcon, created these magical blades for her use.

 With the luck provided by her new blades, Moorin was actually able to successfully
 strike an opponent in combat (which came as a shock to her). While her opponent was busy
 bleeding, Moorin would make good her escape. Unfortunately, during one such escape,
 Moorin tripped, fell on her dagger and died before she could staunch the bleeding from
 her wounds.
_______________
SPIKED KNUCKLES

 Damage: 1-6 Piercing
 Enchanted: +1
 THAC0: +1
 Speed: 1
 Weight: 1
 Proficiency: Fists
 Not usable by Mages

 These iron knuckles have been improved upon by the addition of tiny spikes. In addition,
 a minor enchantment has been placed on them making them lighter and stronger than
 ordinary iron.
__________________
TEETH OF THE VIPER

 Damage: 2-7 Piercing
 Enchanted: +1
 Special:
  Poisons Target
  Immunity to Poison
 Speed: 2
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 These teeth appear to be a set of hollow fangs, much like those of a viper. Although
 long removed from their original host, the teeth still drip poison from their sharp
 tips.

=========================================================================================
[04] CLUBS
=========================================================================================
____________
BAATEZU MACE

 Damage: 3-9 Crushing
 THAC0: +1
 Speed: 6
 Weight: 10
 Proficiency: Clubs
 Usable only by Fighters

 Made from ore found only in the wastelands of Avernus. Baatezu have created a metal
 called Baatorian Green Steel. Weapons produced from this metal are lighter and stronger
 than those forged of ordinary steel and tend to inflict greater damage. Although
 produced in great quantities for the Blood Wars, weapons such as these are rarely found
 outside of Baator.
_______________
CLUB OF NETTLES

 Damage: 1-6 Crushing
 Special: Causes Confusion
 THAC0: +2
 Speed: 3
 Weight: 4
 Proficiency: Clubs
 Usable only by Thieves

 This club seems to be made from some sort of prickly plant. Small thorns adorn the head
 of the club and can easily be broken off.

 This particular club is one of the most favored weapons of thieves. Upon making a
 successful hit on an opponent, tiny barbed thorns lodge into the skin and cause the
 victim to become disoriented for a brief period of time. This allows the thief time to
 safely rob and escape the victim.
________________
CORPSE LIMB #985

 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Not usable by Mages

 This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As much as the
 corpse's knee was rotted clean through, it looks like the combination of thick
 applications of embalming fluid and rigor mortis has made this arm almost as hard as
 wood. If you needed to, you could either use it to shake someone's hand from a distance
 or use it to bash their skull in.
___________
IRON PRYBAR

 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Usable only by Fighters and Thieves

 This iron prybar can be used to pry open doors, chests, and even the occasional
 reluctant ribcage. It also makes a good bludgeoning weapon when there's no time for
 subtlety.
_____________
LEG BONE CLUB

 Damage: 1-6 Crushing
 Special: Fragile, Breakable
 Speed: 4
 Weight: 2
 Proficiency: Clubs
 Not usable by Mages

 This leg bone is heavy enough to be used as a club. It's not the height of fashion, but
 it sure makes a satisfying sound when you strike someone.

 Although an effective weapon, this leg bone is fragile and has a chance of breaking if
 used repeatedly.
____
MACE

 Damage: 2-8 Crushing
 Speed: 7
 Weight: 12
 Proficiency: Clubs
 Usable only by Fighters

 This seems to be a standard variety mace. Used properly, this weapon can deliver a
 crushing blow to an opponent.
_________________
POOR QUALITY MACE

 Damage: 1-7 Crushing
 THAC0: -1
 Speed: 8
 Weight: 13
 Proficiency: Clubs
 Usable only by Fighters

 This mace seems to be of very poor construction. The balance and weight lend itself to
 an awkward and almost erratic swing. Most likely this was constructed by an apprentice
 blacksmith.
_________________________
POOR QUALITY SLEDGEHAMMER

 Damage: 2-7 Crushing
 Speed: 8
 Weight: 10
 Proficiency: Clubs
 Usable only by Fighters

 This hammer is little more than a heavy lump of metal on the end of a stout stick. It's
 powerful, yes, but the balance is poor and it's entirely ungraceful.
___________
SEVERED ARM

 Damage: 1-8 Crushing
 Enchanted: +1
 Special:
  +2 Crushing Damage
  New Tattoos
 Speed: 4
 Weight: 5
 Proficiency: Clubs
 Usable only by Fighters and Thieves

 This severed arm is as hard as a wooden club. It looks like it was severed cleanly at
 the shoulder (most likely by a scythe blade), and eve though it looks many decades old,
 it is more petrified than rotted. It has an unhealthy gray pallor and is covered with
 scars. Intricate tattoos decorate its surface, spiraling up from the wrist all the way
 to the remains of the shoulder.

 Upon closer inspection, you know for a fact that this arm is yours. How long it has been
 lying around waiting for you is anyone's guess. You can't explain why, but you feel like
 you should take this arm to a tattoo artist and have it examined... the tattoos might
 tell something of what happened to your previous incarnation when this arm was still
 attached to him.
___________
WOODEN CLUB

 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Not usable by Mages

 This crude wooden club has seen better days, but it still looks sturdy enough to be used
 as a weapon.

=========================================================================================
[05] HAMMERS
=========================================================================================
________________
BRIMSTONE HAMMER

 Damage: 2-9 Crushing
 Enchanted: +1
 Special:
  +4 Fire Damage
  +25% Resistance to Fire
 THAC0: +1
 Speed: 7
 Weight: 5
 Proficiency: Hammers
 Usable only by Fighters

 This type of weapon, thought to be forged by the flames of the elemental plane of fire,
 is extremely rare, even in Sigil. The elemental properties of the hammer grants its
 wielder an increased resistance to fire and fire-based attacks. In addition, when used
 in combat, the hammer deals out additional damage when it successfully connects, searing
 its target with crackling flames.
________________
ENCHANTED HAMMER

 Damage: 2-9 Crushing
 Enchanted: +1
 THAC0: +1
 Speed: 7
 Weight: 5
 Proficiency: Hammers
 Usable only by Fighters

 This hammer bears a wounding enchantment and is much lighter than a normal hammer,
 allowing it to be swung faster and do more damage in combat. Any history or legends
 concerning this hammer have been eclipsed by other, more famous weapons in the
 Encyclopedia Magica. Nonetheless, this sledgehammer carries itself with a quiet dignity.
_________________
HAMMER OF QUALITY

 Damage: 2-5 Crushing
 THAC0: +1
 Speed: 6
 Weight: 6
 Proficiency: Hammers
 Usable only by Fighters

 This is a finely crafted war hammer. Godsman etchings and symbology decorate the head of
 the weapon and work their way down the shaft. Despite its heavy appearance, it feels
 much lighter than it looks.
_________________________
HIGH QUALITY SLEDGEHAMMER

 Damage: 1-10 Crushing
 Speed: 8
 Weight: 9
 Proficiency: Hammers
 Usable only by Fighters

 This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't be fooled by
 its appearance - this weapon is dangerous. It requires two hands and the desire to
 inflict crushing damage on your enemies.
___________
WORK HAMMER

 Damage: 1-6 Crushing
 Speed: 6
 Weight: 6
 Proficiency: Hammers
 Usable only by Fighters

 This is a heavy work hammer. It has a long handle and a metal head that looks like it
 could shape steel and crush skulls with ease.

