The Dungeon Masters Guild
Weapons

Table of Contents

Devices by Type

Rings

Rod, Staff, Wand

Artifacts

Misc

Weapons

Armor

New This Month:

Also Featured:

Polearms for Wee-Folk

Bow of the Animal Archer
Vaussa 3rd Powersword of Arcainia
Death Bane
Double Spear
Dart of Hornets Nest
The Sword of Devhoven

Demon Bane +5 Holy Bastard Sword
The Leaf Cutter


 

Fabled Sword of Traclostram
Major Artifact
By: Jerrald Murphy
For: All editions

Appearance: a dull bladed greatsword of poor craftsmanship, detect magic will show a faint radiation of magic. Its true powers can be seen when facing those of draconic blood.

History: Created during the Age of Chaos, the High Council of Archmages gathered together with the clergy of the realms. Together they needed a plan to stop the dreaded Avatar the Red from ravaging the world. Avatar was a dragon like no other. Twice as large as any of the oldest dragons of the realm and more than twice as powerful, he was raging destruction upon the lands. Together the priests and Archmages pooled their magic, and created a mighty warrior from their energy. His name was Traclostram. With him was forged his fabled blade. His sole purpose was to destroy Avatar. With his sword in hand he set forth to rid the world of this beast.

A mighty battle ensued , and during it's course Traclostram was slain. Avatar had won this war, but not completely, for he was badly damaged. Fearing his wounds he gathered the fabled blade and hid from the world. The mighty sword was lost to the forces of good. Hidden by the powerful dragon from mankind he went into hibernation. A cycle that will last 300 years, after which he will awaken and feed for at least 6 months before returning to his rest. He carries with him a scar that runs the course of his underbelly, inflicted by the mighty Traclostram and his accursed blade. The whereabouts of the sword are unknown, but rumor has it that is heavily guarded by mystical beasts and deadly traps. Those who set out for its return have never been seen from again.

Alignment: Neutral Good

Minor Powers:
· +5 to hit against any draconic creature.
· Double damage to any of draconic creature.
· The wielder receives a +5 enhancement bonus to saves against draconic breath weapons.
· The wielder takes 1/2 damage from all damaging spells cast by a draconic creature, save for no damage.
· Damage to a draconic creature leaves scars that cannot be magically healed, although they can be covered or hidden by illusion.

Major Powers:
· Temporarily negates spell resistance of a target creature on a successful hit. SR is negated for one round beginning and ending on the wielders initiative.
· Temporarily negates spell-like and supernatural abilities of a target creature on a successful hit. The abilities are negated for 1 round beginning and ending on the wielders initiative.

Dangers:
· When used against any non-draconic creature, the sword is -5 to hit and damage.

Corrupting Effect: None

Weakness: Unknown

Editor's Notes: This artifact has a few blank spots in it (weakness, for example) to allow individual DM's to tailor it to their own campaign.

 

 

             

Crystalis
By: Jerrald Murphy
For: 2nd edition

Description: This dagger appears to be made of a single piece of clear crystal. Strange runes are etched all over its surface. The dagger has the following special abilities:

• +5 to hit.
• Damage as a longsword (1d10/1d12).
• Indestructible: can only be destroyed by direct divine intervention.
• Returns to the owner at will.
• Gives the wielder Vampiric Regeneration

Viciousness: The wielder may use this power at will. Any successful attack with the dagger does an additional 3d6 points of damage to the target and 1d6 damage to the wielder.

Spell absorption: By sacrificing an attack, the wielder can instead absorb any spell directed at him. On the following round, the wielder can release the energy absorbed as an explosion of magical energy. The wielder can store up to 20 spell levels in this fashion. The energy can be stored for up to 24 hours before it dissipates harmlessly. Each spell level does 1d4 points of damage, and anyone in the area of effect must make a save vs. death magic or be knocked prone. The area of effect is a circle with a 5' per spell level radius, centered on the wielder. The blast does not affect the wielder, but will affect anyone else (including allies).

Editor's Notes: This is definitely a weapon for higher level campaigns.


              

 
               

Bow of the Animal Archer
By Kwan Darkwood

This beautiful composite longbow is crafted of the finest
wood, with a string of twisted sinew from many different creatures.
Only a person of great strength (15+) is capable of significantly
drawing an arrow, though they may apply their entire strength bonus
to the attack and damage roll.

