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178 ITEMS OF LEGACY This adventure presents two new legacy items, a longbow and a mithral shirt. Though they are designed especially to appeal to characters undertaking Expedition to the Demonweb Pits, they fit well into any D&D campaign. The typical party undertaking this adventure should include at least one char- acter who is willing to make the sacrifices needed to utilize each of these unique items to its fullest potential. The two items presented here, Spidersilk and Thaas, have easy-to-meet requirements. READING THE LEGACY ITEM ENTRIES Refer to this section if you have questions about a legacy item’s presentation. Name and Description The name of the legacy item is followed by a description of its appearance and easily observed abilities. Unless a character succeeds on the DC 15 Knowledge (history) check associated with the item, its name isn’t automatically evident. Nonlegacy Game Statistics This entry contains information that can be gleaned by inspection and with an identify spell. The cost noted here is for a normal magic item of the legacy item’s kind, but in fact, legacy items are priceless. History Every legacy item has a history, which has often been obscured by the passage of time. Knowing a piece of an item’s past requires a Knowledge (history) check—the higher the DC, the more esoteric the fact recalled. These checks do not have to be made by the prospective wielder of the item, but the information gained must be accurately communicated to that person because a successful check also uncovers the ritual associated with the corresponding part of the item’s legacy. The Knowledge (history) DC and the ritual gleaned from a successful check appear parenthetically at the end of each relevant paragraph in an item’s history. Additional methods of researching a legacy item’s history are discussed in the Alternatives to Knowledge (history) Checks section of Weapons of Legacy, page 205. Legacy Rituals Every legacy item’s history contains a seed of opportunity that a new wielder can exploit. Through research, the wielder can learn what specific rites, procedures, or ceremonies are necessary to bond with the item. With each ritual completed, a new range of legacy abili- ties become available. On completing the ritual and paying all associated costs, the wielder learns to use the weapon’s ability. In addition to any tasks required as part of the ritual, every legacy ritual has a substantial gold piece cost for mate- rials (such as unguents, fine robes, or other expensive items) expended during its performance. Each of these legacy items has three rituals associated with it, each one tied to a yet-more-obscure piece of its past. An item of particularly great importance has a more extensive history, and thus more associated rituals, than one with less influence on history. As a wielder discovers each piece of an item’s story, he or she learns each of its legacy rituals. A legacy item’s wielder who completes a given ritual imme- diately gains a bonus legacy feat: Least Legacy, Lesser Legacy, or Greater Legacy. Each legacy feat is specific to the particular item whose connected ritual the wielder performs. Cost: The cost of a legacy ritual in gold pieces is indicated here. Feat Granted: Successful completion of a legacy ritual grants the legacy feat described here as a bonus feat, assum- ing the character meets its prerequisites. A character who doesn’t have all the prerequisites still gains the feat but cannot benefit from it until the prerequisites are met. Wielder Requirements In addition to gaining the associated legacy feats, the wielder of a legacy item must meet additional prerequisites to use its legacy abilities. These requirements are noted here in much the same manner as the prerequisites for entering a prestige class. The wielder need not meet these prerequisites to use the item’s nonlegacy abilities. Item Table Every legacy item is described in a table that lays out its con- ferred abilities in the following manner. Wielder Level: This entry is the minimum character level required to gain the legacy item abilities noted in the same row of the table, assuming the wielder meets any other requirements. Since a character below 5th level cannot gain access to legacy abilities, each table starts at that level. A wielder of 5th–10th level has access to least legacy abili- ties at those levels. A wielder of 11th–16th level can gain lesser pqqqqqqqqqrs WEAPONS OF LEGACY Expedition to the Demonweb Pits includes two new items of legacy. If you’d like to include more, these are the ones from Weapons of Legacy most useful or flavorful for this adventure. These weapons provide further opportunities for instilling legacy items into a campaign. Bow of the Black Archer: A longbow focused on killing drow. The adventure seed focuses on a dwarf driven by a deep desire for revenge upon drow. This EL 6 adventure seed can help set the PCs up with information on the types of things to expect from drow and provide them with knowledge about their skills and abilities. Dropping in a reference to an aspect of Lolth, for instance, can help unify this miniadventure with the greater Expedition. Celdoriath’s Clarion: A trumpet with a history of opposing drow. The adventure seed includes an EL 6 drow attack that could serve to spark the PCs’ interest in the drow and the Underdark, leading them into this adventure. pqqqqqqqqqrs APPENDIX ITEMS OF LEGACY
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Page 1: Expedition to the Demonweb Pits (lvl 9-12)files.meetup.com/1619590/items of legacy - Thaas and...178 ITEMS OF LEGACY This adventure presents two new legacy items, a longbow and a mithral

