Magic Items

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Our various Greyhawk campaigns have spawned dozens of magic items. This page chronicles them in all their arcane (and occasionally downright weird) glory.

Weapons

Slickblade

Legend and Lore

The dagger known as Slickblade is holds the spirit of a murdering thief who's true name is lost to time. How the thief's spirit was channeled into the dagger -- and when this happened -- isn't known. The results, however, are. The merging of the murderer with his weapon of choice has created a powerful magical item bent on the disruption of good and the murder.

Abilities and Powers

Slickblade +2 dagger Int: 15 Ego: 10 Personality score: 25 AL: CE Special Purpose: Promote villainy, chaos and evil while undermining law, order and goodness.

Overview

The Slickblade is a +2 dagger with some very special properties. It acts as a dagger of venom, storing four hits of a lethal poison in its hilt. The poison is not instantly lethal – it takes 10 minutes to set in and the wielder is able to make up to 4 vials of antidote. The poison can not harm the wielder. The dagger magically refills the poison each day and the poison is untraceable by normal means – magical detection will reveal traces of death magic in the blood.

When wielded by an evil thief, the dagger boosts the thief’s armor class by two, and increases his or her thieving abilities by 10 percent across the board – the blade must be in the wielder’s possession in order to receive this bonus.

The blade is intelligent and insists on being its "master’s" primary weapon in melee combat. If the wielder tries to use another weapon for hand-to-hand combat, the blade will attempt to take control and force the thief to attack. It will relinquish control of the wielder after the combat is resolved.

The dagger’s purpose is simply to promote evil and villainy in the world. As a result, it will not take control of a thief unless it feels that he or she is not acting dastardly enough. This does not necessarily mean the thief must kill someone every minute – although it wouldn’t displease the blade – what it means is that the thief must actively be working on some sort of plan to undermine the strength of good.

The dagger will attempt to take control of any non-evil and/or non-thief individual who tries to use it. If it loses the battle of wills, the pins will erupt from the dagger’s hilt, pricking and poisoning the would-be wielder. The wielder must make a save vs poison at -4 or die instantly.

Recent History

Slickblade was last wielded by the leader of the Brainsmashers Gang, a group of ruffians operating in the Mudsitters District of Obsidian Bay. The Blackrazor Guild -- whose headquarters is also located in the district -- battled the gang in early CY 586 and recovered the blade.

Not realizing that the blade -- and not its weilder -- was the dangerous one, the Blackrazors left it along with a "redshirt." The low-level underling picked up the blade and was instantly possessed by it. The kid managed to kill the elven ranger mage Tanevir Calywyn before the rest of the guild's shareholders were able to subdue him. The blade was turned over to city's church of St. Cuthbert.

The current status of the blade is unknown -- it was believed stolen when the church was looted after the city's fall in late summer C.Y. 586.