Manzorian's gifts to the PCs--possible spoilers


Age of Worms Adventure Path

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

In an earlier thread, I suggested that we contribute our ideas for special magic items that Tenser/Manzorian can give to the PCs in exchange for the section of the Rod of Seven Parts. By way of putting my money where my mouth is, here are two of mine. I haven't put a gold piece value on them yet--based on the DMG suggestions about magic item values these items will be considerably more than 40,000 gp worth once their full potential is unlocked (maybe 60,000 or so). Initially, however, the PCs only have access to a few of their powers, and won't unlock their full potential until 15th level or so. This means tracking fun for DMs, but increases role-playing fun for everyone. And unless your PCs routinely cart off everything that isn't nailed down and cash it in to upgrade their magical kit, it shouldn't unduly imbalance the game. (Note my backstories are keyed to GH, but should be easy to alter for those running AoW somewhere else).

<i>The Skybolt of Saggtal</i>, a +1 Silver Holy Longsword. INT 10 WIS 17 CHA 17. It speaks Old Oeridian and can communicate telepathically with its wielder. Its sapphire is a magical sensor that has 120 ft. darkvision and hearing. Ego: 15.

Lesser Powers: lesser restoration on wielder 3/day, resistance on wielder at will, Knowledge (religion) 10 ranks

Greater Power: Positive energy bolt 1/day. 30-ft. line, looks like a lightning bolt (Spellcraft DC 23 to determine it¡¦s positive energy instead), does 5d6 damage to evil outsiders and undead, 2d8 damage to living creatures. Constructs and objects are immune, and plant creatures are healed of 2d8 damage by this attack (excess healing becomes temporary hit points).

Its blade is brightly polished silver with a lightning bolt inlaid in gold down the center of each side of the blade for a foot below the hilts. Etched in the lightning bolt on one side is ¡§Skybolt¡¨ and in the other ¡§Saggtal,¡¨ both in old Oeridian. The pommel is set with a star sapphire. This blade was forged for the ancient Hieronean hero Saggtal by Ferdolant, a renowned priest-smith from the earliest days of the Great Kingdom. The sword will only speak to a worshipper of Hieroneous, and will not begin using its special powers on the wielder¡¦s behalf until the wielder has proved his worth in combat against evil. The Skybolt is proud, and will act patronizingly toward its owner until he proves his bravery and dedication to Hieroneous. It is also quite vocal in its intolerance of vice. As it builds a rapport with the character it will gradually show its powers, beginning with its knowledge, then resistance, lesser restoration, and finally its greater power. The Skybolt is fanatically dedicated to Hieroneous. It insists on its wielder seeking out and attacking beings it knows to be servants of Hextor whenever it becomes aware of their existence or presence, no matter what the odds, and no matter what other missions its wielder might see as having priority (unless wielder makes the DC 15 will save to prevent the Skybolt from imposing its will on the character).

Optional: When the wielder has slain a creature infused with Hextor¡¦s power of at least a challenge rating of 15 (such as a high-ranking Hextorian cleric or blackguard, or the Overgod in The Prince of Redhand, this will unlock more of the sword¡¦s power, boosting its bonus to +3 (and its ego to 17). This increased power will be locked away again if the sword is wielded by a different wielder.

Strong (evocation, conjuration, transmutation); CL 15th, Craft magic arms and armor; resistance, lesser restoration, lightning bolt or call lightning, ability to turn undead

<i>The Archdruid¡¦s Mirror</i>, a polished oblong bronze mirror about 8 inches long and 5 inches wide, whose back is decorated with a relief pattern of a hart and a unicorn fighting, and fitted with a brooch-like clasp so that it can be hooked to one¡¦s cloak. It was crafted in ancient times, perhaps a century or two before the Order of the Storm was founded. Archaic Flan runes for ¡§truth, life, sight, energy, light¡¨ are incised at equal intervals around the rim of the back. If the runes are correctly pronounced as the ancient Flan druids spoke them, they serve as command words to activate this item¡¦s powers. The item¡¦s powers can only be activated if it is held in the hand or worn in the brooch slot with the mirror facing outward, as appropriate. DC's are to determine the correct pronunciation of the rune using decipher script or knowledge (religion).

Command word/Effect/Uses per day/DC
Light/60' cone of light (as the spell except shape)/3/20
Energy/protection from energy on wearer/1/25
Sight/scrying on creature designated by user/1/30
Life/death ward on wearer/1/35
Truth/true seeing on wearer/1/40

All spells and spell-like effects cast by the Archdruid¡¦s Mirror function at caster level 13. Manzorian/Tenser knows the command words for ¡§light¡¨ and ¡§energy,¡¨ (he will pass these on to the person he bestows this item upon) but has not yet deciphered the others. Research in an appropriate library stocked with ancient druidic materials may aid the knowledge checks for the others. The Wild Watchers in Library of Last Resort know all the runes and will recognize the Archdruid¡¦s Mirror as having belonged to the leader of their order. Depending on the wearer¡¦s explanation of how she came by it, possession of it may give a +5 bonus or ¡V5 penalty to the party¡¦s diplomacy checks with them. Whoever drinks from the Fountain of Dreams will know the runes and thus have full access to the item¡¦s powers.

Strong (divination, necromancy, abjuration, evocation); CL 13th; Craft Wondrous Item, light, protection from energy, scrying, death ward, true seeing; Weight 4 lbs.

I've got two more in the works, but not far enough along to share yet.


I don't have a magic item to add to this list, but wanted to ask the DM's that read through this thread to give me some feed back about something related to Tenser's gifts.

The players in my group are never all at the game. There are 6 players and I usually have 4 or 5, but rarely all 6. There are one or two that are more often absent then the others (one has a wife that really hates D&D so it's hard for him to get away and play). Anyway, the group is just about to the part where they recieve the gifts, and two guys are going to be away. Now normally this would be no big deal, but both of them have been real steady players, and one is the guy that is really following the story, asking the right questions and that sort of thing. I had suggested that we skip a week so they could both be there. I feel that this part of the adventure is sort of a reward for getting this far - I mean the magic items are really a gift as the Rod has no further use in the adventure path. Also, the one guy that is up on the story was really pumped about using the Foutain of Fortune and Folly (from Dragon). Unfortunately the rest of the group wants to play no matter what. I have agreed as the game is a democracy and not a dictatorship. What do the rest of you do when (if) this happens to you. I feel real bad that two of my best players are going to miss the reward after being there for most of the adventure. Any suggestions?


What happens to the characters of the people who miss a week? If they just 'tag along in back and don't say much' until the player reappears, then just award them some kit and have a quick one on one when you see the player next in order to play it out.


I agree with the last post. I they are always there and engaged in the game they should get the reward. You could even do some of this via e-mail if need be. I have even given half XP to players if they have to miss a session once in a while. I think that as long as they are there most of the time and adding to the game that they shouldn't be punished for missing a session. It also helps to keep them somewhat close in level to the other PC's.

Beldar


You're the DM, if you want those guys to be there, then make it happen. Personally, I would take the week off and tell the others this is how it's going to be (and when they gripe about favoritism, remind them that they too could reap such rewards by showing up more often). But a more diplomatic DM might delay the meeting with Manzo with a monster attack--perhaps more demons looking for the Rod--giving the slackers a chance to catch up xp-wise, keeping them happy, and not punishing your MVPs.


Ooh! A threadnapping! Gosh guys, at least you could tell me if you think my magic items suck or not. :p ;)

Anyhow, if you don't want to throw another devil attack at them, you could gen up a side-trek based on one of the NPC-based hooks listed in the Magepoint section of the adventure. Have them teleport to Celene to kill a green dragon or discover the nefarious activities of a visiting merchant.

Liberty's Edge

Peruhain of Brithondy wrote:
Ooh! A threadnapping! Gosh guys, at least you could tell me if you think my magic items suck or not. :p ;)

Love the history on the weapons Peruhain. Although I think the blade could seriously distract a devout wielder while he's in Alhaster. Can just about see a schizophrenic looking cleric/paladin arguing with his sword in the street, saying "No! I'm not going to start killing the people in charge!" Although, it shouldn't be a problem at the dinner since weapons (intelligent or otherwise) aren't invited.


Peruhain of Brithondy wrote:
Ooh! A threadnapping! Gosh guys, at least you could tell me if you think my magic items suck or not. :p ;)

Sorry about that Peruhain. I like the items you have come up with. I am wondering how you're going to value them. Both are pretty powerful, although not too much so for a party at the level they should be when they recieve these items. I was wondering about Legecy items - how would one value them?


I like the items, but im pretty sure they'd be WAY more expensive than the allotted 40,000 gp. Im tryin' to stick rigidly to that rule, and heres a few items that ive managed so far. They dont have cool histories yet, so its just the item descriptions. You can find the rules for magic item creation on page 285 of your 3.5 DMG.

+4 Adamantine Greatsword that also grants it wielder a +2 natural armor bonus (39,350 gp)... for the fighter/swordsman

+4 Mithral Full-Plate of Speed (39,850 gp)... for the elven cleric

Cloak of Charisma +4 that also functions as a Cloak of Displacement, Minor (40,000 gp)... for the sorcerer

+5 Adamantine Full-Plate (41,650 gp)... for the paladin


Stop! Drop! and Roll! wrote:

I like the items, but im pretty sure they'd be WAY more expensive than the allotted 40,000 gp. Im tryin' to stick rigidly to that rule, and heres a few items that ive managed so far. They dont have cool histories yet, so its just the item descriptions. You can find the rules for magic item creation on page 285 of your 3.5 DMG.

You're right about the costs. I knew they were over 40K, and doing the math the sword costs out at 76,900, or 108,900 if the optional "awakening" to +3 is used. The mirror costs at 86,580 if we suppose the spell-levels of each effect to be at their druid spell-level instead of their cleric spell-level.

My rationalization for awarding these powerful items is 1) to make the event interesting and worthwhile for the players--they are, after all, giving up an artifact in exchange, and 2) they won't have access to that many gp worth of powers right away--if anything the items will be effectively underpowered during Spire of Long Shadows and part or all of Prince of Redhand. I may need to remove some treasure from the Spire and from the Library of Last Resort to compensate, or rule that there are some things they can't haul off--it crumbles when it goes outside the obsidian wall, or it disappears when the party makes the transition back to the material plane from Last Resort.

