Sabledrake Magazine

February, 2002

 

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Feature Articles

     Black Hearts and Broken Dreams

     Forbidden Vampire

     The Solstice

     The Woman in the Water

     Mystic Weapons of Renown

     Vulcan, Planet of Romance

     Orpheus Revisited

     Nuyt in the Forest

 

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     What's Your Fantasy

     Vecna's Eye

     Off the Shelf

     The Play's the Thing

 

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Mystic Weapons Of Renown

Copyright © 2002 By Derek Bessette

 

Note: These weapons all have histories based in the World of Greyhawk fantasy setting for AD&D 1st or 2nd Edition. Of course, a resourceful Dungeon Master will find a way to fit anything into a campaign! Also, italic type is information generally known, and can be given to players. The rest is for the DM's eyes only -- the players must search it out.

In the outer planes dwell the gods, as all know. What most do not know is the intense competition these gods engage in, even those who are friendly to one another. This competition is mostly over worshippers, for all wise men know the gods' powers depend on the number of followers they have. For this reason, they seek to strengthen their worshippers, so that they may convert or conquer other peoples, and bring them into the fold. Whether for good or ill, the gods do not rely solely on the words and miracles of clerics -- they have created artifacts and relics to tip the scales of cosmic power. They have also created lesser weapons and items, lesser than artifacts but by no means of little power. Most of these weapons were forged by the hand of worshippers of great power and influence themselves, among them Braileon Terlsad the Great Blacksmith, Kaliss Iph'et, and the Trio of Fire.

In any event, little information is known of most of these magical weapons of power. What is known of them is mostly myth and legend. I set forth before you, therefore, what I know, and hope it may be of use to you. The first group of mystic devices I present are primarily elven in nature, or belong to forest deities.

--Aldebranche, Elder Sage, Mage's Guild of Greyhawk

 

The Weapons

 

DIRN -- "Diamondice", "Ice-Point", or "Foe-Freezer"

Few weapons evoke such awe and reverence within the elven community as Dirn, the Foe-Freezer, spear of the High King. It was forged by Corellon Larethian, lord of elven deities, in ages long past. Although well-known both in elven lands and elsewhere, it has been seldom seen, except in major battles and important ceremonies. It was lost before the reign of the current Vesve Forest elf-king, Celain, and its whereabouts are unknown. Speculation among human sages is that a close cousin of the former king, Sildarion, asked for and was given the spear for use on a special quest, from which the cousin never returned. The elves do not corroborate this story, remaining close-mouthed.

Dirn is a special cold tongue spear, for its powers depend on its user. It has an intelligence of 14 and an ego of 17, but it acts as only a +1 spear to any other than an elf, even a half-elf. In the hands of an elf, it speaks elvish, common, oerid, flan, and is telepathic. Its powers reveal themselves as its 'owner' gains levels. Consult the following chart:

Levels and Powers

Level 1 - 3 +1 1-8+1 damage frost tongue
Level 4 - 6 +2 1-10+2 damage frost, intelligence shows here on
Level 7 - 9 +3 1-12+3 damage frost, impale
Level 10 - 12 +4 2-16+4 damage frost, impale, lance ability
Level 13+ +5 2-20+5 damage frost, impale, lance, special

Frost Tongue: As the sword of the same name.

Impale: On a critical hit (any to-hit totaling 20 or more), will cause double damage, and the victim must save vs. death magic or be skewered to death.

Lance Ability: Dirn will shrink to javelin size (4'), or grow to lance length (18'+), for use on horseback.

Special: Dirn's special ability is to douse any flame within a sixty foot diameter, including magical flames such as walls of fire, fireballs, etc., though these get a saving throw vs. magic at the level of caster that created them. Dirn also confers fire resistance to its owner at this level.

Dirn's shaft was carved from a branch of the Evertree, and its head was forged of purest mithril, silver, and adamantite. It was indeed lost by Sildarion's cousin, Earnur Whisperleaf, when he was waylaid by humanoids while hunting in the Horned Society. The spear found its way to Dorakaa, and is now owned by a minor officer, who is conveniently being stationed on a border fortress near Furyondy. He is unaware of the spear's history or powers, thinking it to be just a poorly dweomered weapon!

 

ERENHAR -- The Kirrbow, The Bow Of Ehlonna

Within the forests protected by the benevolent goddess Ehlonna, the Kirrbow is spoken of with reverence and awe. Though the forest goddess is seldom pictured with Erenhar, it is known that she bestows it upon her champion, the most powerful ranger among her followers. It is a mighty weapon, yet its appearance is said to vary depending on its possessor. It also bestows the powers of the forest upon the faithful. Ehlonna's current champion, Bargraine Surion, is growing old, and it may be that Erenhar will soon pass on to a new champion.