The true power of the weapon manifests when drawn without an
arrow.

· If the archer is of level twenty-seven or twenty-eight, and
possesses a strength score above thirty, a (red for evil characters)
golden radiance manifests into a matching arrow (red dripping blood
for evil characters). Once released, it suddenly spreads a golden
wingspan and hurtles towards the victim in the form of a spectral
golden (red for evil characters) dragon. Upon impact, it deals
2d8+10 piercing damage, 4d6+10 slashing damage, 5d8+10, bludgeoning
damage, 2d6+5 bludgeoning damage, plus 10d10 fire damage.

· If the archer is of level twenty-five or twenty-six, and
possesses a wisdom score above eighteen, a (black for evil
characters) silver radiance manifests into a matching arrow (onyx
for evil characters). Once released, it suddenly spreads a silver
wingspan and hurtles towards the victim in the form of a spectral
silver (black for evil characters) dragon. Upon impact, it deals
2d6+4 piercing damage, plus 2d8+4 slashing damage, plus 2d6+4
bludgeoning damage, plus 1d8+2 bludgeoning damage, plus 8d8 cold
(acid for evil characters) damage. It also trails a white (stormy
black for evil characters) cloud in its wake, which dissipates after
a round.

· If the archer is of level twenty-three or twenty-four, and
possesses a wisdom score above fourteen, a (green for evil
characters) brown radiance manifests into an arrow of dark copper
(pure emerald for evil characters). Once released, it suddenly
spreads a coppery-brown wingspan and hurtles towards the victim in
the form of a spectral copper (green for evil characters) dragon.
Upon impact, it deals 1d8+3 piercing damage, plus 2d6+2 slashing
damage, plus 2d4-3 bludgeoning damage, plus 6d4 acid damage.

· If the archer is of level twenty-one or twenty-two, and
possesses a wisdom score above fourteen, a (indigo for evil
characters) bronze radiance manifests into an arrow of yellow metal
tinged with green (iridescent azure for evil characters). Once
released, it suddenly spreads a dull bronze wingspan and hurtles
towards the victim in the form of a spectral bronze (blue for evil
characters) dragon. Upon impact, it deals 1d8+3 piercing damage,
plus 2d6+2 slashing damage, plus 4d6 electrical damage.

· If the archer is of level nineteen or twenty, and possesses
a wisdom score above fourteen, a (white for evil characters) green
radiance manifests into an arrow of mottled brown color (glowing
icicle for evil characters). Once released, it suddenly spreads a
dull (mirror-like for evil characters) wingspan and hurtles towards
the victim in the form of a spectral brass (white for evil
characters) dragon. Upon impact, it deals 1d4 piercing damage, plus
2d3 slashing damage, plus 1d6 fire (cold for evil characters) damage.

· If the archer is of level seventeen or eighteen, and
possesses a strength score above his level, a gray radiance
manifests into a matching arrow. Once released, it suddenly becomes
a spectral stampede of glowing elephants. It deals 2d8+15 points of
damage on the first attack, and 2d6 on each one thereafter.

· If the archer is of level fifteen or sixteen, and possesses
a strength score above fifteen, a shimmering gold radiance manifests
into an armored arrow. Once loosed, the missile becomes a mounted
knight in black full plate mail atop a black horse with black full
plate mail barding, with a lance leveled at his target. A
successful attack deals 3d6 piercing damage (x3 critical).

· If the archer is of level nine or ten, and possesses a
constitution score above eleven, a shimmering green radiance
manifests into an arrow with a tassel of silver hair at its end.
Once released, it suddenly becomes a spectral stampede of tiny
silver horses. It deals 2d4+2 x 1d4 points of damage.

· If the archer is of level seven or eight and possesses a
wisdom score above ten, a shimmering emerald radiance manifests into
a striped arrow. When fired, a spectral tiger races through the air
towards the target. On a successful attack roll, it pounces and
deals 1d4+3 points slashing damage plus 1d3+1 points of piercing
damage.

If the archer is of level five or six, shimmering onyx radiance
manifests into a scaled arrow. The arrow hisses angrily when fired,
polymorphing into a tiny viper as it flies. Upon a successful hit,
a second melee attack at a +5 bonus is rolled. If this is
successful, the target has been envenomed by a tiny viper and must
save appropriately.