=========================================================================================
[06] AXES
=========================================================================================
__________
ANTLER AXE

 Damage: 2-7 Slashing
 Speed: 8
 Weight: 8
 Proficiency: Axes
 Usable only by Fighters

 Primitive cultures often times used parts of animals as weapons. This appears to be the
 horns of some creature that have been made into a crude battle axe of sorts.
__________
BATTLE AXE

 Damage: 1-8 Slashing
 Speed: 7
 Weight: 7
 Proficiency: Axes
 Usable only by Fighters

 This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp,
 and the long handle allows the wielder to put considerable force into the swing.
_____________________
BATTLE AXE OF QUALITY

 Damage: 2-9 Slashing
 THAC0: +1
 Speed: 7
 Weight: 8
 Proficiency: Axes
 Usable only by Fighters

 Intricate runes are etched on the shaft and the blades of this axe. The edges of the axe
 are razor-sharp; it looks like it would be possible to shave with it, though that's not
 something that you would try until you had consumed several tankards of ale. The handle
 itself is made of ironwood, and leather is wrapped tightly around the handle to help
 secure the user's grip.
________________
CRESCENT HATCHET

 Damage: 2-7 Slashing
 THAC0: -1
 Speed: 10
 Weight: 10
 Proficiency: Axes
 Usable by Fighters only

 This huge hatchet has a crescent-shaped head. Although an intimidating weapon, it looks
 more decorative than functional: not only is it extremely heavy, but the balance is poor
 and the edge is dull and pitted. Despite the difficulty in using the hatchet in combat,
 the long handle allows the wielder to put considerable force into the swing.
____________________
ENCHANTED BATTLE AXE

 Damage: 2-9 Slashing
 Enchanted: +1
 THAC0: +1
 Speed: 6
 Weight: 4
 Proficiency: Axes
 Usable only by Fighters

 Closer examination of the weapon reveals a strange symbol, very faint, on the surface of
 the axe head. Tracing it with your finger, there is a sudden charge, and the axe head
 changes before your eyes into a silvery-looking metal.

 The edge is incredibly sharp, so mush so it looks like it could hack through stone if
 necessary. The symbol you traced on the weapon is now glowing brilliantly, and if
 anything, the axe has become even lighter than before, so much so that you can almost
 wield it one-handed.
__________
HOLLOW AXE

 Damage: 1-8 Slashing
 Speed: 3
 Weight: 5
 Proficiency: Axes
 Usable only by Fighters

 This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp,
 and the long handle allows the wielder to put considerable force into the swing.

 This axe is of a different alloy than normal steel - it's *light* and easy to swing. It
 causes the same amount of damage as an ordinary axe, but it strikes much more quickly. 

=========================================================================================
[07] ARMOR
=========================================================================================
_____________________
DAK'KON'S ZERTH ARMOR

 Armor Class: 5
 Weight: 25
 Usable only by Dak'kon

 Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings, formed of
 the same substance that Dak'kon's blade is made of. (Unlike the blade, however, it does
 not appear that the armor changes based on the mental state of the wielder.) The armor
 is worn over a padded red tunic, and spiked bracers and shoulder pads have been added to
 give greater protection to the arms and upper body.

 While Dak'kon's armor is similar to chain mail, it is lighter and more flexible,
 allowing him to wield his sword more effectively. It seems that when the sword and armor
 are used in tandem, the armor actually becomes lighter in weight and more flexible, more
 like cloth than chain mail. Whether this is a unique property of karach, or whether this
 is some magical effect of the two items, is unknown.
_____________
DUSTMAN ROBES

 Special: Disguises user as a Dustman
 Weight: 5
 Usable only in the Mortuary

 These frayed robes are commonly worn by members of the Dustmen faction. They have an
 old, musty smell about them, and they don't fit you very well. You doubt the Dustman
 disguise will hold up under scrutiny -- and certainly not if the Dustmen are looking for
 an intruder.

=========================================================================================
[08] MAGIC SPELLS
=========================================================================================
_________________________
FIFTH CIRCLE OF ZERTHIMON

 Allows user to copy "Power of One" into Spell Book
 Range: Touch
 Duration: 30 mins per level
 Speed: 2
 Area of Effect: Person touched
 Saving Throw: None
 Weight: 1
 Usable only by Mages and Nameless One

 Inscribed upon this circular stone plate is the Fifth Circle of Zerthimon:

 "Zerhimon was the first to *know* the way of freedom. Yet it was not he that first came
 to *know* the way of rebellion."

 "The *knowing* of rebellion came to the warrior-queen Gith, one of the People. She had
 served the *illithids* upon many of the False Worlds as a soldier, and she had come to
 *know* war and carried it in her heart. She had come to *know* how others might be
 organized to subjugate others. She *knew* the paths of power, and she *knew* the art of
 taking from the conquerors the weapons by which they could be defeated. Her mind was
 focused, and both her will and her blade were as one."

 "The turning in which Zerthimon came to *know* Gith, Zerthimon ceased to *know* himself.
 Her words were as fires lit in the hearts of all who heard her. In hearing her words, he
 wished to *know* war. He *knew* not what afflicted him, but he *knew* he wished to join
 his blade to Gith. He wished to give his hate expression and share his pain with the
 *illithid.*"

 "Gith was one of the People, but her *knowing* of herself was greater than any Zerthimon
 had ever encountered. She *knew* the ways of flesh, she *knew* the *illithids* and in
 *knowing* herself, she was to *know* how to defeat them in battle. The strength of her
 *knowing* was so great, that all those that walked her path came to *know* themselves."

 "Gith was but one. Her strength was such that it caused others to *know* their strength.
 And Zerthimon laid his steel at her feet."
__________________________
FOURTH CIRCLE OF ZERTHIMON

 Allows user to copy "Vilquar's Eye" into Spell Book
 Range: 45 ft. + 15 ft. / level
 Duration: 30 seconds
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 1
 Usable only by Mages and Nameless One

 Inscribed upon this circular stone plate is the Fourth Circle of Zerthimon:

 "*Know* that the Rising of the People against the *illithid* was a thing built upon many
 ten-turnings of labor. Many of the People were gathered and taught in secret the ways of
 defeating their *illithid* masters. They were taught to shield their minds, and use them
 as weapons. They were taught the scripture of steel, and most importantly, they were
 given the *knowing* of freedom."

 "Some of the People learned the nature of freedom and took it into their hearts. The
 *knowing* gave them strength. Others feared freedom and kept silent. But there were
 those that *knew* freedom and *knew* slavery, and it was their choice that the People
 remained chained. One of these was Vilquar."

 "Vilquar saw no *freedom* in the Rising, but opportunity. He saw that the *illithid* had
 spawned across many of the False Worlds. Their Worlds numbered so many that their vision
 was turned only outwards, to all they did not already touch. Vilquar's eye saw that much
 took place that the *illithid* did not see. To the Rising, the *illithid* were blinded."

 "Vilquar came before his master, the *illithid* Zhijitaris, with the *knowing* of the
 Rising. Vilquar added to his chains and offered to be their eyes against the Rising. In
 exchange, Vilquar asked that he be rewarded for his service. The *illithid* agreed to
 his contract."

 "At the bonding of the contract, a dark time occurred. Many were betrayals Vilquar
 committed and many were the People that the *illithids* fed upon to stem the Rising. It
 seemed that the Rising would die before it could occur, and the *illithid* were pleased
 with Vilquar's eye."

