Artifacts of Mourn the Terrible

Artifacts of Mourn the Terrible

[AD&D] - [2nd Edition] - [item artifact]

Mourn The Terrible was a Drow Elven wizard that lived in the Underdark city of Menzoberranzan for several hundred years before becoming bored of his life there. He then disguised himself as a surface Elf and spent the next hundred years adventuring and studying on the surface. Again he became bored with his life and decided to explore the cosmos and the inner and outer planes looking for knowledge. After a hundred years of this he became bored again. He then settled down for the next few hundred years to craft items of power on an island on the Planet krynn.

Sword, Velkyn #

This was the first weapon forged and enchanted by Mourn but, alas it did not work exactly the way he had intended. If the holder knew the name of the sword he could only control the power of the sword 50% of the time. If the name is not known or the control roll fails then roll on the following table to determine the outcome. Otherwise choose one of the effects. The sword has a +8 to strike and has the ability to change into any type of sword as long as the user knows the swords true name.

1D100 Roll Effect
01-10 When the sword is swung it slices clean through whatever it was swung at.
11-18 Two Lightning bolts fly from the tip to strike any targets in front of the wielder. Cast as Wand.
19-25 A storm cloud appears above the user and rains heavily on him for 1D8 rounds.
26-30 Any plants in a 50’ radius grow twice as large.
31-33 Flower Strike. Flowers grow from the wounded victims wound causing extreme pain and 1D10 extra points of damage.
34-36 The target that is touched by the sword is immediately turned to stone.
37-46 Sword does an extra 20 points of damage.
47-58 No effect acts like a normal magical sword +8.
59-62 The wielders strength is immediately effected. See the magic user “Strength” spell description.
63-65 Faerie Fire covers every target within a 20’ radius.
66-68 100 gems impale themselves in the targets head.
69-79 Fireball as a wand is shot at the target.
80-84 The wielder becomes invisible.
85-87 Acts like a frost brand +8.
88-90 Darkness in a 50’ radius from the sword appears. Will wear off in 1D20 rounds.
91-95 User is teleported 20’ in any direction.
96-00 Grants user one wish as per the wish spell.

Just as he finished this weapon it came to his attention that it did not work the way he had planned. He at first attributed it to the distraction of the Gods of Krynn fighting over the planet while he was working so he began again. This time with a new design.

Sword, Abbil #

This was the second sword created by Mourn, but like the first it also did not work as it should. It was supposed to be an improved Vorpal Blade but like the first blade it’s affects are only controllable 50% of the time and only if the name of the sword is known to the user. If the control roll fails or the user does not know the blades name then roll on the chart below. Other wise pick an effect from the chart below. The sword has a +8 to strike and can form into any type of sword if the name of the sword is known.

1D100 Roll Effect
01-10 When the sword is swung it slices clean through whatever it was swung at.
11-18 Two Lightning bolts fly from the tip to strike any targets in front of the wielder. Cast as Wand.
19-25 Control Weather. A storm cloud appears above the user and rains heavily on him for 1D8 rounds.
26-30 Any plants in a 50’ radius grow twice as large.
31-33 Acts Like a Vorpal Blade +3.
34-36 The target that is touched by the sword is immediately turned to stone.
37-46 Sword does an extra 20 points of damage.
47-58 No effect acts like a normal magical sword +5.
59-62 The wielders strength is immediately effected. See the magic user “Strength” spell description.
63-65 Faerie Fire covers every target within a 20’ radius.
66-68 100 gems impale themselves in the targets head.
69-79 Fireball as a wand is shot at the target.
80-84 The wielder becomes invisible.
85-87 Acts like a Vorpal Blade +6.
88-90 Darkness in a 50’ radius from the sword appears. Will wear off in 1D20 rounds.
91-95 User is teleported 20’ in any direction.
96-00 Acts like a sword of Sharpness +6.

After finishing this weapon he again realized that this weapon was not working as he had planned. Feeling very exasperated he decided that the Planet Krynn itself was at fault. So he moved to Toril and built himself a new tower and started again. This time he designed the weapon to be more flexible and more powerful but with safeguards to make the weapon more controllable by it’s user. He spent 50 years searching for the best materials with which to craft the weapon.

Weapon of Adaptability, Brorna #

This was the third item of this type created by Mourn The Terrible but like the first two it also did not turn out like he planned. It is however slightly more controllable by the user if the name is known. The user has a 50% ,plus 1% per Experience level, chance of controlling the weapon. If the control roll is failed or the weapons name is unknown then roll on the table below. The weapon can also be changed into any weapon known by the user and strikes like a +8 weapon.

