Sunday, September 11, 2016

Magic Item: Club of the Beastfolk

Here is a magic item that was created organically from events in the game world. While travelling along the Harn Road in the Kingdom of Ivera, the party encountered a woman being hunted by a pack of wolves. The party fought the wolves, as well as the beastman who was summoning the wolves. The party looted the body and found a club covered in strange runes.

The club is magical but does not give a simple bonus to hit or damage. It is a religious item dedicated to the wolf god of the beastfolk. If you call upon the wolf god, there are magical effects you can invoke, including the ability to cast a Ritual. Of course, using the club may draw the attention of the wolf god. And the beastfolk will want their club back.


Club of the Beastfolk

This is a wooden club with a cold iron spike projecting from the business end.  It is covered in eldritch runes of summoning.
  • Large Size. It does not resize itself for smaller or bigger creatures.
  • One-Handed St+d8  / Two-Handed St+d10
  • Weight 2

The club is a divine weapon dedicated to Croil Glon, the god of wolves, werewolves, the night, the moon, violence, fear, etc. If you call upon Croil Glon, the club:
  • Acts as a magic weapon when determining damage against creatures harmed only by magic.
  • Acts as a heavy weapon if you wish to destroy houses, ships, city gates, etc.

The runes allow the holder to cast a ritual in the name of the wolf god.


Ritual: Call the Pack
You call upon Croil Glon to send you a wolf pack to hunt down and kill one of your enemies.
Time to Cast
1 minute per round
Range
1 mile
Duration
Until the target is dead or out of range; or sunrise
Failure
You become the target.
Conditions
  • May only be cast at night.
  • You must first sacrifice a sentient creature (one with at least a d4 Smarts, not an animal) in the name of Croil Glon. It does not matter when they are killed, just that they are sacrificed.
  • You must name a sentient creature within one mile of you as the target of the spell. The wolf pack will hunt down and kill this individual.
Notes
  • The consequences of the ritual are usually resolved by a Chase lasting 10 rounds.
  • 2d6 wolves will appear every round for up to 10 rounds. The wolves appear within 36 feet (6 squares or the same zone) of the caster.
  • Although the wolves are magically summoned and compelled, they are normal animals in most ways. They are afraid of fire, and are blocked by city walls, a well built house, etc. They might lose the scent if the target crosses a stream, etc.


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