ramblings about the Cormyr campaign

Tag Archives: Magic Items

Medals of the Dragon Throne

The troop stood silently in the village square, surrounded by the folk of the village as well as the curious looks of travellers passing through.  Battlelord Nerov commander of the Thunderstone garrison stepped forward and the crowd fell silent as he started to speak.

“Welcome all who have gathered here. Today we recognise and reward a brave soldier who faced down an owlbear alone allowing his fellows to regroup and recover after the beast ambushed them. The bravery of such a soldier is an inspiration to us all!”

After the cheering of the crowd quieted Nerov continued; “Step forward Blade Castleforn”. Gwillon Castleforn duly stepped forward, though somewhat awkwardly given his arm was in a sling and his left knee badly swollen. A massive grin lit up his not too pretty face  as he limped towards his commanding officer. Battlelord Nerov gently lifted a small copper badge and silver pin out of a wooden box being carried by the local Lords Herald. “In honour of your courage and selfless actions I hereby award you a medal of the Dragon Throne” his next words were drowned out by the roars of approval from the rest of the troop, though the Herald heard Nerov whisper to Castleforn “and don’t be so bloody stupid next time and run away like the rest……”

In the ongoing campaign simple medals are given to troops and other agents of the Crown who demonstrate actions for the betterment of the Crown and the Dragon Throne. The medals are more like badges with a silver pin attached, all badges are a stylised dragon and are made from a variety of substances, each of which gives a different benefit.

Wood +1 hitpoint

Copper +1 hitpoint per level

Bronze +1 AC

Silver +1 hitpoint per level and +1 AC bonus

Gold +1 AC and +1 to saving throws

Platinum +1 AC , +1 to saving throws, +1 to hit and +1 to damage

Iron +2 saves

Steel +2 AC

Meteoritic Steel +3 AC

Lead +3 to saves, -1 hitpoint/level

Mithral +2 AC and 1 damage reduction

Adamantite +2 to hit and damage, +1 to AC

It is rumoured that the pins given to officers and more important folk of the realm also have a minor spell ability that can be called upon once a day by the will of the wearer, (spells might include, sleep, detect invisibility, hold person and prayer)


Razenstar’s Spell Storing

Jeoly was carefully looking through the large travel chest the Sentinel of Mystra’s Shrine in Elventree had left her. A gift from her father he had said. The chest was crammed full to the brim with sheafs of parchment,  several  large glass jars filled with little glowing rocks or dozens of eyeballs from  something she did not recognise and one large jar filled with a very bright red liquid she assumed was blood. There are large books in here too she silently said to herself, she could only hope they might be spell tomes. At the  very bottom of the chest, carefully tucked away in one corner  was a small cotton bag holding a rolled up scroll of parchment, an exquistely made braclet made of a very lightweight silvery metal inset with 5 flawless rubies and a note that simply said; “This is perhaps the greatest spell I have ever crafted”. Jeoly recognised her fathers handwriting and sobbed very loudly and for a very long time………

Razenstar’s Spell Storing, Level 7, Wizard

CT  1 round / 1 hour ritual     R touch     D see below    SV  n/a     SR  n/a      Comp V,S,M


This spell allows the caster to make a non permanent item of spell storing (similar to a Ring of Spell Storing). The caster must have an exquisite item of jewellery made (of at least 10,000 gp value) with up to 5 gems embedded into the jewellery (each gem of at least 5,000 gp value).

The caster must prepare the item with a ritual casting of the ‘Enchant an Item’ spell immediately followed by Razenstar’s Spell Storing. This powers up each gem in the item allowing a wizard spell of up to fourth level to be cast into a gem one at a time (to a maximum of 5 spells/gems), the total time for all spells to be cast as part of the ritual cannot exceed 6 turns.

The wizard spells of level 4 and lower that are added as part of the ritual are absorbed by the gems and can be cast later by anyone wearing the spell storing item. The spell storing item created holds the spells indefinately until they are cast (at the level of the wizard who cast them into the item).

To renew/replace spells cast from a spell storing device requires another 6 turn ritual as described above although the caster has the option of leaving uncast spells in the item rather than replacing them with new spells.

The spell storing item is normally a bracelet, pectoral or tiara/head crown to accomodate the required worth of precious metals and gems, and is not destroyed by unleashing the spells from it.


Liongrym Sansilver was slowly making his way up the Thunder Way with the beautiful lands of Cormyr behind him. It was time for him to leave his home and his responsibilities and deal with the enemies of Cormyr decisively and violently once and for all. Politics stopped him from acting against them officially and he was sick to his back teeth with politics. As he rounded the bluff that held the abandoned brigand keep of Arrowspoint he heard voices above him, it seemed that the bandits were back. He smiled to himself and slowly drew his sword out of its scabbard. Silently he climbed the steps cut into the rock wall that led up the bluff and he carefully peered over the edge of the bluff into the shattered hall of Arrowspoint Keep.

