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Mischievous Gauntlets

gauntlet-10Mischievous Gauntlets

Aura faint enchantment (compulsion); CL 3rd

Slot none; Price 18,994 gp; Weight 1 lb.

Description

Leather fills the interior of these flexible gauntlets, protected on the outside by dozens of small metal scales. A spiked band wraps around the wearer’s knuckles and the concentric steel plates thin in size to allow for flexibility of the fingers. When striking an object the armored gloves turn an earthy gray color and make the dull clacking sound of stone striking on stone.

A mischievous gauntlet deals 1d6 weapon damage (1d4 if used by a small sized character) on a successful hit and when striking an object the wielder ignores any Hardness less than 8. Twice per day the wielder of a mischievous gauntlet may activate the item as a standard action to inflict hideous laughter (Will DC 13) against a target within 30 feet. The duration of this spell effect is 3 rounds.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, tasha’s hideous laughter/hideous laughter, fist of stone/stone fist; Cost 9,672 gp (387 xp)

 

History     A Knowledge (local) check reveals some of the history and lore behind the mischievous gauntlets; refer to the DCs below to determine how much.

DC 15¬† ¬† ¬†Thugs and mercenary henchmen across the realm greatly value these gauntlets; the saying “Why pick a lock when you can break the door?” is duly credited to the armored gloves. Thieves’ guild masters consider it a mark of respect (and utility) to keep their bodyguards equipped with mischievous gauntlets and theft of the enchanted items is strictly prohibited.

DC 19¬† ¬† ¬†The first thieves’ guild leader to popularize mischievous gauntlets was the celebrated Garjest the Grand. Famous for both his portly stature and the wealth he brought to his allies, Garjest even went so far as to gift several sets of these unique gloves to the bodyguards of his competitors.

DC 23¬† ¬† ¬†Garjest was once a bodyguard himself and was the first person to commission a pair of mischievous gauntlets. A clever man if there ever were one, he waited for the most opportune moments to use the armament’s additional enchantment, removing enemies from all sides with an alacrity that stunned the criminal underworld.

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the¬†submission rules¬†and send a¬†brief summary¬†of your proposed enchanted item¬†titled ‚ÄėArmory of Adventures submission‚Äô¬†to submit(at)adventureaweek.com¬†with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Brashclaw’s Chopper

Brashclaw's ChopperBrashclaw’s Chopper

Aura moderate evocation; CL 9th

Slot¬†‚ÄĒ ; Price¬†20,350 gp; Weight 13 lbs.

Description

This masterfully crafted is brutal in design, clearly made with intimidation in mind. Nearly five feet in length, the blade of this terrible greatsword is forged from the purest steel while the long handle and crossguards are wrought from a second piece of metal that has been dyed black and reinforced with bands of solid brass. The blade has magical runes etched into it, each brutally etched out in electrum. These runes continually sparkle, hinting at the raw power of the weapon even when protected in its scabbard (formed from the scaly hide of an immense crocodile).

In the hands of any regular warrior this unsophisticated weapon acts as nothing more than a +3 greatsword. In the hands of a ranger proficient in wielding this weapon that has swamp as one of their favoured terrains, Brashclaw’s Chopper allows the bearer to breathe underwater for up to fifteen minutes per day.

CONSTRUCTION

Requirements Craft Magic Arms & Armour, water breathing; Cost 10,350 gp (800 xp)

 

History      A successful Knowledge (local) or Knowledge (arcana) check identifies fragments of knowledge about this weapon, determined by the DCs below:

DC 25     This brutal weapon was originally received as part of a tribute to the black wyrm Romanadvoratrelundar (who was better known as the Putrid Lord) over a thousand years ago. The black dragon laid claim to the Swamp Lands of the South, and unified many of the lizardman tribes living therein. These tribes came to revere the Putrid Lord as a living god, and provided this rudimentary weapon (among numerous other gifts) and manpower to further the foul drake’s aims.

DC 30 ¬† ¬† In the dragon’s long life he selected many lizardman champions for their cunning and brutality; one such champion was the great hunter Brashclaw, whose prodigious size and penchant for destruction pleased his master enough for a gift from his own hoard. The Putrid Lord selected the greatsword and enchanted it through his own arcane skill before presenting it to Brashclaw; he immediately vowed loyalty to Romanadvoratrelundar over his own tribe. The black wyrm died of unknown causes several decades after the sword was empowered and the previously united tribes fell apart into a series of bloody internecine wars (the fate of Brashclaw and his mighty sword is not recorded).

