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Greetings All!

This was submitted by my good friend and patron @letswalkhome. They crafted the idea and story behind it, and then the Smiters voted it to life. Based on the idea of a WW1 trench club worked into a dwarven narrative, it is a particularly fearsome weapon.

As a legendary, it has a lot of teeth to it, the patrons submitted the Hold Fast and I evolved the Death Follows. I really like the kind of vibe it ended up invoking.

I really hope you enjoy it and I would love to hear your thoughts and input.

Updates: Small tweak with splatter.

I hope you enjoy this one! Truly, as always and ever sincerely, Thank You.

- Hos (Dungeon Scribe)

Description:

This mace was wielded by a forgotten Dwarven General during a pivotal moment during the Goblin Wars. Earning its fame in a last ditch effort by the General to overcome insurmountable odds in the final days of battle. At the foot of the Mountain Kingdom, this mace turned the tide, ringing out the cracking of bone and sundering of weapons as it refused to fall. Long thought lost, this boon has not forgotten its duty.

The Mace wielded by an unremembered Dwarven General during the Goblin Wars, known being used to dispatch hordes of Goblins at a time, infamous for being the Mace used in a last-ditch effort by the Dwarven General to overcome insurmountable odds in the final battles of the War in the fields at the foot of the Dwarven Mountain Kingdom. It left many bodies in its wake as it single-handedly dispatched an innumerable amount of Goblin soldiers, allowing the Dwarven Military to turn the tide of the battle, and thus the war. The Mace, and the General, have since become part of Dwarven lore, long thought lost.

Tabs:

  • This weapon grants an additional +3 to attack and damage rolls, and when the user hits a Goblinoid, that creature takes an extra 2d6 Bludgeoning damage.
  • Hold the Line: One per turn, after making a melee attack with this weapon, the user is able to make another attack with this weapon against another creature within reach and 5ft of the original target.
  • Death Follows: When the user reduces a creature to 0 Hit Points, all hostile creatures within 20ft radius of the wielder must make a DC:17 Wisdom saving throw or be Frightened of the user until the end of their next turn. Goblinoids roll this save at disadvantage.

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