Treasures of Griffin Island


I have accumulated here various magic items that I found either on the Web or transfered from other fantasy games. I am not able to give full credit to all the creators since I did not record all their names. If you recognize your creation here, drop me an E-mail and I will include your name in this page.
This is absolutly not an exaustive list, just a series of medium power objects that I included at one time or another in my campaign. I have not included the well known magic items from the "Griffin Island" book, but I will include items from previously published RQ2 adventures like "Griffin Mountain" or "Borderlands" when they are currently out of print. If Chaosium ever decides to publish them again, I would gladely remove them from this page. I am not a "Heavy Magic" type of master, so you will only find here moderately potent magic items. I did include a few artefacts at the end, but these are the enbodied form of a powerful being from the spirit world, and I play them much more like original NPCs. They are created using my Spirit rules and required the establishement of a mental link between the carrier and the spirit, usually by some gift of POW.


Lightning Arrows (Andrew Mellinger)

CULTS: Associated - Aeolus (Orlanth)

These arrows come in three grades (1-3) and do an extra 1D6 per grade of lightning damage to the area they hit.
Grade Damage Cost
I +1D6 75
II +2D6 150
III +3D6 250



Palsy Arrows (Andrew Mellinger)

There are 5 grades of palsy arrows. The area hit by the spell is affected by a palsy spell with intensity of (grade)D4. Use normal palsy rules for resolution.
Grade Effect Cost
I 1D4 40
II 2D4 80
III 3D4 140
IV 4D4 230
V 5D4 350



Arrow Storm (Andrew Mellinger)

When fired these arrows multipy themselves in flight. (See Multimissle). They come in three grades. The # of arrows indicates how many extra missles will be on the way to the target (not including original.) Roll individually for each missle.
Grade # of Arrows Cost
I

0-2

60
II

1-4

150
III

1-6

300
IV

1-8

500



Pusher Arrows (Andrew Mellinger)

This arrows provide additional force upon hitting increasing knockback. They come in 4 grades. Add the force generated to the damage of the arrow to determine knockback. NOTE: If significant enough, this force may be able to break fixed items such as doors.
Grade Force Cost
I 1D6 25
II 2D6 40
III 3D6 70
IV 4D6 120



Concussion Arrows (Andrew Mellinger)

These arrows are similar to the Pusher arrows except that provide a knockback force centered up impact spreading out 3m in all directions. (The force can be blocked by intervening object.) This arrows is most useful when it hits in a group of people but not an actual target, as the target often shields other targets from the effects. These come in 4 grades
Grade ForceTH

 Cost
I

1D6

80
II

2D6

160
III

3D6

280
IV

4D6

480



Anti-Magic Arrows (Andrew Mellinger)

These arrows are used to break through those nasty magical protections one is liable to find upon evil things. Each grade of arrow supplies 1D6 anti-magic force. Roll the force against the MP of the spell on the resistance table. If the anti-magic force succeeds the spell is removed. These come in two grades.
Grade ForceTH

 Cost

I

1D6

150

II

2D6

350



Elven Cloak (Andrew Mellinger)

CULTS: Associated - Watcher of the Woods (Elf Goddess)

These finely wrought cloaks increase the wearer's ability to blend into natural surroundings. Outside the wearer gets +65% to hide, while inside (including underground) only 30% is added to hide. These cloaks to not negate any effects for light or movement, but their bonuses still apply.


Elven Boots (Andrew Mellinger)

CULTS: Associated - Watcher of the Woods (Elf Goddess)

These are similar in design and quality to Elven Cloaks. They increase the wearer's chance of sneaking by 50%.


Boots of Climbing (Andrew Mellinger)

CULTS: Associated - Unknown

These soft flexible toe-boots increase the wearer's chance of climbing by 40%.


Boots of Speed (Andrew Mellinger)

CULTS: Associated - Unknown

These boots increase the wearer's movement rate by 50%. The wearers does not feel any greater effects of fatique for the extra distance covered.


