Lance of the Wolfen-Khan

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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 refresh per day, limit 3 charges per cast
  • 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 healing word) Pieces

  • Blessed Day original:
    • Found in a ruined city full of demons in the Idyllic Kingdom in what was once southern Alexia
    • bless, every extra charge adds another target.
    • Five charges, 1d4+1 charges refresh per day, limit 3 charges per cast
  • Third original:
  • mass healing word (three charges), every extra charge adds 1d4
    • Found in the possession of an Ubrekti fraternal organization at the University of Ubrekt
    • Six charges, 1d4+1 refresh per day, limit 3 charges per cast
  • Combined properties grant:
  • Fourteen charges, 2d4 charges refresh per day, limit 4 charges per cast
  • fly (three charges), +1 target per additional charge
  • Currently attuned by Beldon

Fourth (freedom of movement) Piece

  • Stolen from the secret treasure vault of the Wydmoor Cathedral Admin
  • freedom of movement (four charges), each charge upcasts one level
  • Five charges, 1d4+1 charges refresh per day, limit 5 charges per cast
  • Currently attuned by Bobwhite


Other Pieces

The other wand pieces are able to cast one of the following spells: haste, mass cure wounds, or raise dead though which wand piece corresponds with which spell and who specifically is in possession of them remains unknown. All pieces have moved and their starting location and rough locations as of Autumn 1515 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 quickly 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

Powerful and primal druidic magic from the dawn of civilization was required to break the Lance apart. Green Hand druids then had the pieces hidden and scattered across the continent. The broken pieces which can serve as wands on their own can be merged with one another to create even more powerful effects and powers and can eventually become a legendarily powerful artifact weapon. Once merged, the magic likely no longer exists to break them apart again in the current age.

Known Aggregated Powers

The new item combines the charges and abilities of component wands and eventually becomes a powerful magical melee weapon as well.

  • One part (Base): max 3 charges per turn. Charge rate is 1d4 per joined part. Attribute Modifier is +2
  • Two parts: Fly. +3 charges. max 4 charges/turn. attribute modifier becomes +3.
  • Three parts: Advantage on Saves vs Spell. 5 Charge/Turn. Counts as +1 Small Spear (1d4 P). Minor Benefit: Gain Eldrich Blast cantrip
  • Four parts: Wind Wall. +3 Charges. 6 Charge/Turn. Charge rate becomes 1d6 per part. Minor Benefit: Immune to Charm and Fear effects. Attribute Modifier increases to +4
  • Five parts: Polymorph. +4 Charges. 7 Charge/Turn. Counts as +2 Spear (1d6 P). Major Benefit: Heal 1d6/round if >=1 HP
  • Six parts: Greater Restoration. +5 Charges. 8 Charge/Turn Major Benefit: Summon Whirlwind (see pdf) Attribute Modifier becomes +5
  • Seven parts: True Seeing. +6 Charges. 9 Charge/Turn. Charge rate becomes 1d10 per part. Counts as +3 Lance if Mounted

It is also cursed, or so the Druids claim. The nature of the curse is unknown, but the effects of the curse allegedly become stronger as parts are combined. Both Bobwhite and Beldon have exhibited behavioral changes including increased aggression, possessiveness, and 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.