DESCRIPTION This ink well can hold about a quart of ink, though it’s much heavier than its size would suggest.
Once per day a batch of blood placed in a curious ink well becomes enchanted, enhancing the prophetic properties of the fortunetelling press. When this treated ink is run through the press, it gives the doppix inhabiting it a limited ability to shape the future. Stories that are printed with ink from a curious ink well become more likely to occur with additional influence. These are only minor changes to reality—such as a suggestion effect to sway an action one way, or a minor illusion here or there—are generated with this process. The save, if applicable, for these effect is DC 14 + spell level of effect duplicated.
HISTORY DC 15 Lately, stories printed in the Steamtown Herald have been related, as if telling a long-running narrative. DC 20 Every week, the newspaper is printed with blood that arrives in special vials. DC 25 Alligotonium is known to heighten magical effects.
CONSTRUCTION Requirements Craft Wondrous Item, wish, 10 lbs. alligotonium; Cost 30,600 gp
Blood for the press is first brought to a secret location where the curious ink well is located, where it is processed almost every day. Typically it takes between five and six applications of ink to produce a run for a single newspaper; as such, the doppix is limited to producing one of these stories to about once a week.
DESCRIPTION These spikes differ from their mundane counterparts in that they are slightly heavier and flecked with silver flakes.
Frozen ore railroad spikes are used every so often to deter thieves, scavengers, and saboteurs. Once a rail is secured with one of these spikes, it can only be safely removed by casting dispel magic—otherwise, it can only be removed by physically destroying the rail around it. However, the process of hammering the spike also infuses the rail with some of the frozen ore. Items created with the scavenged rails or spikes always carry a minor curse, such as causing minor injuries, always breaking, or otherwise being troublesome.
HISTORY DC 15 Early attempts at long distance railroads have been plagued by thieves and scavengers. DC 20 The creation of frozen ore railroad spikes is said to involve a rare element called frozen ore and infuses them with a malicious spirit. DC 25 Few know how to work frozen ore, but a smithy that travels with the railroad in Steamtown is known to be able to craft items from it (like the frozen ore railroad spike).
CONSTRUCTION Requirements Craft Wondrous Items, inert frozen ore (alligatonium) fragments, make whole; Cost 200 gp
DESCRIPTION These rocks are generally unremarkable and can only be differentiated from a normal, non-magical rock by those with arcane or divine means,. Formed naturally from the effluent of Mt. Mahangua along with hundreds of mundane specimens, when found these are immediately cut and polished.
Igneous trinkets have formed naturally over the years from multiple eruptions of Mt. Mahangua. When they are harvested, they have no discernible powers until blessed by the lizardmen’s shaman. The ritual to create the stones has been passed down from generation to generation. A resist energy spell is bound nto the stone, which the igneous trinket is able to impart to the bearer due to its inherent properties. While the ritual of how to craft an igneous trinket remains, the knowledge of the spell used to enchant them has been long lost. Each igneous trinket absorbs 10 points of fire damage before becoming inert. Once inert, the polish fades and the rock becomes dull. The igneous trinket only has to be carried to be effective.
HISTORY DC 15Igneous trinkets are prized by the lizardfolk for their protective qualities. They are somewhat rare and generally only handed out to the leaders and shamans on patrol. DC 20 The lizardfolk believe that the igneous trinkets protect them from becoming an undead creature, and carry them even after they have become inert. DC 25 It is said that igneous trinkets are made from an ancient cutting and polishing process, lost long ago to time, but once common among the ancients. Speculation says that if an alchemist were to learn this lost method, other, similar types of magical stones could be made.
CONSTRUCTION Requirements Craft Wondrous Items, igneous rock fragment from Mt. Mahangua, resist energy (fire); Cost 150 gp
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This masterful breastplate is created from the finest steel that has been polished to a bright sheen, inlaid with a series of intricate designs in gold. When viewed for several moments, you realize that the obscure design depicts the stars of a distant night sky circling around a celestial body whose form bears the likeness of a beautiful human female.
