Excerpt from
Weapons of Legacy
By Bruce R. Cordell, Kolja Raven Liquette,
Travis Stout

Add depth to your campaign's weapons that will make each PC treasure these items even more! This supplement provides a wealth of information on magic weapons with rich histories. The book includes many predefined weapons, outlining their names, history, powers, stats, necessary rituals for unlocking their powers, and adventure hooks. How the weapons can gain power is discussed, as well as the feats with which they might be used. Also included are discussions of other magic items such as magic armor, rings, and staves. The excerpts below include introductory information, three sample weapons, plus a creature who has some unusual abilities. For more excerpts from this book, check out the June 2005 Preview.

Bloodcrier's Hammer

Bloodcrier's Hammer

Bloodcrier's Hammer is an enormous warhammer forged entirely from black iron. A grinning skull is etched into the surface of the hammer's head.

Nonlegacy Game Statistics: Large +1 warhammer; Damage 2d6+1; Critical x3; Cost 2,324 gp; Weight 10 lb. Bloodcrier's Hammer is a Large weapon. A Medium creature can wield the hammer with two hands with a -2 penalty on attack rolls. Small creatures cannot use the hammer without some special ability to wield Large weapons (such as the Monkey Grip feat described in the sidebar).

Omen: In any round of combat during which the warhammer is not drawn and used, it cries and moans. When the hammer is brought to bear in battle, reddish fluid seems to seep from the engraved skull's eye sockets.

History

Bloodcrier's Hammer is one of two great weapons wielded by the ancient dwarven folk hero Bhazad Khrar. (Khrar's other legendary weapon is Bloodcrier's Bow.) While the dwarves still refer to their hero with the proper pronunciation, in wider circles the name is remembered more for the properties of the weapon than the original wielder. So, "Bloodcrier" is the name that Khrar bears in many myths. Some ascribe hidden powers to Bloodcrier's Hammer. It has been debated, however, whether these abilities were in the hammer or were part of Khrar's own repertoire. (DC 15)

Bhazad Khrar is the supposed descendant of a mortal son of Moradin and was of mightier mettle than most dwarves of his age. Many exploits are attributed to Bloodcrier: founding a mine that pierced to the center of the earth, discovering mithral ore, and stemming an orc invasion. During mining explorations, Bhazad Khrar won his warhammer by defeating an entity known as an earthmagus. (DC 18; Trial by Earth)

Once the weapon was his, Bhazad Khrar woke within it powers greater still. Soon, news of the hammer's theft from its earthmagus guardian reached a group of similar beings called the Conclave at the Heart. Upset at the theft and concerned at the waking abilities of the hammer, the Conclave decided to recover the weapon and kill its wielder. In these tasks they were successful. (DC 25; Mourning Service)

After the Conclave at the Heart slew Bhazad, Bloodcrier's Hammer fell out of common knowledge and into legend. Three hundred years later, the barbarian lord Huragam found the hammer within an erupted earth cyst -- an extrusion of elemental earth -- while on a personal vision quest out in the barren scablands. Taking the discovery of the weapon as a sign, he returned to his tribe weak, weary, and at the edge of death. During Huragam's recovery, he never once relinquished his grasp on the warhammer. When his full strength finally returned to him, he knew the weapon was the tool he had long sought to carve out an empire larger than any barbarian lord before. Upon Huragam's death a century later, the barbarian shamans interred him with the hammer, despite his insistence to the contrary. He believed that to do so would allow the weapon to fall into the hands of what he called "vengeful spirits of stone and earth." (DC 31; Judgment of the Scablands)

Legacy Rituals

Three rituals are required to unlock all the abilities of Bloodcrier's Hammer.

Trial By Earth: You must defeat a creature with the earth subtype in personal combat. The creature's Challenge Rating must be equal to or greater than your character level. Cost: 2,200 gp. Feat Granted: Least Legacy (Bloodcrier's Hammer).

Mourning Service: You are required to pay homage at the grave of Bhazad Khrar, which is lost in the center of a sighing waste. Cost: 12,500 gp. Feat Granted: Lesser Legacy (Bloodcrier's Hammer).

Judgment of the Scablands: You have to spend three days in the extreme heat of the desert scablands without food, water, weapons, or shelter. Survival is not necessary to successfully complete this ritual. Cost: 40,500 gp. Feat Granted: Greater Legacy (Bloodcrier's Hammer).

Wielder Requirements

Most would-be wielders of Bloodcrier's Hammer are fighters, barbarians, or rangers. Any creature with the desire to gain more earth-related abilities might consider carrying the weapon.

