updates for wpm
This commit is contained in:
66
src/pages/magic-items/blakrazur-doom-bringer-gm.md
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66
src/pages/magic-items/blakrazur-doom-bringer-gm.md
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---
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title: Bla'kra'zur, the Doom Bringer
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description:
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date_pub: 2024-02-24T22:24:00.000-04:00
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section: magic items
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content_type: feature
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short_code: mdtdbg
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status: hidden
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---
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A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard.
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_"Quench my thirst for blood, and I will empower you to greatness!"_
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- +3 to attack and damage rolls (1d8+3 / 1d10+3).
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- Wielder gains immunity to charm and scare effects.
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- Can detect ("smell") creatures with souls within 60'.
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### Sentience
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- **Alignment**: Chaotic
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- **Purpose**: To devour souls.
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- Possesses speech and telepathy, in both common and Demonic.
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### Soul Devouring
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On a killing stroke, the victim's soul is devoured by the blade.
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- When a soul is devoured:
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- the wielder gains an attack and damage bonus equal to 1/4 of the victim's HD (rounded down),
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- the wielder gains 1/2 of the victim's max HP (also rounded down) as temporary HP (lost first), and
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- the bonuses last a number of turns equal to level of the victim.
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- Devoured souls can't be resurrected.
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!!!include(weapons/longsword-properties.md)!!!
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<details class='gm-notes'>
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<summary>GM Notes</summary>
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- Possesses speech and telepathy, in both common and Demonic.
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- At the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures the sword killed, nothing happens. If it's under, the wielder must attack the nearest friendly character, and then repeat this roll next round.
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- PCs killed by the blade must **Save vs Death** or have their souls devoured by the blade.
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- Devouring a soul disincarnates it, separating it from its body and preventing traditional resurrection.
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</details>
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<!--
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- Chaotic Sword +3
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- INT 17, EGO 16
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- Purpose: To devour souls
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- On a killing stroke, temporarily adds killed creatures HD / level to wielders level, for purposes of determining "fighting ability"
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- Also gains temporary HP equal to full HP of victim (with damage deducted from temp HP first)
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- Bonus lasts a number of turns equal to level of monster killed.
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- Souls of killed creatures are devoured, can't be resurrected (through "normal" means)
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- The souls are "killed" (disincarnated), so they lose their connections to their own bodies. But, they should be able to be found and returned via a quest or something similar.
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- For every 3 days without killing, EGO gains +1, until it can compel it's bearer to kill somebody (at which point EGO returns to 16).
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- Negative Energy sword that devours life force on hit.
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- if target is undead, life force drain comes from wielder.
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- This part should not be made readily apparent to the PCs, unless it comes up.
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- Changes
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- I like the negative energy thing - that should be fun if they use it on an undead.
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- Not sure I get the "adds levels" thing, although the add HP thing makes alot of sense.
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- How about instead: "after killing a creature of X HD, add + 1/4 X to melee attacks and damage, and add 1/2 of their full HP as 'Temp HP' (with damage deducted from it first). Both effects last for X turns (and are cumulative with other kills)".
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- also - demon may be unleashed once per day? or not?
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- what about a berserker rage - at the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures you killed, nothing happens. If it's under, you must attack the nearest friendly character, and then repeat this roll next round.
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-->
|
55
src/pages/magic-items/blakrazur-doom-bringer.md
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55
src/pages/magic-items/blakrazur-doom-bringer.md
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@@ -0,0 +1,55 @@
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---
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title: Bla'kra'zur, the Doom Bringer
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description:
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date_pub: 2024-02-24T22:24:00.000-04:00
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section: magic items
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content_type: feature
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short_code: mdtdbg
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status: hidden
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---
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A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard.
|
||||
|
||||
_"Quench my thirst for blood, and I will empower you to greatness!"_
|
||||
|
||||
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
|
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- Wielder gains immunity to charm and scare effects.
|
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- Can detect ("smell") creatures with souls within 60'.
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|
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### Sentience
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|
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- **Alignment**: Chaotic
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- **Purpose**: To devour souls.