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ITEMS OF LEGACYThis adventure presents two new legacy items, a longbow and a mithral shirt. Though they are designed especially to appeal to characters undertaking Expedition to the Demonweb Pits, they fi t well into any D&D campaign. The typical party undertaking this adventure should include at least one char-acter who is willing to make the sacrifi ces needed to utilize each of these unique items to its fullest potential. The two items presented here, Spidersilk and Thaas, have easy-to-meet requirements.

READING THE LEGACY ITEM ENTRIES

Refer to this section if you have questions about a legacy item’s presentation.

Name and DescriptionThe name of the legacy item is followed by a description of its appearance and easily observed abilities. Unless a character succeeds on the DC 15 Knowledge (history) check associated with the item, its name isn’t automatically evident.

Nonlegacy Game StatisticsThis entry contains information that can be gleaned by inspection and with an identify spell. The cost noted here is for a normal magic item of the legacy item’s kind, but in fact, legacy items are priceless.

HistoryEvery legacy item has a history, which has often been obscured by the passage of time. Knowing a piece of an item’s past requires a Knowledge (history) check—the higher the DC, the more esoteric the fact recalled. These checks do not have to be made by the prospective wielder of the item, but the information gained must be accurately communicated to that person because a successful check also uncovers the

ritual associated with the corresponding part of the item’s legacy. The Knowledge (history) DC and the ritual gleaned from a successful check appear parenthetically at the end of each relevant paragraph in an item’s history. Additional methods of researching a legacy item’s history are discussed in the Alternatives to Knowledge (history) Checks section of Weapons of Legacy, page 205.

Legacy RitualsEvery legacy item’s history contains a seed of opportunity that a new wielder can exploit. Through research, the wielder can learn what specifi c rites, procedures, or ceremonies are necessary to bond with the item. With each ritual completed, a new range of legacy abili-ties become available. On completing the ritual and paying all associated costs, the wielder learns to use the weapon’s ability. In addition to any tasks required as part of the ritual, every legacy ritual has a substantial gold piece cost for mate-rials (such as unguents, fi ne robes, or other expensive items) expended during its performance. Each of these legacy items has three rituals associated with it, each one tied to a yet-more-obscure piece of its past. An item of particularly great importance has a more extensive history, and thus more associated rituals, than one with less infl uence on history. As a wielder discovers each piece of an item’s story, he or she learns each of its legacy rituals. A legacy item’s wielder who completes a given ritual imme-diately gains a bonus legacy feat: Least Legacy, Lesser Legacy, or Greater Legacy. Each legacy feat is specifi c to the particular item whose connected ritual the wielder performs. Cost: The cost of a legacy ritual in gold pieces is indicated here. Feat Granted: Successful completion of a legacy ritual grants the legacy feat described here as a bonus feat, assum-ing the character meets its prerequisites. A character who doesn’t have all the prerequisites still gains the feat but cannot benefi t from it until the prerequisites are met.

Wielder RequirementsIn addition to gaining the associated legacy feats, the wielder of a legacy item must meet additional prerequisites to use its legacy abilities. These requirements are noted here in much the same manner as the prerequisites for entering a prestige class. The wielder need not meet these prerequisites to use the item’s nonlegacy abilities.

