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Items
Melee Weapons
Combat
3.13
4 Votes

14xp


Hits: 4234
Comments: 4
Ideas: 0
Rating: 3.125
Condition: Normal
ID: 236

Submitted:

Updated:
January 17, 2007, 8:28 am

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Jiklud's Axe

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A well worn ornamental axe that has been used beyond its intended ritual uses. Reason being that it has an aura around it that negates all magic.

Jiklud was a dwarven king with an overpowering disgust for magic. A magic item that exploded killed his father and Jiklud vowed that he would never go in such a way. Hating magic and not wanting to have a wizard create an item for him, he nevertheless contracted for an axe to be made.

The exchange and contract was held entirely by emissary so the wizard took creative license with the order and had an ornamental axe created which lowered his cost instead of a true axe as requested. By the time it was noticed it was too late and the wizard disappeared with the payment further causing Jiklud to hate wizards.

Since then he contracted another axe that truly meets his specifications and let the ornamental axe be traded among others without care.
Magical Properties:The axe has an aura of 5ft around it in all directions that negates all magic. It doesn’t destroy the item but renders it useless while in the area of influence. Any spells attempted to be cast inside the area have the effect of a peasant trying to cast. The aura remains whether or not it is held.



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Comments ( 4 )
Commenters gain extra XP from Author votes.

MoonHunter
November 5, 2005, 14:19
0xp
1590 hits, and nobody commented. For shame.
Voted Mourngrymn
March 22, 2006, 12:15
0xp
With a little more work, backstory and history and description this may just be a very nice item.
Barbarian Horde
April 25, 2008, 22:17
0xp
It's good. I expected it to be some sort of room-wide antimagic that instantly kills anything that has ever been exposed to magic. You know the kind created by a half-elf half-dark elf half dragon half mermaid etc?

Yeah, I was pleasantly surprised when I read that it only canceled magic in a 5ft diameter.
Voted Cheka Man
July 24, 2014, 12:18
0xp
A nasty gift to give to a mage.

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       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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