Erenhar appears as a greatbow when possessed by a human, a longbow when possessed by a half-elf, and as a shortbow by any other race. All incarnations are made of hornwood and look rather mundane. In any case, it is considered a +5 weapon against any being or outer-planar creature, though it only gets +3 to hit and damage. Any being of good or neutral alignment may use it. If any evil being, or one opposed to Ehlonna, merely touches it, they must save vs. paralyzation or turn into a tree on the spot (and they still can't use it). Erenhar has an intelligence of 14 and an ego of 11, and speaks neutral good, oerid, elf, treant, unicorn, centaur, and brownie. Any ranger possessing the Kirrbow gains 10% on their ranger abilities (tracking), but only a true follower of Ehlonna can access its real powers. In the hands of a believer, Erenhar bestows the following:

Camouflage: When in forest, woodlands, or meadows, the possessor is 95% invisible to sight and sound, much as a woodland creature would be.

Missiles: Erenhar will fire any 1' or longer arrow-like projectile as a normal arrow. Magic arrows are treated normally. This allows the possessor to use rough sticks, branches, etc, as missiles, so as long as one remains in the forest, there should be a limitless supply of arrows. This does not change the sticks to arrows when fired.

Ehlonna's Streamer: Once a day, the possessor may fire an arrow and cause it to become a thick, sturdy vine which will act as a grappling hook and rope of up to 180' length, anchoring firmly to whatever it contacts. It may also be used as an entanglement spell against one opponent. The vine has AC 5 and 15 hit points for purposes of cutting it. Note: If the vine entangles an opponent and the bowman tries to climb up the vine in any way, the vine is only anchored to the opponent!

Ehlonna's Eyes: Once a day, the possessor may call upon a small woodland creature (squirrel, rabbit, robin, etc.), which will act as a wizard eye spell. The creature will act so for one turn. It cannot attack. This power works only in natural surroundings.

Seek: Twice a day Erenhar may seek an enemy or target, striking unerringly. This means two arrows, not two attacks of two arrows.

Bargraine is indeed growing old. The champion will soon be accepted into the care of Ehlonna's celestial home, where he will study for the next five centuries to become a deva or planetar. The bow will be passed on...

 

The Magic Items

 

Glass Rats

An invention of the elven mage Elrindor Elkwood, these odd automatons look just like giant rats made of some crystalline substance. They are quite hollow, able to contain acid, oil, or gases of various sorts. They can also follow simple commands. The secret of their creation is a well-guarded secret, but Elrindor is known to pass along many of his inventions to friends in the Mage's Guilds of Greyhawk and Chendl.

Glass Rats: AC 5, HD 1/2, HP 2, No/Att 1, Dmg 1-2 + special, attack as 2 HD creatures. A glass rat can make only one successful attack, upon which it explodes, releasing its contents within a 10' diameter. Contents may be acid, oil (which catches when the rat explodes), poisons, or gases. They are 90% invisible to sight and sound, and surprise 85% of the time. They exude a strong magic aura, so they may be found with a detect magic spell. A rat that is killed before it explodes falls into shards and does not explode, and its contents evaporate harmlessly (you may opt to change this, having them explode at any contact, but I find this too dastardly to do to players). The rats are fragile, and only four of them can be carried in a backpack (wrapped with plenty of padding). Any other transport risks shattering them, with appropriate effects. They can carry out simple commands, will travel up to 180' to complete their orders, and can go anywhere a giant rat can go. Once ordered, they cannot be 'reprogrammed'. To create glass rats, a mage must obtain a Manual of Creation for them. The ritual of creation takes eight hours, and involves the use of 150 g.p.'s of crystal and a vial of giant rat blood per rat, a jar of the desired contents, and the spells unseen servant, locate object, and shatter. Up to four rats can be created in an eight hour span. This Manual should not be obtained easily, but it is fine for it to be given to a character as payment, if the character carries out a mission for the Mage's Guild of Greyhawk or Chendl.

 

The Staff Of Gaer

Gaer Drelwine, a half-elf mage of small repute, made a respectable living in the Town of Highfolk as a sage after some years as an adventurer. His thirst for knowledge was incredible, and he decided to create a tool that would aid him in his work. Thus came about his staff. It is definitely not a combat tool, though it can be used in battle. Its purpose is the gathering of information, but what powers it has can only be speculated. After some haggling, the Mage's Guild of Greyhawk managed to get Drelwine to create a second staff, which they traded for (at no small price). The Guild is now testing the staff's powers, and may yet make more of them, for sale to mages with the wealth to buy them.

The Staff of Gaer is a highly useful item. It strikes as a +1 weapon and does only 2-7 points of damage, but it adds 2 to the owner's armor class. Its main function is gleaning knowledge. Its innate abilities, costing no charges, are continual light, read magic, and wizard mark. Powers costing one charge are comprehend languages, detect magic, identify, and know alignment. Powers costing two charges are locate object, detect illusion, clairaudience, clairvoyance, and ESP. Powers costing three charges are wizard eye, infravision, and ultravision. Once a month, the staff may cast legend lore at a cost of six charges. The staff contains twenty charges, and may be recharged. It is usable only by a magic-user.

 

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