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Showing posts with label dagger. Show all posts
Showing posts with label dagger. Show all posts

Monday, May 24, 2010

Storm Scream

This heavy dagger has an 18-inch long, single-edged blade with a slightly curved tip. The blade's pale, silvery-blue metal is etched with a pattern of overlapping clouds and lightning that runs from haft to tip. A swirling guard of the same silvery-blue metal provides the wielder with some hand protection, while a grip of gray leather provides a firm grip. The dagger's pommel is decorated with a polished sapphire that contains an endless cascade of tiny sparkling bolts of energy. When not in use the blade is protected by a simple scabbard, also of gray leather, inscribed with the same clouds and lightning pattern as the weapon's blade. When drawn the weapon emits a continuous howling shriek, like strong wind blowing through a narrow crevice or crack.

Storm Scream radiates Epic evocation and weather magic. It's scabbard radiates Superb protective magic. A Great test of divination will reveal the two item's enchantments. Storm Scream's scabbard provides its wearer with complete protection from the dagger's effects. The dagger itself has no intrinsic combat bonuses, but any creature that touches the weapon is subject to the effects of the weapon's primary enchantment. To determine the exact effect use the table below:
1DrenchThe target is soaked from head to toe with gallons of chilly water, as if they had stood in a torrential downpour for five minutes. Any open flame they were carrying is instantly doused and they are chilled by the cold water (suffering a one rank penalty to all actions if outdoors in cold weather). Any cold attack used against the target within the next five rounds does an additional one rank of damage.
2HazeThe target's vision is clouded by a misty haze, like dense fog. All skill checks and combat actions suffer a one rank penalty. Subsequent Haze results are cumulative. The effect lasts ten rounds.
3FrostThe target is struck with a bolt of pure cold, that coats all items and gear with an icy glaze. This effect does Good damage and there is a Fair chance the target will drop anything carried due to the slick icy coating. The icing effect lasts five rounds.
4MaelstromThe target is surrounded by a twister of howling wind, that knocks them off balance and deafens them for five rounds. Any physical maneuver suffers a one rank penalty and only the loudest shouting will penetrate the howling noise.
5ScorchThe target is scorched by the light of the sun, suffering serious sunburn. This effect causes Average damage, but severe discomfort for three to four days afterwards. Any creature affected by sunlight struck by this effect suffers the equivalent of a full day's exposure to the sun in an instant.
6ThunderboltThe target is jolted with a burst of electrical energy that inflicts Great damage and stuns them for 1d4 rounds.
The effects of Storm Scream can affect any number of targets in a round. All that is required is a touch.

Tuesday, October 27, 2009

Flesh Carver

Flesh Carver is a wicked-looking dagger with a short, curved blade chipped from gleaming obsidian. The hilt of the weapon is wrapped in the smooth, almost slick hide of some unknown beast, and a heavy chunk of roughly shaped and polished hematite is fastened to the pommel with gold wire. The dagger has a forward-curving guard of gilded iron. The blade is protected by a heavy scabbard of matching metal set with three rough hematite stones.

If examined for magical properties, Flesh Carver radiates Superb alteration and evocation magic. A Great test of divination magic will reveal the item's enchantment.

Flesh Carver is at best an Average combat weapon, its short blade curiously off balance when wielded in battle. Its true purpose has little to do with combat. Flesh Carver allows the wielder to invoke a Word Curse, a potent malediction that affects the wielder's chosen victims. To invoke a Word Curse with Flesh Carver the wielder must carve the victim's name and the desired Curse into their own flesh. The Curse must be a single word that reflects the effect desired. The base potency of the Curse determined by the wound inflicted during the carving, at least a Fair wound is required to activate the power of the weapon's enchantment.  Each Word Curse must be carved by the wielder's own hand upon their own flesh, and Curses cannot overlap or obscure previous carvings. Each Word Curse consumes at least a six inch by six inch square of skin.

Wounds inflicted by Flesh Carver can only be healed by the passage of time, and they always leave permanent scars reflecting the names of past victims and the curses inflicted upon them. A Word Curse can be removed at the source with dispelling magic at least two ranks greater in potency than the original Word Curse. Removal in this fashion inflicts a wound on the wielder equal to the  dispelling magic required.

Curses are permanent so long as the flesh they mark is alive. Any attempt to dispel a Word Curse from a victim suffers a three rank penalty, and even if successful will only offer temporary relief. A Great test of divination magic will reveal the source of the malediction.

The exact nature and effects of the curses inflicted by Flesh Carver should be determined by the game master. As a guideline:
  • Fair - Occasional frequency with minor effect.
  • Good - Weekly occurrence with noticeable effect.
  • Great - Daily occurrence with debilitating effect.
  • Superb - Frequent occurrence with debilitating effect.
  • Epic - Continuous with debilitating effect.
  • Legendary - Continuous with crippling effect.

