Planescape: Torment чит-файл №1

I T E M S L I S T
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V E R S I O N 1 . 0 0
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PLANESCAPE: TORMENT ITEMS LIST
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AUTHOR : BahamutZero
E-MAIL : avrompaey@yahoo.com
DATE : August 28, 2000
VERSION : 1.00
COMPLETED: 5 %
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T A B L E O F C O N T E N T S
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[01] HEALING ITEMS & CHARMS
[02] EDGED WEAPONS
[03] FIST WEAPONS
[04] CLUBS
[05] HAMMERS
[06] AXES
[07] ARMOR
[08] MAGIC SPELLS
[09] JEWELRY
[10] MISC ITEMS
[11] QUEST ITEMS

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[01] HEALING ITEMS & CHARMS
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BANDAGES
ЇЇЇЇЇЇЇЇ
Special: Heals 3 Hit Points
Weight: 0

This is a roll of bandages, useful for stanching minor wounds.
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BLOOD CHARM
ЇЇЇЇЇЇЇЇЇЇЇ
Special: Heals 18 Hit Points
Weight: 0

This glistening drop of blood is as hard and smooth as a pearl. When placed on
the
tongue, it dissolves instantly and spreads through the character's veins and
heart.

Like its younger cousin, the clot charm, the blood charm stimulates the user's
blood
into clotting scabbing over existing wounds, healing damage the user may have
suffered
before consuming the charm. However, while the blood charm's initial healing
effect is
more powerful than the clot charm, it has no other lasting effects.
__________
BONE CHARM
ЇЇЇЇЇЇЇЇЇЇ
Special:
+2 to Armor Class
+2 to Armor Class vs. Crushing Attacks
+15% Resistance to Crushing Attacks
Weight: 0

This old finger bone charm has been hollowed out and tiny symbols have been
scratched on
its surface. A user must snap it in two to activate it.

When snapped, the bone charm temporarily strengthens the user's skeleton and
acts as a
ward against breaks and fractures. The charms gives the user an overall bonus
to
their
armor class and additional resistance against crushing attacks.
______________
CHARCOAL CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special:
+50% Resistance to Fire
+25% Resistance to Magical Fire
Weight: 0

This piece of charcoal is a charred bone fragment of some creature, perhaps a
finger
bone or a talon. Various symbols have been scratched onto its surface... the
scratchings
are so faint you almost missed them.

This charcoal charm temporarily protects the user against flames and extreme
heat. To
use the charm, the charred bone is snapped and both halves are ground to
powder,
then
the charcoal dust is rubbed over the heart of the user.
________________________
CHARM OF INFINITE RECALL
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Special: Lore Skill set to 100
Weight: 0

While practicing, some Mage students discovered a means to condense and store
knowledge
into a charm form. This particular charm contains the entire resource library
of
the
famed Charon School of Mages. Unfortunately, the effects of this charm are
fleeting and
the user is rendered unintelligible for a short period of time.
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CLIPPED COPPER CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special:
Minor Copper Blessing
+1 to Luck (temporary)
Weight: 0

This copper piece has been "clipped"... most of the copper has been shaved off,
no doubt
to still keep the appearance it is a coin and allowing the 'clipper' to use the
shaved
copper to make another coin. Although many Hive dwellers practice this
method "making
money," when the Fated faction practices it, they do so with a frightening
sense
of
purpose, creating charms that reflect their own miserly natures.

In order to create these charms, the Fated faction seek out failed business
owners and
other individuals who once possessed great wealth, then has a reversal of
fortune and
were left desitute. These individuals are then given enchanted carving blades
and asked
to "clip a copper" for the Fated in a tedious day-long ritual, which infuses
the
copper
coin with the last traces of their former luck. The ritual and the nature of
the
individual clipping the copper allows a minor enchantment to seep into the coin
and
affect the fortune of the whoever uses it.

When the clipped copper charm is flipped into the air, it will spill into a
rain
of
copper pieces, and bestow some luck upon the user.
__________
CLOT CHARM
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Special:
Heals 9 Hit Points
+5% Resistance to Slashing Attacks
+10% Resistance to Piercing Attacks
Weight: 0

This glistening blood drop is as hard and smooth as a pearl. When placed on the
tongue,
it dissolves instantly and spreads through the character's bloodstream.