DC 35     The player characters receive 1d3 reasonable rumours to the location of the long-forgotten lair of the Putrid Lord (likely found in a swamp).

Original Creator: Romanadvoratrelundar, ‚Äúthe Putrid Lord‚Ä̬†(but submitted by Jonathan Ely).

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‚ÄėArmory of Adventures submission‚Äô to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction

[the image above is sourced from http://openclipart.org/detail/175180/fantasy-greatsword-3-by-afengo-175180]

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Axe of the Bloodwolf

Axe of the BloodwolfAxe of the Bloodwolf

Aura faint evocation; CL 3rd

Slot none; Price 3,106 gp; Weight 4 lbs.

Description

    The haft of this weapon is made of solid brass with the merest hint of tarnish in the many symbols etched into its surface, its heavy steel head polished to a sheen and bearing a sharp blade that never appears to dull. The tip of the haft is set with a perfectly cut topaz that sparkles with a faint eldritch glow that emanates from the blade. This +1 handaxe is sized for a medium humanoid and sheds a pale blue light (equivalent to a light spell; a bright light radius of 20 feet and shadowy light out to 40 feet).

When wielded by a character with levels in the ranger class the Axe of the Bloodwolf grants a +2 competence bonus to Perception checks; when hunting a favored enemy, it also grants a +2 competence bonus to Survival checks.

CONSTRUCTION

Requirements Craft Magic Arms & Armour, aid ; Cost 1,553 gp (61 xp)

History     A successful Knowledge (local) or Knowledge (religion) check reveals information and lore about this weapon determined by the DCs below:

DC 20     This stoutly made handaxe was enchanted by the famed artificer-cleric Arthikus the Silver. A devout worshipper of the god of invention for his entire life, Arthikus enchanted a significant number of weapons in his many years and a great many came to be wielded as blessed weapons of his deity; they are frequently sought by many martial clerics, wizards and sorcerers.

DC 25¬†¬†¬†¬†¬†The¬†Axe of the Bloodwolf¬†was carried for many seasons by its original owner,¬†a ranger named Cheslav. He was a¬†famous hunter and trapper of the many wolves that harried folk across the snow-covered northern lands (including the vile winter wolves and the worgs of the goblin-kin). One spring he returned to a major city with so many pelts that it was said that the snows ran red with the blood of wolves that day; the legend of his massive bounty (often told to excited children across the realm) became the source of Cheslav‚Äôs nickname ‚Äď Bloodwolf.¬†Eventually he retired, seeking the sunnier climes further south where he passed this axe onto a worthy young ranger in the service of nature. From there it was charted as steadily moving back to the snowy and unexplored lands of the north.

DC 30     The most recent tales hold that the axe was lost when the novice ranger Argus the Verdant and his party fell while fighting unknown enemies in the frozen lands; they are believed to have been seeking the lair of the white dragon Zinnath Frostmaw.

Original Creator: Arthikus the Silver (but submitted by Jonathan Ely)

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the¬†submission rules¬†and send a¬†brief summary¬†of your proposed enchanted item¬†titled ‚ÄėArmory of Adventures submission‚Äô¬†to¬†submit(at)adventureaweek.com¬†with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Shahiri Puzzle Box

AAW-ShahiriPuzzleBox-nocolors-01Shahiri Puzzle Box

Aura moderate conjuration; CL 9th

Slot none; Price 16,000 gp; Weight 1 lb.

Description Intricate carvings of various symbols (runes, figures, miniature weapons; each one of these items is unique) cover this beautiful multi-colored wooden puzzle box. Created to ensure the safety of valuables for a traveling adventure ages ago, this clever contraption has since become a common staple for the anxious explorer. Every Shahiri Puzzle Box is specially made for its recipient; the engravings along each one of these items reflect the deeds and demeanor of their original owners.

This magical device is connected directly to an extradimensional space (equivalent to a bag of holding II) accessible only when a character has successfully bypassed its numerous safeguards. Doing so (a full-round action) requires a successful Use Magic Device check (DC 30) but depending on the Shahiri Puzzle Box in question the difficulty of this check can change.

If the user shares the same race as the creator, reduce the DC by 5; if they share the same class (highest levels in a class count for multi-classing characters) the DC to activate this item is reduced by 5 and furthermore, should the user know details about the original owner’s life (sufficiently garnered with a Knowledge (history) check DC 20 or through story development) the check is reduced again by 5 (all of these stack). Once a character has successfully opened a specific Shahiri Puzzle Box they no longer require a check to do so.

