The stuff of Legend (right, Boo?!)
Hi everyone,
How many of you have played D&D in your life? And how many have acted, more or less regularly, as the group's Dungeon Master? And while mastering, did you ever introduce weapons, armors, spells or any magical object of your own creation in your campaign? I guess many of you did, and likely will continue to do so. But what's the difference between a longsword +3 you used in your campaign and the one I used in mine? In my opinion, it's the story behind the item, the origin, power and ability that it has that make it, in a sense, come to life. In one word, the "flavor" of the item. That little topping that every DM has great fun with in thinking and writing about it, and that he or she shares with the group.
I thought it would be cool to open a topic in which to describe our creations, things we created as DMs or were described to us by our masters while playing this great game. I must admit I don't have much imagination, but I'm lucky my kid brother has plenty for both of us. Some 10-15 years ago when he first started acting as a DM, I asked him to keep track of his magical creations, so that we wouldn't forget about them. I later chipped in with creations of my own, but I must admit most of what I will describe here is still his stuff.
The goal is also to provide ideas for magical items or situations that you, my good reader, might find fitting for your campaign. All the items described use the 3/3.5 D&D rules, but I suppose they could be easily adapted to other settings/set of rules. Feel free to take what I post and modify it as you wish, if it fits your goals, but bear in mind that many of the creations described here are often objects of considerable power, not to be used lightly else the very fabric of meta-reality might be compromised.
I of course encourage you to share your creations, if you like.
Trimia Death-Hammer.
Trimia was a weapon-smith and cleric of Moradin that lived with his small but proud clan in the mines under the Storm Horns, not far from Skull Crag. His life was simple, divided between his faith to Moradin and his perseverance in defending his clan from the occasional attack of goblins and trolls. In 1289 DR, while he was away to solve some landmark disputes in Suzail, his clan, which he had loved and served for almost three centuries, was attacked and exterminated by elves of the Underdark. After getting back and realizing what had happened, in a moment of desperation he tighten the grip on his hammer and was about to hit the anvil on which so many times he had prayed to the Soul Forger. In that moment, a ghostly figure of an ancient dwarf appeared by his side to halt his powerful blow. "Stay your wrath, master smith", he said, "Save it for our campaign". The two, along with the other few surviving dwarves, left soon after to avenge the souls of their fallen brethren. Guided by what the dwarves believed was the spirit of Moradin, the small group tracked down and killed the drow troops in a few hours. At the end of the campaign, for his services and zeal, Trimia was rewarded with this double war-hammer of exceptional abilities.
Trimia Death-hammer is a shrieking double war-hammer of impact +5 (1d10 +5 bludgeoning +1d4 +5 piercing, 19-20/x3). The handle of the hammer is in pure adamantium, while the two heads are carved in mithral and crested by tiny black diamond tips for extra damage. Such a design makes Trimia Death-Hammer one of the most lethal weapons in the realms. Every time Trimia hits an enemy, the weapon shrieks upon impact, thus forcing the foe to save on Will (DC 20) or remain deaf for 1d4 rounds. Three times a day, as free action, the hammer can simulate upon impact the effects of the spell Shock (as Wiz 10). Finally, one time a week, Trimia is able to duplicate the effects of the spell Quake as a Cleric 20.
How many of you have played D&D in your life? And how many have acted, more or less regularly, as the group's Dungeon Master? And while mastering, did you ever introduce weapons, armors, spells or any magical object of your own creation in your campaign? I guess many of you did, and likely will continue to do so. But what's the difference between a longsword +3 you used in your campaign and the one I used in mine? In my opinion, it's the story behind the item, the origin, power and ability that it has that make it, in a sense, come to life. In one word, the "flavor" of the item. That little topping that every DM has great fun with in thinking and writing about it, and that he or she shares with the group.
I thought it would be cool to open a topic in which to describe our creations, things we created as DMs or were described to us by our masters while playing this great game. I must admit I don't have much imagination, but I'm lucky my kid brother has plenty for both of us. Some 10-15 years ago when he first started acting as a DM, I asked him to keep track of his magical creations, so that we wouldn't forget about them. I later chipped in with creations of my own, but I must admit most of what I will describe here is still his stuff.
