Monday, May 7, 2012

Artifact Weapons in 4E: Frostbane and the Blade of Malib

Two fantastically powerful artifact swords that saw the light of day in my ongoing 4E Chirak campaigns over the last few years....enjoy!



Frostbane

Elemental Frost Longsword+3, Artifact of Pale

Enhancement: attack and damage rolls

Critical: +1d6 cold damage per plus

Property: Frostbane levels up its modifier by wielder level; at level 3it is +1; level 8 +2; level 13 +3; level 18 +4; level 23 +5; and level 28 +6.

Normal Concordance:

Property: Frostbane looks and acts like a normal Frost weapon:

Power (At-Will , Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns
damage to normal.

Power (Daily, Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.; Level 13 or 18: 2d8 cold damage; Level 23 or 28: 3d8 cold damage.

Property: you can speak, read and understand elvish of the Paleic region

Satisfied Concordance:

Property: you develop resistance 15 to cold damage when holding the blade

Property (daily): Frost Burst Instant; Trigger: you strike a foe; Effect: that foe and all foes in a burst radius 1 centered on the struck target are immobilized with ice (save ends).

Pleased Concordance:

Property (daily): Chilling Weakness Instant; Trigger: you strike an enemy outsider; Effect: that foe takes 10 ongoing cold damage (save ends) and now has vulnerability 10 to cold damage until the end of the encounter; This becomes 15 ongoing damage and vulnerability 15 at level 21.


Goal of Frostbane:

   Frostbane is one of several blades specifically created to fight the Winter Scourge, a horde of demons and monsters trapped in the deep north by the great ice-flows from the primordial rift devouring the edge of the world. Frostbane will be released from its duty if the Nine Cold Lords of the army are ever slain.

   Frostbane is also built to help all elves and their kind (not merely the frost elves), and any use of it toward that end is a boon.

Concordance:                                                     Gain/Loss

Owner gains a level                                                             +1D4

Owner is an elf or eladrin                                                  +2

Owner saves an elvish life                                                  +1

Owner completes a quest for the frost elves                 +2

Owner slays a demon                                                          +1

Owner slays a demon of the Winter Scourge                 +2

Owner disobeys a directive from the frost elves           -2

Owner attacks an elf, eladrin or fey being                      -2

Concordance Effects:

Pleased (16-20):  Gain the Chilling Weakness property.

Satisfied (12-15): Gain the Frost Burst property and gain the resist cold 15 property.

Normal (5-11): You gain access to the Frost weapon power properties, and the ability to understand elvish.

Unsatisfied (1-4): You lose access to the frost weapon power properties.

Angered (0 or less): You grant combat advantage whenever wielding the weapon (though not to outsiders or cold-typed monsters).
Moving On:
When the sword has slain at least one of the Cold Lords or its owner dies it will find its way to a new elf or eladrin.




Blade of Malib

Longsword +5

Enhancement: attack and damage rolls

Critical: +5d8 necrotic damage

Property: The Blade of Malib is a +5 weapon

Normal Concordance:

Property: Blade of Malib grants the following powers:

Power (At-Will , necrotic): Free Action. All damage dealt by the blade is necrotic damage. Another free action returns the damage to normal. It radiates an eerie purple light when this is active that illuminates a burst 5 region centered on the wielder.

Power (Daily, necrotic): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 necrotic damage and is weakened until the end of your next turn.; Level 13 or 18: 2d8 cold damage; Level 23 or 28: 3d8 cold damage.

Property: You gain a +5 bonus to intimidation, diplomacy, bluff and sense motive when dealing with undead.

Satisfied Concordance:

Property (daily): Vampiric Blade Instant; Trigger: you strike a foe; Effect: expend one healing surge; do that amount of damage to your target as necrotic damage and heal yourself for the same amount.

Pleased Concordance:

Property (daily): Harvest of Blood Free Action; Trigger: you strike a living foe; Effect: expend two healing surges; you deal that amount of damage (equal to your bloodied value) to the target and heal the same amount.


Goals of the Blade of Malib:

   Malib was a god of death and one of the most malign of the Betrayer Gods. He personally crafted this weapon and imbued it with the soul of Kadarthas, one of the most potent vampires ever spawned in history. The dark energy of this being empowers the blade to reap a great harvest.

   Malib’s undead form is said to be trapped beneath the watery deep of the Sea of Chirak in an eternal prison. If the wielder of the weapon were to free Malib, then the sword would be freed of its bond to the dead god.

Concordance:                                                                               Gain/Loss

Owner gains a level                                                                                             +1D6

Owner is undead                                                                                                 +2

Owner reduces a foe to 0 hit points with one of the blade’s powers        +1

Owner slays a servant of Akquinarios                                                              +1

Owner slays a rival undead encroaching on his territory                             +2

Owner lets a targeted prey live                                                                        -2

Owner refuses to feed the blade when the opportunity strikes                -1

Concordance Effects:

Pleased (16-20):  Gain the harvest of blood property, and the weapon becomes +6.

Satisfied (12-15): Gain the vampiric blade property.

Normal (5-11): You gain access to the standard powers of normal concordance (above).

Unsatisfied (1-4): You lose access to the base powers of the weapon.

Angered (0 or less): You at -2 to hit and damage with the weapon and all diplomacy/bluff checks.
Moving On:
When and if the sword is used in aid to free Malib from his watery prison, or if it senses an even greater undead master nearby. If it leaves satisfied, it will spawn a +6 Vampiric blade in its place.


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