The charm stimulates the user's blood into clotting and scabbing over existing
wounds,
healing any minor damage the user may have suffered before consuming the charm.
Furthermore, as long as the charm is in effect, the player's blood becomes
more "aware"
of new wounds that occur, especially any attacks that draw blood. The charmed
individual
becomes more resistant to slashing and piercing attacks, as their blood clots
and scabs
over the wound as soon as the flesh is torn.
________________
CORPSE FLY CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Swarm Curse"
Weight: 0

This corpse fly looks like it was frozen; it appears to be dead, but you can't
be sure.
The magic contained within the charm is activated when the insect is consumed.
When
swallowed, the recipient suddenly becomes extremely nauseous... a few seconds
later, the
charmed individual expels a stream of insects from their nose and mouth.
Provided the
charmed individual can keep their wits about them after the casting, the caster
can send
this cloud to attack a target.
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DIRTY RAT CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special:
+10% Stealth Skill Bonus
+5% Pickpocket Skill Bonus
-1 to Charisma
Weight: 0
Usable only by Thieves

This cranium rat tail charm is particularly filthy and smells faintly of vomit.
The tail
is stiff, like a wire, and it can be bent into different shapes... it would
almost make
a great lockpick, except it is too thick.

When this rank charm is consumed, the user temporarily becomes much stealthier
and
shiftier, giving them a greater chance of success with hiding in shadows and
picking
pockets. People viewing the charmed individual will detect something unsavory
about him,
however, reducing first impressions accordingly. This unsavoriness will last
only as
long as the charm is in effect, however.
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DUSTMAN EMBALMING CHARM, LESSER
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Invokes: "Embalming, Minor"
3 Charges
Weight: 0
Usable only on Nameless One and Morte

This strange metal bracelet has directions inscribed on the side of it. Judging
from the
crude text, it appears that the bracelet works by being held by a living
creature, then
while pronouncing a mantra to the 'True Death,' it is touched to the forehead
of
a
zombie or skeleton. When this is done, the minor enchantment held within the
item
spreads through the corpse, strengthening their bones, killing traces of corpse
rot
and/or grave mold, and helping to seal minor tears in the skin.
_______________
EMBALMING FLUID
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special:
+2-8 to Hit Points
+1 to Armor Class
Weight: 1
Usable only by the Nameless One and Morte

This is a sealed jar of embalming fluid. It is used as a preservative for dead
bodies.
As an added benefit, the smell of the fluid is more than sufficient to mask the
smell of
any rotting bodies it is used on. Effects are temporary.
___________
HEART CHARM
ЇЇЇЇЇЇЇЇЇЇЇ
Special:
Heals 27 Hit Points
Reduces Fatigue
+10% Resistance to Slashing Attacks
+20% Resistance to Piercing Attacks
Weight: 0

This glistening drop of blood is as hard and smooth as a pearl. When placed on
the
tongue, it dissolves instantly and spreads through the character's veins and
heart.

The heart charm is more powerful than the blood and clot charms, and it heals a
number
of wounds instantly, even serious or critical injuries. Furthermore, the user
will also
gain a rush of energy, removing any fatigue they may be otherwise feeling.
_________________
NEEDLE AND THREAD
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special: Heals 6 Hit Points
Weight: 0

This is a spool of thread and a small bone needle. They look like they're used
for
stitching up wounds... in living or dead bodies. When used on a creature, it
heals 6 hit
points of damage.
________________
WHISPERING FLASK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Aid"
Special: +2 to Strength
Usable only by Githzerai

This container holds a peculiar powder called "Whispering Motes" (loose
translation of
the Gith expression), a form of healing powder commonly used by the githzerai
on
the
Plane of Limbo. When the stopper is pulled and the spice touched on the skin of
a
wounded person, the spice travels through the injured person's body, generating
raw
matter to fill up the "holes" in his physical form, no matter how small or
large. In
order for the spice to work, the user must concentrate on its healing
effects...
with
the proper discipline, a practiced githzerai can even heal the greatest of
wounds. In
addition to its curative properties, it is also the element in several of their
rites of
passage... it is believed that the spice also fills in the "holes" in a
person's
psyche,
removing doubts and giving them focus and purpose.

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[02] EDGED WEAPONS
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BONE DAGGER
ЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