 "It was near the end of this dark time when Zerthimon came to *know* Vilquar's
 treacheries. In *knowing* Vilquar's eye, Zerthimon forced the Rising to silence itself,
 so that Vilquar might think at last his treacheries had succeeded, and the Rising had
 fallen. He *knew* that Vilquar eye was filled only with the reward he had been promised.
 He would see what he wished to see."

 "With greed beating in his heart, Vilquar came upon the *illithid* Zhijitaris and spoke
 to his master of his success. He said that the Rising had fallen, and the *illithids*
 were safe to turn their eyes outwards once more. He praised their wisdom in using
 Vilquar's eye, and he asked them for his reward."

 "In his greed-blindness, Vilquar had forgotten the *knowing* of why the People had
 sought freedom. He had lost the *knowing* of what slavery meant. He had forgotten what
 his *illithid* masters saw when they looked upon him. And so Vilquar's betrayal of the
 People was ended with another betrayal. Vilquar came to *know* that when Vilquar's eye
 has nothing left to see, Vilquar's eye is useless."

 "The *illithid* gave to Vilquar his reward, opening the cavity of his skull and
 devouring his brain. Vilquar's corpse was cast upon the Fields of Husks so its blood
 might water the poison-stemmed grasses."
____________________
RECIPE: BLOOD BRIDGE

 Allows user to copy "Blood Bridge" into Spell Book
 Range: 0
 Duration: Instant
 Speed: 2
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This tattered card has the recipe for the ingredients and the incantations necessary for
 the necromantic spell, "Blood Bridge." This spell allows the caster to share a portion
 of his life with others, weakening himself but strengthening others.
_____________________
RECIPE: CHROMATIC ORB

 Allows user to copy "Chromatic Orb" into Spell Book
 Range: 50 feet
 Duration: Special
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 This tattered card has the recipe for the ingredients and the incantations necessary for
 the minor evocation, "Chromatic Orb."
________________
RECIPE: IDENTIFY

 Allows user to copy "IDENTIFY" into Spell Book
 Range: 1 item
 Duration: Instant
 Speed: 1
 Area of Effect: Inventory usage only
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This tattered card has the recipe for the ingredients and the incantations necessary for
 the minor divination spell, "Identify." The spell reveals the mysteries of an enchanted
 object, allowing you to know its exact abilities.
_____________
RUNE OF ARMOR

 Invokes: "Armor"
 Teaches user "Armor"
 Level: 1 / Wizard
 Range: 0
 Duration: Until destroyed by damage
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of this breastplate, you realize you didn't mar the warding rune
 beyond recognition. In fact, unlike the other breastplates, the spell that maintained
 the integrity of the giant skeleton is mostly intact, so much so you could either cast
 the runes as a spell or copy them into a spell book and keep it as a part of your
 arsenal. Either casting or copying the spell will destroy the breastplate, however.
_______________________
RUNE OF GREATER WARDING

 Invokes: "Shield"
 Teaches user "Shield"
 Level: 1 / Wizard
 Range: 10 feet
 Duration: 25 sec. / level
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of the runes covering the surface of this breastplate, you think
 you might be able to unlock the rune's power and use it to invoke a primitive warding
 enchantment, similar to the one that protected the giant skeleton. Activating the rune
 will destroy the breastplate, however.
______________________
RUNE OF LESSER WARDING

 Invokes: "Armor"
 Teaches user "Armor"
 Level: 1 / Wizard
 Range: 0
 Duration: Until destroyed by damage
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of the runes covering the surface of this breastplate, you think
 you might be able to unlock the rune's power and use it to invoke a primitive warding
 enchantment, similar to the one that protected the giant skeleton. Activating the rune
 will destroy the breastplate, however.
_________________
RUNE OF SHIELDING

 Invokes: "Shield"
 Teaches user "Shield"
 Level: 1 / Wizard
 Range: 10 feet
 Duration: 25 sec. / level
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of this breastplate, you realize you didn't mar the warding rune
 beyond recognition. In fact, unlike the other breastplates, the spell that maintained
 the integrity of the giant skeleton is mostly intact, so much so you could either cast
 the runes as a spell or copy them into a spell book and keep it as a part of your
 arsenal. Either casting or copying the spell will destroy the breastplate, however.
_______________
SCROLL OF ARMOR

 Allows user to cast "Armor"
 Allows user to copy "Armor" into Spell Book
 Level: 1 / Wizard
 Range: 0
 Duration: Until destroyed by damage
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 Physical attacks shall be better thwarted as protection is granted to those who have
 none.

 This spell grants an Armor Class of 6 to the target. It is culmulative with Dexterity
 bonuses, but nothing else. The spell lasts until the wearer sustains culmulative damage
 totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb
 this damage; it only disintegrates after that much damage has been inflicted on it.
___________________
SCROLL OF BLINDNESS

 Allows user to cast "Blindness"
 Allows user to copy "Blindness" into Spell Book
 Level: 1 / Wizard
 Range: 90 ft. + 30 ft. / level
 Duration: 60 seconds
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 How frail is the body when it depends upon its eyes! When sight is removed, things
 become harder to hit, and the sufferer becomes an easier target.

 If the targeted creature fails its saving throw, the creature will be struck with
 blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to all opponents'
 attack rolls.
______________________
SCROLL OF BLOOD BRIDGE

 Allows user to cast "Blood Bridge"
 Allows user to copy "Blood Bridge" into Spell Book
 Level: 2 / Wizard
 Range: 0
 Duration: Instant
 Speed: 2
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell
 transforms your very body into a marketplace that barters life and death. Your life
 essence can be given to others... at a cost to yourself.

 When cast, the mage can select any living (non-undead) target within touch range and
 drain life from himself (2 hit points + 1 hit point per level of the caster) and give it
 to the target.
______________
SCROLL OF BLUR

 Allows user to cast "Blur"
 Allows user to copy "Blur" into Spell Book
 Level: 2 / Wizard
 Range: 0
 Duration: 15 seconds + 5 seconds per level
 Speed: 2
 Area of Effect: The caster
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 The blurring of form and spirit causes one to be hard to see or touch, granting a great
 advantage in battle.

 Blur causes the wizard's form to shift and blur, making it much more difficult to attack
 the caster: It causes all incoming attacks to be made at -3 penalty and grants the
 wizard +1 on all saving throws.
_______________________
SCROLL OF CHROMATIC ORB

 Allows user to cast "Chromatic Orb"
 Allows user to copy "Chromatic Orb" into Spell Book
 Level: 1 / Wizard
 Range: 50 feet
 Duration: Special
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Long are the debates about the spectrum of color in the multiverse. "This blue is better
 than yellow!" "Pike it, berk! Of course White is the true color!" And while in the end,
 many generally agree that a color's greatness is in the eye of the beholder, this spell
 establishes the fact that some colors are deadlier than others.

 This summons a large, magical Orb of Color, which can then be hurled at a target using
 the caster's normal Attack roll +3. The color of the Orb changes depending on the
 caster's level.

 Level: 1 White
 Damage: 1-4 pts.
 Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

 Level: 2 Red
 Damage: 1-6 pts.
 Special Power: 10 sec: -1 Strength, -1 Dexterity

 Level: 3 Orange
 Damage: 1-8 pts.
 Special Power: Additional 1-4 pts. of fire damage

 Level: 4 Yellow
 Damage: 1-10 pts.
 Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

 Level: 5 Green
 Damage: 1-12 pts.
 Special Power: Stun for 10-25 sec.

