Crafted from the leg bone of the slain wyrm Ashirkelenge, this rod has tremendous magical power in the right hands.
An ornate reliquary box, covered in fine metalwork that twists the eye and causes headaches.
The Wands were created by the Aldruku as a weapon to finally destroy their Nyorian enemies.
Be wary, adventurer, of the smoke of Mal’Mennoth, that dread, choking cloud that blots out the very sun! Be wary, adventurer, of the demon’s dread shadow, of the things that prey on your mind!
You should feel proud today, knowing that you will be the reason why another person will live. Why they will escape the brink of death and be able to heal all injuries. This is a great thing and you should feel elation knowing because of you, they will live. Unfortunately you must die for them to live; such is the way of the world.
-Inganno - Follower of Caedmon, Alchemist of Shadow
This creation of Necromancy allows a true Necromancer access to certain powers engineered specifically for the spread of the practice. Created in the Forgotten Realms, a mysterious item ideal for the young or old.
Full Powers and the Full History of the item are included.
Day in and day out the library and labs Robert was always about. When questioned of his motions, he explained he was fetching his master’s potions, but secretly crafting a wand is what he pained. In the end an ebony wand was made, it would be known later as Trotters Unfair Trade.
This staff is equally powerful the the staff of Leviadan. The differences are that it is an evil craft, those who are not already evil shall be currupted should the staff stay in the possesion of good men to long. The trait that gave it it’s name is that it gives you "TEMPORARY" controle over the minds of dragons and griffins.
The party has found the source of the strange creatures roaming the countryside. The rift in this reality glows with a silver hue, rippling with the wind but never moving. They step through and are immediately assaulted with the scent of rotting meat, some have to muster all their strength not to vomit. Strange cries similar to the beasts the party had faced before can be heard in the distance. Looking around, they see they are in a forest of grey and red rather than the normal brown and green. The trees are sticky to the touch and writhe, perhaps to get away or perhaps as a warning.
The deeper the party goes, the more the forest seems to slither and move underfoot. The cries get closer and more numerous. Creatures lurk in the shadows, all the same color of their surroundings. Whatever the party came in here for, they had better do it fast.
The forest of flesh is waking up, and it is so very hungry.