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Magic Item Monday (Macabre Manses): Jack-o-Lantern

jack-o-lantern11

Jack-o-Lantern
Aura strong necromancy; CL 15th
Slot none; Price 6,000 gp; Weight 5 lbs.

DESCRIPTION
This pumpkin has a frightening visage carved into the front of it and a light from inside casts flickering shadows across the walls.

When lit a jack-o-lantern projects shadows on the floor, walls and ceilings within 30 ft., all taking on the shape of the carving on the pumpkin. There are as many as 2d4+1 of these shadows projected. The projected shadows require a DC 18 Perception check to spot. Each of these shadows can make a melee touch attack vs. a single target with a +4 bonus, dealing 1 Strength damage on a successful hit (no save), and causing the target to be frightened for 1d4 rounds, or shaken for 1 round if a successful DC 15 Will Save is made. The shadow disappears after the attack, successful or not. The shadows can be destroyed by exposure to sunlight or the equivalent; when they have all attacked or been destroyed, the jack-o-lantern‘s light winks out.

The pumpkin itself can be physically destroyed (AC 5, 2 hp) but if it is physically destroyed, the light immediately goes out and a single shadow streams out of the pumpkin, attacking the jack-o-lantern’s destroyer. There is a 5% chance that shadow is a greater shadow.

Once lit, the pumpkins are active for 8 hours, and then they no longer function. They do not function in daylight.

HISTORY
DC 15     Bad things happen to those that disturb a jack-o-lantern.
DC 20     Jack-o-lanterns are often found near and around occult ceremonies.
DC 25     Jack-o-lanterns are deployed to guard their own.

CONSTRUCTION
Requirements one pumpkin (5 lbs. or more), create undead, cause fear; Cost 3,000 gp

The Macabre Manse’s grounds have been liberally sprinkled with jack-o-lanterns—the mere sight of these keeps most at bay.

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Magic Item Monday (Banlan Backlash!): Dimensional Wheel

DIMENSIONAL WHEEL
Aura strong conjuration; CL 13th
Slot —; Price 4,200 gp; Weight 50 lbs.
DESCRIPTION
This wagon wheel has a 5% chance of activating whenever it hits a pothole, divot, or any similar irregularity on a road. When activated. the wagon, its passengers, and its cargo are transported to a random plane (as plane shift). Each creature transported can resist with a successful DC 24 Will save; the wheel is a single charge item and cannot be used for further planar travel once expended.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift; Cost 2,100 gp
[Originally appearing as the planar wheel on TrapADay.com. -MM]

578px-1905_Fire_Wagon_wheelBorys has a final task for the PCs—after the pass was blasted and the alligotonium cloud descended upon Steamtown, PNE has more enchanted ore than they know what to do with, and it may be possessed by revenants (or worse). Too valuable to leave here in its raw state and too dangerous to try to fashion useful items out of, since it’s rightly the property of PNE, they’ve decided to send it to a smelter in the city of Nyamo in far off Timeaus, a facility in good standing with the Samsara Mining Conglomerate. They have both the facilities and magical knowledge to deal with this ore safely.

Borys points at four full wagons of the ore. “These need to get to Nyamo, and I need you to guard them along the way. Some agents from SMC have just arrived and they’ll travel with you as well. Once these safely reach Nyamo, you are to be given 100 pounds of the ore as a reward; once it is determined to be safe, of course.

Six agents (male LN human fighter 4/wizard 2) travel with the PCs, each carrying a hidden magic item that acts as a dimensional anchor. During the journey, they talk to the PCs to feel them out—the conversation eventually focuses on the authoritarian nature of Timerian rule and the different groups opposing it.

The party makes a series of Diplomacy checks during the course of the trip to try to befriend the agents, who start out with an Indifferent attitude toward the adventurers (the difficulty of each check is the base DC of the attitude +7.) On a failure of 5 or more, an agent’s attitude drops by one step, and on a success, it increases by one step. These checks can be done once per day. After one week the agents spring a trap, but if the attitude of the agents towards the PCs is Helpful, they hand one member of the party a hand written note before springing the trap. [The note’s contents to be revealed in an upcoming post! – RT ]

Each wagon has a single dimensional wheel and the hidden items carried by the subversive agents traveling with the PCs are enchanted to not only allow the alligotonium to teleport (which it normally cannot do), but to send it within 50 ft. to a specific location in Nyamo—the wheels simply have to hit a big enough pothole to activate. About a week in to the journey, the caravan reaches a road littered with potholes and instead of avoiding them, the drivers purposely head towards the pits and divots. Each of the 4 wagon wheels activates, triggering a DC 29 Will save to avoid being teleported, the specialized trinkets of the bandits facilitating the transition.

