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Biting Gauntlets

Biting Gauntlet

Biting Gauntlets
Aura faint transmutation; CL 5th
Slot wrists; Price 7,600 gp; Weight
Description

These metal gauntlets snap around the wrists, with multiple plates riveted over one another and allowing the wearer great mobility. The fingers are wrapped in short bands of steel rings, the pointer and pinkie ending in vicious looking spikes. 

Once per day the wearer of these +1 locked gauntlets may extend their arm and spray a jet of poison at one target within 20 feet as a standard action. If this ranged touch attack hits, the target must make succeed on a Fortitude save DC 14 to avoid becoming blind for one round; even if they succeed on this check, they must still resist the biting gauntlet’s secondary poison.

Biting Gauntlet Poison
Type poison (injury); Save Fortitude DC 14
Frequency 1/round for 6 rounds
Effect 1d2 Con damage; Cure 1 save

 

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

DC 10     The first known appearance of these enchanted bracers was several centuries ago. Knights from the outpost kingdoms are said to have worn these into battle, incapacitating commanders and nearly routing the standing nations before being beaten back to the wilds.

DC 15     Garithekriss the Slighted championed these armored gloves, using them in a largely contested duel that saw him ousted by his patron nobles. Bereft of support, he left the civilized lands and was not seen again until warriors bearing biting gauntlets began to encroach on the settlements the knight once defended.

DC 20     When Garithekriss fled his former home, he took with him a bound mage and a horde of gold. The warriors that followed the fleeing knight into the wilds died nearly to the man, said to have been attacked by countless serpents in the woods whenever they neared the disgraced chevalier’s position.

DC 25     In truth, the captive wizard was the true culprit. Srenyth the mage engineered the downfall of his ‘abductor’ knight and their considerable theft. It was his allies in the badlands that protected the duo and supported their aggressive efforts against the standing nation. Were it not for a nosy, lowly servant girl discovering the wizard’s duplicity after his otherwise celebrated return, the warriors bearing the biting gauntlets may well have sacked the civilized lands; instead, a proper magical deterrent was designed, the traitorous Srenyth exposed and hung in the public square

CONSTRUCTION
Requirements Craft Wondrous Item, Spit Venom (3.5), spit venom (PF); Cost 3,800 gp 152 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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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
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Soulbreaker

SoulbreakerSoulbreaker

Aura moderate necromancy; CL 5th

Slot none; Price: 36,358 gp; Weight: 7 lbs.

 DESCRIPTION

This nondescript morningstar has been forged from darkly tinted steel, its head a large ball of heavy dark steel festooned with vicious spikes. The handle is straight and smooth, without apparent inscription or embellishment, yet the quality of this weapon is obvious to those who behold it. The mace’s contoured handle completes this brutal yet simple weapon.

This +3 morningstar is a delightfully simple weapon that bears little ornamentation and sheds no sign of obvious magical aura to those seeking such a weapon (although it is obviously enchanted to anyone looking at it with detect magic). Tinted at the time of its creation, this weapon’s head is the dull color of coal and its simplicity has caused many an opponent to underestimate its power. While most can wield this weapon effectively in combat, in the hands of a rogue this truly comes into its own.

Twice per day on a successful sneak attack a wave of dark energy envelops their target and saps them of energy. The target must make a Fortitude save (DC 18) or suffer from exhaustion for five minutes, while success means that the target is only fatigued for five minutes. This effect is subject to spell resistance; the wielder receives a +6 bonus on the check to overcome it. On a failed check to overcome spell resistance, the dark energy reflects back on the wielder and subjects them to the spell effect instead.

 CONSTRUCTION

Requirements Craft Magic Arms and Armor, ray of exhaustion; Cost 18,000 gp

 

History A successful Knowledge (local) check identifies fragments of lore about this weapon, determined by the DCs below.

DC 15     Borne by the brutal bounty hunter, slaver and alleged assassin Gyrth Morcar, this weapon was used for over a decade to beat his targets into submission, ready for them to be returned to their accuser or sold into slavery. Enamored with the weapon, Gyrth named it Soulbreaker.

DC 20     As long as Gyrth collected his hefty fee, the heavily-built half-ogre cared not who he struck with this weapon, which he had forcibly taken from a shrine deep within a mountain community early in his career. It is suggested, by those who know such lore that the weapon was forged by duergar.

DC 25     Thirty-seven years ago, Gyrth succumbed to a poison reputedly administered by one of his retinue of slaves during a visit to a major city. As he lay dying, choking upon the blood swelling within his own lungs, his many valuables were stripped from his body and borne away by the poor of the city – including this fine weapon. His slaves were executed as a matter of course, but Soulbreaker has never been seen since.

  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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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 ‘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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Brashclaw’s Chopper

Brashclaw's ChopperBrashclaw’s Chopper

Aura moderate evocation; CL 9th

Slot ; 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, “the Putrid Lord” (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 ‘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

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