Demonchain Flail

This enhanced flail’s origin is with a chain devil, who fashioned the demonchain flail out of his own body so his brethren could wield power over demons.

Demonchain Flail
Level 5
This magically-enhanced +1 weapon was forged from the remains of a chain devil, and provides an additional +2 vs. demons.
Power (Daily): Standard action. Make two spiked chain attacks.
Power (Triggered): When first bloodied, make two spiked chain attacks.


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Jäällätaudin – Icetongue

This ancient blade’s full history is known only to the most studious Dwarven sages of the Dunheng Kingdoms. In its centuries of existence it has appeared in the hands of many heroes only to be lost again with their passing. Most recently it was wielded by Jak, a King of the Fridon people who in tales is called the Giant Slayer. He was a king of the Fridon many years ago, when his people were attacked by the giants from the Danor Mountains. He fought against them wearing the hide of a dragon and wielding Jäällätaudin, and drove them back to their burning peaks.

Icetongue – Paragon Level
Description
Icetongue is a +4 mithrail fullblade (Adventurer’s Vault – superior weapon, +3 profeciency, 1d12 damage, high crit (+2d12 on crit))
Critical: +4d6 cold damage
Power (At-Will ✦ Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily ✦ Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 2d8 cold damage and is slowed until the end of your next turn.

Goals
Cold forged of mithrail, Icetongue was made by the Dwarves of Danor to slay fire giants and all their thrall. Any creature with the fire subtype is an enemy to Icetongue, be it azer, elemental, or dragon, and it will demand their death without consideration.

Roleplaying Icetongue
Icetongue speaks in a clear, ringing voice.  It speaks Common, Dwarven, Giant and Draconic.

Flame and passion are anathma to Icetongue, and its will is as deliberate and as implacable as a glacier. It will calculatedly drive its wielder to confrontation with its hated foes.  Patient, unforgiving and heartless, Icetongue does not care what cost must be paid for victory.

Concordance
Starting Score 5
Wielder gains a level: +1d6
Wielder kills a creature with the fire subtype (max 1 / day) +1
Wielder refuses to fight a creature with the fire subtype -3
Wielder refuses to obey Icetongue’s command -1

Pleased (16-20)
Icetongue becomes a +6 weapon that deals +6d6 cold damage on a critical.
Power (Daily ✦ Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 4d8 cold damage and is restrained until the end of your next turn.
Power (Encounter ✦ Cold): Standard Action, Melee 1.  Thrust Icetongue into any normal fire to douse it.  If the fire is magical in nature, such as a zone or conjuration of fire, make a weapon attack against the caster’s Will defense to end the effect.

Satisfied (12-15)
Icetongue becomes a +5 weapon that deals +5d6 cold damage on a critical.
Power (Daily ✦ Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 3d8 cold damage and is immobilized until the end of your next turn.
Property: The wielder gains Icewalk, the ability to move through difficult icy or snowy terrain at normal speed.

Normal (5-11)
Icetongue’s statistics are as listed above (+4 weapon, +4d6 cold on a critical).

Unsatisfied (1-4)
Icetongue becomes a +2 weapon that deals +2d6 cold damage on a critical.
Icetongue will not use its daily slow power.
The wielder gains vulnerable 5 cold.

Angered (0 or lower)
Icetongue is considered a non-magical weapon for the purposes of attack and damage.
If Icetongue’s wielder rolls a 1 on an attack roll, they take 2d8 cold damage and are slowed for one turn.

Moving On
When Icetongue has defeated the fiery menace that it arose to battle it will leave the stage again.  Typically it is buried with the corpse of whatever hero it chose to wield it for that battle, as Icetongue’s heartless drive often causes the death of its bearer even as they slay its foes.  If by terrific fortitude or cunning they win Icetongue’s epic battle with their life intact he will either make them seek out a new fiery foe or else make them leave him in a desolate, icy location, such as thrust into the ice atop a glacier or hurled into a mountaintop lake.


Posted in 4th edition Dungeons & Dragons, Magic Item and tagged by with 3 comments.

Cloak of Humility

This plain, slightly tattered clock projects the wearer’s more humble virtues. As a result, against onlookers with any sense of humility, the wearer receives a +5 on all diplomacy and bluff checks.

Wearing the cloak in scenarios that call for more formal attire will penalize these skill checks.

The minor version provides a +2 bonus, and the greater version provides a +10 bonus on the associated skill checks.

Price: 1,000gp, Craft Wondrous Item. Owners of the cloak will often require a humble deed be done before they part with the cloak as the result of a transaction.


