Magical Marvels 11: The Steedmaker Barding

4 x 5 original

In an age long past, when magic was young and humans did not yet understand the powers and limitations of the craft, there was a great queen named Austranar. She was a warrior, and a conqueror, who expanded her territory through ruthless campaigns. And, she never rode into battle without her beloved steed Kuruk. Though she was a queen, she forbade any to care for Kuruk but her. So much did Austranar love her horse, that her soldiers sometimes joked that despite her many consorts, the only true heir would be Kuruk’s. Austranar won countless battles astride Kuruk, and art depicting the pair is some of the more common pieces from that period of human history. But very little is known of Kuruk’s death.

During the a minor conquest of no great importance, a peasant with a dull sword made a lucky swing, and nearly severed Kuruk’s right foreleg at the knee. A crime for which he was promptly beheaded by the grief-stricken queen. Soaked in the peasant’s blood, Austranar clung to the horse’s neck and wailed in rage and agony. She called for her court magician, he was–a bit reluctantly–brought to her. The queen demanded that the magician preserve Kuruk’s life with his magic, and would hear none of his protestations.

Knowing that failure would mean his death, the magician worked furiously with his limited understanding of the magical arts. Many of those captured during the battle were put to death during his ritual. A few of their souls were used to strengthen the bond between Kuruk’s spirit and his body…though many more were killed simply to buy him time to think.

When Kuruk’s body shrived up and disappeared beneath his barding, the magician’s time was up. A furious Austranar, red faced with rage, demanded to know where her steed had gone. The magician fumbled, over his words before finally picking up the headpiece of the barding and presenting it to the queen. He explained that Kuruk’s essence was preserved within this piece of armor, and that any steed it was placed upon would be filled with Kuruk’s spirit.

This is not what Austranar had wanted.

In a rage, the queen took the armor in both hands and slammed it down atop the magician’s head, aiming to kill him. Instead, the magician disappeared entirely, leaving a horse which looked almost exactly like Kuruk in its place–save for its strangely human eyes. It didn’t take long to discover what a wondrous item the magician had created. And though she felt Kuruk’s loss deeply, the queen deigned to reward her magician for creating such an ingenious device–by allowing him to serve as her steed for the rest of his days.

Whenever The Steedmaker Barding is placed upon the head of a living creature, that creature is transformed into a warhorse, complete with a full set of barding to match the head piece, as well as a saddle, and other riding accoutrements. The magical steed is also well trained, and will serve as well as any warhorse can.

While, in many respects, the horse will resemble the long-dead Kuruk, it will also take on aspects of whatever creature it has been bonded with. For example, when placed upon a human, it will gain a human’s eyes, as well as that human’s mind and intelligence. It will not be able to override its training as a war horse because of this, but it will be able to follow commands more intelligently, or indicate its opinions when asked.

Other combinations might include:

Frog: The horse will have a green, wet appearance. It will be able to leap unusually high and far, and will have a frog’s long tongue.

Bird: The horse will gain wings, like a pegasus.

Shark: The resulting creature will look quite different from a horse, as it will not have legs, but rather, four large fins. It will also have a preternaturally large jaw of razor sharp teeth.

Bear: Its hooves are replaced with large claws, and its legs have a larger range of movement.

Spider: While in most respects it will appear to be a normal horse, it will have eight spider’s legs and be able to move silently along both walls and ceilings.

Magical Marvels 10: Glasstouch Dagger

The origin of Glasstouch Daggers is unclear. Though several have been found over the centuries, hidden in dark dungeons and deep caves, none have borne the identifying mark of any known craftsperson. Study of the magics used in their creation show that they must have been crafted by a powerful mortal illusionist, rather than coming from any otherworldly source. Regardless of their origin these daggers are a boon to any who find them.

Though they are made of glass, these weapons are not fragile. In fact they are very nearly impossible to damage without going to extreme lengths to do so. Even the edge of the blade does not dull. Aside from this small boon, however, the Glasstouch Dagger functions in combat just as any other dagger would. The true magical value of the dagger lies in the magical feats it can perform.

When the tip of the blade is tapped against any non-living surface, that surface becomes completely transparent. This effect functions on an area of up to 10 cubic feet, though if the object touched is smaller (such as a door) then only that object will be affected. The surface does not become fragile, nor does it lose any of its other properties. The dagger can affect an unlimited number of objects, and those objects will remain transparent for as long as the dagger (or the dagger wielder) is within line-of-sight of the affected object. Remember that transparency works both ways. If you use the dagger to look through a door, then whatever is on the other side of that door can see you too!

If the pommel is used instead of the tip, then the surface tapped will become mirrored rather than transparent. This effect is subject to the same limitations as the transparency effect, though it only affects a single side of the object. If the pommel is tapped against a door, then the side it was tapped against will become mirrored, while the opposite side of the door will retain its normal appearance.

Any sage with basic knowledge of magical items will likely know the above information. However, few sages know that Glasstouch Daggers actually possess even greater magics which only those who are attuned to them can access. After a character gains 1 level with the Glasstouch Dagger in their possession, it will become attuned to that character. The next time they handle the weapon, it will feel vaguely warm to the touch for a moment, and they will have an indistinct sense that something about the dagger is different. A sage with detailed knowledge of magic weapons may be able to inform the character of what has occurred. Otherwise the below must be learned through experimentation, or divination spells such as Identify.

If the tip of the blade is touched to a surface, and used to trace a shape, then only the space within that shape will become transparent. This still only functions to a maximum of 10ft in any direction. Tracing a shape with the hilt produces mirrored surfaces in the same way.

Additionally, if an attuned wielder can stab the dagger into a non-living object, then that object will become as brittle as glass for as long as the dagger is embedded in it. Note that embedding the dagger in an object does not make it mirrored or transparent. It retains its normal appearance, but becomes brittle and easily broken. Note also that this ability does not allow the wielder to stab the dagger into an object which they normally could not. A stone, or suit of armor, or shield cannot be affected by this ability. However, a wooden tree could be.

Magical Marvels 9: Fifty Ring Descriptions

When my players encounter a finely crafted piece of treasure–be it magical or not–I like to give them a few details about that item’s appearance. It’s not just a finely crafted breastplate. But it has gold inlays which depict the moon on one breast, the sun on the other, and a duel between two swordsmen below it. Maybe it’s not the most important thing for a GM to do, but it lends character and depth to the game world, and that’s never a bad thing.

For some reason, I’ve always found that rings inspire my creativity more than other types of treasure. So as a change of pace, instead of using magical marvels to describe a single powerful magic item, below I’ve compiled 50 unusual ring designs. None of the below include any particular magical effects, but most of the below descriptions are not specific to a given effect. They could be used for many different kinds of magic rings. Or they may not be magical at all, merely finely crafted pieces of jewelry the players can sell for gold.

After a few hours I capped it at 50. You can peruse this list as a source of inspirational fluff, or use the numbers I included to use it as a d% chart. Full disclosure, I started out wanting to make a list of 100 rings. Turns out that is super hard. Also hard: describing the different parts of a ring. Does anyone know of a resource for learning the words which describe rings? Google turned up a lot of terms which describe gems, but not a lot which describe the rings themselves. I hope the words I chose are clear, or at least decipherable!

1-2) A silver band with the final line of a well known poem engraved around the outside, and flecked with gold. The inside edge has a small spike which prick’s the wearer’s finger while the ring is worn.

3-4) A ring of gold with 3 links of golden chain attached to it. At the end of the chain is a small emerald, with an ancient rune expertly carved into its largest facet.

5-6) A mithril ring with the figure of wizard standing upon it. Deft fiddling will reveal that the wizard’s hat can be turned, and removed, revealing a small diamond within the figure’s head.

7-8) A glass band which appears, in most respects, very plain. However, when light is shone upon it, colors weave and dance within the glass. Despite its magic, the glass is still quite fragile.

