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Category Archives: The Sword

Items of the Sword: Fire Lances Of The Ancient Hyperzephyrians

Based on Fire Lances Of The Ancient Hyperzephyrians

Let’s start with the obvious: NO THEY’RE NOT JUST GUNS! Everybody can put guns into D&D. Hell, everyone already has! That’s boring, moving on.

The Lances are fired with a stabbing motion, at which point they release a small projectile with a thunder crack, that sets the thing it hits on fire (as greek fire or similar, can not be put out, burns underwater). Because of it’s method of activation, aiming the Fire Lances at long distances is all but impossible. The Fire Lances actually have a bayonet attached to their business-end so they’re useful even when empty.

Once the Lance is out of charges, reloading is done by fire aswell. Thrown into a campfire (or fire of similar size) and waiting for the fire to die down will leave the weapon fully recharged.

Fire Lance
Damage: 1d6 + 1d4 fire damage for 1d4 rounds OR 1d6
Range: touch/5’/10′ OR melee
Weight: 10lb

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2012/11/08 in The Sword, tidbit

 

Monsters of The Sword: Odonatar

Based on Arrows in the Dark

Odonatars are a secretive race of animals, living high atop mountains, hidden from intelligent creatures. They themselves are about dog-like in their intellect. The creatures resemble scaled horses, without manes or tails. Odonatars and their alignment are distinguished by the 3 shades they can be found in: most are grey for neutral, some are black and evil, and the rarest are pure white and good.

While grey odonatar tend to hide in their mountain homes, black odonatar sometimes seek out powerful and evil leaders to serve as their mounts. These are the ones most are familiar with, and most believe all odonatar are evil because of this. Rarely though, when a white odonatar survives their adolescence among the grey and black, instead of staying and aiding their brethren, the white likewise go out seeking a worthy rider. These people tend to be young heroes instead of leaders and kings.

The stigma of evil caused by the black among society usually brings ill will towards any odonatar rider, no matter the mount’s colour, thus forcing these heroes into exile, until they prove their worth.
Odonatar are slightly larger than horses, and they have double their HD. They usually understand any simple commands from their riders, and sometimes even other creatures of their alignment. They only stay as long as they’re created well and their rider retains their alignment.

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2012/02/14 in The Sword, tidbit

 

Items of The Sword: Witch’s Vision

After defining what all the kinds of vision I could think of mean to me, it’s time to utilize it!

Witch’s Vision:
Mentioned in the song Arrows in the Dark.

These rare items are crafted by warlocks and witches to grant its user supernatural sight. They resemble an ordinary lantern, but instead of oil, they burn eyes. The vision the lantern grants is whatever vision the eye’s owner possessed. If it had several, choose the most supernatural.

They burn one eye for each four hours, or 24 turns, and have an effective light radius of 30 feet. Everyone who sees this light will see the area with the vision granted by the lantern. The lantern doesn’t modify the user’s vision, but casts a special light that renders the surrounding area in that form of vision. As such, despite vision in general not having a range restriction, the user only sees things in the granted fashion inside the distance specified.

Because of the fuel needed to activate the lantern, the object may cause discomfort in most nice characters, and some favour might be lost to nice clerics utilising the device. On the other hand, harvesting the eyes of your foes is not a nice thing to do, and might cause anything from divine wrath to alignment shift. DM’s discretion, naturally.

An additional effect of the light is that it can only be seen with a form of vision different from the one it grants. So if granting normal vision, only creatures with some additional form of sight will be able to see the light of the lantern. Otherwise, the viewer will see the area as dark/room temperature/featureless/whatever. Any other vision is converted, from whatever distance the meager light of the lantern travels. The psychological effect of a creature with only darkvision suddenly seeing the reds and blues of infra are, again, left to the DM’s discretion.

PS: The line in the song could be interpreted as referencing a vision of the third witch from Tres Brujas, who will “show you the way”. That, though, is unsubstantiated and also boring.

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2011/12/09 in The Sword, tidbit