Mostali's Gloves (Frederic Moulin)

CULTS: Associated - Mostal (Dwarf God)

These gloves increase the wearers ability with working with his or her hands. They are different for each type of Dwarf, and give bonuses (+40%) to different skills.

 Dwarf Type

 Appearance of the gloves

 Skill affected
 Rock

 Hard leather glove

 Craft masonry
 Lead

 Soft black velvet gloves

 Pick lock, Disarm Traps
 Quicksilver

 heavy black rubber gloves

 Alchemy
 Copper

small silk gloves

 Evaluate
(need to touch the object)
 Tin

 thin white rubber gloves

 First aid, treat disease
 Brass

 Thick padded gloves

 Craft Blacksmith
 Silver

soft silvery gloves

 Enchanting Ritual
 Gold

 Thin white cotton gloves

 Read/Write any language
(Note: even with the gloves, the total bonus cannot exceed the value of the speak skill)
 Iron

 Plate armor gauntlets

Craft weaponry,
Attack with Hammer


Lightning Wands (Frederic Moulin)

Lightning wands are metal rods with a special stone (a thunderstone) embeded into one end.

CULTS: Associated - Aeolus (Orlanth)

When the lightning wand is set strait up in a high place during a storm, it has the ability to attract lightnings and store the energy. The wand can store up to a maximum power. If the lightnings striking it exceed this maximum, the wand melt (test POWx5 - fumble). The player cannot know how much electricity is stored in the object, but when the wand is charged, the thunderstone glows. The stored electricity can later be released by the owner upon activation of the object in a way similar to the spell lightning.
These come in 4 grades
Grade Power Stored

Cost
I

1D6

2000
II

2D6

3500
III

3D6

5000
IV

6D6

10000



Token Guards (Andrew Mellinger)

These are powerful magic in the form of little sculpted animals (about 2" high).

CULTS: Associated - Tribal Spirits

When the statue is broken (crushed in hand or dashed to the ground) a creature of which the statue depicts. It will provide services for the user until sundown or sunup, (whichever comes first) at which time it will disappear. The created creature will usually have average statistics for the creature specified. Some powerful version of this item will have exemplary version of the creature.


Balls of Tails (Borderlands)

Any number of severed wild animal tails tied together to form a ball.

CULTS: Associated - Chaos, Orcs.
Enemy - Votank, Zutchko and all of the other tribal deities.

The construction of this item is one way the enemies of Votank (and his followers) show their contempt for the hunter's way of life. Anyone possessing one of these items is automatically an enemy of every votanki clan of Griffin Island and would be attacked on sight.
A Ball of Tails is built by first cutting off the tail of a totem animal and then killing the animal, immediately thereafter (the next round) binding the spirit of that animal into the tail using normal spirit binding. This procedure is repeated for more animals, and as each new spirit is bound, its tail is tied to those of the earlier spirits. The owner of the Ball of Tails does not have to individually enchant each different tail after the first one in order to capture the subsequent spirits. This process can go on without limit for as long as the animal killer can get away with it, but binding the animal's spirit may draw the attention of the protector deity of the appropriate clan who will then alert his shamans to the offense. Blueface is known to relentlessly hunt down owners of Ball of Tails.
The owner of a Ball of Tails can use the POW of the bound spirits to cast spells. If the item is found by another person, it is useless. Beings who know the Peaceful Cut skill are able to release the spirits one per day from this binding if the releaser makes successful Peaceful Cut rolls.

VALUE: A votanki obtaining one of these balls would simply disassemble it using the Peaceful Cut skill, or else deliver it to one of his clan shaman to disassemble for him. Anyone else has no use for one of these balls unless he is the original owner. Votanki encountering anyone possessing one of these will try to kill him immediately, so a price for one of these items is difficult to estinlate.


Death Sword (Borderlands)

A normal strait-blade iron sword of any type (from knife to greatsword).