Item TableEvery legacy item is described in a table that lays out its con-ferred abilities in the following manner. Wielder Level: This entry is the minimum character level required to gain the legacy item abilities noted in the same row of the table, assuming the wielder meets any other requirements. Since a character below 5th level cannot gain access to legacy abilities, each table starts at that level. A wielder of 5th–10th level has access to least legacy abili-ties at those levels. A wielder of 11th–16th level can gain lesser

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WEAPONS OF LEGACYExpedition to the Demonweb Pits includes two new items of legacy. If you’d like to include more, these are the ones from Weapons of Legacy most useful or flavorful for this adventure. These weapons provide further opportunities for instilling legacy items into a campaign. Bow of the Black Archer: A longbow focused on killing drow. The adventure seed focuses on a dwarf driven by a deep desire for revenge upon drow. This EL 6 adventure seed can help set the PCs up with information on the types of things to expect from drow and provide them with knowledge about their skills and abilities. Dropping in a reference to an aspect of Lolth, for instance, can help unify this miniadventure with the greater Expedition. Celdoriath’s Clarion: A trumpet with a history of opposing drow. The adventure seed includes an EL 6 drow attack that could serve to spark the PCs’ interest in the drow and the Underdark, leading them into this adventure.

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legacy abilities at those levels, and a wielder of 17th level or higher can use the item’s greater legacy abilities. Personal Costs: Every legacy item exacts some sort of personal costs. These costs apply once a character gains access to the legacy abilities of that level, and they apply whether or not the item is actively wielded. Personal costs are permanent. The character must pay a personal cost immediately upon reaching the level at which it is assessed, after all other level-related adjustments. If unable to pay the cost, the character does not gain that level’s legacy ability or benefi ts until the character can pay it. Unlike legacy abilities, personal costs are assessed permanently, whether or not you have the item in your possession. Specifi c types of personal costs are explained here. Attack Penalty: This value represents a permanent penalty on all the wielder’s attack rolls. Multiple values in the same column are not cumulative; each represents the total penalty applied. Caster Level Penalty: This entry is a permanent reduction in the wielder’s caster level for all spells. It has no bearing on the spells that can be cast, only on the level-dependent variables of those spells. Multiple values in the same column are not cumulative; each represents the total reduction applied. Hit Point Loss: The wielder permanently loses the indicated number of hit points. These values are cumulative. Save Penalty: This value is a permanent penalty on the wielder’s saving throws. Unless the column header notes a specifi c save, the penalty applies to all saving throws (Fortitude, Refl ex, and Will). Multiple values in the same column are not cumulative; each represents the total penalty applied. Skill Check Penalty: This entry is a permanent penalty on all the wielder’s skill checks. Multiple values in the same column are not cumulative; each represents the total penalty applied. Skill Point Loss: The indicated number of skill points is deducted from the skill points gained at the level noted. A character who cannot pay this personal cost in full must immediately pay as much as possible and continue to pay toward the cost before acquiring any further skill ranks. Only when the total cost is paid does the wielder gain access to the legacy abilities indicated for the level exacting the cost. These values are cumulative. Spell Slot Loss: The wielder loses the indicated spell slot (or slots) from her daily number of spells. These entries are not cumulative; each entry on this column replaces all previous entries. Abilities: If all the requirements are met, including char-acter level, ritual completion, and payment of personal costs, the legacy item confers the indicated ability or abilities upon its wielder.

Legacy Item AbilitiesThe abilities conferred by a legacy item are explained here. In general, the item must at least be carried on the wielder’s person to grant its legacy abilities. Unless otherwise noted, activating a legacy ability is a standard action that does not provoke attacks of opportunity. The save DC for any legacy ability is equal to 10 + the level of the spell or effect + the ability modifi er for the minimum ability score needed to cast a spell of that level, as normal for magic items (see DMG 241). The wielder can substitute his Charisma modifi er for the ability modifi er used by the item if doing so would result in a higher save DC.