If one wanted to keep the items less powerful, one could take away the greatest power (or two) from each of the items and lower the sword's ability scores and ego accordingly.

Point taken on the potential role-playing difficulties of the sword in Alhaster--I may have to modify the personality a bit to make sure the sword doesn't cause a street battle the first time it sees the "Angels" or something. Magic swords can be a serious problem--just ask Elric of Melnibone or Turin Turambar!


One thing that bugs me about Manzorian's gifts is that it suggests having him cast polymorph any object to change an item's form into a usable one for the PC's, ie changing a +6 cloak of resistance into a +6 vest of resistance. I might be wrong but I didn't think that you could use polymorph any object on a magic item. I remember thinking of trying that once with a high-level sorcerer of mine who was creating items as a cheaper way to cheat the item creation system in order to get around the cost multiplier for an uncustomary item slot.


Here's what I've come up with (assuming the current party stays alive until then):

Barbarian/Cleric: Ring of Freedom of Movement
Order of the Bow Initiate: Undead Bane Oathbow
Ranger/Dwarven Defender: "Edict" +1 axiomatic dwarven waraxe and "Elation" +1 holy dwarven waraxe
Cleric of Wee Jas: Ruby Blade (from Complete Divine)
Warmage: Lesser Metamagic Rod of Quicken


matt_the_dm wrote:

One thing that bugs me about Manzorian's gifts is that it suggests having him cast polymorph any object to change an item's form into a usable one for the PC's, ie changing a +6 cloak of resistance into a +6 vest of resistance. I might be wrong but I didn't think that you could use polymorph any object on a magic item. I remember thinking of trying that once with a high-level sorcerer of mine who was creating items as a cheaper way to cheat the item creation system in order to get around the cost multiplier for an uncustomary item slot.

I've noticed in several Dungeon adventures they've conveniently armed NPCs with unconventional slot items, like a circlet of charisma. I figure if the NPCs can have them, why not the PCs. I mean, boots of charisma are probably out, but anything where the item is somehow associated with the desired effect seems reasonable.

Since you, the DM, know what the PCs most need, just give it to them and don't bother with polymorph or non-customary slot premiums unless you think it will seriously unbalance the campaign. It seems to me that this is a major "reward" moment in the campaign, and you don't want it to be cheesy ("oh, you don't want to give up your periapt of health so you can wear this necklace of fireballs? Just a moment while I cast a polymorph spell to make it a rosary of fireballs.") You also don't want players to feel cheated (he got something that boosted his ability score +4, but I only got +2). This is one time I'd err on the side of being nice. Just look at the encounters coming up in the rest of the adventure and you won't feel guilty giving the PCs too much help.


Peruhain of Brithondy wrote:
Just look at the encounters coming up in the rest of the adventure and you won't feel guilty giving the PCs too much help.

Well said. Looking at one of the other threads, Dragotha is to be a CR 27 encounter. It may not be asking too much for the characters to be rockin a new pair of "Boots of Ogre Power".


The Crimson Cloak of Cyrahn
This cloak was originally woven in Elvin looms for an Elvin ambassador to presented as a gift to the coronation of King Cyrahn Crestfire. It is a thick velvety dark red squared shaped cloak crafted to hang off securing posts on the front shoulders of heavy armor. Is made to hang just short of the back of the knee of the original owner, whom stood 6 feet tall in height. Bottom few inches of the hem are made of thick scales that add weight the cloak into hanging properly and edge the other wise red cloak with a regal metallic silver. The antiqued silver posts are etched with a simple star drawing and encircled with long flowing Elvin script stating, “May your path be forever blessed with Strength, Wisdom, and Safety” According to bard tales, the king still wore the cloak when he fell defending the attacks that overran his lands.
+4 Enhancement bonus to Strength, +4 Enhancement bonus to Wisdom, +3 Resistance bonus to Saving throws.
Moderate Transmutation and Abjuration; CL 10; Craft Wondrous Item; Bull Strength, Owl Wisdom, Resistance; Cost 41,000 gp.
Class Suggestion: Paladin or Monk

The Ring of Scholars
The ring made of a simple woven steel wraps around a simple small green stone. It has only recently been made story worthy after its discovery by now Archmage Manzorian in his early days of adventuring in the Lower level of the Crypts of. Although though he no longer wears it, it serves as an interesting historical piece as he wore it frequently during the Blood Sea Odyssey’s and the Sealing of the Fela’Ranack Evils. Both adventures that have become favorite stories of many a bard, and recorded in several tomes of lore.
Ring of Wizardry II
strong no school; 14th (II), Forge Ring, limited wish; 40,000 gp (II),
Class Suggestion: Wizard

Shadow Whisper
This chain shirt is made of a black metal that seems to absorb light at the high points instead of reflecting them like normal steel. It history seems to be as shrouded as the wearer of this item. It was taken off the body off the corpse a elderly looking human female in Free City who’s surprise dagger attack nearly killed the Agoth of Thrunch while presiding over the trial of the Guildmaster of The Bloodblades. It seems intuitive that it was crafted for a rouge of some type, but whom crafted it, for whom, or under what pretenses is unknown.
Black Chain Shirt +3
Improved Shadow, Improved Silent moves.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Invisibility
Class Suggestion: Rouge

Seal of the Defender
These shields are a symbol of honor and the most prized possession of the high ranking dwarven defenders. They are painstaking crafted to precise and exact specifications that passed down from generation to generation. The annals of dwarven history are full of many stories of Seal bears making truly fantastic stands against vast numbers of opponents to hold bridge or block a door. Returning a Seal back to the defender whom fell bearing it considered a clan debt, and most dwarves will not shame themselves by wielding a Seal not theirs. Other races have duplicated the magical effects, but none has managed to master all the details that make these tower shields the unique dwarven pieces of battle art. Dwarven defenders certainly prefer parting with lives before their Seals, and they are only given to non dwarves in every rare cases are repayment of a life debt of a group of dwarves no smaller than an entire family line or clan. Receiving shield was a large honor for Manzorian, but it really serves him little, so he is willing to part with it. These huge tower shields are an intricately interwoven mixture of steel and stone making them heavier than a normal tower shield. Runes adorn the edges which taper to sharp blade like edges. The bottom center of the shield sports a reinforced steel spike for planting the shield against bull rushes, and allows spinning to face new directions or bear against a charging opponent.
+3 Tower shield of Invulnerability,
Wielder continuously effected by protection from Chaos spell
Moderate abjuration; stoneskin, wish or miracle, protection from Chaos.; CL 12; (Prot from chaos cast at 1rst level x 2000 gold pieces for a continues effect) Purchase price 38,000gp.
*DM optional ruling: +2 Situational bonus to diplomacy for bear with dwarves.
Class Suggestion: Fighter (Dwarf or non dwarf, as it is being given by Manzorian)

Shell of the Face Crusher.
The thin elf made bands of steel in this suit of chain mail are small and delicate looking interlinking over and over in tiny loops. It is a suit of armor styled for the most skilled elfish scouts. It most certainly was given a different name in its crafting, something soothing and befitting its look and nature. However, its name will forever be tied to it previous holder. Anyone whom saw him fight needs little imagination to know how the half Orc barbarian “Face Crusher” came to own it, and many other items in his possession. For all his skills in battle, fighting with him was almost as tough as fighting against him due to his incredibility brutal tactics during his completely uncontrollable rages. His trademark, which led to his knick name, was his well known habit of smashing the face of the fallen beyond recognition with a large rock, or smearing it across dungeon walls as a final insult to the fallen. The shell actually made this worse, since he never was too tired after a fight for his grisly final insult.
Shell of the Face Crusher is a suit of Armor of the Unending Hunt from Complete Warrior page 134, only functions as a +5 instead of a +2.
Moderate abjuration; Restoration.; CL 10; 38,500 gp. Purchase price.
Suggested Class: Barbarian

Aelita, Lyre of the Emerald Lady (Or other instrument as needed)
An instrument of genuine beauty lovingly crafted and enchanted by gnomish craft master Nebjani Estalanda Caramip Rutile, known as the Emerald Lady. It’s beauty, shape, design, pitch and tone represent the upper pinnacle of masterwork instruments. Each instrument is named, and no two are known to be alike. Along taking a painstaking period to craft, the gnomish master is highly spiritual and takes large breaks between instrument crafting for periods that sometimes last great periods for spiritual recharge and mediation. She believes that each instruments is an indivual creature, and she treats their creation as such. Her instruments are therefore quite rare and are coveted by bards, for whom her works represent a bit of a status symbol. This lyre is made of a strong polished cherry wood body. The griffon gut strings are fastened to mitheral tuning pins that are capped with small matching pearls, and the sound box is crafted ironwood. The bow is crafted of Cherry wood capped with a small star cut emerald and stringed with Pegasus tail hair. This lyre, Aelita, is actually one of her earlier works, but was given to Manzorian, who stashed it away, only taking it out to occasionally listen to it perform. It has been tuned, but never played.

Aelita is an intelligent Lyre that acts as a Rod of Splendor. Along with the +2 circumstance bonus to perform checks, when using Aelita for the bardic music ability inspire courage, the bards moral bonus to hit and damage is increased an additional +1/+1. This effect is a function of the masterwork nature of the instrument and is non-magical (Complete Adventurer)
(+1000 gp Masterwork Instrument) Complete Adventurer
(+25,000 gp Rod of Splendor)
Intelligent: 14 Charisma, 14 Intelligence, 10 Wisdom, 120 foot vision and hear, speech. 2 minor powers (+4,000 gp)
Languages Common, Gnomish, Celestial.
Has 10 ranks in perform: String Instruments (+5000 gp)
Mimicry (+5000 gp) **twice a day Aelita will continue a bardic music performance for the bard so as they no long have to concentrate for the effect to continue. Aelita can sustain this effect for 10 rounds. This ability is an original personal creation and can be substituted with any other intelligent item lesser power of your choice.
Gp Value 40,000 gp.
Suggested Class: Bard (pretty obvious huh?)

