Sword of Kas II (Magic Sword)

While this sword has a 6-foot blade and a 2-foot hilt, it can be easily wielded in both hands by any warrior. The blade is rippled, with a vein of gold running down the center. The hilt is wrapped in red leather flecked with gold. The narrow quillons are of unicorn horn and capped with small, black pearls; the basket surrounding the hilt is formed in the image of a leering, bearded face.
The history of Kas the Bloody Handed is irrevocably linked to Lord Vecna, for his sword was created by Vecna's own skills. Kas was Vecna's lieutenant, warlord, and assassin, and the sword was his symbol of authority.
The sword is as evil as its maker, and it whispered dreams of treachery to Kas until finally, blade in hand, he confronted his dread master. The battle between the two of them was titanic, and both are said to have died in the end. All that remained behind were the sword of Kas and the hand and eye of Vecna.
Although the sword is thoroughly evil, PCs may be allowed to use it, but only for a short period of time. Any appearance of the sword of Kas should be matched by the introduction of the hand and eye of Vecna as well, since the sword exists to destroy Vecna. Use of the artifact should be built around that story. The sword may be discovered by the adventurers as a prelude to a campaign involving the hand and eye, as the owner of the sword becomes obsessed with finding Vecna's artifacts. This leads the party into the DM's planned adventure for the hand and eye.
The sword is also the bane of the Cult of Vecna, since the death of Vecna's followers indirectly fulfills the sword's goals. Thus, the sword could lead the characters into a conflict with the cult ofVecna (which in turn leads to the hand and eye).
The sword of Kas is intelligent (Int 19, Ego 20) and communicates telepathically, revealing only two random powers when first touched.
Constant Powers: The sword acts as a defender +6 (double damage to planar beings), grants foresight, and defiles holy water within 30 feet.
Invoked Powers: Upon command, the sword can shield (3/day) or bestow fire giant Strength (+4 to hit, +10 damage, 1 turn duration, 3/day).
Random Powers: The sword grants three abilities from Table 1-14: Immunity and two abilities from Table 1-15: Major Powers.
Curses: First, the sword inflicts 2d20 damage the first time it's touched. Second, all powers fail when it's brought within 60 feet ofVecna or his artifacts—a fact of which the sword is not aware. Third, the wielder risks artifact domination; the sword's goal is to destroy Vecna and his artifacts. Finally, it must be quenched in blood once a day and tries to force its owner to do so. If successful, the character is compelled to kill (even another member of the party).
Suggested Means of Destruction:
* The death of Vecna, now a demigod.
* The sword is hammered into a plowshare with the cudgel of St. Cuthbert.
* All memory of Kas must be wiped from Oerth
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Swords
Category:Magic Weapons