PDA

View Full Version : Mace of Aldrud



Bearcat
11-30-1997, 12:00 AM
Please understand that this is not in any way meant as an insult or flame,
but I believe that you are putting out your magical items on a quantity vs.
quality basis. Many of your item creators are not of a sufficiently high
level to make magical items, and would be hard put to come up with the
resources to produce such powerful weapons. Also, the powers of these items
have become so repetitive that they each lose their uniqueness. It almost
appears as if you assign powers by rolling on some sort of table ("hmmm... a
three. That means that anyone hit by the weapon suffers "x" :) Once again I
do not mean this as a flame. I just think that before putting something as
powerful as a magical item into a campaign one has to think really carefully
about whether or not the game will become unbalanced. And remember, every
item is a masterpiece reflecting the style of the creator. If they are all
the same then what's the point?

Bearcat
lcgm@elogica.com.br
Come visit Bearcat's Birthright Homepage at:
http://www.geocities.com/Area51/Cavern/6204

Wrb41977@aol.co
02-02-1998, 04:40 AM
Here's another weapon of interest. Comments welcome.

Mace of Aldrud

This mace was created quite recently by a rogue Rjurik mage in the province of
Aldrud in Hogunmark with the help of a priestess of Lara. The mace has a grip
made of granite, a shaft of sandstone, and a head of quartz. It has the
following enchantments: First, it has the ability to put a person to Sleep.
Secondly, it can (once a day) Cure Serious Wounds or Slow Poison. Finally, the
shaft can be used as a Wand of Magic Missiles. Currently, the mace is in the
hands of Jannika Tjarlhan (FRj; Pr3, Lara; Vo, major 23; NG). She is in the
company of her brother Thor, both of whom are looking for adventure in the
Imperial City.