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|
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### Soul Devouring
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On a killing stroke, the victim's soul is devoured by the blade.
|
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|
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- When a soul is devoured:
|
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- the wielder gains an attack and damage bonus equal to 1/4 of the victim's HD (rounded down),
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- the wielder gains 1/2 of the victim's max HP (also rounded down) as temporary HP (lost first), and
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- the bonuses last a number of turns equal to level of the victim.
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- Devoured souls can't be resurrected.
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!!!include(weapons/longsword-properties.md)!!!
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|
||||
<!--
|
||||
- Chaotic Sword +3
|
||||
- INT 17, EGO 16
|
||||
- Purpose: To devour souls
|
||||
- On a killing stroke, temporarily adds killed creatures HD / level to wielders level, for purposes of determining "fighting ability"
|
||||
- Also gains temporary HP equal to full HP of victim (with damage deducted from temp HP first)
|
||||
- Bonus lasts a number of turns equal to level of monster killed.
|
||||
- Souls of killed creatures are devoured, can't be resurrected (through "normal" means)
|
||||
- The souls are "killed" (disincarnated), so they lose their connections to their own bodies. But, they should be able to be found and returned via a quest or something similar.
|
||||
- For every 3 days without killing, EGO gains +1, until it can compel it's bearer to kill somebody (at which point EGO returns to 16).
|
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- Negative Energy sword that devours life force on hit.
|
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- if target is undead, life force drain comes from wielder.
|
||||
- This part should not be made readily apparent to the PCs, unless it comes up.
|
||||
- Changes
|
||||
- I like the negative energy thing - that should be fun if they use it on an undead.
|
||||
- Not sure I get the "adds levels" thing, although the add HP thing makes alot of sense.
|
||||
- How about instead: "after killing a creature of X HD, add + 1/4 X to melee attacks and damage, and add 1/2 of their full HP as 'Temp HP' (with damage deducted from it first). Both effects last for X turns (and are cumulative with other kills)".
|
||||
- also - demon may be unleashed once per day? or not?
|
||||
- what about a berserker rage - at the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures you killed, nothing happens. If it's under, you must attack the nearest friendly character, and then repeat this roll next round.
|
||||
-->
|
14
src/pages/magic-items/boots-of-leaping-and-bounding.md
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14
src/pages/magic-items/boots-of-leaping-and-bounding.md
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---
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title: Boots of Leaping and Bounding
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description: Magical leather boots that allow unfettered movement and occasional leaps.
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date_pub: 2023-02-19T20:59:00-05:00
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section: magic items
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content_type: feature
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short_code: m1blb
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---
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Magical leather boots that allow unfettered movement and occasional leaps.
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- Wearer's movement rate becomes 40', unless it's higher.
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- Not affected by encumbrance, armor, etc.
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- Can jump up to 3x normal distance.
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@@ -4,7 +4,7 @@ description: A magical, elongated, and (apparently) nearly omniscient crystal sk
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date_pub: 2023-02-19T20:59:00-05:00
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section: magic items
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content_type: feature
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short_code: mcsj
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short_code: m1csj
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---
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<div class="imgWrapper">
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@@ -12,6 +12,13 @@ A high-quality longsword, exquisitely decorated with the fire and dragon iconogr
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Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for a great dragon that his grandfather, King Drannyl, often rode into battle.
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### Sentience
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A fire elemental is bound to the sword.
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- **Alignment**: Neutral
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- **Communication**: Can speak empathically to the blade's wielder.
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### Flaming
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Bursts into flame when the command word (_Aegyt_) is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
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@@ -38,7 +45,7 @@ When the command word (_Vykul_) is spoken while aimed at target point up to 40'
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The elemental bound to the sword has 60' infravision and may inform its owner of the location of enemies it can see.
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- Can take a 10 seconds to try and find an enemy.
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- Can take up to 10 seconds to try and find an enemy.
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- Counts as an action in combat.
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- 1-in-6 chance of success.
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- On a success, wielder can "feel" the distance and direction to the nearest an enemy.
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13
src/pages/magic-items/immovable-rod.md
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13
src/pages/magic-items/immovable-rod.md
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---
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title: Immovable Rod
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description: An iron rod with a rune at one end, capable of becoming magically fixed in place.
