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Caladbolg
Caladbolg is a leaf-bladed short sword. It is perfectly balanced, and its edge seems to glitter hungrily when it is wielded. Runic glyphs decorate the blade.
Nonlegacy Game Statistics: +1 short sword; Cost 2,310 gp.
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Omen: The runes on the blade of this legacy item shift and change subtly each time a new creature acquires the weapon, telling of the new wielder’s exploits. The markings are actually an archaic language, and they have now shifted to tell of your heritage and deeds. king. A sea deity worshiped by the western barbarians, Lir is a mysterious entity who claims to be the oldest of his pantheon. He is portrayed not only as a keeper of many secrets and mysteries, but also as a benevolent protector and guardian of the Blessed Isles where the spirits of the dead dwell. Many of the greatest heroes of the western tribes’ legends are said to be the foster children of Lir. (DC 31; Rite of the Sea’s Child)
LEGACY RITUALS
HISTORY
Caladbolg (“hard lightning” or “hard belly”) is a legendary sword of heroes among the barbarian tribes of the western forests. According to their tales, it can be found only when a great hero has need of it, and when it is drawn in battle, no one can stand against it. Stories featuring the sword often credit it with cutting through armor, millstones, and even a mountain in one notable case. Although many of these stories are certainly mere legends, Caladbolg does have many amazing powers. (DC 15) Caladbolg’s most recent owner was the deposed king of the western tribes, Fergus. Fergus was a warrior-poet, famous for his legendary virility as well as his power in battle. As part of a ploy to woo a woman named Neasa, Fergus gave his throne to Neasa’s son for one year. When Fergus tried to reclaim his rightful title, the temporary king and Fergus’s tribe alike refused to accept the ruler back. Outraged at this treachery, Fergus joined forces with the queen of a rival tribe and went to war against his former kingdom. (DC 18; Rite of the Stag) The warrior Nuada was said to be the son of a god, and he owned Caladbolg before Fergus. With the aid of the sword, Nuada became a great leader of his people and ruled them wisely for many years. He was finally slain in battle by Baloch, a half-fiend fire giant chieftain. Caladbolg was buried with Nuada. Tales say the gods reclaimed it, hiding the blade until a hero again has need of its power. (DC 25; Slaying Baloch) Nuada was indeed the half-mortal child of a god, Lir, who crafted Caladbolg as a gift for the ancient
Three rituals are required to unlock all the abilities of Caladbolg. Rite of the Stag: To the western barbarians, the stag is a symbol of virility and fertility, but the name of this ritual is actually a sly nod toward Fergus’s reputation. To pass this rite, you have to emulate the deposed king of legend by successfully wooing at least five persons in a 24-hour period. No physical intimacy need occur—you merely need to improve the attitudes of the five selected persons from neutral to friendly (see the sidebar Influencing NPC Attitudes, page 72 of the Player’s Handbook). You can accomplish this task by using skills, performing deeds, or even casting spells. Cost: 1,700 gp. Feat Granted: Least Legacy (Caladbolg). Slaying Baloch: You must face a giant, with a CR equal to your level or higher (maximum CR 16), in single combat. Caladbolg must be your only weapon, but you can use any spells, abilities, or other magic items you possess. Cost: 13,500 gp. Feat Granted: Lesser Legacy (Caladbolg). Rite of the Sea’s Child: You are required to seek the blessings of Lir. To do so, you must travel out to sea for a day’s journey beyond sight of land, wrap yourself in heavy iron chains, and leap into the water. You must then survive at the bottom of the ocean for one day, facing whatever challenges Lir poses, from hungry aquatic monsters to mysteriCaladbolg comes to the aid ous puzzles. Cost: 38,000 gp. Feat Granted: of a great hero in need Greater Legacy (Caladbolg). WIELDER REQUIREMENTS Barbarians, fighters, and rangers get the most use out of Caladbolg, but any character who focuses on melee combat will find the sword a welcome addition to his arsenal.
Illus. by W. England
Table 3–7: Caladbolg
————— Personal Costs ————— Wielder Attack Reflex Save Hit Point Level Penalty Penalty Loss Abilities
5th — — — Strength of heroes +2 6th –1 — — Bull’s charge 7th — –1 2 +1 mighty cleaving short sword 8th — — 2 Defiance of heroes 9th — –2 — Sword eater 10th — — 2 — 11th — — — Strength of heroes +4 12th –2 — — — 13th — — — +2 mighty cleaving short sword 14th — — 2 — 15th — –3 — Unstoppable cleave 16th — — 2 +3 mighty cleaving short sword 17th — — — Strength of heroes +6 18th –3 — — — 19th — — — +4 mighty cleaving short sword 20th — –4 — Imprisoning stroke
Caladbolg Wielder Requirements
Base attack bonus +3 Perform (any) 1 rank Power Attack
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Caladbolg.
