Glaive Suffering
Suffering is the faithful glaive of Porof Dakun during his adventures of The Imminent Doom.
Backstory
The Curse
- It is very conceited, hence it must be praised for every attack. If this is not done, it refuses to harm the target and only does 1 bludgeoning dmg.
- The glaive will visit the current owner in his dreams. If not prepared for this it will be a nightmare, which results in a Constitution Saving Throw DC 15, to determine if the owner gets a long rest.
- If the player tries to get rid of the weapon. It starts to haunt him in his dreams, causing nightmares, each rest he must do an Constitution Saving Throw. The DC is 5 * the number of days since last the player has touched this weapon. Only if the other person and the glaive agrees on the deal this will not happen, as the curse now is transferred to the other person.
- Suffering seeks the battle and does everything in her power to be used. This extends to the matter that when ever the weapon is exchanged or not picked it tries to manipulate her owners will. A Wisdom saving throw (DC 15) must be taken or the weapon finds its way into the owners hands.
- The closer Suffering comes to her first owner, she becomes more powerful. In battles with at least three enemies or in battles where the group seems to loose. She tries to get her owner into a blood frenzy. This results in the owner going on a rampage dealing 2d10 damage to everyone in reach and going straight to the strongest opponent on the field. If the player resists to her take over the two will have a mental battle for three rounds. Each time they both do a wisdom contestant, while Suffering has a wisdom of 12 (+1).
Lifting the Curse
This is why she will try and guide him to her last battle. When the owner arrives in the plains she has died a ghost comes out of the weapon. It asks the owner to revenge her and to free her.
If the player revenges her, she vanishes from the glaive and leaves some ethereal residue behind. This causes the weapon to have a ghost like shimmer and make an additional 1d6 force damage.
If the player refuses, he can try to talk her out of it, leading to three Charisma Persuasion or Intimidation checks (DC 25, 20 and 15). If all three succeed, she will either agree to stay in the glaive and bond with the owner, or he forces her into submission. The glaive will then make an additional 1d6 force damage, and once a month the adventuress' ghost can be called upon leaving the glaive (taking away its force damage) and fighting for the owner.
If the player decides to attack or fails the intimidation checks, the ghost will attack him and his group. Once the ghost dies, the glaive will return to it's original form and turn into a Weapon of Warning.
- Taking Revenge: additional 1d6 force damage.
- Persuading or Intimidating: additional 1d6 force damage. The ghost can be called into battle, leaving the glaive a normal weapon. The ghost can be called once per moth.
- Killing the Ghost: The glaive turns into a Weapon of Warning.