Bloodcrier's Hammer

Wielder Requirements
Base attack bonus +2
Knowledge (history) 2 ranks
Speak Language (Dwarven)

Legacy Item Abilities

All the following are legacy item abilities of Bloodcrier's Hammer.

Earthseeker (Su): At 6th level and higher, while wielding Bloodcrier's Hammer, you can detect any creature with the earth subtype within 60 feet. You must concentrate (a standard action) to do so. The hammer ignores any damage reduction an earth-subtype creature possesses.

Pathbreaker (Su): Beginning at 7th level, once per day when Bloodcrier's Hammer is struck against a lock, lid, door, valve, portal, normal bars, shackles, chains, bolts, and so on, a mournful tone rings forth. The struck item opens 1 round later. Bloodcrier's Hammer also automatically dispels a hold portal spell or even an arcane lock with a caster level lower than 15th. Each strike opens only one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four strikes to open it. A silence spell negates this power.

Earthen Stature (Sp): You can change size while standing on solid earth or stone. Starting at 8th level, you can issue a command word to use enlarge person once per day (self only) as the spell. At 12th level, you can use this ability at will. Caster level 5th.

The Earth Provides (Su): At 9th level and higher, you need not eat or drink while underground or in any place with the earth-dominant elemental trait.

Deny Earth's Embrace (Su): At 10th level and higher, you need no longer fear the unforgiving crush of the earth after a fall. This ability acts exactly like a feather fall spell, and it is activated immediately if you fall more than 5 feet. Caster level 5th.

Stony Resistance (Su): At 15th level, you gain a +2 resistance bonus on all saving throws.

Meld into Stone (Sp): Beginning at 16th level, as a swift action once per day, you can use meld into stone as the spell. Caster level 10th.

Terra Obscura (Su): At 17th level and higher, while you remain in contact with solid earth or stone, Bloodcrier's Hammer cannot be detected remotely through scrying, remote viewing, or other means of divination, as if continually affected by the obscure object spell. Caster level 15th.

Wall of Stone (Sp): Beginning at 18th level, two times per day by holding Bloodcrier's Hammer forth and speaking a command word, you can use wall of stone as the spell. Caster level 15th.

Earthwalker's Bane (Su): Starting at 19th level, in your hands Bloodcrier's Hammer has an effective enhancement bonus +1 better than normal and deals an extra 1d6 points of damage against any creature in contact with solid earth or stone.

Ignore Earth's Clutch (Su): At 20th level and higher, you constantly gain the benefit of a freedom of movement spell while standing on solid earth or stone. Caster level 15th.

Table 3-2: Bloodcrier's Hammer

----- Personal Costs -----
Wielder
Level
Attack
Penalty
Save
Penalty
Hit Point
Loss
Abilities
5th -- -- -- Large +2 warhammer
6th -- -- 4 Earthseeker
7th -- -- -- Pathbreaker
8th -- -1 -- Earthen stature 1/day
9th -1 -- 2 The earth provides
10th -- -- -- Deny earth's embrace
11th -- -- -- Large +3 warhammer
12th -- -- 2 Earthen stature at will
13th -- -- -- --
14th -2 -- -- Large +4 warhammer
15th -- -- 2 Stony resistance
16th -- -2 -- Meld into stone 1/day
17th -- -- -- Large +5 warhammer, terra obscura
18th -- -3 2 Wall of stone 2/day
19th -- -- 2 Earthwalker's bane
20th -- -- 2 Ignore earth's clutch

New Feat: Monkey Grip

You are able to use a larger weapon than other people your size.

Prerequisite: Base attack bonus +1.

Benefit: You can use melee weapons one size category larger than you are with a -2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.

Normal: You can use a melee weapon one size category larger than you are with a -2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.

Adventure Seed (EL 5)

While exploring an underground area, the PCs break into an earth cyst, which houses a spellcasting elemental known as an earthmagus. They awaken the earthmagus, who attacks wielding Bloodcrier's Hammer.

Earthmagus CR 5
Earth elemental sorcerer 2
N Medium elemental (extraplanar, earth)
Init +0; Senses darkvision 60 ft., Listen +2, Spot +3
Languages Dwarven, Terran
AC 19, touch 10, flat-footed 19
hp 44 (6 HD)
Immune critical hits, flanking, paralysis, poison, sleep, stunning
Fort +8, Ref +1, Will +4
Speed 20 ft. (4 squares)
Melee Bloodcrier's Hammer +8 (2d6+8/3) or
Melee slam +8 (1d8+6)
Base Atk +4; Grp +8
Atk Options Power Attack
Special Actions earth mastery, push
Sorcerer Spells Known (CL 2nd): 1st (5/day) -- shield, true strike 0 (6/day) -- daze (DC 12), detect magic, ghost sound (DC 12), ray of frost (+4 ranged touch), read magic
Abilities Str 18, Dex 11, Con 18, Int 9, Wis 10, Cha 15
SQ earth glide, earthseeker, familiar (none)
Feats Combat Casting, Least Legacy (Bloodcrier's Hammer)[B], Martial Weapon Proficiency (warhammer), Power Attack
Skills Concentration +4 (+8 casting defensively), Knowledge (history) +1, Listen +2, Speak Language (Dwarven), Spot +3
Possessions Bloodcrier's Hammer