Strength of Heroes (Su): At 5th level, you gain a +2 enhancement bonus to Strength. This bonus rises to +4 at 11th level and to +6th at 17th level.
Bull’s Charge (Su): At 6th level, you gain a +4 bonus on the opposed Strength check made during a bull rush attempt, and you push your opponent back an additional 5 feet if the attempt is successful. Defiance of Heroes (Su): At 8th level, you gain a +2 resistance bonus on all saving throws.
Sword Eater (Su): At 9th level and higher, when you use Caladbolg to attempt to sunder an opponent’s weapon, you gain a +4 bonus on the opposed attack roll. You deal 4 extra points of damage when using Caladbolg against any object.
Unstoppable Cleave (Su): Starting at 15th level, even if you fail to drop an opponent with an extra attack granted by the Great Cleave feat when wielding Caladbolg, you can still make an extra attack against another eligible foe as though you had dropped the previous enemy. This ability can be used only once per round. Imprisoning Stroke (Su): Beginning at 20th level, once per day you can imprison a foe struck by the sword beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. The struck creature must make a Will save to avoid the spell’s effects.
The save DC is 23, or 19 + your Charisma modifier, whichever is higher. If the attack misses, the ability is wasted for the day. Caster level 17th. ADVENTURE SEED (EL 7)
While traveling through a forested land, the explorers hear of Caladbolg and its fey guardian. That sentinel is
Kyrotates, a satyr. Kyrotates fancies himself a fierce combatant and challenges any who cross his path, secondarily guarding a faerie ring from trespassers and Caladbolg from the unworthy. He’s not interested in battling to the death, though, and any warrior who can best the mighty satyr in one-on-one combat wins Caladbolg. Kyrotates uses his bard abilities only when threatened by multiple opponents and does not possess pipes.
Kyrotates CR 7
Male satyr bard 2/fighter 2 CN Medium fey Init +6; Senses low-light vision, Listen +14, Spot +14 Languages Common, Sylvan AC 22, touch 13, flat-footed 20; Dodge hp 63 (9 HD); DR 5/cold iron Fort +9, Ref +9, Will +9 Speed 40 ft. (8 squares) Melee Caladbolg +9 (1d6+5) and head butt +3 (1d6+2) Base Atk +5; Grp +9 Atk Options Cleave, Improved Bull Rush plus bull’s charge (+12 total on bull rushes), Improved Sunder and sword eater (+17 total on sunder attempts with
Caladbolg, 1d6+9 damage), Power Attack Combat Gear potion of cure light wounds Bard Spells Known (CL 2nd):
1st (1/day)—cure light wounds (DC 14), lesser confusion (DC 14) 0 (3/day)—dancing lights, detect magic, ghost sound (DC 13), lullaby (DC 13), prestidigitation Abilities Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 16 SQ bardic knowledge +3, bardic music 2/day (inspire courage +1, fascinate 1 target, countersong) Feats AlertnessB, Cleave, Dodge, Improved Bull RushB ,
Improved Initiative, Improved SunderB, Least Legacy (Caladbolg)B, Power Attack Skills Balance +5, Bluff +11, Diplomacy +7, Hide +13,
Intimidate +11, Knowledge (nature) +9, Listen +14,
Move Silently +13, Perform (dance) +12, Perform (wind instruments) +15, Sense Motive +5, Spot +14 Possessions combat gear plus masterwork chain shirt, masterwork light wooden shield, Caladbolg, ring of protection +1, recorder Bull’s Charge (Su) +4 bonus on bull rush attempts.
Opponent pushed +5 feet on success. Sword Eater (Su) +4 bonus on sunder attempts with Caladbolg. +4 points of damage when using
Caladbolg against any object.
Satyr’s Glen
Faerie Ring Anyone stepping into this ring of standing stones feels a strange, giddy sensation. This magically induced emotion is a mind-affecting effect, and it has an equal chance of granting someone a +1 morale bonus or a –1 morale penalty on attack rolls and saving throws. (Roll d%: 01–50 grants the bonus; 51–00 grants the penalty). This effect lasts as long as the character remains in the circle and an additional 1d6 rounds after she leaves it. A stone can be knocked over with a DC 20 Strength check, which immediately ends any active effects and enrages Kyrotates. The satyr attacks the character who knocked over a stone. Oak Trees These oak trees are easy to climb (Climb DC 5), and their thick foliage grants concealment to creatures in their branches. They also make excellent vantage points for snipers. Anyone attempting to fi re a longbow must either take a –2 penalty on attack rolls due to the awkwardness of fi ring from a sitting position or make a DC 15 Balance check each round to stand on a branch. Pool This pool is shallow around the edges but deepens to 15 feet rapidly. Moving through the squares that make up the edge of the pool counts as moving through diffi cult terrain. Any character who travels more than 1 square into the pool must begin to swim.