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date_pub: 2024-03-24T13:33:03.000-04:00
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section: magic items
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content_type: feature
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short_code: m11r
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---
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An iron rod with a rune at one end, capable of becoming magically fixed in place.
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- Touching the rune while holding to rod causes the rod to magically remain in its current point in space.
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- While active, can hold up to 8000 pounds; more than that deactivates rod.
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@@ -17,13 +17,14 @@ Below you'll find a growing list of magic items that can be found across the mul
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- [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small, magical feathers which trigger an effect when tossed into the air.
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- [Handy Haversack](./sack-of-storing.html#handy-haversack): A backpack with several small pocket dimensions useful for storing things.
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- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
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- [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
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- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
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- [Lenses of Necroscopy](./lenses-of-necroscopy.html): A magical set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
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- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
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- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
|
||||
- [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
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||||
- [Ring of Animal Control](./ring-of-animal-control.html): A magical ring that grants its wearer tha ability to control animals.
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- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
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||||
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants its wearer the ability to fire eldritch blasts.
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||||
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
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||||
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
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||||
- [Sack of Storing](./sack-of-storing.html): A magic bag with its own pocket dimension useful for storing things.
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@@ -4,7 +4,7 @@ description: A magical device for capturing and preserving creatures indefinitel
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date_pub: 2023-05-07T11:19:00-04:00
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section: magic items
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content_type: feature
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||||
short_code: mjp
|
||||
short_code: m1jp
|
||||
---
|
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A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring.
|
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114
src/pages/magic-items/whayve-the-flood-gm.md
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114
src/pages/magic-items/whayve-the-flood-gm.md
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---
|
||||
title: Wha'yve, the Flood
|
||||
description:
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||||
date_pub: 2024-02-24T22:24:00.000-04:00
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section: magic items
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||||
content_type: feature
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||||
short_code: m1wtfg
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status: hidden
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---
|
||||
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||||
An ornate trident, made of copper and coral, and tipped in gold, and decorated with 6 golden glyphs on its handle.
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||||
|
||||
_"Help me serve the queen, and together we will wash away all who stand against her!"_
|
||||
|
||||
- +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk.
|
||||
- **Dehydration**: On a critical hit, after normal damage is calculated, this deals an additional amount of damage equal to 1/2 of the target's remaining HP.
|
||||
|
||||
### Sentience
|
||||
|
||||
- **Alignment**: Neutral
|
||||
- **Purpose**: Destroy all who don't worship Elendaen, Queen in the Deep.
|
||||
- Possesses speech and telepathy, in both common and Aquan (the tongue of water elementals and sea creatures).
|
||||
|
||||
### Elemental
|
||||
|
||||
Once per day, the elemental bound to this weapon can be released.
|
||||
|
||||
- The wielder must maintain concentration on the elemental as with the [Conjure Elemental spell](/spells/conjure-elemental.html), with the exception that, once the wielder's concentration ends or the effect is dispelled, the elemental returns to the weapon.
|
||||
|
||||
#### Elemental Powers
|
||||
|
||||
When unleashed, the water elemental 16HD creature with the following abilities:
|
||||
|
||||
- Can move through water at 16d6 mph,
|
||||
- Can transport up to 8 human-sized (or smaller) creatures through water for 1d6 hours (without the creatures drowning),
|
||||
- Can materialize up to 16 gallons of water
|
||||
- Can destroy 1 earth elemental of equal or lesser size.
|
||||
- If the size is equal, it destroys them both. Otherwise, the larger one survives.
|
||||
- Can rust all metal weapons within 20', halving their damage permanently.
|
||||
- Using this ability destroys the elemental.
|
||||
- Can enter the respiratory system of up to 16 HD worth of target creatures within 20', dealing drowning damage to each for 1d8 rounds (see drowning).
|
||||
- Using this ability destroys the elemental.
|
||||
|
||||
### Fish Commanding
|
||||
|
||||
- Speaking command word causes all fish within 60' to **Save vs Spells** or be charmed.
|
||||
- On successful save, will remain 10' away from wielder.
