Re: The Winter Merchants' Faire
Cirostis makes his Axe/Cloak exhange. The Wererats seem thrilled. Secret stuff is always more exciting to them than some obvious, straightforward weapon.* Then, he pursues the quest for magic crossbow bolts. It’s trickier than he thought it would be.. everything around here is. But he’s getting the knack of things by now. He knows that the Wererats have only the things they have scrounged. And the Wereowls, well, they could make some.. but they seem difficult.
But they’re not the only source of magic around here. After checking over his shoulders to make sure that Arctos is nowhere in sight, Cirostis scurries over to a crafts booth manned by Elves. He knows they have no magic weapons for sale, as they are in the midst of a war and need all they can get… but it’s worth a try.
They have no magic bolts here, in fact, Cirostis quickly learns that Elves don’t have any at all, and don’t make crossbows. But the Elves see that making crossbow ammunition is not very much different from making magic arrows, and they make magic arrows all the time.
So maybe… if he’s going to be in Lucimburic for a while, they can work something out. The Elves have a conference, and get in touch with one of their friends at the Elven Mission, Lucimburic’s own little Elven Embassy, and they get in touch with an Elf, who gets in touch with an Elf…
Word eventually comes back. (this would be over the course of days.)
The Elves will not sell magic arrows or crossbow bolts to the Cirostis. They feel that would be wrong, considering all Cirostis and company did for them at Beda. So the King and Queen of the Elves are crafting a set of freshly made magic crossbow bolts to send to Cirostis as a gift.
*Well, Duh. From the Wererat perspective: Your party encounters a pack of Wererats. One is holding a frost axe. What do you do? Every Adventurer In The Multiverse: “Attack the one with the Frost Axe!” It is one of the most useless weapons a Wererat could ever think of.
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Meanwhilst, Cirostis and Scolo look over the Ghost Hammer. Scolo is at something of a loss… this is too weird, even for him. He knows that some magic weapons are so powerful they get some kind of spirit to them… but a ghost of a spirit?
But Rita, hanging around them, can offer enough knowledge of the spirit world to figure it out.
The special magic powers of the hammer is based on the fact that it is the ghost of a weapon. A new head for the hammer would cause it to loose its special ghost powers. It would be like reincarnating a Dwarf ghost into a new body. The reincarnated spirit certainly won’t be walking through any walls again. It may or may not regain it’s old magic powers- this should be done by a master Dwarven weaponsmith who understood the original magic and crafting technique to the extent necessary.
On the other hand, Scolo, having had more time now to study the hammer, is able to clarify something he previously reported: The hammer’s ability to destroy area spells.
The ghostly incorporeal force of this spell is able to attack and destroy intangible area spells, such as any of the “magic circle” spells, “wall of force”, Invisibility Sphere, various illusions, Anti-magic Field, etc. Exactly how it does so, he’s not sure. But knowing how Dwarves think, it’s probably a matter of physically… well… not exactly physically, but intangibly… hitting the spell with the hammer.
No doubt, at some point, they test this theory, and make an astonishing discovery: the power of the hammer is very straightforward. The wielder of the hammer has to hit a spell with the hammer to destroy it. A spell has a “pseudo armor class” equal to its Saving Throw (and a few components Scolo doesn’t know yet, though he’s sure that Permanent spells are harder to destroy) and Pseudo Hit Points = to 5 + 5 per caster level.
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