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Gel of the Miraculous Jig

Drow Male AlchemistGel of the Miraculous Jig

Aura strong enchantment; CL16th

Slot none; Price 20,000 gp; Weight 1 lb.

DESCRIPTION

This inexplicable gel comes in a nondescript can made of thin metal or capped flask, typically with a small compartment containing a detachable brush (although 30%, found gel of the miraculous jig has no such compartment). The gel is odorless, tasteless, and colorless.

When a creature makes contact with a surface coated by gel of the miraculous jig (the seat of a chair, inside of a helmet, or comparably sized 1 ft. x 1 ft. area), they must make a Will save (DC 21); on a success, the creature is compelled to dance regardless of whether or not there is any music (as though a compliant suggestion was made) provided the setting is appropriate (such as a tavern or mead hall, as opposed to the middle of a battle or somber funeral service), for 2d6 rounds. On a failure, they are subjected to the effects of an irresistible dance spell for 1d4+1 rounds as well. Any creatures making direct contact with the contents of a container with gel of the miraculous jig must similarly make a save to resist its effects.
Any creatures able to perceive a dancer compelled by gel of the miraculous jig(by either magical compulsion) must make a Will save (DC 21) or become fascinated. Fascinated creatures must make a second Will save (DC 21) after watching a compelled dancer for 2 rounds or be affected by the gel of the miraculous jig as if they had touched it themselves.
Containers typically hold 5 coatings worth of gel of the miraculous jig.

History A character that makes a Knowledge (local) or Knowledge (planes) check to learn more about gel of the miraculous jig identifies the following fragments of lore:
DC 12     Fey are blamed for this capricious, expensive prank of a magical item. It is universally banned among regions controlled by nobility, and largely beloved by the wilder lands that take a bit better to the sort of chaos that gel of the miraculous jig can cause in otherwise uninteresting tavern.
DC 18     Rumors persist that nobility bans this curious enchanted substance for more substantial reasons than that; apparently, it has been used to throw royalty into disarray before, though how exactly this occurred remains unknown.
DC 24     Balthazar the Begrudged was the first creature to craft gel of the miraculous jig, though fey love taking credit for it and certainly don’t mind using it. A duke had taken umbrage with the sullen bard, and in return he saw to it that the entirety of his hall spent an entire evening cavorting about in a dance that seemed never to end.
DC 30     Not one to take insults at all slightly, Balthazar and his lot stole every single valuable item from the castle of the inflamed duke, finally ending their ruse with the purloining of all the fine silver in the dining room the nobles had danced in the entire evening. Too tired to immediately catch the bard, a bounty remained on the clever minstrel’s head until the end of his days, and the descendants of the ruined duke still seek out bards of Balthazar’s line to slake their thirst for revenge at those who cast them from the heights of power.

CONSTRUCTION
Requirements Craft Wondrous Item, Fascinate class ability, irresistible dance, suggestion; Cost 10,000 gp 400 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

3

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