The blade of this dagger seems to be made from the bone of some creature. The
edge of
this blade is extremely sharp.
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DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 2-9 Slashing
Special: +1 to Armor Class
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo
itself is a soupy mass of elements, and only through force of will can the
githzerai
shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's
blade is composed of this substance; through mental discipline alone, Dak'kon
maintains
the integrity of the blade. He can shape it slightly depending on his skill,
adjusting
its length, sharpness of the edge. Presumably as he gains levels, he may be
able
to
manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that
depends on the integrity of the wielder would be entrusted only to those who
have
learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound
a series of parchments around the hilt of the blade. These appear to be mantras
dedicated to Zerthimon.
__________________
GREEN STEEL DAGGER
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 2-5 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This slim dagger has been forged out of the famed Baatorian Green Steel. Found
only in
the wastelands of Avernus, this peculiar green ore can be tempered into metal
much
lighter than normal steel. In addition, Green Steel weapons tend to retain
their
remarkably fine edges and are capable of dealing out more damage than their
standard
counterparts.
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GREEN STEEL KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-4 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This razor sharp knife has been forged out of the famed Baatorian Green Steel.
Found
only in the wastelands of Avernus, this peculiar green ore can be tempered into
metal
much lighter than normal steel. In addition, Green Steel weapons tend to retain
their
remarkably fine edges and are capable of dealing out more damage than their
standard
counterparts.
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HIGH QUALITY STILETTO
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Damage: 1-4 Piercing
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

This slim dagger is a beauty among its kind. It is a one-handed thrusting
weapon.
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JAGGED KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-3 Slashing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This hooked knife has a thick double-edged blade and a curved wooden handle.
Judging
from the shape of the blade, it looks like this knife is used primarily as a
surgical
tool.
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KNIFE
ЇЇЇЇЇ
Damage: 1-3 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This knife has a four-inch blade, with a plain handle of bone.
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POOR QUALITY STILETTO
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-2 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This squat dagger, whil ideally a thrusting weapon, looks like it would be
better used
as a paperweight. It is not sharp or well-balanced, and might actually hinder
you in
combat
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RUSTY DAGGER
ЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-3 Piercing
Special: Fragile, Breakable
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This is a small rusty dagger. Its blade is chipped and the hilt is loose; it
doesn't
look like it will stand up to repeated use without breaking.
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SCALPEL
ЇЇЇЇЇЇЇ
Damage: 1-3 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This simple surgical cutting tool looks like it's seen a lot of use.
________________
SMALL STEEL FORK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-2 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This fork is definitely no prize piece of cutlery. Its steel finish is
scratched
and
slightly bent and its tines are crusted with dirt.

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[03] FIST WEAPONS
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FIST
ЇЇЇЇ
(Default Weapon)
Damage: 1-3 Crushing
Speed: 1
Weight: 0
Proficiency: Fists

Your punches are lethal; you CAN kill with repeated blows. As long as you have
not
filled up all your quick weapon slots, you can always select 'fist' as your
current
weapon.
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FIST IRONS
ЇЇЇЇЇЇЇЇЇЇ
Damage: 2-4 Crushing
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages

This crude iron bar is designed to slip over the fist, with the thick portion
resting in
the palm and the iron ring facing outwards, over the knuckles. While wearing
these fist
irons, a single punch can shatter someone's jaw.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
back through the portal to her home plane. They rattle amongst themselves
whenever they
are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Piercing
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
back through the portal to her home plane. They rattle amongst themselves
whenever they
are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Enchanted: +1
Special: +1 Crushing Damage
THAC0: +1
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
back through the portal to her home plane. They rattle amongst themselves
whenever they
are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
back through the portal to her home plane. They rattle amongst themselves
whenever they
are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
____________
MORTE'S BITE
ЇЇЇЇЇЇЇЇЇЇЇЇ
(Default Weapon)
Damage: 1-3 Piercing
Speed: 1
Weight: 0
Proficiency: "Fists" (Don't ask)

Morte's bite is lethal, and he CAN masticate someone to death. As long as his
quick
weapon slots are not all filled, Morte can always select bite as his current
weapon.

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[04] CLUBS
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________________
CORPSE LIMB #985
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As
much as the
corpse's knee was rotted clean through, it looks like the combination of thick
applications of embalming fluid and rigor mortis has made this arm almost as
hard as
wood. If you needed to, you could either use it to shake someone's hand from a
distance
or use it to bash their skull in.
___________
IRON PRYBAR
ЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Usable only by Fighters and Thieves

This iron prybar can be used to pry open doors, chests, and even the occasional
reluctant ribcage. It also makes a good bludgeoning weapon when there's no time
for
subtlety.
___________
WOODEN CLUB
ЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This crude wooden club has seen better days, but it still looks sturdy enough
to
be used
as a weapon.

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[05] HAMMERS
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WORK HAMMER
ЇЇЇЇЇЇЇЇЇЇЇ
Damage: 1-6 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters

This is a heavy work hammer. It has a long handle and a metal head that looks
like it
could shape steel and crush skulls with ease.

