This magic item is forged by trapping a spirit of chaos and destruction within an ensorcelled glass bottle, bound with protective inscriptions. When it shatters, the spirit explodes in a wave of rampant annihilation, engulfing the area in carnage.
Demon Bottle Potion, very rare As an attack, this potion can be thrown up to 50 feet. The round after it lands, at the start of the thrower's turn, it explodes, and each creature within a 20-foot radius centered on that point must make a Dexterity saving throw. A target takes 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 psychic, and 4d6 thunder damage on a failed save, or half as much damage on a successful one. How you can use Demon Bottles in your game: - A devastating explosion causes terrible destruction to a city block, tearing up an entire building and slaying or harming dozens. Witnesses say that a figure at the heart of the explosion was diving for a glass bottle at the moment of eruption, and that the bottle bore glowing runes upon its surface. - A chaos sorcerer has been crafting Demon Bottles and is distributing them to select clients, who are using them to wreak havoc across the city, taking hundreds of lives. His lair is hidden inside a demiplane rife with chaotic magic, and stopping the flow of these weapons is paramount to keeping the city safe. - Powerful demons sometimes use these weapons in war, laughing off the energy damage as they wade into their opponents. Also posted on Game Masters Stash on 29 July 2020. This glorious rapier was forged of the starry night sky by an archmage of phenomenal power. It is said he made this as a betrothal gift for the Goddess of the Sky, and with it won her heart. She occasionally bestows the blade as a gift on those who please her with a gift of art or worship.
In the hand, it feels like it weighs almost nothing, and the blade and handle seem to be not physically connected, the crosspiece and basket hilt formed of the softly-swirling arms of a galaxy, with a great dense glowing core at its heart. As it moves through the air, it hums in a high pitch softly. Deep Sky Magic weapon, unique (requires attunement outdoors at night) This +2 rapier functions as a Ring of Shooting Stars, lighting up itself or causing opponents to be illuminated by tiny starry motes of light at will. Also posted on Game Masters Stash on 25 July 2020. The Eldritch Athame is a ceremonial blade forged of magic-infused ceramic material, with a crude handle affixed. Colours shift and play constantly on its surface, and a constant low gasp emanates from it. Light shining on its blade splits as if through a prism. It is said that the eldritch athame is sharp enough to shred reality itself.
Statistics Weapon (dagger), unique (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can use misty step. If you have slain an opponent of up to Challenge Rating 5 using the Eldritch Athame in the last round, you may instead use dimension door. How you can use the Eldritch Athame in your game: - This weapon has travelled the world and perhaps even the universe, cutting between the hidden places in secret. The blade's bearer might have walked into trouble that they could not handle, and it could conceivably be found anywhere. - This blade seems almost to want to travel into the hands of the vile. It could be found in the hands of some kind of cultist, a corrupt priest or wicked arcanist, or a mysterious assassin. Also posted on Game Masters Stash on 23 May 2020. Today's #WestMarchesWednesday post is about legendary treasures of your world.
