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Skofnung, “Best of All Swords”

Sword-of-King-Rytan/SkofnungSKOFNUNG, “BEST OF ALL SWORDS”
Aura strong evocation; CL 15th
Slot none; Price 156,400 gp; Weight 6 lbs.
Description
This beautiful mithral sword is fully four feet long with a long double-edged grooved blade that tapers down to a needle sharp point at the tip while a small cross guard protects the hilt. A pattern picked out in gold runs down the blade and the ornate runes occasionally flare with intense raw magical power. The polished horn grip is wrapped in the bleached leather of ancient unknown beast while a flawless scarlet jacinth of appreciable size adorns the handle. The weapon is carried in a leather scabbard stitched with golden thread, worn over the shoulder in the traditional style of the wild warriors of the frozen north.

This +5 keen wounding mithral longsword is a heavy sword with a tight grip designed for single-handed use to be combined with a shield. It’s double-edged blade is around three and half feet long, suggesting that it is a thrusting weapon almost as much as it is a slashing weapon.

Skofnung was enchanted by unknown beings using powerful rituals and has long been recognized as a weapon for true royalty. In the hands of a bearer that possesses any noble rank, its wounds are exceptionally deadly; any bleed damage caused by the weapon can only be healed by bandages that have been impregnated with amber that has been blessed by a cleric of a good god or after receiving a healing spell at Caster Level 15th or above. Otherwise, the injuries continue to bleed until treated or the unfortunate subject dies.

Additionally, whenever Skofnung falls into another set of hands, the gemstone changes – currently it is a jacinth, but it has been recorded as having been a flawless diamond, an emerald and a blue star sapphire.

History      A character that makes a Knowledge (local) or Knowledge (Royalty & Nobility) check to learn about the item identifies the following fragments of lore:

 

DC 20      Skofnung was the sword of legendary northern king Hrólf Kraki. “The best of all swords that have been carried in northern lands”, it was renowned for supernatural sharpness and hardness as well as for being imbued with the spirits of the king’s twelve faithful berserker bodyguards.

DC 25      The legendary blade was stolen from the King’s burial mound after he died, by the famed fighter-thief Skeggi the Strong (who was chosen by lot to break into the gravemound and retrieve it). The sword was handed down from Skeggi to his kinsman Thorkel Eyjólfsson, lent to him in order to kill the outlaw lord Grim, who had killed Skeggi’s son. Thorkel fought Grim, but the two became firm friends and Thorkel never returned the sword to Skeggi.

DC 30      Skofnung was briefly lost when Thorkel’s ship capsized on a long journey and all of those on it were drowned. The sword became stuck fast in some of the timbers of the vessel and washed ashore. It was recovered Thorkel’s son Gellir, as it is mentioned that he carried it with him later in other adventures. Gellir died returning from a series of adventures far to the south, and was eventually buried at Thaskilde castle, his family home. It seems Skofnung was not buried with him because the few available records note that Gellir did not have the blade with him, “as it had been retrieved by the gods on their final journey home”.

DC 35     According to the ancient saga of Hrolf Kraki, the sword is not to be drawn in the presence of women and that the sun must never shine on the sword’s hilt. It is also told by the followers of Skeggi the Strong that any wound made by Skofnung will not heal unless dressed with bandages dipped in blessed amber.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed, keen edge; Cost 78,200 gp (3,128 xp)

 

Submitted by Jonathan Ely

[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 ‘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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Quazzi’s Quarterstaff

 QQQuazzi’s Quarterstaff

Aura faint transmutation; CL 3rd

Slot none; Price 17,300 gp; Weight 4 lbs.

Description

This unassuming wooden staff has one smoothly cut end while the other is worn from years of use into a blunt, rounded knob. Frayed old rope wraps around it near shoulder height, but otherwise there is nothing significant about the gnarled staff that would give away its power. Its balance is uncanny and it smoothly transfers from hand to hand, twirled effortlessly by even the least dextrous wielders.

