Wave, Whelm, Blackrazor & Frostrazor

Post/Author/DateTimePost
#1

snakeheadfish33

Aug 05, 2004 16:49:13
Looking for v3.5 conversions of these weapons. Currently running Return to White Plume and the characters have Wave and Whelm in hand. The version of Whelm in the Encyclopedia Magica differs from the version of Whelm in Return to White Plume. Has anyone done both conversions?
#2

cwslyclgh

Aug 05, 2004 17:08:15
I believe that at offical 3e versions of Wave, Whelm and Blackrazor appear in the arms and equipment guide (3e). Frostrazor isn;t there though (IIRC)
#3

snakeheadfish33

Aug 05, 2004 17:17:36
much appreciated.
#4

bdunn91

Aug 06, 2004 10:33:06
I don't own the Arms and Equipment guide and was noodling about with some versions of the weapons in preparation for a 3.5 conversion of Return to WPM.
Here's what I brainstormed up. I've changed a few things from the original module to fit GH better.

Wave – a +3 keen trident (a 1-handed, martial weapon doing 1d8 damage, 19-20/x2 critical range, 10 ft throwing range, and doing double damage when set against a charge). It has both the powers of a trident of fish command and a trident of warning and grants the power of water breathing to its wielder. It also is a dehydrating burst weapon. It inflicts an additional 1d6 hit points of dehydrating damage each time it hits (aquatic creatures take double such dehydrating damage), 1d10 if that hit is a critical. Wave is intelligence and has a purpose: to spread the worship of and defend the servants and interests of Procan. It is CN in alignment. The wielder gains a +2 luck bonus on attacks, saves, and checks while at sea. The trident has an intelligence of 14, a wisdom of 14, and charmisma of 14 and can communicate telepathically. It has an ego of 24.

Whelm – a +3 warhammer (1-handed, martial weapon doing 1d8 damage, 20/x3 critical range). It is also a returning throwing thundering weapon. It has the power to detect the presense of gold, gems, and goblinoids within a 60 ft radius but can’t pinpoint. It has a special purpose: to slay giants, trolls, and goblinoids. If such a target has not been slain at least once per month, it will try to compel its wielder to seek out and kill one, alone if necessary. In pursuit of its purpose, it can generate a 15d6 greater shout 3 times/day. It has Intelligence 14, Wisdom 12, Charisma 12, can communicate telepathically, read languages, and has an Ego of 18. It is LE in alignment.

Blackrazor – a +3 unholy keen greatsword (2-handed, martial weapon doing 2d6 damage, 17-20/x2 critical range). Blackrazor is a variant on the life-drinker sword of the DMG. It inflicts 2 negative levels each time it hits an opponent with no attending drawbacks (Fort save DC 16 on the next day to recover). If the wielder strikes a death blow with the sword, he is bestowed with the effects of a death knell spell, gaining temporary hit points and strength, and possibly an additional caster level. In this case, the bonuses of the death knell are cumulative. It has an intelligence of 17, wisdom of 10, and charisma of 17. It is quite CE. It can communicate telepathically, and has an Ego of 16. Every 3 days that Blackrazor goes unfed with negative levels, his ego increases by 1. Eventually he will take over and compel his wielder to kill someone and sate his appetite, reducing his Ego back to 16.

Frostrazor – a +3 keen frost burst falchion (2-handed, martial weapon doing 2d4 damage, 15-20/x2 critical range). Any threat rolled that is also a hit, whether a cirtical or not, causes a shard to break off in the wound. Roll 1d4 to consult the following table for effects:
D4 Result
1 Shard drains 1 hp per round, transferring it to the wielder.
2 Shard drains 3 hp per round, transferring them to the wielder.
3 Shard drains 1 point of strength per round, tranfering it to the wielder.
4 Shard drains 1 point of constitution per round, transfering it to the wielder.
A victim can use a standard action to try to remove one shard each round, requiring a healing check (DC 15). Trying to remove a shard provokes an attack of opportunity whether attempted by the victim or someone helping the victim. If frostrazor strikes the deathblow on a creature, it turns that creature to ice.
#5

zombiegleemax

Aug 06, 2004 11:02:19
Actually yours are pretty close to the 3.0 versions. They weren't keen and I believe Wave's dehydration was based off of a spell.


