D&D General Greyhawk and Polearms


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Because my mind won't shut off.

The Polearm of the Seven Spears

Weapon (glaive, halberd, or pike), artifact (requires attunement)

The Polearm of the Seven Spears is a legendary weapon forged from seven distinct pieces scattered across Greyhawk. Each piece holds immense power and historical significance, tied to key locations and events in the Flanaess. When fully assembled, the polearm becomes a divine weapon of unparalleled might.

The Seven Pieces

  1. The Blade of Furyondy
    • Location: Hidden in Castle Hart, once wielded by a knight of Heironeous during the Shield Lands' darkest hour.
    • Effect: Grants a +1 bonus to attack and damage rolls when attached to the polearm. While unattached, it acts as a longsword, dealing an additional 1d8 radiant damage to fiends and undead.
  2. The Shaft of the Bandit Kings
    • Location: Buried in the ruins of Rookroost, a notorious thief stole it and never recovered it.
    • Effect: Grants the wielder advantage on Dexterity (Stealth) checks and allows them to take the Dash action as a bonus action.
  3. The Crossguard of Aerdy
    • Location: Locked in the vaults beneath Rel Astra, a relic of the Great Kingdom’s imperial legions.
    • Effect: Provides resistance to slashing damage and grants a +2 bonus to AC while wielding the polearm.
  4. The Counterweight of the Baklunish West
    • Location: Lost in the sands of the Dry Steppes, said to have been carried by a desert warlord who vanished in a great sandstorm.
    • Effect: Allows the wielder to cast counterspell once per day.
  5. The Wrapping of the Wild Coast
    • Location: Held by druids in the Gnarley Forest, the wrapping is said to be woven from vines blessed by Obad-Hai.
    • Effect: Allows the wielder to cast entangle once per short rest.
  6. The Engraving of the Pomarj
    • Location: Hidden in the depths of the Drachensgrab Hills, etched by dwarves who defied the orcs.
    • Effect: Adds 1d6 thunder damage to attacks and allows the wielder to cast shatter once per long rest.
  7. The Gem of Celene
    • Location: Guarded in Celene by elven knights who believe it to be the key to the Feywild.
    • Effect: The wielder can cast misty step once per short rest and has advantage on saving throws against being charmed.

Assembled Form

When all seven pieces are combined, the Polearm of the Seven Spears becomes a +3 weapon and gains the following abilities:

  • Divine Might: The weapon deals an additional 2d10 radiant damage to any creature of chaotic or evil alignment.
  • Fury of the Seven: As an action, you can unleash the power of all seven pieces, creating a 60-foot cone of radiant energy. Each creature in the area must make a DC 18 Dexterity saving throw, taking 10d10 radiant damage on a failed save, or half as much on a successful one. This ability recharges at dawn.
  • Sentience: The Polearm of the Seven Spears is sentient (Int 16, Wis 18, Cha 22) and lawful neutral. It communicates telepathically and can speak, read, and understand Common, Elvish, and Celestial. Its purpose is to protect the Flanaess's balance and inspire unity among its people.
  • Legendary Resistance: Once per day, if the wielder fails a saving throw, they can choose to succeed instead.

Campaign Integration

To recover the seven pieces, adventurers must embark on a tour of Greyhawk’s history and regions:

  1. Political Intrigue: Gain entry to the vaults of Rel Astra by navigating the fractured politics of the former Great Kingdom.
  2. Daring Heist: Steal the Crossguard from the druids of the Gnarley Forest without angering Obad-Hai's followers.
  3. Desert Survival: Cross the Dry Steppes to find the warlord’s tomb and retrieve the Counterweight.
  4. Orcish Siege: Lead an assault against the orcs of the Pomarj to reclaim the Engraving.
  5. Dwarven Negotiation: Earn the favor of the dwarves by aiding them against a goblinoid threat.
  6. Cleansing Rituals: Purge the Blade of Furyondy of its curse, placed by a vengeful demon.
  7. Diplomatic Mission: Convince the elven court of Celene to relinquish the Gem by proving your worth and noble intent.
This item serves as a powerful weapon and a narrative tool for exploring Greyhawk's depth and history.
 

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Stewing some items:​


Lance of the High King

Weapon (lance), artifact (requires attunement by a lawful-aligned creature)

This ornately decorated lance symbolizes the authority and strength of the High King of Aerdy.

  • Unerring Strikes: When you attack a chaotic creature with this lance, your attack rolls gain a +3 bonus, and the weapon deals an additional 2d6 radiant damage.
  • Inspiring Presence: Allies within 30 feet of you who can see you have an advantage on saving throws against being frightened or charmed.
  • Commander's Aura: As a bonus action, you can grant up to 10 allies within 60 feet who can hear you an extra 10 feet of movement until the start of your next turn.
  • Sentience: The lance is sentient (Int 16, Wis 14, Cha 20). It has hearing and darkvision out to 120 feet and communicates telepathically. It seeks to unite the land under a just ruler.


Eternal Vigilance

Weapon (glaive), artifact (requires attunement by a paladin or cleric of Heironeous)

This gleaming glaive shines with holy light, symbolizing Furyondy’s resolve.

  • Holy Light: The glaive sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Undead and fiends within the bright light have a disadvantage in saving throws.
  • Radiant Smite: When you hit a creature with this glaive, you can use a bonus action to deal an extra 4d8 radiant damage. You can use this feature three times per long rest.
  • Turn the Tide: As an action, you can emit a wave of radiant energy. Each hostile creature within 30 feet of you must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute. Once used, this feature can’t be used again until the next dawn.
  • Blessing of Heironeous: You gain a +3 bonus to AC while wielding this weapon.


Halberd of Elemental Fury

Weapon (halberd), artifact (requires attunement)

Forged by dwarves with elemental power, this halberd harnesses the destructive forces of nature.

  • Elemental Power: You can choose fire, ice, or lightning damage for your attacks when you hit with the halberd. Add 2d6 damage of the chosen type.
  • Elemental Strike: As an action, you can unleash a powerful blast of elemental energy. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 8d8 damage of your chosen type on a failed save or half as much on a success. This feature recharges after a long rest.
  • Elemental Resistance: You gain resistance to fire, cold, and lightning damage while attuned to the weapon.


Oeridian Pike of Victory

Weapon (pike), artifact (requires attunement)

A relic of the old Oeridian tribes, this pike inspires unity and valor in battle.

  • Unity’s Edge: With this weapon, you gain a +3 bonus to attack and damage rolls. When attacking alongside at least one ally within 10 feet, the pike deals an additional 2d6 radiant damage.
  • Leadership Aura: Allies within 30 feet of you gain a +2 bonus to attack rolls and saving throws while you’re conscious.
  • Commander's Rally: As an action, you can grant up to 10 allies within 60 feet who can see or hear you temporary hit points equal to your level + your Charisma modifier. Once used, this feature can’t be used again until you finish a long rest.


Bardiche of the Feral King

Weapon (bardiche), artifact (requires attunement by a barbarian)

This primal weapon channels the ferocity of the Fists and unleashes devastating power in battle.

  • Primal Might: When raging, your attack rolls with the bardiche have advantage, and the weapon deals an extra 2d12 slashing damage.
  • Feral Rage: You gain a +2 bonus to AC while raging.
  • Critical Devastation: When you score a critical hit with the bardiche, you can roll all damage dice one additional time.
  • Howl of Fury: As an action, you unleash a feral roar. Each creature of your choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Once used, this feature can’t be used again until you finish a long rest.
Bardiche of the Feral King is some great Dark Souls item-making right there. Unironically love it.
 


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