9-10) A black ring of an unfamiliar material, which has a large seal on it. The seal depicts a droplet falling into a small puddle. The substance being depicted is unclear. Different color inks may appear to be different fluids

11-12) A hollow ring of transparent glass. The ring is filled with water which mysteriously flows around the band. Flecks of gold in the water dance and twirl in the current.

13-14) A pair of iron tongs, the ends of which are each one half of a circlet just large enough for a finger. If heated in a fire, the tongs can be used to brand a ring around someone’s finger.

15-16) A copper ring, with depictions of scales embossed around its edge.

17-18) A smooth ring of silver. A band of gold–approximately 1/5th the ring’s width–is inlaid around the center of the ring’s outside edge.

19-20) A ring of steel with several cogs attached to it. These cogs are interlocking, and spin freely. They have no obvious mechanical purpose, however.

21-22) A gold ring which splits into two bands at the crest, with a darkly tinted lens mounted between them.

23-24) A pair of twisting bands, one silver, one gold. Each wraps around the finger twice, forming a single ring.

25-26) Red copper which is masterfully crafted to look like a fox wrapped around the wearer’s finger, with emeralds for eyes, and a tail which extends back along the wearer’s finger.

27-28) A square of gold with a ruby on each of the four corners. The flat edges fit snugly around a finger.

29-30) An arm of gold, clasping an arm of silver, clasping an arm of copper, which in turn clasps the arm of gold, forming a ring.

31-32) A ring of ivory, carved to look like a single long finger, wrapping around in a full 360 degrees.

33-34) A braid of iron bands wrapping around a speckled purple sphere.

35-36) The band itself is constructed of intricately curving strands of silver, supporting a flat skull of jade, painted with bright colors and wearing a large grin.

37-38) A gold coin of an ancient empire mounted on a golden band.

39-40) A strand of steel shaped like an arrow, twisted into a finger-sized circle.

41-42) A circlet of mithril, the exterior of which is covered in dozens of tiny spikes. In the center is a small, ocean blue sapphire. In the center of the sapphire is a tiny white sphere. It’s unclear how that sphere was placed within the gem.

43-44) A simple silver band with a weaving braid embossed around its edge.

45-46) The outside of the band is circled repeatedly by a number of deep grooves which are spaced evenly. What you or I would recognize as a thread.

47-48) This shiny silver band has a large concave plate in place of a signet. The surface of the plate is bare, save for a ring of tiny obsidian stones around the inside edge.

49-50) A ring carved seemingly from marble, with engravings of a crown, a sword, and a bull’s head on the outside edge. On the inside edge of the ring is a carving written in ancient common: “Power through adversity.”

51-52) This golden band has two large bumps on it, each covered in flecks of diamond. The bumps appear to be modeled after an insect’s compound eye.

53-54) A ring carved from jade depicts a might tiger which moves around the wearer’s finger, and bites its own tail.

55-56) This ring of platinum has numerous small images engraved on the outside of it. They depict a woman in many stages of life. Being born, learning to walk, growing into a woman, fighting mighty battles, bearing children, growing old, and finally dying.

57-58) The signet of this jade ring is an elaborate flower, made of numerous gems. Rubies and saphires make two layers of petals, wrapping around a large amber stone in the center. Within the amber is a petrified bee.

59-60) A delicate brass ring shaped to look like a feather, bent so the end of the vane meets the quill.

61-62) Carved from ivory, this ring looks like a tiny dragon’s skull, with the wearer’s finger going through the skull’s mouth.

63-64) A delicate ring carved from platinum to resemble a royal tiara, which fits around a finger instead of a head.

65-66) A wooden ring, thick with bark on the outside. At the crest of the ring, where a gem would normally sit, grows a thick pad of damp moss.

67-68) This smooth ring carved from jade has two arms extending from its crest. Between their hands, the arms hold a small ball of glass.

69-70) Upon the crest of this red stone ring rests a bird exquisitely carved from sapphire.

71-72) Two iron rings connected by a chain of finest mithril. If worn on adjacent fingers, this does not affect dexterity.

73-74) A band cut directly from a sapphire. At the crest of the ring, a tiny copper ship rests, as though it were drifting on a sapphire sea.

75-76) The signet of the ring appears to be a spider laying dead on its back. The spider’s 8 curling legs clasp tightly to a white pearl.

77-78) A goblin’s face graces the crest of this iron ring. He grins widely, and three small rubies are clasped in his mouth.

79-80) This ring of mithril has two circlets, attached together by a long, articulated piece of mithril artistry, made to look like the top side of a dragon’s talon. When worn, this will cover the wearer’s entire finger.

81-82) The crest of this ring is a large square space, where a large pyramidal piece of obsidian is embedded, and held in place by four demon hands clawing it; one from each corner of the square.

83-84) This bizarre platinum band is a sort of ‘reverse signet ring.’ A large oval pad contains some type of firmly affixed clay. The clay can be smoothed over by working it with your finger for a moment, then pressed to an object so it can take its shape.

85-86) This golden ring is topped with a large half-sphere of amber. Flanges of gold protrude in every direction around the amber, like rays from the sun.

87-88) A band of wood with a raised, rectangular opening along the top edge of the ring. Small pieces of ivory have been fitted into this opening, resembling bared teeth.

89-90) A tiny shield of steel is mounted atop this otherwise simple ring of silver.

91-92) An axe blade rises from the crest of this mithril ring. It is quite sharp, and may cause the wearer some incontinent cuts from time to time.

93-94) Both the inside, and the outside edge of the ring are covered in engravings which resemble a top-down map of a city. The city is not known to the players, nor to anyone they take the ring to. It must either be of another world, or so ancient that it has been forgotten entirely.

95-96) This ring is made of layered metals, wrapped one atop the other. The wearer’s finger contacts the ring’s gold, band, atop which is wrapped silver, then brass, and finally platinum.

97-98) Two dozen protruding stems rise from the crest of this platinum band. Atop each stem is a different gemstone: ruby, emerald, obsidian, amber, sapphire, and so on.

99-100) A very tiny candlestick is mounted on the crest of this brass ring. A very tiny candle could be mounted there, though it wouldn’t be very useful, and would likely be a burning hazard.

Magical Marvels 8: The Greatsword of Horrid Dreams

Once long ago, an evil wizard summoned a demon into the world, intending to use the demon’s grisly might in a nefarious scheme for power. The wizard’s plans were foiled, however, by a daring paladin who had hunted the wizard for weeks. She assaulted his sanctum, and he bade his demon to attack her while he fled. The battle between the paladin and the demon was fierce, but ultimately the paladin was victorious. She swung her greatsword down into the demon’s head, lodging it so tightly between the beasts eyes that she could not pull it free. Not wishing to allow the wizard to escape, the paladin drew a short sword, and ran after him. Whatever happened to her and the wizard is unknown, but there is no doubt of this much: she never came back for the sword.

Normally when a demon is slain on the material plane, their soul fades away, and is reformed anew within the Abyss. But the greatsword lodged within the demon’s brain was powerfully enchanted. Among many abilites which it granted its wielder were spells to seal evil, and to prevent travel between planes. And though the blade now had no wielder, these magics none the less prevented the demon from returning to its home plane. Trapped within a dead body, all the fiend could do was dream.

For centuries dreams of slaughter and chaos unparalleled dominated the demon’s half-conscious mind. Over the ages, the flesh of the demon rotted away, leaving naught but bones, the blade, and the pulsing brain in which the greatsword was buried. The dreams of the demon began to corrupt the blade, sapping at the purity of the paladin’s weapon until none remained. When the greatsword was finally recovered by an adventurer, over 700 years after it was placed there, it had become a fully evil thing. And as the demon’s soul fled back into the abyss, it took some small comfort knowing its centuries of imprisonment had produced an item which would sow chaos among mortals.