The goal is also to provide ideas for magical items or situations that you, my good reader, might find fitting for your campaign. All the items described use the 3/3.5 D&D rules, but I suppose they could be easily adapted to other settings/set of rules. Feel free to take what I post and modify it as you wish, if it fits your goals, but bear in mind that many of the creations described here are often objects of considerable power, not to be used lightly else the very fabric of meta-reality might be compromised.
I of course encourage you to share your creations, if you like.
Trimia Death-Hammer.
Trimia was a weapon-smith and cleric of Moradin that lived with his small but proud clan in the mines under the Storm Horns, not far from Skull Crag. His life was simple, divided between his faith to Moradin and his perseverance in defending his clan from the occasional attack of goblins and trolls. In 1289 DR, while he was away to solve some landmark disputes in Suzail, his clan, which he had loved and served for almost three centuries, was attacked and exterminated by elves of the Underdark. After getting back and realizing what had happened, in a moment of desperation he tighten the grip on his hammer and was about to hit the anvil on which so many times he had prayed to the Soul Forger. In that moment, a ghostly figure of an ancient dwarf appeared by his side to halt his powerful blow. "Stay your wrath, master smith", he said, "Save it for our campaign". The two, along with the other few surviving dwarves, left soon after to avenge the souls of their fallen brethren. Guided by what the dwarves believed was the spirit of Moradin, the small group tracked down and killed the drow troops in a few hours. At the end of the campaign, for his services and zeal, Trimia was rewarded with this double war-hammer of exceptional abilities.
Trimia Death-hammer is a shrieking double war-hammer of impact +5 (1d10 +5 bludgeoning +1d4 +5 piercing, 19-20/x3). The handle of the hammer is in pure adamantium, while the two heads are carved in mithral and crested by tiny black diamond tips for extra damage. Such a design makes Trimia Death-Hammer one of the most lethal weapons in the realms. Every time Trimia hits an enemy, the weapon shrieks upon impact, thus forcing the foe to save on Will (DC 20) or remain deaf for 1d4 rounds. Three times a day, as free action, the hammer can simulate upon impact the effects of the spell Shock (as Wiz 10). Finally, one time a week, Trimia is able to duplicate the effects of the spell Quake as a Cleric 20.
Post edited by Moradin on
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There are several double-edged weapons in the Realms, a few of which are quite ancient (consider the dwarven Urgrosh or the orc Double Axe). Nonetheless, there is only one known triple-edged weapon in existence: this uniquely designed item is a relic of ages past, in service during the Blood War since the dawn of time. On Faerun, only one specimen of Sheliak has ever been reported: for the longest time it has been wielded by an unknown orc from Vaasa, who swore of having won the weapon playing dice against a devil at the orders of Mephistopheles. Whether the claim is false or accurate, the Sheliak is a quite peculiar weapon, able to cut through a charging bull, tear down a granite wall and pierce dwarven armors with the same disarming ease.
The weapon is entirely forged of Mithral of the Pits, a relatively abundant material in the Abyss, with the same consistency of regular Mithral, but it is completely black, as boiling tar. The handle is made of demon skin and chipped scales, enchanted in such a way that the wielder can call forth, 3 times a day, the effects of the spell Magic Circle against Chaos as Wiz 18. The Sheliak is a large exotic weapon, and the three extremities can be used independently from one another (the wielder has to specify with which end he is attacking). Although the weapon is neither sentient nor malevolent, the materials with which it was forged reflect the malice of the place of its forge as well as the malevolence of its previous owners. For this reason, no paladin or LG cleric would wield it, unless under exceptional circumstances. The weapon hits as a +3 weapon and has the feature of screaming with joy whenever it hits a CE enemy, while it wails in pain when a LE enemy is hit. This feature has no additional property on the enemy or the wielder.
Sheliak: 2d10 bludgeoning (20/x3) or 2d8 slashing (19-20/x2) or 1d10 piercing (20/x4).
