PGAIss 1
PGAIss 1
PGAIss 1
Congratulations,
Diane Forr
Diane Forr
New York Times Contest Liaison
CONTENTS
1
5
5
6
Editor:
Cameron Guill
Art Director:
Joshua Raynack
7
10
12
15
18
21
24
Creative Director:
Ryan Rawls
4
New Products from
Alea Publishing Group
Contributing Artists:
Kiriko Moth (Cover)
Tom Miskey
Joshua Raynack
Mongoose Publishing
Contributing Writers:
Cameron Guill
Jourdan Hamerly
David J. Jones
Travis Lee
Joshua Raynack
Alea Publishing Group
Augusta, GA
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of
the d20 System License version
6.0. A copy of this License can
be found at
www.wizards.com/d20.
Mutations
Upcoming Products
Publisher:
Alea Publishing Group
Books For
the Gamer
By Joshua Raynack
The Short and Bloody
History of Knights,
Spies, and Pirates by
John Farman is a perfect addition to any
gamers library, especially for a Game
Master looking to
bring realism to their
d20 fantasy or d20
modern game.
Did you know
that knightly armor
was called a harness?
Or that a full suit of
armor in todays terms would cost nearly $215,000? Well,
its in there and more.
The book also contains a lot of neat information about
spies that can be easily adapted in any d20 modern game.
Besides their gadgets, it also talks about specific spies
throughout the twentieth century and their successes or mishaps.
Also, who can forget those cruel, daring men of the
seven seas: pirates. There are plenty of tidbits in there
about them as well. From the back cover: A pirate would
wear a gold earring so that if his body washed ashore after a
shipwreck, thered be money for a decent burial.
The best part is the price. This hardback book is inexpensive and located at a Barnes and Noble near you. So go
and check it out.
Do you have a book that will help a fellow gamer? Well,
tell us about it. Write a brief article about a book and send
it to us at either [email protected] or
[email protected].
A Review
APG Paper Tiles: Basic Room
Set Vol. I
By Travis Lee from GamingReport.com
APG Paper Tiles: Basic Room Set Volume I is a new
Printable Room and Dungeon Tiles Set from Alea Publishing Group. For those who'd like something more
than hastily squiggled combat maps on Pepsi stained
paper, here is something quick and easy from Alea. Here
are twenty plus pages of basic items and dungeon/room
sections to provide your miniatures with worthy places
to set as they battle for your honor.
From the website:
In APG Paper Tiles: Basic Room Set Vol. I you will
find generic rooms of different sizes and passage ways
of varying lengths with both stone and wooden floors
that can be interchanged to make a plethora of structures that can easily be joined together for exploration.
That's the core of what you'll get when you download
this pack. The placeable item tiles include basic obstacles (boxes and barrels), which can stand in for just
about anything. Then there are animal fur rugs, assorted
desks, and of course masses of Dungeon areas.
First test, the fashion show. If your going to pay
good money to replace crappy hand drawings, your tiles
should look better than anything you could do. I printed
several examples up on Kodak premium picture paper,
and got wonderful results. The colored version looked
great. Item details are clear and precise, you can see the
hairs on the rugs and trace the intricate carvings on the
desks. The set also contains a black and white version to
conserve those expensive color inks, which compares
favorably with the color version.
The directions include ideas for covering printed
tiles with a nice laminate so that they can be written on
with erasable markers. Of course there's the added bonus of keeping your tiles in good condition so you don't
have to print them again. It will suck up some ink to
print the whole set, but hey, what's ink compared to a
good-looking battle map? By and by, quality finishes
specifically made for pictures can be purchased in spray
can varieties. Just wave your magic paint wand over the
pages.
Along with looking good and providing the option
for further creativity, the set is easily useable with any
other tile sets from other companies. Measurements are
designed specifically to make Alea's product useable
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Review
with whatever battle systems you already own.