 Level: 6 Turquoise
 Damage: 2-8 pts.
 Special Power: Unconscious for 10-25 sec.

 Level: 7 Blue
 Damage: 2-16 pts.
 Special Power: Paralyzed for 30-100 sec.

 Level: 10 Violet
 Damage: Paralysis
 Special Power: Petrification

 Level: 12 Black
 Damage: 4-40 pts.
 Special Power: Paralysis for 10-40 sec.
______________________
SCROLL OF FIST OF IRON

 Allows user to cast "Fist of Iron"
 Allows user to copy "Fist of Iron" into Spell Book
 Level: 1 / Wizard
 Range: Caster
 Duration: (5 seconds / level) + 5 seconds
 Speed: 1
 Area of Effect: Nameless One only
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This spell gives the caster's fist the strength and durability of iron, turning it into
 a living weapon. Any punches the caster does will do more damage than normal.

 This spell works only on the Nameless One. When cast, all his normal punch attacks are
 +3 to hit and +6 to damage. The Nameless One cannot cast spells while the Fist of Iron
 is in place.
_________________
SCROLL OF FRIENDS

 Allows user to cast "Friends"
 Allows user to copy "Friends" into Spell Book
 Level: 1 / Wizard
 Range: 0
 Duration: 5-20 seconds + 5 sec. / level
 Speed: 1
 Area of Effect: Caster
 Saving Throw: Special
 Weight: 0
 Usable only by Mages

 One's charm, one's beauty and one's charisma is oftentimes the key to gaining the trust
 of strangers and creating new friends.

 When cast, the caster temporarily gains 2-8 points of Charisma, which could be helpful
 in making new friends, or opening new paths.
________________
SCROLL OF HORROR

 Allows user to cast "Horror"
 Allows user to copy "Horror" into Spell Book
 Level: 2 / Wizard
 Range: 75 feet
 Duration: 30 seconds
 Speed: 2
 Area of Effect: 30 feet radius
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and
 the strongest to lose their courage and flee in cowardice.

 This spell causes all non-undead creatures within a 30 foot radius of the target point
 to flee in terror from the area, if they fail their saving throw.
___________________
SCROLL OF ICE KNIFE

 Allows user to cast "Ice Knife"
 Allows user to copy "Ice Knife" into Spell Book
 Level: 2 / Wizard
 Range: 50 ft.
 Duration: Instant
 Speed: 2
 Area of Effect: Special
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Daggers of ice can be conjured that not only strike the intended target but can spread
 cold as ice in water.

 This spell fires a magical ice dagger at a target. The caster must successfully hit with
 his normal missile attack roll. A successful hit causes 2-8 pts. of damage per dagger.
 When the ice knife strikes a solid object or a creature, the knife shatters, releasing a
 wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw
 vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack
 rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past
 (using the same trajectory that it originally took) the intended target. The Ice dagger
 will then remain on the ground for 2 seconds. If any creature touches this ice dagger
 during that time it will immediately shatter, and emit a cold wave (as above). If not,
 then after the elapsed time it will melt away. Finally, the caster gains 1 additional
 Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The
 subsequent Daggers can be fired off by a subsequent 'click' on the same (or another)
 target.
__________________
SCROLL OF IDENTIFY

 Allows user to cast "Identify"
 Allows user to copy "Identify" into Spell Book
 Level: 1 / Wizard
 Range: 1 Item
 Duration: Instant
 Speed: 1
 Area of Effect: Inventory usage only
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This spell reveals the mysteries of an enchanted object, allowing you to know its exact
 abilities.
_______________
SCROLL OF KNOCK

 Allows user to cast "Knock"
 Allows user to copy "Knock" into Spell Book
 Level: 2 / Wizard
 Range: 180 feet
 Duration: Special
 Speed: 1
 Area of Effect: 10 sq. feet per level
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 The inaccessible, the locked can be freed and within one's grasp with this incantation.

 With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but it
 doesn't affect barred gates and the like. In addition, it can only affect up to 2
 impediments per spell.
______________
SCROLL OF LUCK

 Allows user to cast "Luck"
 Allows user to copy "Luck" into Spell Book
 Level: 2 / Wizard
 Range: 30 feet
 Duration: 5 seconds per level
 Speed: 2
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for
 a short duration.

 This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the
 caster. This bonus increases the chance for success in various efforts such as
 Attacking, Thieving Skills, or Saving Throws and the like.
_______________________
SCROLL OF MAGIC MISSILE

 Allows user to cast "Magic Missile"
 Allows user to copy "Magic Missile" into Spell Book
 Level: 1 / Wizard
 Range: 80 ft. + (30 ft. / level)
 Duration: Instant
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This spell shapes arcane energies into unerring missiles. The greater your skill, the
 more missiles you can hurl from your body.

 The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of
 damage with no saving throw possible. In addition, the caster gains 1 extra missile
 every 2 levels, for a total of 5 missiles at level 9.
________________
SCROLL OF PACIFY

 Allows user to cast "Pacify"
 Allows user to copy "Pacify" into Spell Book
 Level: 1 / Wizard
 Range: 180 feet
 Duration: 40 seconds + (5 seconds / level)
 Speed: 1
 Area of Effect: 2-8 creatures (non-undead)
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 Violence is not always the best solution. This spell seeks to quell the boiling blood,
 the anger and malice through peaceful means.

 As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the
 area of effect; this affects all type of creatures except for undead. When cast,
 creatures must immediately make a saving throw vs. spell. If they fail, they stop all
 activities that require any exertion, including arguments, combat, etc. From here, the
 affected creatures will fall into a deep slumber. The affected creatures will remain in
 this state for the duration of the spell if left unharmed. If attacked, they
 automatically gain a new saving throw to try and break the spell.
______________________
SCROLL OF REMOVE CURSE

 Allows user to cast "Remove Curse"
 Allows user to copy "Remove Curse" into Spell Book
 Level: 4 / Wizard
 Range: 0
 Duration: Instant
 Speed: 4
 Area of Effect: Special
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 Cursed items shall no longer afflict you when this spell is cast.

 When cast, this spell removes a curse upon the person targeted. It does not remove the
 curse from the actual item itself, but it allows the person to successfully unequip and
 rid themselves of the cursed item.
__________________
SCROLL OF STRENGTH

 Allows user to cast "Strength"
 Allows user to copy "Strength" into Spell Book
 Level: 2 / Wizard
 Range: Touch
 Duration: 60 mins per level
 Speed: 2
 Area of Effect: Person touched
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 Grants immense strength to the weak - or greater strength to the strong.

 This spell increases the target's Strength score by a certain number of points (or
 tenths of points above 18) which will still be qualified by race/class restrictions. The
 spell cannot bestow a Strength of 19 or greater. The bonus is as follows:
 Priest         1d6 Points
 Rogue          1d6 Points
 Warrior        1d8 Points
 Wizard         1d4 Points
_____________________
SCROLL OF SWARM CURSE

 Allows user to cast "Swarm Curse"
 Allows user to copy "Swarm Curse" into Spell Book
 Level: 2 / Wizard
 Range: 100 feet
 Duration: 15 seconds
 Speed: 2
 Area of Effect: 3 feet / level of the caster
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your
 choosing. Brings a swarm of insects to attack all those in the area of effect.