This +3 breastplate is sized for a Medium humanoid and sparkles with a gentle silver eldritch twinkle that illuminates the area equivalent to a light spell (bright light radius of 20 ft. and shadowy light out to 40 ft.). Three times per day, if worn by a paladin of 10th level or higher the breastplate can be used to cast remove disease on a single target—it is especially effective at removing lycanthropy, granting a +5 bonus to the caster check against it. When the spell is successful, it automatically triggers a lesser restoration.
HISTORY
Success on a Knowledge (local) or Knowledge (religion) check to learn more about atalai breastplate reveals some of the facts about the unique item’s lore:
DC 20This ancient breastplate was created by the crusading paladin Hrogar Hereot to fight a large group of evil werewolves that threatened a number of communities along the borders of known civilization. A devout worshiper of the goddess of the stars, Hrogar dedicated himself to limiting the predations of evil lycanthropes after the loss of his wife (Atal’ai) and young family to a singularly powerful werewolf.
DC 25The armor defended the young paladin well for many years, for he was truly blessed by his patron and furthered her interests against the evil shapechangers, seemingly immune to their foul taint. Indeed, he was so successful that many evil lycanthropes sought refuge in easier regions away from his holy words, deadly sword, and burning zeal.
DC 30Hrogar never remarried and died without naming an heir, while his success lead to him being named as a minor saint by his faith (although his name is rarely recognized or invoked nowadays). His famed breastplate, amongst other treasures, was claimed by his faith but all were stolen many centuries ago by parties unknown. It is said that the church would pay a handsome reward for the return of atalai breastplate .
CONSTRUCTION Requirements Craft Magic Arms and Armor, lesser restoration, remove disease; Cost 6,350 gp
Original Creator Hrogar Hereot, approximately 280 years ago.
[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
Necropus Laruascriptum Necropus Laruascriptums are evil magic items, powerful spellbooks of necromancy generally considered to be minor artifacts (though in truth, not all are). The flesh-covered tomes bind spirits within their pages, subjecting them to serve the owner of the book. Found within the pages of a necropus laruascriptum are a plethora of necromantic spells, preparation rituals and study guides designed for (optimal) use by necromancers.
There are two versions of these volumes; the more common “lesser” version, and the coveted, more powerful “greater” version (which is extraordinarily rare to find even in the possession of the most powerful of mages and is a true artifact in its own right).
Necropus Laruascriptum (Lesser) Aura moderate necromancy; CL 5th Slot none; Price 159,564 gp; Weight 6 lbs. Alignment If any volumengeists are bound within the spellbook it is considered to have an alignment of Chaotic Evil with a faint aura for 1-2 spirits and a moderate aura for 3 spirits. Opposition Schools (Special) All other than Necromancy
DESCRIPTION Bound in thick, leathery human flesh, this volume contains one hundred pages of vellum crafted from the skin of various humanoids. Its front and reverse covers are seared with various arcane sigils. The book is bound shut with a simple leather cord toggled by a single humanoid finger bone. In the alphabet of the common language, the words “et Necropus Laruascriptum minores” are emblazoned in gold flake along the spine.
All text and illumination within the book is inscribed in blood. A DC 10 Knowledge (arcana) skill check reveals that the sigils burned upon the binding are necromantic in origin, suggesting that the contents of the book are related to the necromancy school of arcane magic.
CONSTRUCTION Requirements Ability to create a spellbook, Craft Wondrous Item, Spell Focus (necromancy), skins of various humanoids, blood of living creatures, bleed, cause fear, command, disrupt undead, ghoul touch, halt undead, ray of enfeeblement, spectral hand, touch of fatigue; Cost 79,782 gp
Page Number(s)Page Contents 1-5 (5) 0th/1st-level spells (all necromancy) 6-11 (3) 2nd-level spells (all necromancy) 12-17 (2) 3rd-level spells (all necromancy) 18-20 (1) Preparation Ritual: Breath of the Grave 21-30 (1) Study Guide: Introduction to Necromancy 31-35 Ritual for Volumengeist Binding 36-100 Blank Pages
Spells in the Necropus Laruascriptum 0th bleed, disrupt undead, touch of fatigue 1st cause fear, ray of enfeeblement 2nd command undead, ghoul touch, spectral hand 3rd halt undead, ray of exhaustion
Preparation Rituals in the Necropus Laruascriptum When a spellcaster prepares spells using the preparation rituals contained in the Necropus Laruascriptum, as long as he prepares at least three spells from within he gains a temporary boon. The boon lasts until its effect is spent (as specified by the boon description) or the spellcaster prepares spells again (at which time it can be reapplied by preparing at least three spells from the spellbook). A spellcaster can only take the effect of one preparation ritual when she prepares spells.
Preparation Ritual: Breath of the Grave (Su) A character may, as a swift action, spend this boon’s effect to breathe a 15-foot cone of rotting stench. Creatures within the cone must succeed at a Fortitude saving throw (DC 10 + caster level) or be sickened for 1 round. This spends the boon. After this boon has been spent, you take a –4 penalty on Diplomacy and Stealth checks until the character prepares spells again.
Study Guides in the Necropus Laruascriptum When a character uses the study guides contained in the Necropus Laruascriptum in tandem with performing specific skill checks (as determined by the effects of the study guide) they receive a bonus to their skill check roll.
Introduction to Necromancy If using this book as a reference when performing a Spellcraft check to determine a necromancy spell being cast or to identify the properties of a magic item that has an aura of necromancy, the character receives a +3 bonus to that skill check.
SPECIAL ABILITIES Spirit Binding Up to 3 lesser page spirits (See Volumengeists)
Scribe Rejection Any non-necromancy spell scribed in the spellbook magically vanishes. Any writing applied to the pages of the spellbook magically vanish if they are not scribed in the blood of a creature that was living at the time of the writing.
[The Necropus Laruascriptum was submitted by Justin Andrew Mason!]
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
DESCRIPTION This simple wooden staff does not appear to be very dangerous. The polished wood is well-lacquered and though a bit dull from age, shines with an unmistakable luster. on the top where it is most worn. Dirt covers the lower half, making the bottom of the staff appear to be older.
Three times per day, the wielder of this +1/+1 quarterstaff can strike an opponent with a melee touch attack to activate the weapon’s additional property (dealing no damage but activating the magic item instead). A creature hit by the wielder’s melee touch attack must make a Will save (DC 10 + wielder’s HD) or age one category, accruing all the physical penalties for doing so and none of the benefits to mental attributes. Creatures so affected remain this way for 50 minutes or until they are knocked unconscious.
The wielder of the venerable quarterstaff may reduce their age category (without losing any benefits to mental attributes granted by their age category) by one step for the duration of any creature’s advanced age caused by the weapon. Once a creature has been affected by a venerable quarterstaff or succeeded in their save against its effects, they are immune to its aging properties for 24 hours.
HISTORY
A character that makes a Knowledge (arcana) or Knowledge (history) check to learn more about the venerable quarterstaff reveals some of the unique weapon’s lore: DC10 Wizards across the land often make one of these weapons and carry it into retirement. DC15More potent versions of the venerable quarterstaff exist, and some (cruel) mages have prolonged their lives for quite some time using the weapon. DC 20 The creator of the item was the wizened and powerful Hofsgarth the Bold. He was a pioneering sage in his time, credited with founding numerous arcane academies and complex schools of thought on the subject of magic. DC 25 Hofsgarth was in fact a horrible man, hated and despised by the lesser mages he kept in heel for the long age he lived. Some of the tales about the ancient wizard claim that he still walks the lands, sapping the lifeforce from unsuspecting apprentices in an unending quest to sate his insatiable thirst for his youth.
CONSTRUCTION Requirements Craft Magic Arms and Armor, rot of ages (3.5) / sands of time (PF); Cost 8,550 gp208 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