              

Ovella - The Watcher
By: Jerrald Murphy
For: 2nd Edition

Description: Scimitar +3. Made of an unknown white metal. It is virtually impervious to magical and physical damage. The hilt looks like a white Pegasus with its wings forming the crosspiece. 3 times per day the wielder can summon a protective bubble around himself. The bubble extends in 5’ radius from the wielder and moves with the weapon. The bubble will stop all forms of attack, absorbing up to 200 points of damage. Once the damage limit is reached, or if the wielder drops or sheaths the weapon, the bubble collapses. The bubble will prevent damage from melee, missile, and magical attacks, as well as falling damage, etc., but will not protect against damage do to natural elements (extreme or excessive cold/heat, for example). The item is True Neutral.

Editor’s Notes: Whenever the weapon is in a situation requiring a saving throw, assume it has a base save of 2. The bubble will not form through solid matter, and if the wielder tries to form the bubble in a restrictive space, it will not form (but a use will not be wasted). When formed, assume that the bottom most part of the bubble appears between the floor and the wielder's feet.

 

Faldez - The Winged Death
By: Jerrald Murphy
For: 2nd Edition

Description: Longsword +2. The blade is made out of an unknown blue metal and is cold to the touch. It is virtually impervious to magical and physical damage. The hilt looks like a blue griffon with its wings forming the crosspiece. The sword will extinguish any non-magical flame that it is thrust into. It has a 50%+5%/wielder level of extinguishing a magical flame. On a natural 18 or higher, a bluish mist will surround the target, taking the hazy form of a large griffon. The victim then takes 6d10 cold damage.

Editor’s Notes: Whenever the weapon is in a situation requiring a saving throw, assume it has a base save of 2. The amount of cold damage can be excessive for some campaigns. I recommend that the special effect only occurs on a natural 20 and the victim gets a save vs. Death Magic to avoid the effect. Also, in keeping with the spirit of the item, I suggest that the blade do an additional 1d6 cold damage per attack, does double damage against fire-based creatures, and half damage against cold-based creatures. The flame extinguish feature does not work against fire based creatures (the user cannot destroy a fire elemental by simply plunging the sword into its body).

 

Ceveron - Heaven’s Light
By: Jerrald Murphy
For: 2nd Edition

Description: Crystal scimitar +2, +4 vs. unnatural beings (see editor’s notes). The weapon is glasslike in appearance but virtually unbreakable. It is immune to any magic cast directly at it. While wielded, it continuously radiates a softly scintillating rainbow colored light in a 15’ radius. Any creatures within this radius (including allies of the wielder) have a 25% chance per round of being affected by a Rainbow Pattern spell (with appropriate HD limits and saving throws as necessary). If an undead creature comes within the light’s radius, it has the same chance to be turned as if being turned by a cleric of the wielder’s level.

Editor’s Notes: Unnatural beings include creatures that are undead, magical beasts, constructs, etc. Whenever the weapon is in a situation requiring a saving throw, assume it has a base save of 2.

 

Belevar - The Protector
By: Jerrald Murphy
For: 2nd Edition

Description: One handed Battleaxe +3, +3 to AC. On a natural 18 or higher, the victim must save vs. petrification or be disarmed. The wielder can forgo all attacks for one round and parry every all attacks made against him, whether melee or magical.

Editor’s Notes: To further expand on the total defense concept, I recommend that the user receive an additional +6 to AC (for a total +9 bonus) against all melee and ranged attacks, as well as 90% spell resistance against all spells specifically targeting him or the axe.

 

Abaronn - The Vicious
By: Jerrald Murphy
For: 2nd Edition

Description: Dagger +2. On a natural 18 or higher, it ignores all magical armor class bonuses, regardless of the source and does x2 damage (x4 on a natural 20). Add 45% to Hide in Shadows and Move Silently skills when wielded. Elevates a rogue’s sneak attack ability to the next higher range (ex. A thief with a x2 damage multiplier will have a x3 multiplier when wielding Abaronn). Continuous Free Action (as the ring) while wielded. The item is Chaotic Good.

Editor’s Notes: The thief’s backstab damage multiplier is applied first, followed by the critical hit multiplier, which is then followed by strength and magical damage bonuses. Ex: A thief with a +1 strength bonus and a x2 multiplier (adjusted to x3 by the dagger) backstabs a victim on a roll of 18. Damage for a dagger is 1d4 and the thief roll 3. The total damage is:

3 (x3) {Backstab multiplier} = 9
9 (x2) {Dagger magical critical multiplier} =18
18 (+1) {Strength modifier} =19
19 (+2) {Dagger magical bonus} = 21
Total damage is 21 points.