1D100 Roll Effect
01-10 User absorbs double the hit points that were caused much like the wizard spell Vampiric Touch.
11-18 Two Lightning bolts fly from the tip to strike any targets in front of the wielder. Cast as Wand.
19-25 A meteor swarm spell targeted by the user. Cast as per a wizard of 24th level.
26-30 Any plants in a 50’ radius catch on fire and burn for 1D20 turns at the end of which they return to normal as if it never happened.
31-33 The target convulses on the spot for 1D20 turns.
34-36 The target that is touched by the weapon is immediately turned to stone.
37-46 Weapon does an extra 20 points of damage.
47-58 No effect acts like a normal magical Weapon +8.
59-62 The wielders strength is immediately effected. See the magic user “Strength” spell description.
63-65 Faerie Fire covers every target within a 20’ radius.
66-68 100 gems impale themselves in the targets head.
69-79 Fireball as a wand is shot at the target.
80-84 The wielder becomes invisible.
85-87 User is granted one wish.
88-90 Darkness in a 50’ radius from the sword appears. Will wear off in 1D20 rounds.
91-95 User is teleported 20’ in any direction unless destination is specified.
96-00 User becomes invulnerable to all attacks except wish spells for the next 1D4 rounds.

Again Mourn was disheartened by his failure. He pondered long and hard as to why the items were not working properly. After much contemplation he decided that his techniques were not correct so he spent the next 20 years learning from every major Enchanter he could find. When he finally determined that he was ready he started work on a new and improved weapon. This time he created the weapon from a very rare and magical element that can only be found in 231st level of the Abyss. He spent 100 years slaving over his work and completely enchanting the weapon with safeguards and controlling mechanisms.

Weapon of Adaptability, Velve #

Again like the first three weapons this one did not turn out to Mourn’s satisfaction. The weapon is more controllable than the first two weapons but still is not 100% controllable. Unless one is very strong. If the items name is known there is a 50% chance of controlling the item plus a extra plus 5% for every intelligence point above, but not including, 14. This weapon can also be changed into any weapon desired by the user and strikes as a magical +8 weapon. If the control roll is failed or the weapons name is unknown to the user then roll on the chart below otherwise just choose an effect.

1D100 Roll Effect
01-05 User is protected from Petrification as per the scroll.
06-10 User is protected from Plants as per the scroll.
11-18 Two Lightning bolts fly from the tip to strike any targets in front of the wielder. Cast as Wand.
19-25 User is protected from Acid as per the Scroll.
26-30 User is protected from Cold as per the Scroll.
31-33 User is protected from Dragon’s Breath as per the Scroll.
34-36 The target that is touched by the weapon is immediately turned to stone.
37-41 Weapon does an extra 20 points of damage.
42-46 User is Protected from poison as per the scroll
47-58 User is protected from Electricity as per the scroll.
59-62 User is protected from Elementals as per the scroll.
63-65 User is protected from Fire as per the Scroll.
66-68 User is protected from Water as per the scroll.
69-79 User is protected from Gas as per the scroll.
80-84 The wielder becomes invisible.
85-87 User is protected from magic as per the scroll.
88-90 User is protected from Lycanthropes as per the scroll.
91-92 User is protected from possession as per the scroll.
93-94 User is protected from Undead as per the scroll.
95 User is immune to electricity for 1D20 rounds.
96 User is immune to poison for 1D20 rounds.
97-00 User is teleported to a desired location no matter what.

Again after the creation of this weapon Mourn became seriously depressed. He could not understand why his magic items were not functioning properly. He finally decided that it was the nature of the planets that caused his magic items to fail so he transported his entire castle into the Phlogiston where it still drifts today. He then began to design a more controllable Weapon with an intelligence to help control the weapons affects he spent 100 years isolated working on this master creation.

Weapon of Might, Ultrinnan #

Again the weapon failed to meet the desires of Mourn. This Weapon is completely controllable by the user as long as two things are satisfied: (1) the Personality of the weapon agrees to give you the affect, you may have to have a battle of wills to determine who gets to choose, and (2) the intelligence is actually awake. It has a tendency to get sleepy and zonk off for a few centuries if not awaken. you cannot awaken the weapon if you do not know its name. If the intelligence is not awake roll on the random chart below for the weapons effect. The weapon like the last two can also be formed into what ever type the user desires but in this case the intelligence may disagree with you. The sword has the following statistics:

Communication Speech & Telepathy
Intelligence 17
Alignment Chaotic Neutral
Ego 22
Languages All
Personality rating 39

Primary Abilities #

Extraordinary Abilities:

  • Sixth Sense
  • Destruction once daily
  • Know Alignment
  • Heal once per day

Special Purpose: Slay Neogi/Detect Neogi

Special Purpose Power: Disintegrate

Special Abilities: Read all languages/Maps and magical writings.