You want to populate your map with some interesting treasures, more than just basic magic items, something with a story or importance. They might be lurking in a treasure chest, in the hoard of a dragon, or held by an important merchant or other NPC as a reward or relic. It's important to make each of these interesting, so they're not just tossed in the junk pile for cash. Even if they're just stock-standard magic items, give them each a couple of sentences of history, something that can be discovered or handed out when someone does the research. Some of the legendary treasures I plan to populate my West Marches game with are as follows: - The Blade of the Black City, a +2 longsword which inflicts +1d6 necrotic damage on each hit. This blade is fabled to have been forged in the Black City of the Fade itself, and has a rough, horrifying appearance. When held in the hand, dark whispers can be heard, encouraging wrathful response to any disappointment. It is currently held by the Hurlock Apostate in the lost Thaig of Gundaar. - The Saint's Panoply, a set of golden-inlaid plate armour and matching gear which belonged to Saint Ushada in life. Her gear was buried in parts with her various companions, and when reunited, can be used to restore her to life. Her helm, in Bold Jayk's tomb, grants advantage on one Charisma-based check per day. Her belt, buried with Grim Tailam, grants Hill Giant Strength (21) for one round, once per day. Her cuirass, buried with her friend Fanra, is an ornate set of +1 full plate. Her shield is in Geretht's tomb, and is a +1 shield which allows the wearer to use Protection from Evil and Good once per day. When united, the bonus of the armour increases to +2, and the wearer gains one additional use of each ability per day. - Archmage Valencian's Staff, a weapon forged to fight the Mageking, and which shattered under its own power. If the parts are reunited, it acts as a Staff of Power, but if used, has a 10% chance each day that it will shatter again, as a retributive strike. - The Battlemage's Wand, a +2 Wand of the Warmage. It is held by the Arcane Horror which used to be the Tevinter archmage Tiberius Praetextus, in the Daemonicum. I hope these give you some ideas to work with! Also posted on Game Masters Stash on 1 April 2020. Remorse, the ancestral blade of the Mauntel family, is a work of art and martial excellence. Its scabbard is decorated in an acanthus pattern and leafed in gold and copper, while the sword itself has been expertly inlaid with rose-gold structural components along the blade and pommel. It has exquisite balance and sharpness, and feels almost like it floats in the air when held.
Statistics: Remorse is a +2 longsword, and once per day, uses Death Knell as a reaction on an opponent who has been mortally wounded, sealing their fate and infusing the wielder with immediate strength. However, for the next day, the wielder is also haunted by the spirits of the unquiet dead, gibbering and pressing in about them, and disrupting their rest. How you can use Remorse in your game: - A noble Player Character might inherit or be given Remorse as part of their family role, inheriting the duty to bear it against threats to the Kingdom at the same time. The Mauntel family (or whichever family you choose to possess it) prizes this blade, and would do a lot to have it returned if it is stolen or misplaced. - Your PCs might have to seek out the bearer of Remorse if they have an opponent who resists death somehow. They generally resist usage of its special power, but sometimes draw upon it to ensure the death of a foul enemy, or if sorely pressed. Alternately, this might allow them to speak with a particular spirit which needs to unburden itself or contains lost knowledge. - If this sword has been lost, recovering it might be a dangerous task. It is likely to draw the attention of spiritual undead, unable to touch the blade but drawn by its proximity. Also posted on Game Masters Stash on 12 October 2019. This incredibly-forged gauntlet has small overlapping lames of dark steel that rustle softly as they flex. It surfaces are artistically inlaid in gold, and covered in fine engravings. The glove within fits any Medium humanoid perfectly, as if it were made for them, and the gauntlet shifts slightly to fit. It is said that this gauntlet was made by Uraeus the Heresiarch, and was the pinnacle of his work.
The master armourer Uraeus, so the story goes, was commissioned to forge an entire suit of armour for a mysterious figure who could only have been one of the Gods themselves. He was gifted incredible wealth to obtain the materials required, and purchased only the finest materials from the Dwarves of the deep earth. He had been working for weeks, testing the design on a single gauntlet before he went on to the rest of the plate. His young brother, who missed him dreadfully, disturbed him at the forge when the stranger was visiting for a fitting, and was struck dead by the stranger for his trespass. Uraeus snatched up the gauntlet and struck the figure once, drawing a drop of blood which spattered his face and mingled with his rageful tears. The stranger summoned up a bolt of lightning and burned down Uraeus' forge and home, leaving him in the ashes, untouched by the spell. He raised his hand to strike again- and the stranger vanished in a flash of light from the heavens. Uraeus pledged the rest of his life to dismantling the temples of any Gods he saw, whether the be good or ill-natured. Wearing this gauntlet, Uraeus strode unaffected through any spells cast his way by desperate clerics in his quest for vengeance. Eventually, he was brought low by a wound which festered, and for which he refused to see a priest for aid. The gauntlet was taken from his body, and has been sought by many others during its existence. Statistics: Lament is a +5 gauntlet, conferring this bonus to attack and damage rolls made with the gauntlet as a weapon. It also allow the wearer to pierce any damage reduction possessed by the target with such attacks. The wearer cannot be affected by any divine spell while it is worn, as if they had Spell Resistance. How you can use Lament in your game: - A Player Character who believes a similar heresy to Uraeus might seek out the gauntlet to continue his quest. It rests in the lair of a blasphemous undead monster, a Mohrg who still wears the weapon. - Alternately, the gauntlet might be possessed by a Blackguard who blasphemes against all gods, protecting her from their wrath while she plots their downfall. The quest to obstruct her might be entrusted to your PCs. - A cult of Ur-Priests who defy the Gods are attempting to forge lesser versions of this weapon. A weak link in their supply chain manages to get word out, but a quartet of divine magic-resistant assassins have been dispatched to destroy all evidence of their terrible deeds. Also posted on Game Masters Stash on 7 August 2019. Eldritch Carronades are fabulously-wrought objects, relics of the Ethergaunt War last century. They access the power taken from Soul Engines and channel that through enormous crystal lenses, allowing whoever is controlling it to disintegrate large swathes of enemies or property.