 

The Leaf Cutter:
By Bitterlemming
For: All Editions

The Leaf Cutter is a is an ancient katana that was forged at roughly the same time as 14 other weapons long before the Godwar following the All Father’s prophecy, according to legend. Specifics of its history are still unknown and the sword never speaks much of the past. It has been known by other names and may well be one of the first katana ever forged. It is believed it was crafted by the first Sword Saint (Weapon Master) known as Hiro Sorano

Little is known about the period before the Godwar, the only war known between heaven and hell. During this period it was wielded by an Elven Samurai/Paladin named Tadaka Satsune. The final fate of Hiro is unknown, but he managed to pass the sword onto his wife to give to their unborn son, Then came the Cold Time. Unfortunately his son, Toshi, became a merchant upon emerging from the Caern at Anthindale. The sword was believed to have remained enshrined there until Toshi’s granddaughter Takani became a samurai under a human Sword master Choro Yoshi.

While Takani possessed the sword she referred to it as the Falcon Blade. She had a long and eventful career until she married a bandit prince. Later, she was slain by a ninja working for an unknown demon warlord. The sword was missing for about 200 years when it was reclaimed by Hiro Yoshi, a young human samurai whose sword was lost in a battle against what is referred to as the Fire Oni with Three heads. He was the descendent of Master Choro Yoshi, the man who trained Takani.

The blade currently rests atop an ancient abandoned keep on Mt. Ryoshi. Master Yoshi was murdered in his sleep by a pack of marauding gargoyles who stole the sword. The gargoyle Maffik who took it has burns all over his left arm and has lost the use of his right arm which carried the sword to its current resting place. The gargoyles were employed to steal the sword by a Succubus who has strong ties to a cult of ancient demon warriors.

Leaf Cutter: Katana +3 (Holy, Keen, Speed.)

Attributes: Wis 17, Int 14, Cha 13. Speech. LG. EGO: 19

Abilities: Improved Initiative, Heal 1/day,

Speaks Common, Gray Elven and Wood Elven.

Leafcutter is forged from a special mix of adamantine and elven steel and may only be destroyed by the most extreme of means. It has a very slight, almost imperceptible ding from where Tadaka blocked a demon lord’s great ax.

Appearance: The Leaf Cutter is a katana with a red stone handle wrapped in black silk strands and gold inlay of a leaf pattern running throughout the handle. It has a very plain gold band around the butt of the handle, bearing the mark of the creator. The hilt will always magically inscribe the mark of its current wielder along with the marks of all previous wielders. There are currently 8 marks. The blade is that of a darker grey metal and bears no inscription of any kind.

The sheath is a plain black scabbard with simple gold band at the top and bottom. The top band bears the leaf symbol, which Takani mistook for the wing of a falcon when she first saw it. When placed inside it, a non-magical katana will never rust or show signs of age and will always emerge clean and sharpened. There are rumors that the sheath can restore a broken ancestral katana if left in the sheath overnight.

Personality: The sword is not known to speak often, and then it will only ever address it’s current wielder. Bandits often tell rumors that it would speak to Takani’s children and tell them stories, but they are just rumors… The sword speaks in a calm, fatherly voice and is said to be very relaxing to listen to. It imparts words of wisdom, gives advice and has been known to instruct it’s wielder on the topics of honor, bushido and the Paladin’s code if necessary. It never seems to quote the source of its knowledge and wisdom. Perhaps it has just been around for a long time. Perhaps it is in contact with a higher power. It is up to the DM to decide.

Adventure Notes: PC’s would have to retrieve the sword for it to be of any use. It is currently in an abandoned keep inhabited by gargoyles and other denizens. An ancient cult of demon warriors has instructed one of its trusted lieutenants, a Succubus named Chori and a pack of gargoyles to make sure the sword stays lost forever. To worsen matters, the keep is old and extremely haunted. To worsen matters further, Mt. Ryoshi is said to have a very old dragon sleeping under it. It is believed to be an old Blue dragon who was recently rudely awakened by the locals.

