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Quickspur’s Ally
QUICKSPUR’S ALLY
Quickspur’s Ally is a steel kite shield completely devoid of any coat of arms or identifying standard. The surface of the shield is pristine and seamless.
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Nonlegacy Game Statistics: +1 heavy steel shield;
Cost 1,170 gp. While wearing Quickspur’s Ally, you can guide a mount with your knees without making a Ride check. Omen: The shield’s outer surface displays a beautifully rendered image that shifts to match your coat of arms or the coat of arms of whomever else wields it. If you have no coat of arms, the shield becomes blank. HISTORY
Rendal Feydrian did what he was raised to do—he served the knight to whom he had been indebted by his father. Rendal’s parents were waylaid on the road by bandits, who were prepared to slit the father’s throat for mere silver. That’s when young Sir Vernor
Arceldyn of the Celestial Order came upon them by chance, drew his sword, and drove the robbers away. Arceldyn was in need of a place to sleep for that evening, and Rendal’s father insisted the warrior stay at their woodcutter’s cottage. The knight agreed, lodging there for two days.
So pleasant was the visit for all parties concerned that Sir Vernor returned to the tiny house regularly thereafter for brief visits, enjoying the calmness of rural existence. Rendal was born during these times, before his two younger siblings, but he was the only one raised with expectations for becoming more than a woodcutter. When Rendal came of age, Sir Vernor took the boy as a squire. (DC 15) Rendal fulfilled the role of squire as though born to it, cheerfully mucking stables, currying horses, and setting up campsites. No duty was too menial. The boy also excelled at riding, sword fighting, and lancing quintains. He grew strong and hale, his hard work and industrious nature making him an ideal squire.
While no covetous bone existed in Rendal’s body, the boy was always fascinated by Sir Vernor’s magic shield. Whenever the knight strapped the shield to his arm, the Arceldyn family crest magically appeared on its surface. Sir Vernor told Rendal this minor magic
changed the coat of arms depending on the wearer’s lineage. (DC 20; Working Hands) When Sir Vernor rode into battle, Rendal rode alongside him, fighting all the same opponents and dispatching them in stride. The two fought as a team, knowing each other’s blind spots and guarding them perfectly. During one conflict, Sir Vernor rode ahead of his squire, driven by an eagerness to see the skirmish won. Rendal was still tied up with two opponents when he noticed several spearmen surrounding his mentor. The attackers had underestimated Rendal. After quickly defeating the two soldiers he faced, Rendal rode after Vernor, arriving just in time to see the knight driven through by many pikes. The squire trampled some of the enemy spearmen under hoof and cleaved through the remaining ones with his sword. He then rushed to his tutor’s side. “Wear my shield,” Vernor Arceldyn breathed as his last words. With no time to think, Rendal did Quickspur’s Ally protects a champion as he was told. The shield who wields it from harm erupted with eldritch power as the family crest of the Arceldyns emblazoned itself on the surface. (DC 25; Family Bearing) Rendal had grown up never questioning why Sir Vernor visited his house in the forest, nor why the knight extended so many kindnesses to the peasant family. He always stayed for dinner, talked about the latest campaign, spent the night, and departed a few days later, leaving many pieces of gold behind. Rendal never knew his father and mother had tried to conceive for many years without success. When Sir Vernor agreed to stay with the couple that first evening after saving their lives, Rendal’s father and mother spoke to Vernor at length about their inability to have children—Rendal’s father had suffered a terrible wound earlier in his life. In the end, they asked Sir Arceldyn if he might be of service. The knight, caring little for the pompous women of the baronial court, agreed to help father a child, with one provision—the first boy child would become his squire. These realizations flooded into Rendal as he finished the battle with his blood father’s shield, bludgeoning his enemy into submission. Sir Vernor Arceldyn of the Celestial Order had left instructions for his squire to be knighted upon his death. Rendal thusly gained his spurs. So
