Angarh
Angarh
Angarh
Dagger of Juggling+5- An interesting function of this weapon is the fact that it can instantly become two +
4 daggers, three +3 daggers, four +2 daggers, five +1daggers or six magical (but unbonused) daggers. Thes
e daggers (or dagger), when used in a juggling routine, give a +5 to the juggling check. Also the same bonus
applies to called shots while reducing penalties by half. The daggers (or dagger) have a range of 90 feet and
teleport back to the wielder's hand at the end of the next round.
Acrobat's Armor- This armor grants an A.C. of 5 without the constriction or weight of other armors. This suit
allows thiefs wearing it to still gain no armor bonuses, has one magic pocket for a balance pole and another t
hat can hold up to 75 pounds of size M or smaller equipment. Also, the wearer can reduse his or her own bod
y weight by 75% for 10 turns a day.
Tunnelwhisper Boots- These boots silence even the most clinky of armor dramatically. This allows any wea
rer a 35% chance to move silently or grants thiefs a +20% bonus to move silently.
Cloak of Stoneblending- This cloak adds a +15% bonus to hide attempts when in the presents of stonewor
k or natural stone.
Staff of Balance+1- This staff grants a +4 to any check requiring balance. Also, it grants the same bonus to
pole vaults and can extend to be up to 20 feet long for this purpose.
Dagger of Subtlety+2- This dagger, when used for a backstab, adds an extra +4 to the to hit attempt and i
ncreaces the damage multiplier to the next higher (from X3 to X4). It can also be thrown from 30 feet away a
t no penalty.
Bagpipe of Confusion- This bagpipe, when played by someone skilled in its use, can cast Chaos on all oppo
nents within a 60 foot radius. This can be done three times a day and is cast at fourteenth level. Only the foll
owing beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no ma
gic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more level
s or Hit Dice than the caster's level.
The spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take
effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving thro
ws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by t
he spell. Affected creatures react as follows:
D10 Roll
Action
1- Wander away (unless prevented) for duration of spell
2-6- Stand confused for one round (then roll again)
7-9- Attack nearest creature for one round (then roll again)
10- Act normally for one round (then roll again)
The spell lasts one round for each level of the caster. Those affected are checked by the DM for actions each
round for the duration of the spell, or until the wander away for the duration of the spell・result occurs.
Wandering creatures move as far from the caster as possible using their most typical mode of movement (ch
aracters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each roun
d. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic
nature.
Dwarf Common
A little down! (originally accompanied by letting a sparse handful of sand or gravel fall from one's palm) --
means "So it goes!" (Or, to modern, real-world speakers, a variant on "That's the way the cookie crumbles!")
A fair fallhammer! -- something satisfyingly good, such as a meal, a brawl, a decision, or victorious
confrontation.
Darrown (pronounced "darr-OW-nn") -- noble, superb, supremely dwarf-like and praiseworthy (even an act or
the speech of a non-dwarf, such as an elf risking his life to save a dwarf in battle).
Galakkur -- applied to anything messy, untidy, or sloppy. It's derived from the name of a legendary dwarf who
did everything fast but in slapdash manner, heedless of even obvious consequences. The real Galakkur lived
some eight centuries ago. Tavern-tales give him various, improbably sticky ends. His misdeeds have been
greatly exaggerated since by the addition of many invented tales of his life and doings.
Goldnose -- haughty (behavior called "highnose" by any human in the Realms not a member of, or trying to
pretend membership in, the upper classes). Dwarves find such behavior contemptible in elves and amusingly
silly when practiced by humans.
Ho! That one had teeth in it! -- used in commentary on anything large and uncomfortable such as a belch,
breaking wind, a blow to the head, or a fall.
Mardarl -- an effort to hide something, either physically or by withholding information (or twisting a
conversation onto another topic, right now). An example would be a false name, particularly when used to
conceal gender (for instance, a female dwarf using a name such as Brokh or Garlfang to make non-dwarves
think they're dealing with a male).
Ogurkh (pronounced "OH-gurk") -- something unbelievable, insane, monumentally stupid, or the result of
crazed, dunderheaded, or scarcely-to-be-believed actions. "Blazing proper ogurkh" is an exasperated dwarf's
straining-to-stay-polite comment on something that really upsets or irks him. "Burns me ogurkh" is the dwarven
equivalent of "sticks in my craw."
Paerth (pronounced "PAIR-urth") -- the disgusted equivalent of balderdash, piffle, not bloody likely, or fat
chance!
Shards! -- a gentle oath derived from the loss of a gemstone or good building-stone that breaks into
fragments. It's the equivalent of a real-world speaker saying, "darn it all!" or a similarly mild expletive.
Sprendle -- a trick, prank, or deliberate misdirection, especially if lighthearted and harmless or meant to
prevent a confrontation.
Tarunter (sometimes "a proper tarunter") -- a word to describe anything pretentious or fussy (such as elven
dancing and most human festival celebrations or "goldnose" etiquette). Dwarves never apply this word to
religious customs, dress, or rituals, even of a human faith they barely understand or that seems fussy at first
glance.
Unbearded -- foolish talk or deeds (an "unbearded one" is a fool, "full-unbearded" is a mad dwarf). Dwarves
never apply this word to non-dwarves (because, as the old dwarf joke goes, all non-dwarves can safely be
assumed to be fools until proven otherwise, and such proof appears for only a handful of individuals once or
twice a century). Something that's "fair unbearded" is reckless or dangerous.
Vellamorn -- treasure, valuables, hidden wealth. Originally a silly euphemism for gold used in dwarf rhymes
and jests (derived from the name of a fictitious dwarf maiden in a ballad who wore only gowns made of linked
gold coins). This has become a code-word for dwarves wanting to discuss (for example) gold coins without
saying "gold coins" where others might overhear.