CULTS: Associated - Humakt. Yanafal Tarnils.
Enemy - Krash, Red Eye, Vivamort.

A Humakti hero named Dilfin Doonifarer first discovered this enchantment during the Gbaji Wars. Swords and Sword Priests of Humakt and, later, Yanafal Tarnils have sometimes sacrificed the power and attuned death swords as a final retributive stroke against their slayers.
A Rune lord or priest must permanently dedicate one point of POW and go through a ritual in which they dedicate their sword to the service of their patron god and call on him to strike down their murderer. If the possessor of a death sword is slain by an assassin's attack (from behind, by surprise, by deception, with poison, etc... - in the honest opinion of the possessor) the spirit of the possessor can use the sword for one thrusting attack on the assassin at 200% (or at the character's normal attack chance, if it is higher). At this attack chance. the impale chance is 40% and the critical hit chance is 10%.
Once the sword has been created anyone of any cult may attune the sword by sacrificing another point of POW to it. However, anyone who has a Death Sword has given up all hope of resurrection, for use of the sword inducts the slain warrior directly into the ranks of Humakt's own.


Shrinking Sword (Phillipe Krait)

A normal sword of any type (including curved or strait blades).

CULTS: Associated - Krash, Red Eye.
Enemy - Humakt. Yanafal Tarnils, any cult with the truth rune.

This enchantment is a favorite among Ockless assassins. It was first introduced into the island by Jaw of Krash named Phillipus Krait. When a sword is enchanted in this way, anyone attuned to the sword can command it to alter its appearence to mimic any smaller type of blade weapon. For example, the owner of a Shrinking Scimitar could carry it around in the shape of a dagger. Upon command the sword will spring back to its initial form, often to the surprise of the opponents. However, the weight of the weapon is never affected by the transformation. Somebody carrying a greatsword in the shape of a dagger would have a very heavy dagger with him. It is a custom today in King Skilfil's court to hand your dagger to one of the king's bodyguards before being admitted in the throne room, just so that he can feel the weight of it.


Slaver's Ropes (Borderlands)

A high-quality rope, often made of human hairs

CULTS: Associated - Red Eye, Ompala

The first of these ropes was made during Godtime by a priest of Waha. Many more were made during the Dawn Ages, but by the Second Age the techniques and powers necessary had been forgotten by everyone but the orcs.
Anyone or anything tied with one of these ropes will be unable to release himself or to be released unless he knows the code word for that individual rope. In fact, no one except gods (Divine Intervention) can untie one of these ropes without the code word. The code words are usually in Orcish and if not,will never be from languages less than 1000 years old. A rope badly burnt by fire will cease to function, but this is the only other way to untie the rope. For obvious reasons this is not a good technic to release someone from the rope. The orcish version of the enchantment requires the rope to be made with hairs from a sentient specie. For that reason, the orcs are always on the look out for people with long hairs, and wearing long braids or plaits is a mark of high power among the inhabitant of Ockless.


Plenty Horn (Borderlands)

This is a magically glowing wild animal horn. It may be Bison, Red Cattle, Bush Cattle or Bluebucks. The outside will be marked by many runes.

CULTS: Associated - Eiritha, Grandmother Sky

These horns are called shards of the original Horn of Plenty. They were created when Ragnaglar broke the original Horn of Plenty during the Godtime. Even though the Horn healed itself, the shards developed into small forms of the great Horn.
A person wishing to use this item must sacrifice one point of permanent POW to attune the horn. Then, he may fill it with the any kind of soil (sand, clay...) and use one magic point (recoverable normally) to make the soil edible and nourishing. When eating dry soil like sand, unless a cup of water is added, the meal costs the character one CON point (recoverable as with poison damage) to digest. Either salt or fresh water will do the job.
A Plenty Horn is worth more than 10,000 pennies.


Scala's Lance (Borderlands)

A long lance made out of carved white bone.

CULTS: Friendly - Votank, Zutchko and all of the other tribal deities.