Illus. by D. Crabapple
Table 3–34: Quickspur’s Ally
————— Personal Costs ————— Wielder Attack Save Hit Point Level Penalty Penalty Loss Abilities
5th — — — +1 bashing shield (+1 weapon) 6th — — 4 Quickspur 7th — — — — 8th — –1 — +2 bashing shield (+1 weapon) 9th –1 — 2 Painless spur 10th — — — Arrowblight 1/day 11th — — — +2 bashing shield (+2 weapon), resist fire 1/day 12th — — 2 Shielded mount 13th –2 — — +3 bashing shield (+2 weapon) 14th — — — — 15th — — 2 +3 bashing shield (+3 weapon) 16th — –2 — Phantom steed 1/day 17th — — — +4 bashing shield (+4 weapon) 18th — –3 2 Weaponbend 3/day 19th — — 2 +5 bashing shield (+5 weapon) 20th — — 2 Stoneguard 1/day
masterful and swift in the saddle was Sir Rendal, he gained the nickname Quickspur. In time, Sir Rendal
“Quickspur” Arceldyn awakened all his shield’s abilities while forging a domain of his own. His peasant parents and siblings lived in comfort ever after. (DC 30; Humble Origins) LEGACY RITUALS
Three rituals are required to unlock all the abilities of Quickspur’s Ally.
Working Hands: You must acquire 5 ranks (or 5 additional ranks) in a Craft or Profession skill. These ranks can be taken at any rate you choose, so long as you have them all by 8th level. You must also have a hostel built on a road frequently used by peasant travelers (included in the cost of this ritual). Cost: 2,500 gp. Feat Granted: Least Legacy (Quickspur’s Ally). Family Bearing: You must use Quickspur’s Ally as a bashing weapon to defeat a creature with a CR equal to or greater than your level (maximum CR 16). After the combat, you must have five houses built for five deserving families (included in the cost of this ritual). Cost: 12,500 gp. Feat Granted: Lesser Legacy (Quickspur’s Ally). Humble Origins: You are required to help and protect the commoners of the world first and foremost. Each time you fail to act in a manner required by this pledge, you lose the two highest-level abilities of Quickspur’s Ally for one day. You must also have five resource buildings (a mill, a smithy, a stable, or similar structures) built for a community of commoners (included in the cost of this ritual). Cost: 40,500 gp. Feat Granted: Greater Legacy (Quickspur’s Ally).
WIELDER REQUIREMENTS
The wielders of Quickspur’s Ally are usually fighters, paladins, or rangers. Anybody who uses a mount in combat might find the shield useful.
Quickspur’s Ally Wielder Requirements
Proficient with shields Ride 2 ranks Improved Shield Bash Any nonevil alignment
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Quickspur’s Ally.
Quickspur (Su): At 6th level and higher, you gain a +5 competence bonus on Ride checks as long as the shield is readied, but not if it is simply carried.
Painless Spur (Su): Starting at 9th level, you can spur your mount without dealing it damage (see the Ride skill, page 80 of the Player’s Handbook).
Arrowblight (Sp): At 10th level and higher, once per day by using the command word “arrowblight,” you can use entropic shield as the spell. If you are mounted, the effect extends to your mount. Caster level 5th.
Resist Fire (Sp): Beginning at 11th level, once per day on command, you can use resist energy (fire) as the spell. If you are mounted, the effect extends to your mount. Caster level 5th.
Shielded Mount (Su): At 12th level and higher, any mount you ride is treated as if it were the target of a shield other spell cast by you. The effect ends if you dismount for any reason. Caster level 10th.
Phantom Steed (Sp): Starting at 16th level, once per day on command, you can use phantom steed as the spell. Caster level 10th.
Weaponbend (Sp): At 18th level and higher, three times per day upon uttering the command word
“weaponbend,” you can use blur as the spell. If you are mounted, the effect extends to your mount. Caster level 15th.