According to legend, this tiny magical object was once in possession of the infamous Artemis Entreri, one of the deadliest assassins to ever walk Faerun. It is said to have been forged in Menzoberranzan, the dark city, where Entreri stole it, among other possessions, during his captivity at the hands of house Baenre. He made good use of this object till he lost it (along with the finger attached to it) while dueling his arch-nemesis, Drizzt.
Three times a day, the thimble of Silence can call forth on the wearer an effect similar to the spell Obscuring Mist (as Clr 9). Additionally, again three times a day, it can evoke the effects of the spell Silence (as Clr 9), centered on the wearer: these two effects can be evoked as free action and do not evoke an attack of opportunity. The ability to cast the spell Silence has a secondary effect: while wearing the thimble, sounds are muffled. This grants a bonus of +10 to Move Silently checks, but also a penalty of -5 to any Listen checks.
Gloves of Thunder
The Gloves of Thunder are a pair of spiked gauntlets that Lord Nasher Alagondar, ruler of Neverwinter, was wearing in battle against Luskan's legions during the battle of the Moon. It is said that the gloves were enchanted by the court mage Terrimak Grimp, as an additional defense for his Lord... but we like to think that they instead acquired their magical properties after Lord Nasher was able to break free from the strangling grip of a stone golem, only using his hands.
Once a day, the Gloves of Thunder allow the wearer to perform a special strength check against the assailant's AC, with a bonus of +5 on the check. If the check is successful, the sound of a powerful thunder is heard within 2d100 meters from the spot. At this point, the magic of the gloves allow the wearer to throw his enemy 1d10 meters away, stunning him for 1d4 rounds (Will DC 25 negates the stun) and inflicting 1d8+5 shocking damages. Creatures that are particularly sensible to sounds are stunned for 1d4+5 rounds with no saving throw and suffer 3d8+5 shocking damages.
Myrkul's hand is a right hand glove whispered to be worn by the Lord of the Dead himself, long before his ascendancy to Godhood. It appears as a patch of black and gray leather, sewn together by what appears to be blond hair. It is cold at touch and smells of rotten flesh. According to legend, during the battle of the Silver Depths, the future Lord of Bones rode the day on his skeletal horse, dispensing death to whomever was unfortunate enough to catch his attention. Nonetheless, a humble unnamed squire got close enough to be able to cut his right hand off along with everything attached to it, before succumbing to Myrkul's vengeful gaze. The future god had the hand regenerated, but his precious glove was lost to him. Ever since, it is not known what happened to the glove, whether it was destroyed in the heat of battle or if it found a new malevolent owner that day.
Whomever finds the glove must first overcome its murderous influence. This is done by performing a save on Will (CD 28, one save a day; NE characters are automatically attuned to the object). If an evil aligned character fails to overcome the artifact, the glove inflicts 1d2 negative level on the first failed save and 1d4 levels on the second failed save. No good or neutral character would willingly wear the glove. Should any such aligned creatures be strong (or stupid) enough to attempt wearing the glove, they too are required a Will save; unlike evil aligned characters though, the DC is set to 30, while on a failed check the character receives 1d4 negative levels on the first failed save and 2d4 on the second failed save. If a third check is failed, the glove permanently takes control over the mind of the wielder and the negative levels disappear. Since at this point the wielder is merely a physical vessel for the glove, his alignment automatically shifts to NE and his Intellect, Wisdom and Charisma scores are replaced by the glove's stats listed above. His personality will be completely consumed in 2d4 weeks.
On the other hand, any that subjugate the object to his will starts exuding negative energy and can channel part of it through the glove, both for defensive and offensive purposes. The wearer becomes completely immune to level and ability drain as well as any necromantic effects or spells from that school below level 6. Higher level spells and effects are not affected. Moreover, while wearing the glove, the wielder feels stronger in the ways of Necromancy, which reflects into his spells being more powerful than they would normally be. This effectively increases his caster level and the DC for all his Necromancy spells by +6. Additionally, once a day the wielder can aim the index finger of the glove to replicate the effects of the spell Finger of Death as Wiz 20 (DC 30 partial) on an enemy or the effects of the spell Harm on an undead ally. Finally, twice a day as a special attack (touch, +4 bonus on the roll) the wielder can chose to scratch an enemy with all five fingers, inflicting 5 negative levels with no saving throw.