A Treasure Vault map, which shows a basic example of using the tiles is a nice but largely unnecessary
addition. Anyone downloading this product probably has
specific maps in mind for them already. Perhaps a future
version could use the additional pages for a few unique
items.
In Conclusion.
There's really not much else to say. Good quality, easy
to use, and quick to download. At five bucks its well
worth the cost and should cover your battle mapping
needs for some time to come. And, since it's labeled as
volume one, we can look forward to future additions.
For more details on Alea Publishing Group and their
new Printable Room and Dungeon Tiles Set APG Paper Tiles: Basic Room Set Volume I, along with other
free maps and tile sets, check them out at their website
www.aleapublishing.com
Product Summary
APG Paper Tiles: Basic Room Set Volume 1
From: Alea Publishing Group
Type of Game: Printable Room and Dungeon Tiles
Written by: Alea Publishing Group
Game Components Included:Basic Instructions.
One Color Version and One B&W version of the collection; each with 6 Pages of Printable basic room
items, 19 Pages of various dungeon and building
floors. Sample Treasure Vault Map
Retail Price: $ 5 (US)
Website: www.aleapublishing.com
Reviewed by: Travis Lee
Added: August 7th 2004
Reviewer: Travis Lee
Score: 5 out 5 stars
Upcoming Releases
Upcoming
Releases
Granting mercy to a
fallen foe is merely
one way you can
receive honor.
Honorborn and
tarnishborn are two of the
new races found in Honor
and Corruption.
The honorborn are from
the parental lineage of
paladins whereas the
tarnishborn were born
to . . . you guessed it . . .
blackguards.
Game Supplement
Preview
The following preview this month is the Troubadwar
class from Unorthodox Bards brought to you by The Le
Games.
Troubadwar
A Troubadwar is the ultimate contradiction to himself,
often referring to himself as a lover and a fighter. While
some Troubadwars fight for the purity of love or to
prove their worth to a damsel they are eager to impress,
there are those that have also loved and lost. These
Troubadwars know there is a dark side to love and use
their abilities to gain vengeance against whatever has
caused them to lose their loves, or maybe they are just
itching for a good fight. While most Troubadwars are
male, it is not unheard of for female Troubadwars to
exist and they fight just as hard if not harder for the ideals of love and war. This irony of love and war does not
elude the Troubadwar.
Adventures: Many Troubadwars see the adventuring life as romantic and daring. They realize that adventures are the most likely to be heroes and heroes impress the fairest of maidens. Others find the chance to
Upcoming Releases
as long as they have the heart to prove themselves valiant and pure.
Races: Humans, half-elves and elves have the best
dispositions for this class, embracing both the concept
of love and the nobility required to fight for it. Halflings
and gnomes are also sometimes possessed so deeply by
love that they also take this class. It is the rarest for
dwarves and half-orcs to take this class, dwarves seeing
themselves to practical to act so foolishly, and half-orcs
find their savage nature to be a hindrance.
Other Classes: Troubadwars get along the best
with paladins as they both know what it is to fight for
something larger than themselves. They get along well
with clerics and druids as well, especially those that revere love, beauty, music, and art. Fighters, rangers, barbarians and monks are respected for their fighting abilities. Rogues are seen as usually too selfish and Troubadwars often hold them in contempt. Sorcerers and
wizards are respected for their power but not held in
either a positive or negative light.
Role: With the combination of their spell casting,
healing spells and combat abilities the Troubadwar can
fill in quite a few gaps in a small party. In larger parties
the Troubadwar can act in a supporting role and his
abilities enhance the other members well.
amass wealth as their main motivator, usually they require a grand fortune to prove worthy of their ladys
love, especially if the lady is noble born. While others
still are looking for a good fight and some company of
the opposite sex to wind down with.
Characteristics: While not as righteous or zealous
as the paladin, Troubadwars may have the purest of
hearts or an odd infatuation with destruction. This dichotomy gives them great strength in battle especially
when defending the virtue of their loved one.