Should a character lack the Use Magic Device skill, they may still be able to solve a Shahiri Puzzle Box. With a successful series of skill checks (DC 15, DC 20 and DC 25 – the skill is chosen by the GM for each one of these magic items) using a talent important to (and chosen by) the original owner, a character can successfully open one of these enchanted storage devices.

Special Failure by 10 or more on this Use Magic Device check reveals a false extradimensional pocket in place of the real storage area (equivalent in size to a handy haversack‘s central compartment) that consumes any items stored within it when closed (annihlating them entirely). When making any other kind of skill check to open this device a failure on the first check reveals nothing; a failure on the second or third check reveals the false pocket. Should a Shahiri Puzzle Box ever be destroyed, all of its contents are sent adrift in the disconnected extradimensional space.

CONSTRUCTION

Requirements Craft Wondrous Item, four kinds of wood (usually cedar, maple, oak and walnut), 8 ranks in Craft (trap), secret chest; Cost 9,000 gp (360 xp)

Submitted by Jesper Andersen
(edited by Mike Myler)

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the¬†submission rules¬†and send a¬†brief summary¬†of your proposed enchanted item¬†titled ‚ÄėArmory of Adventures submission‚Äô¬†to¬†submit(at)adventureaweek.com¬†with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Drekon’s Kite Shield

Drekons-Kite-Shield1 copyDrekon’s Kite Shield

Aura strong abjuration; CL 13th

Slot none; Price 5,340 gp; Weight 15 lbs.

This long kite shield is obviously designed as part of a heavily armored warrior‚Äôs garb ‚Äď its thick frame lends it to warding off momentous blows from the heartiest of opponents. The metal gleams brightly and a beast wrought in scarlet is emblazoned across the front.

Drekon’s Kite Shield is a +1 light fortification¬†heavy steel shield¬†that glows with a faint eldritch twinkle (this item has no effect which illuminates its surroundings.) Should the owner of Drekon’s Kite Shield possess a lawful good alignment and the same divine patron as the holy symbol displayed on the shield (chosen by the GM), the bearer may gain a +1 bonus to their next saving throw, attack roll or skill check that round up to three times per day (activating this ability is a swift action).

CONSTRUCTION

Requirements Craft Magic Arms and Armor, aid, limited wish or miracle; Cost 2,670 gp (107 xp)

History A successful Knowledge (nobility), Knowledge (religion) or Knowledge (local) ¬†check identifies fragments of knowledge about Drekon’s Kite Shield, determined by the DCs below;

 DC 15     This enchanted shield was first crafted for the powerful paladin Sir Drekon Galidnus, a gift from his order to aid on his divine crusade against the leader of the foul goblins that continued to swell up and burst out of the nearby mountain range.

 DC 20          Sir Drekon had been found wanting in a protracted conflict against an ancient cult of cannibals known as the Bloodthirsters (themselves led by a vampire). Unable to lay the berserkers low, he was badly wounded in a major confrontation and forced to withdraw from the combat; seeking solace and atonement in an abbey of his divine patron, the holy knight was provided with his divine mission by the arrival of an angel bearing his patron’s own words. Sir Drekon was to enter the mountains and find a powerful blackguard named Sislono Nislan; his duty, to slay the corrupted warrior in single combat.

¬†DC 25¬† ¬† ¬† Aided by his allies (and their powerful magical protections) Sir Drekon spent weeks scouring the mountainside searching for the object of his divine mission, slaying scores of the foul greenskins that called Sislono Nislan ‘master’. The paladin and his companions eventually cornered the foul blackguard inside of a massive cave complex where an epic battle ensued. The holy warrior’s mission rang true as he struck his opponent a mortal blow, but in the moment of Sir Drekon‚Äôs triumph over the depraved Nislan a goblin sniper shot the victorious hero in the back with a poisoned arrow, felling the great knight and causing his allies to flee. Neither the paladin’s remains or his fine equipment have ever been recovered.

