Deiter searched though the wreckage and discovered two items: Leoncour’s Armor and Wyrmsorrow.
This double-bladed sword is forged of folded turquoise steel, intricately engraved with ancient Giant-kin runes that light up with green fire in the presence of Dragonkind. This fabled sword was lost decades ago—it likely remained in some dragon’s den until it was recovered by the Dragon Cult.
This weapon is a +3 to hit +3 to damage sword that inflicts 2d8 (+3) damage on a successful hit. However, used against a Dragon, the runes begin to glow and it becomes a +5 to hit, +5 to damage Dragonbane sword. At this time, the sword will inflict 2d8+2d6 (+5) damage. If the user scores a critical hit on a Dragon, the dragon heads on its pommel spit boiling acid into the wound hewn by the blade. This deals an extra 1d10 points of acid damage and 1d10 points of fire damage to the dragon. In addition, it’s wielder gains a +4 bonus on all Saving Throws against breath weapons originating from dragons.
This +2 suit of chain armor once belonged to the mythical knight named Louen Leoncoeur who led the forces of Unther when Chessenta rose up in rebellion. Louen fearlessly advanced through the enemy to engage the mighty Red Dragon named Tchazzar. Although Louen ultimately was killed by the wicked creature, his sacrifice allowed the enemy forced to be routed. The armor grants it’s wearer an Armor Class of 18 (16+2=18.) However, it has an enchantment that makes it easier to don and doff, cutting the standard time in half. While wearing the armor, the armor bestows the following abilities (which recharge every 24 hours at daybreak) but only one may be used a round:
- Word of Recall: 1d6/day – This ability allows the wearer to call and dismiss his warhorse at will. By using one charge, the wearer can teleport his warhorse to his side. The real point of arrival is a designated area no further than 10 feet within the sight of the wearer. The warhorse cannot be teleported to the same space as the wearer. The warhorse can be transported any distance within the Prime Material plane but cannot travel between planes.
- Tactician: 1d4/day: After damaging a foe, the wearer can expend 1 charge to give all companions within 10 feet a +2 bonus to hit the same foe. This bonus lasts for 1 round.
- Cavalier’s Charge: 1d4/day: The wearer gains insight to make more accurate charge attacks while mounted. The wearer receives an additional +4 bonus on melee attack rolls (for 1 round per use) on a charge while mounted.
- Inspiration: 1d4/day: While clearly visible, the wearer can cause the armor to gleam with a silver light, granting an allies within 10 feet +2 bonus on saving throws and a +1 bonus on attack rolls. This ability lasts for one round.