The Carronades themselves are huge, at least twenty feet long and weighing upwards of 5,000 pounds, making them very difficult to transport or relocate. This means they are often placed defensively, rather than used as offensive weapons. An Eldritch Carronade costs 100 hit points' worth of soul energy each time it is fired, making it awfully expensive. They can turn about 90 degrees in a round, also making them vulnerable to fast-moving and mobile opponents. Statistics: Firing an Eldritch Carronade creates a beam of pure darkness stretching out up to a mile, disintegrating what they touch. The person controlling the carronade makes a ranged touch attack using their base attack bonus + Dexterity modifier, with a nonproficiency penalty, or alternately can swing it through an arc, affecting a 90 foot cone up to half a mile away. Targets within the cone may make a Reflex save (DC = attack roll result) to take half damage. Any target struck takes 40d6 points of damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Reflex save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. How you can use Eldritch Carronades in your game: - A stronghold might have a functional Eldritch Carronade defending it, making it a suicide effort for attackers to assault. Player Characters might be sent on a mission to seize or sabotage the Carronade, or to eliminate the crew, clearing the path for a determined attack. - Finding a damaged Carronade might trigger a 'gold rush' of sorts, with various factions trying to bring it back to their home or use it against their enemies. Transporting the weapon will be quite a task, especially if it has soul engines attached. -For high-level PCs, attacking a fortress which is defended by multiple Carronades will be a dire affair, fraught with danger. They may be able to turn the enemy's weapons against them, but finding the Soul Engines which fuel them might be even more alarming. Also posted on Game Masters Stash on 21 June 2019. Mages traditionally are known for many items- wands, rods, staffs, orbs, or even stranger items. This allows an option for mages who would like an item, rather than the standard option of a familiar. This might be one of the options mentioned above, but could be an amulet containing the source of their magical power, a specific weapon, a brooch, a particular statuette, or other option as allowed by the Game Master. Note: This class ability is intended for use with my Mage class. If used with an ordinary Sorcerer/Wizard, it may take some tweaking. As part of their training (or leading up to when they select the ability), the mage carefully crafts or receives the item, personalises it with their own touches, and attunes the item to their unique magical signature. It might be handed down to them by a master, or be a traditional item of their family. What matters is their familiarity with the item, and the ability to continue developing it over time, whether that means engraving runes upon the item, investing magical power into its crystal matrix, or imbuing it with their soul. Statistics: As the Mage advances in levels, the focus item (or sometimes just 'focus') gains additional powers, as below. If the Mage's focus item is destroyed, they gain the drained condition, increasing the hit point cost of any spellcasting they perform, until they can craft a new focus. Benefits: Double hardness: The Focus is supernaturally hardened, and doubles its ordinary hardness. It also has 5 hit points per Mage level, making it extraordinarily difficult to destroy. Cantrips: The Mage's focus can emit a soft light as per the spell at will, which is maintained without concentration until the mage dismisses it as a free action, or if the mage drops to 0 or fewer hit points. In addition, the focus item can hold a single cantrip of the mage's choice when it is first crafted. Once per day as a standard action, the mage can activate this cantrip from the staff as if they were casting it. The cantrip's save DC is always 10. Deliver touch spells: The Mage may choose to use their focus to deliver a touch spell. If the focus is a weapon, this is made as an attack roll instead of a touch attack. If this attack roll is a critical hit, the spell's damage is also multiplied as per the critical. Enhanced defence/weapon: From 3rd level, the Mage gains a +1 enhancement bonus to Armour Class and saving throws while grasping their focus in at least one hand. If the focus is a weapon, it also gains a +1 enhancement bonus on attack and damage rolls. From 7th level, this enhancement bonus increases to +2, and at 13th level, it increases to +3. Drain resistance: From 5th level, the Mage gains Drain Resistance 1 while holding their focus in at least one hand. Note that this does not stack with drain resistance from being in Focus, but does stack with the reduction in spellcasting costs from the Arcane Font ability. From 15th level, this increases to Drain Resistance 2. Call item: From 9th level, as a standard action, the Mage can call their focus to their hand. Unless restrained somehow, it flies at a rate of 50 feet per round. If it is being restrained, it uses the Mage's Charisma bonus as its Strength modifier. The focus attempts to fly in a straight line, and does not possess any pathfinding ability. From 19th level, the Mage can choose instead to have their focus teleport to their hand. Mighty: From 11th level, the Mage can take a standard action to 'charge' their focus. This 'charge' lasts a maximum of 3 rounds, and is discharged the next time the mage uses the focus to cast a damaging spell through, or deliver an attack (if it is a weapon). The focus increases the spell's damage (or the attack's damage) by an additional +1d6. This does not apply if the attack would not normally inflict damage (or is used to deliver a non-damaging spell, for example). From 17th level, this bonus is +2d6 damage. Also posted on Game Masters Stash on 8 May 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a Swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the Swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a Swordmite's wielder dies, the Swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the Swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the Swordmite's absence, but feels unalarmed about the situation. Statistics: When unbonded, a Swordmite is a Tiny sized 1/2 HD Aberration, with Intelligence 2. When they have bonded with a host (taking a full round of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type, and function as a masterwork version of that weapon after their first five combats. Swordmites gain in experience when they have been used for particularly impressive acts (slaying a Fire Elemental, for example), and will gain the equivalent of a +1 enchantment or quality, after hibernating for about a week. They also have Intelligence 2, and can sense with sight and hearing within 10 feet, at +1 on any perception-related skills. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A Swordmite gains 5 bonus hp each time it has gained an enchantment quality. A newly-hatched Swordmite sells for about 1,000 gold pieces to a discerning buyer. How you can use Swordmites in your game: - An enemy of renown might use a Swordmite weapon, which would 'reset' and assume its normal shape when the enemy is slain. It might bond to someone able to pick it up. - A Swordmite that has gained some qualities might try to influence its wielder to assist in finding an appropriate cavern for it to lay its eggs in. This hatchery might even have other Swordmites present, if the crystal radiation influences their growth... and Drow soldiers are coming to harvest the crop for this season. Your PCs might have to fight them off, without their faithful Swordmite handy to help out. - Swordmites are a good way for enemies to have additional powers which don't transfer to the PCs as treasure when defeated, although the Swordmites themselves have some value. Also posted on Game Masters Stash on 19 April 2019. These devilish weapons are employed by Frost Devils, and are made to slay any kind of humanoid creature.