 Original Creator: Mari Stonehand, approximately 350 years ago. (but submitted by Jonathan Ely)

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the¬†submission rules¬†and send a¬†brief summary¬†of your proposed enchanted item¬†titled ‚ÄėArmory of Adventures submission‚Äô¬†to¬†submit(at)adventureaweek.com¬†with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Golden Dentures of the Noble

Golden Dentures of the NobleAAW-goldenDentures-color-01

Aura moderate divination; CL 9th

Slot none; Price 22,850 gp; Weight

This set of perfect dentures are all that remain of a long-dead noble, the sophisticated craftsmanship rare even among enchanted items. Only the wealthiest would wear such ostentatious golden dentures to show their opulence to friends and rivals alike.

The owner of a set of¬†Golden Dentures of the Noble¬†receives a +9 competence bonus to Knowledge (history) checks, but only for subjects and questions pertaining to the distant past (typically between 500 to 1000 years ago but¬†ultimately determined by your campaign setting). Additionally up to three times per day as a standard action the owner may command the¬†Golden Dentures of the Noble¬†to fly towards a target, delivering a charging slam attack to one creature within 30 feet. The item has an attack bonus of +11 and on a successful hit deals 3d6+9 damage, swiftly returning to the owner after the attack (whether successful or not) to be caught as a free action¬†at the beginning of that character’s next turn (in the event that the owner is unable to do so, they return to the square they were thrown from). Golden Dentures of the Noble¬†have an Armor Class of 16, hardness 8 and 15 hit points should they be attacked by a readied opponent or struck by a provoked attack of opportunity (they cannot be disarmed, grappled, sundered or tripped).¬†If shattered by an attack, twenty four hours later the collected pieces reform into the same perfect dental apparatus.

CONSTRUCTION

Requirements Craft Wondrous Item, gust of wind, speak with dead; Cost 11,425 gp (457 xp)

History     A character that makes a Knowledge (nobility) check to learn about the item identifies the following fragments of lore:

DC 15¬† ¬† ¬†A thousand years ago the Grand Emir Hakim Al Razhan ordered his most talented artisans to create something truly unique to flaunt his wealth and power. They brought him their creations one after another; rings, necklaces, and clothes bedecked with gems, but none of them pleased Hakim. He ordered the craftsmen of the rejected proposals beheaded, their bodies destined to burn. The legends tell of a mighty pyre building as the artisans tried in vain to please their master until finally an apprentice stepped forward and held aloft a set of dentures made of gold; these were truly unique and the Grand Emir was pleased. He put them on display in his throne room, proudly parading his wealth to all. Several other nobles had their own versions made but none of them dared outdo the original design until after Al Razhan’s death many years later. It is these copies that occasionally show up in marketplaces throughout the world; the first set of Golden Dentures of the Noble¬†have been lost to time.

DC 20 ¬† ¬†¬†In the autumn of Al Razhan‚Äôs life he suffered the maladies associated with old age and to remedy the loss of his teeth he had the golden dentures magically fused to his jaw. The Grand Emir is often credited for the invention of the expression, ‚Äúthe golden smile of misery,‚ÄĚ as his subjects did little but suffer in toil under the glittering grin of the immoral noble. His last years were spent researching how to prolong life and after decades of investigations Hakim determined that bargaining was the ticket; he would negotiate with entities from beyond time and space to gain immortality. During the ritual several forbidden texts were read aloud from behind the safety of protective wards (cast by his high circle of court wizards); many names which had been unspoken for countless centuries were uttered again, some for the first time by a human tongue. At the height of the ritual, something went wrong; a mispronounced word, a misaligned rune – no one can be sure. What is known is that the vengeful spirits of the executed artisans from decades ago descended upon Al Razhan and his mages, tearing them to pieces in a display of righteous fury from beyond the grave. When they retreated to their dark realms, nothing of the Grand Emir or his wizards remained but the Golden Dentures of the Noble, which were left laying innocuously at the site of the botched ritual.

DC 25¬† ¬† ¬†The artisan apprentice is not named in any contemporary sources but after Al Razhan‚Äôs death an anonymous bard composed the Ballad of the Golden Smile; it claims that the apprentice was not an artisan, but instead a sorcerer and the brother of an executed craftsman. Lacking the power to avenge his brother, he instead wove discreet spells into the original Golden Dentures of the Noble¬†and these were the true source of Grand Emir Hakim Al Razhan’s doom.

 

Created by Brian Wiborg M√łnster

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the¬†submission rules¬†and send a¬†brief summary¬†of your proposed enchanted item¬†titled ‚ÄėArmory of Adventures submission‚Äô¬†to¬†submit(at)adventureaweek.com¬†with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction