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Tuesday, April 26, 2016

Five Shall Be One: Three Blades of Corusk

Well met Greyhawk readers! I had an off week for my adapted Five Shall Be One campaign so today I'm going to recap my conversions for the first three Blades of Corusk. Enjoy! For players be warned some of this could be considered spoilers!

DREAMSINGER
Weapon (rapier), legendary (requires attunement)

This fine blade is made of white steel with elaborate platinum filigree. Its basket and pommel is also set with polished moonstones. The blade was wielded long ago, by the prophetic bard Kristin Permfors who famously adventured with four other northerners.
   You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
   Aura of Protection. While you are holding the weapon, it grants a +1 bonus to Armor Class and all saving throws, except enchantments and illusions because of the strange mental effects of the sword.
  Spells. While the weapon is attuned to a bard or any class that uses Charisma for spellcasting ability, you can use an action to cast one of the following spells (save DC 15): augury and detect thoughts.  Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.
   In addition, the blade grants the spell divination. Once cast, you can’t use this spell again until 7 days have passed.
   Firespear. This power only activates if the wielder of Dreamsinger or any of its sister-swords is in mortal danger. As an action, make a ranged attack against the target. A long spear of intensely hot fire is launched at a single target within 240 feet. On a hit, the target takes 6d10 fire damage.
   When the firespear is hurled from Dreamsinger, waves of melodic music cascade out from the sword in a 60-foot radius sphere. Treat the effect as a bless spell for allies, and a bane spell (DC 15 Charisma saving throw) for enemies that lasts for one minute.
   Sentience. Dreamsinger is a sentient neutral weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to a range of 120 feet.
   The weapon communicates by transmitting dreams or visions when the wielder is either in a trance or asleep. Often these visions send the wielder into a fugue state without warning. This semi-dream state causes you to have disadvantage on perception checks and a -2 to initiative rolls although the wielder functions normally once any combat begins.
 Personality. Dreamsinger is a quiet, dutiful sword until it is aroused by anything concerning its past. The sword’s purpose is to locate the other Blades of Corusk with whom it considers to be kin. Conflict arises if the wielder ignores the visions and directions suggested, and the fugue states will only intensify if the sword gains the upper hand.

GREENSWATHE
Weapon (scimitar), legendary (requires attunement)

Greenswathe is made of uniquely golden adamantine that is marred only by alien glyphs etched into its blade and handle. This scimitar is crowned by a single large emerald set in the pommel.  It is not known who crafted Greenswathe though it was once famously possessed by Perenn, a druidess of the cold north.
   You gain a +3 bonus to attack and damage rolls made with this magic weapon. On a critical, Greenswathe does an extra 10 slashing damage and then cleaves through to another target within 5 feet if the original attack roll would also strike it.
Spells. While the weapon is attuned to a druid or any class that uses Wisdom for spellcasting ability, you can cast one additional spell slot in each level you know. Once you use the sword to cast these spell slots, you can’t regain them again until the next dawn.
Sentience. Greenswathe is a sentient neutral weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
   The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed.
Personality. The sword’s purpose is to preserve and defend the other wielders of the Blades of Corusk. To that end, Greenswathe is a moody blade that expects to treat its charges with motherly attention and determination. If the wielder is somehow lax in caring for the welfare of the blades’ family, conflict will occur and it will try to force the bearer to perform mundane duties most would find demeaning.

STALKER
Weapon (long sword), legendary (requires attunement)

Stalker is a sleek long sword with a blue-steel blade, but its guard and pommel are fashioned out of the starkest black adamantine metal. If stared at long enough, the blade seems to have wisps of shadowstuff moving silently along its surface. Stalker was once wielded by the Thillonrian ranger only known as “Swifthand”.
   You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Enhanced Traits. While attuned to the blade, your Wisdom and Intelligence scores each increase by 1, to a maximum of 20. You also gain advantage on Stealth and Survival checks.
Affinity with Animals. While holding Stalker in your hand you gain proficiency in Animal Handling and Persuasion when dealing with beasts.
Spells. While the weapon is attuned to a ranger or any class that uses Wisdom for spellcasting ability, you can use an action to cast one of the following spells: invisibility, greater invisibility and speak with animals. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn. The action of becoming invisible appears to others as becoming a shadow, fading into translucence until entirely gone from sight.
Sentience. Stalker is a sentient neutral good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 11. It has hearing and darkvision out to a range of 120 feet.
   The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed.
Personality. Stalker’s purpose is to scout for enemies of those who possess the Blades of Corusk and if possible eliminate or elude them. The blade is sullen, serious and not keen on its wielder acting careless. If conflict with Stalker arises, the blade often forces its owner to wander away and hide until its temper cools.

2 comments:

  1. Very nice. Looking forward to the write-up on the final two swords. Any of your current parties looking for the swords?

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  2. Soon the same group will start looking for the next two swords, but How From the North is gonna get seriously stripped down to almost nothing but the swords.

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