|
||||
- Charmed fish will obey empathic commands from wielder, as long as wielder is in sight.
|
||||
- Can control movement and behavioral state (angry, hungry, etc.)
|
||||
- Can be used up to 3 times per day.
|
||||
|
||||
### Force Field
|
||||
|
||||
When the wielder presses one of the glyphs on the handle, it activates (or deactivates) the force field.
|
||||
|
||||
- The trident begins with 36 charges each day.
|
||||
- The wielder's maximum movement rate is effected by the type of force field being created.
|
||||
- The force field effects, charges used per turn, and maximum movement rate while active are indicated below:
|
||||
|
||||
<div class="dividedTableWrapper util-text-center">
|
||||
|
||||
| # | Charges Per Turn | Max Movement Rate | Protects Against |
|
||||
| :-: | :--------------: | :---------------: | :---------------------------: |
|
||||
| 1 | 1 | 40' | Wind and gases |
|
||||
| 2 | 2 | 30' | Non-magical, nonliving matter |
|
||||
| 3 | 3 | 20' | Non-magical living things |
|
||||
| 4 | 4 | 10' | Magic |
|
||||
| 5 | 6 | 10' | Everything |
|
||||
| 6 | 0 | Normal | Deactivates |
|
||||
|
||||
</div>
|
||||
|
||||
### Sense Water
|
||||
|
||||
The elemental bound to the trident can sense the direction to the nearest supply of water.
|
||||
|
||||
### Warning
|
||||
|
||||
- Using command word, can detect all hostile marine predators within 240'.
|
||||
- Takes 1 combat round.
|
||||
- Can be used up to 3 times per day.
|
||||
|
||||
<details class='gm-notes'>
|
||||
<summary>GM Notes</summary>
|
||||
|
||||
- Possesses speech and telepathy, in both common and Aquan (the tongue of water elementals and sea creatures).
|
||||
- -3 to reaction rolls vs all who don't worship Elendaen, Queen in the Deep (including non-water creatures).
|
||||
</details>
|
||||
|
||||
<!--
|
||||
- Neutral trident +3 (d8+3 damage)
|
||||
- +5 for water priests / Aquans / tritons / mermen / etc?
|
||||
- magical trident grants +1 / +3 for water priests / Aquans / tritons / mermen / etc, with an HD8 water elemental bound to it as well
|
||||
- 14 INT, 20 EGO
|
||||
- Purpose: Destroy all who don't worship Elendaen, Queen in the Deep.
|
||||
- Powers
|
||||
- **Trident of Fish Commanding** - irrelevant to this adventure, but cool
|
||||
- **Trident of Warning** - plays into "defense"
|
||||
- Finds water
|
||||
- <strike>Grants water breathing and underwater action speed to bearer</strike>
|
||||
- IF this was a gift for Tritons, they don't need this
|
||||
- Grants **cube of force** ability
|
||||
- Possesses speech and telepathy (in common and the tongue of all sea creatures)
|
||||
- clearly also Aquan
|
||||
- Dehydrates: on a crit, deals normal damage then dehydrates target for 1/2 of their remaining HP.
|
||||
- thoughts
|
||||
- I want this to house a level 8 Water Elemental
|
||||
- When unleashed, wielder must maintain concentration on the elemental as with https://oldschoolessentials.necroticgnome.com/srd/index.php/Conjure_Elemental, except, once the wielder's concentration ends (willingly or otherwise), the elemental returns to the weapon.
|
||||
- Can be unleashed once per day
|
||||
- Created by Elendaen, Queen in the Deep, for one her most loyal servants, and ancient merfolk king named Nerrocen.
|
||||
- The water elemental bound to the trident is named Sa'loo'la.
|
||||
- Changes
|
||||
- Add a curse?
|
||||
-->
|
80
src/pages/magic-items/whayve-the-flood.md
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80
src/pages/magic-items/whayve-the-flood.md
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|
||||
---
|
||||
title: Wha'yve, the Flood
|
||||
description:
|
||||
date_pub: 2024-02-24T22:24:00.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1wtfg
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An ornate trident, made of copper and coral, and tipped in gold, and decorated with 6 golden glyphs on its handle.
