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Bisected8
2007-09-25, 01:33 PM
I've posted some of these before but the last one is new (I might add some more later, if I have a good idea), enjoy;

The Econtra Edge
You see a gleaming sword on a pedistal, with a mirror-like shine along its flat. Next to it lies an equally reflective scabbard, all of the none reflective parts of the blade are either blinding white or so black that its seems to darken the air as the white brightens it with the light of your torch. The pedistal itself is made of marble, with an ebony top engraved with tiny couples. The engravings represent every race imaginable, not to mention a few you don't recognise, but somethign seems strange. Each couple is clearly made of a male and female representative of their race but it is otherwise inconsistant. Some of the carvings have the female of the species in ebony and the male in marble, some are the other way round but neither has a couple made up simple of marble or ebony. Some of the carvings have tall men and short women some are the other way around but not a single couple is the same height. Below the blade an enscription is calved: "Intorqueo Vestri Somes" below that is the scabbard, Intorqueo Vestri Hostiliscalved below.

The Econtra Edge is a +5 cold iron long sword. The grip on the hilt is striped black and white with the stripes running diagonal to the crossbar. The blade itself has a thin coating of a complicated alloy consisting of mythril, silver and many other metals and rare alchemical ingredients running along the flat stopping just before the sides curve down into the edge. The alloy gives the blade a perfect reflective surface making it like a mirror. The scabbard has a pure white chape (end bit) and a matt black locket with the rest being coated in the same alloy.

Whenever someone carries the blade on their person they are converted into their physical opposite. This means, where applicable, their hair, eye and skin/scale colours and gender are reversed. Their height and weight are flipped around (use the race's average as a midpoint). Generally speaking natural colours for a race should be ordered from lightest to darkest the midpoint found and the colour the same distance from the middle chosen as the new one. If that makes no sense look at the table below, using hair colour as an example.


{table=head]
4|
3|
2|
1|
1|
2|
3|
4

Jet Black|
Dark|
Dark Brown|
Auburn|
Light Brown|
Strawberry Blonde|
Platinum Blonde|
White/Bleached[/table]

So a character with light brown hair would end up with auburn hair, jet black would become bleached and so on.

Unnatural colours are replaced with their complementary colour (http://en.wikipedia.org/wiki/Complementary_colour) (use any definition of "complementary colour" you want).

The sword has the following traits;

Anarchic The blade is chaotically aligned for the purpose of damage reduction. Any lawful creature carrying it suffers a negative level until they stop carrying it. It deals 2d6 extra damage to lawful creatures.

Speed The wielder may make one extra attack when they make a full attack.

Ability Flip Once per day the wielder may flip the stats of a target. Their highest ability score swaps with the value of the lowest ability score, the second highest swaps with the second lowest and so on. Any spells or spell like abilities the target knows have their effects reversed (e.g. stat bonuses become penalties, good domain spells become evil). The alignment of the target is not affected (unless they cast a spell which has had its alignment changed). To use this the target must be in contact with the blades edge (a successful strike counts as contact), an unwilling target gets a DC15 saving throw and the wielder may use this ability on him or herself or a willing target as a standard action. The change lasts 1d4 hours, days or weeks as per the wielder's choice.

Discarding the Weapon

The user is under no compulsion to keep the weapon, however once they discard it they do not regain their original form immediatly. Every hour the sword is not in their possesion roll a d6 and consult the table below to see which attribute is restored. If an atribute which has already been restored is rolled then they must wait another hour before rolling again.


{table=head]Roll|Attribute Restored

1|
Eye Colour

2|
Hair Colour

3|
Skin/Scale Colour

4|
Height

5|
Weight

6|
Gender[/table]

The 20 raiders
Background
Almost 200 years ago, while lost on a journey to visit some relatives, a nameless carpenter stumbled upon a cave which he decided to sleep in for the night. In the morning he looked around the cave to see if there were any features he could use to distinguish it as a landmark. What he found was a sprawling cavern full of undead creatures and almost limitless amounts of gold and a multitude of magical items and artifacts. Barley escaping with his life and tale The Carpenter managed to spread the news and disappeared into the world. When this news got around many fortune seekers, adventurers and villains tried to find the carpenter's home for the night. Hundreds died on the journey through poor navigation, fighting with other groups and simple bad luck, others lost enthusiasm and turned back long before they came close. Despite this 33 of the hardier lot managed to find their way to the mouth of the cave, subsequent fighting among the parties destroyed one group completely and dwindled the numbers to 22 (all 11 of these fatalities were thought to be a large group of necromancers, although some sources claim they were thieves or clerics). The remaining 22 agreed to co-operate and split the loot fairly, set up camp and began to plan. It was decided that the 2 weakest party members would stay behind and maintain the camp while the rest would explore the caverns and deal with any monsters within.