“About bloody time Leo” said a famliar voice as Lancelord Black pulled Liongrym up and over the lip of the rockface and not-so-gently shoved him into the ruined main hall. Opposite Liongrym stood Swordlord Culthbert who quickly stepped towards him. Leo felt a thundering crunch on his left cheek and was felled by one punch from the Purple Dragon officier. Leo lay on the floor swallowing his own blood and trying not to choke on the broken tooth that was in his throat. Black gently pulled him up and presented him to Dowager Queen Filfaeril who held a scabbarded sword in her hands, Liongrym looked into her eyes and knew true fear……



‘The Blade of the Lion’ is a Cormyrian steel bastard sword made at the request of Dowager Queen Fifaeril for Lord Liongrym Sansilver, Warden of the East, Lord of Thunderstone. Made in the Royal Armouries in 1385DR the sword’s blade is etched with a stylised Purple Dragon on both sides of the blade. The etchings have been treated with blueshine, making them stand out when the blade is drawn and ensuring it stay free of rust. The pommel is made of magically treated and shaped gold and appears as a roaring lions head with a full mane.

Game Stats:

+ 3 sword, Lions Roar (Great Shout) once a day deals 3d6 damage (save v magic for half damage) in a 60 foot cone as directed by the wielder. The Roar also causes deafness which lasts 1d4+1 rounds if the save is failed, 1 round if the save is made.


In the hands of a Knight (C&C) the sword becomes more powerful.

+3 Commanders Sword, when drawn and shown the Knight can command the loyalty of people nearby who would be normally friendly to the Knight (local peasants etc). This allows the Knight to command them to do a specific task (put that fire out), or calm down a frightened mob etc. If Purple Dragon soldiers are present they will obey the Knights command without question even unto death if the ‘Safety of the Realm is in Peril’.

The sword boosts the Knights abilities by 1 level i.e. the number of rounds embolden et al lasts, all skill checks and saving throws and the effective level the Knight is for the number of people his abilities influence. Hit points and base to hit bonus are not increased by this ability.

The sword bestows a +1 charisma bonus whilst the Knight is in possesion of the sword.

The sword bestows a +1 bonus to saving throws against acid when wielded by a Knight.

The Lions Roar does not allow a saving throw and the deafness last one round per Knight level (minimum 5 rounds).

Liongrym has dubbed this sword ‘The Traitors Blade’ as a reminder of how he was gifted it. In Leo’s hands there have been occasions when his voice has become squeaky, normally when he is hiding his true intentions and thoughts regarding the Realm whilst speaking politics (untruths) with others.

Anshaelon’s Choker

Jeoly Silverwands carefully put her hand into the phase spider silk bag she had been given for her first birthday and gently pulled forth a simple silver choker inset with a small red ruby that was warm to touch and blazed bright from a shimmering flame held within. She carefully offered it to Tamasham the Bard who quietly took it from her. Tamasham was a very wise and a very old Elf and as he mentally called upon his vast knowledge of magical lore the name Anshaelon came into his mind……

“Anshaelon was a sorceress of the Lythlorn Woods when Suzail was barely more than a few wooden huts clustered around a few muddy fields. She was skilled in battle magics and protected the eastern Wolf Woods from the everlasting ones that raided every spring from the swamps of Orva. Legends say that her spirit was of fire and when she realised that her fire was about to burn out, she breathed out her last spark of life as a living flame that cooled and coalesced into a small red ruby. Her apprentices crafted a silver choker and placed Anshaelon’s last breath at its centre, as they did so it flared brightly and the heat fused the ruby to the choker making an unbreakable bond. For many years it served the guardians of the east in repelling the annual troll raids but was lost in the swamp in 420 Dale Reckoning The Year of the Last Breath”


Anshaelons Choker is a very thin, exquisitely made elven silver choker set with a small ruby. The flame can be called forth once per day (once every 144 turns) and creates a one foot thick wall of fire that can be shaped by the wearer of the choker as they wish e.g. it can be shaped to form a box or shaped around objects or people as the caster determines making multiple turns and changes of direction to a maximum length of 240 feet. It functions as if cast by a 12th level caster for area of effect and damage dealt. The firewall always does maximum damage (24 points) and cannot be brought down by cold magics although it can be dispelled. It bypasses all magic/spell resistance and can even burn creatures that are immune to fire attacks albeit for 12 points of damage, (sages thoerize that the fire is actually the life force of Anshaelon rather than magical flame hence why it is so powerful).