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Assassin’s Sash

Himo

Assassin’s Sash

Aura faint transmutation; CL 5th

Slot waist; Price 1,800 gp; Weight

DESCRIPTION

This corded sash is woven from golden thread.

The assassin’s sash can be thrown once per day as standard action (this is a ranged touch attack). If successful, it grapples an opponent, wrapping around its neck. The target must make a DC 15 Fortitude save or be rendered unconscious. On a successful save, the assassin’s sash falls harmlessly to the ground. Otherwise, the unconscious victim is killed in a number of rounds equal to its Constitution score. Anyone can remove an assassin’s sash from an unconscious victim as a standard action.

HISTORY

Success on a Knowledge (nobility) check to learn more about the assassin’s sash reveals some facts about the unique item’s lore:

DC 15     Uncanny and unexpected, these mischevious ropes have been found in the deaths of countless nobles. Any magical artisans found making an assassin’s sash are suspect to intense investigation and, sometimes, a lengthy incarceration.

DC 20     The simple design of the assassin’s sash is a bit of a recognition to its original designer. Many say the craftsmen to first create one of these enchanted ropes began their lot as a stage hand or simple orderly of a noble court.

DC 25     Ricka was actually a royal gardener that dabbled in magic. After a nobleman had announced displeasure toward—and sought retribution against—the halfling botanist, the next time he opened his mouth to yell at the hardworking laborer from his bedroom, an assassin’s sash came flying through the window. Its creator Ricka left the area not long afterward, and for a time many thought the noble had just slipped and in a bizarre accident, strangled himself to death with a curtain’s rope.

DC 30     The assassin’s sash quickly earned notice from nobles across the realm and Ricka was forced to flee to other lands as several angry royal families actively sought his head. Thieves, assassins, and adventurers alike all are keen to get their hands on one, but doing so is a difficult thing to do. However, you’ve heard of one for sale in a nearby town…

CONSTRUCTION

Requirements Craft Wondrous Item, animate rope, sleep; Cost 900 gp

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Rhythmic Nunchaku

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 04Rhythmic Nunchaku
Aura moderate enchantment; CL 7th
Slot none; Price 25,152 gp; Weight 2 lbs.

DESCRIPTION
This nunchaku is made from two ornate, beautifully wrought metal bars connected by a simple steel chain.

Three times per day as a free action, a monk making a flurry of blows with this 
+2 nunchaku gains a bonus to hit an opponent based on the number of times it has already successfully hit that opponent. Each time the wielder successfully strikes an opponent with a melee attack during a flurry of blows, they gain a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 3 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0, but any accumulated temporary hit points remain. The temporary hit points and morale bonuses on attack rolls disappear 7 rounds after the first flurry of blows is resolved.

HISTORY A character that makes a Knowledge (history) check to learn about rhythmic nunchaku identifies the following fragments of lore:

DC 15     The first wielder of rhythmic nunchaku was said to travel the lands far and wide many centuries ago. His prowess in combat was legendary, and it is said that he has seen him in unfair battles. fighting on the side of justice. None have ever captured him or claim to have spoken to the mysterious warrior, but tales of the Rhythmic Pugilist persist.
DC 20     Each generation has its own Rhythmic Pugilist; the sacred order raises all of their kin to assume the position, and every three years tournaments are held to determine whom will hold the mantle. The finest warriors to rise during this training period receive rhythmic nunchaku, ever ready to take the place of their peer should they fall.
DC 25     The Rhythmic Pugilist has never been a man. A warrior cult of female monks carry the tradition maternally, avoiding revealing their gender whenever possible. Their nobility is matched only by their staunch secrecy, and some loremasters know that those who learn of the Rhythmic Pugilist’s true origins often meet with untimely, quiet ends.
DC 30     A princess of the realm first wielded the rhythmic nunchaku, taking up the whirling weapon in the name of the oppressed peoples ruled over by her father. She oversaw the fall of his tyranny, and instilled the order of the Rhythmic Pugilist. It has become an honored, clandestine royal organization, its secret known to only a handful of the nobility.