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[06] AXES
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__________
BATTLE AXE
ЇЇЇЇЇЇЇЇЇЇ
Damage: 1-8 Slashing
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters

This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-
sharp,
and the long handle allows the wielder to put considerable force into the
swing.
________________
CRESCENT HATCHET
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Damage: 2-7 Slashing
THAC0: -1
Speed: 10
Weight: 10
Proficiency: Axes
Usable by Fighters only

This huge hatchet has a crescent-shaped head. Although an intimidating weapon,
it looks
more decorative than functional: not only is it extremely heavy, but the
balance
is poor
and the edge is dull and pitted. Despite the difficulty in using the hatchet in
combat,
the long handle allows the wielder to put considerable force into the swing.

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[07] ARMOR
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_____________________
DAK'KON'S ZERTH ARMOR
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Armor Class: 5
Weight: 25
Usable only by Dak'kon

Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings,
formed of
the same substance that Dak'kon's blade is made of. (Unlike the blade, however,
it does
not appear that the armor changes based on the mental state of the wielder.)
The
armor
is worn over a padded red tunic, and spiked bracers and shoulder pads have been
added to
give greater protection to the arms and upper body.

While Dak'kon's armor is similar to chain mail, it is lighter and more
flexible,
allowing him to wield his sword more effectively. It seems that when the sword
and armor
are used in tandem, the armor actually becomes lighter in weight and more
flexible, more
like cloth than chain mail. Whether this is a unique property of karach, or
whether this
is some magical effect of the two items, is unknown.
_____________
DUSTMAN ROBES
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special: Disguises user as a Dustman
Weight: 5
Usable only in the Mortuary

These frayed robes are commonly worn by members of the Dustmen faction. They
have an
old, musty smell about them, and they don't fit you very well. You doubt the
Dustman
disguise will hold up under scrutiny -- and certainly not if the Dustmen are
looking for
an intruder.

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[08] MAGIC SPELLS
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_____________
RUNE OF ARMOR
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Armor"
Teaches user "Armor"
Level: 1 / Wizard
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of this breastplate, you realize you didn't mar the
warding rune
beyond recognition. In fact, unlike the other breastplates, the spell that
maintained
the integrity of the giant skeleton is mostly intact, so much so you could
either cast
the runes as a spell or copy them into a spell book and keep it as a part of
your
arsenal. Either casting or copying the spell will destroy the breastplate,
however.
_______________________
RUNE OF GREATER WARDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Shield"
Teaches user "Shield"
Level: 1 / Wizard
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of the runes covering the surface of this breastplate,
you think
you might be able to unlock the rune's power and use it to invoke a primitive
warding
enchantment, similar to the one that protected the giant skeleton. Activating
the rune
will destroy the breastplate, however.
______________________
RUNE OF LESSER WARDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Armor"
Teaches user "Armor"
Level: 1 / Wizard
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of the runes covering the surface of this breastplate,
you think
you might be able to unlock the rune's power and use it to invoke a primitive
warding
enchantment, similar to the one that protected the giant skeleton. Activating
the rune
will destroy the breastplate, however.
_________________
RUNE OF SHIELDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Invokes: "Shield"
Teaches user "Shield"
Level: 1 / Wizard
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of this breastplate, you realize you didn't mar the
warding rune
beyond recognition. In fact, unlike the other breastplates, the spell that
maintained
the integrity of the giant skeleton is mostly intact, so much so you could
either cast
the runes as a spell or copy them into a spell book and keep it as a part of
your
arsenal. Either casting or copying the spell will destroy the breastplate,
however.
______________
SCROLL OF BLUR
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Blur"
Allows user to copy "Blur" into Spell Book
Level: 2 / Wizard
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster
Saving Throw: None
Weight: 0
Usable only by Mages

The blurring of form and spirit causes one to be hard to see or touch, granting
a great
advantage in battle.

Blur causes the wizard's form to shift and blur, making it much more difficult
to attack
the caster: It causes all incoming attacks to be made at -3 penalty and grants
the
wizard +1 on all saving throws.
_______________________
SCROLL OF CHROMATIC ORB
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Chromatic Orb"
Allows user to copy "Chromatic Orb" into Spell Book
Level: 1 / Wizard
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Long are the debates about the spectrum of color in the multiverse. "This blue
is better
than yellow!" "Pike it, berk! Of course White is the true color!" And while in
the end,
many generally agree that a color's greatness is in the eye of the beholder,
this spell
establishes the fact that some colors are deadlier than others.

This summons a large, magical Orb of Color, which can then be hurled at a
target
using
the caster's normal Attack roll +3. The color of the Orb changes depending on
the
caster's level.

Level: 1 White
Damage: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity

Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire damage

Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.

Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconscious for 10-25 sec.

Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.

Level: 10 Violet
Damage: Paralysis
Special Power: Petrification

Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec.
___________________
SCROLL OF ICE KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Ice Knife"
Allows user to copy "Ice Knife" into Spell Book
Level: 2 / Wizard
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Daggers of ice can be conjured that not only strike the intended target but can
spread
cold as ice in water.

This spell fires a magical ice dagger at a target. The caster must successfully
hit with
his normal missile attack roll. A successful hit causes 2-8 pts. of damage per
dagger.
When the ice knife strikes a solid object or a creature, the knife shatters,
releasing a
wave of numbing cold. All creatures w/in a 5' radius must make a successful
saving throw
vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to
their attack
rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2
feet past
(using the same trajectory that it originally took) the intended target. The
Ice
dagger
will then remain on the ground for 2 seconds. If any creature touches this ice
dagger
during that time it will immediately shatter, and emit a cold wave (as above).
If not,
then after the elapsed time it will melt away. Finally, the caster gains 1
additional
Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The
subsequent Daggers can be fired off by a subsequent 'click' on the same (or
another)
target.
______________
SCROLL OF LUCK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Luck"
Allows user to copy "Luck" into Spell Book
Level: 2 / Wizard
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's
Luck for
a short duration.

This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per
level
of the
caster. This bonus increases the chance for success in various efforts such as
Attacking, Thieving Skills, or Saving Throws and the like.
_______________________
SCROLL OF MAGIC MISSILE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Magic Missile"
Allows user to copy "Magic Missile" into Spell Book
Level: 1 / Wizard
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

This spell shapes arcane energies into unerring missiles. The greater your
skill, the
more missiles you can hurl from your body.

The spell summons a magical missile that strikes its target unerringly for 2-5
pts. of
damage with no saving throw possible. In addition, the caster gains 1 extra
missile
every 2 levels, for a total of 5 missiles at level 9.
__________________
SCROLL OF STRENGTH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Allows user to cast "Strength"
Allows user to copy "Strength" into Spell Book
Level: 2 / Wizard
Range: Touch
Duration: 60 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 0
Usable only by Mages

Grants immense strength to the weak - or greater strength to the strong.

This spell increases the target's Strength score by a certain number of points
(or
tenths of points above 18) which will still be qualified by race/class
restrictions. The
spell cannot bestow a Strength of 19 or greater. The bonus is as follows:
Priest 1d6 Points
Rogue 1d6 Points
Warrior 1d8 Points
Wizard 1d4 Points

==================================================================================
=======
[09] JEWELRY
==================================================================================
=======
_______________________________
ANCIENT COPPER EARRING (CLOSED)
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0
Unusable (Closed)

This copper earring looks ancient. Oddly enough, there doesn't seem to be a
hook
or any
means of actually attaching it to your ear. A series of strange grooves have
been carved
on the inside of the earring, however, which might merit a closer examination.
_______________________________
ANCIENT COPPER EARRING (HOLLOW)
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This ancient copper earring has a series of grooves cut along the inside.
Although there
doesn't appear to be an obvious way to wear it, it can be unlocked by hooking
your
fingernail into the third groove from the top and pressing inwards.

Not only does this allow the earring to be worn, but it also opens up a hollow
compartment inside the earring where messages or other small items can be
stored. The
earring might be worth more to a merchant as a result.
_______________
BRONZE BRACELET
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This thick bronze bracelet is heavy, simple, and uninteresting. You could
probably sell
it to a local merchant for a bit of coin.
___________
BRONZE RING
ЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This crude bronze ring looks like it might have doubled as someone's nose ring
in the
past. Despite the dents and scratches, it might be worth a few coins to a local
merchant.
______________
COPPER EARRING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This crude copper circlet looks like it was the victim of an eager lover... or
something
that enjoys eating metal... for it is bent on one side and bears teeth marks.
___________
MAGUS GUARD
ЇЇЇЇЇЇЇЇЇЇЇ
Armor Class: 6
Weight: 2
Usable only by Mages

Considered standard equipment for any adventuring mage, bracelets such as these
can be
found across the planes. Judging by the markings on this particular bracelet it
appears
to have been made in a style quite common to Sigil. Various glyphs of warding
are
meticulously carved along the surface producing an almost hypnotic effect when
looked
at. When worn this bracelet protects the wearer from normal attacks as if they
were
wearing scale armor.
______________
NEGATIVE TOKEN
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Special: Ward against Shadows
Special: Holds Shadow Creatures Temporarily
Weight: 0

This is a "negative token": a flat, black disk that appears to have no
substance
to it
at all. Turning it over reveals that it has no third dimension - there is no
thickness
to this item at all. It gives you some command over creatures of shadow - you
can
command them to stand still for a few precious seconds. The more powerful the
shadow,
the less likely it will obey your command.

As an added benefit, as long as this token is carried by *any* of your party
members, it
acts as a ward against shadows. It will not prevent shadows from attacking your
group,
but the shadows will find it more difficult to harm you while the Token is
carried.
____________
PRAYER BEADS
ЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 1

This is a necklace of red and black prayer beads. A web of black lines swirls
around the
edges of the prayer beads as you hold them, moving in some strange pattern you
cannot
decipher.
_____________________
RULE-OF-THREE EARRING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Minor Copper Blessing
Weight: 0

You received this small earring from folding a note in the mouth of one of the
walking
corpses in the Mortuary. It's a beautiful earring, but despite its beauty, all
it seems
to do is remind you how strange this world you've woken up in is.

This earring carries a minor blessing from one of the gods of wealth on some
backwater
prime world; when held in the hand and the word "copper" is whispered, it gives
the
wearer 33 copper commons. This blessing can be used three times before the
enchantment
is exhausted.
___________
SILVER RING
ЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This simple band of silver has no ornamentation; it may have once been a
wedding
ring.
Whatever its past purpose, it may be worth a few coins to a local merchant.

==================================================================================
=======
[10] MISC ITEMS
==================================================================================
=======
_____________
CLEANING RAGS
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 1

This damp mass of rags look like it's been used to mop up blood and other less
savory
bodily fluids.
___________
COBBLESTONE
ЇЇЇЇЇЇЇЇЇЇЇ
Weight: 3

This is a polished cobblestone that was lodged in the zombie's skull. It still
has
traces of brain matter dripping from it.
____
JUNK
ЇЇЇЇ
Weight: 1

This is a collection of junk... small springs, broken bolts, and a cracked gear
or two.
It looks like someone felt these pieces might be useful one day, but they seem
pretty
useless to you.
___________
PET LIM-LIM
ЇЇЇЇЇЇЇЇЇЇЇ
Weight: 5

This is your pet Lim-Lim.
____
RAGS
ЇЇЇЇ
Weight: 1

This thick mass of rags look as if they were torn from a tapestry or someone's
robes.
_____
SKULL
ЇЇЇЇЇ
Weight: 2

This is a generic human skull. It is not as talkative as Morte, but perhaps
that's just
as well.
________________________________
THE UNBROKEN CIRCLE OF ZERTHIMON
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 2
Usable only by Dak'kon

This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken
Circle is a
*zerth* religious text, containing teachings of Zerthimon, the founder of the
githzerai
people. The Circle is made up of a series of interlocking circles that fold out
from one
another, depending on which branch the reader wishes to follow in the path of
teachings... it is said that some zerths spend years poring over the
combinations of the
plates, looking for new significance in the teachings.

Dak'kon seems to use the text as a means of focusing his spell casting
abilities, for he
pores over the tablet occasionally, memorizing the words.

==================================================================================
=======
[11] QUEST ITEMS
==================================================================================
=======
______________________
ANGYAR'S DEAD CONTRACT
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This crisp parchment has a musty smell about it, like it has been stored in an
attic for
too long. From what you can make out from the tiny, cramped writing, this
document seems
to be a contract between two parties: The Dustman faction and a man
named "Angyar." In
exchange for thirty copper pieces, Angyar has signed away the rights to his
corpse to
the Dustmen, presumably so that they can use him as a worker in the Mortuary.
_______________
DUSTMAN REQUEST
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

A note written on a scrap of dry parchment:

"Contact the necromancer responsible for Raising contractual worker 42. I know
he's
examined the skeleton before, but I am certain the initial Raising of the body
was
warped. The worker still responds to commands, but when it has completed a
task,
it
resumes pacing in the same circular pattern as it did before.

"Dhall recently informed me that worker 42 exhibited that same walking pattern
when it
was a zombie decades ago. There may be a soul echo in the marrow or the
skeleton's age
may have caused the magic animating him to decay. One of the Initiates
suggested
it may
be following an order issued by a higher-ranking Dustman in the past, but I
have
found
no records of such an order.

"Whatever the reason for its behavior, the matter is to be resolved or the
worker
replaced."
_____________
EMBALMING KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This long, thin key has a spiral head and smells faintly of embalming fluid. It
looks
extremely old, and numerous scratches cover its surface.
_______________________
MORTUARY FRONT GATE KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This is a large, unimaginative iron key. For some reason, its somber appearance
reminds
you of the Mortuary.
_________________________
MORTUARY REMINDER MESSAGE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This rolled up piece of parchment appears to be some sort of message the
skeleton in the
Mortuary was supposed to deliver:

"This is the third and *last* request for the prybar; if it has been misplaced,
*tell*
me and I shall go to the Hive market and purchase another. I have no objection
to
mantaining the Contracted workers, but I've been trying to repair the
skeletons,
and the
bolts are wedged in so tight I can't get them out.

