Everything Lizardmen: Sacred Plaques

Submitted by someone2040 - Mathew Weiss

Cupped Hands of the Old Ones
Unfortunately, this isn't a particularly good item. You would think that giving your protecting unit a ward save, good idea right? Well, unfortunately it doesn't give anything in combat. The Slann is what you want to survive, the bodyguard are there to make sure this happens. Combat is the main weakness of a slann, so this doesn't really help in that respect.

The Divine Plaque of Protection
A lot of people take this. A must against armies that have artillery which do multiple wounds. 4+ ward is good, but you fail against a cannnon and bye bye slanny boy. A hit or miss item, depending on what you're up against.

Plaque of Dominion
Back in the early days, I heard a lot of good word about this. You don't hear nor see it too often these days though. Most people are worried about protecting their slann or are already at 2nd generation, so have power dice galore. Definately has possibilities though, so don't rule out this item for a good magical offense and defense.

Plaque of Tepok
Pretty much the must have item for the slann. More spells means more versatility, and it only costs a measly 15 points.

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Introduction

Characters and Units

Blessed Spawnings

Magic Items

Conclusion

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