The Quest for the Leaf Cutter is not meant to be simple, but the sword is not meant for any ordinary wielder, either. The sword will not likely accept anyone not of Lawful Good or Neutral Good alignment. It is capable in instructing a wielder in its use if the individual is found to be worthy. It will likely only bond with a Paladin or Samurai.

Thoughts on adapting the Leaf Cutter into your campaign: It doesn't need to be a Katana. Any of the OA references can be changed. In the campaign it originated in Gray elves are an Asian-style culture. The languages it speaks can be altered to accommodate for the campaign it is being used in. An additional thought on personality: It occasionally speaks in the voices of former wielders and its creator.

 



Vaussa 3rd Sword of Arcainia
By: Thrandorian
Contact: thrandorian@dungeonmastersguild.com
For: All editions

Description:
Longsword +3 (+8 to damage)

Continual powers when worn:

Immunity to fear.
Communicate with any creature under 5 intelligence.
Regenerate 2 hp/turn.
+10% magic resistance.

Activated powers when wielded:
Plane shift, 1/day.
Turn opponent’s bones to jelly (save at -2) on a hit, 1/day.
True seeing (as the Wizard Spell) at users highest class level, 1/day.
Reverse time at 1/2 sec. per users highest class level. (Only user is aware of rollback in time). 1/wk.

Side effect: When the sword is first grasped by its handle it will feel warm to the touch. The wielder will detect a semi-sentient presence if it is held for 6 seconds. This presence is a telepathic link between the creature and the sword. The creature will then become aware of the bargain of the sword. It is as follows: The possessor will receive a percentage (or if above 100 hp all) of the above abilities in return for exactly 1/2 of his hit points (rounded down). These hit points are given to the sword permanently and can never be recovered.

Editor’s Notes: The DM should select which abilities the sword bestows upon the wielder. Also, if any one else grasps the sword for six seconds, and the new wielder accepts the bargain, the original bond will be severed and a new one formed with the new possessor. The original possessor will not gain his hp back and must sacrifice hit points again if he regains the sword.

 

Death Bane
by: Orgy_of_Souls and Harlequin
Contact: Harlequin_1998@yahoo.com

For: All editions

Description:

This somewhat gruesome weapon is a magical long sword with a face engraved into the pommel. The face is of a grim looking man with small rubies for eyes. Against most creatures it behaves simply as a +1 sword. It’s special abilities, however, come into effect in the presence of undead. The sword is an Undead Slayer, which means it is +4 vs. all types of undead, and does triple damage against one specific type of undead (skeleton, ghoul, vampire - the DM can pick or determine randomly). In addition, it has a continuous Detect Undead effect (see the first level wizard spell for details) with an area of effect equal to a 100 foot radius around the wielder. When an undead being comes within the area of effect, the ruby eyes in the pommel will begin steadily dripping blood. This blood is like normal blood in all respects. Any monsters or undead in the area may be attracted to the blood as normal, and it will leave a trail behind the wielder (watch your back!)

Authors’s Notes: The basic idea of this item belongs to Orgy_of_Souls, but I fleshed out the necessary details in order to make it complete for the archives.



Double Spear
by Shabooah

The doublespear is a large weapon. It is essentially a longspear with a spearhead on either end. This allows a character to use it in confined passageways at maximum efficiency, as either end can be used to attack without needing to rotate the weapon. The Doublespear has reach and may be used to attack foes 10 feet away but not foes adjacent to its wielder.

The double spear effectively has two threatened areas. It may be used as a double weapon against foes on opposite sides of the character. Doing so incurs all the normal penalties for two-weapon fighting. The second spearhead allows an additional attack of opportunity, providing an enemy passes through each threatened area. A Doublespear used in such a manner is an exotic weapon. A character using only one end of a Doublespear, in the manner of a longspear, may use it as a martial weapon. Cost: 10 gp Damage and Crit: as longspear Weight: 10 pounds All other stats as Longspear.


 

Dart of Hornet’s Nest
by Kwan Darkwood

While appearing to be nothing more than a magic dart, this missile weapon is of far greater power. Once it is hurled, the dart multiplies in the air, even as it speeds toward its target, all the while making an angry buzzing noise similar to the sound of a swarm of hornets. When such a dart is hurled, percentile dice are rolled to determine the bonus "to hit" and the appropriate number of darts contained in the "swarm". Note that the bonus applies only to the "to hit" probability - not to the damage, which is of the standard amount (1-3 vs. S or M, 1-2 vs. L) for a dart of normal sort.

