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Index Page

Slings and Bullets

Bullets

Bullet  (BULL01)

A bullet is simply a rounded, well-balanced stone.
Statistics:
Damage: 1D4 + 1
Damage type: missile (piercing)
Weight: 0
Launcher: sling

Value: 0

 

Bullet +1  (BULL02)

Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent.
Statistics:
Damage: 1D4 + 2
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: sling

Value: 8

 

Bullet +2  (BULL03)

Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent.
Statistics:
Damage: 1D4 + 3
THACO: +2
Damage type: missile (piercing)
Weight: 0
Launcher: sling

Value: 15

 

Sunstone Bullet +1  (BULL04)

Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. When the bullet strikes an opponent it explodes in a flash of fire.
Statistics:
Damage: 1D4 + 2, +2 Fire Damage
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: sling

Value: 8

 

Slings

Sling   (SLNG01)

Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.
Statistics:
Weight: 0
Speed Factor: 6
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength

Value: 0

 

Sling +1  (SLNG02)

Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.
Statistics:
THACO: +1 bonus
Damage: +1 (missile damage)
Weight: 0
Speed Factor: 5
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength

Value: 100

 

Sling +2  (SLNG04)

Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.
Statistics:
THACO: +2 bonus
Damage: +2 (missile damage)
Weight: 0
Speed Factor: 4
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength

Value: 750

 

Sling +3  (SLNG03)

 

Value: 700

 

Sling +3 : 'Arla's Dragonbane'  (SLNG05)

Sling +3 : 'Arla's Dragonbane' None know better than Halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small-folk that leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that Halflings prefer entertainment over accuracy when it comes to their history.
Statistics:
Damage: +3 (missile damage)
THACO: +3
Weight: 0
Speed Factor: 3
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength

Value: 1500

 

Sling of Everard +5  (WASLING) - Bonus CD

Sling of Everard The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale.
Location: Joluv in the Copper Coronet
Statistics:
Equipped Ability: does not require bullets
THACO: +5 bonus
Damage: +2 (missile damage)
Weight: 0
Speed Factor: 0
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength

Value: 25000

 

 
 
 
 
   
 

 

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