Scroll describing Dragon Gifts - found in Myth Dranor


The Six Dragon Gifts

Each of the six items was crafted by one of the Council of the Wyrms - 3 golds, 2 silvers and 1 bronze. Six magic items thought to be lost since the Anauroch was a lake and not a desert. Each item was crafted by the Metallic Council, the council of Good Dragons, and given to the then fledgling good demi-humans to aid them in their struggle to survive the overwhelming odds of the many evil races against them. Each of these magic items was a work of art as well as beneficial magic. One was crafted for the gnomes, one for the halflings, one for the dwarves, one for the gold elves, one for the moon elves, and one for a race that no longer exists. It took several thousand years, but gradually each item was stolen or captured by the downfall of one of these demi-human settlements and hidden away by the evil opposition.

Estarria does not intend to keep any of them for herself. She has selected six groups or settlements, a human one for the missing race, and she intends to give each item to these groups to use for the betterment and beauty of the world.


Item One - The Traveler

The Traveler was crafted by one of the Silver's, Irrislander, for the Halflings. The silver dragon transformed himself into a human, injured and crying for help from a ditch far off the road. It is said that many traveled by, but only a halfling stopped to give him aid. Course he also picked the dragon's pocket, but that is the way of the halflings. The magic item is a tiny silver broach - 2 inches tall and depicts a halfling lounging back on a small boulder, one leg crossed over the other, a pipe in his mouth and his backpack on the ground beside him. The intricate detail of the silver smithing is incredible... down to the detail on his hairy feet... The pin can be used as a cloak clasp or as decorative broach.

This magic item works for a single owner and that owner must be a halfling. The chance it will accept a specific halfling as an owner is a percentile chance equal to 5% per level - 10% per alignment shift away from LG. (-10% for NG and LN, -20% for CG and LE, -30% for N and CN) NE and CE will never be accepted by the Traveler. The Traveler's purpose is to pass from halfling hand to halfling hand, travel the realms, and aid the halflings individually and thus as a race. When the Traveler selects an owner, nothing can (or should) be able to keep it from it's owner's possession except it's selecting another owner.

The benefits of the Traveler are:

  1. The owner will always find 10 SP and a bit of still quite edible food somewhere on his person when a search for such is made. The food is often just enough to feed the owner and any compatriots.
  2. The owner gains a +1 against all enemies at least 1' taller than he. This +1 is to hit, to dam, and ST of any kind.
  3. Once per week, the owner can create a Heroes Feast - but for this to take place, the owner must invite as many guests as he has levels of experience to participate. This benefit is not limited to halflings. When the guests are gathered in a large open space, the owner raises his arms and says "I welcome you, dear friends to Irrislander's Feast. May we spend this hour in peace and laughter as was his wish."


Item Two - The Machine of Nastindantalus

2nd Dragon Gift The Machine of Nastindantalus from a Bronze to the Gnomes.

Nastindantalus, a Bronze Sage, loved magic and machines and so had a special love for the Gnome people. He created a machine, his finest work, and gave it to the Gnome Wizards' School, now defunct. As long as their are 200 Gnomes within a 1 mile radius, the Machine will function. The Machine will create an incredibly strong magically defense system that works for the area of effect - the 1 mile radius. This defense is that no weapons can enter the city - this includes actual weapons, aggressive magic items (such as a necklace of missiles but not against a defensive magic item such as Bracers of Defense), or any item whose sole purpose is to do harm. (These last items are at DM's discretion.) All exits and entrances will be manned with gates where everyone must willingly surrender their weapons. Anyone attempting to enter the city without voluntarily giving them up will be instantly held with no ST as soon as they enter the 1 mile radius of the Machine. They will also be surrounded in faerie fire. This magically hold can only be dispelled by a successful dispel magic against 30th level. Once their aggressive items are removed by a Gnome and taken back out of the radius, then the hold will be released. Any attempt to teleport or magically or unmagically get a weapon within the area without carrying them through the checkpoints, will cause the item to be teleported to the Keeper of the Key, with no ST - this includes teleporting into the area or simply slipping over a back fence when no one is looking.

The Keeper of the Key was meant to be determined by election, but whomever has the key, and maintains at least 200 gnomes within a mile can control the machine.

The Keeper of the Key can also select the following knobs, buttons, valves or dials all of which function at 30th level:

(6) Knobs

(4) Buttons - can either work for presser, or presser can then touch another recipient to transfer the effect

(2) Dials

Throne of Deceit - 8-10 levels takes Characters to Thay


Item Three - Blade of Baeltharik

Created by a Silver Dragon, who actually married a female moon elf. The blade was given to his beloved, a warrior and protector of her people. Her name was Sharylira.

Blade of Baeltharik Info

The Blade of Baeltharik is also known as Foebane, and was last known to have been borne by Fflar, the Captain of Myth Drannor at the time of the Fall when Myth Drannor was invaded by the Army of Darkness led by three nycaloths. The Cult of the Dragon must have found it somewhere in the rubble of Myth Drannor's streets.

Foebane is a one-handed bastard sword +4. In addition to its base damage of 1d8+4 (1d12+4 vs L sized or larger creatures), it "burns" the life or unlife energy of certain targets so as to deal an additional 1d8 points of damage to all undead creatures, all beings not native to the Prime Material Plane, and all evil-aligned creatures. It glows with a flickering blue flame whenever drawn, this is bright enough to read by.

