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Blood Iron:
This metal seems to have the opposite properties as Wolf iron. It seems
to be almost hot to the touch, and melt at extremely low temperatures.
Blood Iron reflects a bright red in the light, and even appears to have
a red hue in indirect light. It has the following properties that differ
from steel. Weapons forged from Blood Iron do one extra point of heat(fire)
damage when they hit. Medium or heavy armor forged from Blood Iron give
the wearer energy resistance Cold/5 (the first 5 points of cold damage
taken in a round are ignored. Blood Iron has
become extremely rare, and now costs 50% more than normal steel
Titanium: This
black metal is rumored to have been brought from another world to West
End to create weapons with which to kill the Darklings. It is extremely
dense and heavy, but strong and resiliant as well. Weapons made from
Titanium should be treated as if they were Adamantium.
Steel:
Now that the mines of West End and Red Keep have been
cleansed, good steel is easy to find. Steel weapons, armor and equipment
now cost the standard prices listed in the players handbook.
Wolf
Iron: is iron ore from a mine that has
been mixed with a vein of what is believed to be Cobalt. A complex smelting
process has been developed to forge this metal alloy into useable metal
similar in most respects to steel. Wolf iron is has a dark blue reflection
to it. The metal is not blue, but it shines blue in direct light .It
has the following properties that differ from Steel. Weapons forged
from this wolf iron do one extra point of cold damage when they hit.
Medium or heavy armor forged from wolf iron give the wearer energy resistance
fire/5 (the first 5 points of fire damage taken in a round are ignored).
Wolf Iren has become more rare, and as such the cost
has increased 25% over the cost of normal steel.

Equipment
Cold Weather
Outfit: Every character should possess at least
one of these. This includes a waterproof leather coat lined with down,
a wool cap, a heavy cloak, and heavy wool socks. Cost is 8gp as listed
in the PHB.
Cudgel Pad: When used as a covering for a cudgel,
the cudgel deals subdual damage instead of regular damage. This is
a sleeve of leather and thick wool that slides over a cudgel and is
lashed into place. 1 gp.
Snow Shoes: These are not actually shoes, but
a wooden lattice attatched to wearers boots. These negate the speed
penalty to moving through deep snow, but incur a -10 penalty for tumble,
climb, and performe(dance) checks. 3 gp.
Tools, Alchemists: An Alchemist requires proper
tools to perform his work. Use the price in the PHB for "tools" to
buy this initial tool kit. This kit includes 3 beakers, some test
tubes, a tumbler, a miniature hammer and pick, a tiny scale, and a
few probes. For more advanced work such as potion making a full alchemical
lab must be purchased.
Magical
Artifacts and Items

Wyrmslayer:
A
+1 lizard-bane
longsword, this weapon is engraved with images of snakes, lizards
and dragons. It is steel coloured, but embossed with a scaly green.
Redspear: A
+1 flaming longspear, when the command word "char"(in ancient Dwarven)
is spoken, the spear head flickers to life, spouting small flames.
Curiously these flames do not damage any objects and will not set
even flamable objects on fire, only burn living tissue. This weapon
is the symbol of the Company of the Red Spear in West End and is
currently wielded by Tavian..

Legendary Lost Weapons
The
Shard of Night: This
+3 dark life-stealing Greatsword is sentient and at times malicious.
It considers itself female and has allowed itself to be named
Eve. It seems to have abilities dealing with giving and taking
life through Necromantic means. It is also extremely heavy. When
not in use by it's chosen weilder, this weapon Weighs upwards
of 700 pounds. This weapon was plunged into the ground in the
meeting place of the demiplanes of Dread and shadow as well as
the Prime material, ending the Dread War.
Darkling
Blades: Various
individuals have determined that these weapons are somehow made
of "fear", and while they can be taken with Darklings when they
turn to shadow, they can also be disarmed of them. It is hinted
that they inspire madness on a weilder who is human. There is one
rumored to be held in magical containment in the gallery in the
keep at West End.
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