My own two cents on the module:
The main problem I had with this module (ignoring the spectacularly poor choice of gnomes from the original) was the fact that it doesn't make much sense to have a negative weapon, water weapon, earth weapon and air (ice?) weapon. I changed mine to include a positive energy (blade) weapon. And had the false Keraptis trying to gain an intelligent fire weapon and an intelligent composite longbow which was the air weapon. The main purpose of the creature lairs (like the original module) was to test adventurerers and make sure they were worthy sacrifices in order to be used in a grand ritual to enable Keraptis to become an ageless Hierophant. (see the interesting editorial details of the module at Canonfire.)
#6

bdunn91

Aug 06, 2004 11:11:49
I decided to go with keen for a few of the weapons because some of their interesting powers, especially frostrazor and to a lesser extent, Waves extra dehydration, would be relatively insignificant without a greater threat range. And I especially wanted Frostrazor to be a pain in the ass with its ice shards

I actually like gnomes in the original. Greyhawk is one of the few campaign settings that actually seemed to have gnomes in any significant number (that could be because so much stuff was written about the Verbobonc area and the gnome-inhabited Kron Hills). So I like the use of a significant number of gnomes. Just about any other setting would have used a humanoid that might be more cliche like drow, duergar, or goblins.
#7

snakeheadfish33

Aug 06, 2004 11:40:24
thanks for the conversions. went to a hobby store last night and thumbed through the arms and equipment guide. i could not find the weapons in there. i went through the book twice but may have gone through it too quickly. so these are a big help.

i dig the gnomes. they have thrown the party off. not used to fighting gnomes (let alone encountering neutral evil ones at that) they have been hesitant to kill too many of them if at all possible. also all the factions fighting against one another has really tested the party as well. being lawful and chatoic good, they were not too keen on teaming up with the resistance (which led to a fight to the finish with Nix plane-shifting out of the loosing battle) and are confused by how eager the evil gnomes are to accepting new-comers and letting them walk around fairly freely, even pointing the way to thier leaders. we have just completed the entrance level and are now heading down to the indoctrination level. we also plan to continue on with Beyond White Plume that was published in Dungeon shortly after the release of RtWP. We have also faced the threat of Dragotha and surrounding environs. after playing the original white plume so many years ago this has been a blast ...
#8

Mortepierre

Aug 06, 2004 11:47:00
Blackrazor: p. 141
Wave: p. 143
Whelm: p.143

All in the "Intelligent Items" section ;)
#9

snakeheadfish33

Aug 06, 2004 11:54:53
again, much appreciated. i will check that out this weekend. game nights wednesday so i've got some time.
#10

zombiegleemax

Aug 06, 2004 12:30:34
I just personally have a bias against gnomes, evil ones in particular. It is sort of like having an evil halfling as a protaganist, I am sure it could work but now you add a whole group of them and it stretches my abilities as a DM too much.

The derro I can see being evil and wicked but I think they became way too prevalent in 2nd edition.
#11

snakeheadfish33

Aug 06, 2004 12:44:46
I toyed a lot with changing the gnomes to something else. but after fighting orcs and goblinoids too often it seemed best to just leave it alone. We also have another party of characters (all evil Drow) so i wanted to keep underdark creatures, such as Druegar, for that campaign. and like i said it's been challenging to the party to not slaughter hordes of gnomes and it has left them reeling. one of the characters is having a VERY difficult time with the situation. i like watching my players squirm a bit.
#12

cwslyclgh

Aug 06, 2004 12:48:14
I just personally have a bias against gnomes, evil ones in particular.

you probabaly would not like my dungeon filled to the brim with gnome wights then.
#13

zombiegleemax

Aug 06, 2004 17:11:59
I played a game which had a gnome mummy in it.

If nothing else its better that your character dies with a smile on his face because a gnome mummy certainly doesn't inspire terror.
#14

snakeheadfish33

Aug 06, 2004 17:21:30
Return to White Plume gots those handful of Gnome, Bog Mummies. they did make the characters think it was all a joke.
#15

zombiegleemax

Sep 03, 2004 11:22:26
I dont like the fact that Arms and Equipment gave the guide for making blackrazor. That is supposed to be a unique weapon and should be considered an artifact. All of those weapons should be.