The Greatsword of Horrid Dreams is unique among weapons, because in order to access its full potential, it must have two wielders. When in the hands of most people, the blade appears to be a bright shade of blood red, and grants the wielder abilities very useful to physical combat. When in the hands of a caster able to cast 5th level spells or higher, the blade’s color takes on a purple hue, and the wielder gains access to a completely different set of powers.

The Greatsword of Horrid Dreams (Warrior’s Blade)
Artifact Greatsword


PHYSICAL ATTACKS


(Blade)(Attack) +4
(Blade)(Damage) 2d6 + 4 (Slashing)(18-20/x2) plus Curse of Horrid Dreams


SPELLS GRANTED


At Will – Dimensional Anchor, cast by holding the blade so that the hilt faces towards the target. When the command word “You will not flee.” is spoken, red and black tendrils of light emerge from the crossguard of the blade, enveloping the target and creating a barrier around them which prevents planar travel according to the rules of the spell as written on page 270 of the PFCRB.

1/1d4 minutes – Bestow Curse, cast by tilling the target “You will X,” where X is a word or phrase which represents the curse. To use the examples given in the PFCRB, if you wish to decrease the targets wisdom by 6, you might say “You will die a fool,” whereas if you wished to give your target a 50% chance to take no action on their turn, you might say “You will falter before my power!” This ability otherwise follows the rules and limitations laid out on page 247 of the PFCRB.

3/Day – Hallucinatory Terrain, cast by twirling the blade in your hands (requiring a dexterity score of at least 10 to accomplish) and saying “Battle amidst a demon’s dream.” The only terrain which this use of the spell can create is a hellscape, battlefield, or other place a demon might dream of. It otherwise functions as the spell on page 293 of the PFCRB, as cast by a 12th level caster.


SPECIAL ABILITIES


  • Psychic strike – 5/day, the wielder of The Greatsword of Horrid Dreams may channel the power of their own horrid dreams into their attacks. By dwelling on a horrifying dream which has plagued them in the past, they can add their wisdom score to both their attack and damage rolls for that round. Use of this ability must be announced prior to the attack roll being made. Psychic strike does not function on any foe which cannot feel fear, such as a foe which is mindless, or a construct.
  • Curse of Horrid Dreams – Anytime a target takes damage from the Greatsword of Horrid Dreams, they must succeed on a will save (DC: 14 + the wielder’s wisdom bonus). This curse has no effect on its own. However, in order for most of the Caster’s Blade abilities to function, the target must already be afflicted with the curse of horrid dreams.

APPEARANCE


The most obviously unusual feature of The Greatsword of Horrid dreams is its length. The blade is a full two feet longer than most greatswords. Furthermore, it appears to have been made from stained glass, and is even partially transparent near edges. A quick test will reveal, however, that the blade is as strong as adamantium, and as sharp as a razor. While in the Warrior’s Blade state, the entire sword–blade, hilt, crossguard and all–are different shades of blood red which shift and move across the surface of the weapon. It is important to note that despite its obviously magical appearance, the blade emits no light whatsoever.

The Greatsword of Horrid Dreams (Caster’s Blade)
Artifact Greatsword


PHYSICAL ATTACKS


(Blade)(Attack)+1
(Blade)(Damage) 2d6 + 1 (Slashing)(19-20/x2)


SPELLS GRANTED


At Will – Dream, Cast by whispering the name of the person which you wish to send to, this spell functions as written on page 274 of the PFCRB

1/Day – Nightmare, Cast by opening a small wound on the blade’s edge and whispering the name of the person which you wish to cast the spell upon. The spell functions as written on page 316 of the PFCRB

1/week – Gate, cast by crying out in a booming voice “Ready the path to glory!” This version of the spell can only open portals to the Abyss, which remain open for as long as the caster concentrates on them. Otherwise it functions as the spell found on page 288 of the PFCRB.

3/day – Phantasmal Killer, cast by telling the target “Your very nightmares themselves serve me!”  The spell functions as written on page 319 of the PFCRB.


SPECIAL ABILITIES


  • See Cursed – At any time while holding the Greatsword of Horrid Dreams, a caster able to cast 5th level spells or higher can close their eyes, and see the face of each person afflicted by The Curse of Horrid Dreams in turn. The face is shown in real time, but the image includes no audio or background. So it is possible to tell if the victim is alive or dead, awake or asleep, etc. But little more information than that can be determined.
  • Insomnia – By concentrating on anyone afflicted by The Curse of Horrid Dreams for 1 hour, the caster can prevent the victim from sleeping for the next 24. Insomnia can be used to cause severe fatigue in victims, but never death. If the victim would die from lack of sleep, then the magic of the insomnia effect is broken.
  • Dream Invasion – By concentrating on a sleeping victim afflicted by The Curse of Horrid Dreams, the caster can observe that victim’s dreams. The ability of the caster to interpret those dreams depends greatly on how well the caster knows the victim. If they are complete strangers, there is a 30% chance that the caster will be able to determine any relevant information about that person. For acquaintances that chance rises to 50%, for people who are known well such as friends or rivals the chance increases to 60%. For close friends or family members, the chances increase to 70%.
  • Horrid Dreams – By concentrating on a sleeping target, the caster may enter their dreams and torture them from within their own mind. Functionally this ability works like the Phantasmal Killer spell, save that the caster themself is the object of horror, and the spell can be cast from any distance so long as the target is afflicted by The Curse of Horrid Dreams, and is asleep. The victim is entitled to a will save against the caster (at a -2 penalty) to disbelieve the illusion. If they fail, they must succeed on a fortitude save or die from fear. Even if this fortitude save is successful, the victim takes 3d6 damage, as well as losing 1 point of wisdom permanently.

APPEARANCE


The appearance of the Caster’s Blade is identical to that of the Warrior’s Blade, save that the color changes from shades of red, to shades of purple. The purple coloring of the blade is depicted in the artwork above.

Magical Marvels 7: The Son's Service

At long last, a return to my ongoing series of weapons which appeared in my Ascendant Crusade campaign. When this series left off in February, I posted about The Glare of Vecna. Prior to that I posted Gravewhisper’s Claw, Wallcraft’s Offerings and Kofek’s Tongue. All of those weapons, and now this one as well, were illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

WARNING: This post covers material which is significantly darker than what normally appears on this blog. I’m not kidding, this gets very grim.

The Son’s Service
Artifact Kukri


PHYSICAL ATTACKS


(Kukri)(Attack) +5
(Kukri)(Damage) 1d4 + 5 (Slashing)(18-20/x3)


SPELLS GRANTED


4/Day – As a standard action, the wielder can ‘cut’ a door in the air with the blade, creating a Dimensional Door which allows the wielder to instantly travel up to 30ft.

1/Day – The caster can spend 1 minute scratching a door into a stone surface. When the door is completed, stepping through it will cause the effects of a Plane Shift spell for 1 minute. The plane the wielder wishes to travel to must be whispered to the blade before the creation of the door is begun. Anyone can step through the door, even enemies of the caster, so long as they do so within 1 minute of the door’s completion.

