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Items
Melee Weapons
Magical
3.33
3 Votes

8xp


Hits: 1324
Comments: 3
Ideas: 0
Rating: 3.3333
Condition: Normal
ID: 5546

Submitted:

Updated:
January 11, 2009, 5:30 pm

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Ba'agdran

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The famed Mountain Cleaver is a mighty hammer and is never taken "lightly".

Full Item Description
The antique looking hammer is made of a dark grayed steel with a dusty oaken handle. At the end of the handle is a small brown stone, a single sigil glowing vibrantly with power upon it.

History
In ages long past a certain noble discovered stones of great power, these Elemental Sigils as they were called commanded powerful natural magic. Now this noble had to find vessels with which to harness this power so they could be put to use, he was also an accomplished blacksmith and had a friendly relationship with the nearby dwarven clan. To this clan he went for advice on the usage of his earth sigil, this hammer was their answer. Passed down from their ancient kings it was once a majestic weapon and they wished to see it shine in battle once more. The antique steel was polished and its handle was modified to hold the stone. The steel seemed to readily accept the magical power and its wielder was in full control of its powers. And thus the Mountain Cleaver was born!

Magic/Cursed Properties
This mighty warhammer harnesses the strength of the earth to deliver bone-shattering blows to its opponents. The wielder of the hammer can cause short but violent tremors in the ground, although not large enough to cause much harm other than loss of balance. In addition they gain the ability to temporarily take on an earthen form, incredibly tough and capable of burrowing through the ground without leaving a usable tunnel, although it causes a lot of vibration and is easily noticable.(think of a subway or train running underneath the ground beneath you) The weapons bearer can also call upon the hammers power to save one whom has been petrified but doing so drains the hammer of charge for up to a fortnight. The hammers recharging process can be sped up if it is buried in fertile soil near a suitably large mountain, just don’t forget it!



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Comments ( 3 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
January 9, 2009, 16:35
0xp
A handy hammer to have.
Voted valadaar
January 10, 2009, 19:34
0xp
Its okay, but needs a bit more spark I think.

A less cumbersome method of linking is as follows. Replace the round brackets with square ones to have it take effect.

So replaceing the brackets of the following
(5509|Sigils)

yields:

Sigils
Voted Scrasamax
August 22, 2012, 2:08
Only voted

Freetext



Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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