FEATSThe feats described here are granted to a character who fulfi lls the rituals required to awaken the corresponding powers of an item of legacy.

Least Legacy [Legacy]You awaken the basic abilities of a specifi c item of legacy. Prerequisites: Character level 5th, learn and perform the associated least legacy ritual of the chosen item. Benefi t: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of its least legacy abilities that are available to a character of your level.

Lesser Legacy [Legacy]You awaken more powerful abilities of a specifi c item of legacy. Prerequisites: Least Legacy, character level 11th, learn and perform the associated lesser legacy ritual of the chosen item. Benefi t: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of its lesser legacy abili-ties that are available to a character of your level.

Greater Legacy [Legacy]You awaken the most powerful abilities of a specifi c item of legacy. Prerequisites: Least Legacy, Lesser Legacy, character level 17th, learn and perform the associated greater legacy ritual of the chosen item. Benefi t: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of its greater legacy abilities that are available to a character of your level.

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SPIDERSILKSpidersilk is a mithral shirt of exceptionally fi ne texture and quality. Black threads of spider silk appear to have been woven in among the metal rings. Nonlegacy Game Statistics: +1 mithral shirt; Cost 2,100 gp.

HISTORYSpidersilk was originally the armor of the legendary drow wizard Valenet. About four hundred years ago, he received it as a gift from Dierdra, his house matriarch, for slaying a mind fl ayer that had held her in thrall. The matriarch lavished training and resources upon the young male drow, educating him in the care and riding of spiders as well as the wizardly arts. (DC 15; Knowledge of the Spider) No other male was as pampered or as powerful as the matriarch’s young savior, and Valenet enjoyed his privileged status. But among the drow, jealously is easily aroused and quickly manifests in violence. After another drow nearly killed Valenet in a duel, Dierdra forbade anyone to challenge him. Valenet subsequently survived several assassination attempts, thanks largely to Spidersilk. Eventually, however, he died from drinking a cup of wine poisoned with spider venom. Dierdra buried Valenet dressed in this armor. (DC 18; Test of the Fang) The odds that the grave of one so envied and hated by other drow would lie undisturbed were slenderer than the fi nest spider silk. In fact, grave robbers opened Valenet’s tomb and made off with Spidersilk mere hours after the stonemasons had sealed it. Many unverifi ed accounts of the armor indicate a profusion of owners during the next three hundred years. Legend holds that it was worn by surface dwellers such as Yew, a cleric of Obad-Hai, who was credited with ridding the Yellow Wood of spiders. Occasionally, however, it was brought back to the Underdark and sold back to the drow as fi nely crafted armor. Most who wore the armor remained ignorant of its true capabilities. (DC 25; The Still and Patient Spider)

LEGACY RITUALSThree rituals are required to unlock all the abilities of Spidersilk. Knowledge of the Spider: You must acquire 2 ranks (or 2 additional ranks) in the Knowledge (nature) skill. These ranks can be taken at any rate you choose, as long as you have them all by 8th level. Cost: 1,500 gp; Feat Granted: Least Legacy (Spidersilk). Test of the Fang: You must be bitten by a spider of at least Large size and survive the poison without recourse to magical assistance. Thus, a slow poison or neutralize poison spell would negate the test, but a nonmagical resource, such as a vial of antitoxin, is acceptable. In Expedition to the Demonweb Pits, the spiders in encounters D3: Shifting Spiders, D5: Abyssal Spiders, F4: The Harpoon Spiders, F7: Spider and Assassin, F20: Bebilith Porter, and several of the wandering spiders in the Abyss all fulfi ll this qualifi cation. Cost: 13,000 gp; Feat Granted: Lesser Legacy (Spidersilk). The Still and Patient Spider: You must spend one day per character level in meditation with Spidersilk. At least 8 hours of each day must be spent meditating, and you cannot engage in any strenuous activity or spellcasting during this period. Cost: 40,000 gp; Feat Granted: Greater Legacy (Spidersilk).