1/Week – If the hilt of the blade is held so the eyes of the skull meet the eyes of a helpless opponent, then the wielder may speak the trigger phrase “Love is weakness.” When this is done, a brief light will flash in the skull’s eyes. The victim’s dearest loved one must then succeed on a DC: 14 fortitude save against death. On a successful save, they still take 3d6 pain-based damage. When this happens, the victim will hear their loved one’s cries of pain, and suffers a -6 morale penalty to all rolls for the rest of the day. (This is based off of the Love’s Pain corrupt spell in the D&D 3.0 Book of Vile Darkness)

1/Week – If the hilt of the blade is held so that the skull is pressed against the heart of a victim, then the jaws of the skull will bite into the victim’s breast, tearing away a small bit of flesh. The victim will then immediately drop to -8 HP, and stabilize. No saving throw is allowed against this attack, however if the victim is wearing any kind of armor it is impossible. Making this attack in combat is extremely difficult, and works as a melee attack roll made with a -4 penalty. (No weapon bonuses are included in this attack roll, as the attack is not made with the weapon’s blade.) (This is based off of the Stop Heart spell in the D&D 3.0 Book of Vile Darkness)


SPECIAL ABILITIES


  • Anarchic Physical attacks against lawful creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Goodbane)
  • Goodbane Physical attacks against good creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Anarchic)
  • Ghost Touch Physical attacks deal normal damage against incorporeal creatures.
  • Stolen Youth The wielder’s aging is slowed to 1/3rd the normal rate. Any effects which would magically drain the user’s age are only 1/3rd as effective.
  • Gift of Agony The Intelligence of The Son’s Service suffers constant anguish over the tragedy of its creation. Once per day, it can transfer this pain to a victim through a touch attack, dealing 4d6 damage. If it has been lying dormant for awhile, it may choose to inflict this attack on the first person to pick it up.
  • Bodysnatcher If the blade is buried into the brain of a corpse, then The Son’s Service gains full control of that body, and any abilities it had in life. The blade’s first impulse will be to escape from its owner, and an ego check must be made to command the weapon to obey. Another ego check must be made if any attempt to remove the blade is made.

INTELLIGENT ITEM ABILITIES


EGO 32; INT 19 (+4) WIS 10 (+4) CHA 19 (+4)
Senses Darkvision 120ft, Blindsense, Hearing; Communication Speech, Telepathy
Languages Common, Abyssal, Vasharan
Alignment Chaotic Evil
Purpose The Son’s Service is a psychopath. It is constantly driven to perform vile, and harmful deeds. Most often directed towards lawful, or good characters. It loves nothing more than to be used as an implement of torture and slaughter.


APPEARANCE


The Son’s Service is a Kukri about 4 and 1/2 feet long from the end of the pommel to the tip of the blade. The entire thing appears to be made of bleached white bones. The hilt is made of a series of vertebrae, which end in a pointed pommel. The hilt of the weapon is a very small skull, and the blade protrudes from the crest of that skull. Upon close inspection, someone familiar with anatomy might recognize the blade as a warped rib-bone, which has been flattened and sharpened. Though normally dark, the eye sockets of the blade occasionally take on a faint glow when the weapon is focusing its attention.


HISTORY


The origins of the blade known as The Son’s Service are as dark and depraved as the master it was crafted to serve: Zalekios Gromar.

After the murder of his father, Zalekios was raised by the succubus, Setya. The demon knew how to feed young Zalekios’ psychopathy, and gleefully encouraged him in his childish pursuits of murder and mayhem. As he grew, Setya artfully crafted her Vasharan son into a weapon. A mortal man with all the rage and power of a demon. When he reached maturity, Setya bore for him twin children. One, a girl, she named Reizalla; destined to succeed Zalekios’ as Setya’s agent of chaos. The other, a boy, was sacrificed in a ritual so vile that it tainted the very air around it. Even centuries later, those who unwittingly stumble into the location where the ritual was performed find themselves choking and coughing as though breathing smoke.

The succubus then used powerful magics to twist and reshape the dead child’s fragile bones into a blade. One so strong it could crack steel. She dubbed the blade “The Son’s Service,” and gave it to Zalekios as a parting gift when he went forth into the world to spread chaos and death. Immediately upon accepting the blade, Zalekios could hear it cursing him in his mind. The weapon hated him with a pure malevolence, the like of which has never existed before or since. If it could, the weapon would destroy the father who cavalierly accepted the corpse of his own son as a gift. But it could not. In fact, the weapon could never take any action, or inaction, which would harm Zalekios. Nor could it even attempt to disobey him–such was the curse of the vile rituals Setya had performed.

Zalekios’ created a path of destruction throughout the world for decades. He murdered children or parents, he schemed to topple kingdoms, he did whatever would cause suffering. And always, The Son’s Service was by his side, opening the wounds which fed Zalekios’ blood soaked path. Were it not for the rancour the blade felt for its master, these would have been the happiest times of its psychopathic existence. Eventually, when Zalekios allied himself with The Whispered Queen, there was much less killing to do. She demanded a greater amount of subtlety from her companions than The Son’s Service would have liked.

Many years passed in the Whispered Queen’s service, and Zalekios grew restless. He chafed at taking orders from a woman he knew he could kill, and viewed her goals of bringing order to the world as perverse. But he could not stand against her. Powerful as he was, he knew how fiercely loyal the Queen’s other companions were. Even he would fall before their combined might. He brought to her a compromise: turn her forces on the Abyss. Let him lead her armies against the demon lord, Graz’zt. Zalekios would usurp the Demon Prince, and claim his throne for himself. Once he was a demon lord, Zalekios could spread chaos throughout the multiverse, and would have no desire to meddle in the affairs of the material plane. Besides–he argued–it couldn’t hurt to have a demon lord as a friend.

The Whispered Queen agreed, and began preparing her forces for a march into the abyss itself. The titanic army overran Graz’zt’s outer defenses, and penetrated deep into the demon lord’s Argent Palace. They reached the center of Graz’zt’s power, and with victory within his grasp, Zalekios charged the demon prince. But The Whispered Queen advanced no further. She and her forces stood in silence as Zalekios and those loyal to him were torn to pieces and devoured by demons.

The Queen had taken Zalekios’ advice to heart. It couldn’t hurt to have a demon lord as a friend.

After Zalekios’ demise, The Son’s Service was given to Reizalla for her part in the betrayal. But she found that the blade hated her for being the surviving twin almost as much as it hated Zalekios for being responsible for its existence. And the weapon was not magically compelled to obey her as it had been for their father. Reizalla traded the weapon to a balor, and ever since it has traded hands from one demon to another. Likely it now resides in the treasure vault of one mighty demon or another, yearning to draw blood once more.

Magical Marvels 6: Succubic Shield

Going through some old notes recently, I discovered the character sheet for a succubus named Setya. She’s the mother of the notorious Zalekios Gromar, and a former general in the Blood War under Malcanthet. After being taken as a prisoner of war, she was disgraced in her lady’s eyes, and ventured to the material plane to seek redemption. It was there that she sired Zalekios, and began shaping him into a paragon of chaos, which she hoped would please Malcanthet. On the character sheet I found a number of magical items I had created specifically for Setya, including this shield which I thought was interesting enough to share with all of you.

Succubic Shield
Heavy Reinforced-Silver Shield


PHYSICAL PROPERTIES


AC Bonus +4 [Shield(2) + Deflection Enchantment(2)]
Construction The shield is composed of silver, reinforced by mithril.
Weight
25lb
Arcane Spell Failure Chance 15%
Armor Check Penalty -1
(Shield Spike)(Attack) (Treat as one-handed, martial weapon)
(Shield Spike)(Damage)  1d6 (Piercing)(20/x2)


SPECIAL ABILITIES


  • Anyone who takes damage from the shield spike must make a DC 17 fortitude save. Failure indicates that the shield successfully inserts a tiny demonic parasite into the victim. This parasite immediately bestows one negative level on the victim. The parasite then remains dormant for 9 months before it awakens. The host is then entitled to another DC 17 fortitude save, or the parasite bestows another negative level on the host, before going dormant for another 9 months. This continues until either the host is dead, or the parasite is destroyed. The parasite cannot be discovered by divination magics. Removal of the parasite is difficult. The simplest method is to cast a spell of 6th level or higher with the [Good] descriptor on the host.  However, if the host is able to save against three of the parasite’s level drains in a row, the parasite dies of starvation.

