\section{Odd Things}
\weapon{Silnor}{ Magesmith Kormoran dan Tellion}
{ Magesmith Kormoran dan Tellion}{1 inch razor-sharp iron scalpel.  It's handle
is ivory engraved
     with indecipherable runic messages.  The script appears to flow on it's
     own.}{+3 Scalpel / +6 scalpel in the hands of a healer}{Silnor guides the
hand of those who take it up.  Whethe
r
     the wielder has any medicinal knowledge or not, Silnorwill forcibly make t
he
     appropriate cuts.  It cannot do any more than that though.  A blind man co
uld
     make the right incisions with Silnor, but he'd not be able ot sew it up.
     Silnor analyzes the injury(ies) and guides the unskilled hand and enhances
    the skilled hand.
        If there are no injuries on the body, Silnor will naturally attempt to
     create one in the most vulnerable areas available.  (no, it can't cut thro
ugh
     plate or even leather armor!)}{Jason W. Tice}\index{}\index{Silnor}
\index{``Scalpel of the Guided Hand''}
Used for decades by St. Alaren or Pedarna.  it was buried with his
     consecrated remains in Pedarna Abbey/Medical centre.

\weapon{Net of Poison}{Unknown}{Unknown}
{This net is a 10 foot square and has 1/4' mesh.}{}
{The net has powers similar to the net of entrapment; it will defy
       strengths less than 20, and has an armor class equal to -10.  Sawing
       the strands with a normal blade will not succeed. \\
     It has a throwing range of 20', and may also be commanded to perform
       drop from a ceiling or rise from the floor upon command. \\
      It has the poisonous properties similar to the cloak of poisonousness.
       It can be handled without harm, and it does radiate magic.  Neutralize
       poison will not affect it.  The poison is not quite as effective as the
       cloak's and whomever is entrapped by the net must save at -4 or die.}
{Chad Okumura}\index{}\index{Net of Poison}
This net MAY not be used by characters which are prohibited from
            using poisons (obviously).  It is an ideal assassin's weapon,
            since it has the ability to double as either an offensive or
            defensive weapon, and, to some degree, has the ability to act on
            its own.
\weapon{Chakram of the Swarm}{Unknown}{Unknown}
{The Chakram appears to be a metal disk with a razor sharp
                 edge, just like a normal chakram.  It is about one foot in
                 diameter.  It has a constantly swirling iridescent finish
                 which comprises the 7 colors of the rainbow.}{}
{ When thrown, the disk fragments into 20 separate disks of smaller size,
       each approximately 2" in diameter.  Each of these disks is also razor
       sharp, but unlike the primary disk, each of these secondary disks has a
       very specific color.  These disks fly out in all directions,
       guaranteeing a hit on the intended target, but will very likely hit any
       'innocent bystanders' nearby. \\
     Roll for each disk separately to determine whether a hit is made on the
       intended target or not.  Any stray disks randomly hits any object (The
       DM may either choose the object hit or may roll randomly.) There are no
       'to hit' bonuses due to the presence of multiple projectiles. \\
     Treat each separate disk as a +4 weapon for the purposes of hitting
       creatures which are only affected by magical weapons. \\
     Each separate disk will inflict 1d10 of damage. \\
     In order to reassemble the disk, all twenty individual disks must be
       retrieved and placed in a black velvet bag along with a scale of any
       dragon type for no less than 12 hours.  The dragon scale disappears at
       the end of this period.}
{Chad Okumura}\index{}\index{Chakram of the Swarm}
A very formidable weapon, but best if used out in the wilderness
            or if alone, as it may possibly hit other members of the party, or
            other unintended targets.
\weapon{Bag of Slipperiness}{Unknown}{Unknown}
{A common cloth belt pouch with a golden drawstring.  When
                 opened, the bag will be full of quicksilver.}{}
{The quicksilver in the bag is not ordinary quicksilver.  In order to be
       used correctly, the owner must reach into the bag, grab a handful of
       the 'quicksilver' and throw it in the direction of the opponent.
       Depending upon the surface and atmosphere, the quicksilver will have a
       variety of effects: \\
       1)  If anywhere indoors or on a hard flat surface, the quicksilver will
           bead upon coming into contact with the floor.  This has the effect
           of trying to walk or run on greased ball bearings. \\
       2)  If in a forest or other grassy area, the quicksilver quickly
           expands and will cover a 10' x 10' area, and will be incredibly
           slippery; no movement is allowed.  All those caught in the slick
           must be pulled out. \\
       3)  If underwater or in the air, the quicksilver quickly sublimates and
           becomes an inky grey cloud, obscuring vision and magically altering
           the vertigo of any living creature within the cloud. \\
       4)  If in a desert or dirtland type area, the quicksilver will solidify
           and sharpen itself, becoming caltrops which will penetrate ANY
           armored surface.  They will cause only 1 point of damage, but
           running or walking becomes very painful, if not impossible. \\
     If thrown in a subject's face, the quicksilver will thicken quickly,
       suffocating the target (that is, if the target breathes).  At the very
       least, it will obscure any sensory organs covered by the slick, and,
       like effect 3, will magically alter the vertigo of the target. \\
     The quicksilver cannot be 'poured' out; even if turned upside down,
       nothing will drip out of the bag. }
{Chad Okumura}\index{}\index{Bag of Slipperiness}
Primarily an excellent defensive weapon, it has some use as an
            offensive weapon, but only at extremely close ranges (two feet or
            less).  Ideal for a thief type character.