Stoneguard (Sp): Beginning at 20th level, once per day with the command word “stoneguard,” you can use stoneskin as the spell. If you are mounted, the effect extends to your mount. Caster level 15th. ADVENTURE SEED (EL 7)
Quickspur’s Ally is an heirloom in one PC’s family, forgotten in storage generations ago. An unscrupulous warrior from a rival clan quietly stole the shield, hoping to unlock the hidden potential of the item, but she lacked the virtue to do so. Years passed without anybody realizing the shield was missing—until
Quickspur’s Ally turned up in the hands of Vandriel, a paladin from the rival family. Vandriel insists the shield can be tracked through her lineage, and honestly believes this is true. Comparing notes, however, shows the shield disappeared from the PC’s heritage only a short while before it shows up in Vandriel’s line.
The shield’s actual theft is an unknown factor that would cause Vandriel to forfeit the shield willingly could it be proven. Since this isn’t the case, and both families seem to have a legitimate claim, the sporting paladin suggests a jousting competition for rightful ownership of the shield, allowing the gods and skill in arms to decide. If defeated, Vandriel honors her word and gives up Quickspur’s Ally.
Vandriel CR 6
Female human paladin 6 LG Medium humanoid Init –1; Senses Listen +1, Spot +1 Aura courage (10 ft., allies +4 against fear) Languages Common, empathic link AC 20, touch 9, flat-footed 20 hp 39 (6 HD) Immune disease, fear Fort +9, Ref +4, Will +6 Speed 20 ft. (4 squares) Melee mwk longsword +9/+4 (1d8+2/19–20) or Melee Quickspur’s Ally +9/+4 (1d8+3) or Melee mwk lance (from horse) +9/+4 (2d8+3/×3) or Melee mwk longsword +5/+0 (1d8+2/19–20) and
Quickspur’s Ally +5 (1d8+2) with Two-Weapon Fighting or Ranged mwk composite longbow +6/+1 (1d8/×3) Base Atk +6; Grp +8 Atk Options Ride-By Attack, smite evil 2/day (+3 attack, +6 damage) Special Actions lay on hands 18 points/day, turn undead 5/day (+3, 2d6+6, 3rd) Combat Gear 4 potions of cure light wounds, potion of bull’s strength, 2 scrolls of bless weapon; 2 scrolls of protection from evil, 4 flasks of holy water Paladin Spells Prepared (CL 3rd): 1st—divine favor, lesser restoration Spell-Like Abilities (CL 6th): At will—detect evil 1/week—remove disease Abilities Str 14, Dex 8, Con 12, Int 10, Wis 13, Cha 16 SQ share spells, special mount 1/day (12 hours, heavy warhorse), strong aura of good Feats Improved Shield Bash, Least Legacy (Quickspur’s
Ally)B, Mounted Combat, Ride-By Attack, Two-
Weapon Fighting Skills Craft (weaponsmithing) +5, Diplomacy +9, Ride +13, Sense Motive +9 Possessions combat gear plus masterwork full plate,
Quickspur’s Ally, masterwork lance, masterwork longsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, 10 cold iron arrows, 10 silver arrows, masterwork dagger, silver holy symbol
Heavy Warhorse Servant CR —
LG Large magical beast (augmented animal) Init +1; Senses low-light vision, scent, Listen +6, Spot +5 Languages empathic link AC 22, touch 10, flat-footed 22 hp 45 (6 HD) Resist improved evasion Fort +8, Ref +6, Will +3 Speed 50 ft. (10 squares) Melee 2 hooves +7 (1d6+4) and bite + 5 (1d4+2) Space 10 ft.; Reach 5 ft. Base Atk +4; Grp +12 Abilities Str 19, Dex 13, Con 17, Int 6; Wis 13, Cha 6 Feats Endurance, Multiattack, Run Skills Listen +6, Spot +5 Possessions masterwork chain shirt barding, bit and bridle, military saddle, saddlebags
Jousting Match
This map depicts a field intended for jousting, with all the normal accompaniments and fanfare. Jousting Fence This railing divides the runways for the two contestants, who begin the tilt 300 yards apart and charge toward each other.