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Monday, September 26, 2011

Eight Magical Weapons


September Short Adventure 26: Let's Make a Deal featured a mysterious Magical Weapon. Just in case you're too busy or a bit stumped on what the Magical Weapon might be, here are a few to choose from. Feel free to modify or adapt these to best suit your campaign's needs or your own sensibilities. Also, do keep in mind that what we're detailing here are just the obvious or openly revealed aspects of these weapons, they could all be hiding their own secrets...and they definitely have minds and personalities of their own...

Eight Magical Weapons
  1. A massive two-handed sword hammered out of a still smoldering shard of meteoric black metal.
  2. An incredibly delicate-looking translucent battle-axe.
  3. A pair of mother-of-pearl inlaid flintlock revolvers from an ancient brothel.
  4. The last five-and-three-quarters foot-long section of a slender, blackened and rune-inscribed spear that is now effectively a staff.
  5. A grotesque, almost fluid-looking hammer of some disgustingly green-tinged alloy.
  6. A composite short bow assembled from overlapping layers of dragon scales, monstrous chitin, and what appear to be bones.
  7. A triple-headed mace sculpted in the form of a Cerberus-like canine monster.
  8. A sleek and shimmery longsword with a blade forged from a shaft of moonlight.
Details are as Follows:
  1. Signurtifhardrume; +2 to hit/+2 damage (Double damage against all hybrids on a natural roll of 18 or better); INT 12; speaks to wielder only via telepathy; Casts Detect Hybrid twice a day and Cause/Cure Light Wounds three times a day (wielder's choice). This blade requires blood every 1d4 days or it becomes discontent and will actively sabotage the current wielder's next combat by with-holding curative spells or holding back on either the to hit bonus or the damage bonus. This blade is very likely hiding any number of other possible powers, abilities or bad habits from its current wielder...and it is a pathological liar.
  2. Shimradrikath; +2 to hit/+2 to damage; INT 5; Grants one bonus attack every day; Casts Knock on a successful hit; Able to cast Dispel Magic once per week on a successful hit; On any natural '20' the wielder must roll a Save or go berserk for 1d4 turns, during which time they get double attacks, double damage, and can continue fighting even if they are at negative hit points; This weapon will not tolerate any armor better than a bronze breastplate and will never serve anyone who can cast spells of their own; once per day this weapon can attempt to break any other magic weapon—wielder just needs to roll two 20s in a row is all.
  3. Armistice & Easykill; +2 to hit/+2damage; Any natural roll of a 17 or 18 results in target needing to make a Save or be stunned for 1d4 turns, a roll of 19 equals double damage, a roll of 20 is triple damage; Wielder gains +1 to DEX and has the ability to wield both guns at one time; Wielding only one gun at a time penalizes wielder by loss of -2 to DEX and -2 to hit; INT14 (each); Opponents get to make a CHAR reaction roll to determine if the guns decide that they like the target, in which case they will not fire upon them.
  4. Udramakkim; +2 to hit/Target must Save or be stunned for 1d4 turns (no damage); INT 16; Casts spells as a 5th level Magic User (4,2,1); Will absorb 1d4 spells from any spell book or scroll it is allowed to destroy; Confers 1d4 bonus hit points to wielder (permanently) for every 1,000 gp of loot or treasure it is allowed to destroy; Will never back down from a confrontation with its 'lessers.'
  5. Gronditing; +3 to hit/+1 damage; Grants wielder one additional attack on every roll of 19 or better; Affects target as though Green Slime on any natural roll of '20' to hit; Wielder is immune to effects of Green Slime while weapon is in use, upon losing or surrendering the hammer the former wielder must make a Save or have all of their armor transmogrify into Green Slime.
  6. Zalalaftrium; +2 to hit/+1 damage; INT17 (CHAR 12); Casts Cause Light Wounds on any three arrows used in an attack per day; Any arrow fired from this bow can affect target as though it were a +2 weapon; All arrows fired from this bow are treated as if they were silver-headed despite their actual make-up; This weapon is a relic of an ancient empire of serpentine warrior-wizards and will compel the wielder to seek out serpent-descended beings so that it can be returned to those unto which it belongs.
  7. Barog'Garmigon; +2 to hit/+2 damage against anyone wearing magic armor; INT 4; on command of the wielder this mace can attempt to bite any target already hit for an additional 1d6 damage (but only three times in a given day); Once it bites successfully, the mace will hold on and continue fighting/inflicting normal damage all on its own; If this mace is taken more than 60' away from the wielder, it goes inactive for 1d20 turns and can be claimed by anyone else that then picks it up.
  8. Xuchichatlikol; +2 to hit/+2 damage; INT 15; Inflicts double-damage on all shape-shifters; Hits all gaseous, out-of-phase or shadow-form monsters as though normal; Wielder always has initiative; Blade cannot function in sunlight.

4 comments:

  1. Nice swords and cool cross-cultural names, too.

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  2. @Trey: Thanks. We like to mix things up a bit and not just randomly lift names from Celtic mythology, like one of our all-time favorite pulp authors did in several of her best works...

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  3. These are wicked-nasty (Gronditing especially). I like it, and look forward to seeing more.

    I love me some freaky weapons, and matching armor would certainly not go amiss.

    Nicely done.

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  4. @Keith Davies: Thanks! More weapons will be forthcoming, as will some magical armor, some of it might even be matching...

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