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The Iron Helm of Arkhold
The Iron Helm Of Arkhold by sysane

Description

This ancient helmet boasts a full-face design, meticulously crafted from a black iron alloy that lends it a dark, imposing appearance. Menacing horns from an unknown beast jut out from each side, enhancing its fearsome visage. The helm’s slotted eyeholes limit visibility but ensure maximum protection. The overall design is both intricate and intimidating, making it ideal for a warrior aiming to strike fear into their enemies.

History

The origins of the Iron Helm are steeped in mystery. Legends connect it to Thorlin, the fabled lord of Arkhold, who was guided by enigmatic voices to embark on a journey to the twin moons. According to the tale, when the mad lord returned, he brought back several items, a helm being among them.

More recent stories recount the Helm’s retrieval from the sand-consumed ruins of Arkhold by an expedition sponsored by House Stel. After leaving to camp for the night and admire their spoils, a Stel warrior is said to have donned the helm. He was consumed by a bloodthirsty rage in an instant, mercilessly slaughtering his comrades. The night echoed with their screams as he vanished into the desert, leaving a trail of carnage in his wake.

The Iron Helm of Arkhold has since vanished into the sands of myth, leaving behind only whispers and shadows. Among the most tantalizing rumors is the tale of a savage raiding tribe from the far south, led by a fearsome chieftain clad in armor adorned with motifs eerily reminiscent of the Iron Helm. This relentless warrior apparently scours the lands, driven by an unyielding obsession to claim the matching helm.

Campaign Use

The Iron Helm of Arkhold is a potent item that can introduce an element of temptation and potential chaos into an adventuring party. There are many possible ways for a DM to introduce the helm, including the following:

  • The PCs are hired by a merchant house or templar to retrieve the Helm from nearby ruins or catacombs.
  • The party is beseeched by desert villagers to stop a group of raiders and their leader, who is said to be in possession of the Helm.
  • Randomly include the Iron Helm as part of the spoils of another adventure.
  • A side encounter with a fleeing or dying NPC who begs the PCs to take the helm and keep it from falling into the hands of a savage warlord.

Properties

Strong enchantment [chaos]; CL 18th; Weight 5 lb.

When donned, the wearer instantly enters a berserker rage, gaining several benefits and powers. Once placed on the wearer’s head, it cannot be removed while they remain alive unless a remove curse, wish, or similar magic is cast upon it. While wearing the helm, the wearer may only make melee attacks in combat and is unable to sleep, rest, or eat. Furthermore, the wearer risks falling into a curse-like condition known as Battle Madness.

The game statics for the powers and curse differ for each rules edition as detailed below:

2nd Edition

  • +3 on attack and damage rolls
  • All attackers suffer a -1 penalty to their damage rolls against the wearer
  • Flame Eyes: Once per day, the helm can emit a fan-shaped sheet of fire 10’ wide and 12’ long from its eye holes. Each creature in the area suffers 8 points of damage. This effect otherwise functions like the spell burning hands.
  • +3 to MAC and to all saves vs. Charms or mental-based attacks.

Curse: Battle Madness

Immediately upon donning the helm, the wearer is afflicted with Battle Madness and must continuously attack foes until no other foes remain in sight. If all opponents are slain, there is a 10% cumulative chance each round that the wearer will attack the nearest creature until the helm is removed.

3rd Edition

The wearer gains the benefits and drawbacks of the barbarian’s Greater Rage ability. If the wearer already has the Greater Rage ability, they gain an additional +2 bonus to Strength and Constitution.
Flame eyes: Once per day, a 15’ cone of searing flame can be made to shoot from the helm’s eyeholes. Any creature in the area of the flames takes 5d4 points of fire damage (Reflex DC 20 for half damage). Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. This effect otherwise functions like the spell burning hands.

Curse: Battle Madness

Immediately upon donning the helm, the wearer is afflicted with Battle Madness and must continuously attack foes until no other foes remain in sight. If all opponents are slain, the wearer must make a successful Will save each round (DC 10 + the number of rounds the helm has been worn) or attack the nearest creature until the helm is removed.

4th Edition

Property: Gain a +3 power bonus to all melee attacks, damage, and Will save rolls Property: Gain resist 2 against damage from melee attacks Power (Daily) Standard Action: Attack: close blast 5; each creature in blast; +13 vs. Reflex; 2d6+13 fire damage. This otherwise functions like the burning hands power.

Curse: Battle Madness

Immediately upon donning the helm, the wearer is afflicted with Battle Madness and must continuously attack foes until no other foes remain in sight. If all opponents are slain, the wearer must make a successful Will defense with a -6 penalty at the end of each turn or attack the nearest creature until the helm is removed.

5th Edition

  • +2 to melee attacks
  • +1d6 of extra damage of the weapon’s type used by wearer in melee
  • +10 Temporary hit points
  • can’t be charmed or frightened while the helm is worn
  • Flame eyes: Once per day, a thin sheet of flames can be made to shoot forth from the helm’s eyes. Each creature in a 15’ cone takes 5d6 fire damage on a failed DC 17 Dexterity save, or half as much damage on a successful one. The flames ignite any flammable objects in the area that aren’t being worn or carried. This effect otherwise functions like the spell burning hands.

Curse: Battle Madness

Immediately upon donning the helm, the wearer is afflicted with Battle Madness and must continuously attack foes until no other foes remain in sight. If all opponents are slain, the wearer must succeed on a DC 15 Wisdom saving throw with disadvantage each round, or attack the nearest creature until the helm is removed.

sysane