Alignment: Even the darkest of hearts can hold
some love, but not at the level the Troubadwar must
embrace it. Most Troubadwars are good and some neutral, while the blackest of hearts are evil.
Religion: Art, Beauty, Light, Music, Poetry are all
great loves of the Troubadwar and he pays respects to
any gods of these attributes. However love (and war) is
the driving force for the Troubadwar and he will choose
a deity that has this as his domain before any other.
Background: Troubadwars are often of middle or
high class and tend to be formally schooled. However
pedigree and background is not a requirement to be
Troubadwar and they can come from any background
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Upcoming Releases
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Upcoming Releases
use the musical magics around him to move more fluidly
in armor his Arcane Spell Failure Chance is reduced
by 20% if he casts spells in light, medium, or heavy armor. This does not stack with Loves Defense.
Harmonious Invulnerability: A Troubadwar of
16th level or higher with 19 or more ranks in a Perform
skill gains variable Damage Reduction 4d6/- with his
War-Song shield whenever he would take damage, the
shield will reduce 4d6 of that damage. At 19th level this
increases to 4d10.
Undying Love: At 17th level the Troubadwar is
able to stay conscious and fight even after reaching 0 hit
points, however if he chooses to do this he is unable to
become stable on his own, continues to lose 1 hit point a
round, immediately loses his War-Song weapon and
shield. As soon as he reaches -10 hit points he is dies.
Harmonious Elements: A Troubadwar of 18th
level or higher with 21 or more ranks in a Perform skill
can use his Harmonious Strike with devastating elemental effects. Whenever he makes a successful Harmonious
Strike, if that strike resulted in a critical hit it will deal
its normal critical damage +1d6 fire damage, +1d6 cold
damage, and +1d6 electrical damage. This must be a melee attack and will not work with ranged attacks.
Upcoming Releases
Base
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
17th
18th
19th
+12/+7/+2
+13/+8/+3
+14/+9/+4
+10
+11
+11
+5
+6
+6
+10
+11
+11
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A Gnome Nose
A Gnome Nose
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A Gnome Nose
pating and adapting to human customs.
Alignment: Gnomes tend to exude a chaotic nature
as they tend to do what they feel as right at the time
rather then to succumb to bothersome laws or moral
codes. Such things lead to worrya notion completely
devoid in a gnomish character.
Gnome Lands: True gnomes, gnomes born from
the earth, tend to dwell underground and away from the
prying eyes of humankind. As their colony becomes
displaced by extensive human miners, they often settle,
as refugees, with various dwarven clans. Surface
gnomes, on the other hand, have adapted well in dark,
thick canopied forests, either dwelling in the complex
root systems of ancient redwoods or within overgrown
hillocks occasionally repairing the roof of their abode
from a nave humans step.
Religion: In taking an interest in histories of other
creatures, gnomes tend to constantly merge other religions with their own beliefs. These tend to revolve
around nature and chaos or, depending on the colony,
they may worship forest or mountain spirits.
Language: Gnomes have their own language of
whistles, hoots, and clacks of the tongue.
Names: Gnomes have peculiar, and as other humanoids find, strange unpronounceable names due to
their simple language of natural sounds. However, due
to the extensive human population, when dealing with
other races, gnomes often find it easier to give common
names in lieu of clicks and whistles. These names have
a sort of an amusing twist such as Tom Bedwillow,
Mary Cornswallow, or Nathaniel Perriwinkle. These
fanciful names often change depending to whom a
gnome addresses, however it is usually something that
puts the addressee at ease.
Adventurers: Gnome adventurers, usually brave
surface gnomes, tend to be a valuable resource to a
group as they tend to have extensive knowledge of many
different things and acutely understand situations as they
truly are. However, some might find these snippets of
information trivial while others often get annoyed at
their constant change of names seemingly forgetting
what they called themselves the previous day.