The details of the fighting and the plan were found in the journals of one of these campers whose last entry was dated the evening after the exhibition entered the cavern, his (or her) name was never written in the journal (some scholars believe that there may be missing pages);


The other's have not yet returned to the camp. Just me and that other guy are here waiting. If they are not back by nightfall I'll go in to see what's keeping them. The other guy's been acting strangely.

A nearby city had recently established a law which requires all loot from dungeons to be reported and after the exact location of the cave was established a group of guards were sent to record whatever loot the recent expeditions found.

Accounts of what the guards actually came across vary. Some say the camp was empty, others say there were bodies. Some say it was quiet, others say there were screams from the cavern. Some say all the guards returned, others say all but one disappeared. What all the sources agree on is that a bag of caltrops which, according to a scholar accompanying the guards, was almost certainly magical. What happened to the explorers, their loot and the remainder of the bard's journal are a mystery and no such caltrop bag has ever been found.

The 20 raiders is a bag containing 20 iron caltrops. When someone steps on one roll a d20 and consult the following table to determine the effect. The caltrops suddenly return to the bag after 1 hour;


{table=head]d20|Effect
1-10|2d10 points of damage
11|Stunned for 1d10 rounds
12|Ages 1d10 years (Will save, DC 15)*
13|Heal DC increased to 25
14|Shrunk one size category for 1d6 days*
15|1d6 con damage
16|1d6 Wis damage
17|1d6 dex damage
18|1d6 char damage
19|1d6 int damage
20|Instant Death (Fort negates, DC 15)[/table]
*Make appropriate stat changes

It also has the following ability's;

Undead Bane Does 2d6 damage ot any undead creature which steps on a caltrop.

Destroy Undead Every time an undead creature steps on a caltrop it is instantly destroyed. Intelligent undead get a DC 15 will save to prevent this. For every undead creature destroyed one of the caltrops becomes a pale white colour, as if it was a ghost. After 20 caltrops have been destroyed the bag will stop refilling itself and become a normal leather bag.

The bag itself is an intelligent artifact with a chaotic neutral alignment. It may communicate via empathy and has an ego score of 4. It seeks to destroy 20 undead creatures (preferably powerful ones) and will encourage the owner to use it against them as much as possible.

Other details are up to the individual DM.

Cole's Blade
Back Story
Long ago lived a man named Cole Smith, an armourer who was immensly proud of his art. He strived to create legendary weapons hoping that, one day, his "handiwork may end up in the hands of a great hero an slay some evil beats or right a wrong." As he reached the end of his years with many-a great sword and suit of armour beaten into shape by his hammer he decided he knew enough to begin work on his masterpiece. He entered his forge and no one saw him for a week (such disappearences weren't unusual for him). After eight days had passed group of adventurers wandered into town looking to have their equipment repaired. Arriving at the forge they found the door locked an all quiet. There was no reply when they knocked on the door. Worried (Smith never gave up the chance to work, let alone on magical armour) the local watchman allowed the party's rogue to pick the doors lock. On entering the forge they found a terrible sight, Cole was dead haveing burnt his hand, slipped as he recoiled in pain and cracked his head open. On the anvil layed his unfinished (but never the less beautiful) project. A few days later his old apprentise (who had opened shop in a nearby town) arrived to clear out the old forge and attend his former master's funeral. What he found amazed the whole town. The half finished sword...was finished even though the forge had been left locked since the removal of the master's corpse. What's more it now had a strange, etherall apearence about it.

Cole's blade is an elaberatly designed +2 adamintium sword. It has an elaberate pattern formed from various metals which were beaten into it as it was forged and etchings. It has the following traits;

Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Wounding A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Fire Bane A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table.

Dancing As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.