"Also, some of the locks on the storage cabinets on the third floor have become
stuck
again due to the heat, and I need the prybar to snap them open as well. If the
prybar is
indeed lost, I will see about procuring the services of a locksmith and having
the
cabinet locks replaced.

"Your aid in the matter would be appreciated,

An unreadable signature has been scrawled beneath the message.
____________________
MORTUARY SANCTUM KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 1

This heavy key is a strange fusion of bone and an unidentifiable lood-red
metal.
Its
jagged C-shaped head looks like its ready to clamp down on whoever holds it.
This key is
used to open the inner gates in the Mortuary.
__________________
MORTUARY TASK LIST
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

Someone has penned a series of tasks in red ink on this scrap of parchment:

- I would like the Contracted Workers to be inspected thrice-daily, at the end
of each
work shift when the new Initiates come on duty. We have experienced too many
Contracted
collapses while engaged in heavy labor as of late, and I fear the embalming
enchantments
initially used on the corpses may be decaying or may have been warped somehow.

- If the Contracted workers could be inspected every eight hours and Raised if
they have
collapsed, then this would prevent the backlog of shells in the Preparation
Rooms and
free up more Contracted workers for other duties.

- I do not wish collapsed bodies to be disposed of; when possible, the original
Contracted shells are to be Raised and be made to resume their duties.

- I have included spare embalming charms within the shelves for the Initiates
on
duty.
They are to be used only when the shells cannot be repaired with stitching,
bandaging,
or applications of embalming fluid.
______________________
NOTE FROM CORPSE #1201
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This is a foul-smelling note retrieved from the mouth of one of the Mortuary
zombies; it
looks like it was sewn into the corpse's mouth by accident. Dspite its
condition, the
writing is legible:

"Please, to whatever Dustman reads this; I beg of you. I know of my legal
obligation
under the terms of the Dead Contract, but I am prepared to offer *more* than my
signing
fee if you will cremate my body rather than Raising it. I have arranged for
this
note to
be left with my body upon my death. If you are reading this, then please use
this note
as instructed and accept the result in exchange for my Contracted duty. Let my
Contract
number serve as the key."

It looks like the corpse was too late to prevent the Raising... but you notice
that
beneath the writing is a diagram. It looks like directions for folding the
parchment
into a strange pattern.
__________
ORNATE BOX
ЇЇЇЇЇЇЇЇЇЇ
Weight: 2

This appears to be a small wooden box. Intricate designs etched in gold adorn
the box.
At one time this box would have been worthy enough to be displayed at any
aristocrat's
estate. However, years of neglect have taken their toll and it appears to be
falling
apart. If not for the large ruby mounted to the front of the box, it would be
worthless.

Feelings of dread seem to emanate from the box.
___________
PENN'S NOTE
ЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This note has been written with remarkable penmanship upon the finest
parchment:

Vaxis,

If you are reading this, then you have undoubtedly failed in your task and have
been
forced to use the escape route I arranged. I told you that your little disguise
idea was
ridiculous. In any case, you'll need to lay low for a while. The Dustmen may be
deluded,
but they are not fools, and they will certainly seek retribution for our
intrusion. I've
left you some coins. Use them to secure a hiding place in the Hive, preferably
in
Ragpicker's Square. The Dustmen will be unwilling to look for you there.

Once you have secured a new hiding place, I have a new mission for you: find
out
where
Pharod is getting those bodies he's delivering to the Mortuary. It's apparently
causing
the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports
are that
that stone-faced Dustman at the Gathering Dust Bar -- Initiate Emoric, I think
the
fool's name is -- has been sending out finders to try and mark Pharod's
movements. See
if you can find out how far along he is and hinder his efforts until we know
more about
Pharod's activities. I don't want Emoric finding out something before we do.

- Penn
____________________
PREPARATION ROOM KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

The head of this bronze key has been twisted around itself several times, so
that it
resembles a screw. If Morte is to be believed, it unlocks one of the doors in
the
Preparation Room.
__________________
RECEIVING LOG PAGE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 0

This ragged page looks like it was cut neatly out of a book. It is written in a
tight,
crabbed script:

16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? --
Collector:
Pox -- 3 Commons Paid -- No possessions.

16538, 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of
Shell
prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No
possessions
(Stripped? Knife marks evident from dissection.)

