03-13-2001, 08:36 PM | #1 |
Elite Waterdeep Guard
Join Date: March 4, 2001
Posts: 40
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Hey everyone! I have come over here to announce (Drumroll please!) that my team has been working hard on an unoffical expansion pack and decided that............. We will be realising a demo of our final product WHICH should be done in a week or two. Also Right now we have up a few little samples for you to enjoy for the week or two wait for the demo such as a Dracolich some new NPC sound sets. You can find them at www.gis.net/~yos in the add on part. So for now you can go and test out some of our stuff. If you want more info email me at yos@gis.net. One last thing here is a sampell of some of the items we will be adding.
CLOAK OF DELIGHT: [SO] These strange, most rare garments cause all who view the wearer to feel calm and at peace in the latter's presence, and feel friendly towards the wearer. At first sight of a wearer of a cloak of delight, regardless of the latter's natural charisma, all who fail to save vs. spell will feel loyalty and love for the wearer, and will tend to carry out the latter's most bizzare commands with enthusiasm and alacrity. All who wish to attack the wearer of such a cloak must save vs. spell at every attack or strike at -2 due to reluctance and remorse. Once per day the cloak wearer may entrance creatures who fail to save vs. spell by causing the cloak to display the ultimate pleasure and goal of each (creatures of low or animal intelligence save at -3, non-intelligent creatures are unaffected). Entranced creatures will remain in a motionless trance for 1-8 rounds, oblivious to their surroundings, but will attack manically any creature or thing obstructing their view of the cloak. Use of darkness, pyrotechnics, or similiar obscuring spells ends the trance. Entranced creatures cannot employ psionics or cast spells. A side effect of the cloak's powers is that everyone who views the garment will see it differently, and give widely different descriptions of it later. XP value: 3,000 gp value: 35,000 HELM OF DARKNESS: [SO] A helm of darkness, or nighthelm, appears as an ancient, battered iron helm (even when newly enchanted), with a great black sapphire of no less than 500,000 gp value set in the brow, and twelve black opals set around the lower edge of the helm. The helm radiates a strong dweomer. Donning the helm will instantly inform the wearer of its powers (it may be worn by all classes and alignments). These are as follows: darkness 15' radius may be called forth 99 times from the great gem (such darkness lasting 9 turns and not banishable by the will of the helm-wearer), and each of the opals will, whenever the wearer fails a saving throw, automatically protect him or her once against the following attack forms, being consumed in the process: death spells (including rays such as those of the beholder and catoblepas), disintegrate, magic jar, and all energy-drain, petrification and polymorph attacks. Removal from the helm destroys the opals. The great helm cannot be recharged, and will explode if any attempt is made to remove or destroy it, disintegrating (as in the spell, save at +1) everything in a 4" radius. The helm will crumble into dust when all of its gems are gone, but until that time the wearer commands the following powers: the ability to see in darkness (including the magical sort) as though normal daylight prevails; immunity to fear and related spells, the aging of ghosts and the "awe" power of dragon auras; the ability to pass without trace during the night (from twilight to twilight)--not usable underground; the ability to erect a curtain of blackness, which can veil the sight against vision-related enchantment/charm attacks such as the gaze of a vampire, dire charm, and similiar spells; speak with dead, usable by the helm-wearer once per day, as a 9th level cleric (if different beings don the helm within a 24-hour period, this power can be used only once--not once for each wearer); chill metal, thrice per day, lasting 7 rounds, and affecting up to 900 gp weight of metal and 4 separate targets; lower temperature in a 15' radius, lasting 4 turns, from 10-40 Fahrenheight degrees; protection causing all cold-based attacks to do half or (if save made) no damage, even including magical cold such as unusual forms as the chilling touch of the lich. XP value: 2,500 gp value: 45,000 HOUSE OF ZEBULON: This magic item is a small stone cube, painted with a door and windows. When the owner desires, he may cause a doorway to appear. Stepping through this doorway carries the person and anyone or anything with him inside the cube to a small apartment of six rooms. Here the person may stay for as long as he wants. He may leave the house at any time by stepping out through the same door. Once a week, he may project the doorway to any location he is familiar with as in the spell teleport. XP value: 5,000 gp value: 10,000 SHADOW HAT: [S6] This slouch hat has a wide brim. No one can quite name its color--maybe gray, maybe tan...? It will fit anyone. The wearer will realize that he now has the power to cloud men's minds (and monsters')--i.e., a 50% chance to hide in shadows or to approach unseen. (This is in addition to whatever percentage he had already.) He will also feel an irrestible urge at various times to say in a deep hollow voice, "Who knows what evil lurks in the hearts of men? The shadow knows!" and follow this with a deep, drawn out cackling laugh, (save on wisdom once per 3 turns or once per 5 melee rounds if under stress,) what the percentages are of this attracting monsters, enemies, etc. are left to the judgement of the DM. XP value: 700 gp value: 10,000 ------------------ My Friends and and were taking a little stroll but Icebraker then called his friend Boby "an idiot". The Result |
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