CONSTRUCTION
Requirements Craft Wondrous Item, heroism (3.5) / righteous vigor (PF); Cost 12,752 gp 511 xp

 

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 ‘Armory of Adventures submission’ 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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Echoing Fury

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Echoing Fury

Aura moderate transmutation; CL 9th

Slot none; Price 26,312 gp; Weight 15 lbs.

DESCRIPTION

This beautifully crafted heavy mace is fully four feet long, with a broad head split by four rows of studded metal spikes that have withstood dozens of encounters with the enemy. The haft of the weapon is forged from finely lacquered wood bound by steel rings, adding weight to the attacks of this already brutal weapon. The head of the haft is capped by a perpendicular metal band, while the grip is wrapped in the finest leather from the hide of a salamander.

This +2 heavy mace (3.5) / +2 impact heavy mace (Pathfinder) is designed around a the rows of spikes along the head of the weapon. Upon uttering the command wordshatter”, in the language of the azersthe mace begins to vibrate gently, becoming fully charged as part of the swift action to activate the weapon.

Once charged, a successful strike from echoing fury discharges its kinetic jolt for 2d6+2 base damage, rather than the standard 1d8+2 base damage. The weapon then immediately begins recharging for its next overpowered strike (dealing 1d8+2 base damage until the beginning of the wielder’s next turn), unless the command word “calm” is spoken (again in the language of the azers).

In the hands of an azer warrior, the weapon bestows shatter as a spell-like ability usable once per day and does not require any time to recharge between strikes.

HISTORY A character that makes a Knowledge (planes) check to learn about echoing fury identifies the following fragments of lore:

DC 20     Created by the azer master smith Aleksey Kiriyenko more than a millennia ago, this weapon was forged as a means of striking grievous blows against raiders from the Elemental Plane of Earth. Many raids had struck hard against the forges of the azers on the Elemental Plane of Flame, and attention had turned to the production of weapons that could counter their dense physical forms.

DC 25     Wielded by the azer ranger Nikolai Saidova for more than a century, echoing fury gained great fame for the damage it caused against the rock and crystalline creatures that occasionally flooded through temporary portals and gates. In time, the tide of the conflict turned and Nikolai led a number of successful raids deep into the home of the invaders, shattering opponents within their hearths and garnering great mineral wealth in the process.

DC 30     It is said that Nikolai was lost on his last great raid, crushed under a huge rockfall caused by his opponents. His body and famed weapon are said to remain there still, and the azer community will pay a handsome fortune in rubies for the return of the weapon and his remains.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, bull’s strength, shatter; Cost 13, 312 gp 533 xp

[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 ‘Armory of Adventures submission’ 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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Argus Spyglass

Color Spray Scope (CR2)

Argus Spyglass
Aura strong divination; CL 9th
Slot none; Price 18,000 gp; Weight 1 lb.

DESCRIPTION

This telescoping spyglass is fashioned from worn brass, the final piece painted a solid red. It is remarkably light and fits over the eye with ease.

Any areas perceived with an argus spyglass are treated as though the wearer has darkvision. Once per week, the red band can be turned counterclockwise, causing a movable field of x-ray vision to penetrate any target area within 1,000 feet. Correctly manipulating the device requires a DC 15 Dexterity check each round to focus the lenses correctly, allowing the user to see through stone, metal, earth, wood and any material save adamantine. This enchantment lasts for 5 minutes, after which the argus spyglass loses all its magical properties for one week.

HISTORY 

A character that makes a Knowledge (history) check to learn about an argus spyglass identifies the following fragments of lore:

DC 10     These enchanted spyglasses are often found not with sailors, but miners. The dweorg especially have made prodigious use of the item, making detailed surveys that maximize their mining efforts.

DC 15     The first argus spyglass was said to have been forged in the Underworld, but not by dweorg. A mysterious otherworldly people are responsible for its creation, but their identity remains a mystery.

DC 20     All the subterranean races place as great a value on the argus spyglass as Upperworld sailors do. The best equipped armies are also keen to add these items to their arsenal, and any one of these buyers would pay a truly handsome sum for one of them.

DC 25     The sailors of the Forever Deep always have one of these on their ships; without it, they are likely to run afoul of the countless dangers in the subterranean waters, be they monstrous or natural hazards.

CONSTRUCTION

Requirements Craft Wondrous Item, true seeing; Cost 9,000 gp 360 xp

 

 

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 ‘Armory of Adventures submission’ 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