     Dice Roll                   Bonus to Hit            No. of Darts
       01 - 40                           +1                      5 - 20 (5d4)
       41 - 70                           +2                      4 - 16 (4d4)
       71 - 90                           +3                      3 - 12 (3d4)
       91 - 00                           +4                      2 -   8 (2d4)

Authors notes: If the original dart is poisoned, all darts will be poisoned as well. As for the area of effect, it depends on the situation and the DM. For the XP value, it is 10,000 exp's. An insect shield would not hold off the spell, as the hornet is simply a part of its name.



The Sword of Devhoven
by Von Romig


(Corpse Hunter)
Stats:
+2 magical sword
Special Abilities-
-A single successful hit on a ghoul, skeleton, or zombie causes instantaneous destruction of same.
-Double damage to mummies, with +2.
-Against stronger undead the sword becomes +4.
-The sword can detect undead within a radius of 200'.

History:
In a long ago era a twelve year old boy loved and worshipped his father, who had been killed by a horde of zombies. The boy, Devhoven, grew to became a great wizard and decided to save his father's life. His plan was to create a magical weapon and travel back through time and give the enchanted blade to his father.

Upon its completion and as he was researching the path to travel time, the sword was stolen by a master thief. Although the identity of the thief has been lost to the ages, it is known that he used it sparingly and never tried to sell such a unique weapon. It ended up being discovered in the wall of a warehouse when it was burnt to the ground, some 50 years later. Both Devhoven and the thief was long since dead.

The Sword of Devhoven was then presented to the King, who placed it within his armory never to use it himself. The generations past until the land was besieged by an evil cleric, whose armies of skeletal warriors ravaged the landscape. A curious young noblemen had learned of the sword within the Royal Armory and under his urgings the King at that time was persuaded to hand it over to a young champion of the realm. The king's champion, Teladril ey'Horntus, and a hundred men-at-arms set out to battle the cleric, Chasisum, never to be heard from again.

The sword became lost to human knowledge for some 70 years before a small band of adventurers uncovered it in an underground shrine. Thereafter is was 'passed around' from father to son, friend to friend, stolen and recovered for over two hundred years. During this time a false rumor that it was cursed arose; whereas the wielder would lose parts of his own soul when he used it against the undead. Thus it became unwanted, more and more often by those who happen to have it come into their possession.

The last time its whereabouts were known was over twelve years ago when an ambitious group of adventurers took it with them to seek out the Temple of Elemental Evil. They never even reach the temple by most accounts...

Any research by an adventuring party on the attributes of the sword will uncover the false rumor of its curse, but will not know that such info is untrue.




Demon Bane Holy Bastard Sword +5

By Lordneodig

Powers:
In the hands of a non paladins, this sword acts as a +2 bastard sword. However, in the grasp of a paladin, it is a mighty +5 bastard sword that grants a 50% magic resistance in a 5’ circle, Dispels Magic (PHB Pg.210) at the paladin’s level, and inflicts +10 damage against Chaotic Evil opponents.

History:
Demon Bane was first created by the High Priest Gladderius Arthur, servant of Anhur, during the third century of the second cycle. Created for Simon Lebeau, Paladin of the Burning Order, it accompanied him on many holy quests, including his epic foray into the 764th layer of the Abyss. There Lebeau withstood the onslaught of over 200 demons, including the Balors Asquidlepidus, Rochremenhod, and Kelrepiton, each of whom Lebeau slew in personal combat. The simple fact that Lebeau died of old age stands as a testament to his mighty courage, and the power of Demon Bane, his Sword.



Troll Slayer
by Lordneodig

Bastard Sword +2/+4 vs. Trolls

Intelligence: 17 Alignment: Lawful Good
Languages: Read/Speak: Alexandrian (SC), Alexandrian (TC), Elfin (SC), Elfin (TC), Read Magic

Powers:
Whenever a Troll approaches within 240’ the sword begins to vibrate. When a Troll gets within 120’, the sword begins keening, getting louder as the troll gets closer, until it is nearly earsplitting when the Troll is at hand. When the Troll approaches within 10’, the blade of Troll Slayer bursts into holy blue fire. The sound has different effects on Trolls and non-trolls. Trolls find the noise to be painful, yet entrancing at the same time. They are attracted to the noise, seeking out the source of the noise, but they are also distracted by the pain the noise causes them.