The blades can only be made within the deepest depths of the Nine Hells, where the cold is fiercest. There, Gelugon smiths take liquid mercury and freeze it until it becomes a solid metal, forging it into brittle and rough-edged blades. When used by another Ice Devil, the Weapon stays cold long enough to be used as a weapon, but the small blades and hooks often break off in the body of a target, causing horrific damage and mercury poisoning to anyone who survives the initial blow. Statistics: these function as a +1 Frost weapon, initially inflicting 1d10 base damage per successful hit, and dropping to 1d8 after the first hit, 1d6 after the second, 1d4 after the third, and then disintegrating entirely after the fourth successful hit. A target damaged by one of these weapons is also subject to 1 point of Constitution damage per hit. This can only be removed by magic, or with surgery with the aid of a Chill Metal spell. If the weapon is held by a creature without the Cold subtype, it drops in efficiency each round as if it were striking an opponent. The wounds caused by these blades are horrific, and knowingly using one on a living target is a ghastly act. Gelugons delight in the shrieks of pain that they induce from their targets. How you can use Manbane Blades in your game: • Ice Devils using these weapons leave a tainted treasure behind which may test your players’ resolve for treasure. • A noble or other person attacked with one of these weapons is assured a slow and hideous death. Perhaps they might be preserved by a Lifeguard magic while players have the opportunity to find some kind of cure? • Perhaps a weapon like this could be used to attack a powerful dragon, with some modification. Persuading the Ice Devils to forge it for you would be a quest all of its own, though. (Originally posted on Game Masters Stash on 22 February 2019) These curiously-shaped arrows contain a baleful yellow energy crackling within them. They are offered with a sign saying “clearance- Arrers of Foe Slayin”, at an incredibly cheap price (25-50gp per arrow, with a discount for the bundle). However, the confusion arises from “faux (or pretend) slaying”, rather than “foe slaying”. The merchant is ignorant of their origin, only saying that he “bought them off the wizard what came through town last week. Said ‘is apprentice made ‘em, and they was gar-on-teed.” Statistics: +1 arrow, any foe struck must make a Fortitude save (DC 13) or fall into a deep coma (as per the Sleep spell, and in addition they are visibly covered in bloody splatters). The condition is only distinguishable from actual death with a Heal check (DC 15), which will notice that the blood is insubstantial, and the target’s chest rises and falls slowly. How you can use Arrows of Faux Slaying in your game: • Plentiful enemies equipped with these can make capture of PCs much easier. • An enemy thought to be slain with one of these may not be as dead as thought. • An assassination takes place publicly, and the target is hauled away by some conveniently-close clerics. When the real clerics turn up, however, players might get a clue that everything is not as it seemed... (Originally posted on Game Masters Stash on 20 January 2019) Categories All Suggested level: 3rd-6th This wide-bladed dagger has a damascened blade and its hilt is a cast brass skeleton. It is heavy in the hand, and grips easily when held blade-down. Although this weapon is magical, its true value is as a ritual instrument. When used to slay a helpless or dying opponent, the user may use Animate Dead on the slain target using a ritual lasting 1 minute. The weapon has passed through many hands since its creation at the hands of the God of the Dead himself. He gifted this dagger to one of his servants, and instructed them to swell the numbers of his armies with it. Statistics: +1 dagger; Animate Dead (no limit). How this can be used in your game: • The Death’s-Head Dagger has a distinctive appearance, and might be a particular weapon used by an enemy appearing in a character’s backstory, like the Six-Fingered Man from the Princess Bride. Bringing a backstory villain into play raises the stakes dramatically, and allows you to refocus the game. • Holding onto such a weapon can give a player character useful power, but the power is clearly evil. This can allow for a moral discussion or confrontation with traditionally ‘good’ authorities who wish to destroy the Death’s-Head Dagger. • This weapon is thought to be unique. But finding other people wielding them might lay clues for finding a cult assembling an undead army, victim by victim. (Originally posted on Game Masters Stash 14 January 2019) Categories All Suggested level: medium-high (6th+) This ornate and impressive mace seems sized as if for an Ogre. Its solid steel shaft is nearly two inches thick, and over five feet long. Any human-sized creature will struggle to use it, even with two hands. The mace head is made up of flanges of gilt-adorned steel depicting griffons. When swung through