The artifact works also in wild and dead magic areas, being a mere manifestation of the negative plane itself.
Edit: Completed the description for good and neutral characters.
Black Torrent was created by the elven warrior mage Eldras Karadras. A veteran of several battles against the elusive Phaerimm troops, Eldras soon realized that these magical resistant aberrations fared quite poorly against the might of his sword. For this reason, the elven adventurer thought well to imbue this shield and other equipment with enchantments that would protect and support him while hunting down Phaerimms and their associates.
Black Torrent is a +3 tower shield; as such, it offers the bearer the possibility to hide behind it as a free action, thus obtaining all the benefits of a total concealment. Additionally, Black Torrent is enchanted in such a way as to invariably attract and destroy on impact +3 and lower missiles, as well as darts created by spells such as Magic Missile, Melf's Acid Arrow, Flame Arrow, Ice Lance and such (level 4 and lower spells that create or conjure anything similar to arrows, bolts and darts).
Being considerably heavier than most shields (20 Kg or about 40 lbs), Black Torrent can only be carried by characters having a strength score of 16 or above. Even so, the shield has to be hooked on Karadras' War Gauntlets to be wielded efficiently and used without hindrance.
Karadras' War Gauntlets
These look like a pair of regular spiked gauntlets, quite similar to what soldiers all across Faerun wield in every battle. Karadras modified them so that the left glove would be able to accommodate his tower shield, while the right glove offers a compartment that can be used to store a small hand crossbow or an harpoon. Wielded together, the gloves offer a bonus of +4 to Dexterity, as well as a damage reduction of 5/-.
Automatic Grasping Harpoon.
This magnificent harpoon saved Karadras more times than not in his continual battle against the Phaerimms. About 27 meters in length, it strikes as a +3 weapon and has the feature of immobilizing on touch any Large or smaller creature (Fortitude, DC 25 negates the immobilizing effect). Once an enemy is caught in the harpoon, the weapon starts to slowly squeeze its victim for 2d4 rounds, causing 1d6 +3 damages the first round, 2d8 +6 the second and third rounds and 3d10 +12 each following round. The victim can try and break free through a Grapple check (DC 25 + 3 for each round in which the victim has been caught in the harpoon) or through an Escape Artist attempt (DC 35). Finally, one can try and physically break the harpoon, although this requires a Strength check against DC 30. If not able to escape by the last round, the victim dies of shock and pain no matter how many HP he still has. Since at this point all the bones and internal organs of the victim are crushed, normal means for bringing the victim back to life do not work. Recovering and rolling up the harpoon takes one complete round.
This long blue robe was originally owned by Larin, Thalanthyr's daughter. Still in her prime, but already a mage of accomplished talent, in 1360 she decided to join the resistance against the Tuigan horde that at that time was sweeping through north Faerun. Larin saw this as an opportunity to get out of the shadow of his powerful and somewhat apprehensive father, so that she would not be remembered in history books simply as the daughter of the mighty mage of Beregost. Since Thalantyr's attempts to dissuade her failed, he crafted for her this fabulous robe, made from the finest Calishite silk and imbued with special protective spells.
The vestment itself offers a deflection bonus of +4 to Armor Class and +2 to Saving throws, protecting the wearer from normal missiles and offering the possibility of storing a level 4 or lower spell for one day, which can be then released as free action by the wearer. Moreover, the robe has the power of informing the wearer of any arcane spells cast in an 18 meters radius, identifying the spell if it is level 4 or lower. If the spell is level 5 or above, the tunic offers a bonus of +10 to Spellcraft checks in order to identify the spell being casted. Additionally, once a day, the robe can make the wearer invisible for 10 minutes as a free action.
