The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:
For Dungeon Crawl Classics or other OSR style games.
Regular Crossbow:* Damage: 1d6 Range: 80/160/240 Cost:30SP
1. Crossbow of the Venomous Asp
This crossbow +1 to hit/+1 damage fires a blazing bolt of green energy toward the target of the firer’s choosing. If the bolt hits, the target takes 2d6 poison damage (DC 12 Fort Save for half poison damage) in addition to the damage caused by the bolt. This effect lasts 1d3 rounds or until a second Fort save is made, healing magic or the target expires.
This effect may be used up to 3 times per day. A command word must be spoken each time the power is used.
2. Repeating Crossbow of Shards
This +1 to hit/ +1 damage crossbow comes equipped with a hopper on top and a crank that allows it to hold up to 9 quarrels. This weapon comes equipped with a curious selector switch on the side:
Single Shot, as a regular +1 Crossbow
Automatic: The Crossbow is hand cranked and shoots a single attack roll. The target is hit with 1d3 quarrels per shot with 3 quarrels always being expended.
Shard: This causes the crossbow to magically split the quarrel into a 5′ x 30′ Cone of splinters. Those caught in the cone must make a DC 12 Ref save or take 1d10 points of damage. This effect only expends one quarrel and may be used as often as the character firing it desires.
3. Screaming Skull Thrower of Death.
This crossbow has what appears to be a skull at the end of it. There are glowing red gems set in the eye sockets. The stock appears to have been carved from solid black wood of unearthly origin and the arms are engraved with demonic runes. The entire weapon has an ominous glow.
It is considered extremely dangerous, cursed, and will bond with a character that has suitable skills as a crossbow archer.
This weapon retains a +3 to hit/+3 damage bonus.
The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:
1. The shooter is instantly reduced to 1 hp. Must make a Fort save or be rendered unconscious.
2. (DCC Characters) Roll once on the Greater Corruption Table and apply the effects.
3. The character is haunted for one day by an antagonistic spirit. -2 to any roll involving concentration.
4. (DCC Characters) Roll once on the Major Corruption Table and apply the effects.
5. The character is deafened for 24 hours.
6. (DCC Characters) Roll once on the Minor Corruption Table and apply the effects.
7. The firer gains the amount of temporary hp equal to the total amount lost by the target from this attack.
8. The character summons an imp. It will harass and antagonize the owner of the crossbow until banished, killed, or 24 hours expire.
9. The character is struck blind when not holding the weapon. This effect lasts 1d3 days.
10. The weapon emits a Banshee scream. The ghost attacks with a bone-chilling
scream. Every living creature within 100’ automatically takes 1d4 sonic damage and is potentially deafened for 1d4 hours (DC 12 Fort save to resist). The ghost can issue this scream up to 3 times per hour. Dogs, horses, and other domesticated animals are automatically spooked by the scream.
11. The target temporarily loses an additional 1d6 Con regardless of the save as does the weapon’s firer. The firer’s hair automatically turns white permanently and the character is wracked with chills for 24 hours. -3 on all activities.
12. The firer has attracted the attention of a deity or other divine being. The final effect is left for the Judge to decide.
4. Blood Drinking Crossbow.
This cursed +1 to hit/+3 Damage crossbow drains 1d6+3 hp from a living target upon a successful hit (Fort Save DC 12 for half.) On a critical hit, the target must make a Fort Save DC14 or lose 3d6 hit points. (Half on a successful save.) However, the owner of this crossbow is a lighthouse beacon to attract any creature that feeds on blood (Vampires, Succubi, etc.) These creatures will be attracted to the crossbow and it’s owner if they are within 100 yards.
If this crossbow is abandoned or destroyed, the former owner takes 1 point of permanent Con drain until they recover the item or expire. If the weapon is stolen or misplaced and recovered by someone else, they take the same Con drain until it is returned.
5. Firecracker.
This crossbow is +1 to hit/+1 Damage, +3 Damage vs creatures vulnerable to fire. On command, the crossbow emits lights equal to a standard torch. 3/day for 6 rounds, any ammunition loaded into this weapon bursts into flame when launched. Inflicts additional 1d6 damage and ignites targets on fire (Ref save to avoid; DC 13.) On a critical miss, the firer must roll on the Major Corruption Table and be affected by the results. Also, every time a quarrel is fired and ignited, there is a 1 in 30 chance the gods themselves might take notice of this incredible weapon.
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