Foebane's +4 bonus applies not only to its damage and attack rolls, but also to any saving throws made by anyone holding it drawn. It also reflects back magic cast at it or at its wielder: each round, roll 1d8. If a hostile magical item discharges or spell effects are of a lower level than the roll, they are reflected back 100% at the source. If higher, they have normal effect. If of the same number, both sword-wielder and source are affected for half damage or results (if the nature of the spell makes this impossible, wild magic effect occurs instead).

Foebane and any creatures touching it (up to a maximum of 8) are affected as if by a feather fall spell, and when grasped and ordered, the blade can jump itself and up to three beings touching it twice/day.

Once per day, Foebane can "drink" life force, when grasped and ordered. After this power is activated, the next successful attack made by the blade does double normal damage and these doubled hit points are gained by the blade-wielder as healing hit points. The blade-wielder can not gain extra hit points in this way, and the blade can't create zombies, or drain more hit points than a target has (if zero is reached, the target dies, and is not made undead.)

Foebane can be commanded to "guard" whenever its owner is touching it. If the owner ceases to touch it after the order is given, the blade remains vigilant and if the next entity to physically touch the blade is not the owner, the blade emits a very loud singing sound as it animates and attacks that entity, levitating about at MV FL 24 (a), THAC06. Consider the blade to have 77 hit points when it is striking by itself. The blade attacks the entity until it does 20 hit points of damage, the entity dies, or its owner reclaims it. This power was typically used to guard against theft of the blade from a sleeping owner.

Lastly the blade was intended for use by Moon elven warriors. If wielded by a Moon elf fighter, paladin, or ranger, they strike at one THAC0 better than usual for their present level; if wielded by any other class or race of character, they strike at one THAC0 worse than normal.

The weapon is distinguishable by its silver hilt; the grip is created by a silver dragon twining itself up the hilt, its front paws becoming the cross piece and its head such that it looks as though the blade is a breath weapon blast from its open jaws.


Item Four - The Harp of Nithanalor

Humans - The Harp of Nithanalor - The harp resembles an Irish Harp in appearance with a roughly triangular shape formed of carefully crafted pieces of darkwood, a rust body arm which leans against the player's shoulder and is covered by a tapering sound board, down the center of which the harp strings are set, knotted to pegs which fit into holes in the sound bard. An upward curling neck of wood which holds the tuning pins at the top ends of the strings and streteches from the top of the body outwards to form the top of the harp. It is carved with roses inset with ruby chips in a mosaic like pattern. Possession of the Harp confers a +1 bonus to all ST, +2 for bards. Likewise, the possessor gains a +1 to all Reaction checks (again, +2 for a bard.) Possession for more than 1 month raises the owners Charisma by 1 point. Possession for more than 1 year raises the owner's Intelligence and Dexterity by 1 point. Possession for more than 10 years, works as a potion of longevity with no chance of the permanent loss of Constitution.

The music of this harp parts all webs, opens all locks and breaks all bonds, and unties all knots within 10 feet of the Harpist. Magical locks and knots gain a saving throw vs breath to avoid being affected and if successful are immune to the harp's effects ever after. All webs, bonds, locks and knots affected by the harp are outlined in orange faerie fire starting 1 round after being affected and remaining for 1 turn. A rope of constriction, rope of entanglement or rug of smothering within 10 feet of the harpist when the harp is played temporarily cease to function for 1d4 rounds and releases any creature in had entrapped.

At will, the harpist, while playing can blink as the 3rd level magic user spell for as long as desired and the harp is played. In addition, 1-4 mirror images of the harpist (as in the 2nd level magic user spell) are instantly created, and these blink in the same manner as the harpist and at slightly different times, so that the harpist (or rather, at least an image of the harpist) is always in view. Such images vanish when struck with a weapon, but otherwise remain in existence until the harp is stilled. The harpist cannot cast other spells or make attacks during this time. Once the harp is silenced, it must have 3 full rounds of silence before being able to blink/mirror image again.

At will, while playing, the harpist can create a 30 foot radius globe of continual light to come into being. This globe centers around the caster and within this radiance the filoowing effects are present:

  1. Dispel Illusion (4th level mage spell)
  2. Dispel Invisibility ( all sorts except psionic)
  3. Reveal Glyph or symbol (such magical things and all magical or illusionary runes, marks, or inscriptions, including wizard mark, illusionary script, unreadable magic protected writings, glyph of warding, symbol and the like are revealed in outline and glow a luminous blue.


Item Five - The Staff of Haliniminious

The gift to the Gold Elves, - The Staff of Haliniminious, was destroyed during the fall of Netheril. If it still exists at all, it is buried beneath thousands of feet of sand.


Item Six - The Gauntlets of Cronymonath

Dwarven - The Gauntlets of Cronymonath - Massive silvery elbow length war gauntlets - Give the wearer +3 to attack and damage rolls. By the use of laying on hands, these gauntlets can perform the following powers:

  1. Regenerate (as 7th level priest spell) twice per day
  2. Resurrection (as 7th level priest spell cast by a 20th level priest) once per day.
  3. Flesh to stone or Stone to Flesh (as the 6th level Wizard's spell) of up to 180 cubic feet in total volume once per day.
  4. 4 times per day, the wearer can unleash a Power Blow when a successful attack is landed: the attack does it usual damage plus 3d6 points of smiting damage and the victim must save vs. spell or be knocked down with its hold on weapons, ladders, railings, captives, masts, and the like automatically broken.
  5. Heal (as the 6th level priest spell) once per day.
  6. Gives a +40% to base success rate for climbing.