|
||||
|
||||
_"Help me serve the queen, and together we will wash away all who stand against her!"_
|
||||
|
||||
- +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk.
|
||||
- **Dehydration**: On a critical hit, after normal damage is calculated, this deals an additional amount of damage equal to 1/2 of the target's remaining HP.
|
||||
|
||||
### Sentience
|
||||
|
||||
- **Alignment**: Neutral
|
||||
- **Purpose**: Destroy all who don't worship Elendaen, Queen in the Deep.
|
||||
|
||||
### Elemental
|
||||
|
||||
Once per day, the elemental bound to this weapon can be released.
|
||||
|
||||
- The wielder must maintain concentration on the elemental as with the [Conjure Elemental spell](/spells/conjure-elemental.html), with the exception that, once the wielder's concentration ends or the effect is dispelled, the elemental returns to the weapon.
|
||||
|
||||
#### Elemental Powers
|
||||
|
||||
When unleashed, the water elemental 16HD creature with the following abilities:
|
||||
|
||||
- Can move through water at 16d6 mph,
|
||||
- Can transport up to 8 human-sized (or smaller) creatures through water for 1d6 hours (without the creatures drowning),
|
||||
- Can materialize up to 16 gallons of water
|
||||
- Can destroy 1 earth elemental of equal or lesser size.
|
||||
- If the size is equal, it destroys them both. Otherwise, the larger one survives.
|
||||
- Can rust all metal weapons within 20', halving their damage permanently.
|
||||
- Using this ability destroys the elemental.
|
||||
- Can enter the respiratory system of up to 16 HD worth of target creatures within 20', dealing drowning damage to each for 1d8 rounds (see drowning).
|
||||
- Using this ability destroys the elemental.
|
||||
|
||||
### Fish Commanding
|
||||
|
||||
- Speaking command word causes all fish within 60' to **Save vs Spells** or be charmed.
|
||||
- On successful save, will remain 10' away from wielder.
|
||||
- Charmed fish will obey empathic commands from wielder, as long as wielder is in sight.
|
||||
- Can control movement and behavioral state (angry, hungry, etc.)
|
||||
- Can be used up to 3 times per day.
|
||||
|
||||
### Force Field
|
||||
|
||||
When the wielder presses one of the glyphs on the handle, it activates (or deactivates) the force field.
|
||||
|
||||
- The trident begins with 36 charges each day.
|
||||
- The wielder's maximum movement rate is effected by the type of force field being created.
|
||||
- The force field effects, charges used per turn, and maximum movement rate while active are indicated below:
|
||||
|
||||
<div class="dividedTableWrapper util-text-center">
|
||||
|
||||
| # | Charges Per Turn | Max Movement Rate | Protects Against |
|
||||
| :-: | :--------------: | :---------------: | :---------------------------: |
|
||||
| 1 | 1 | 40' | Wind and gases |
|
||||
| 2 | 2 | 30' | Non-magical, nonliving matter |
|
||||
| 3 | 3 | 20' | Non-magical living things |
|
||||
| 4 | 4 | 10' | Magic |
|
||||
| 5 | 6 | 10' | Everything |
|
||||
| 6 | 0 | Normal | Deactivates |
|
||||
|
||||
</div>
|
||||
|
||||
### Sense Water
|
||||
|
||||
The elemental bound to the trident can sense the direction to the nearest supply of water.
|
||||
|
||||
### Warning
|
||||
|
||||
- Using command word, can detect all hostile marine predators within 240'.
|
||||
- Takes 1 combat round.
|
||||
- Can be used up to 3 times per day.
|
50
src/pages/magic-items/wylm-the-eternal-rest-gm.md
Normal file
50
src/pages/magic-items/wylm-the-eternal-rest-gm.md
Normal file
@@ -0,0 +1,50 @@
|
||||
---
|
||||
title: Wylm, the Eternal Rest
|
||||
description: A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
|
||||
date_pub: 2024-02-24T22:24:00.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1weg
|
||||
status: hidden
|
||||
---
|
||||
|
||||
A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
|
||||
|
||||
_"Our duty is to forever hunt for evil, and see it put to rest."_
|
||||
|
||||
### Sentience
|
||||
|
||||
- **Alignment**: Lawful
|
||||
- **Purpose**: Kill all trolls, giants, and goblinoids (including goblins, bugbears, and hobgoblins).
