Post
by nazgul_2000 » Sat Aug 02, 2014 5:45 pm
Here's the other two I've done so far . . . will definitely try to finish the list, as time allows . . . actually, the list first.
1. Aeglos. Spear of Gil-Galad.
2. Angrist. Beren's knife.
3. Anguirel. Sword of Dior, stolen by his son Maeglin.
4. Aranruth. Sword of Thingol, later became the sword of the Numenorean kings.
5. Belthronding. Beleg's longbow.
6. Black arrow. Used by Bard to slay Smaug.
7. Dagmor. Sword of Beren.
8. Dragon-helm of Dor-lomin. Aka the Helm of Hador. Turin's helmet.
9. Dramborleg. Tuor's axe.
10. Durin's Axe.
11. Dwarven helms with masks (used in the War of Wrath).
12. Great Horn of Gondor.
13. Grond. Mace wielded by Morgoth.
14. Gurthang (fka Anglachel). Turin's sword.
15. Red Arrow. Gondor used to summon aid from Rohan.
16. Ringil. Fingolfin's sword. (Spend hope to increase parry?)
14. Gurthang. "Iron of Death."
Type: Longsword
Craftmanship: Elven
Banes: all living things
Qualities:
1. Superior grievous
2. Superior keen
3. Foe slaying
Notes: the sword of both Beleg and Turin, forged from Anglachel, the black blade of the Dark Elf Eol. It is said that the iron of its blade fell to Middle-earth from an asteroid, giving it unparalleled sharpness. A sentient blade that constantly thirsts for blood, its qualities show its propensity for killing single enemies fast - as evidenced by Turin's slaying Glaurung in one blow. Alas, it is also cursed, as its other name "Black Blade" attests - its wielder will suffer from the "Darken" curse.
13. Grond. "The Hammer of the Underworld."
Type: Mace (use Mattock)
Craftmanship: Morgoth
Banes: elves, dwarves, men
Qualities:
1. Raging
2. Superior Grievous (as Elven)
3. Runes of Victory
Notes: Grond was the mace wielded by Morgoth in his single combat against Fingolfin, when he cratered the earth every time he missed. As Morgoth desired to mar Arda above all else, Grond shares this desire: every time its wielder misses its target with an attack, Grond nonetheless damages the ground around its opponent. Mechanically, the opponent loses any bonus success dice on each miss (one die per miss). If the opponent has no success dice, then instead they become increasingly hindered (-2 to the defender's TN, cumulative with each miss).