 Brings a swarm of insects to attack all those in the area of effect. They inflict 1-4 +
 (caster level/3) points of damage every 5 seconds. No one can cast a spell while within
 the swarm.
__________________________
SECOND CIRCLE OF ZERTHIMON

 Allows user to copy "Scripture of Steel" into Spell Book
 Range: 180 feet
 Duration: 30 seconds
 Speed: 1
 Area of Effect: 50 feet cube
 Saving Throw: None
 Weight: 1
 Usable only by Mages and Nameless One

 Inscribed upon this circular stone plate is the Second Circle of Zerthimon:

 "*Know* that flesh cannot mark steel. *Know* that steel may mark flesh. In *knowing*
 this, Zerthimon became free."

 "*Know* that the tentacled ones were of flesh. They relied on the flesh and used it as
 tools for their will. One of the places where flesh served their will were the Fields of
 Husks on the False Worlds of the *illithids.*"

 "The Fields were where the bodies of the People were cast after the *illithids* had
 consumed their brains. When the brain had been devoured, the husks came to be fertilizer
 to grow the poison-stemmed grasses of the *illithids.* Zerthimon worked the Fields with
 no *knowing* of himself or what he had become. He was a tool of flesh, and the flesh was
 content."

 "It was upon these Fields that Zerthimon came to *know* the scripture of steel. During
 one of the turnings, as Zerthimon tilled the Fields with his hands, he came across a
 husk whose brain remained within it. It has not been used as food. Yet it was dead."

 "The thought that one of the husks had died a death without serving as food for the
 *illithids* was a thought Zerthimon had difficulty understanding. From that thought,
 came a desire to *know* what had happened to the husk."

 "Embedded in the skull of the husk was a steel blade. It had pierced the bone. Zerthimon
 realized that was what had killed the husk. The steel had marked the flesh, but the
 flesh had not marked the steel."

 "Zerthimon took the blade and studied its surface. In it, he saw his reflection. It was
 in the reflection of the steel that Zerthimon first *knew* himself. Its edge was sharp,
 its will the wearer's. It was the blade that would come to be raised against Gith when
 Zerthimon made the Pronouncement of Two Skies."

 "Zerthimon kept the blade for many turnings, and many were the thoughts he had about it.
 He used it in the fields to aid his work. In using it, he thought about how it was not
 used."

 "The *illithids* were powerful. Zerthimon had believed that there was nothing that they
 did not *know.* Yet the *illithids* never carried tools of steel. They only used flesh
 as tools. Everything was done through flesh, for the tentacled ones were made of flesh
 and they *knew* flesh. Yet steel was superior to flesh. When the blade had killed the
 husk, it was the flesh that had been weaker than the steel."

 "It was then that Zerthimon came to *know* that flesh yielded to steel. In *knowing*
 that, he came to *know* that steel was stronger than the *illithids.*"

 "Steel became the scripture of the People. *Know* that steel is the scripture by which
 the people came to *know* freedom." 
_________________________
THIRD CIRCLE OF ZERTHIMON

 Allows user to copy "Submit the Will" into Spell Book
 Range: 10 feet
 Duration: 12 sec. / level
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 1
 Usable only by Mages and Nameless One

 Inscribed upon this circular stone plate in the Third Circle of Zerthimon:

 "Zerthimon labored many turnings for the *illithid* Arlathii Twice-Deceased and his
 partnership in the cavernous heavens of the False Worlds. His duties would have broken
 the back of many others, but Zerthimon labored on, suffering torment and exhaustion."

 "It came to pass that the *illithid* Arlathii Twice-Deceased ordered Zerthimon before
 him in his many-veined galleria. He claimed that Zerthimon had committed slights of
 obstinance and cowardice against his partnership. The claim had no weight of truth, for
 Arlathii only wished to *know* if flames raged within Zerthimon's heart. He wished to
 *know* if Zerthimon's heart was one of a slave or of a rebel."

 "Zerthimon surrendered to the *illithid* punishment rather than reveal his new-found
 strength. He *knew* that were he to show the hatred in his heart, it would serve
 nothing, and it would harm others that felt as he. He chose to endure the punishment and
 was placed within the Pillars of Silence so he might suffer for a turning."

 "Lashed upon the Pillars, Zerthimon moved his mind to a place where pain could not
 reach, leaving his body behind. He lasted a turning, and when he was brought before
 Arlathii Twice-Deceased, he gave gratitude for his punishment to the *illithid* as was
 custom. In so doing, he proved himself a slave in the *illithid* eyes while his heart
 remained free."

 "By enduring and quenching the fires of his hatred, he allowed Arlathii Twice-Deceased
 to think him weak. When the time of the Rising came, Arlathii was the first of the
 *illithid* to *know* death by Zerthimon's hand and die a third death."

=========================================================================================
[09] TATTOOS
=========================================================================================
______________________
THE NUMBER OF KU'U YIN

 Special: Protection from Chaotic creatures
 Weight: 0
 Not usable by Chaotic characters

 This is a tattoo of a number, an intricate weaving of ink and flesh. It squirms when
 held, as if it sought out a host. It is the number of Ku'u Yin, a personal identifier
 that radiates Law. When applied, the tattoo works itself into the skin of its owner,
 protecting it against the depredations of strongly chaotic creatures. It cannot be used
 by someone of chaotic alignment.

=========================================================================================
[10] JEWELRY & ACCESSORIES
=========================================================================================
______________
AMBER EARRINGS

 Special:
  +2 to Armor Class
  Memorize 2 Additional 1st Level Mage Spells
 Weight: 0
 Usable only by Mages
 Usable only by Nameless One

 These earrings are made from hardened sap of the razor vine. When properly prepared,
 items made from this substance can be enchanted with powerful spells of protection.
_______________________________
ANCIENT COPPER EARRING (CLOSED)

 Weight: 0
 Unusable (Closed)

 This copper earring looks ancient. Oddly enough, there doesn't seem to be a hook or any
 means of actually attaching it to your ear. A series of strange grooves have been carved
 on the inside of the earring, however, which might merit a closer examination.
_______________________________
ANCIENT COPPER EARRING (HOLLOW)

 Weight: 0

 This ancient copper earring has a series of grooves cut along the inside. Although there
 doesn't appear to be an obvious way to wear it, it can be unlocked by hooking your
 fingernail into the third groove from the top and pressing inwards.

 Not only does this allow the earring to be worn, but it also opens up a hollow
 compartment inside the earring where messages or other small items can be stored. The
 earring might be worth more to a merchant as a result.
______________
ANGLE-LESS EYE

 Special:
  +1 to Armor Class vs. Missile Attacks
  -1 to Armor Class vs. Crushing Attacks
  +10% Detect Traps Skill Bonus
 THAC0: +1
 Weight: 0

 At first glance, this glass eye seems a poor replacement for a real one. However, when
 inserted into an empty eye socket facing inwards, its power awakens.

 Although the eye dulls the wearer to colors and sights, it increases his awareness of
 angles and shapes, giving the wearer greater accuracy with weapons and giving him a
 greater chance of dodging incoming missile attacks. Furthermore, mechanical traps stand
 out to the wearer's vision, making it easier to spot and disarm them.

