Friday, February 1, 2019

Fallen Empire Campaign Elements Part 14: Superior Magic Swords



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.



No comments:

Post a Comment