The Dragon Eye.
Prior to his eventual insanity that named earned him his name, Venton Gracemantle, or The Twisted One was actually a skilled Enchanter that crafted some items of legitimate power. The dragon eye was one such item, known for its creative safeguard to the threat of an opponent damaging or stealing a circling Iuon stone. The Dragon Eye is a thick hollow crystal oval amulet held in a platinum setting and chain. The crystal piece is approximately 5 inches by 3.5 wide and thick. Suspended and spinning in the middle like a fiery octahedral shaped children’s toy is an orange ioun stone. Light reflects through the stone, filling the crytal with a week orange color, and leaving the amulet look like a large eye, giving it is name. Although, it is thought to have been a commissioned item created for an adventuring priest, there is still irony in the fact one of the demonic necromancers best known pieces aids its wearer in the fighting of Undead creatures.
Orange Ioun stone, (+1 Caster level) Cast Searing light twice a day as a 5th level Cleric.
Orange Ioun stone (+30,000 gp)
3 level spell x 5 level caster x 1,800 * 2/5 = (10800gp.)
Item Cost 40,800 gp.
Suggested Class: Any Caster class.

The Bromban Scales
Many accused Bromban the elder of committing an strange and wicked act to skin his skin his long time bronze dragon friend and companion. Even more found it unsettling then he fashioned the skin into armor. However, they simply were unable to understand the greater beliefs of the Druid. His friends death been a natural passing, and the crafting of something that would continue to protect him long after the flesh had become soil would please his friend. Due to his neutral views and druidic beliefs of rebirth and recycling, Bramban could see no more fitting way to honor his fallen friend that to take a piece of him with him. Still, the armor so obviously crafted from a good aliened dragon often still brings strange looks, biting criticism or worse. The full plate is covered in thick scales that are a deep rich Bronze.
+3 Wild Bronze Dragonhide Platemail.
Optional Ability: Add Juvenile bronze dragon to druids wild shape list at level 16 in along with Elemental. Add Young Adult Bronze Dragon to wild shape list at level 20. Treat both as a Elemental wild shape for uses per day.
Suggested Class: Druid

The Wrappings of the Ordered Mind.
These 2.5 foot long strips of simple white cloth are actually adorned with spiritual quotations of enlightenment. This is commonly overlooked as the writings are also sewn into the fabric with white threads. However, like many other things, these wrappings simple looks are deceptive. Wrappings of this nature are common, but enchanted wrappings are rare. Enchanted by the meditative clerics of the skytouch monetary, they are meant to be constant reminders of the simple virtues of the enlightened path to those whom travel.
These wrapping count as magic weapons for the specific unarmed attack (fist or foot) that the are wrapped around. Their bonuses are applied to those attacks only. Attacks are still considered unarmed attacks, and simply modify to hit and damage.
Wrapping of Order +1 Axiomatic
Wrapping of Purity +1 Flaming burst.

Rosary of Faith
This necklace was worn by Drake Landonnaffair, a priest killed during an assault into the Underdark in search of a missing girl. Wounded badly, his party was forced to leave him behind. The necklace had been a simple family heirloom from his background from a small costal town. He sent back a few items including the necklace, he held of a militaristic patrol of fish creatures while his friends retreated. After his fall, the necklace miraculously and mysteriously became imbued with divine magic. His body was recovered later, as was the kidnapped girl. His family donated the pearl necklace to the Arch mage to distribute to a champion whom in his vast intelligence best deserved their powers.
Standard Strand of Prayer beads, with 3 pearls of power (3rd, 2nd, 1st) as a the center pieces.
Standard strand of Prayer beads (25,800 gp)
Pearl of Power (3rd) (9000gp)
Pearl of Power (2rd) (4000gp)
Pearl of Power (1st ) (1000 gp)
Cost= 39,800
Suggested Class: Cleric, Paladin,


Currently, ym group has three players, and they just finished Encounter at Blackwall Keep- but I've already been planning on what their items will be, when they get to that point. For the most part, I'm going for items that I've used in a previous campaign, or that have some sort of a connection to the player that'll be getting it. I haven't worked out the specifics or costs yet, but here's the jist of what I've got planned:

The first player is a human Paladin of Heironeous, who dual-wields (he saw the Sword of Aqaa and Lightning Sword from A Gathering of Winds before I decided to run the Age of Worms adventure path- and so, with my permission, he's planning on getting those when we get to that point). Since he's already got his weapons set, I couldn't give him another weapon- and I didn't want to give him armor, or anything like that. In the last campaign we played, though, there was an adventure where I gave the party a bajillion lesser magic items- almost all of which were randomly rolled- and there was one that this player took, and he loved it. One of the items turned up intelligent- a Gauntlet of Rust- and, with random rolls determining everything, it wound up Lawful Good, with 10 ranks in Bluff and Minor Image 3x/day. I named it "Ironclaw", and roleplayed it with a loud, boisterous voice- I haven't decided all of its backstory, but one idea is that it was the hand of an intelligent, Lawful Good Iron Golem Monk who, in an epic battle with the forces of evil, was not only destroyed, but pieces of him were scattered over the cosmos. One of his hands remained intact, and retained his personality, and has been passed from warrior to warrior, most of them passing it along because he gets so annoying after a while, and eventually was given to Manzorian because the last owner simply couldn't stand it anymore. The player should hopefully get a kick out of that.

The second player is a gnome Barbarian/Cleric that wields a medium-sized Greataxe. The player told me once of a character he had in a second-edition game with some other group long ago where his character- named Dannath Bahamut, I think- was given an axe called the "Axe of Bahamut", which looked like a dragon's body, with the handle being the dragon's tail, and the blades being the dragon's wings. When scoring a critical hit (on a natural 20) with the axe, it would deal damage to everybody in a 20-foot radius, as Bahamut himself was summoned along with his attack. I need to work out the specific mechanics- I think I figured ot it could be a +2 Dragonbane greataxe, with the special ability that when a natural 20 is rolled, instead of confirming the critical hit, the player can instead make another attack roll, and apply that attack roll to every opponent in a (10-foot?) radius, dealing damage to each opponent as if he had attacked them specifically if he hits.

The third one I'm not too sure on. He's an elven Savant (a Bard/rogue mix from the Dragon compendium) that hasn't really shown too much of a specialization so far. I know that the player once had a character with an emerald sword, and this character has used a sword on several occasions, so I could possibly do something with that. (Although I don't know anything about that character, so I don't know what sort of abilities the sword might have.) Maybe a +2 spell storing longsword that grants its character a +5 insight bonus to all knowledge skills? I dunno, sounds like an idea. I've got plenty of time to work it out.

Any thoughts?


Well, I promised four gifts, and I've only done two, so here's the third. It's a bit of a doozie, so I'm splitting it into parts. This item, I hope, makes the party bard happy for his choice of class, by giving him some nifty ways to use his powers against undead, ordinarily a notable weakness for bards. I've tied some of these powers to the Greyhawk deity Sehanine Moonbow, the elven moon-goddess who protects elvish souls from the curse of undeath. I haven't fully fleshed out the spells in the book's appendix, but there's enough here to get the idea. I'll do full write-ups when I've got them done.

Part 1 of 4

The Magnum Opus of Tharliriel Kendryanu. This folio-sized magical tome is bound in a cover of ebony inlaid with gold leaf and silver scrollwork. The contents are written in the hand of Tharliriel Kendryanu himself, one of the greatest bards living in the Elven land of Celene over 1,500 years ago. Tharliriel was a great friend of the Flan druids of his day, and exchanged much knowledge with them. The book contains many useful pointers to the musician, from directions on how to conduct oneself onstage, to specific advice for improving one¡¦s technique as a singer and instrumentalist, to magical techniques. It is written in Elven, and one must be able to read this language to gain the book¡¦s benefits. The book is divided into a prologue, three chapters, and an appendix. Each chapter grants a specific benefit once it has been read and the connected musical piece has been mastered. After the musical rite to gain a chapter¡¦s benefits has been successfully performed, that portion of the book loses its magical power, although the mundane musical knowlege in it does not disappear. Each musical rite may only be attempted once per day, and each rite takes an hour to complete, including pre-performance warmups and meditation. The book must be open to the appropriate page and an audience of at least two must be present for the actual performance part of the ritual.

Prologue: This short section is Tharliriel¡¦s explanation of the book. Tharliriel himself had a premonition that some day a bardic hero would need to know his secrets in order to save the world from the onset of a terrifying, corrupt age. The last page of the prologue is actually a secret page covered with a Nystul¡¦s magic aura to suppress the magic aura of that particular effect. The final sentence of the introduction has a clue as to how the secret page may be read:

"So, in short, the author hopes that the secrets of the bard¡¦s trade recorded herein will be of some small use to the reader of this book. For even if the world¡¦s doom comes with the morrow, it is the duty of the bard to ease the world¡¦s passage with his sweet and pleasing music. Say to yourself, therefore, read on, for the end of the age speeds ever closer, and learn for yourself the secrets I have to offer."

The phrase ¡§read on, for the end of the age speeds ever closer,¡¨ when spoken aloud, transforms the page so that Tharliriel¡¦s instructions to the fated owner of the book can be read. The instructions indicate that the material in each chapter must be read and digested (a minimum of 48 hours work spread over at least six days). At the end of each chapter is a challenging musical piece that must be performed as part of a ritual. The several arrangements of the piece are provided so that it can be performed with any musical perform skill. It must be performed with the book open to the appropriate page, and the performance must be up to Tharliriel¡¦s standards to gain that chapter¡¦s magical benefit. A substandard performance merely fails to activate the magic, and the owner of the book may continue trying once per day until she succeeds. Once a particular chapter¡¦s magic has been activated, that chapter loses all magical properties and becomes a mundane manual of musical lore. (Does not add to the effective value of the item, no magic aura apparent unless identify is cast, which reveals the existence of the secret page, but not how to activate it.)


