I have noted before that I have an aversion to simple magic items, particularly ubiquitous +1 weapons and the like. I dislike how they provide an escalating pile of bonuses, how dull they are, and how they become part of the implied power economy of the game.
That said, magic items are fun to write up. I have been thinking of bringing in some magic items to the campaign, and I have started writing up some basic descriptions. These are rough drafts for the items thus far. They are all three intelligent items, sort of mini-artifacts for my campaign.
Nimal Yaad, Trident of the Sea Lords
Weapon (trident), rare
(requires attunement)
This was an ancient weapon of the Sea Lords of Kania, a
symbol of their rule. The Trident marks its carrier as a ruler, the captain of
his vessel, and a merchant lord among his people. The Trident came to Estarion
with early traders when the city was a minor trading outpost, and was used as a
weapon in battle against the Three Sisters by Abdeshmun Zinn, who fought
alongside the Avatar of Astarte when the Three Sisters first sought to conquer
the land. Nimal Yaad was lost decades later when Behdoun raiders destroyed the
temple of Yam and took the trident as spoils of war. It was later recovered by
priests of Poseidon, where it became a holy relic of Poseidon until the trident
disappeared in a war with the Parsian invader Xanaton the Younger.
·
You gain a +1 to attack and damage rolls with
this magic weapon.
·
You gain advantage on Charisma checks while
holding Nimal Yaad.
·
You gain proficiency on Intelligence checks to
appraise goods.
·
While bearing Nimal Yaad, you can use an action
to cause your voice to carry up to 300 feet until your next turn.
Sentience: Nimal
Yaad is a lawful neutral weapon with an Intelligence of 8, a Wisdom of 10, and
a Charisma of 14. The trident has hearing and normal vision out to 60 feet and
communicates by transmitting emotions to the creature carrying or wielding it.
Personality: Nimal
Yaad was built for glory. It will drive its user to feats of combat and glory
if possible. Made to serve merchant-kings, the weapon is less a powerful combat
weapon than a useful symbol of leadership.
The Harvester
Weapon (greataxe),
rare (requires attunement)
Forged, it is said, by Dagon, god of grain and field, as a
weapon to defend his worshipers from raiding tribes, this axe is blessed by the
virgin goddess of war and violence, Anat. The Harvester is a double-bitted long
axe covered with runes and symbols. It came to the region in the hands of the
Kanian Paladin Niqmad, who drove out a nest of goblins to help found Selindra.
The harvester was passed to Niqmad’s sons, and only disappeared as the Aquilans
came to rule the region.
·
You gain a +1 to attack and damage rolls with
this magic weapon.
·
The Harvester is a vicious weapon.
·
The Harvester is made with cold iron, silver,
and magic.
·
The Harvester whispers warnings to its users of
danger, giving him or her a +2 bonus to initiative.
·
The Harvester acts as a ring of protection +1
(+1 saves and armor class) while it is wielded.
·
The Harvester is unbreakable.
Sentience: The Harvester
is a chaotic neutral weapon with an Intelligence of 10, a Wisdom of 12, and a
Charisma of 10. The trident has hearing and normal vision out to 120 feet and
communicates by transmitting emotions to the creature carrying or wielding it.
Personality: The
Harvester is has a love of battle and danger. It is always ready to guide its
owner into conflicts, and to seek out the most powerful foe it can. It is
easily bored and generally pretty impatient. It tends to be suspicious of
strangers.
The Robe of Shadows
The Robe, it is said, was woven by Hecate, and given as a
gift to the merchant Estarius. The black robe is woven of spider silk and
enchanted to be indestructible, always clean, able to adjust to whomever wears
it. The robe disappeared years ago, and it has always been assumed it was
stolen long ago.
·
The robe acts as a Cloak of Invisibility.
·
The robe acts as a Cloak of Protection.
·
Gleaming:
the robe never gets dirty.
·
Unbreakable:
the robe can’t be broken. Special means must be used to destroy it.\
Sentience: The
Robe of Shadows is a chaotic neutral robe with an Intelligence of 12, a Wisdom
of 12, and a Charisma of 8. The trident has hearing and darkvision out to 120
feet and communicates by speaking, reading, and understanding High Aquilan.
Personality: The
robe is haughty and demanding. It sees itself as a tool of great wizards, and
has a disdain for non-wizards. It tends to push its master to preserve him or
herself at any cost, sees non-wizards as expendable, and wants to see it and
its master properly adorned and presented. It is ambitious for its master and,
by extension, for itself.
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