kirkspencer |
Note the following is 'scratching an itch', not preaching the one true way. A description, then the 'why'.
I'm changing the treasure in the armory of the Vault of Thorns as follows:
Replace ten +1 Orc Bane arrows with ten +1 Orc Bane (sling) bullets.
Replace one Orc Slaying arrow with one Orc Slaying bullet.
Modifying Gorum's Thorn as follows: Name is Mossy Thorn. Scythe instead of Greatsword. No user restriction (religion, race, class, alignment, etc.) Minor fluff changes.
So it reads as:
Mossy Thorn. The druids made a version of Gorum's Thorn that, while not the threat to orcs they desired, still served in defense of the marsh. Slot: none, CL 10th, Weight 10 lbs, Aura moderate transmutation.
This well-worn +1 keen scythe appears totally covered in moss except for the sharpened edge of the blade and the equally clean inscription on the blade. The inscription is in Druidic script, and translated reads, "A thorn in the foot shall cause even the mighty to stumble." When the wielder confirms a critical hit against any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.
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So why? It scratches some peeves, mainly, and I don't think any of it is an overwhelming gain or loss in ability for my players.
First peeve is conceptual. I am frequently annoyed when some area that is dedicated to a pure race or class contains weapons or items that are unusable or antithetical to that class or race. Druids cannot use bows (normally). And while they might work with classes that can, I am not persuaded that in the heart of their citadel, meant for druids alone, they hold weapons to be used by others, but not them - not unless they had a significant surplus of weapons for themselves. The arrows become sling bullets.
Gorum's Thorn, a greatsword they cannot use, is explained by the base text. I could leave it, but then we run into a second peeve of mine, one found in many if not most adventure packs. It's a lottery device. It's potent and powerful but not game breaking, and only usable if one of your players happens to win the lottery - choosing the right religion (in this case), or profession or background or whatever. Some of it's acceptable or makes complete sense - holy symbols being one example. But this, which is the only Named Weapon of the module, and one of the only two such magic items of the module, feels a lot like bait and switch. In fact I believe this restriction is a good part of why the whole treasure of the druid council feels underwhelming -- look at this great toy, too bad you [probably] can't have it.
The biggest down check in my opinion was that it made the value of the weapon greater - it's worth about 17,700 GP without the restriction, or about 42% more valuable.
In exchange I get a weapon that's better flavored for its location when found. Its broader use makes it feel like a major award that balances the artifacts and major magic items earned in the other modules. Since the weapon won't be available outside the adventure and the original 'worked' in it, I don't have to worry about unbalancing effects.