Magnum Opus of Tharliriel, Part 2 of 4

Chapter One: ¡§Stage Presence.¡¨ This chapter contains numerous pointers on how to conduct oneself during performances and other public appearances in order to maximize the effect of one¡¦s music and speech on the audience. It includes a detailed discussion of etiquette and courtly speech appropriate to a court bard; hints on correct posture, walking, and gestures; how to school the expression on one¡¦s face to convey just the right emotion; meditation and breathing exercises to calm and center oneself before a performance, etc. The song at the end of the chapter is called ¡§Motet for the King¡¦s Banquet in Honor of the Autumn Hunt.¡¨ Digesting this chapter¡¦s lessons and successfully performing the ¡§Motet¡¨ (Perform (any musical) DC 35) activates the magic of the chapter, granting the performer a permanent +1 ability score increase in Charisma. (27,500 gp; CL 17th wish, clairaudience/clairvoyance, eagle¡¦s splendor Strong Universal)

Chapter Two: ¡§Mastering Your Chosen Instrument.¡¨ This chapter is divided into several sections, each of which has a wealth of directions on how to improve one¡¦s performance as a singer or player of a particular type of instrument (strings, winds, percussion). It talks about everything from breath control to vibrato, in very technical terms. The song at the end of the chapter is entitled ¡§Pastoral Dance and Air for the Midsummer¡¦s Eve Festival.¡¨ Digesting the this chapter¡¦s lessons and successfully performing the ¡§Pastoral¡¨ (Perform (any musical) DC 40) activates the magic of the chapter, granting the performer Skill Focus as a bonus feat for any musical Perform skill in which he does not already have that feat. The performance attempt must utilize an instrument in the category for which Skill Focus is desired, but may use it as a supporting part. E.g. the primary performance may be perform (sing), but the bard already has Skill Focus (Perform (sing)), he can accompany himself on the lute and gain Skill Focus (perform (strings)). (27,500 gp; CL 17th; wish, clairaudience/clairvoyance, inspire competence bardic music ability; Strong Universal)

Chapter Three: ¡§Captivating and Convincing Your Audience.¡¨ This chapter explains how to read and manipulate the emotional reactions of your audience, and gives numerous hints on how to effectively weave magic into one¡¦s music. Many of the pointers in this chapter discuss ways to use music to reduce the resistance of the intended target of one¡¦s magic. The song at the end of the chapter is the famous ¡§Devil¡¦s Reel,¡¨ a piece composed and played by the elf-maid Zeriantha the Fiddler to free her lover from imprisonment by the Pit Fiend Baalmoris the Soul Render¡Xshe made, and won, a bargain with him that if she could move him with her music enough to make him dance, she could take him back alive with her to the Material Plane. Digesting the chapter¡¦s lessons and successfully performing an arrangement of the ¡§Devil¡¦s Reel¡¨ (Perform (any musical) DC 45) activates the magic of the chapter, allowing the performer to choose one of the following bonus feats: Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, or Heighten Spell. (27,500 gp; CL 17th; wish, clairaudience/clairvoyance, caster must possess all the bonus feats; Strong Universal)


Magnum Opus of Tharliriel, Part 3 of 4

Chapter Four: ¡§Songs for the End of the Age.¡¨ This chapter only appears in the book after the Fountain of Dreams has been activated. It represents lore that was magically removed from the world by the Order of the Storm, but was originally part of the book. Each of the songs in this section is presented in an unaccompanied vocal arrangement. Like the other songs in this book, they may be practiced and learned without triggering the magic. Once learned, performance of the proper ritual detailed in the chapter followed by a technically superior performance of one of the songs creates a potent magical effect that allows the performer to retain the magic of that song in his heart until he uses it as a bardic music effect. So each song that is ¡§learned¡¨ in this way can be used as a special bardic music effect one time in the future. Once used, memory of the song fades and the ability it conveys is permanently expended.

¡§Song of Epic Might¡¨¡XTemporary bonus of +4 to all of one ally¡¦s ability scores. Requires singing one round to take effect, each round of singing expends one daily use of bardic music ability. Effect lasts for 5 rounds after singing stops. (Perform (Song) DC 48 to complete the ritual.)

¡§Chant of Mystic Potency¡¨¡XMust be sung without interruption while one ally is preparing spells or meditating for the day. That ally can prepare up to one extra spell or gain one extra spell slot at each level she can cast, for one time only. The effect ends the next time the caster prepares spells, regardless of whether the extra spells have been cast. Uses up one use of bardic music for every 3 spell levels or portion thereof granted, and the number of spell levels gained is limited by the bard¡¦s available uses of bardic music. If the process is interrupted, the ¡§Chant¡¨ is not permanently expended, but the bard expends one daily use of bardic music for every 10 minutes he chanted. (Perform (Song DC 51) to complete the ritual.)

¡§Ballad of Heroic Sacrifice¡¨¡XTemporarily revives a fallen ally who was killed within the last minute as though by true resurrection. The ally is restored to full capabilities, and no uncast prepared spells are lost. Requires singing one full round before the revival takes effect. Every minute the song is maintained expends a daily use of bardic music, and the temporary revival lasts for five minutes after the song ends. As with true resurrection, this effect does not require possession of the body, only a clear means of identifying the ally to be revived. Once the effect expires, the ally is returned to the state in which he was before the song. If the ally is killed again while the song is in effect, the song is automatically ended and permanently expended. A person who has been revived by this ¡§Ballad¡¨ cannot subsequently rise as an undead due to the effect that originally killed him, even after the effect expires. If he is subsequently returned to life, however, he is subject to transformation into an undead being just like any normal mortal. (Perform (Song) DC 54 to complete the ritual.)

(Chapter value: 15,000; Strong universal)


Magnum Opus of Tharliriel, Part 4 of 4

Appendix. Tharliriel¡¦s lover, a lillend who in the service of the elven goddess Sehanine Moonbow, taught him a number of powerful song-like spells that have power over the dead. Tharliriel recorded these bard spells in the appendix. The section itself is not magical¡Xit merely records the spells, which the bard can learn whenever he gains a new spell known or an opportunity to swap a known spell for a new one, as long as he can make a spellcraft check (DC 15 + spell level). Spell summaries below.

*Danse macabre¡Xworks like Otto¡¦s irresistable dance but uses necromantic energy instead of enchantment, thus undead are vulnerable. (6th level necromancy)

*Sehanine¡¦s battle cry¡Xworks like greater shout but channels positive energy instead of sound for 10d6 damage to undead in a 60-foot cone. Does not harm living creatures in the area of effect. (5th level evocation)

Sehanine¡¦s soul ward¡Xgrants +1 per 4 caster levels to saves vs. death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch) to caster and all allies within a 30¡¦ burst. Otherwise works similarly to death ward. (4th level necromancy)

Sehanine¡¦s song of repose¡Xgrants +2 bonus on all turning checks and turning damage rolls made within 30 feet of the caster. Lasts up to 1 round per CL, caster must continue singing to maintain the spell, precluding simultaneous use of bardic music, casting of other spells with verbal components, or verbal communication. (3rd level enchantment)

Sehanine¡¦s dirge¡Xdisrupts the animation of undead and delays the rising of undead spawn within 60 feet of the caster. Lasts up to 1 round per CL, caster must continue singing to maintain the spell, precluding simultaneous use of bardic music, casting of other spells with verbal components, or verbal communication. Casting animate dead, create undead, or similar spells within area of effect is automatically disrupted and the spell spoiled unless caster succeeds in an opposed caster level check each round Sehanine¡¦s dirge is in effect. Living beings that have been slain by undead and would otherwise rise as spawn cannot rise while in the spell¡¦s area of effect and for five rounds thereafter. (2nd level necromancy)

Sehanine¡¦s song of sanctuary¡Xfunctions like cleric spell sanctuary, but only works against undead, and requires continuous singing as per above spells. (1st level abjuration)

*These spells only appear in the book after the Fountain of Lost Knowledge has been drunk from.

(Appendix value: 5,250 gp)

Overall Value of the Magnum Opus: Before the Fountain of Lost Knowledge has been drunk from 87,750 gp. After chapter four appears, 112,750 gp. If all the magical effects have been expended, the book is still worth 15,250 gp as a unique collector¡¦s item because of its materials, uniqueness, and the rare spells it contains. CL 17th. Strong universal.

Peruhain's final comments--yes, this is a powerful item, and might almost be considered a minor artifact except for the fact that its constituent parts are basically one shot items (like the Manual of Bodily Health, etc. in the DMG), except for the list of spells in the appendix, which is merely a compendium of special spells like those that are published from time to time in the Dragon. Also, the beauty of the bard is that he doesn't steal the show from anyone else--he helps make them more heroic, so even if this item is a bit unbalanced, it's not likely to make anyone jealous. Finally, I know it's a very complicated magic item, but that means it will be fun for the player spread over the last five adventures, as he keeps honing his character's perform check to try to get that next special ability. (I'd have identify hint at the various bonuses, rather than give them away outright). So, instead of that boring old Cloak of Charisma +6, put it on and (surprise surprise) you suddenly find everybody worships you, and two adventures down the road you take it for granted--the bard gets a really interesting tome of lore.

Hope you find this item interesting, and not too confusing.

[Anyone who borrows this item should feel free to modify which parts are available before the Fountain is activated.]


I wanted to say your Bardic Book is pretty awesome.

Now I just need to figure out a way to get it into my bard's hands without the rest of the party feeling left out.


Gibbon Riot wrote:

I wanted to say your Bardic Book is pretty awesome.

Now I just need to figure out a way to get it into my bard's hands without the rest of the party feeling left out.

Thanks. I'm flattered.

I think the book is comparable in value to the other items I put up above, but those may not be suitable for your particular party. The other thing to keep in mind is that you can start out with the book being kind of mysterious, but of dubious value--if the players don't figure out about the secret page right away, they won't know that there's anything more to this book than some bardic pointers and a few spells. So if you combine it with other items for the other party members that roughly follow the same model (i.e. a few powers available initially, the item grows in power as the character becomes more powerful), it should work out fine.

Also, the great thing about this being a bardic item is that most of the powers in some way are keyed to making the party better, by making the bard's bardic music more powerful. So unless they're going to be petty and jealous about the bard getting a present that has to be shared to be any fun, they shouldn't have too many complaints.

I have one more item to come up with, which will probably be a very special staff--I'm not just going to hand out a staff of power, but come up with something that has an somewhat comparable array of powers that need to be unlocked as the wizard grows in power. I'm toying with the idea of having Tenser help the party wizard make a customized staff using the article on this topic from the Dragon a couple of months ago.