The robe served Larin well, but not well enough: she perished in battle against the Tuigans in 1360, just a few days before the battle of Phsant.
My knowledge of D&D is based solely on BG, IWD, and PS:T (and some handbooks), but your descriptions fit in seamlessly with item descriptions in the games I mentioned.
Some of the items would also be great material for mods. There are mods that introduce items into the game with rather lousy item descriptions, but that's not something that would apply to your items. So hats off to you.
I don't think Thalanthyr had a daughter or was ever married anyway. At least, not in canon. In my brother's and my personal campaigns though, he was changed to a NG Inv15/Acm5 (he is a TN Conjurer if I remember correctly), and was living in High Hedge with his wife Innovindil (CG elf), his daughter Larin (NG half elf) and his familiar, a male tressym called Orion. The familiar has an intelligence well above the average human (16 or above) and that makes him extremely self-confident. He liked to look down on anyone that would come to High Hedge to seek his master's advice.
I am glad you liked the items, as I have stated most of these are my brother's inventions, flavor included. I just reprinted these items occasionally setting them in time or space. Please feel free to use this material, should you need!
Hands of the Fearless "These metal gauntlets belonged to a high priest of a now long forgotten god of war, his acolytes favored offense over all else and their reckless fighting imprinted upon their weapons and armors." +3 to hit -2 to AC
The Black Blade "This katana was used by the legendary dread necromancer in the Sunless War. It is said that it draws its power from the souls of those it kills. It is a dread thing that tears at the morality of all those who wield it." +3 Katana. +4 after having killed 4 sentient creatures in a day +5 after having killed 8 in a day. enchantment resets every day.
The Silent Chain. "The Silent Chain is a crimson colored chain mail that was used by a legendary assassin of old. It is said that each link was dipped in the blood of one of his victims. You get a chill when you take a moment to realize just how many people died to make this armor"
Chainmail +2 Completely silences the wearer.
History is full of formidable figures, heroes that inspired their generation, diplomats that working in the shadows prevented catastrophic wars, noble men and women that stood up for what was right and just. Many of these heroes might have had notoriety while alive, but most of them for one reason or another were soon forgotten once they died. Sadly, Fomer Strongarm is part of this category of legends fallen into oblivion. He was once part of the Eldritch War Sorcerers, a group devoted to bringing justice and righteousness to a land far removed in time and space. During the War of the Planes, he was leading the charge against an entire legion of golems at the orders of Akmar the archmage. It is said that the Eldritch knights fought valiantly that day, but the enemy was too strong, their numbers too many and one by one the knights started to fall. Convinced that killing the archmage would tip the balance of the battle to his side, Fomer concentrated all his powerful war magic channeling into his sword, which right then and there became an object of pure destruction. Wielding the sword, in a few seconds he was able to carve a path to advance against Akmar, but right when the two combatants were engaged in single battle, Fomer became overpowered by the devastating energy that he himself had created. He was met by a brutal death, disintegrated by a devastating conflagration of magic. He never knew that the enemy he was facing shared the same fate. What remained of the two was just a speck of dust and this sword, a reminder of the sacrifice of its creator. The weapon lost considerable power that day, but it is still an impressive creation, which only the pure of heart can wield. Although the weapon is not sentient, a residue of its creator still inhabits the sword. As such, the weapon will accept to be wielded only by LG, NG or LN characters. Upon contact with a suitable wielder, the weapon will demand a self-sacrifice to attune itself to him. If the owner accepts this sacrifice, he/she immediately loses 10 HP. This loss is permanent and cannot be brought back by anything short of a Miracle. At this point, the weapon will disclose all its secret and the story behind its creation.
Fomer Strongarm is a +4 keen weightless great-sword of strength. It offers the wielder an enhancement bonus of +4 to strength. The weightless enchantment adds an additional +1 to to-hit roll on top of the +4 enhancement bonus; also, being weightless means it can be easily wielded even by characters that are not normally trained in the use of martial weapons.