Scala was a Kahn/Rune priest companion of Aigonus Windsword. Once during a fight, he had the good fortune to critically hit a very large giant in the abdomen with his mounted lance, doing over 30 points of damage in one blow. This killed the giant instantly. Scala was very happy about this but he feared that no one would believe that he could kill such a large giant single-handedly. To prove his claim, he cut off one of the giant's legs and dragged it back to the army's camp with the help of his warhorse. When he returned, the elders of the votanki clans were so impressed that they took the bone of the giant's leg, carved it into a lance, and enchanted it with several matrices before returning it to Scala as a gift. In the hundred years since this happened, the lance has been lost and its current location is unknown.
Scala's Lance looks like a normal lance 3.5 meters long except that it appears made of ivory and has 20 armor points. It holds the following matrices: Repair 5, Bladesharp 5 and Detect Enemies.
Even after death, the contradictory nature of the giant remained: Any magical attempt to influence the actions or emotions of anyone holding Scala's Lance (such as casting at him demoralize, Harmonize, Befuddle, Fanatism, or attempting possession by a spirit of fear) has only 5% chance to work, no matter how many magic point the spell caster has in comparison to the spear holder. This even applies to spells cast by the spear holder on himself.


Spirit Chain (Borderlands)

A gemstone looking sometking like a Power storage crystal, but not as brilliant.

CULTS: Associated - Daka Fal, Kyger Litor, Thed

These are thought to have the same origin as do Power storage crystals. They are activated by an unknown ritual. Its powers are unknown to virtually everyone but a few Lhankor Mhy sages, but if known, almost anyone would kill to obtain one.
When crushed, this stone will freeze all spirits within 40 meters to their place for 12 hours. If the spirit is moved out of the radius, the effect will continue on it for the full time period. Ghosts cannot move to attack, and spirits cannot leave bodies they inhabit. Even a slain person's spirit will stay with the body, though it will no longer animate it, and this effect will prolong the period before the spirit begins to lose knowledge of its spells and abilities by twelve hours.The use of Sever Spirit will counteract the effect of this item on any one spirit within the radius. The item can only be used once, then it becomes a simple gem, even if a Repair spell is used on it.


Zutchko's Ear (Borderlands)

A piece of living flesh in the shape of a dog's ear.

CULTS: Associated - Zutchko
Enemy - Chaos cults, Red Eye
Friendly - Grandmother Sky, Votank

While hunting with is brother Votank, Zutchko the dog-father lost one of his ears and it was ripped into little pieces. During the course of time, these ear-pieces have been scattered about Griffin Island, although they are still most common in Zutchko Hills.
To obtain the use of one of these items, it is necessary to cut off one's own ear, place the dog's ear in its place, and permanently sacrifice one point of POW. If the being putting on the ear is untainted with Chaos, the ear will join to the person's head and, in addition to its magical powers, function as a normal ear.
Anyone putting this ear on with the above procedure has their base Listen percentage raised from 25% to 100% (Perception and Experience bonuses are added onto this and it is still possible to further raise Listen ability with experience rolls.) Any Zutchko or Votank initiate putting this ear on gain the permanent ability to understand dog-speech. Anyone wearing one of these ears will find that Votanki hunters tend to react favorably to them.

Value
A Zutchko's Ear could probably be sold for 20,000 pennies, but they are usually found attached to people who would not sell it at any price.


Powered Armor (Phillipe Krait)

CULTS: Associated - Mostal (Dwarf God)

A gothic suit of armor (full plate armor) made of iron. It is usually designed for dwarf anatomy.