OK, here's the last of Tenser/Manzorian's cool but perhaps overpowered gifts to the PCs for my campaign:

The Staff of Gamaldin the Everchanging. This staff is carved from a knotty and gnarled branch of peachwood and inlaid with whorled patterns of mother of pearl and fluorescent blue-green chitin from the wing covers of a species of giant beetle found only in the depths of a jungle located somewhere to the southwest of the Sea of Dust. It is topped with a finial carved in the shape of a toad’s head, with amber eyes and an opal the size of a halfling’s fist set in its open mouth. A series of magical runes etched in a helical pattern along the length of the staff give the command words for each of the staff’s powers. The lower part of the staff is shod with alchemically silvered steel and enchanted so that it serves as a +1 silver quarterstaff.

The staff was created by the great transmuter Gamaldin the Everchanging over five centuries ago to serve as an instrument of that ancient wizard’s power. Gamaldin was a Suloise Mage of Power who was estranged from his colleagues due to their increasing corruption. Gamaldin took it upon himself to destroy one such colleague, Thallaxiran the Black, who so lusted for power and immortality that he transformed himself into a lich, and it is said that when he destroyed Thallaxiran’s phylactery, the backblast drove him mad, and he killed himself by leaping headfirst from the top of the lich’s five hundred foot tall tower. Several wizards of great fame have wielded the since Gamaldin perished, and the item has retained its power over the years because some of these wizards learned how to recharge it. Most recently, the staff was wielded several decades ago by a powerful adventuring mage named Segorius Darelle (a distaff descendent of the infamous House Maure) from the Duchy of Urnst who used it to destroy the phylactery of the infamous lich Acererak. The poor fellow is said to have gone mad after this heroic deed, turning against his comrades in arms. No one is entirely certain how the Staff of Gamaldin came into Tenser’s possession (except Tenser himself, who is unaware of the staff’s reputation for causing madness).

The staff’s wielder can cast the following spell on command 3/day:
prestidigitation

In addition, the following spells can be cast by expending the appropriate amount of charges from the staff:
enlarge person (1 charge)
invisibility (1 charge)
arcane sight (1 charge)
polymorph (2 charges)
Tenser’s transformation (3 charges)*

*N.B. Tenser invented the modern version of this spell by reverse engineering it from the staff.

Tenser can read the above runes and knows the command words for these spells. He has been unable to decipher four of the runes, however, which activate the following functions (unknown to Tenser):

seeming (2 charges)
disintegrate (3 charges) [Knowledge (arcana) DC 35; plant a clue to deciphering in Lashonna’s cache in the Ebon Triad temple under Alhaster that grants +5 to this check]

spell resistance—Once per day on command, the staff confers spell resistance on the wielder granting him SR 27. The effect lasts 15 minutes. [Knowledge (arcana) DC 40; if character drinks from the Fountain of Forgotten Knowledge, he gains +5 bonus on this check forever after].

lich-soul drinker—when used to deliver the final destructive blow to a lich’s phylactery, either physically shattering it or by casting disintegrate on it, the staff absorbs the soulstuff of the lich as it is released from the phylactery. The staff uses this soulstuff to recharge itself, gaining 2 charges for each of the lich’s caster levels. The staff holds a maximum of 50 charges, and if this capacity is exceeded, the excess soulstuff is transmitted into the wielder’s mind, rending his sanity with horrendous, disjointed perceptions from the lich’s undead mind. He is stunned for 2d4 rounds, then confused (per the spell) for an additional 2d4 rounds, and at the end of this period he takes one point of permanent wisdom drain for each charge by which the capacity of the staff was exceeded. A successful will save (DC = 10 + lich’s caster level) eliminates the confusion effect and halves the wisdom drain. On a failed save, the wielder also has a 5% chance per excess charge of having his alignment permanently changed to the alignment of the lich, as he absorbs enough of this being’s soulstuff to seriously affect his character. The wisdom drain and any alignment change are part of a magical curse at the lich’s caster level. The curse may only be lifted with a successful break enchantment or greater dispel magic attempt (DC = 11 + lich’s caster level). Wish, miracle, and Mordenkainen’s disjunction automatically lift the curse, but may have undesirable side effects. Once the curse is lifted, greater restoration or a similar effect can reverse the wisdom drain and thus restore the victim to perfect sanity. Only then is the lich’s soulstuff exorcised, giving the victim an opportunity to return to his original alignment with the aid of an atonement spell. [Decipher script DC 35 (+10 circumstance bonus if the reader knows Ancient Suloise) reveals the meaning of the rune, which is a run-together combination of “lich-soul-drinker”). Knowledge (arcana) DC 45 reveals that the staff is capable of recharging itself using the soulstuff of a lich if it is used to destroy the lich’s phylactery; if character drinks from the Fountain of Forgotten Knowledge, he gains +5 bonus on this particular knowledge check forever afterwards. Bardic Knowledge DC 35 recalls the backstory above, suggesting the dangers of recharging the staff in this fashion.

A character may attempt new knowledge and decipher script checks for each rune only after increasing his ranks in that skill. (CL 15th, strong illusion and transmutation, 158,763 gp.)

Note that this DM may replace this interesting gift with a Boccob's Book loaded with spells (to compensate for the lack of spellbook booty goodness noted in another thread), plus some assistance from Tenser in upgrading the imbued staff (Dragon #338) the Dwarven Transmuter for whom this gift is tailored is considering making. The idea would be to make it into a rechargeable magic staff with the additional properties of the imbued staff, per the mechanic described in that article.


Again, nice job.

I'm thinking about including your items in the Ziggurat in Kuluth-Mar, sort of in Kyuss' lost treasure horde or something equally silly.

Overpowered? Probably. But it seems like if they live through the SOLS they'll deserve them.

And you have a real gift for writing the item histories.


Gibbon Riot wrote:

Again, nice job.

I'm thinking about including your items in the Ziggurat in Kuluth-Mar, sort of in Kyuss' lost treasure horde or something equally silly.

Overpowered? Probably. But it seems like if they live through the SOLS they'll deserve them.

And you have a real gift for writing the item histories.

Thanks. One of the things I like best about DMing is coming up with this kind of stuff. Guess I've been a campaign world designer since I was five or six (yes, about six years before I ever heard of D&D).

With magic items, I find it's easier to come up with interesting combinations of powers if you have a history that gives the item purpose. Sometimes the original owner's name is enough to get the juices flowing--as with the name of the owner of the staff above, which suggested a suite of illusionary and transmutation powers. And then, thinking how I envisioned the character using them, I came up with an idea for recharging the staff that was tied to the campaign.

And yes, they're overpowered--but then the whole campaign is very tough, and I use a fairly low-powered character generation system, with PC design guided at least partly by roleplaying considerations rather than min-maxing. So I don't mind rewarding them. The worst that will happen is that I'll have to power up the bad guys a bit to make it interesting.


My campaign is just at Manzorian and I enjoyed much of what's written up in this post. Thanks especially to Sam S's contributions, which stayed within (or darn near) the 40k parameter and actually priced out the item's worth. :)


Ahh, I have found what I've been looking for.

I wanted to share some items I have come up with, all more or less in the 40k line, and designed to be unorthodox, but not over the top "this is my one and only truely magic item". After all, they still should be looking for more and better treasure.

THE WATCH
This magnificently crafted, polished full plate is of heavenly origin. Rumors say, it was crafted and worn by a hound archon paladin once. Where Tenser has found it, he would not reveal.
- mithril +1 soulfire glamered full plate (permanent death ward; BoED)
- durable (unharmed by rust and acid attacks; Dungeonscape)
- reinforced (+1 AC; Dragon 358)
> AC+10, MaxDex +3; ACP:-3
Price: 39.900gp, CL 12th
Best for: Paladin, Fighter, Barbarian, Favored Soul, Cleric

TARKEN
This heavy, broad shield looks battered and worn. It appears a bit like a small wall of stone. How anyone could possibly wield this in battle you cannot imagine.
- adamantine + 1 animated heavy shield
- Intelligent Item:
- INT 17, WIS 17, CHA 10
- speaks common, dwarven, terran and giant
- 120ft. darkvision and hearing; telepathy
- can cast detect secret doors 3/day
- can cast stoneskin on wielder 1/day
- Tarken was a dwarven defender who's bad luck one day let to his death by a fire giant barbarian's huge greataxe. Leaving his business unfinished, he found himself locked in his most dearest possession, his shield. He now is constantly in bad mood; only fighting can lighten him up a bit. Still, he is loyal to the one who picks him up from whereever he might be stranded. He absolutely hates giants and taunts them on sight (This could be interesting in KotR).
Price: just about 40.000 gp; CL 15th
Best for: Dwarven Defender, anyone who wields a two-handed weapon

STATUETTE OF WEE JAS
This handsized, finely crafted ruby statuette of Wee Jas' female aspect has the power to lead its posessor on the right and just way.
- Commune 1/day
- Omen of Peril 3/day
- +1 Cl on divination spells
Price: 41.680 gp , CL 14th (30200 for commune at level 14 - xp costs included; 6480 for Omen of Peril at level 5 - technically this doesnt work but there is no additional benefit beyond level 5; adhoc +5000 for +1CL on divination spells)
Best for: Party who lacks a cleric; devotees of Wee Jas

TENSERS RUNESTAFF OF FLEXIBILITY
In his younger years, Tenser faced the challenge of every experienced wizard: Which spells to prepare, and how often? After long studies, he has found a solution to some of this headache: His runestaff of flexibility.
This mansized staff made of a dark indigo glass-like substance, is polished to the extreme. Under the surface, six runes emit a bright blue light.
- +1 spell storing / mwk quarterstaff
- Each one spell of levels 1 to 6 can be imprinted in the runestaff by casting a spell directly into the runestaff. It then functions as a normal runestaff holding the six imprinted spells. Each can be cast three times per day from the staff by expending a spell slot or prepared spell of same or higher level, provided it appears of the casters spell list.
- Any time, a spell imprinted in the runestaff of flexibility can be changed by casting another spell of the same level into the staff, thus overriding the previous one. Note that any user must attune himself to a runestaff when he normally prepares spells or retains his daily spell allotment. Thus, the runestaff of flexibility does not allow for changing the accessible imprinted spells within the same day.
- Currently imprinted spells: 1) Magic Missile, 2) Mirror Image, 3) Haste, 4) Arcane Eye, 5) Wall of Force, 6) Chain Lightning
Price: Adhoc: 40.000 gp, CL 15th (normal, unflexible runestaff levels 1 to 6 would be 25.400 gp)
Best for: Sorcerers, Wizards, Bards

GREATER OATHBOW
This very strong bow seems to be of elven made. Very few know that in fact it was crafted by a human ranger named Telavias, how lived with the elves for nearly 20 years.
- As oathbow, but +2 hunting composite longbow (MIC)
- STR bonus adjusts to wielder
Price: about 35.000 gp; CL 15th (assuming that STR adjustment is worth around 3000 gp)
Best for: Rangers

QUIVER OF THE SOLAR
Any arrow drawn from this magnificent quiver made of silk and silver becomes a +1 holy arrow for one round. It can hold up to 50 arrows much like an Ehlonna's Quiver. At the moment, it contains each 12 cold iron, adamantine, and silver arrows.
Price: Adhoc 40.000 gp, Cl 12th (Ehlonnas' Quiver 2.000, 50 +1 holy arrows 18.000)
Best for: Bowmen of all sorts

JADE LION
(Figurine of Wondrous Power)
This figurine made of white jade with golden sparks appears to be a small lion. On command, it becomes a celestial dire lion. It serves willingly as a mount, and can use the following powers once per round at will: overland flight, planeshift, and ethereal jaunt. The powers funtion for the jade lion and its rider only. If an evil rider mounts the jade lion, there is a 10% chance that it takes it to Elysium.
If the owner is neutral good and a ranger or druid, the jade lion serves as an animal companion (Level 9).
It functions twice per week for up to 2 hours.
Price: Adhoc: 45.000 gp; CL 15th (Compare to obsidian steed at 28.500 gp, plus a celestial dire lion is stronger than a warhorse (+5000); it is usable twice instead of once per week (+10000), and can serve as an animal companion (+1500).
Best for: Rangers, Druids, Paladins, Mounted Fighters

AMOR OF THE CAVER
The breastplate, though metallic, emits no light and feels soft to the touch.
- mithral +2 mobility nimble breastplate (MIC)
- lesser shadow, lesser silent moves
- 1/day meld into stone on command
- grants darkvision 30ft. (or +30ft. if the wearer already has darkvision)
> AC 7, MaxDex +6, AC-Pen 0
Price: roughly 41.000 gp; CL 6th (27.500 for enchanted breatplate; meld into stone 1/day at about 5.400gp; darkvision (30ft.) at around 8.000 gp)
Best for: Rogue, Ranger, Dervish

LIFESAVING AMULETT
This dark red ruby is held by a golden chain.
- +4 enhancement to CON
- immunity to disease, including supernatural disease
- 1/day death ward (immediate action)
CL12
Price: 38.500 gp; CL 10th (16.000 for +4 to CON, 7500 for immunity to disease - as periapt of health, adhoc: 15.000 for immediate death ward - standard action death ward is 10000)
Best for: All who want to survive the Age of Worms adventure path...


I had Tenser offer each PC a choice of one of three gifts. I had him present the gifts by floating them out as if they were worn/wielded by invisible creatures.

To get some idea of what the players wanted, I asked them in advance (during A Gathering of Winds) for suggestions I could allegedly use to swap out with magic items offered in future installments of AoW. I then tailor-made some items based on their suggestions & what I thought would aid the PCs in future adventures. Some choices have a higher gp value than others b/c I had the PC trade in similar items they already owned.

For the ranger with an archery focus:
Bracers of Blood and Fire
Bracers made of red, scaly hide.
Greater Bracers of Archery
Gauntlets of Ogre Power (+2 Str)
Cloak of Resistance +1
Crimson Dragonhide Bracers +1 (+1 Nat Armor, Fire Resistance 5; from Draconomicon)

Death Hunter
Longbow crafted from darkwood and hornwood, inlaid with bone.
+1 Darkwood Holy Ghost Touch Composite Longbow (Str+2)
Continuous Detect Undead (as spell, CL1, glows in proximity)
Cure Serious Wounds (3d8+5, owner only) 1/day

Cloak of the Untouchable
Hooded, midcalf-length black leather cloak (Displacer Beast hide), lined with grey cloth.
Minor Cloak of Displacement
Cloak of Resistance +3
Cloak of Elvenkind +4 (+4 on Hide)

She chose the bracers, which I plan on having her learn at some point were made from Brazzamal's hide, when he was first slain by adventurers. Or maybe even Dragotha's.

For the Rogue:
Cloak of the Trickster
Hooded, mid-calf length cloak of grey cloth.
+5 Cloak of Resistance
Cloak of Elvenkind
Cape of the Mounteback

Boots of the Traveler
Knee-high boots of grey deerskin.
Boots of Speed
Boots of Striding & Springing
Boots of Elvenkind
Cloak of Resistance +2
Cure Light Wounds (1d8+5, owner only) 1/day

Vest of Norebo
Light vest of black deerskin.
Rogue’s Vest (+5 Hide, +5 Move Silently, +1d6 to Sneak Attack; from DMG2)
+3 Vest of Resistance (just like a Cloak of Resistance)

He chose the cloak.

For the wizard (Evoker specialist):
Ring of the Embattled Mage
Silver ring carved with magical symbols and set with a single large pearl.
Ring of Wizardry I
Ring of Protection +2
Ring of Counterspells
Pearl of Power I

Otiluke’s Ring
Gold ring carved with a feather pattern and set with a large black pearl, once worn by Otiluke.
Ring of Wizardry I
Ring of Protection +1
Pearl of Power III

Aftermath
A rod of bronzewood, stained red and nearly six-feet long, engraved with lightning symbols and topped with a carved fist-sized ball of fire.
Lesser Metamagic Rod of Maximize
Lesser Metamagic Rod of Empower
Rod of Transportation (exchange positions with another creature within 30' 1/day; DC 13 Will save for unwilling; from Miniatures Handbook)
Can be used as a Masterwork staff

He chose Aftermath. I'm thinking about connecting it to the Order of the Storm somehow.

For the paladin of Heironeous:
Armor of Benedor
Adamantine full plate of early 3rd century CY Oeridian design. Once worn by Saint Benedor, a former Knight Protector of the Great Kingdom & the greatest foe of the death knight Saint Kargoth.
+2 Adamantine Full Plate of Moderate Fortification
Cure Moderate Wounds (2d8+3, owner only) 1/day

Celestial Boots
Knee-high boots of dark grey leather, made from the hide of a celestial bull.
Winged Boots
Boots of Speed
Boots of Striding & Springing +4 (+4 on jump checks)

Belt of Heaven’s Glory
A wide, black leather belt embossed with a winged motif, as well as the runes for strength, speed, endurance, knowledge, wisdom, leadership, and protection.
Belt of Magnificence (+2 to Str, Dex, Con, Int, Wis, & Cha; from Miniatures Handbook)
Cloak of Resistance +1
Fly (CL5, 2/day)

He chose the armor.

For the paladin's cohort, a cleric of Heironeous:
Helm of the Great Northern Crusade
Steel helm with a purple-feathered plume, engraved with symbols for wisdom, piety, and good. Used in the wars to regain Furyondan & Shields lands territory from Iuz.
Phylactery of Wisdom +4
Cloak of Charisma +2
Phylactery of Undead Turning

Meersalm Amulet
Platinum disk, bearing the symbol of Heironeous, on a steel chain.
Amulet of Natural Armor +4
Amulet of Health +2

Ring of Shield and Spell
Platinum ring engraved with protective runes and set with a single large pearl.
Ring of Protection +4
Pearl of Power II

He chose the helm.

For the cleric of Pelor:
Ring of Luck and Power
Plain gold ring set with a single large pearl.
Ring of Evasion
Ring of Protection +1
Pearl of Power III

The Fist of Bane
Heavy mace of steel, the head treated with alchemical silver and designed to resemble the shining sun. Was once used as a mortal man by Saint Bane the Scourger, a mighty servant of Pelor & patron saint of those who hunt the undead.
+1 Alchemical Silver Ghost Touch Heavy Mace of Disruption
Continuous Detect Undead (as spell, CL1, glows in proximity)
Cure Serious Wounds (3d8+7, owner only) 1/day

Mail of Thalasia
Fine, very light suit of golden chainmail with pauldrons, helm, and other accessories engraved with sun symbols.
Celestial Armor of Moderate Fortification
Cure Moderate Wounds (2d8+3, owner only) 1/day

He chose the mace.


Stop! Drop! and Roll! wrote:

I like the items, but im pretty sure they'd be WAY more expensive than the allotted 40,000 gp. Im tryin' to stick rigidly to that rule, and heres a few items that ive managed so far. They dont have cool histories yet, so its just the item descriptions. You can find the rules for magic item creation on page 285 of your 3.5 DMG.

+4 Adamantine Greatsword that also grants it wielder a +2 natural armor bonus (39,350 gp)... for the fighter/swordsman

+4 Mithral Full-Plate of Speed (39,850 gp)... for the elven cleric

Cloak of Charisma +4 that also functions as a Cloak of Displacement, Minor (40,000 gp)... for the sorcerer

+5 Adamantine Full-Plate (41,650 gp)... for the paladin

I'm afraid your gonna have to decrease some of your items' power in order to "stick rigidly" to that rule. Don't forget that when "stacking" magic items, you need to multiply the cost of additional items by 1.5 (more if it uses a different body slot than normal). For instance, your cloak actually retails for 48,000 (24,000 + [16,000*1.5]).

Shadow Lodge

Rob Bastard wrote:
I'm afraid your gonna have to decrease some of your items' power in order to "stick rigidly" to that rule. Don't forget that when "stacking" magic items, you need to multiply the cost of additional items by 1.5 (more if it uses a different body slot than normal). For instance, your cloak actually retails for 48,000 (24,000 + [16,000*1.5]).

In the Magic Items Compendium, WotC revised their magic item rules for adding a set of bonuses to items:


  • Ability bonuses
  • Nat armor bonuses
  • Other similar ones

so that they are regular price regardless of the original item's enchantment (it doesn't affect the o. i. price either). So the Greatsword and cloak seem okay (although I'm not sure that Nat.Armor is appropriate for a sword....)


Well, I forgot about this thread--I came up with a number of other gifts to add to the list, including (as a plot hook) Maralee's Revenge. This would be (IMC) Bucknard's magic rapier, recovered by one of Tenser's agents at a magic dealer's shop in Dyvers about a year ago. Other items included a belt of giant strength that had a number of one-shot expendable powers, a suit of magic armor crafted by the Wind Dukes of the same ceramic stuff the wind warriors are made of and bearing magical glyphs to activate various powers, and a bow dedicated to the three top deities in the Seldarine (Corellon, Sehanine, Ehlonna).

I'll share them as time permits.

We just played through this section of the SoLS. My player picked the Skybolt of Saggtal for his paladin and Maralee's Revenge for his bard/swashbuckler--so there will be much good roleplaying with swords. He helped the two DMPCs choose--the elf cleric/ranger took the archdruid's mirror, and the dwarf transmuter opted to get materials from Tenser to upgrade his imbued staff (Dragon 338) into a special tailor-made charged staff with the spells he wants on it, equivalent in power to a Staff of Transmutation. In return, the party had to turn in the fragment of the Rod of Seven Parts, the two Wind Duke swords, and the Ring of the Wind Dukes from Icosiol's tomb. Of course they had the option of keeping them--but the weapons Tenser offered were more tailored to their needs and the party is mostly chaotic, so the paladin would have gotten all the stuff from the tomb except the short sword (barring me changing the item descriptions somewhat). So, the party now has three items whose powers will slowly awaken over the course of the adventure, and a wizard with a powerful staff, but not the one offered by Tenser. The wizard has been putting most of his feats into building that staff (based on the Dragon article), so it will increase in power as he rises in level as well.


Peruhain of Brithondy wrote:
We just played through this section of the SoLS.

So does this mean an update is in the pipeline, Per? Your loyal readership awaits!


My group finished AoW a while ago, and one thing you should keep in mind is that, while "combo" items are cool, and can hit the spot at the mid levels, when the PC's get towards higher levels those items start to become useless. To me, it seems a shame if Tenser's items are discarded as the PC's get nearer the end because they are simply not powerful enough to remain useful.

For example, I gave the Paladin follower an item I called a "Vest of Perfection" or similar, which gave something like +2 Str, +2 Dex and +4 Cha. It helped boost all her needed stats nicely. But after a few level-ups, there were always better single-stat-boosting items that gave better bonuses, hence Tenser's item became useless. To help out, I had Tenser re-engineer it a bit, changing from Cha to Con, but still, a single +6 item would, in the long-run, have been more useful.

The two items that did stand the test of time were:
1) Mithral Full Plate of Speed +4 (for the fighter, who could then still use spring-attack if required)
2) A "Girdle of Blerred", which combined some of the Dwarven Belt traits (stone-cunning etc), as well as a +6 to Con.


Hastur wrote:

To me, it seems a shame if Tenser's items are discarded as the PC's get nearer the end because they are simply not powerful enough to remain useful.

But after a few level-ups, there were always better single-stat-boosting items that gave better bonuses, hence Tenser's item became useless.

Yeah, it's a shame. But if you are following the rules for magic item creation in MIC, you can always improve existing "standard" enhancements (ability boosts and the like) by paying the difference. Say, paying 12000 gp you can improve an amulett of health +2 into an amulett of health +4. IMO, this makes a lot of sense, especially for weapons and armor. On the other hand, the players will have slightly more cash (since they don't have to sell their inferior loot for half price and then pay full price when making better ones), so you should trim handed out treasure a bit. But I like the notion of magic items that are to keep; now everybody can have an ancestral sword or "his" belt of strength.

BTW, some excellent items in this thread. Keep em coming! I like the idea of plot-hooked items a lot, as well as ones that are somehow tied to elements of the background story.

Oh, and definetely have a look at the RPG superstar items. Some are so unique it was a shame if Tenser hadn't managed to obtain some... and if it only was to display them. IMC, Tenser will proudly present an arcane anvil to the group, permitting its use once for each player.


darkbard wrote:
Peruhain of Brithondy wrote:
We just played through this section of the SoLS.
So does this mean an update is in the pipeline, Per? Your loyal readership awaits!

Dude, it's about 6th on my writing projects list--I've been absolutely swamped this year. Maybe February or March before I have a chance to work on it.

I am, however, moving the game online. I'll drop a link in the campaign journal when I get a chance.


Completely understand the busy writing schedule, my man. Looking forward to the online content!

Sovereign Court

I started designing a few items as well. Like many DM's, I've decided to make these items somewhat more powerful than the adventure suggests since I want my players to enjoy these until the near end of the campaign. I'm aiming for 20 or so different items to offer my players. Here goes the first few...

Solar Cloak

Price (Item Level): 54,000 gp (18th)
Body Slot: Shoulders
Caster Level: 14th
Aura: Strong; (DC 22) abjuration & transmutation
Activation: Standard (command)
Weight: 1 lb.

This gleaming white cloak always appears clean. Upon close inspection, runes representing the forces of Good can be seen embroidered within the fine cloth.

A solar cloak appears and functions as a cloak of charisma +4. If worn by a good-aligned divine spell caster, the wearer can, once per day, activate the solar cloak to undergo an angelic transformation, gaining the following changes: The wearer is infused with divine energy and gains a +4 sacred bonus to Strength and Constitution. The cloak itself turns into two gleaming white feathered wings, granting the wearer a fly speed of 60 ft. with good manoeuvrability. The wearer’s skin turns silvery, granting him a +4 natural bonus to AC, damage reduction 10/evil, fast-healing 5, acid and cold resistance 10, and spell resistance 10 + character level. Finally, the wearer’s eyes now glow a brilliant topaz, granting him the ability to detect the power and location of each evil aura within 60 ft., as well as darkvision 60 ft. The angelic transformation lasts for a number of rounds equal to the wearer’s character level.

If an evil creature attempts to activate the solar cloak, the cloak explodes, dealing 20d6 points of divine fire damage (Reflex DC 25 half, except wearer) to all evil creatures within 100 ft. Not even a wish spell can bring a solar cloak back if it is destroyed this way.

Sovereign Court

Heward’s Skeletal Mask

Price (Item Level): 55,000 gp (18th)
Body Slot: Face
Caster Level: 13th
Aura: Strong; (DC 21) necromancy
Activation:
Weight:

This dark ebon mask depicts a finely drawn skull motif. It hides the entire face, revealing only the eyes. Black leather straps hold it tightly in place.

Heward’s skeletal mask allows the wearer to gain influence over undead. While donning the mask, the wearer gains a +4 bonus on Bluff, Diplomacy, and Disguise checks made against or opposed by undead creatures, as other undead are strangely lulled by the mask. The wearer also gains a +2 bonus to Will saves against undead creatures and a +2 bonus to overcome the spell resistance of undead creatures. Mindless undead seeing the wearer must make a Will save (DC 10 + ½ wearer’s HD + wearer’s Cha bonus) or detect the wearer as an undead creature. Intelligent undead creatures seeing the wearer lose their immunity to mind-affecting effects against abilities or spells cast by the wearer, such as a bard’s fascinate ability. Once per day, the wearer of Heward’s skeletal mask can use a standard action to use command undead (DC 17 + wearer’s Cha bonus) on any one undead creature that can see the wearer.

Sovereign Court

Definately worth checking out the RPG Superstar Wondrous Item winners. The following item is a slightly modified version of one of my favourites, Joel Flank's bodyguard vest.

Guardian’s Vest

Price (Item Level): 48,000 gp (17th)
Body Slot: Torso
Caster Level: 9th
Aura: Moderate; (DC 19) enchantment
Activation: Swift (command)
Weight: 2 lbs.

This black leather vest has metal studs sewn into the collar.

The guardian’s vest provides the wearer with a +4 enhancement bonus to natural armour, as well as a +4 resistance bonus to saving throws. Three times per day, as a swift action, the wearer of the guardian’s vest can compel a creature to attack him to the exclusion of all others. If the target fails the Will save (DC 10 + ½ wearer’s HD + wearer’s Cha bonus), it must attack only the wearer for 5 rounds. The victim of the compulsion can choose not to attack, or to use area effects if they include the wearer of the guardian's vest. This is a mind-affecting compulsion enchantment.

Sovereign Court

Armour of Balador

Price (Item Level): 57,000 gp (18th)
Body Slot: Body
Caster Level: 15th
Aura: Strong; (DC 22) abjuration & transmutation
Activation: Standard (command)
Weight: 27 lbs.

Wearing this +5 beastskin hide armour grants the wearer the scent ability. Once per day, the wearer can activate the armour of Balador to change into an aspect of the Bear Father. This ability functions like the alternate form special ability to change into a dire bear, except as noted here. The wearer changes into a dire bear with the following physical ability scores: Str 42, Dex 16, Con 24. While in dire bear form, the wearer retains her rage or favoured enemy extraordinary abilities if she possessed them in her true form. Except for the armour itself, any gear worn or carried melds into the new form and becomes non-functional. When the wearer reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the dire bear form fall off and land at the wearer’s feet. This ability lasts for a number of rounds equal to the wearer’s character level.

Sovereign Court

Inspired by Joseph Yerger's elemental quiver and the MIC's quiver of energy...

Elemental Quiver

Price (Item Level): 45,000 gp (17th)
Body Slot:
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: see text
Weight: 1 lb. (3 lbs. when full)

Constructed of supple leather, this quiver is festooned with arcane symbols depicting the four elements.