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May Contest: Awe-inspiring Items

Thanks to all of you who submitted entries to our April contest, Dastardly Denizens. We’re happy to announce May’s contest, Awe-inspiring Items.

Write up your favorite item with a description of its origin, magical (or non-magical) effects, price, construction costs in materials, skills, and (if appropriate) time and experience. Artifacts are also welcome, as they are physical items wielded in much the same way as any other item.

“Post”mark your entries (to clawclawbite ATE gmail.com) by the end of May to be considered for the contest. Winners will appear in CCB 19 this summer.

By submitting an entry, you allow us to post the content of your entry, and reuse the entry for Claw/Claw/Bite magazine.


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Statue of Limitations

Each statue of limitations appears to be a humanoid statue between eight and twelve inches, with one feature diminished in size. These features correspond with which stat attribute they limit to a highest value of 14. Greater statues of limitations limit these values to 10, lesser to 18.

When the figurine is worn around one’s neck, its effects radiate 5′ in all directions, affecting others.

If a statue of limitations is broken or destroyed, its effects are nullified, its power departed.

Each feature on the statue that appears diminished on the statue is so limited. Figurines with all six attributes limited appear with all six features diminished.

Price: 8,000gp, lesser 4,000gp, greater 16,000gp.


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Map Pins

This campaign flavor is also a nice trap, or in the modern parlance, a hazard. Have a map available on a desk or pinned to a wall in a mage’s tower, with a map pin corresponding to the current location. As the characters remove the pins and place them in new locations, the tower teleports them to the new location.

See how this can be used in various forms and in various environments, for instance representing the location of a large floating disk in a catacomb riddled with pit traps. The party will have to play with the pins on their confusing map (where are they, for instance?) until they find which one will bring them the disk. Meanwhile, other pins correspond to beholders and other nasty creatures, which the party inadvertently teleports in in their search for the disk.


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Holy Caltrops

Holy caltrops are runes the wielder drops on the ground to slow and damage the undead. The runes have a single activation keyword, the name of the rune. The runes deal 2d8 holy damage to and slow any undead in a 20′ radius which fail a DC 20 reflex save. Undead creatures which step on the caltrops must make a DC 25 reflex save or take 3d8 holy damage.

If laid as a trap, the caltrops do not require the keyword to activate them, but also do not affect all those in a 20′ radius; only those undead which step upon the caltrops are affected.

Greater holy caltrops raise the DC by 5 and the damage by a d8; lesser remove 5 DC and a d8.

Moderate enchantment. Must be blessed by a cleric of at least level 9. Price: 2,500 (lesser), 5,000 or 7,500 (greater) gp.


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Flute of Dancing

Inspired by a recent history of heresy in medieval times, and Richard Wunderli’s telling of the story of the Drummer of Niklashausen, Hans Behem, here is a magic item that should please fans of the Pied Piper of Hamlin.

This flute appears to be a normal, oversized flute. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the flute creates an hypnotic rhythm of a tune. Those within 30 feet who fail DC 20 Will saves are forced to dance for 2d6 rounds. Those affected can still attack, but at a -4. They also receive a +2 bonus to AC while dancing.

Flutes of dancing can be sounded with this effect twice a day.

Faint enchantment; CL 4th; Craft Wondrous Item, scare; Price 5,000 gp; Weight 1 lb.


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Medallion of Honor

As a means of introducing campaign flavor, we recommend using Medallions of Honor. these medallions exist in many forms, and are awarded by communities and organizations to those who perform honorable deeds, for instance a party which saves a village from a marauding goblin army or saves a favored daughter of the hamlet.

Most common Medallions of Honor grant a +1 AC bonus (Sacred) to the wearer. However, they range through +5 bonuses, and can also bestow a number of other powers to the wearer. For instance, Medallions of Honor in aquatic communities often grant waterbreathing.

Prices range based on ability as dictated by the DMG, with additional cost bonuses for the stones which adorn them, be they turquoise, copper, or diamond.


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Gloves of Choking

This normal-looking pair of leather gloves is laced with a set of extra-long laces. Once worn, the long laces wrap around the wrists and arms of the wearer, binding the gloves to the wearer. Once this happens, the wearer must make a DC 20 Will check or be forced to choke the nearest creature as if under the affect of a charm person spell. If the wearer successfully chokes his neighbor, he will move on to his next-nearest neighbor until the enchantment is broken.

This is particularly deadly when characters try on the gloves while their companions sleep.

Moderate transmutation, CL 7th, Craft Wondrous Item, charm person, Price: 2,000gp.


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