I intended all of these items to grow in power as the players gained experience. In order to get the air ship, the party would be first forced to quest all over the world, retrieving six OTHER major artifacts of power.
The air ship would only be something you'd see close to the end of a campaign, and would be lost the minute one of the items is lost or if one of the party betrays their common purpose. By then, the PCs would probably be as powerful as kings, so why not give them an airship?
Reading over this, I also realized that the twist was probably pretty confusing. What I meant was this: if the party has gathered two items (including this one), the ship can become a plan-looking raft. If three, the bearer can *still* use the raft form, but the raft will look nicer and perhaps function better than it did before.
Thanks for the feedback -- I should have revisited this one awhile ago! Go to Comment
Cool magic item...a mother of one and in my games it would be an artifact. I like the different use of it and that it produces it's own projectiles and being somewhat sentient. Cool Item:) Go to Comment
First I thought this was going to be a recipe for strife, like the princes of the Starstruck movie, but instead it is a nice background for some nice items. The 7 brothers might rule wel together, but if they all get children a dynastic fight might still be a possibility. Maybe future generations look back on the time of the Seven with nostalgia, when brothers worked together and the realm was still one.... Go to Comment
I think one would have to be an exemplary defender of the tribe to avoid getting the spirit of the shaman very displeased with you, if you use the Fang as a cooler. Though his abilities might be lessened, it seems to be that the shaman, as he gave his life for the tribe, would want to be wielded only by tribemembers defending the tribe. A barbarian PC might use the Fang on a quest for the wellbeing of the tribe, but anyone else better return this weapon to its rightful owners. Go to Comment