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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=A_combined_GM_Game&amp;diff=42196</id>
		<title>A combined GM Game</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=A_combined_GM_Game&amp;diff=42196"/>
		<updated>2008-02-29T04:07:48Z</updated>

		<summary type="html">&lt;p&gt;Ihassell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mandos]][[Category:William Dymock]]This game will be run with two GM&#039;s to a combined storyline. The GM&#039;s are [[William]] and [[:Category:Mandos|Mandos]] and the games are [[Save A Prayer]] and [[Flute Interlude]] both played on Thursday nights. &lt;br /&gt;
===Game Info===&lt;br /&gt;
A delegation of Dwarves from [[Insel der Freiheit|Isles of Freedom]] require a flute recovered and the appropriate player found and recovered. After recovery the flute and player will need to be brought together and defended while the flute is used to destroy a Kyonite mine.&lt;br /&gt;
&lt;br /&gt;
The flute is believed to have been last seen in in the hands of Rashak and her minions while the player is possibly a wandering priest of the Balai religion somewhere on the isles.&lt;br /&gt;
&lt;br /&gt;
=Loot List Selections=&lt;br /&gt;
&lt;br /&gt;
Everyone has picked.  ***SORRY, just saw this (MP, 11/12)&amp;lt;br&amp;gt;&lt;br /&gt;
--Million apologies to everyone, forgot about the list-I will accept public beatings at the Guild Meeting. Brundar(IH)&amp;lt;br&amp;gt; &lt;br /&gt;
Lizette 05 &lt;br /&gt;
# Robes of Lightning&lt;br /&gt;
Anooke 31&amp;lt;br&amp;gt;&lt;br /&gt;
# waters of strength&lt;br /&gt;
:2 more of the waters of strength&lt;br /&gt;
:3 of waters of healing&lt;br /&gt;
Kirgoth 50&amp;lt;br&amp;gt;&lt;br /&gt;
#Paralytic poison&lt;br /&gt;
:Unless taken previously Kirgoth&#039;s loot choices will be in order&lt;br /&gt;
:*&amp;lt;strike&amp;gt;The naked blood-soaked human wench :)&amp;lt;/strike&amp;gt;&lt;br /&gt;
:*Soporific poison&lt;br /&gt;
:*Any waters of strength available&lt;br /&gt;
:*Any waters of healing available&lt;br /&gt;
Baron Logan 56&amp;lt;br&amp;gt;&lt;br /&gt;
:2 x Waters of Strength&lt;br /&gt;
:Waters of Healing until gone&lt;br /&gt;
:Darts of Transformation until gone&lt;br /&gt;
Silverfoam 60&amp;lt;br&amp;gt;&lt;br /&gt;
As many Waters of healing as I can get.&amp;lt;br&amp;gt;&lt;br /&gt;
MDK 80&amp;lt;br&amp;gt;&lt;br /&gt;
:Blade of the infirm&lt;br /&gt;
:Waters of Strength x2&lt;br /&gt;
:Any Waters of Healing until all gone&lt;br /&gt;
Kit 84&amp;lt;br&amp;gt;&lt;br /&gt;
:Unless taken previously Kit&#039;s loot choices will be in order&lt;br /&gt;
:*The Blade of the Infirm, &#039;&#039;for agility fighters everywhere&#039;&#039;&lt;br /&gt;
:*Any waters of strength available&lt;br /&gt;
Brundar 90&amp;lt;br&amp;gt;&lt;br /&gt;
:Mattock of Destruction&lt;br /&gt;
Menolly 92 &lt;br /&gt;
:When it gets to me I&#039;ll take some of the waters of healing and waters of strength. If any of the grenadoes are left, I am interested in 1 purely for studying how it is made, so I can learn the recipe for recreating something similiar.&amp;lt;br&amp;gt;&lt;br /&gt;
Father Brock 100&amp;lt;br&amp;gt;&lt;br /&gt;
:Mattock of Destruction&lt;br /&gt;
:Naphtha Grenadoe	&lt;br /&gt;
:Any Waters of Healing until all gone&lt;br /&gt;
:Any Waters of Strength available&lt;br /&gt;
&lt;br /&gt;
=A Pile of Loot=&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Healing Rank 12			Value 120 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waters of Strength Rank15			Value 150 sp&lt;br /&gt;
&lt;br /&gt;
This 2 lb potion will increase the drinkerâ€™s strength by (d-2)+15 for 80 minutes.&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dart of Transformation			Value 2000 sp&lt;br /&gt;
&lt;br /&gt;
This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.&lt;br /&gt;
&lt;br /&gt;
Wt Â½ lb  D D+2 CL A&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naphtha Grenadoe		Value 500 sp&lt;br /&gt;
&lt;br /&gt;
This grenado contains a highly volatile substance that will ignite on shattering. It will splatter everywhere in a mega hex. Those not directly hit and not in the target hex may make a 2xAG check to avoid being splattered. A direct hit will do 2D damage per pulse (splash does D+2). While armour counts against this damage for every 5 full points suffered in a pulse reduces the armours PR by 1. Note this is not so much destruction of the plates or pieces as the bindings, fastenings and other bits that hold it in place. &lt;br /&gt;
&lt;br /&gt;
Wt 2 lb		GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naphtha Grenadoe		Value 500 sp&lt;br /&gt;
&lt;br /&gt;