 The user becomes more vulnerable to crushing attacks, however - some of the fragility of
 the glass eye seems to be transferred to its wearer.
_______________
BRONZE BRACELET

 Weight: 0

 This thick bronze bracelet is heavy, simple, and uninteresting. You could probably sell
 it to a local merchant for a bit of coin.
___________
BRONZE RING

 Weight: 0

 This crude bronze ring looks like it might have doubled as someone's nose ring in the
 past. Despite the dents and scratches, it might be worth a few coins to a local
 merchant.
______________
COPPER EARRING

 Weight: 0

 This crude copper circlet looks like it was the victim of an eager lover... or something
 that enjoys eating metal... for it is bent on one side and bears teeth marks.
_________
GLASS EYE

 Special: -1 to Damage with All attacks
 THAC0: -1
 Weight: 0

 This glass eye is a poor replacement for a real one. The wearer's depth perception is
 impaired while this eye is worn.
____________
GOLD EARRING

 Weight: 0

 This simple gold pendant may have once hung from a nobleman's ear.
_________
GOLD RING

 Weight: 0

 The exterior of this gold ring has a series of engravings on its surface, but you can't
 make out their significance. Whatever its past purpose, it might be worth quite a few
 coins to a local merchant.
___________
MAGUS GUARD

 Armor Class: 6
 Weight: 2
 Usable only by Mages

 Considered standard equipment for any adventuring mage, bracelets such as these can be
 found across the planes. Judging by the markings on this particular bracelet it appears
 to have been made in a style quite common to Sigil. Various glyphs of warding are
 meticulously carved along the surface producing an almost hypnotic effect when looked
 at. When worn this bracelet protects the wearer from normal attacks as if they were
 wearing scale armor.
___________________
MEMPA'S BITING RING

 (Cursed)
 Special: +2 to Armor Class
 Weight: 0

 Mempa was a mage obsessed with the possibility of having her magic items lost or burgled
 while she was asleep or otherwise incapacitated. While the vast majority of her carried
 possessions were inseparable from her corpse and thus buried with her, some of her
 weaker items - early experiments, perhaps - were left behind and remain in the world of
 the living.

 Mempa's Biting Ring, whose powerful aura protects its bearer from bodily harm, is one
 such item. However, once placed upon one's finger, the ring bites down and holds on so
 tenaciously that it is nigh impossible to remove it from the 'bitten' digit.
______________
NEGATIVE TOKEN

 Special: Ward against Shadows
 Special: Holds Shadow Creatures Temporarily
 Weight: 0

 This is a "negative token": a flat, black disk that appears to have no substance to it
 at all. Turning it over reveals that it has no third dimension - there is no thickness
 to this item at all. It gives you some command over creatures of shadow - you can
 command them to stand still for a few precious seconds. The more powerful the shadow,
 the less likely it will obey your command.

 As an added benefit, as long as this token is carried by *any* of your party members, it
 acts as a ward against shadows. It will not prevent shadows from attacking your group,
 but the shadows will find it more difficult to harm you while the Token is carried.
________________
OBSIDIAN EARRING

 Special: +10% Stealth Skill Bonus
 Weight: 0
 Usable only by Thieves

 This small earring is made from polished obsidian. Despite the smoothness of its
 surface, it reflects no light whatsoever.

 Commonly referred to as "a rogue's best friend," the black gem this earring is made from
 possesses magical properties that absorb light, making it easier for its wearer to move
 undetected in the shadows.
____________________
RING OF THE TRAVELER

 Special: +1 to Armor Class
 Weight: 0

 These rings are quite common across the planes. Simple to make and in great demand,
 Mages usually create these items as a way to raise quick money. This particular ring has
 a minor enchantment on it that protects the wearer from harm.
_____________________
RULE-OF-THREE EARRING

 Minor Copper Blessing
 Weight: 0

 You received this small earring from folding a note in the mouth of one of the walking
 corpses in the Mortuary. It's a beautiful earring, but despite its beauty, all it seems
 to do is remind you how strange this world you've woken up in is.

 This earring carries a minor blessing from one of the gods of wealth on some backwater
 prime world; when held in the hand and the word "copper" is whispered, it gives the
 wearer 33 copper commons. This blessing can be used three times before the enchantment
 is exhausted.
______________
SILVER EARRING

 Weight: 0

 This simple silver circlet earring has faint engravings on its surface, but you can't
 make out the designs.
___________
SILVER RING

 Weight: 0

 This simple band of silver has no ornamentation; it may have once been a wedding ring.
 Whatever its past purpose, it may be worth a few coins to a local merchant.
_________________________
TARNISHED SILVER BRACELET

 Weight: 1

 This tarnished silver bracelet has a number of dents and scratches on it. It doesn't
 look old, but it looks as if it has seen a lot of use. Despite its appearance, it might
 be worth a few coins to a local merchant.
____________
TWISTED RING

 Special: +1 to Armor Class
 Weight: 0

 This ring looks like three rings that have been wrapped around each other. Just looking
 at it makes you dizzy.

=========================================================================================
[11] MISC ITEMS
=========================================================================================
_____________
CLEANING RAGS

 Weight: 1

 This damp mass of rags look like it's been used to mop up blood and other less savory
 bodily fluids.
___________
COBBLESTONE

 Weight: 3

 This is a polished cobblestone that was lodged in the zombie's skull. It still has
 traces of brain matter dripping from it.
________________
CRANIUM RAT TAIL

 Weight: 0

 This is a tail from a cranium rat.
_______
EYEBALL

 Weight: 0

 This is your eye. It looks like it's seen better days.
___________
FINGER-BONE

 Weight: 0

 This is a well-decayed and nearly meatless finger bone from a humanoid of roughly your
 size. There is still some sort of odd ring on the finger. It is an intricate thing,
 sculpted with dozens of tiny, ornate flanges and decorative protrusions. Oddly enough,
 it seems firmly rooted to the finger, and no amount of pulling or prying will budge the
 thing... almost as if the ring's jagged edges have dug into the lifeless finger itself
 and refuse to release it.
__________
INTESTINES

 Weight: 2

 This ropy mass of bloody intestines appears to be yours. You have to admit it makes you
 uncomfortable to see them outside of your body.
____
JUNK

 Weight: 1

 This is a collection of junk... small springs, broken bolts, and a cracked gear or two.
 It looks like someone felt these pieces might be useful one day, but they seem pretty
 useless to you.
_____________
LEATHER STRAP

 Weight: 1

 This is a leather strap used to bind the skeleton worker's bones together. Although the
 strap is frayed along the edges, it still looks pretty strong.
___________
PET LIM-LIM

 Weight: 5

 This is your pet Lim-Lim.
____
RAGS

 Weight: 1

 This thick mass of rags look as if they were torn from a tapestry or someone's robes.
______________
SADISTIC FRAME

 Invokes: "Pain Mirror"
 Weight: 1

 When used, this item causes an attacker to feel the same pain and hurt that he has
 inflicted upon the user.
____________
SHAMANIC ROD

 Invokes: "Magic Missile"
 Damage: 2-5 Points of Damage per Missile
 Range: 180 ft. + (30 ft. / level)
 Duration: Instant
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 1
 Usable only by Mages

 This is the severed foot of some large bird. For whatever reason, someone has enchanted
 it, making it capable of casting the spell "Magic Missile" for a limited number of
 times.
_____
SKULL

 Weight: 2

 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just
 as well.
_______________
TEARS OF SORROW

 Invokes: "Elysium's Tears"
 Weight: 1

 Contained in this bottle are the tears of sorrow that were shed by this persons
 relatives. All the rage and anguish of this person's senseless death in battle are
 contained in this smiling bottle. By throwing this bottle at an enemy, their wrath can
 be unleashed.
________________________________
THE UNBROKEN CIRCLE OF ZERTHIMON

 Weight: 2
 Usable only by Dak'kon

 This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken Circle is a
 *zerth* religious text, containing teachings of Zerthimon, the founder of the githzerai
 people. The Circle is made up of a series of interlocking circles that fold out from one
 another, depending on which branch the reader wishes to follow in the path of
 teachings... it is said that some zerths spend years poring over the combinations of the
 plates, looking for new significance in the teachings.