Their benign nature constantly lures them into
shining shoes, polishing armor, mending tears, fetching
water, and other simple tasks. However, if these small
tasks go unrewarded, an adventurer might finds his
boots filled with water, valuable rivets pop off his armor
during combat, or missing horseshoes that a particular
gnome exchanged for a fine human mead.
Below are two gnome variants that dwell within the
world of Terra: Subterranean Gnomes and Surface
Gnomes.
Subterranean Gnome Traits (Ex): Subterranean
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A Gnome Nose
Low-light vision.
Weapon Familiarity: Gnomes may treat gnome
hooked hammers (see Chapter 7: Equipment of the
Players Handbook) as martial weapons rather than exotic weapons.
+2 racial bonus on Craft (weaving, woodworking, trapmaking) checks.
+2 racial bonus to Knowledge (nature) checks.
+4 racial bonus on Hide checks, which improves to +8 forested areas.
+4 dodge bonus to Armor Class against all creatures.
Freedom of Movement (Su): For a total time per
day of 1 round per character level you possess, you can
act normally regardless of magical effects that impede
movement as if you were affected by the spell freedom
of movement. This effect occurs automatically as soon
as it applies, lasts until it runs out or is no longer needed,
and can operate multiple times per day (up to the daily
limit of rounds). This ability stacks with other supernatural abilities of the same type (e.g. the granted
powerof the Travel domain).
Gignosko (Ex): Gnomes possesses an extraordinary foresight that eludes other creatures. A gnome has
a +2 insight bonus to AC and Reflex saves. This insight
bonus is lost whenever a gnome would lose a Dexterity
bonus to AC.
Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Sylvan, Elven, Giant, Goblin, Orc.
Spell-Like Abilities: 1/day speak with animals
(duration 1 minute). A gnome with a Charisma score of
at least 10 also has the following spell-like abilities: 1/
day detect animals or plants, detect snares and pits,
mending. Furthermore, a gnome with a Charisma score
of at least 16 also has the following spell-like ability: 1/
day animate objects (small objects only, duration lasts
a number of rounds equal to a gnomes Charisma modifier).
Favored Class: Rogue.
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Encounters of
the Malsara:
Part I
By Joshua Raynack from Aleapublishing.com
The Malsara Desert once held the glorious kingdoms of
the Egyus Empire. However, now known as the Waste,
the heartland of this region is completely devoid of life.
Although, the borders still harbor enough life to sustain
the various Turcamen tribes, everyday a few more plants
are swallowed by the slowly expanding desert sands.
The following encounter can add an in-depth feel
to the Malsara Region located in the Hill Lands, featured
in A Question of Honor: A Guidebook to Knights, or in
any desert region. This is the first part of a four part series covering the encounters that a party can come across
in the Malsara Desert.
Starting Point
You, as Game Master, need the core rules books, published by Wizards of the Coast, Inc. or the SRD found at
RPGNow.com. Furthermore, knowledge of the Hill
Lands area featured in A Question of Honor: A Guidebook to Knights is useful. Although this adventure uses
the 3.5 format of the d20 game system, it may be easily
converted into the 3.0 format.
These encounter can fit into any existing campaign
without difficulty. Feel free to add to or adjust the material within to fit your needs.
First, read through each encounter and carefully
study the maps so that you are familiar with them. This
will help you run each encounter smoothly. Also, familiarize yourself with each of the encounters in order to
utilize them effectively.
Secondly, print out the product, or just run it from
your computer. These encounters are filled with numerous bookmarks and hyperlinks to help you zip from
place to place.
Material italicized contains information that can be
read or paraphrased to your players while all other information is only meant for you.
Additional Features
In addition to the bookmarks and hyperlinks, there are
round-by-round tactics as well as combat commentary.
So freely attune yourself to all of the product features
available.
15
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Although there is no treasure found among the clay rubble of the defeated golems, the potential knowledge of
how to avoid them may help PCs should they encounter
more of these beings. There are hundreds that still roam
the Malsara.
17
Map Tiles
Print these tiles to create a battle board for the Malsara Encounter.