If wielded by characters of alignments other than the ones stated above, the weapon will withdraw all its enchantments, regressing to a simple masterwork great-sword. Additionally, the wielder will start loosing 1 HP per round till the weapon is dropped to the floor. Fomer Strongarm, +5 to hit, 2d6+4, 17-20/x2.
Level: Wiz/Sorc 7
Components: V
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
The Shadow King is not known to share the spells he develops, but sometime after the Time of Troubles he was reported to have met with a handful of powerful necromancers across Faerun, describing this spell and its effects. It is said that this was one of the very first spells Larloch developed shortly after he welcomed unlife on himself. By his own words, the release of the spell is part of a deal he stroke with Mystra, goddess of Magic, in a combined effort to steer the Necromancy school away from Shar's grasps. The other end of the deal has so far remained unknown.
Similarly to the clerical Harm spell, Larloch's Immediate Non-Healing enables the caster to channel negative energy into an undead creature (or into the caster, if the situation so requires...), to wipe away injury and restore 10 hit points of damage per level of the caster (max 200 points at 20th level). Unlike Harm, this spell can be cast by voice only, making it quite handy when it comes to battle. Allied undead have the right to a saving throw to negate the effects (Will, harmless). Creatures that are not undead are unaffected by this spell.
Larloch's Violation (Necromancy/Evil)
Level: Wiz/Sorc 9
Components: V, S, M, XP
Casting Time: 24 h/lev (see text)
Range: touch
Target: touched creature
Duration: instantaneous
Saving Throw: Will negates; Fortitude half
Spell Resistance: Yes
Drawing from the primitive power hidden in the negative plane, in casting this spell the wizard is able to strip the touched creature of shreds of his own experience. The target has the right to a saving throw on Will to negate the effects. If the saving throw fails, the target is not able to arrest the mental assault of the caster that, tapping into the target's abilities, is able to "steal" 1d4 +2 feats from the target and add them to his own pool of feats. The target looses the ability to use these feats for 24 hours for caster level, while the person casting the spell can use them for 10 minutes for caster level. Tapping into the negative plane has its own cost though: after the spell is cast, the caster looses 5000 XP, while the target suffers from 1d10 magical damages per each caster level (max 20d10 at lev 20). The target is entitled a saving throw on Fortitude for half the damage.
Material component: 10 drops of virgin's blood.
Focus: shred of undead creature with 15 or more HDs.
This object appears as nothing more than an unremarkable wooden hammer, similar to those that nobility of all realms fancy using to crack open freshly boiled eggs for their morning breakfast. It is about 20 cm long, 300 gr in weigh and its tapered walnut handle is crested by a gold dipped, but sturdy head. To a superficial analysis (Identify, 1 day), the hammer gives off a faint aura of Divination and Conjuration, due to its ability of identify and remove at will any poison and otherwise mortal toxins from food and beverages. When this capacity is activated, the head of the hammer shines briefly of a golden-green light. The object was enchanted in such a way to serve a powerful gnomish Pasha from Calimshan, whose name has long since been forgotten.
To a more careful investigation (Identify, 3 days/Analyze Dweomer), the tiny hammer emanates a strong Abjuration aura due to other, more powerful enchantments. The hammer recounts that, after avoiding a poisoning attempt, the Pasha became so paranoid as to ask the hammer that saved him to be potentiated, so that it could protect him not only against mundane poisons, but also against more sophisticated attacks. Twice a day, the hammer can be hurled against an enemy as a +2 ranged weapon (range increment 15 meters). If the hammer hits, it delivers 1d2 +2 bludgeoning damages and stuns the enemy for 1d4 rounds (Fortitude negates, DC 20). The following round, the hammer flies back to its owner's hand. If the target is a magic user of any kind, the hammer is able to remove 1d4 spells of the highest level from the target's mind (lev 6 spells max; Will negates, DC 25 for the first spell, -1 for every following spell). Bards, Sorcerers and other classes that do not normally prepare spells each day instead lose spell slots of the maximum spell level they could use for the day, as if they had already used those slots. Any spells (or spell slots) so absorbed are stored in the hammer as raw magical energy. Finally, once a day, the strength of the stolen spells can be fueled to protect whomever in that moment holds the object. The spells that the hammer can replicate are: Shield, Protection from Elements, Stone Skin and Globe of Invulnerability (all as Wiz 18). The wielder of the hammer can decide which spell to activate as a free action. Absorbing a spell from lev 1 to 3 is able to power Shield and Protection from Elements, while absorbing a spell from lev 4 to 6 can power Stone skin and Globe of Invulnerability. At all moments, a maximum of 2 spells can be activated in such a manner.