An elemental quiver can hold up to 20 arrows or bolts. The quiver imbues arrows or bolts drawn from it with a particular type of energy (acid, cold, electricity, or fire), indicated by one of the glowing arcane symbols it bears. Such projectiles, if left within the quiver for at least 1 round before being drawn, deal an extra 1d6 points of the appropriate type of damage. Each energy type also provides an effect and requires one or more saving throws (DC 10 + ½ wearer’s HD + wearer’s Cha bonus) if the arrow hits: A creature hit by an acid arrow must make a Reflex saving throw or take another 1d6 points of acid damage the following round. A creature hit by a cold arrow must make a Fortitude saving throw or be slowed for 1 round. A creature hit by an electricity arrow must make a Fortitude saving throw or be sickened for 1 round. And if a creature gets hit by a fire arrow, every other creature within 5 ft. must make a Reflex saving throw or take the 1d6 points of fire damage as well. The projectile loses the extra damage and effect after it is used in an attack, or 1 round after it is drawn (whichever comes first).

As a standard action, the wearer can touch one of the elemental runes on the quiver to change the imbued energy type into another.

Sovereign Court

1 person marked this as a favorite.

One of the items inspired by 2nd Edition's Return of the Eight adventure...

Tenser’s Belt of Brawling

Price (Item Level): 39,000 gp (17th)
Body Slot: Waist
Caster Level: 10th
Aura: Moderate; (DC 20) evocation & transmutation
Activation:
Weight: 1lb.

The platinum buckle of this wide leather belt is adorned with a bloodstone.

Tenser’s belt of brawling confers great ability in unarmed combat to those untrained in fisticuffs and wrestling. As well as functioning as an amulet of mighty fists +2, the wearer is treated as having the Improved Unarmed Strike and Improved Grapple feats. Additionally his unarmed strike damage improves by two steps, as if the wearer’s size had increased by two categories.

Sovereign Court

Tenser’s Boots of the Running Warrior

Price (Item Level): 41,000 gp (17th)
Body Slot: Feet
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Swift (mental)
Weight: 1 lb.

These wolfhide boots appear like normal boots, but are extremely light and flexible.

Tenser’s boots of the running warrior provide a +4 enhancement bonus to Dexterity, a 10-ft. enhancement bonus to the wearer’s base land speed, and a +10 competence bonus to Jump checks. Three times per day, the wearer can also use a swift action to activate the boots, gaining an extra move action for that round that can only be used to move up to the wearer’s land speed. For example, the wearer could activate the boots, move his base speed, and take a full-attack action. The boots cannot be used to gain an extra action while using any movement mode other than land.

Sovereign Court

Tenser’s Girdle of Giant Strength

Price (Item Level): 36,000 gp (17th)
Body Slot: Waist
Caster Level: 15th
Aura: Strong; (DC 22) transmutation
Activation: Swift (mental)
Weight: 1 lb.

This appears to be nothing but a heavy rope belt.

Tenser’s girdle of giant strength functions as a belt of giant strength +4. In addition, Tenser’s girdle of giant strength has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants the wearer a stronger enhancement bonus to Strength and possibly the ability to throw rocks for 1 round. The wearer’s Strength score remains the same if it is already higher than the amount granted by the girdle, but the wearer can still use the girdle to gain the rock throwing ability.

1 charge: Wearer’s Strength score raises to 27.

2 charges: Wearer’s Strength score raises to 31 and he gains the ability to hurl rocks weighing 40 to 50 pounds each (Small objects, 2d6 damage) with a range increment of 120 ft.

3 charges: Wearer’s Strength score raises to 35 and he gains the ability to hurl rocks weighing 60 to 80 pounds each (Medium objects, 2d8 damage) with a range increment of 140 ft.

Sovereign Court

Tenser’s Dagger of Frost & Flame

Price (Item Level): 55,000 gp (18th)
Body Slot: — (held)
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: Swift (command)
Weight: 1 lb.

This finely crafted dagger’s hilt is set with sapphires and rubies.

This +2 keen dagger appears normal until one of two command words is called out.

Flame: One command word ignites the dagger’s blade like a torch, turning it into a +2 keen flaming burst dagger which casts bright light in a 20-ft. radius. The flame ignites combustibles on contact.

Frost: Another command word turns the dagger into a +2 keen icy burst dagger and gives the blade a cold blue aura that sheds shadowy illumination in a 10-ft. radius. The blade can also freeze one cubic foot of water per round when in contact with water.

Sovereign Court

Tenser’s Bow of Eagle Sight

Price (Item Level): 44,000 gp (17th)
Body Slot: - (held)
Caster Level: 9th
Aura: Moderate; (DC 19) evocation & transmutation
Activation: -
Weight: 3 lbs.
Hardness: 11
Hit Points: 35

This fine longbow is carved of yew with avian designs along its limbs.

Tenser’s bow of eagle sight functions as a +3 composite longbow (Str +5) and gives whoever holds the bow uncanny vision. Wielding the bow grants a +5 competence bonus to Spot and Search checks. Additionally, the bow’s range increment is doubled, can deal precision damage (such as sneak attack or skirmish) within 60 ft. instead of 30 ft., ignores the AC bonus granted to targets by anything less than total cover, and ignores the miss chance granted to targets by anything less than total concealment.

Sovereign Court

A slightly empowered version of Robert Nichols' gloves of legerdemain...

Gloves of Legerdemain

Price (Item Level): 39,000 gp (17th)
Body Slot: Hands
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: Swift (mental)
Weight:

Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible.

These gloves function as gloves of dexterity +4. The gloves can be activated three times per day, allowing the wearer to perform the following skills at a range of 30 feet: Disable Device, Open Locks, and Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and the wearer cannot take 10 on this check. Any object to be manipulated must weigh 5 lbs. or less. The wearer must have at one rank in Disable Device, Open Locks, or Sleight of Hand to be able to use the skill with the gloves.

The gloves of legerdemain must be worn for 24 hours before you gain access to their abilities. If taken off, they become inactive until worn for an additional 24 hours.

Sovereign Court

Seeing that an undead-heavy campaign could use a few more undead-related items, I thought that Alex Handley's talisman of whispering souls would make a great item. However, there are surprisingly few unintelligent or incorporeal undead in Age of Worms for the item to be exceedingly useful. So I added the +1 level turning power as well as a use against intelligent undead to make the item shine...

Talisman of Whispering Souls

Price (Item Level): 58,000 gp (18th)
Body Slot: Throat
Caster Level: 10th
Aura: Moderate; (DC 20) divination & necromancy
Activation: Standard (mental)
Weight:

This amulet is made of rune-carved bone with two inset rubies like eyes on a fine silver chain.

This amulet grants the wearer a + 1 bonus on Turn or Rebuke checks and allows the wearer to turn or rebuke as if he were one level higher. While worn the talisman may be activated as a standard action three times per day for 10 minutes each time. When activated the user is surrounded by motes of spectral mist which circle constantly and emit a continuous sound like the whispering of many indistinguishable voices just on the edge hearing. While the talisman is active, the user gains the following powers: he can communicate magically with any intelligent undead regardless of language, even if the undead creature cannot normally communicate. The wearer is invisible to mindless undead, but this effect ends if the user attacks and undead creature. Intelligent undead approaching within 10 ft. of the user must succeed at a Will save (DC 10 + ½ wearer’s HD + wearer’s Cha modifier) or become shaken as long as they remain within the 10 ft. The wearer can see any incorporeal or ethereal undead within 120 ft., even through walls or solid objects, as they are silhouetted as if with blue faerie fire visible only to the wearer (as the spell, but the effect is not blocked by magical darkness).

Sovereign Court

Norebo’s Dice

Price (Item Level): 40,000 gp (17th)
Body Slot:
Caster Level: 15th
Aura: Strong; (DC 22) evocation
Activation: Standard (manipulation)
Weight:

These worn-looking eight-sided bone dice are remarkably well-balanced and precise.

Simply possessing this pair of 8-sided dice confers a +1 luck bonus on saving throws, ability checks, and skill checks. Additionally, these dice can be used once per day by rolling them on any hard flat surface. The user rolls 2d8 and gains the following effects:

2: Luck bonus on saving throws, ability checks, and skill checks is replaced by -2 penalty for 1 day.

3 to 8: No effect.

9 to 15: +5 luck bonus to Bluff, Disable Device, Profession (gambler), Sleight of Hand, and Use Magic Device checks for 1 hour.

16: Same as above and user gains the good fortune power for 1 hour to reroll any one attack roll, saving throw, ability check, or skill check with a +20 luck bonus. The user can instead choose to use the good fortune power to gain a +20 dodge bonus to AC for 1 round as an immediate action.

Norebo’s dice only work if used as a pair and become nonmagical if separated. Any attempt to modify or load the dice also causes them to lose all magical properties and additionally curses the user with a -4 penalty on attack rolls, saves, ability checks, and skill checks (no save) until a remove curse or similar spell is cast on the user.

Sovereign Court

I loved Peruhain's idea of having Bucknard's old weapon, Maralee's Revenge, as an item so I came up with my own version (a dagger). I'm tempted to turn this weapon into a legacy weapon which improves as the wielder gains levels. Additional powers could include a spell storing power which allows the dagger to hold a spell of any level 6 or lower. Any spell cast through the spell storing dagger could ignore spell resistance. The ability to crit and sneak attack undead could also be useful. Or perhaps even making it intelligent with a few defenseive powers. Maybe these extra powers should be granted by Bucknard's spirit. Anyways, here's my first draft:

Maralee’s Revenge

Price (Item Level): 51,000 gp (18th)
Body Slot: — (held)
Caster Level: 14th
Aura: Strong; (DC 22) conjuration & evocation
Activation:
Weight: ½ lb.
Hardness: 19
Hit Points: 22

The hilt of this ornate mithral dagger is set with a moonstone. At the base of the blade is an inscription that reads, “Maralee’s Revenge.”

This +2 mithral dagger once belonged to Bucknard, a powerful wizard and member of the Circle of Eight, who used the dagger in his hunt against the undead minions of Kyuss. Against any minion of Kyuss, undead or otherwise, the dagger’s effective enhancement is +2 better than its normal enhancement bonus and it deals an extra 2d6 damage. Additionally, the dagger is treated as a silver weapon for damage reduction purposes and any undead creature struck by the dagger must succeed on a Will save (DC 10 + ½ wielder’s HD + wielder’s Cha modifier) or be destroyed as if hit by a disruption weapon.

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>
Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Age of Worms Adventure Path / Manzorian's gifts to the PCs--possible spoilers All Messageboards

Want to post a reply? Sign in.