1D100 Roll Effect
01-10 If weapon is a sword then when it is swung it cuts clean through whatever it was swung at.
11-12 Two Lightning bolts fly from the tip to strike any targets in front of the wielder. Cast as Wand.
13-14 User is 50% Magic Resistant for 1D20 rounds
15-16 The target that is touched by the sword is immediately turned to stone.
17-18 Magic Missile as per wand
19-20 User is immune to poison for 1D20 rounds.
21-22 User is put into temporal stasis for specified time, if no time limit is specified weapon decides.
23-23 User gets one wish.
24-25 user can fly as per the spell no limit.
26-28 Any plants in a 50’ radius grow twice as large.
29-30 Meteor swarm at a specified target.
31-32 Flower Strike. Flowers grow from the wounded victims wound causing extreme pain and 1D10 extra points of damage.
33-34 User gains half the hit points of damage that he causes to the target as per the Vampiric Ring of Regeneration.
35-36 Minor Globe of Invulnerability as per a 20th level mage centered on the user.
37-46 Weapon does an extra 20 points of damage.
47-48 Acts like a magical weapon +8.
49-50 Power Word, Kill at target.
51-52 Power Word, Blind at target.
53-54 Power Word, Stun at target.
55-56 Users strength increases to 25 for 1D20 rounds.
57-58 Detect magic by touch.
59-60 Cone of Cold at target as per 20th level mage.
61-62 Monster Summoning IV as per 20th level mage.
63-65 Faerie Fire covers every target within a 20’ radius.
66-68 100 gems impale themselves in the targets head.
69-70 Fireball as a wand is shot at the target.
71-72 Duo-Dimension as 20th level mage.
73-74 Teleport without error to desired location.
75-76 Mordenkainen’s Magnificent Mansion as per 28th level mage.
77-78 Prismatic Spray as per 20th level mage.
79-80 Prismatic Sphere as per 20th level mage.
81-84 The wielder becomes invisible.
85-87 The user and sword become double size but strength is unaffected.
88-90 Darkness in a 50’ radius from the sword appears. Will wear off in 1D20 rounds.
91-92 Blink spell as per 20th level mage
93-95 Dimension door as per 20th level mage
96-97 User becomes invulnerable for 1 round.
98-00 Shape Change as per 20th level mage.

After five separate tries Mourn was getting a little hot under the collar about not being able to create perfectly controllable artifacts he got so mad that he tossed all five weapons out the door to drift in the Phlogiston. He then took up studying wild magic in an attempt to find a way to make his next creation controllable. After spending 25 years studying wild magic he decided to create another powerful magic item. This time he decided against swords because they were to common so he decided to create a improved set of Bracers of Defense. As Mourn was getting fairly violent in his reactions of late he decided to not only make the bracers for defense but also for offense. He set about finding rare materials from all over the galaxy and hidden knowledge to include into his new artifact.

Mystic Bracers, Blitz and Aegis #

Like all of Mourns items these did not work as he had wanted them too, but at this point in time this was not a surprise. These items appear to be wrist or arm guards. But when magic is detected on them they will glow brightly. Each of the bracers have a name that activate their functions. However these magical items are so powerful that they almost never do exactly what the user wishes. A control roll must be made. Wild Mages have a 50% chance of controlling the effect while all other classes only have 30%. If the control roll is failed then roll on the following tables otherwise choose an effect.

Table 1: Random Actions and Abilities of Left Bracer #

1D100 Action
01-20 A small silver shield magically materializes (+4)
21-40 A large silver shield magically materializes (+5)
41-60 A rope line flings from the bracer.
61-80 Repeating Throwing Daggers
81-00 A 14" blade extends from the bracer. (+3 to damage)

The right forearm bracer causes the wearer to be resistant to fire and cold. It also adds a +1 to initiative, +2 to hit, and a +3 to damage when any type of hand held weapon is wielded in the right hand. It also adds a +4 to Rod/Staff/Wand and Spell saving throws.

It also acts like a ‘Ring of Spell Storing’. But the spells are never the one’s the user wants at the time. Here is a chart to determine what spell is cast.

Table 2: Spells #

There is a chance that the bracers will function properly, but it is slim.

DM’s Note: Roll 1D100 after the player has stated what function he wishes to use. If the control roll succeeds the action actually happens properly. If it is between doesn’t then roll randomly on the chart.

All spells are cast at 20th level ability.