WIELDER REQUIREMENTSThe optimal user of Spidersilk is an elf wizard, although any arcane spellcaster might use it. Many wizards and sorcer-ers would enjoy the opportunity to wear armor without the usual detriment to their spellcasting abilities. Bards, multiclass rogues, and other lightly armored spellcasters such as beguilers (PH2 6) or sorcerers might also embrace Spidersilk as an opportunity to expand their repertoire of abilities.

Spidersilk Wielder RequirementsBase Will save +5.Ability to cast arcane spells.

LEGACY ITEM ABILITIESAll the following are legacy item abilities of Spidersilk. False Life (Sp): Beginning at 5th level, you can use false life as the spell once per day with a command word. Reduced Spell Failure (Su): When you reach 6th level, Spidersilk’s chance of arcane spell failure is reduced by 5% (to a minimum of 5%). Spiderfriend (Su): At 7th level, you gain protection from spiders. While wearing Spidersilk, you are continually under the effect of a sanctuary spell that affects only spiders and spiderkind creatures. Summon Lesser Spiders (Sp): Beginning at 8th level, you can summon either 1d3 Small monstrous spiders or 1 Medium monstrous spider once per day with a command word and a gesture. This ability is the equivalent of a 2nd-level spell. Web (Sp): Starting at 10th level, you can use web as the spell three times per day with a command word. The save DC is 13 or 12 + your Cha modifi er, whichever is higher.

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AN EXCERPT FROM THE JOURNAL OF VALENETAnother long period of recuperation. Surviving yet another assassination attempt, this one coming as a heavily armed attack in the marketplace by unknown “brigands” without obvious ties to any of the houses. Though I can never find any fault with my mistress, Ma-triarch Dierdra, my honor suffers from the prohibition of being challenged directly. I’d rather face a blade in a duel than these underhanded attempts to kill me. Acting as an escort and honor guard for Dierdra exposes me to a great deal of danger, but at least I can fulfill my duty andkeep her safe. Only through her prestigious patronage are my marginal thoughts of honor, service, and doing what’s right tolerated in the public community, though I know that I’m ridiculed in private. At least my arcane studies offer me solace, and my spider friends know nothing of politics and duplicity.pqqqqqqqqqrs

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Summon Spider Swarm (Sp): When you attain 11th level, you can use summon swarm, as the spell, to summon a swarm of spiders fi ve times per day by speaking a command word.

Spider Climb (Su): Beginning at 12th level, you can walk on walls and ceilings as if affected by the spider climb spell while wearing Spidersilk.

No Spell Failure (Su): When you attain 13th level, Spidersilk’s chance of arcane spell failure is reduced by 5% (to a minimum of 0%).

Maximize Spell, Lesser (Su):Beginning at 15th level, you can cast up to three spells per day of up to 3rd level that are maxi-mized as though affected by the Maximize Spell feat. Using this legacy ability does not change the spell slots of the altered spells. However, a spontaneous spellcaster (such as a sorcerer) still needs a full-round action to augment a spell with this ability, just as he would to do so with the metamagic feat. Spell Storing, Minor (Su): Starting at 16th level, you can store up to three levels of spells in Spidersilk as though it were a ring of minor spell storing. Summon Greater Spiders (Sp): Once per day at 17th level, you can summon either 1d4+1 Large monstrous spiders or 1 Huge monstrous spider with a command word and a gesture. This ability is the equivalent of a 2nd-level spell. Command Spiders (Sp): Beginning at 19th level, you can command up to 40 HD of spiders (no two of which can be more than 30 feet apart) three times per day with a com-

mand word and gesture. Each spider gets a Will save (DC 15 + your Int modifi er) to negate the effect.

