Lance of the Wolfen-Khan: Difference between revisions
No edit summary |
|||
Line 33: | Line 33: | ||
The properties of the remaining pieces are, so far, unknown. All pieces have moved and their starting location and rough locations are as follows: | The properties of the remaining pieces are, so far, unknown. All pieces have moved and their starting location and rough locations are as follows: | ||
*One piece was in the Valley of the Hedron in the far north of [[Pwelldyn]], but has since moved down river to the Southeast into Celstia then upriver to the [[Stormchalice]] and [[Ubrekt City]] | *One piece was in the Valley of the Hedron in the far north of [[Pwelldyn]], but has since moved down river to the Southeast into Celstia then upriver to the [[Stormchalice]] and [[Ubrekt City]] | ||
*One piece was somewhere in the [[Chrysanthemum | *One piece was somewhere in the [[Chrysanthemum Gulf]] area, but moved upriver along the [[Grenrhusk River]] to the [[Monstertown]] piece, and now both appear as only 1 piece suggesting they have been joined together | ||
*One piece was in Monstertown and appears to have been joined with the piece from the Bay and moved back downriver to the Grenrhusk | *One piece was in Monstertown and appears to have been joined with the piece from the Bay and moved back downriver to the Grenrhusk | ||
Revision as of 23:58, 16 March 2025
A forgotten relic, a lance forged from star iron using the secrets of the Naga to create a god-killing weapon of immense power. It was used by the last Wolfen-Khan to kill the demi-god Hadrian, known as the Ubrekt, and by doing so, assumed his thirst for violence and conquest. It was later split into seven pieces through a powerful magical ritual led by the Circle of Druids, allowing them to break the Wolfen-Khan's power and end her indiscriminate war-making against the Ubrekti Empire.
Identify and Legend Lore have revealed the following properties:
Individual powers
Counting starts from the pointy end. Individually, every piece acts like a wand with a particular spell. The individual powers are available as part of the combined items, with the new charge/turn and total charges limits.
First Piece (Good Luck)
- cure light wounds, every extra charge adds another 1d8.
- Five charges, 1d4+1 charges/day, limit 3 charges/day
- Found in the zombie-infested ruins of Eastwatch, stolen by Gerom's Gang. It has since become untrackable by the Halfling Boys' Herald after being taken to the Crogbon.
Second (Blessed Day) and Third (mass heal) Pieces
- bless, every extra charge adds another target.
- mass healing word (three charges), every extra charge adds 1d4
- fly (three charges), every extra charge ats one person
- Fourteen charges, 2d4 charges/day, limit 4 charges/day
- Blessed Day original:
- Five charges, 1d4+1 charges/day, limit 3 charges/day
- Found in a ruined city full of demons in the Idyllic Kingdom in what was once southern Alexia
- Third original:
- Six charges, 1d4+1 charges/day, limit 3 charges/day
- Found in the possession of an Ubrekti fraternal organization at the University of Ubrekt
- Currently attuned by Beldon
Fourth (live free) Piece
- freedom of movement (four charges), each charge upcasts one level
- Five charges, 1d4+1 charges/day, limit 5 charges/day
- Stolen from the secret treasure vault of the Wydmoor Cathedral Admin
- Currently attuned by Bobwhite
Other Pieces
The properties of the remaining pieces are, so far, unknown. All pieces have moved and their starting location and rough locations are as follows:
- One piece was in the Valley of the Hedron in the far north of Pwelldyn, but has since moved down river to the Southeast into Celstia then upriver to the Stormchalice and Ubrekt City
- One piece was somewhere in the Chrysanthemum Gulf area, but moved upriver along the Grenrhusk River to the Monstertown piece, and now both appear as only 1 piece suggesting they have been joined together
- One piece was in Monstertown and appears to have been joined with the piece from the Bay and moved back downriver to the Grenrhusk
Aggregate powers
Wands may be merged with one another to create an ever bigger item. Once merged, the magic doesn't exist to break them apart again.
The new item combines the charges and abilities of component wands. The ultimate power of this artifact is unknown until the parts are collected.
Known Aggregated Powers
- One part (Base) : max 3 charges per turn; attribute modifier is +2
- Two parts: fly (3); +3 charges; max 4 charges/turn; attribute modifier becomes +3; regain 2d4+1 charges/day.
- Three parts: eldritch blast; max 5 charges/turn; counts as +1 small spear (1d4 pierce)
- Four parts: wind wall (3); +3 charges; max 6 charges/turn; regain 1d6 charges/day per wand part; immune to charm and fear; attribute modifier +4
- Five parts: polymorph (4); +4 charges; max 7 charges/turn; counts as +2 spear (1d6 pierce); heal 1d6/turn
- Six parts: greater restoration (5); +5 charges; max 8 charge/turn; whirlwind?; attribute modifier +5
- Seven parts: true seeing (6); +6 charges; max 9 charges/turn; regain 1d10 charges/day per part; counts as +3 lance (1d12 pierce)
It is also cursed, or so the Druids claim. The nature of the curse is unknown, but it allegedly becomes stronger as parts are combined and both Bobwhite and Beldon have been exhibited behavioral changes while attuned to pieces. Identify flags the curse's existence, but not its properties. Legend Lore has revealed that the Lance had a demiplane of hell embedded within it and the wand pieces still have a connection to that demiplane which is the home of the spider demons previously encountered.
Being attuned to a piece of the wand appears to allow some ability to detect the other pieces, though slight difference in this ability were reported between users of Good Luck and Blessed Day. This detection appears to function even through lead or several feet of stone that would prevent many other types of magical detection.