Friday, August 14, 2009

The Blood Seekers

The Blood Seekers are a matched set of five needle-like throwing daggers. Each narrow, five-inch long blade is fashioned from the finest steel and polished to a mirror-like finish. Each hilt features a minimal ring-shaped guard and a slender handle made of dull white bone and fastened with silver rivets to the tang of the blade. When discovered The Blood Seekers will be contained within a slender case of polished white bone, which can be easily slung over one shoulder by means of a broad gray silk strap. The Blood Seekers and their case radiate Superb alteration and combat magic. A Great test of divination magic will reveal their enchantments:
  • The daggers themselves are Superb quality weapons, enchanted with Great accuracy, range and damage enhancing magic (though they are not particularly suited to melee combat). They have Legendary toughness and should be considered unbreakable for most purposes.
  • A successful attack with one of the daggers against a living foe causes the weapon to stick in the resulting wound, causing Fair damage due to blood loss for three additional rounds. Once satiated the dagger teleports itself back to the case where it transfers the blood drained to its owner, healing a like amount of damage. Daggers that miss or strike unliving foes return after three rounds without doing any additional damage.

Wednesday, July 1, 2009

Thorn

Thorn is a stabbing dagger shaped from a single massive thorn from some gigantic bramble. The broad base of the original thorn has been cut down to form a needle-sharp, slightly curved blade, a flared oval guard inscribed with a pattern of vines and flowers, and a slim textured hilt. If Thorn is tested for magical properties it radiates Great combat magic and Good necromantic magic. A Great test of divination magic will reveal its powers:
  • Thorn's blade is a sharp as a fine steel needle and almost unbreakable. It has a Great accuracy bonus, and easily finds its way past the toughest armor (ignoring armor bonuses).
  • The wounds inflicted by Thorn bleed for Average damage each round until treated or cured.
  • Entangling Strike - Any successful melee attack made by Thorn while this power is active causes strong, thorn-covered brambles to spring from the wound, completely enveloping the target in one round. These brambles cause Average damage each round and affect the target with a Good penalty on all actions for the duration. Flame applied to the original wound causes the brambles to wither and die. This power can be invoked thrice per day and lasts six rounds. Created brambles last six rounds.
  • Wall of Thorns - Once per day the wielder can inscribe a line upon the ground, causing a wall of dense brambles, ten feet high and wide, to spring forth. The wall can be up to 60 feet long and in any arrangement the wielder desired. Inscribing the line takes one round per 20 feet of length.

Friday, May 29, 2009

One Liners

A handful of item short takes today. I'm feeling a bit scattered, so rather than a single item, here are a few quick ideas that can be used as is, or fleshed out to as needed. Sometimes I feel being too detailed is a bad thing, leaving no wiggle room for the GM.
  • The Mantis - An ornate mace with a handle carved and enameled to resemble a praying mantis at rest. The mace head is held within the mantis's forelimbs. Fair damage and accuracy weapon, with Great damage bonus versus insects.
  • Intruder's Hand - A short, thick-bladed dagger with a solid iron hilt ending in a heavy, round pommel. The weapon is curiously unbalanced, using the blade in combat incurs a Fair penalty to accuracy. The pommel makes quite an effective billy club however, providing a Good chance to stun human-sized foes. The blade is an admirable pry, granting a Fair bonus to opening doors or locks if it can be applied.
  • Bawd's Stein - This plain pewter mug is the working girl's friend. It negates the effect of any poison or drug placed within. With a word the owner can also remove the alcohol from any beverage poured into the Stein, or cause it to simply disappear. The Stein also serves as a Fair quality weapon in a bar fight.
  • Cloudwrap - At first glance this item is nothing more than a gray silk cloak with a polished iron clasp. Once donned the item's power becomes apparent, as the cloak transforms, becoming a mantle of shifting gray clouds which provide a Good defensive bonus and Great resistance to electrical attacks. Twice per day the wearer can become insubstantial for five rounds, immune to physical attack and able to pass through small openings with ease.
  • The Chameleon's Dish - Cut from maple burlwood, this oval plate has a polished face and an ornate rim carved with intertwined chameleons. Thrice per day the plate can be commanded to transform any meal it holds into food of the finest quality, removing any taints or poisons in the process.
There you have it! Enjoy your weekend!

Friday, May 8, 2009

Witching Blade

The Witching Blade is a slender, silver-bladed dagger about 18 inches in length from tip to pommel. The blade itself is polished to a perfect mirror-like finish, both edges sharp as razors. The guard is cut from some oily, black, eldritch stone, its surface carved with a chaotic maze of runes and symbols of power. The grip is wrapped in finely scaled, yellowed hide fastened with silver tacks. The pommel is an uncut crystal of smoky quartz.

The Witching Blade radiates Good alteration and enhancement magic. A Good test of divination magic will reveal weapon's powers and a second Good test the ritual required to attune the Blade to a new owner. The Blade must be held for its powers to manifest. Once attuned it has the following properties:
  • Fair quality melee weapon with a Fair bonus to accuracy.
  • Fair protection against charm or curse magic directed at the owner.
  • Good bonus to charm, curse or enhancement magic use attempts by the owner.
  • Good bonus to any ritual magic use attempts by the owner involving the sacrifice of living creatures, provided the Blade is used to make the sacrifice.