APPEARANCE


The surface of the shield is deeply embossed with intricate imagery. The center of the shield is dominated by a man, depicted as helpless against a flock of succubi which surround him. Each entices him in different ways: power, wealth, numerous permutations of lust. The shield spike extends from between the man’s legs, and is engraved to resemble a phallus–though the conical spike shape is not significantly altered by these engravings.


WHERE IT CAN BE FOUND


A succubic shield is an item of exceeding rarity. They are only forged for those succubi who both participate in the blood war, and who choose to do so as members of the martial classes rather than as spellcasters. In all likelihood, the only way a party would encounter an item such as this would be to participate in the Blood War themselves. However, a handful of mortals, after doing just that, have managed to return to the material plane with a succubic shield. So in rare cases, it is possible to encounter these items in treasure hordes, or collections or rarities. It is also possible that one might encounter a succubus on the material plane who carries a succubic shield.


BACKGROUND


Mortals live and die. Empires rise and fall. Planets are born only to crumble again into nothingness. Even planes occasionally fold into themselves, or merge with other planes, reshaping the face of existence. And through it all, the Blood War rages on. The wild hordes of the abyss clash with the regiments of the nine hells without end. Sometimes one gains the advantage, sometimes the other, yet neither can ever hold it for long enough to claim victory. Neither side can relent, nor would either side ever want to. Only the gods remember when the conflict began, and not even they can guess what would happen if it ended. Some surmise that all war is merely a reflection of this one eternal conflict–others think that preoccupation with the Blood War is all that stops either side from completely overrunning the rest of the multiverse.

Every type of demonic and diabolic creature is represented in this conflict. From the mighty balors, to the lowly quaists, every vile creature has a role to play, including succubi. On this merciless battlefield, however, the seductive charms of a succubus are of little use. Most relegate themselves to supporting roles, serving as scouts and spies. Many others tap into their innate sorcerous abilities to serve as battlecasters. Some few succubi prefer to get their hands dirty. Those few train themselves in the skills of martial combat–often as anti-paladins–and wade into the thick of combat swinging a sword or flail. It was for these fearsome warriors that the succubic shield was first commissioned.

Designed by a succubus anti-paladin who had risen to the rank of general; the succubic shield pays homage to the succubus’ primary skillset–with a cruel twist. Oftentimes those injured by this shield’s wicked spike overhear a mumbled comment about “sticking it in,” or “just the tip.” The demonic creatures take great delight in inflicting a deadly ‘pregnancy’ in others, though they rarely speak about it in mixed company. Even with other demons they are cautious, hoping that the long gestation period of the parasite will prevent anyone from realizing that it is their shields which plants it. The secret of the shield’s construction is a closely guarded secret as well, known only to a handful of smiths on the 570th layer of the Abyss.

Note: This entire post is completely overshadowed by Tim Wright’s remarkable succubus art. Damn.

Magical Marvels 5: The Glare of Vecna

This week’s artifact sacrificial dagger is again from my Ascendant Crusade campaign, much like the previous three artifacts Gravewhisper’s Claw, Wallcraft’s Offerings and Kofek’s Tongue. This weapon is again illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

The Glare of Vecna
Artifact Sacrificial Dagger


PHYSICAL ATTACKS


(Blade)(Attack) -4
(Blade)(Damage) 1d4 (Piercing)(17-20/x4)


SPELLS GRANTED


At Will – Detect Good, cast by directing the blade towards the target and asking (rhetorically) “Do you seek to foil our lord?” The spell is a great deal more powerful when cast by the dagger, and overcomes any spell resistance the target may have. (Pathfinder Core Rulebook Pg. 267)

At Will – Eyebite, cast by directing the blade towards the target and telling them “The Whispered One’s ire be upon you!” The target receives of Fortitude save (DC 23) to negate. Failure results in the target becoming sickened, panicked, and/or comatose, depending on their HD. (Pathfinder Core Rulebook Pg. 280)

3/Day – Grim Revenge, cast by directing the blade towards the target, then pulling it a yanking motion. Fortitude save (DC 19) negates. This spell is found in the Book of Vile Darkness, Pg. 97. As this book is now out of print, the spell is replicated in its entirety below:

Grim Revenge
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, Undead
Casting Time: 1 action
Range: Medium (100ft + 10ft./level)
Target: One living humanoid
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (See the Pathfinder Bestiary Pg. 276) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 AC bonus and a +4 bonus on attack rolls. Their hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.


SPECIAL ABILITIES


  • Any priest or priestess of Vecna who wields this weapon may substitute it for a holy symbol.
  • Any coup de grâce delivered with this weapon results in an instant kill, no saving throw. Traditionally sacrificial blows are aimed at the heart, so that the barbs can latch on to the heart, and pull it from the victim’s chest.

APPEARANCE


The only thing about Vecna’s Glare which resembles a more common weapon is the hilt, wrapped in reddish brown leather with a silver pommel. The cross guard, which appears to be a hand sprouting from the weapon’s grip, appears realistic, and even feels like cold dead skin when touched. In the hand is gripped a large eye–about the size of a large orange. Large enough to fill the hand’s grip. Like the hand, this eye looks and feels organic, and even has veins which become more or less prominent if the eye becomes “irritated” by things like blood or dirt. Sprouting from the pupil of the eye, representing the eye’s line of vision, is an unusual blade. It has no edge, and comes to a point at the tip. It is less of a blade, and more of a spike. Along the shaft of the spike are a multitude of barbs angling back towards the hilt, so that once the blade is inserted, removing it will cause significant additional damage.


HISTORY


During his life, and his pre-deific undeath, Vecna crafted a number of remarkable weapons. The Sword of Kas is is only the most well known, and most powerful, of these artifacts. In fact, most of Vecna’s own lieutenants were eventually given a weapon forged by their dread emperor’s own hand. Vecna’s Glare is among those weapons created by the evil god, though in this case, the crafting was a great deal more round-a-bout.

Kas was not the only one of Vecna’s followers to betray him. He was merely the most successful traitor. Several decades before the fateful battle which destroyed Vecna’s corporeal body, another of his lieutenants betrayed him. The attempt was clumsy, and the clever lich easily saw through his minion’s attempts at nonchalance. By the time the fool was ready to spring his trap, Vecna had other followers–more loyal followers–in place to ensure the trap backfired on the traitor.

Vecna is known for many things. He is a renowned conqueror, he was a magic user without peer throughout the multiverse, and he is the original source of many powerful artifacts. With so much to be known for, it his great skill as a torturer has been largely forgotten. He kept his treasonous minion alive for weeks, forcing him to experience pain beyond the imagining of even the most depraved. The Whispered Lord could make a victim relive their most terrifying memories, sever limbs only to reattach them and sever them again, or even cast spells which would kill whomever the victim most loved, without even knowing himself who that person was. Needless to say, Vecna learned all he needed to know. And when he was finished, he reached into the traitor’s chest, and pulled out his heart.

Vecna cast a simple spell on the heart, causing it to remain alive, and continue beating indefinitely. He then gave it to Kas the Bloody Handed, and had his lieutenant deliver it to the king with which the traitor had conspired. It seemed that this king, of a kingdom which Vecna had not yet conquered, had thought his kingdom would be safer if Vecna was destroyed. When the king received it, he was filled with anger and fear, and threw the heart out of the window of his audience chamber, where it landed in a river. Two months later, when Vecna sat on the chained king’s throne and asked what he had done with the heart, the king answered. He was then forced to watch as his four daughters, three sons, and his queen, were all thrown out the same window, to land in the same river a few hundred feet below.

