Magical bludgeoning weapons.


Age of Worms Adventure Path


Are there any magical bludgeoning weapons to be had by the PC's as treasure?

Clubs or great clubs?

Anything of that nature?


My thoughts on things like this... if you want them to have it, make it so! Find where there's a magic longsword laying around and make it a magic heavy mace. Find where there's an awesome magic greataxe on a weapon rack in the bad guy lair and turn it into an awesome magic maul with the same bonus equivalents. It's easy enough to switch something out.


Mrrsh wrote:
It's easy enough to switch something out.

Or one of my old stand-bys, a not-so-random encounter. For example, I designed a new magic item (perpetual talismans) based on the idea of the wands from Eberron that have uses per day instead of charges. I knew the party was low on healing ability, so they "randomly encountered" a pack of ghouls who had eaten a cleric with the item I wanted, and one of them had it stashed in a pouch.

The players have no idea the encounter wasn't part of the regular adventure, and it fit right in with what was going on. Plus, at the level they were at the time, two extra CL 1 cure light wound spells per day was a big plus.

The Exchange Contributor, RPG Superstar 2008 Top 6

jay75 wrote:

Are there any magical bludgeoning weapons to be had by the PC's as treasure?

Clubs or great clubs?

Anything of that nature?

Yes.

:)

Liberty's Edge

Check out the spell weapon of impact from the Spell Compendium to add to your PC's effectiveness with the bludgeoning weapon. I had written in a Legacy Item to the story (Maul of Dumathoin) for the dwarven priest and this spell made it even nastier.


consider placing this weapon in the treasure: +1 alchemical silver light mace, with the attributes of ghost touch and holy;

the alchemical silver will be great against Kyuss worms and werewolves;
the holy aspect will do an 2d6 damage to evil things and the ghost touch aspect will counter the incorporeal nature of shadows, ghosts and the like

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