This grenado contains a highly volatile substance that will ignite on shattering. It will splatter everywhere in a mega hex. Those not directly hit and not in the target hex may make a 2xAG check to avoid being splattered. A direct hit will do 2D damage per pulse (splash does D+2). While armour counts against this damage for every 5 full points suffered in a pulse reduces the armours PR by 1. Note this is not so much destruction of the plates or pieces as the bindings, fastenings and other bits that hold it in place. &lt;br /&gt;
&lt;br /&gt;
Wt 2 lb		GM William DJ&lt;br /&gt;
&lt;br /&gt;
Hydra Venom			Value 1000 sp&lt;br /&gt;
&lt;br /&gt;
This vial contains 4 doses of Hydra venom, When properly used it inflicts 2 damage per pulse. The venom is particularly nasty and reduces cure/delay chances by 10.&lt;br /&gt;
&lt;br /&gt;
Dose  1	2	3	4&lt;br /&gt;
&lt;br /&gt;
Wt 1 lb		GM William DJ&lt;br /&gt;
&lt;br /&gt;
Hydra Venom			Value 1000 sp&lt;br /&gt;
&lt;br /&gt;
This vial contains 4 doses of Hydra venom, When properly used it inflicts 2 damage per pulse. The venom is particularly nasty and reduces cure/delay chances by 10.&lt;br /&gt;
&lt;br /&gt;
Dose  1	2	3	4&lt;br /&gt;
&lt;br /&gt;
Wt 1 lb		GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paralytic Poison		Value 300 sp&lt;br /&gt;
&lt;br /&gt;
This vial contains 2 doses of a R7 Paralytic Poison. It will reduce AG and MD by D+2 for 5 minutes. &lt;br /&gt;
&lt;br /&gt;
Doses  1	2&lt;br /&gt;
&lt;br /&gt;
Wt 1 lb 	GM William DJ&lt;br /&gt;
&lt;br /&gt;
Soporific Poison 		Value 600 sp&lt;br /&gt;
&lt;br /&gt;
This vial contains 4 doses of a R7 Soporific Poison. It will reduce PS by 1 per pulse for EN check times three pulses. The effects last for an hour.&lt;br /&gt;
&lt;br /&gt;
Example The victim makes a 2 times EN check. The poison lasts 6 pulses.&lt;br /&gt;
&lt;br /&gt;
Doses 1	2	3	4&lt;br /&gt;
&lt;br /&gt;
Wt 1 lb  	GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robes of Lightning 		Value 10,000&lt;br /&gt;
&lt;br /&gt;
These Blue and Silver robes are enchanted to shock any physically attacking the wearer. They do D+10 damage per strike, those taking damage must resist (vs Air Special) or be stunned. A successful resistance results in Â½ damage. Only affects those striking in melee or close. Will automatically zap all in close once a pulse regardless of actions. Theses robes count as armour&lt;br /&gt;
&lt;br /&gt;
WT 5 lbs   AG -  Pr 2&lt;br /&gt;
&lt;br /&gt;
GM William DJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mattock of Destruction	Value 15,000 sp&lt;br /&gt;
&lt;br /&gt;
This single headed mattock has been enchanted to strike harder and faster and as well does double damage to any target wearing hard armour (eg plate type). It will not accept a weapon spell.&lt;br /&gt;
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Wt 8 lbs   SC 70	D+10  CL C&lt;br /&gt;
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GM William DJ&lt;br /&gt;
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Dwarven Battle Armour	Value 80,000 sp&lt;br /&gt;
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Humans would classify this as Jousting Armour and regard it as impractical for use in the actual field. Dwarven culture begs to differ regarding such weight as a sensible precaution against thins that go bang in the dark. This armour has been silvered for use by a mage (-10 to all magic chances).&lt;br /&gt;
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Wt 36 lbs	AG -4		Pr 12  	Stealth -30   Size 4 &lt;br /&gt;
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GM William DJ&lt;br /&gt;
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Chain Armour of the Witch Lord 	Value 75,000&lt;br /&gt;
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This armour gives the appearance of being blood stained and battered at all times. It is particularly effective against C class injuries, halving the damage of all such blows.&lt;br /&gt;
It counts as silvered armour reducing magic chances by 10.&lt;br /&gt;
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Wt 30 lbs	AG -		Pr 7	Stealth -10  Size 6&lt;br /&gt;
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GM William DJ&lt;br /&gt;
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Blade of the Infirm		Value 22,000 sp&lt;br /&gt;
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This Magical Hand and a half blade causes all struck by it to resist (vs Necro Gen) or be affected by Rigor Mortis. This reduces cast and strike chances by 20 and AG by 5. Only affects those things which can get old and frail.&lt;br /&gt;
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Wt 5 lbs	SC 60 		D D+6 	CL B&lt;br /&gt;
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Loot total 230,070&lt;/div&gt;</summary>
		<author><name>Ihassell</name></author>
	</entry>
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