Check out Alea Publishing Group for more paper tiles.
Make sure your Print to Fit option is turned off.
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Map Tiles
Print these tiles to create a battle board for the Malsara Encounter.
Check out Alea Publishing Group for more paper tiles.
Make sure your Print to Fit option is turned off.
19
Print these tiles to create a battle board for the Malsara Encounter.
Check out Alea Publishing Group for more paper tiles.
Poor Gamers Almanac
20
Map Tiles
Pirates!
often have military information and training, making
them much more likely to succeed in raids.
The merchants are the ones who know how to best
hide what they do. Often they will set sail with little or
no cargo, raid a competitor's vessel, continue to their
destination, and sell the competitor's cargo as their own.
They frequently spread tales of awful pirates, seen in the
distance sinking someone else's ship. They tell tales of
their own heroics; how they outran this pirate or fended
off that pirate. Almost always, lies.
Becoming a pirate is easy. You either join
willingly or they force you into service. Each group has
their own name for these acts, reflecting their
personality. True pirates recruit and capture,
merchants hire crew (seldom using unwilling personnel),
and raiders enlist or conscript. It is all the same, either
join willingly or be forced into service. Needless to say,
one thing links all of three of these groups together:
knowing that capture means the gallows.
Prerequisites:
Pirates!
By Cameron Guill from Aleapublishing.com
Class Skills
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Gather
Information (Cha), Intimidate (Cha), Knowledge
(Boating), Knowledge (Cartography), Knowledge
(Nature; as related to water and water creatures),
Profession (Sailor) (Int), Spot (Wis), Survival (Wis),
Swim (Str), Tumble (Dex), Use Rope (Dex).
Class Features
Armor and Weapons: A pirate gains no new armor proficiencies. A pirate gains weapon proficiency in
belaying pin, bows, club, crossbows, cutlass, dagger,
dirk, gaff hook, harpoon, knife, muskets (or any powder
based weapon), one handed axes, one handed double
edged swords, pike, rapier, saber, and short spear.
Rope Expertise: A pirate must learn to fight while
climbing the riggings. When climbing a rope, rigging,
or net, the pirate may fight as if he were on the deck of
the ship. He may only fight like this while wielding a
one-handed weapon and may not climb while fighting in
this manner.
Sea Legs: A pirate gains a +2 dodge bonus to his
21
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Pirates!
Fort
Save
Reflex
Save
Will
Save
Special
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
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Pirate's Curse
Pirates!
killers or those who stole his treasure and curse may be
given a trigger (May my curse strike down the first
scurvy dog to wield my cutlass in battle.). Game Masters should feel free to make up curse effects other than
those listed in the Players Handbook. Curses should be
both vengeful and appropriate to the crime. The dead
pirates ghost haunting the family of his killer for three
generations, for instance, has a lot more flavor than a
simple die roll penalty.
Dirk: Similar to a dagger, but without a crossguard. Primarily designed for throwing.
Pike: A long spear of at least 15 feet in length. A boarding pike is a
shorter pike, similar to a spear, used for boarding ships and is a mere
4 to 6 feet in length.
Gaff Hook: A handle with large hook on the end of it, often used for
pulling fish from the water. The gaff hook may be as simple as a
small piece of wood for holding with a hook attached to the end,
used for picking up fish at close range or be as elaborate as a long
pole with two or more hooks
Harpoon: Similar to a spear in concept but it consists of a wooden
haft with a steel neck, split about 50/50 on the length, with a barbed
head and a place on the butt of the haft to attach a rope or chain.
Most often used in whaling. Some weigh as little as 150-200 pounds
and measure between 5 and 7 feet in length. For more information
on harpoons and their use see Makah.com the Official Site of the
Makah Tribe makah.com/whaling.htm
Cutlass: Similar to a shortsword, but with a wide, heavy, curving
blade ideal for fighting below decks and in cramped quarters. Treat it
as a shortsword that is type slashing.