When taking a total defense action and using this +1 quarterstaff, the wielder may deflect one attack per five points of base attack bonus (minimum one) every turn. While this ability is active (any time the wielder is taking a total defense action) a successful hit triggers the enchantment, forcing the attacker to make a Reflex save (DC 10 + 1/2 the wielder’s hit dice + wielder’s dexterity modifier) to negate the magic. On a failed save, the defender makes a free trip attempt that does not provoke any attacks of opportunity (or receive any from a successful trip attempt) or provoke any reciprocal trip attempts. Improved Trip, Greater Trip and other feats or abilities that grant a bonus to trip attempts do not grant any benefit to the wielder of Quazzi’s Quarterstaff when they are using the weapon’s enchantment.

The enchanted weapon enforces a sense of benign enlightenment on the wielder, generally moving their alignment toward Good. Once a week, the user of Quazzi’s Quarterstaff must make a Will save (DC 13); once they have accrued five failed saves, their alignment shifts one step towards (Chaotic, Neutral or Lawful) Good.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, mighty throw (3.5), kinetic reverberation (Pathfinder); Cost 8,650 gp (346 xp)

 

History    With a successful Knowledge (history) check, bits of lore relating to Quazzi’s Quarterstaff are revealed to the PCs; how much is determined by the following DCs:

DC 10     Legends tell of a hermit that wandered the disparate villages of the land, felling thugs and miscreants along the way and refusing to accept thanks afterward.

DC 15     His appearances seem to defy time; stories of the hermit’s arrival to settlements in the wilderness indicate that the mysterious wielder of Quazzi’s Quarterstaff must be hundreds if not thousands of years old.

DC 20     Across the centuries, countless men and women have used this enchanted weapon to the same effect; all gravitate toward defending the disenfranchised and downtrodden, seemingly without exception.

DC 25     Quazzi himself was a shrewd old wizard that disliked the animosity he often found in groups of adventurers he once dispatched to sort out the acquisition of components. He began gifting copies of this weapon to the most rambunctious and difficult of his charges and eventually, each become an exemplary member of society.

 

 

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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Manifest of Seawaleg

Book-BakinqaManifest of Seawaleg

Aura moderate transmutation; CL 7th

Slot none; Price 36,000 gp; Weight 1 lb.

Description

This small leather-bound book is filled with blank paper but its worn edges and cracked spine make it look as though it were written in every day.

The manifest of Seawaleg is a writing pad; inscribe where you want to go and the enchantment inside the magical book aids you and your companions when traveling great distances. Knowledge of the region in question is deposited in the writer’s mind and they become aware of locally known short-cuts, back doors, passwords and effective places to hide (the exact details of this information are determined by the GM). Using a manifest of Seawaleg, it is almost impossible to become lost because the user always has a hunch on where they mean to go (allowing them a DC 22 Sense Motive check to discern the next direction to head toward).

The out of combat movement rate of yourself and up to five companions is increased by fifty percent. This ability also effects mounts and vehicles. For example, a group would be able to cover a distance that would normally require three hours worth of travel in only two actual hours (4 hours of travel yields an effective distance merited by 6 hours, and so on.)

The paper inside the notebook is made from the webbing of a phase spider and alchemically bound with the elements of air and earth; any writing disappears after the page is full, making it reusable.

The owner of the manifest of Seawaleg develops a craving for beer after using it three or four times but aside from the penchant for adventure many of its owner’s have become ensconced with, the enchanted book has no truly ill effects.

CONSTRUCTION

Requirements Craft Wondrous Item, expeditious retreat, overland flight, touch of the seaCost 18,000 gp

History     With a successful Knowledge (local) check, bits of the manifest of Seawaleg‘s lore are revealed to the PCs; how much is determined by the following DCs:

DC 20     This item was originally created by the infamous thief and accomplished wizard Seawaleg. Once a lowly pirate, he built his own fleet of notorious vessels utilizing ships that traveled the sea at impossibly swift speeds.

DC 25     Seawaleg was killed in an explosion at his lab about 150 years ago, and since then the various investigations into his affairs (both illicit and sanctioned) have turned up very little; no one could claim to know what became of his coveted manifest.

DC 30
     There were actually a total of eight manifests of Seawaleg made, one each given to his most trusted henchmen to help gather difficult to find spell components, make deliveries, and attend secret meetings.
DC 35      Seawaleg forgot he was carrying one of his signature tomes when he attempted to use a portal to the Outer Planes (to disastrous effect). No person yet has been unfortunate or foolish enough to repeat his error, but the ultimate result certainly isn’t promising.

Submitted by Eric Madsen

[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 ‘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