Thursday, August 24, 2023

Moonblade named 'Moontale' - Dungeons Masters Guide - Legendary Weapon


Moontale is a moonblade forged for priestesses of the Church of Eilistraee by the Dark Maiden Eilistraee herself.  This longsword has brought salvation to those oppressed by the evil of Lolth the Queen of Spiders within the Underdark. Using sharp vengeance and vibrant song, Moontale has been a trusted instrument in leading drow and the enslaved from the Underdark to regain a peaceful place on the surface of Faerun.  

All moonblades have seen first hand epic deeds and harrowing victories by their wielders.  Sorrowful, Moontale had felt the slack grip of a dying priestesses to offend.  On each priestess death, a rune of power marks the blade that best embodies the their spirit.  Moontale has six of these runes etched on the blade since it's forging nearly 700 years ago.

The first wielder was one of Qilué Veladorn's drow friends that helped vanquish the Pit of Ghaunadaur around 750 DR.  The sixth was Draene Lunadale of Silverymoon. She was know as 'Silverbane' to slavers and foes she allowed to escape.  Draena was the longest living wielder of the moonblade at over 300 years.  Eilistraee asked Draena upon her Last Dance to let her spirit reside as an elfshadow within Moontale.  Draena was honored and happy to provide aid to those that follow the ways of the Dark Maiden Eilistraee through Moontale.

Moontale now rests in the hands of Hannibal Enlade, adopted son of Draena Lunadale, in the port town of Ironmaster.  She charged her son before her death to never wield the sword in anger and to return the moonblade to the Promenade of the Dark Maiden which lies beneath Waterdeep in the Undermountain.  Hannibal was hesitant. He wanted to stay within the cottage, carve skrimshaw, and make a simple content living in the cold darkness at the edge of Icewind Dale.  Reminders of his birth mother, Namashisa, and adopted mother sat around the cottage.  Hannibal figured he owed the his mothers for all they did and forgave him for.  Specially his deepest darkest regret.

Fate changed Hannibal's simple plan to sail from Draena's cottage in Ironmaster to the Waterdeep. A series of storms have left ships frozen fast in harbors and the Sea of Moving Ice as solid as stone since Hannibal had taken charge of Moontale.  Lucky after Hannibal completed arrangements for Draena's body and the cottage, the weather calmed.  Hannibal choose to head south taking passage as an armed escort with a dog sled caravan going to Luskan.  Hannibal felt at home being one of the fighters protecting and standing watch over the caravan.  He could find no issue in being at Waterdeep within a fortnight.

Tragically, the caravan was caught in an otherworldly blizzard. Hannibal was the only survivor.  He was found by Dravid, a hermit dragonborn paladin, and Chili Con Carne, an outlander goliath barbarian.  While the dragonborn and goliath helped Hannibal recover, he soon realized the moonblade was not in its scabbard.  

After Hannibal's recovery and some further misadventures, the strange group of 'The Leftovers' have found themselves in Bryn Shander. Leaving Hannibal Enlade, a haunted one dark elf fighter, further from his goal of giving Moontale to it's next rightful priestess.

----------Legendary Weapon----------
Moontale (6 runes)
Longsword +2 , 1d8 slashing, Versatile, Thrown (20/60), Elfshadow, Song craft, Delver, 3lbs

[ ] = additions by player.

(Moonblade, Source: Dungeon Master's Guide)
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral [chaotic] good alignment)

[Curse: In order to attune to Moontale, user must fully embrace the dance and song of Eilistraee at night with moonblade in hand.  If either a word or move is out of place, great harm can fall upon a novice.  If the Moon is near full or full, Eilistraee can speak and move through the users body making attunement more likely.

Player must succeed a DC 15 Intelligence (Religion) check and a DC 15 Dexterity (Acrobatics) check in order to attune, check can only be taken once a day at night and attunement last until next night. On a failure of one check, take d4 slashing damage that cannot be healed till next night. On a failure of two checks, take 2d4 slashing damage that cannot be healed till next night.  Player gains Advantage on checks if conducted on a near full or full Moon night or DMs discretion.]

1st Rune: +1 attack and damage rolls
2nd Rune: Song craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
3rd Rune: +1 attack and damage rolls
4th Rune: Elfshadow. You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
5th Rune: Thrown property (range 20/60 feet)
6th Rune: Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
-----------
ELFSHADOW (Shadow)
Medium Undead, Chaotic Evil [Good]

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.

STR 6 (-2)
DEX 14 (+2)
CON 13 (+1)
INT 6 (-2)
WIS 10 (+0)
CHA 8 (-1)

Skills. Stealth +4
Damage Vulnerabilities. Radiant
Damage Resistances. Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses. Darkvision 60 ft., Passive Perception 10
Languages. --
Challenge. 1/2 (100 XP)
Proficiency Bonus. +2

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

-----------Moonblade 5e Rules-----------
Description from Dungeon Master Guide
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. [(Delete text within [ ] then use Curse earlier in post) If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die] or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moonblade Properties table.

Moonblade Properties
d100 Property
01-40.  Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.

41-80.  The moonblade gains a randomly determined minor property (see "Special Features" in the Dungeon Master's Guide).

81-82.  The moonblade gains the finesse property.

83-84. The moonblade gains the thrown property (range 20/60 feet).

85-86. The moonblade functions as a defender.

87-90.  The moonblade scores a critical hit on a roll of 19 or 20.

91-92.  When you hit with an attack using the moonblade, the attack an extra 1d6 slashing damage.

93-94.  When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.

95-96. You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.

97-98. The moonblade functions as a ring of spell storing.

99.  You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.

00.  The moonblade functions as a vorpal sword.

Sentience. A moonblade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

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