Centuries later, after the betrayal by Kas, and Vecna’s own ascention to the level of demigod, the high priestess of Vecna–a rank which is known as “The Heart” within the cult–prayed to her god. She asked that the Hidden Lord might bestow upon her a symbol to rally the cult behind. One which could be used to draw even more to Vecna’s ranks. Vecna answered her. He told her of the traitor, and of the discarded heart. He bade her follow the river which the heart had been cast into. Due to the spell which had caused it to live indefinitely, it would still exist. Recovering it would grant her the symbol she desired.

The priestess was confused by her god’s commands, but she did not question them. Alone she traveled to the castle where her god, centuries before, had murdered a king’s family before his eyes. To reach it she had to travel across an ocean, through a desert, and over three mountains. It took her a year to finally reach the castle. There she found the river, and she followed it. She moved carefully, checking thoroughly for any hint of the heart. Eventually, the river flowed into a cave. Once inside the cave, the priestess descended far into the earth in the pursuit of her god’s will. She faced many monsters which tested her strength, but she never once considered turning back. She lived off of fungi which grew on the stones, and on the meat of the beasts she fought.

Finally, after weeks beneath the earth, having now descended deep into the underdark itself, the priestess came upon a lake. At the center of the lake was a small island, and there slept a red dragon atop its hoard. She constructed a raft, and made her way tentatively across the lake. As she approached, the dragon raised its head, and watched her. Neither attempted to speak until the priestess had brought her raft to land upon the island.

“Give me a reason why I should not devour you, puny human.” the dragon boomed.

“I come to you with tribute, mighty Wyrm!” the priestess said, laying a handful of precious gems on the ground at her feet. “And seek only a single piece of your renowned wisdom in exchange.”

The dragon snarled, “I am no teller of secrets who can be bought with petty baubles!” it roared, even as it drew the gems into its treasure pile with one might claw. “You’ve earned yourself only the right to leave here alive. And be quick lest I change my mind!”

“I wish only to know, great king amongst dragons, if you have ever seen a beating heart pass through this river.” the priestess gambled, knowing the risk she was taking with her life.

This question seemed to pique the dragon’s curiosity. “Perhaps I have. Tell me first why you seek it.” The priestess told the dragon of the heart, its origins, and of her quest to retrieve it, though she was careful to mention only that her god had sent her. To mentioned the Whispered One’s name was frowned upon, but to mention it whilst revealing a secret would be blasphemy.

When her story was completed, the dragon laughed. Dragon’s laughter is a terrifying sound, and it is a credit to the priestess’ devotion that she did not flee on the spot. “I know this heart,” the dragon finally replied. “When I was but a whelpling, it came ashore on my island here. I ate it.”

The priestess nodded. “I see.” she said calmly, taking hold of her holy symbol so she could prepare a spell. The two battled for hours. The priestess was powerful, but a dragon is a foe none should take lightly, and the island lacked cover which she could use to defend herself against the dragon’s fiery breath. In the end, she was very nearly slain. The only thing which saved her was being tail swiped by the dragon hard enough to send her flying onto the treasure pile–right next to a magical spear. So when the dragon moved to swallow her, she dove the spear through the roof of its mouth, and deep into the dragon’s brain.

Her foe slain, the priestess found a sword within the treasure pile, and began to cut into the dragon. Her severe injuries made cutting through the dragon’s thick hide difficult, but eventually she was able to reach the dragon’s heart–nearly as large as she was herself. She sliced it open, and within was Vecna’s Glare, glowing with a purple-black aura of evil.

It took over a year to return home, but when she arrived and held the dagger aloft before the faithful, they cowered before its might. She knew that, now, worshipers would flock to the cult of Vecna in droves. How often did gods bless their priests with such a mighty artifact? She felt truly blessed to have Vecna’s favor.

That evening, The Heart lay down to sleep in her her own bed for the first time in over two years. And in the dead of night, the priestess who had been handling The Heart’s affairs in her absence took Vecna’s Glare, and murdered the high priestess with it.

Let none rest easy in Vecna’s favor.

Magical Marvels 4: Gravewhisper's Claw

This week’s artifact kopesh is again from my Ascendant Crusade campaign, much like the previous two artifacts Wallcraft’s Offerings and Kofek’s Tongue. This weapon is again illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

Gravewhisper’s Claw
Artifact Kopsh


KOPESH


The kopesh is the ancient Egyptian name for a type of sword dating back to 3,000-2,000 B.C.E. The hooked design of the sword was, ostensibly, to allow warriors to grab shields out of their opponent’s hands. The sword was used in the Dungeons and Dragons 3.0 supplement “Arms and Equipment Guide,” as a heavy slashing weapon which could be used for trip attacks. The base weapon is exotic, can be wielded in one or two hands, costs 20gp, deals 1d8 slashing damage, has a crit range of 19-20 and multiplies damage by 2 on a critical attack. This is something of a misrepresentation of the weapon, which had a narrow, light blade. For my own purposes, I combined the more traditional blade design and purpose with the thicker width and high damage.


PHYSICAL ATTACKS


(Blade)2d8 + 5 (Slashing)(19-20/x2)


SPELLS GRANTED


1/Day – True Strike, cast by whispering “Blade of mine, fail me not!” This is a free action. The next attack gains a +20 attack bonus, and ignores any miss chance from concealment. (Pathfinder Core Rulebook Pg. 363)


SPECIAL ABILITIES


  • The blade of Gravewhisper’s Claw has one of the keenest edges ever forged. Not only was the swordsmith a master of their craft, but magical enhancements to further narrow the edge, and protect it from dullness have been cast upon the weapon with the skill of the greatest of archmages. This grants the weapon its additional 1d8 damage die on top of the standard kopesh.
  • Aside from the powerful sharpness enchantments upon the blade, Gravewhisper’s Claw also holds an enchantment which causes the edge of the blade to be hot as a blacksmith’s fire. When attacking, Gravewhisper’s Claw is able to ignore up to 8 hardness. This allows the wielder to cut into stone as though it were paper. Even steel provides little more resistance than leather. This bonus does not apply to Damage Reduction, nor does it bypass any amount of Armor Class. It does, however, aid in sunder attempts.
  • Anyone wielding Gravewhisper’s Claw gains the Improved Sunder feat if they do not already have it. Sunder attempts attempted by the wielder do not provoke attacks of opportunity, and are made with a +2 bonus. Additionally, the wielder gains +2 to their combat maneuver defense against sunder attempts.
  • Gravewhisper’s Claw’s hooklike blade can be used to make a trip attempt. If the wielder is tripped during their own trip attempt, they can drop Gravewhisper’s Claw to avoid being tripped.
  • Gravewhisper’s Claw’s hooklike blade can be used to make a disarm attempt at a +2 bonus to the wielder’s combat maneuver check. This is in addition to the +2 granted by the Improved Sunder feat, for a total of +4.
  • The first time anyone takes hold of the hilt of Gravewhisper’s Touch, they are immediately affected by a powerful illusion which last several hours for them, but for others appears to last only a few minutes. In this illusion, the wielder experiences the greatest battle the blade was ever involved in: the fall of Niston.

APPEARANCE


Gravewhisper’s claw is made of polished black adamantine, and inlaid into an ornate hilt of silvery mithril. The grip of the blade is wrapped tightly in red leather–made from the skin of a Balor killed within the realms of the Abyss. A large sapphire is serves as the pommel of the blade, and two thin bands of gold encircle the silvery hilt just below the blade. The blade itself is thicker than the blade of a standard kopesh, and it hooks more sharply at the end. The edge of the blade glows a dull red color, and though it does not burn to the touch, water which strikes the edge instantly turns to steam. In the crook of the blade floats an ancient Negunian rune. The rune is insubstantial, so objects can pass through it as though it were not there. Roughly translated, the rune means “loyalty above all,” with the connotation of strong, even romantic, affection.


