Friday, April 1, 2016

A is for Axe of Indifference

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

A is for Axe of Indifference.

This two-handed battle axe is of the type often described as a "bearded" axe, with a long blade capable of hooking as well as chopping. The weapon is well-balanced and its blade holds a razor keen edge without the need for sharpening. The axe inflicts deep, terrible wounds and delights in doing so; though the wielder may strike last in a round (except when fighting zombies), blows from the axe of indifference have the potential to end fights quickly. Any attack roll of 20 or more...including bonuses  for both strength and the weapon's enchantment...results in the blow inflicting double damage AND severing a limb from the defender; roll D6:

1-2 Arm severed
3-4 Leg severed
5-6 Head severed (decapitated)

Giant-sized creatures (8 or more hit dice) are unaffected by the axe of indifference. Ogre-sized or larger creatures (4-7 hit dice) receive a saving throw versus death magic to resist the effect, though they still receive double damage on a severing strike, even with a successful save.

The axe of indifference is so named because it can be as dangerous to the wielder and her allies as to the foes faced. When engaged in melee involving multiple participants (friend or foe) , any missed attack roll requires the wielder to make an immediate, additional attack roll against a single randomly determined combatant within 5' of the wielder. If this second attack roll is successful, normal damage is inflicted (and severing effects if the roll is high enough); if the attack roll fails, the axe-wielder's turn ends.

If there are no additional combatants against which to make an attack roll, a wielder of the axe of indifference that misses her foe must make a save versus death magic or accidentally strike herself.

An individual whose arm or leg is severed is immediately incapacitated with shock and blood loss and unable to continue fighting; the DM may make exclude those opponents who might not suffer under such circumstances (a giant insect with multiple legs, for example, or a construct like a golem, gargoyle, or living statue). The victim of such a telling blow may do nothing but moan quietly while clutching their stump (hopefully staunching the bleeding). Though incapacitated, the individual's hit point total is reduced to the minimum amount fir its hit dice/level (for example, a 2 HD gnoll would be reduced to 2 hit points), unless damage from the blow would have reduced the creature's HPs to an a lesser amount. If the damage from the blow would have killed the creature anyway (reducing it to zero hit points or less) than it matters little whether or not severing occurred.

PLEASE NOTE: Unlike other editions of D&D, it is unnecessary in B/X for a body to be "whole" for the raise dead spell to function properly. Severed limbs from deceased individuals (including decapitated heads) can be reattached as part of the successful casting of the spell, though the raised individual will always bear the scars of the severing blow. At the DM's option, a cure serious wounds spell will reattach a severed arm or leg to a victim, so long as the spell is performed within ten rounds of the amputation; however, a reattached limb will be in a weakened state for D6 days (unable to use a weapon or shield effectively with a reattached arm, and half movement for a reattached leg). A cure serious wounds spell will not revive a decapitated character.

"Negotiate? Talk to the axe."


  1. Very cool! I will have to add this to my mix of B/X magical weapons of renown.

    Tim Brannan, The Other Side Blog
    2015 A to Z of Adventure!

  2. Cruel. Really cruel. Keep it up!

    -- Paul @