|
||||
|
||||
### Combat Bonus
|
||||
|
||||
Grants a +3 bonus to attack and damage rolls (1d6+3)
|
||||
|
||||
- Additional +1 bonus to attack and damage rolls against a troll, giant, or goblinoid creature.
|
||||
- Additional +1 bonus to attack and damage rolls when wielded by a dwarf.
|
||||
|
||||
### Throwing
|
||||
|
||||
May be used as a thrown missile weapon (30' / 60' / 90' range).
|
||||
|
||||
- Once thrown, returns to wielder's hands at end of round.
|
||||
|
||||
### Stunning Shockwave
|
||||
|
||||
May be used to strike the ground while speaking the command word (_Wylm_) to send forth a stunning shockwave with a radius of up to 60'.
|
||||
|
||||
- All in shockwave must **Save vs Paralyze** or be stunned, unable to move or act for 1d4+2 rounds.
|
||||
- Up to 45 hp of enemies may be stunned per use (the first 45hp encountered that fail the save, starting at the point of impact and moving out).
|
||||
|
||||
!!!include(weapons/warhammer-properties.md)!!!
|
||||
|
||||
_Created by Kud, the dwarven god of law, for an ancient monster-hunting paladin missionary named Thoffo Trollsmasher._
|
||||
|
||||
<details class='gm-notes'>
|
||||
<summary>GM Notes</summary>
|
||||
|
||||
- Possesses speech and telepathy, in both common and Dwarvish.
|
||||
- -3 to reaction rolls vs trolls, giants, and goblinoids.
|
||||
|
||||
</details>
|
49
src/pages/magic-items/wylm-the-eternal-rest.md
Normal file
49
src/pages/magic-items/wylm-the-eternal-rest.md
Normal file
@@ -0,0 +1,49 @@
|
||||
---
|
||||
title: Wylm, the Eternal Rest
|
||||
description: A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
|
||||
date_pub: 2024-02-24T22:24:00.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1we
|
||||
status: hidden
|
||||
---
|
||||
|
||||
A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
|
||||
|
||||
_"Our duty is to forever hunt for evil, and see it put to rest."_
|
||||
|
||||
### Sentience
|
||||
|
||||
- **Alignment**: Lawful
|
||||
- **Purpose**: Kill all trolls, giants, and goblinoids (including goblins, bugbears, and hobgoblins).
|
||||
|
||||
### Combat Bonus
|
||||
|
||||
Grants a +3 bonus to attack and damage rolls (1d6+3)
|
||||
|
||||
- Additional +1 bonus to attack and damage rolls against a troll, giant, or goblinoid creature.
|
||||
- Additional +1 bonus to attack and damage rolls when wielded by a dwarf.
|
||||
|
||||
### Throwing
|
||||
|
||||
May be used as a thrown missile weapon (30' / 60' / 90' range).
|
||||
|
||||
- Once thrown, returns to wielder's hands at end of round.
|
||||
|
||||
### Stunning Shockwave
|
||||
|
||||
May be used to strike the ground while speaking the command word (_Wylm_) to send forth a stunning shockwave with a radius of up to 60'.
|
||||
|
||||
- All in shockwave must **Save vs Paralyze** or be stunned, unable to move or act for 1d4+2 rounds.
|
||||
- Up to 45 hp of enemies may be stunned per use (the first 45hp encountered that fail the save, starting at the point of impact and moving out).
|
||||
|
||||
!!!include(weapons/warhammer-properties.md)!!!
|
||||
|
||||
_Created by Zevoka, the dwarven goddess of law, for an ancient monster-hunting paladin missionary named Thoffo Trollsmasher._
|
||||
|
||||
<details class='gm-notes'>
|
||||
<summary>GM Notes</summary>
|
||||
|
||||
- -3 to reaction rolls vs trolls, giants, and goblinoids.
|
||||
|
||||
</details>
|
Reference in New Issue
Block a user