Affected spider creatures can understand you, and they perceive your words and actions in the most favorable way. (Treat their attitude as friendly.) This effect lasts for one day, and the affected spiders do not attack you

during this time. You can try to give an affected spider orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded spider never obeys suicidal or obviously

harmful orders, but it might be convinced that some-thing dangerous is worth doing (see charm person).

You can affect spiders of the vermin type and spiders that were originally vermin before the addition of a

template—for example, fi endish spiders, or a spider that has been corrupted by the Abyss (see page 190). Maximize Spell (Su): At 20th level, you can cast up to three spells per day of up to 6th level that are maximized as though affected by the Maximize Spell feat. Using this

legacy ability does not change the spell slots of the altered spells. However, a spontaneous spellcaster (such as a sorcerer) still needs a full-round action to augment a spell with this ability, just as he would to do so with the metamagic feat.

Spidersilk Skill Caster SpellWielder Check Save Level SlotLevel Penalty Penalty Penalty Loss Abilities5th — — — — False life6th — — — 1st Reduced spell failure7th — –1 –1 — Spiderfriend8th –1 — — 2nd +2 mithral shirt9th — — — — Summon lesser spiders10th — — — 3rd Web11th — — — — Summon spider swarm12th — — — 4th Spider climb13th — — –2 — +3 glamered mithral shirt, no spell failure14th — — — 5th —15th –2 — — — Maximize Spell, Lesser16th — — — 6th Spell storing, minor17th –1 — — — Summon greater spiders18th — — — 7th —19th — — — — Command spiders20th — — — 8th Maximize Spell

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THAASThe name of this weapon translates loosely from Elven as “The Vigilant Bow.” Shaped from the great rack of a massive white stag’s antlers, this longbow feels warm and comfortable, as if shaped to the hand of the person holding it by regular use. In springtime, soft velvet covers the bow, as if it were still part of a living stag. As the year progresses, this velvety coating rubs or fl akes off, exposing the roughly textured horn beneath. Nonlegacy Game Statistics: +1 composite longbow; Cost 2,315 gp.

HISTORYDuring the past few millennia, demons have attempted incursions into almost every plane, and the Wilderness of the Beastlands has been no exception. The invading tanar’ri delighted in destroying the wild, natural beauty of that place. The demons began their assault in Karasuthra, the land of the deep, moonlit night, by putting the forest to the torch and slaughtering all the wildlife they could fi nd. Realizing the danger, the natives of the plane, predators and prey alike, united under the leadership of Anastrianna Amakiir, an elf druid, and an intelligent, awakened great white stag (a mega-loceros, see page 49) named Forest Hart. Together, these two marshaled the inhabitants of the Beastlands (humanoids, magical beasts, awakened animals, fey, and their animal associates) and repulsed the demons’ incursion. Many, including Forest Hart, died in the effort. (DC 15; Against the Demons)

Anastrianna knew that Forest Hart’s spirit lingered on, still committed to fi ghting the invaders from the Abyss. So she fashioned a magnifi cent longbow from his antlers. This bow, which she named Thaas, embodied Forest Hart’s purity and protectiveness. It also manifests Forest Hart’s willingness to sacrifi ce everything to oppose demons. (DC 18; Return to Nature) Although the demons’ invasion of the Beastlands had failed, Anastrianna knew that demons still posed a threat to the natural beauty and order of the world, so she resolved to take the fi ght to them. To that end, the elf organized mul-tiple expeditions into the Abyss. But although these sorties succeeded in slaying a great many demons, the hordes of the Abyss proved too numerous and resilient for the casual-ties that Anastrianna’s forces infl icted to make much of an impact. But even though the elf knew in her heart that no war on the Abyss could succeed, she also knew a deeper truth—that good must actively strive against evil. (DC 25; The Best Defense)

LEGACY RITUALSThree rituals are required to unlock all the abilities of Thaas. Against the Demons: You must knowingly and willingly enter into an encounter with an outsider that has the chaotic and evil subtypes. The EL of this encounter must exceed the average party level by 1 to 4. Many encounters throughout Expedition to the Demonweb Pits offer the opportunity to fulfi ll this requirement. Cost: 1,500 gp; Feat Granted: Least Legacy (Thaas).

