In the old game, 20% of all magic items are swords. Only Fighting-Men can use swords.
AND THEY ARE AWESOME.
They all
talk and they all have personalities.
They all
have special powers to be discovered.
They all
have cool lore for me to invent later on.
It
actually take a little bit of time to craft an AWESOME magic sword worthy of
the name. So I put together a little list of a few for when they hit the
treasure hoards.
At some
point if this becomes a really important thing to the players, I may even
decide to place them rather than rolling them randomly.
Because
we're doing race as class, I think that Fighting-Men, Dwarfs, Elfs and Hobbits
will all be able to use magic swords. But Dwarfs won't be able to use Claymores
and Hobbits will only be able to use Backswords, on account of their smaller
sizes.
But here
are the first three swords that will hit the table as we play.
Nightbane
Lawful
Int 9
+1/+2 vs undead, Ego 2
Telepathic
with wielder and speaks Lawful
Motivation:
kill undead types
Forged
by the ancient Dandol people, long departed from this realm.
Minor
power: place sword on ground for 1 Turn and it will point in the direction of
the nearest potable water
Blade of
steel and grip of stone
True
name is lost to mortal men. Requires speaking with an Outsider, a specific
long-dead sage named Osran Crimson, or a Wish
When the
wielder’s HP fall below 11, roll d6. On a 6 the sword takes over.
Assurance
Neutral
Int 9
+1, Ego 5. +1 sword.
Motivation:
Renown only
Telepathic
with wielder and speaks Common
Forged
by the mad wizard Apius
Minor
power: once per week it can reveal the veracity of a rumor
Blade of
steel, grip of emerald
True
name is revealed when held by an honest man. (the ivory inlay has a monk
holding it aloft.)
When the
wielder’s HP falls below 14, roll d6. On a 6 the sword takes over.
Fortune’s
Lantern
Chaotic
Int 7,
Ego 2. +1 sword.
Motivation:
Renown only
Telepathic
with wielder
Forged
by the mad wizard Ogast
Minor
power: reveal any hidden thief or ninja-types within 60’
Blade of
steel, grip of horn
True
name inlaid upon the blade in a forgotten language
When the
wielder’s HP falls below 9, roll 1d6. On a 6, the sword takes over.
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