 Dak'kon seems to use the text as a means of focusing his spell casting abilities, for he
 pores over the tablet occasionally, memorizing the words.
_____________
WERERAT SKULL

 Weight: 2

 This is a wererat skull. Man, are they ugly critters.

=========================================================================================
[12] QUEST ITEMS
=========================================================================================
______________________
ANGYAR'S DEAD CONTRACT

 Weight: 0

 This crisp parchment has a musty smell about it, like it has been stored in an attic for
 too long. From what you can make out from the tiny, cramped writing, this document seems
 to be a contract between two parties: The Dustman faction and a man named "Angyar." In
 exchange for thirty copper pieces, Angyar has signed away the rights to his corpse to
 the Dustmen, presumably so that they can use him as a worker in the Mortuary.
________________
BATTERED TANKARD

 Weight: 3

 This battered tankard is covered with dents, and its handle looks ready to fall off.
 Judging from the size of some of the dents, it looks like it was used to bash in
 someone's skull.
_________________
BLACK-BARBED SEED

 Weight: 0

 This tiny black seed has a series of small barbs sprouting from its surface.
___________________
BONE-FRAMED JOURNAL

 Weight: 2

 This appears to be some sort of journal. Sheets of dried human skin have beed stretched
 across a framework of bone, and strangely enough, it appears the sheets of skin have
 healed together at the seams, forming the spine of a makeshift book. It looks like the
 outer sheets of skin form a cover for a series of other skin sheets locked inside the
 bone frame.

 A series of symbols have been written in blood across the exterior of the sheets of
 skin, but you can't make them out; they appear to be some form of writing, but they seem
 to be written upside down, right to left, and at odd angles that make your eyes hurt.

 Despite the crudity of the writing, you have to admit the design of the bone frame is
 actually quite intricate; the bones have been carved so that they snap neatly together.
 It looks like the bones can be unhooked from each other, allowing the book to be opened
 and read.
________________
DEAD NATIONS KEY

 Weight: 0

 This heavy iron key came from Hargrimm the Bleak, Skeleton Priest of the Dead Nations.
_______________
DUSTMAN REQUEST

 Weight: 0

 A note written on a scrap of dry parchment:

 "Contact the necromancer responsible for Raising contractual worker 42. I know he's
 examined the skeleton before, but I am certain the initial Raising of the body was
 warped. The worker still responds to commands, but when it has completed a task, it
 resumes pacing in the same circular pattern as it did before.

 "Dhall recently informed me that worker 42 exhibited that same walking pattern when it
 was a zombie decades ago. There may be a soul echo in the marrow or the skeleton's age
 may have caused the magic animating him to decay. One of the Initiates suggested it may
 be following an order issued by a higher-ranking Dustman in the past, but I have found
 no records of such an order.

 "Whatever the reason for its behavior, the matter is to be resolved or the worker
 replaced."
_____________
EMBALMING KEY

 Weight: 0

 This long, thin key has a spiral head and smells faintly of embalming fluid. It looks
 extremely old, and numerous scratches cover its surface.
__________________
INK-FILLED TANKARD

 Weight: 4

 This battered tankard is covered with dents, and its handle looks ready to fall off.
 Judging from the size of some of the dents, it looks like it was used to bash in
 someone's skull.

 This tankard is currently holding a mass of ink from a *brogota-fin* fish. Hopefully,
 this is the last damn thing Mebbeth needs from the marketplace.
______________
MEBBETH'S WASH

 Weight: 15

 This is a flattened mass of green rags, thin as paper, yet so stiff they look like they
 could double as wooden boards. The rags are so caked with a greenish-lime starch that
 they look like it would take years of soaking to relax them. Perhaps Mebbeth can find a
 way to salvage them, but you think that would be beyond anyone's abilities.
______________
MORIDOR'S RUBY

 Weight: 0

 This is a fairly large ruby recovered from Moridor's Box. Gems of this quality are
 valued by practitioners of the 'art' as a component for various spells.
_______________________
MORTUARY FRONT GATE KEY

 Weight: 0

 This is a large, unimaginative iron key. For some reason, its somber appearance reminds
 you of the Mortuary.
_________________________
MORTUARY REMINDER MESSAGE

 Weight: 0

 This rolled up piece of parchment appears to be some sort of message the skeleton in the
 Mortuary was supposed to deliver:

 "This is the third and *last* request for the prybar; if it has been misplaced, *tell*
 me and I shall go to the Hive market and purchase another. I have no objection to
 mantaining the Contracted workers, but I've been trying to repair the skeletons, and the
 bolts are wedged in so tight I can't get them out.

 "Also, some of the locks on the storage cabinets on the third floor have become stuck
 again due to the heat, and I need the prybar to snap them open as well. If the prybar is
 indeed lost, I will see about procuring the services of a locksmith and having the
 cabinet locks replaced.

 "Your aid in the matter would be appreciated,

 An unreadable signature has been scrawled beneath the message.
____________________
MORTUARY SANCTUM KEY

 Weight: 1

 This heavy key is a strange fusion of bone and an unidentifiable lood-red metal. Its
 jagged C-shaped head looks like its ready to clamp down on whoever holds it. This key is
 used to open the inner gates in the Mortuary.
__________________
MORTUARY TASK LIST

 Weight: 0

 Someone has penned a series of tasks in red ink on this scrap of parchment:

 - I would like the Contracted Workers to be inspected thrice-daily, at the end of each
 work shift when the new Initiates come on duty. We have experienced too many Contracted
 collapses while engaged in heavy labor as of late, and I fear the embalming enchantments
 initially used on the corpses may be decaying or may have been warped somehow.

 - If the Contracted workers could be inspected every eight hours and Raised if they have
 collapsed, then this would prevent the backlog of shells in the Preparation Rooms and
 free up more Contracted workers for other duties.

 - I do not wish collapsed bodies to be disposed of; when possible, the original
 Contracted shells are to be Raised and be made to resume their duties.

 - I have included spare embalming charms within the shelves for the Initiates on duty.
 They are to be used only when the shells cannot be repaired with stitching, bandaging,
 or applications of embalming fluid.
______________________
NOTE FROM CORPSE #1201

 Weight: 0

 This is a foul-smelling note retrieved from the mouth of one of the Mortuary zombies; it
 looks like it was sewn into the corpse's mouth by accident. Dspite its condition, the
 writing is legible:

 "Please, to whatever Dustman reads this; I beg of you. I know of my legal obligation
 under the terms of the Dead Contract, but I am prepared to offer *more* than my signing
 fee if you will cremate my body rather than Raising it. I have arranged for this note to
 be left with my body upon my death. If you are reading this, then please use this note
 as instructed and accept the result in exchange for my Contracted duty. Let my Contract
 number serve as the key."