Earth Mastery (Ex) +1 on attack and damage rolls if both the earthmagus and its foe touch the ground. -4 penalty on attack rolls and damage rolls against airborne or waterborne opponents. (These modifiers are not included in the statistics above.)

Push (Ex) Can start a bull rush without provoking an attack of opportunity. Earth mastery applies to the opposed Strength checks.

Earth Glide (Ex) Can glide through stone, dirt, or almost any other sort of earth, except metal. The burrowing leaves behind no tunnel and does not create any signs of its presence. A move earth spell cast on an area containing a burrowing earthmagus flings the elemental back 30 feet, stunning it for 1 round unless it makes a DC 15 Fortitude save.

Earthseeker (Su) Can detect any creature with the earth subtype within 60 feet by using a standard action. Bloodcrier's Hammer ignores DR of earth subtype creatures.

Earth Cyst

The map provided gives an example of the sort of location in which this encounter might occur; the DM is free to add details that suit the campaign.

Temple of Earth

This is a small temple of typical layout, dedicated to a deity or elemental forces of earth. A corridor leading into the temple itself might be trapped to deter intruders.

Tombs

The past priests of the cult are interred here, returned to the earth.

Earth Cyst

The earth cyst has erupted into the tomb vault. It resembles the interior of a geode.

The Earth Cyst in Eberron

In the cosmology of Eberron, there is no Elemental Plane of Earth. Instead, elemental beings are native to Lamannia, the Twilight Forest, a realm of unbridled nature. Lamannia is conterminous with the Material Plane for one week every twelve months.

During this time, the power of nature is enhanced on Eberron, and magic that summons elemental beings is extended.

This temple to elemental earth might be built in a manifest zone that maintains a close connection with Lamannia. In this area, druidic magic is extended. But when the Twilight Forest is coterminous, the elemental forces break through, forming an earth cyst. The approach to the temple becomes more difficult as the walls of the passages grow and form new shapes in the stone, even spawning earth elementals.

Another possibility is that the temple is affiliated with one of the Cults of the Dragon Below. Inside its rough-hewn chambers, vile rituals are conducted to release the dark entities of Khyber onto the world.

The party has entered this unholy place to retrieve a Khyber dragonshard. These veins of living crystal form earth cysts, and one has burst forth like a pustule into the temple vault. Acquiring the crystal requires the PCs to combat foul dolgaunts and twisted priests of elemental evil before they reach the final test of the earthwarden (which might be an evil creature in this scenario).

These cultists might also be accompanied by chaggrins, also known as earth grues, which are elemental creatures tainted by evil. You can find more information about elemental grues in the Complete Arcane supplement, page 153.

Adepts of the Dragon Below (2) CR 4

Dolgrim adept 5
CE Small aberration
Init +1
Senses darkvision 60 ft., Listen +2, Spot +2
Languages Undercommon
AC 17, touch 12, flat-footed 16
hp 22 (5 HD); DR 5/byeshk*
Fort +2, Ref +4, Will +8
Speed 20 ft. (4 squares)
Melee +1 morningstar +4 (1d6+1) and
Ranged mwk light crossbow +5 (1d6/19-20)
Base Atk +2; Grp +2
Combat Gear potion of bull's strength, 2 potions of cure moderate wounds
Adept Spells Prepared (CL 4th): 2nd -- death knell[D] (+2 melee touch, DC 14) 1st -- bless, burning hands (DC 13), cause fear[D] (DC 13) 0 -- detect magic, touch of fatigue (2) (+2 melee touch, DC 12) D: Domain spell. Domain: Dragon Below*
Abilities Str 10, Dex 12, Con 12, Int 7, Wis 14, Cha 9
SQ dual consciousness, familiar (none)
Feats Augment SummoningB, Combat Casting, Lightning Reflexes
Skills Climb +3, Concentration +3 (+7 casting defensively), Knowledge (religion) +3, Listen +2, Spot +2
Possessions combat gear plus masterwork chain shirt, masterwork light steel shield, +1 morningstar, masterwork light crossbow, 10 bolts, stone holy symbol

Dual Consciousness (Ex) +2 Will saves, no penalty on off-hand attack.

*From Eberron Campaign Setting.


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