Vaults & Vagabonds

weapon

Mace of Divine Memory

As I read through some published modules and plan my new fantasy campaign I substitute every bland magic item and vanilla +# weapon with something more colorful.

This is my reworking of a simple +1 mace.

Type:

Heavy Mace

Description:

This heavy mace consists of a long wooden handle and the top is an oblong iron ball with five equal iron flangs. It is designed for delivering one-handed concussive damage against armored opponents. The Mace of Divine Memory is obviously of superb craftsmanship, but have no noteworthy features except a deep purple shine to the iron flangs.

History:

The Mace of Divine Memory has been used by especially devote war priests through centuries. The clerics wielding the mace were recognized as very accomplished in battle and the weapon’s power is believed to come directly from the god of war. Succesful battle clerics recieved a small amount of divine power on succesful attacks, but could just as well fall out of favor when not doling out divine rage.

Game effects:

Only clerics get the benefits of wielding the Mace of Divine Memory. To all other classes it works as a normal mace.

The cleric receives a +1 bonus to hit and damage.

Also a cleric wielding the mace will be able to recall a spell on a critical hit (natural 20). Likewise a fumble will make her forget a spell (natural 1). The spells received (or taken away) in this manner must be among the spells the cleric knows and has cast during the day. It can not increase nor decrease the cleric’s spell limit. That is: a cleric that has cast no spells scores a 20 to hit and received the battle blessing of the Mace of Divine Memory – but since she is at her maximum spells she won’t receive an extra spell. A cleric that previously has cast Cure Light Wounds will find that it miraculously returns to her memory. When a cleric loses a spell she must randomly determine (i.e. let the dice decide) which spell she loses. A spell lost in this way can be regained on another critical hit with the mace. If the cleric has cast several spells before she scores a 20 she can decide which spell to regain.

#RPG #OSR #magic #weapon #item

Glass Blade of the Ancients

As I read through some published modules and plan my new fantasy campaign I substitute every bland magic item and vanilla +# weapon with something more colorful.

This my reworking of a bland +1 short sword wielded by goblin leader in a module for character levels 1-3.

Type:

Short Sword, acts as +1 but gives no bonuses except the abilities described below, ie. it can hit creatures that require +1 but gives no +# bonus to hit or damage.

Description:

Double-edged short sword. Both hilt and blade is translucent, but the grip is wrapped in fine dark leather for comfort. The circular pommel acts as a small magnifying glass and can be used as such. The scabbard is plain leather with no particular marking or pattern. The inside however is extremely soft and tight to protect the blade. The blade is preternaturally sharp and capable of dismembering even an armored enemy.

History:

Old beyond memory these swords were once made for an ancient army in the battle against an opposing force of magnificent constructs. The swords were sharp enough to injure the otherwise indestructible golems, but also prone to shatter in the hands of the inexperienced. At the time of their making the swords were not particularly rare, but most was destroyed during the war with the constructs, shattered in the hands of the untrained or lost in the many aeons that has passed. The knowledge of how to make these weapons are also lost.

Game effects:

Exploding damage: On a strike doing maximum damage the sword will do an additional die of damage. This effect stacks.

Shatter: on a fumble (attack roll of 1) there is a chance it will break. Roll 1d6. The Glass Blade of the Ancients will shatter completely on a result of 1. It is otherwise difficult to damage, but if so happens it will loose its magical properties. The blade is impossible to repair as the art of making Glass Blades is lost.

Magnifying glass: Can be used to make fire, but need a directional light source equal to the sun. Using the magnifying glass to study small or detailed objects can sometimes give clues about the objects making, origin or peculiarities (can require an INT check, in that case with +2 bonus).

#RPG #OSR #item #weapon #magic