16539, 5th Night: Scarred Shell -- Cause of Death: Indeterminable (scars do not
appear
to be cause of death - shock trauma?) -- Collector: Pharod -- 3 Commons Paid --
Possessions Logged: - Fist Irons - Thirteen Commons - Middle Table, Receiving
Room.

16540, 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age
of Shell
prevents identification* -- Collector: Pharod -- 3 Commons Paid -- Possessions
Logged:
Knife marks evident from dissection, but the dissection was not thorough enough
-
Copper
earring found lodged in abdomen; earring has been locked in Southeast
Preparation Room.
Have an Initiate from the Third Circle examine it; it has strange markings,
like
those
on Contracted Worker #79.

16541, 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell
prevents
identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions
(Stripped?
Knife marks evident from dissection.)

* As with the previous entries, these shells Pharod has brought also shows
signs
of
having been prepared. I have asked that Initiate Emoric launch an investigation
into the
matter. Furthermore, Entry 16542 is one of Pharod's gang. I have seen the
individual
before - I would ask Emoric to pay heed to how the man died.

16542, 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration
of
wounds
are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 3 Commons
Paid --
No possessions (Stripped? Knife marks evident from dissection.)
_______________________
RECEIVING ROOM LOG BOOK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 2

This huge log book lists Mortuary procedures in a tight, crabbed script:

- All shells entering the Mortuary are to be delivered to the Receiving Room
and logged
with the scribe on duty before being embalmed or cremated.

- The records are to be checked to determine if the shell is one of the
Contracted, and
if so, do not prepare the shell. Move the shell to one of the Preparation
Rooms,
contact the scribe on duty, and notify him that a Contracted shell is to be
Raised.

- Be certain that a shell is thoroughly stripped of its possessions before
being sent
to the Preparation Rooms. The Contracted workers are intended for simple
manual
labor
and do not have the capacity to search and strip a shell.

- The faction is not responsible for any possessions lost or items stolen by
Collectors
who have brought the shells to the Mortuary.

- The shell's possessions are to be stored in the Receiving Room until an
Initiate can
be sent to claim them. Please catalogue all possessions in the log book.

Following this list is thousands of entries of bodies that have been sent to
the
Receiving Room. As you flip through the rest of the book, however, you notice
the last
page has been cut out.
_______________
STRAHAN'S DIARY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 1

This leather-bound tome is cracked and worn with age. Some sort of crest has
been burned
into the cover. You can make out a series of interlocking triangles centered
around the
initials SR. The writing upon its pages has faded considerably, but the last
few
entries
seem to have been penned recently.

Day 2 of the 127th Year of Factor Hashkar's reign:

At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my
possession. As I had guessed, the page detailed the necessary components for
the
casting
of the final transformation spell. I have all but one of the components. A drop
of an
immortal's blood is all that stands between me and the eternal power of
lichdom.
But
where can I find such a rarity? Perhaps I should seek the answer through
divination.

Day 14 of the 127th Year of Factor Hashkar's reign:

After days of taxing divination spells, I finally have my answers. The
divination
revealed the location of an immortal to be somewhere within an ancient
Mausoleum
located
in the Hive section of Sigil. I must make haste. I must find this creature and
draw its
blood before it moves on.

Day 15 of the 127th Year of Factor Hashkar's reign:

I have arrived at the Mausoleum. Immediately, I was set upon by a shade that
guards the
remains of those interred within this place. I managed to elude the spirit and
found my
way into what appears to have been some sort of inner sanctum. Protected by
some
minor
wards to prevent any further interruptions by that supernatural twit, I have
set
about
raising some of the locals to conduct a search for the immortal. If the
divination was
accurate and the immortal is here, then likely it is interred within one of the
many
crypts that line these halls. It is only a matter of time now.

Day 17 of the 127th Year of Factor Hashkar's reign:

I am not alone. Someone has entered the Mausoleum and is interfering with my
servants.
Could this be the one I seek? The divination revealed only that I would find
the
immortal here. Could it be that MY presence in this place has prompted that
which I seek
to seek ME out? What a delightful twist, I shall have to

The ink of this last entry is still wet.
____________________
TOME OF BONE AND ASH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Weight: 5

This worn, leather-bound tome lists diagrams and charts detailing several minor
wards
and enchantments. There are numerous drawings of skeletons, bones, and the
manner by
which they may be preserved over time.

Of particular interest is the section regarding "guardians." Apparently, the
Dustmen
animate corpses of fallen giants to serve as guardians for the Mortuary. To
make
them
even deadlier, armoring enchantments are woven into their breastplates to help
shield
them from attacks.

The book is much too complex for you to absorb all at once, but it looks as if
you could
refer to certain sections when the need arises.