The powered armor is a creation of the iron dwarfs. It is not properly speaking, an object, but rather a semi-sentient being similar to the jolanti, but made of metal. It is an incomplete creature, lacking CON and POW, and possessing only a low fixed INT. To obtain the use of the powered armor, one must permanently sacrify one point of POW to create a mental link with the armor. The back of the armor can then be open and the user slides inside of it. Once inside, the user can command the powered armor as if it was part of its own body, taking advantage of the increadible strenght and protection of the creature. Together, user and armor form an hybrid complete creature with STR, DEX, SIZ and Armor Points provided by the armor, and CON, INT, POW, APP and Hit Points provided by the user. The armor has armor points instead of hit points. Since most powered armors are enchanted with "Fend Blow" (Elder Races Book, pp 24), it is usually necessary to cut through the armor to reach the user, an often most difficult task...
The only described powered armor in Griffin Island was found in the catacombs of Ockless by Sir Storm and his party, and was obviously designed a long time ago for an humanoid of SIZ 13-14. It was used for some time by Sir Cletor, and most of the description comes from his experience. Rumors say that the armory in Kazâd Uzuk contains other powered armors designed specifically for iron dwarfs.
According to Sir Cletor's testimony, the use of the armor is fairly simple once the telepathic link is established, and one only needs to move as in a normal suit of armor, with the restriction of the limited DEX of the creature. One must however be carefull to take into consideration the vast increase in weight when trying to cross bridges or travel over swampy areas. It is interesting to mention that the user does not have to be inside the armor to command it, but that the mental link appears to have a range of about 50 m. However, remote control greatly reduces the efficiency of the armor. The following statistics were obtained from Sir Cletor's Powered Armor:
Characteristics Attributes  
STR 30 Move 2
SIZ 14 Armor Points 12 per location
INT 5 * Damage Modifier + 2D6
DEX 6 DEX SR 4

Location

melee

 missile
  Points
r leg

01-04

01-03
  12
l leg

05-08

04-06
  12
abdomen

09-11

07-10
  12
chest

12

11-15
  12
r arm

 13-15

16-17
  12
l arm 

 16-18

18-19
  12
head 

 19-20

20
  12 


Brithini Blades, Jraktal Knife (David Cake)

A knife carved with Western runes up and down the blade. Successful uses of Chaos detecting abilities or magical analysis spells will reveal that the blade is evil magic.

CULTS: Associated - possibly Brithini or other sects that allow Tapping. Jraktal cult, RedeEye.
Enemy - anyone opposed to Tapping
Hostile - almost anyone else.

History
First invented by the Brithini, these weapons have been loathed for centuries. Weapons known to Tap POW are rumoured in many place throughout Glorantha, particularly in areas that feature either Brithini or unaligned sorcerers. Known variously as Brithini Blades, Jraktal knives in Fonrit, or Soul Killers, they are the ultimate weapon for the permanent removal of your enemies, and for making them fear your ruthlessness. They are known in Fronela as Brithini artifacts, and though no Brithini have been known to confirm their use (in fact, asking about them is often grounds for summary execution), several figure in the Sog underworld are rumoured to possess them, probably created by their own depraved sorcerers rather than attempting to steal them from the Brithini Horals. In Fonrit, they are known of, and possession is punishable by the worst tortures - but nonetheless, both underworld bosses and cruel potentates are rumoured to possess them. They are regarded as chaotic, as they use the power of the chaotic deity Jraktal.

Procedure
To use it, simply stab someone with it. To create one simply requires knowledge of the sorcery spell Tap POW, and sorcerous spell Matrix Creation Enchantment. The spell is put into the item at the appropriate power, along with a trigger condition (that the blade penetrate the skin) and a source of Magic points. Generally, a large amount of magic point storage is place in the blade so that the wielder can access points from the Tap, or they flow to the wielder directly. Edged weapons are used because the trigger condition allows use without special training and at the same time minimses the potential for mishap.

Powers
Anyone stabbed by it is immediately attacked by the spell Tap POW. Note A target's characteristic cannot be reduced to less than 1, and points beyond that are not subtracted. Thus a target whose POW was 1 would be immune from the weapon's effect.

Value
No one could openly buy or sell such a thing without attracting outrage.



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Last Updated 01/01/97
Please notify Frederic Moulinfor additions, corrections, or changes.