View Full Version : Agent Minivann's D&D Customs
December 23rd, 2009, 02:18 AM
This is going to be my index for this thread. It will be a collection of links to the posts where the individual customs will appear.
December 23rd, 2009, 02:26 AM
I was thinking of what could be done with the new treasure glyphs and decided to look up D&D magic items to remind myself of some of the magical goodies our Heroscape heroes could expect to find in the Underdark. I was quickly reminded of an old favorite. Back in high school we played dungeon module S2, White Plume Mountain. It was a dungeon where the party attempts to retrieve three powerful magic weapons. One of these weapons was the soul devouring sword called Blackrazor.
…a magical sword, black as the sky, yet glistening as through with starlight. In battle, the owner is immune to fear, and his actions are quick as lightening. Yet, it devours souls, they say, even that of the man who bears it.
Blackrazor, a +3 chaotic neutral sword, intelligence 17, ego 16. Purpose: to suck souls. It is a black sword that shines like a piece of night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut obsidian. On a killing stroke, Blackrazor temporarily adds the number of levels of the dead foe to its bearer‘s levels (in terms of fighting ability). The bearer also temporarily gains the full hit points of the victim. All subsequent damage to the sword’s wielder is removed from the added hit points first. The extra levels and hit points last a number of turns equal to the number of levels received. The souls of all entities killed by Blackrazor are sucked out and devoured; those killed by the black sword cannot be raised.
For every three days the sword remains “unfed’, its ego increases by one point, until it can compel its bearer to kill a human or humanoid being. Upon feeding, its ego returns to 16.
The DM will note that Blackrazor is a negative-energy entity that exists by absorbing positive life energy levels from those it kills. However, if it even strikes a negative-energy being like an undead (except for ghouls and ghasts), it will work in reverse, transferring one level and corresponding hit points from the wielder to the creature attacked. It will do this each time that it strikes. Under these conditions, the wielder can actually die and have his soul sucked out by his own sword. If the wielder survives, he will need a restoration spell or twice the usual number of levels received from positive “kills” to replace the lost levels. Those killed for replacement must be of the same race as the sword-wielder. Blackrazor (and you, the DM) may very well keep this little drawback a secret until the first time the sword bites into a wight or a vampire. The DM must remember that Blackrazor exists solely to feel power and souls coursing through itself, and sometimes it may not be too picky about where the energy is coming from.
In addition to the above, the sword has the following powers:
* Speech and telepathy (common and whatever tongues its wielder knows, which it learns telepathically).
* Detects living creatures (souls), 60' radius.
* Haste spell (bearer only, 10 rounds), once per day.
* 100% magic resistance to charm and fear (exact percentage chance of resistance will depend on the level of the opponent casting such a spell).
The 3.5 version recast Blackrazor as a weapon of legacy, designed by Andy Collins—adding the revealing notes that: "No living being can positively identify the material from which Blackrazor was crafted because the sword comes from another reality, now long dead, whose physical laws varied from those defining the multiverse known to today’s sages and planewalkers. In the dying days of that reality, the wizard Keraptis brought the weapon out of its native multiverse into his own."Here is my take on Blackrazor as a treasure glyph. It is big, but I think that it is pretty straight forward. I'm sure the wording could be cleaned up and made more clear. I might drop the Negative Energy special for simplicity's sake. Comments, suggestions?
When you kill a figure with this weapon. Remove as many wounds from the wielder as the dying figure had life points. If the dying figure has more life than the wielder had wounds, add black round markers to the wielder for each excess life point. If the wielder has black round markers on his card and takes a wound, remove one black round marker for each wound received instead of placing a wound marker on the card. Each black round marker on the card gives the wielder an additional +1 attack. At the end of each turn remove one black round marker from the wielder's card.
Before moving, if there are no black round markers on the wielder's card, roll the twenty sided die.
On a roll of 1-3, the figure must move towards and attack, if possible, the nearest figure. If two or more figures are the same distance away, randomly determine which figure will be the target. The figure must kill the nearest figure before being free to move and attack normally.
On a roll of 4-20, move and attack normally. The next time the wielder takes a turn, if the wielder still does not have any black round markers, the roll for hungry will be at -1. The roll will keep gaining additional -1 penalties until the wielder gains a black round marker.
When attacking Undead figures, all excess skulls place wound markers on the wielder, and remove wound markers from the defending undead figure.
Claws of Death
December 23rd, 2009, 09:35 PM
That thing is pretty neat. I like the hungry ability.
December 23rd, 2009, 09:39 PM
I'm just afraid it would be too powerful. I wanted to play test it today, but I didn't get the chance. How was the wording? I had a hard time coming up with concise wording for most of it, and I'm not sure I have it down yet.
Claws of Death
December 23rd, 2009, 09:41 PM
The wording's pretty good, but I have a feeling that it might be too powerful as well.
December 23rd, 2009, 09:47 PM
Thanks for the feedback. I thought that maybe a way to work around the power of it in a scenario would be to make two copies of this guy and call one Stormbringer and the other Mournblade. That way they could be placed far enough apart that one player wouldn't be able to grab both swords.
Claws of Death
December 23rd, 2009, 09:54 PM
I like that idea!! Pretty good for a scenario. You can call it something like "the 3 blades of sorrow".
December 24th, 2009, 10:19 AM
I totally dig it, but I think the black round markers granting extra hits are going to be problematic. You've also got a potential auto-win scenario - if the guy holding this sword is the last dude on your side, and the other side has zombies, then the game is over. Fight like a brave if you want, you can't kill undead with this thing.
What about this:
When attacking a figure at range 1, roll +1 attack die.
If this attack kills a target that is not undead, you may remove 1 wound from this figure.
If this figure is alive and in your army, you must place at least one order marker on this figure, and it may not be the 'X'.
If attacking an undead figure, roll -1 attack dice, to a minimum of 1.
I haven't made a custom in years, so I don't know that I got all the wording right.
December 24th, 2009, 11:34 AM
In the situation against a bunch of zombies, you'd pretty much be forced to drop the sword. I'm kind of attached to what I have now, but I think it will probably have to be trimmed down significantly to make it usable. I'll probably drop the negative energy and the simple +1 bonus, put a cap on the attack bonus, and combine all the other powers. I'm leaning towards something like this:
When the figure holding Blackrazor inflicts wounds on another figure, place one black marker on the figure's card for every wound inflicted. If there are wounds on the figure's card, remove one wound marker and one black marker until there are no wound markers left. If the figure receives wounds and there are black markers on the card, remove a black marker instead of placing a wound. Each black marker gives a +1 Attack bonus up to a maximum of +3 Attack. At the end of every turn, remove one black marker from the figure's card
After revealing an order marker on this card, roll the 20 sided die. Add +1 to the result for every black marker on the card.
1-8 the figure must move towards the nearest figure and attack. If two or more figures are the same distance, randomly determine which one is attacked.
9-20 take a turn normally.
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