 It looks like the corpse was too late to prevent the Raising... but you notice that
 beneath the writing is a diagram. It looks like directions for folding the parchment
 into a strange pattern.
__________
ORNATE BOX

 Weight: 2

 This appears to be a small wooden box. Intricate designs etched in gold adorn the box.
 At one time this box would have been worthy enough to be displayed at any aristocrat's
 estate. However, years of neglect have taken their toll and it appears to be falling
 apart. If not for the large ruby mounted to the front of the box, it would be worthless.

 Feelings of dread seem to emanate from the box.
___________
PENN'S NOTE

 Weight: 0

 This note has been written with remarkable penmanship upon the finest parchment:

 Vaxis,

 If you are reading this, then you have undoubtedly failed in your task and have been
 forced to use the escape route I arranged. I told you that your little disguise idea was
 ridiculous. In any case, you'll need to lay low for a while. The Dustmen may be deluded,
 but they are not fools, and they will certainly seek retribution for our intrusion. I've
 left you some coins. Use them to secure a hiding place in the Hive, preferably in
 Ragpicker's Square. The Dustmen will be unwilling to look for you there.

 Once you have secured a new hiding place, I have a new mission for you: find out where
 Pharod is getting those bodies he's delivering to the Mortuary. It's apparently causing
 the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports are that
 that stone-faced Dustman at the Gathering Dust Bar -- Initiate Emoric, I think the
 fool's name is -- has been sending out finders to try and mark Pharod's movements. See
 if you can find out how far along he is and hinder his efforts until we know more about
 Pharod's activities. I don't want Emoric finding out something before we do.

                                                              - Penn
____________
PRAYER BEADS

 Weight: 1

 This is a necklace of red and black prayer beads. A web of black lines swirls around the
 edges of the prayer beads as you hold them, moving in some strange pattern you cannot
 decipher.
____________________
PREPARATION ROOM KEY

 Weight: 0

 The head of this bronze key has been twisted around itself several times, so that it
 resembles a screw. If Morte is to be believed, it unlocks one of the doors in the
 Preparation Room.
__________________
RECEIVING LOG PAGE

 Weight: 0

 This ragged page looks like it was cut neatly out of a book. It is written in a tight,
 crabbed script:

 16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? -- Collector:
 Pox -- 3 Commons Paid -- No possessions.

 16538, 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of Shell
 prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions
 (Stripped? Knife marks evident from dissection.)

 16539, 5th Night: Scarred Shell -- Cause of Death: Indeterminable (scars do not appear
 to be cause of death - shock trauma?) -- Collector: Pharod -- 3 Commons Paid --
 Possessions Logged: - Fist Irons - Thirteen Commons - Middle Table, Receiving Room.

 16540, 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age of Shell
 prevents identification* -- Collector: Pharod -- 3 Commons Paid -- Possessions Logged:
 Knife marks evident from dissection, but the dissection was not thorough enough - Copper
 earring found lodged in abdomen; earring has been locked in Southeast Preparation Room.
 Have an Initiate from the Third Circle examine it; it has strange markings, like those
 on Contracted Worker #79.

 16541, 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell prevents
 identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped?
 Knife marks evident from dissection.)

 * As with the previous entries, these shells Pharod has brought also shows signs of
 having been prepared. I have asked that Initiate Emoric launch an investigation into the
 matter. Furthermore, Entry 16542 is one of Pharod's gang. I have seen the individual
 before - I would ask Emoric to pay heed to how the man died.

 16542, 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration of wounds
 are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 3 Commons Paid --
 No possessions (Stripped? Knife marks evident from dissection.)
_______________________
RECEIVING ROOM LOG BOOK

 Weight: 2

 This huge log book lists Mortuary procedures in a tight, crabbed script:

  - All shells entering the Mortuary are to be delivered to the Receiving Room and logged
  with the scribe on duty before being embalmed or cremated.

  - The records are to be checked to determine if the shell is one of the Contracted, and
  if so, do not prepare the shell. Move the shell to one of the Preparation Rooms,
  contact the scribe on duty, and notify him that a Contracted shell is to be Raised.

  - Be certain that a shell is thoroughly stripped of its possessions before being sent
  to the Preparation Rooms. The Contracted workers are intended for simple manual labor
  and do not have the capacity to search and strip a shell.

  - The faction is not responsible for any possessions lost or items stolen by Collectors
  who have brought the shells to the Mortuary.

  - The shell's possessions are to be stored in the Receiving Room until an Initiate can
  be sent to claim them. Please catalogue all possessions in the log book.

  Following this list is thousands of entries of bodies that have been sent to the
  Receiving Room. As you flip through the rest of the book, however, you notice the last
  page has been cut out.
_____________
SOEGO'S SKULL

 Weight: 2

 This skull used to be attached to Soego's body before his unfortunate... "accident."
_______________
STRAHAN'S DIARY

 Weight: 1

 This leather-bound tome is cracked and worn with age. Some sort of crest has been burned

 into the cover. You can make out a series of interlocking triangles centered around the
 initials SR. The writing upon its pages has faded considerably, but the last few entries
 seem to have been penned recently.

 Day 2 of the 127th Year of Factor Hashkar's reign:

 At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my
 possession. As I had guessed, the page detailed the necessary components for the casting
 of the final transformation spell. I have all but one of the components. A drop of an
 immortal's blood is all that stands between me and the eternal power of lichdom. But
 where can I find such a rarity? Perhaps I should seek the answer through divination.

 Day 14 of the 127th Year of Factor Hashkar's reign:

 After days of taxing divination spells, I finally have my answers. The divination
 revealed the location of an immortal to be somewhere within an ancient Mausoleum located
 in the Hive section of Sigil. I must make haste. I must find this creature and draw its
 blood before it moves on.

 Day 15 of the 127th Year of Factor Hashkar's reign:

 I have arrived at the Mausoleum. Immediately, I was set upon by a shade that guards the
 remains of those interred within this place. I managed to elude the spirit and found my
 way into what appears to have been some sort of inner sanctum. Protected by some minor
 wards to prevent any further interruptions by that supernatural twit, I have set about
 raising some of the locals to conduct a search for the immortal. If the divination was
 accurate and the immortal is here, then likely it is interred within one of the many
 crypts that line these halls. It is only a matter of time now.

 Day 17 of the 127th Year of Factor Hashkar's reign:

 I am not alone. Someone has entered the Mausoleum and is interfering with my servants.
 Could this be the one I seek? The divination revealed only that I would find the
 immortal here. Could it be that MY presence in this place has prompted that which I seek
 to seek ME out? What a delightful twist, I shall have to

 The ink of this last entry is still wet.
____________________
TOME OF BONE AND ASH

 Weight: 5

 This worn, leather-bound tome lists diagrams and charts detailing several minor wards
 and enchantments. There are numerous drawings of skeletons, bones, and the manner by
 which they may be preserved over time.

 Of particular interest is the section regarding "guardians." Apparently, the Dustmen
 animate corpses of fallen giants to serve as guardians for the Mortuary. To make them
 even deadlier, armoring enchantments are woven into their breastplates to help shield
 them from attacks.

 The book is much too complex for you to absorb all at once, but it looks as if you could
 refer to certain sections when the need arises.


TOTAL ITEM COUNT: 167
            

Privacy Policy - Terms of Use - Contact Us - Site Map - Advertise
All original content (©) Copyright 1997-2021 Bootstrike.Com (ACRA Reg. No 53084890B).