Thursday, April 16, 2020

Valentoric

As magic swords go, Valentoric was a most unusual weapon.  Not in that it was an intelligent sword, there are a number of those to one degree or another.  No, Valentoric was one of a kind.  It was made specifically for a Ranger long ago and could only be wielded by a very select person who among other things,  must be a Ranger.

Valentoric is extremely judgemental.  Not just anyone will be allowed to hold it let alone use it.  If a potential wielder should pick it up, Valentoric would immediately assess that individual's traits.  If their alignment was Evil, it would cause burns and possess that wielders mind, literally taking control of their body and cause severe damage and even death by causing them to stab and hack themselves viciously.

If the potential wielder was of Good alignment, their Intelligence, Wisdom, Dexterity, and Charisma traits would be judged immediately upon grasping the hilt.  If any of those were found lacking (less than that of the sword's own) that individual would not be able to so much as budge the sword from its place.

The sword, an elegant and intricately designed and decorated longsword, was a composite of 70/30 cold forged steel and silver.  Because of the silver in it, it was a +3 vs lycanthropes.

Valentoric was enchanted with a Protection From Evil spell that warded Evil aligned creatures to stay at least 10 feet away.  It also caused the sword to glow if Evil aligned creatures came within 20 feet.

Lastly, the sword had an extra enchantment that caused it to do +3 vs all Evil aligned creatures and humanoids.  In addition, it has been further enchanted to always stay as sharp as it can possibly be.  

Valentoric can and will augment it's rightful bearers strength and dexterity while drawn and held.  This causes it to be +2 vs any non Evil aligned foe.

While it seems that Valentoric is a very powerful sword, and it is, it is also a very demanding sword.  Valentoric insists that it's bearer always be an honorable person.  If the sword thinks the bearer may have acted dishonorably, it might react by arguing with the bearer and withholding all enchantment until it is persuaded otherwise to refusing to be borne by the offending Ranger and rejecting them entirely.  This development will cause the sword to seek a new bearer to partner with.

The voice an approved bearer will hear in their head, as others cannot experience the mental bond it creates, sounds remarkably like Sean Connery and is a very strong personality.

Over a period of time, bearers will go insane with a 33% likelihood in the first month (roll once a day each of the first 30 days) and if they don't, eventually accept the sword as their most true and best friend and ally.  They may seem insane to others by talking to, even arguing with, what seems to be an inanimate object to those unaware of the situation.

Once they make it successfully beyond the first month, the bond is for life unless the bearer offends the sword with a dishonorable action or upon the death of the Ranger.  In the case of death, the sword will not be wielded by anyone for one year afterward.

Valentoric's trait scores are 16 across the board.  If a potential bearer exceeds that, the sword accepts them as the "leader".  If the bearer is equal, the sword might accept them as bearer but will always treat the bearer as an equal and attempt to take over in situations it believes itself to be superior.

The sword is currently entombed in a chest in a cavern hidden beneath a waterfall guarded by monsters and traps.  There aren't really too many of either because really, the sword itself is its own best defense.  

Valentoric can be likely to choose anyone, from any experience level, race, etc... as its bearer, as long as they meet its basic conditions that the potential bearer be a Ranger and be found worthy to wield it.

The sword has a "Keeper", a Druid, selected to collect the sword upon a bearers death (or rejection) and return it to the cavern beneath the falls.  The Keeper is not so much a guardian as it is the caretaker of the sword when it is without a bearer and its historian. The Keeper has an apprentice that is trained to take over upon their own death.  

There is always one Keeper in the cavern and one apprentice. Neither will fight to defend the sword. They will allow each would be bearer to make the attempt, providing warnings and information as necessary.  Only the Keeper is allowed to hold or carry the sword to clean it and place it back in its resting place but can never wield it as a weapon.


On Devils and Demons In My World

I have a pretty direct approach to handling Devils and Demons when I run 1e/OSRIC games.

Devils are Lawful Evil.   They are all about concentration of power and "the deal".  They want more creatures under their control and consider themselves top tier chess masters.  They LOVE to think they can outsmart or swindle their way into anything. 

They'll use every dirty trick and back stab available to them but because they do put so much stock into playing by rules, they must honor the outcomes whether they like it or not and they almost never like getting bested or outmaneuvered.

Demons are Chaotic Evil.  They couldn't care less about rules.  They are all about fear and intimidation.   They can't help but show off and grandstand if it will scare the shit out of their victims even more.

To beat a devil, especially the higher devils, its about being able to outwit them.  Some would say the only intelligent way to beat a Devil at a game is not to play the game in the first place.  Always a wise decision.  But sometimes, Devils get one playing without one realizing it.  Thats when wit and craftiness are your best and usually only hope.  Except maybe for divine interference.

The main way to beat a demon is to have a stronger will and determination than they do.  They have a relatively low force of will reflected by a low to mid range Charisma score.  PC's with higher Charisma scores and have something to back themselves up in terms of being a credible threat to a demon can banish them

Demons are impatient and get riled up easily.  Devils tend to be aloof and always wearing a poker face.

When, as the DM, I play a Devil or Demon NPC, I think of those traits and try to role play as close as possible to them.  Obviously each Devil or Demon has its own personality that encompasses these traits to greater or lesser degrees.  For example, Asmodeus will be a much different character than Beelzebub.

Also, when it comes to Devils trying to claim someones "soul", I play it that if a Devil wins, its essentially like having a permanent geas on the PC.  Devils are always looking for agents to carry out tasks that may or may not make sense to the PC but falls into some devious plot the Devil has nefariously crafted.   Its all about control and the more pawns they collect, the greater their power.