Saber: A slashing weapon used in fencing similar to the rapier. It
may be used with weapon finesse.
Belaying Pin: These were used in securing running gear. Often a
small removable wooden or metal pin, they proved useful in improvised combat. Similar to a club in combat.
23
In a Pirates Hands
following enchantments, the wearer gains a +2 DC adjustment for all enchantment spells the wearer casts and
+2 insight bonus to all ranged attacks, to include ray
based spells.
The eye patch loves the sound of a good scream
and to hear and see people cowering in fear; AL NE; Int
13, Wis 15, Cha 13; Speech, 60 ft. darkvision and hearing; Ego score 8.
Languages: Common, infernal. Item can read any
By David J. Jones from RPGAttitude.com
language it can speak.
Lesser Powers: Item has 11 ranks in Search, item
Pirates of any ocean or sea all have something in comhas
12
ranks in Spot and item has 11 ranks in Intimidate.
mon: they are in a position to acquire untold fortunes
Moderate
divination, enchantment; CL 15th; Craft
and wealth. At some point in time all of the worlds
Wondrous Item, Spell
most precious and prized
Focus (enchantment),
possessions have been
fear, alter self, must
stored on sea-going vessels
know 3 divination spells,
and with this comes the
1 of which
risk of those valued possesmust be at least 6th level;
sions falling into the hands
Price 131,000 gp.
of pirates. It is very selSaber of the Sea:
dom that a pirate actually
Though has been recreates something himself,
ferred to as a saber in
in most occurrences the
stories and legends, in
item or treasure belonged
fact it is actually a cutto someone else and in the
lass and this inaccuracy
pirates hands, stories and
has been the leading
legends take birth.
cause for it to slip in and
Skull's Eye: This
out of history and lore
eye patch appears to be old,
more then a dozen times
worn and frayed on some
in the past century. At
of the edges. It has a half
present it is in the hands
inch leather band that seof Maliro, a notorious
cures a hardened leather
pirate who is responsible
disc that covers over a sinfor many missing ships
gle eye; it can be worn over
and blood spilled at sea.
either eye. The leather is
Maliro's favorite tactic is
black with worn spots of a
the very fabric of legend
brown color, though it is
for it has been said he
not known if this is from
jumps off his own ship
neglect or the original color
Many pirate treasure caves might be the location of
as they close with an oppattern. At first glance, it
some of the items in this article, especially those that
posing ship, then runs
would appear to be worthdo not necessarily allude to further powers.
across the ocean and
less. If a daring person
leaps on board, this tactic
puts on the eye patch, the
wearer realizes instantly it wasn't meant to come off eas- though seemingly foolhardy has landed him and his
ily as he feels it attaching itself to skin and eye it covers. crew many wealthy cargoes and spoils.
Though no one is sure how, there have been
Only a limited wish or miracle is enough to pull it free
enough
accounts of this pirate's tactic to hold it with
without harm, anything short will cause 6d6 of damage
some
truth.
What is known, the cutlass does grant the
as the skin and eye is removed. The eye can be replaced
wielder the ability to walk on water. This +3 Cutlass of
by regeneration or equivalent magic.
Water Walking craves the chaotic nature of the sea and
At anytime the wearer can shift his facial appearance to that of a skull wearing the eye patch. Those who at least once a month it will strive to walk on the water
and feel the spray of ocean waves; AL CN; Int 11, Wis
see the skull and are within 30 feet feel the effects of
14, Cha 11; Empathy, 30 ft. vision and hearing; Ego
fear and need to make a Will save (DC 16). While the
wearer's head is that of a skull, the eye patch confers the score 3.
In a Pirates
Hands
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In a Pirates Hands
Armor, mage's sword, haste; Price 153,500 gp.
The original weapon was a +5 Twin-Bladed Sword
of Speed and Wounding. In its current state with the imprisoned fiend the weapon is considered a miner artifact
even when in the form of two short swords.
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In a Pirates Hands
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