Hold Your Maul: Difference between revisions

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This weapon has four check boxes; when you roll a 20 on an attack roll with it, check one of the boxes and inform the DM.
This weapon has four check boxes; when you roll a 20 on an attack roll with it, check one of the boxes and inform the DM.


* With one box checked the maul has become a +1 weapon that does necrotic damage.
* With one box checked the maul has become a +1 weapon that does necrotic damage. The runes have become more prominent.
* With two boxes checked the maul has become a +2 weapon that does psychic damage.
* With two boxes checked the maul has become a +2 weapon that does psychic damage. The runes have become even more prominent.
* With three boxes checked the maul has become a +3 weapon that does force damage.
* With three boxes checked the maul has become a +3 weapon that does force damage. A thin force-field envelops the stone head.
* With four boxes checked the maul has turned into a weapon of mass destruction. On the next hit the maul’s head explodes with enormous force, doing 10d6 force damage to everything in a 15’ diameter area. The creature hit does not get a DC 15 Con save versus half damage, others do.
* With four boxes checked the maul has turned into a weapon of mass destruction. The force-field moves just a little back and forth but very quickly, turning the head into just a blur. Holding the maul is difficult now and quite scary. On the next hit the maul’s head explodes with enormous force, doing 10d6 force damage to everything in a 15’ diameter area. The creature hit does not get a DC 15 Con save versus half damage, others do.


[[Category:Items]]
[[Category:Items]]

Revision as of 13:28, 4 October 2023

Found by Marnab and Boldrek in Ullen Vale / Nellu Valley.

The oaken shaft of this weapon is covered in tendril-like growths that once in a while seem to pulse under your hands as you hold it. The massive stone head is covered in runes that make your head hurt when you look at them for more than a second.

When wielding this weapon you have resistance to fire damage.

The weapon does cold damage instead of bludgeoning damage.

This weapon has four check boxes; when you roll a 20 on an attack roll with it, check one of the boxes and inform the DM.

  • With one box checked the maul has become a +1 weapon that does necrotic damage. The runes have become more prominent.
  • With two boxes checked the maul has become a +2 weapon that does psychic damage. The runes have become even more prominent.
  • With three boxes checked the maul has become a +3 weapon that does force damage. A thin force-field envelops the stone head.
  • With four boxes checked the maul has turned into a weapon of mass destruction. The force-field moves just a little back and forth but very quickly, turning the head into just a blur. Holding the maul is difficult now and quite scary. On the next hit the maul’s head explodes with enormous force, doing 10d6 force damage to everything in a 15’ diameter area. The creature hit does not get a DC 15 Con save versus half damage, others do.