HISTORY


When it was created, this blade had another name. It was commissioned by an an ancient king who ruled over the entire continent of Negune from the great city of Oriac, which spanned the entire isle of Argania. The blade was to be given as a gift to the king’s mightiest servant who resided far to the North, who was presently quelling a small uprising there. The blade was sent to the king’s servant’s forward command post by way of a heavily guarded caravan. It was to be the symbol which would carry the royal army to victory against the rebellion.

Unfortunately for the king, a rebel force which had made its way deep into the king’s territory ambushed the caravan, and stole many of its treasures; including the mighty blade. Instead of serving as a symbol of the king’s generosity and his people’s unity, it came to represent the might of the rebellion, and the ability of the people to strike a blow against the seemingly invincible armies which ruled over them. The sword rallied the people to the rebellion’s cause. And though it took twenty years and countless lives, the rebellion overthrew the king and his kingdom.

The end of the war also saw the end of law on the continent. After twenty years, the rebels were ruthless in their extermination of all that their overlords had stood for. The entire city of Oriac was razed to the ground. Its books, its artwork, its many treasures were lost forever. The rebels had come to find authority so distasteful that they rejected the very notion of government. The continent descended into tribalism for centuries, descending eventually into barbarism. For some time the blade would appear here or there for a generation or two, in the hands of a powerful warrior. But it soon became lost.

It wasn’t until several millenia later, after the continent had been re-settled by immegrants from another land that the blade was rediscovered by an Illumian adventurer named Byert Gravewhisper. It had made its way into the bottommost depths of an unexplored crypt within the boarders of the Regalian province of Volpan. He was there with his adventuring party, led by she who would someday come to be known as The Whispered Queen, looking for the one true c0py of The Book of Vile Darkness, bound by Vecna’s own hand. It was easy to spot, for though a thick layer of dust had settled over its entire surface, the red glowing edges burned away any dust which settled upon them.

Byert carried the blade with him through the rest of his adventures. The weapon’s original name and history had been lost to the ages, so he dubbed the blade “Gravewhisper’s Claw.” It served him well as he adventured across the continent, and later as he conquered the continent as a general of The Whispered Queen. It was during this period that he commissioned an enchantment placed upon the blade. A passionate military historian, Byert collected many historical weapons and had them enchanted to allow him to re-live the weapons’ greatest battle in an illusory world.

The weapon remained by Byert’s side until his ultimate demise by the side of The Whispered Queen, over a thousand years after he first took the blade for his own. One of the warriors who defeated the Whispered Queen took the blade as his own for a short time. But shortly before his death, he donated it to the clerics of Byblyx, an order which holds the preservation and sharing of knowledge to be the greatest commandment of their goddess. Since then, the blade has been kept in a museum within the capital city of the new Negunian Republic.

Magical Marvels 3: Wallcraft's Offerings

This week’s artifact duom spear, also from my Ascendant Crusade campaign, is again illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

Wallcraft’s Offerings
Artifact Duom Spear


DUOM SPEAR


The Duom spear, introduced in the Dungeons and Dragons 3.0 supplement Arms and Equipment Guide is a longspear with a standard spearhead, as well as two blades curved so that they point backward along the shaft. The weapon has reach, allowing you to strike opponents 10 feet away with it. Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced “reverse thrust.” Apply a -2 penalty on the attack roll if you use the duom to attack a second, adjacent opponent in the same round you attacked the first opponent. Duom spears cost about 20gp, deal 1d8 damage for medium creatures, with a critical multiplier of 3 on a natural twenty. They weigh 8 pounds on average, and deal piercing damage.


PHYSICAL ATTACKS


(Main Blade)1d8 + 5 (Piercing)(20/x3)(10ft.)
(Reverse Blades) 1d8 + 5 (Piercing)(20/x3)(5ft.)
(Shaft) 1d6 + 5 (Bludgeoning)(20/x2)(5ft.)


SPELLS GRANTED


At Will- Unhallow, cast by thrusting Wallcraft’s Offering into the ground for two minutes. (Pathfinder Core Rulebook Pg. 363)

At Will – Animate Dead, cast by letting the droplets of blood from Wallcraft’s Offering fall onto a viable corpse for 1 full round. (PFCR Pg. 241)


SPECIAL ABILITIES


  • Though Duoms are not made for throwing, Wallcraft’s Offerings magically gives it a throwing range increment of 20ft.
  • At will it can be summoned to its owners hands.
  • At will, the blood dripping from The Blind Empress’ hand can create a cloud of red mist around the spear’s blade, granting a +5 to bluff checks when attempting to feint.
  • Once per day, The Blind Empress’ discarded eye can guide the spear in magical flight. A target who is within the sight of the thrower must be selected, and the thrower must speak the command word “May Vecna make my aim true!” Wallcraft’s Offering then flies through the air at a speed of 120ft per round, following the target even around corners, and up to one mile distant from the thrower. After either hitting or missing the target, or reaching 1 mile of distance, Wallcraft’s Offering is magically summoned back to the thrower’s hands.
  • Wallcraft’s Offering grants the wielder a +10 on Spellcraft, Knowledge(Arcana), and knowledge (Religion) checks.
  • When attempting to recruit followers of Vecna, the wielder is granted +5 to their leadership score. All normal leadership restrictions apply.
  • The character wielding Wallcraft’s Offering is treated as one level higher for the purposes of determining how many undead they can control.
  • Wallcraft’s Offering can be used as a holy symbol by followers of Vecna.
  • Wallcraft’s Offering radiates a strong aura of Necromancy and Evil.

APPEARANCE


The blade’s shaft is made of a polished bronze, which is perfectly smooth, yet does not slide in the hand when gripped. The shaft ends in an expertly crafted bronze skull, from which springs the the adamantium spear blade. A pair of imp’s wings, torn from the back of one of the foul creatures, have been magically turned to iron and shaped into the duom’s reverse blades. The Whispered Queen’s eye, plucked from her own head, is mounted between the two wings. Likewise her hand, cut from her own arm, clutches the duom’s shaft just below the spear blade. Though it has been severed for years, it still bleeds profusely. Any blood which falls from it, however, disappears shortly after it touches the ground.


HISTORY


Not much is known about the early life of the woman for whom this weapon was named. She was always shrouded in mystery, and what was known of her has now been lost to the mists of time. What people do know are the titles she earned for herself. Vecna’s Heartfelt Voice, The Blind Empress, the Whispered Queen, Lady of the Ascent–Warmisstress Wallcraft. From her granite throne at center of the Citadel of the Seed, she ruled over the known world with an iron fist for a thousand years. Though it has been centuries since the end of her rule, there are few more terrifying figures in history than she. Perhaps even more so, now that she sits at the right hand of the god she served so well.

It is said that the Whispered Queen was chosen at a young age by Vecna himself. That he groomed her, and guided her to usurp the leadership of his religion from her long forgotten predecessor. That when she stood over the bloody corpse, she turned the knife on herself, and cut out her eyes and her left hand in honor of her god.

The followers of Vecna–those few who still remain–know the story to be a little less dramatic. The Whispered Queen did usurp leadership of the Cult of Vecna from the former leader, and in doing so, obtained both The Hand and The Eye. The removal of her own hand and eye were a gesture of faith, yes, but it was also necessary for her to affix the powerful artifacts to her own body. And she only removed one eye, as the other had been lost during her youth. But even the faithful do not know that tale.

After gaining control the Cult of Vecna, The Whispered Queen took her severed hand and eye, and forged them into one of the most magnificent weapons the world has ever seen. Working with her companions, including master tactician Kisteer Forktongue, The Whispered Queen systematically conquered kingdom after kingdom with ruthless efficiency. Often neighboring nations were completely unaware that their ally had been conquered until the forces of Vecna were on their own doorstep. The world fell before her might, and her empire lasted a thousand years.

But all empires must fall. The Whispered Queen finally met her end at the hands of upstart peasants, and Wallcraft’s Offering was seemingly lost to the ages.