1D100 Spell
01-05 Magic Missile
06-15 Charm Person
16-23 Feather Fall
24-31 Shocking Grasp
32-35 Burning Hands
36-43 Fireball
44-46 Wall of Force
47-56 Detect Magic
57-61 Darkness 15’ Radius
62-65 Lightning Bolt
66-70 Levitate
71-73 Pyrotechnics
74-80 Invisibility
81-85 Gust of Wind
86-92 Water Breathing
93-95 Cone of Cold
96-97 Wish
98-00 Disintegrate

Mystic Bracers, Z’ress and Sargh #

These bracers are like all Mourn’s items, unpredictable at best. They appear to be wrist or arm guards made out of a bright alien metal. When detect magic is cast on them they radiate strong magic. You must know the name of each bracer in order to activate them. Even then a control roll must be made in order to control the outcome. Wild mages have a 50% plus 1% per level chance of controlling the outcome, all other classes have a 30% chance.

The left bracer has the following abilities:

  1. store and retrieve weapons as a bracelet of readiness
  2. store three types of shields, and
  3. fire magical +1 darts that disappear after 4 rounds.

The right bracer can cast several spell at 20th level but control is limited. If the control roll fails then roll randomly on the following table for the effect otherwise just pick one.

1D100 Spell Effect
01-05 Magic Missile
06-15 Charm Monster
16-23 Fly
24-31 Delayed Blast Fireball
32-35 Lightning Bolt
36-43 Fireball
44-46 Chain Lightning
47-56 Detect Magic
57-61 Feather Fall
62-65 Black Blade of Disaster
66-70 Invisibility
71-73 Teleport without Error
74-80 Teleport
81-85 Water Breathing
86-92 Cone of Cold
93-95 Create Portal
96-97 Power Word, Kill
98-00 Disintegrate

If both bracers are worn together the following abilities are also conferred:

  1. raises wearers strength to 25,
  2. lowers armour class to zero, and
  3. gives +1 to initiative.

Mystic Bracers, Dracoth and Faer #

These were Mourns Third attempt at creating improved bracers for battle but like the others they still don’t work right. Wild mages have a 40% plus 1% per level chance of controlling them all others have a 20% chance. If the control roll is failed roll on the proper table to find out the effect otherwise just choose one. All spell effects are at 22nd level.

The left bracer has the following powers:

  1. confers an armour class of zero,
  2. can be used to cast various transportation spells, and
  3. detects magic same as wizard spell.
1D100 Random Transportation
01-20 Teleport
21-40 Teleport without Error
41-60 Dimension Door
61-80 Phase Door
81-00 Gate

The right bracer has several powerful attack spells stored in it. If the control roll is failed roll randomly on the following chart for the effect.

1D100 Spell
01-05 Melf’s Acid Arrow
06-15 Magic Missile
16-23 Burning hands
24-31 Shocking Grasp
32-35 Delayed Blast Fireball
36-43 Fireball
44-46 Chain Lightning
47-56 Improved Phantasmal Force
57-61 Flame Arrow
62-65 Lightning Bolt
66-70 Ice Storm
71-73 Black Blade of Disaster
74-80 Phantasmal Killer
81-85 Gust of Wind
86-92 Cone of Cold
93-95 Disintegrate
96-97 Power Word, Kill
98-00 Bigby’s Crushing Hand

Mystic Bracers, Elgg and Kyorl #

When Mourn enchanted these bracers he was trying for maximum power, unfortunately he surged his enchant Item spell so every spell that is launched from these bracers is a wild surge. However he did improve the controllability. A wild mage has a control roll of 50% plus 2% per level and all others have 30% plus 2% per level to control the outcome. however all spells must roll on the wild surge table. Both bracers also confer an armour class of zero to the wearer. All spells are cast at the level of 24.

Left Bracer #

1D100 Spell
01-05 Affect Normal Fires
06-15 Burning Hands
16-23 Charm Person
24-31 Detect Magic
32-35 Feather Fall
36-43 Magic Missile
44-46 Shocking Grasp
47-56 Sleep
57-61 Invisibility
62-65 20D6 Fireball
66-70 Hold Person
71-73 Hold Undead
74-80 Flame Arrow
81-85 Gust of Wind
86-92 20D6 Lighting Bolt
93-95 Melf’s Minute Meteors
96-97 Vampiric Touch
98-00 Charm Monster

Right Bracer #

1D100 Spell
01-05 Dimension Door
06-15 Blink
16-23 Dispel Magic
24-31 Fear
32-35 Animate Dead
36-43 Cloudkill
44-46 Stinking Cloud
47-56 20D Ice Storm
57-61 20D Cone Cold
62-65 Phantasmal Killer
66-70 Hold Monster
71-73 Teleport
74-80 20D Chain Lightning
81-85 Control Weather
86-92 Disintegrate
93-95 Control undead
96-97 Power Word, Kill
98-00 Meteor Swarm