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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

4. MAGICAL ARMOUR, SHIELDS & WEAPONS

@Arrows, Apollo’s Golden

In the aftermath of the Green Death, when the tribes of mankind warred over the lands abandoned by the Hyperboreans, Apollo gifted sets of these golden arrows to his champions. But Chaos, death, and the torpor of Xathoqqua were the only true victors, and the champions of Law were cut down and lost in the far reaches of the Hyperborean lands. In tombs and caves, atop windswept cairns, and lost in the towers of Khromarium, sets of Apollo’s holy missiles still persist. Each set of Apollo’s golden arrows is imbued with the power of the golden god: one each of death, distance, terror, and awe. Each arrow can be fired but once, its power then dispersed back to the god. Each arrow gains an additional +2 attack bonus if fired by a paladin or priest dedicated to Apollo.

Arrow of Death: Acts as a +4 weapon. Any creature struck by the arrow must make a death saving throw with a −4 penalty. A failed save spells instant death for the victim, consumed from within by the god’s overwhelming light. Even if the save is successful, the arrow of death inflicts double base damage (i.e., 2d6 hp, with modifiers added afterwards).

Arrow of Distance: Functions as a +2 weapon and unerringly will teleport the shooter to wherever the arrow hits, depositing him in the most advantageous position. That is, if the arrow is shot at a narrow ledge on a sheer cliff, the shooter will be teleported to a safe position atop it; if shot at the tossing spar of a ship, the shooter will find himself sitting athwart the beam. If it is fired at a creature, the arrow will cause damage as normal and bring the shooter into immediate melee range, with automatic initiative on the following combat round. Only the shooter is affected by the arrow’s power.

Arrow of Terror: Functions as a +2 weapon. Upon impact, wherever it strikes, the arrow will unleash the overwhelming terror of mortals confronted by the divine. This effect is similar to the spell fear, though it fills a 30-foot radius. All creatures of 6 or more HD in the area of effect are allowed sorcery saving throws, modified by wisdom adjustment, if applicable; otherworldly beings receive a +4 bonus.

Arrow of Awe: Meant to be fired into the air, this arrow strips away the veil before the eyes of mortals and exposes them to the chastening power of the god. All creatures within 60 feet of the shooter will be overwhelmed by awe. As with the arrow of terror, those of 6 or more HD are allowed sorcery saving throws, modified by wisdom adjustment, if applicable; otherworldly beings receive a +4 bonus. This awe effect elicits an immediate reaction roll at a +4 bonus in regards to the shooter; any result of 12 or more acts as a charm monster spell, though no further saving throws are permitted.