ThaasWielder Attack Reflex Save Hit Point Level Penalty Penalty Loss Abilities5th — — — Sense demons6th –1 — — +1 evil outsider bane longbow7th — –1 2 —8th — — 2 Strength adjusting9th — –2 — —10th — — 2 Obstruct summoning, lesser11th — — — +1 chaotic outsider and evil outsider bane longbow12th –2 — — —13th — — — +2 chaotic outsider and evil outsider bane longbow14th — — 2 —15th — –3 — —16th — — 2 +3 chaotic outsider and evil outsider bane longbow17th — — — Obstruct summoning18th –3 — — Banishment19th — — — Plane shift20th — –4 — +3 holy chaotic outsider and evil outsider bane longbow

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Return to Nature: You must bring Thaas back to the tomb of Forest Hart in the Beastlands (A Sacred Space, page 41) and place it upon the ground. According to legend, the bow will dissolve into dust and be forever lost if the spirit of the great stag judges you unworthy. If the bearer has actively opposed evil and demonkind, and willingly returns the bow to be judged, the spirit of Forest Hart deems the wielder worthy and shares more powers suitable for opposing demons. Cost: 13,000 gp; Feat Granted: Lesser Legacy (Thaas).

The Best Defense: You must travel to the Abyss to bring the fi ght to the demons. Once there, you must spend 24 hours overcoming the perils of the place and triumph in an encounter with a hostile demon whose Challenge Rating is at least equal to your character level. You can accomplish your victory through intimidation, trickery, stealth, combat, or any other appropriate method. Many encounters throughout Expedition to the Demonweb Pits offer the opportunity to fulfi ll this requirement. Cost: 40,000 gp; Feat Granted: Greater Legacy (Thaas).

WIELDER REQUIREMENTSThe optimal user of Thaas is an elf ranger, although any elf or martial character might use it. Thaas is an incredibly useful weapon in the Expedition to the Demonweb Pits adventure.

Thaas Wielder RequirementsBase attack bonus +3.Weapon Focus (longbow).Non-chaotic, non-evil.

Legacy Item AbilitiesAll the following are legacy item abilities of Thaas. Sense Demons (Sp): Beginning at 5th level, you can detect demons within 60 feet, as if using the detect evil spell. Caster level 5th. Strength Adjusting (Su): When you attain 8th level, Thaas automatically adjusts to your Strength, serving as a composite longbow ideal for your Strength modifi er. Thus, if your Strength score is 14, Thaas grants a +2 bonus on damage rolls for hits scored with it. If you drink a potion of bull’s strength that increases your Strength score to 18, the bow’s bonus on damage rolls automatically increases to +4. Obstruct Summoning, Lesser (Su): When you attain 10th level, evil outsiders with 10 or fewer Hit Dice attempting to use their summon abilities within 60 feet of you automati-cally fail, but the daily use of that ability is still used up. Thus, if a vrock tries to use summon tanar’ri within 60 feet of you while you wield Thaas, the attempt fails and the ability is used up for that day.

Obstruct Summoning (Su): When you attain 17th level, all evil outsiders attempting

to use their summon abilities within 60 feet of you automatically fail, regardless of their Hit Dice. The daily use of that ability is still used up. Banishment (Sp): Beginning at 18th level, you can force extraplanar creatures out of your home plane, as if using the banishment spell, once per day with a command word and a gesture. The save DC to negate this effect is 20 or 17 + your Charisma modifi er, whichever is higher. Plane Shift (Sp): Starting at 19th level, you can use plane shift as the spell once per day with a command word and a gesture. Only willing creatures can be transported with this effect.

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