The magical energy derived from stolen spells remains stored in the hammer's head for up to 10 days unless utilized, after which if not used the energy is dispersed with no further consequences.
Why is it that Man fears the dark? Some say it is because the dark is where Death hides in waiting. But who or what is really Death? Philosophers and scholars debate whether Death ever existed before the creation of the multiverse: some say it was a consequence of this creation, some go as far as to propose that Death and Ao must be the same being. The truth is, Lord Ao created Death from the same primordial essence he used to give birth to the twin goddesses Selune and Shar. In a primitive world without time, He felt it necessary to separate what it was from what it will be, so that His creation Abeir-Toril could evolve of its own volition. For this reason, He created Death not as a God, but rather as an external "entity". He then assigned to this entity the responsibility of putting an end to "what it is", and thus of separating things that have passed from those that will be. Although the Grim Reaper does not technically respond to the God of the Dead, his work is very often in sintony to Kelemvor's teachings. In any case, should there be a different God or Goddess of the Dead like it happened in the past, Death will always remain Lawful Neutral, and will continue to carry out the task assigned to him by Ao for all eternity.
Saighentrel the Harvester of Souls was created as time began by Death himself, to help him in the task assigned by Lord Ao. It is a sentient, brilliant energy, razor-keen, undead bane scythe +5. It can be concealed at will by Death. It is capable of killing virtually anyone, deities included if their time has come and the action is coherent to its lawfulness. It appears as a large scythe, completely black safe for the blade. The material of its forge is now known, but it is similar in consistence to dark wood, with the exception that the handle seems to alter slightly its appearance every now and then. Its serrated edge is so frightening to the eye that the first time anyone looks at it, a saving throw is required to avoid dying on the spot (Fortitude DC 25, as Finger of Death, Wiz 20).The brilliant energy ability allows the weapon to strike ignoring nonliving matter between the weapon and the target (armor and shields, including enhancement bonuses), and it makes the blade shine of a tremulous light unless concealed. The undead bane enchantment allows it to strike as a +7 weapon and to add an additional 2d6 points of damage against such creatures, an insult to the very essence of Death. The razor-keen enchantment is quite unique: it allows to double the critical range of the weapon and additionally to add an extra die to damage rolls on critical hits.
Saighentrel obeys exclusively to Death. It is Lawful Neutral in alignment and lives only to serve its master. It is said that it speaks to the Grim Reaper on occasion, through its deep and obscure voice, mentioning deeds and accomplishments of the victims whose souls it is about to take. The souls of anyone slain by Saighentrel appear shortly after death directly in front of the God of the Dead Kelemvor, for the final judgment. These souls can be brought back to life only through a Miracle or a Wish or through a direct intervention of a major deity. If this happens, Saighentrel would frown if it had a face, but will not speak against it. All things will eventually have to pass anyway.
Saighentrel, Harvester of Souls, 2d6 + 5 (4d6 +7 against undead), 19-20/x5.
I let the party use it for a while since they were clever enough to break such a seemingly pointless item then took it away. I mean really, when I rolled up that bit of random treasure I thought "awesome some complete junk yet the only magical loot in the hoard LOL"
I used to like giving out powerful items but they're always easy come-easy go. To gain audience with a king or duke a powerful item must be given. Need a temple's healing, you'd best donate. Need to barter away a powerful item for a mandatory quest item/info. Or simple theft. The party thief isn't the only cutpurse in the realms. Generally when not required for the plot I'd always stick to the stuff in the old books since they had tables to roll for treasures and treasure rolls for each monster.