the air, the air whistles through its pierced areas, somehow creating the trademark scream of a griffin stooping to attack. +3 great mace (melee, 1d12 bludgeoning, two-handed) and on a critical hit, a target is stunned for 1 rounds (Con save DC 16 negates). (Originally posted on Game Masters Stash on 7 November 2018) Categories All Suggested level: medium (6th-8th) This utility item was made by a local Druid who misunderstood the requested purpose. It functions as a +1 light mace, and can extinguish any fires it touches, as a Quench spell. The local noble who requested it was expecting a rod to find additional sources of water, so he angrily turned it down and requested a refund. The Druid then sold it on the open market, finding others who definitely wanted that purpose. (Originally posted on Game Masters Stash on 12 August 2018) Categories All Suggested level: middle-high (10th-13th) This matched pair of blades are exquisitely made, their handles wrapped in soft red manticore leather, with paired scabbards. Their silvered hilts and pommels are polished to a mirror shine, and the blades are keen and perfectly-balanced. They were made for Silgawyn the Duelist, one of the finest Elven Bladesingers who has ever lived. With these weapons in her hands, she was unstoppable- until a wizard seized her will and had her cut her own throat. Now, the grief felt by her spirit lingers in the blades. Statistics: +3 Keen Rapier, and +3 Keen dagger. When used as a pair, a wielder with Two-Weapon Fighting takes no penalty on attack rolls for fighting with them, and gains a +2 shield bonus to AC. However, if the blades are within range of a Bard using Inspire Courage, the wielder becomes Slowed (Will DC 17 to overpower the spirit within and continue as normal). (Originally posted on Game Masters Stash on 22 July 2018) Categories All This magic item is prized by Wizards’ Guilds everywhere, although the secrets of their construction seem to have been lost. When the base is placed upon a scroll, it moves, scribing a copy of whatever script it is ‘reading’ over the course of ten minutes per page (or equivalent area). It copies every stroke of writing or illumination exactly, making it a forger’s dream. However, it is also capable of copying spell books in a fraction of the time, and entirely without error. An archmage is known to have sold his staff to own one, giving an idea of value. (Originally posted on Game Masters Stash on 16 July 2018) Categories All This bronze weapon has a curious blade- a pair of spiraling snake-tails, with a glowing purple core. It hums softly, and the snake heads writhe slowly when the blade is blooded. Statistics: +1 dagger, and when the user slays a living creature with this weapon, they regain an expended spell slot depending on the number of Hit Dice the target has, as below: 0-2 HD: 0-level 2-4 HD: 1st-level 5-6 HD: 2nd-level 7-8 HD: 3rd level 9-10 HD: 4th-level 11+ HD: 5th-level (Originally posted on Game Masters Stash on 10 July 2018) Categories All Recommended Level: middle (9th-11th) This heavy mace forged of black iron has a small, constantly burning flame within the head. It emits only a little heat, but when grasped, the weapon seems to seethe with hatred, and amplifies the desire to cause violence. Statistics: +2 Flaming Burst heavy mace. If the wielder truly hates the target, or is in a Rage (similar to a Barbarian’s Rage), it becomes Vicious as well, inflicting 2d6 bonus damage per hit, and the wielder takes 1d6 points of damage per hit. Hooks: * Due to its appearance, it makes a terrifying weapon for a champion of evil to wield against your PCs. * For a change, have a Lawful and Good figure wield it “in righteous anger”. Evildoers will certainly beware, but is the mace influencing their behavior, and their actions? Who truly determines who is an evildoer? (Originally posted on Game Masters Stash on 27 June 2018) Categories All Recommended Level: low-middle (6th-9th) This truly ancient weapon belongs to a long-gone culture, dating to a time when an ancient queen battled undead for the safety of her kingdom. This axe, and a few scrolls, are all that remains of the kingdom, vanquished by time where enemies could not win out. Statistics: +2 battleaxe, Bane vs. Undead (against undead, this axe becomes +4, and inflicts an extra 2d6 damage per hit). (Originally posted on Game Masters Stash on 26 June 2018) Categories All Recommended Level: low-middle (7th-10th) This weapon was forged by a dragon-slayer, who placed the petrified gallstone of a blue dragon in the pommel of this blade. It crackles with electrical power, and dragons bearing scorch marks on their flanks were often remarked upon in his lifetime as having been marked with “Caramor’s Brand”. Statistics: +2 Shocking Burst longsword. In addition, the wielder takes only half damage from any Electricity effect if they are touching the ground. (Originally posted on Game Masters Stash on 22 June 2018) Categories All |
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