When they fight the wielder of Troll Slayer, they suffer a negative one to their attack rolls and saving throws. When non-trolls hear the keening, they become invigorated and focused, gaining a plus one to their attack rolls and saving throws, and +2 to morale checks.

When the wielder of Troll Slayer fights Trolls, the holy blue fire causes it to act like a +4 Sword of Wounding. The Trolls cannot regenerate the damage done by Troll Slayer, and takes one hit point per round, per wound until the wounds are bound. In addition to the wounding power, when Troll Slayer is used against a Troll, one half of all hit point damage inflicted upon the Troll is bestowed upon the wielder.

History:
Troll Slayer started out as Branson Atwood, High Priest of Anhur, and the founder of Silk Gate. When Atwood first created the town in 533 FC, the location seemed perfect. While the Free Cities did not exist yet, and as such, there was no Silk Road, the land was fertile, and seemed quite peaceful. However, two months after the founding of the town, the “breeding” season started. Trolls do not breed sexually as most creatures do.

Because of their incredible regenerative abilities, if you rip a troll in half, and keep the halves separated, they will regenerate into two complete, whole, trolls. (Note: never use a blade barrier on a troll.) Every year all the trolls of the troll marshes enter into a frenzy and tear each other apart.

The different pieces are then allowed to regenerate into new trolls. However, there is a limited food supply, so the extra members of the species are pushed out of the swamp. Every six months a massive army of trolls, usually numbering in the hundreds, occasionally thousands, spread north in search of food.
When this troll army encountered the new town, it was a massacre.

The trolls were eventually driven away using the town’s entire supply of oil, but over half the town was destroyed, and more than half of the people were killed, including Atwood’s wife and three children. Atwood took up the holy quest to rid the world of trolls. For the next thirty years he ventured into the troll marshes, killing trolls and burning large tracks of the swamp with Greek fire and Wands of Fireballs.

In his seventy-fifth year Atwood fell ill. He begged Anhur to allow him to continue his quest. Anhur collected his soul and placed it into a sword, which has been passed from generation to generation among the Paladins of the Burning Order. The bearer of Troll Slayer may adventure afield, but must return to Silk Gate at the beginning of the months of Neodig and Isis to combat the returning troll horde.



Pugio Silvae Bellati +3 Dagger
by Lordneodig

This weapon, created for Her Majesty’s Rangers, is fashioned of a mithral, silver and steel alloy. It possesses the ability to detect dwarves at a range of 200' outdoors, 100' indoors or underground. The blade of this dagger glows a faint white-blue color when a dwarf is at the extreme range of its detection ability. The glow intensifies as the dwarf gets closer, until the blade is shining with the equivalent of a light spell.

This dagger is +3 to hit and to damage against dwarf only. When attacking other creatures, it is considered to be a +1 magical weapon, but it strikes and wounds as a normal dagger. If desired, the dagger can be commanded to dim its light or to withhold its radiance when stealth and concealment are important. The blade glows only when dwarves are near, not by any command. Any dwarf that holds or touches the weapon receives 1-4 hp damage per round of contact.

 

Lunar Sword
By: Harlequin_1998
For: 3rd edition

Description: A Lunar Sword, also known as a Moonsword, a Sword of the Moon, Luna Blade, any many others, appears to be a finely crafted longsword with runes carved alon the blade. The pommel of the weapon is set with an irregularly shaped lump of blue-ish rock. The sword is a masterwork item (+1 non-magical bonus to attack that does not stack with magical bonuses).
The true power of the blade is dependent on the phases of the moon. In worlds where there are multiple moons, the sword is attuned only to one. The sword does not exist in worlds with no moon unless brought from an alternate world, in which case it acts as a non-magical sword as long as it is on the moonless world.
Consult the following table to determine the swords power:

Phase Power
New -1 to hit and damage (the sword seems awkward and unbalanced)
1/4 +1 to hit (non-magical masterwork bonus), the sword does not radiate magic
1/2 +2 to hit and damage
3/4 +2 to hit and damage, +1 to initiative
Full +2 to hit and damage, + 2 to initiative, +2 dodge bonus to AC when fighting with the sword

The sword has the additional effect of being a Longsword of Wounding to any lycanthropes. This ability is independent of the phase of the moon.