Warhammer of the Goblin King

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Radek was given knowledge of a local goblin chieftan that had risen to his position of power through the magic of the warhammer he wielded. As goblins rise to stations of power through deadly combat, the vile creature had used his weapon to slaughter all that stood before him, for the warhammer thirsts to sunder goblin skulls as though a man crossing a vast desert thirsts for water. With the help of his allies, Radek slew the chieftan and took the creature’s weapon. The heavy warhammer is quite sturdy, and will not shatter by normal means. But wielding the weapon brings a certain amount of danger to nearby allies, for in the height of his rage the wielder may not distinguish friend from foe!

This weapon is a Magical Warhammer 1, Goblinoid Bane (1d to attack rolls and damage vs goblinoids), with an INT 4 and able to communicate through simple urges. The warhammer glows red, as though newly forged, when within 900’ of goblinoid creatures and its greater magical power is that on a failed Ego check (INT check between warhammer and bearer only if the bearer chooses to resist the urge), after the weapon first smashes the bones of a bane enemy (successful hit for at least 1 HP of damage against a goblinoid), the bearer goes into a berserker frenzy, gaining +4 to STR and STA for 2d4 rounds, during which time he has difficulty distinguishing friend from foe! If no goblins are in reach and an ally is adjacent, the bearer must make a Will save vs DC 13 or attack the ally instead of moving to attack a nearby goblin out of immediate reach or to voluntarily end frenzy if combat is done. If the ally is struck by the blow, the bearer comes back to his senses and the frenzy ends immediately. In any case, after this time the bearer is exhausted for 1d4 turns afterward.

Warhammer of the Goblin King

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