What is not commonly known is that one of the peasants who defeated the Whispered Queen, a paladin named Toryan, tried to destroy the vile weapon, but could not. No fire would smelt it, no axe would sunder it, no hammer could even dull its razor edge. At a loss for options, she gathered together three dozen other paladins from her order, and they traveled deep into the wilderness. When they reached a suitable place, they all dug together for nine days, and placed the spear in a sealed adamantium box, upon which they placed powerful wards against evil and divination–hoping to keep its location hidden from the god of secrets himself.

The 37 paladins then buried the box again, and vowed to dedicate their lives to its protection. They settled there, and built a small farming community on the ground above their ward. Generations have passed, and the community has grown to a small town of 300 people. Most know nothing of their town’s founders, or of their town’s sacred purpose. They are no longer even deep in the wilderness: civilization has spread out around them, and there are several other communities nearby. Only the twelve town elders, and the town’s High Cleric know of the secret beneath the earth, and even they know only that a great evil rests there which must be protected.

But centuries have passed, and the magical protections have begun to weaken…

Magical Marvels 2: Kofek's Tongue

As I mentioned in last week’s Colorful Characters post, I’ve been thinking about spicing up my Friday update, (never mind the fact that they’ve been going up on Saturdays lately). So from now on, Fridays will be a toss up between three regular features: Colorful Characters, Magical Marvels, and Malevolent Monsters. (Anybody admire assonance and alliteration?) I’m not going to make any special effort towards making sure there’s an even distribution between the three, but if my readership gravitates strongly towards one of the three I’ll see if I can’t give it some special attention.

This week is a top-tier rogue weapon which has shown up in my Ascendant Crusade campaign. Special thanks to my ladyfriend for providing the art for it. You can find more of her artwork on her DeviantArt page.

Kofek’s Tongue
Intelligent Artifact, Small Scythe


PHYSICAL ATTACKS


(Main Blade)1d6 + 5 (Slashing)(20/x4)
(Staff) 1d4 + 5 (Bludgeoning)(20/x2)
(Switchblade) 1d3 (Piercing, Slashing)(19-20/x2)(May be activated as a swift action. Weapon is concealed until then)
(Dart) 1 damage. Each coated with Nitharit poison (Con damage, PFCR pg. 560) (Only 2, must be reloaded as a full round action) (Darts are fired from the eye sockets of the kobold skull mounted at the top of the blade’s shaft)


SPELLS GRANTED


6/day – Suggestion (Pathfinder Core Rulebook Pg. 350)
1/day – Invisibility (PFCR Pg. 301)(2 minute duration)
2/day – Scorching Ray (PFCR Pg. 337)(Ranged Touch, 4d6 fire damage) (One comes from each of the two rubies mounted in the small marble skull’s eye sockets)


SPECIAL ABILITIES


  • The wielder can make telekinetic trip attacks at a range of 30 feet. Trip attempts are otherwise treated normally.
  • As a swift action, the wielder may utter a command word, causing the shaft to split in the middle. The two halves are connected by a chain. This allows the scythe blade to be used as a 10ft reach weapon.
  • The scythe blade can be “thrown” by Kofek’s Tongue. The blade deals damage normally, and has a range increment of 20ft. Once the blade stops, it magically returns to Kofek’s Tongue.
  • The wielder gains a +10 to their combat maneuver bonus relating to trip attacks.

INTELLIGENT ITEM ABILITIES


EGO 22; INT 20 (+5) WIS 18 (+4) CHA 10 (+0)
Senses Darkvision 120ft, Blindsense, Hearing; Communication Speech, Telepathy
Languages Common, Draconic, Goblin, Halfling, Gnomish
Alignment True Neutral
Purpose Kofek’s Tongue is driven towards subterfuge, traps and trickery. During periods of downtime, it will often drive its wielder to perform practical jokes on their own companions, to slake its own thirst for trickery. The weapon would strongly resist being used in an open and honest fight, such as a duel, or military assault.
Racism The weapon can abide gnomes, but CANNOT be weilded by one. Any Gnome which attempts to hold it takes 10d6 damage/hour.


APPEARANCE


Kofek’s Tongue has a simple brown shaft made of fine polished wood. At the head of the shaft, a kobold’s skull and jawbone are mounted. The scythe blade is clutched firmly in the skull’s mouth (thus, it is the “tongue.”) On the opposite end of the shaft is a small ornate skull made of white marble. In each of the two eye sockets rests a small ruby. A small switchblade is mounted at the bottom of the shaft, which can be released by depressing a small button on the handle, causing the 5″ blade to extend straight from the bottom of the shaft, protruding from the small marble skull.


HISTORY


As a species, kobolds are smaller, and more physically feeble than most of the common races. They’ve learned that the best response to confrontation is to flee, which has earned them a reputation as a cowardly lot. However, kobolds are also exceedingly clever. They know that they do not need to fight their foes in order to harm them. The astounding, even instinctual trap making abilities of kobolds are renowned throughout the world. And none more so than Kofek.

Kofek is a Kobold hero, one of the few the species has. She was the matriarch of The Redscale Clan, and taught her people to make traps more devious and deadly than any made by kobold kind before her. The stories told of her by firelight have grown grandiose and distorted through countless retelling, but the core of her legend is true: no adventuring party ever managed to survive the approach to the Redscale village. And when she turned her mind to vengeance against the humans who had driven her clan into the mountain a generation before, the devices Kofek’s clan hid throughout the human lands caused many to flee their homes.

Then the gnomes came. A band of ten kobold hunters, called by the leader of the human village. He arranged a meeting with Kofek, ostensibly to negotiate an end to hostilities. Instead, the noble Kobold leader was ambushed by the gnomes. Her loyal guards died defending her. Kofek was tortured. Her eyes put out with hot irons, her tongue forks stretched apart, her scales pulled off her one by one. The gnomes demanded to know how to bypass the traps which led to her village, but she never told them. After three weeks of unceasing agony, Kofek died. The gnomes attempted to assail the village on their own, but were killed by the deadly traps. Kofek’s vengeance from beyond the grave.

With the gnomes gone, and the human forces weakened and demoralized, the Redscale Tribe armed themselves, and marched on the village in force. Many were killed in the battle, but none would flee. Such was their love for the great Kofek. They recovered her body, and brought it back to the village to honor it properly. Kobolds do not bury or burn their dead. They honor them by using their remains to support the tribe. Her scales were made into the raiment which would forever garb the leader of the Redscale tribe, her claws and teeth were made into spear tips and arrowheads. And her skull and jawbone, with her brain still inside, were lovingly crafted into the most magnificent scythe the tribe’s weaponsmith ever crafted.

For generations, the scythe, named “Kofek’s Tongue” served as a badge of office for the village’s greatest trap-smith. Until a young kobold, a traveler from the Forktongue tribe, visited the Redscales. His name was Kisteer, and he had heard rumors that Kofek’s wisdom still spoke to the one who held the magnificent scythe. Kisteer spent many hours with the tribe’s trapsmith, discussing new designs and pretending to learn from the older kobold. While the old kobold was sleeping, Kisteer stole the scythe, and fled from the village.

Kisteer wielded Kofek’s Tongue through many adventures, and even improved upon it with his own modifications. His mechanical skill and trapping instincts eventually rose to such prominence that they were said to rival Kofek’s own. However, most kobolds have no love for Kisteer. As a lieutenant of The Blind Empress, he is viewed as an evil conqueror. And, after the establishment of the Blind Empress’ Empire, Kisteer further enraged Kobold kind by visiting many kobold tribes, and robbing them of their strongest and most intelligent members, to establish his own Tribe of The Black Eye.

Since Kisteer’s death, Kofek’s tongue has been passed down through the generations to the leaders of the Tribe of the Black Eye. And is still held by them to this day.