Stonedowner Dagger - ( 18 inch long grey stone blade) XP 200     This dagger is inherently razor sharp and is a receptacle for the Sharpen spell

Clingor Rope (Dark Grey line of a single strand)          XP 0     This highly adhesive material has many uses. Unless a slow/light pressure at skin tempeture is applied (thereabout), it will not release its sticky grip. This rope is incredibly strong (20 strength to break) and never loses stickiness.Sticks 75%

 

Unique Items

Lorocus’s High Lords Staff    (Thick ramwood battlestaff 6' long with iron shods) XP?

This powerful focusing device lets the Lords to use Lordsfire and the following:

·         Extends the power of Wood I Stone spells as Ocrest stone               ·         Adds +1 to level of caster spell resistance and DC –druids spell only

·         Pass w/o Trace 5' radius (auto)           ·         Barkskin when held

·         Speak with Animals               ·         Animal Friendship 7/week                ·         +2 Battlestaff

Urn of Dameleons Life (33) - Quicksilver - Anumates if poor object - 1 app for small/2 med/4 large/6 collassas!(animate) - Greater Fantastic Machine (lasts 8hrs) and outside land gains intellogence 14 and has freewill...may speak Ignnian

Dameleon's Broken Iron Sword +6 (Land) -
* Sword is designed to guard and protect an area        * May add Wisdom to damage (d6+6+Str+Wis)
* Echoes Damage                                                         * +4 Armor Bonus
* If wielded gain 1/2 Iron Body Spell (50/50 upper of lower half)
* 15/adamantine Damage Reduction.
* Immune to blindness,critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration
* Half damage from acid and fire of all kinds.                 * +6 enhancement Strength -6 penalty to Dexterity
* Speed is reduced to half normal.                                 * -8 armor check penalty, just as if you were clad in full plate armor.
* You cannot drink (and thus can’t use potions if upper body)
*OUTSIDE Land - in addition to powers above, gains the following:
Can be controlled as Golem                        Sense golem control items 100ft thru walls
Detect enemies 100ft even thru walls         Guards and Wards spell (at will?)
All Golem Immunities
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Constructs do not eat, sleep, or breathe. Immunity to Magic (Ex) Golems have immunity to most magical and supernatural effects, except when otherwise noted.