Just for Fun
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I thought I'd post one of the more interesting items available in my own modules. By default, it's rather overpowered for CoA, so I've marked which enhancements can be removed while still retaining the item's historical properties.
Orcish Gladiator's Boots
Appearance: [Top: 1, 2] [Mid: 1, 2] [Low: 2, 3]
These very large boots are well-worn and filthy, the leather so deeply soaked with blood from countless battles that it has turned a deep red. No amount of washing has been able to restore the leather back to its original color, nor expel the odor of sweaty orc feet.
Said to have been the favored article of clothing of an unknown orcish or orc-blooded gladiator, eerie circumstance granted him the ability to resist death itself until the day the gladiator finally met his violent end.
It is also said that a part of his fearless, aggressive spirit seeped into the boots even as his last blood soaked into the leather.
An unfortunate side effect to wearing these boots is that the blood, sweat, and filth permanently lodged in the leather causes moderate irritation to those with sensitive skin.
[Required Enhancements]
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Human
Use Limitation: Racial Type: Orc
Decreased Saving Throws: Disease -1[Primary Enhancements]
Saving Throw Bonus: Death +2
Immunity: Miscellaneous: Fear
Skill Bonus: Intimidate +5[Secondary Enhancements]
AC Bonus +1
Cast Spell: Blood Frenzy (7) 1 Use/DayFull Value: 17408 gp.
Req/Primary Only: 9151 gp. -
Second Strike
This rather unusualy Bastard Sword was the result of an extremely drunken mage attempting to perform a basic enchantment. While the more standard enchantment to enhance the blade's strength and sharpness was quite successful, there was also an unusual additional effect that caused the blade to send a blast of raw magical energy into whatever opponent it struck. Needless to say, the warrior was quite pleased with this unexpected benefit, and paid the wizard a reasonable bonus. This had the effect of causing the wizard to attempt all future enchantments while inebriated, which produced a strange variety of items. However, while attempting to enchant a belt for a local merchant the wizard and his tower simply vanished. Locals still enjoy frequent speculation as to the fate of the Drunken Wizard.
Bastard Sword:
+2 Enhancement
OnHit Cast Spell: Magic Missile (level 1)Toolset Cost: 9750
Only usable by: Female warriors named Zenobia who are retainers for House Bresk. Said warrior must also be just short of six feet tall, Calminshani in descent, and a lesbian. No other character may use this sword.
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Hunter's Keen
An excellent sword forged primarily for the hunt. Never kill from a distance what you can kill in melee combat.
Short Sword:
+2 Enhancement
+2 Enhancement VS Animal
Keen–--------
Deadlock's Demise
Said to have been used by a strong and noble warrior in a great war, this bow is especially powerful. The war was at a stand still for almost a decade, when finally this brave warrior appeared with this shimmering bow in hand. Needless to say, the deadlock of the war quickly crumbled as the warrior assisted the defending side of the war.
Longbow:
+2 Enhancement
+2 Enhancement VS Chaotic
+2 Enhancement VS Evil
Keen
Unlimted ammo: +2 Piercing Arrow
Light Radiance: 20M White -
A few of the lower-level items I've put into my own module…
Flame WhipSaid to be the favored weapon of an infamous vampire hunter, this whip has been blessed by a priestess of Lathander and shines with the strength of the sun.
Damage Bonus: Fire 1d6 Damage
Damage Bonus vs. Racial Type: Undead 1d6 Damage Divine
(Damage can be adjusted to 1d4 or lower, if desired.)I'd rename that the "Crack of Dawn" and have it do all divine damage.
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Stroke of Luck
A thin gold blade of masterwork quality. Despite its many nicks and scratches, it still shines with a vigorous luster.Rumored to have belonged to Hodin Rood, a renowned swashbuckler and benign robber of caravans turned Luckbringer of Tymora. The blade has been said to be a gift from Lady Luck herself, and was bestowed upon Hodin before his final escapade, the recovery of a Tymoran artifact from a cult of Beshabans. Unfortunately, Rood was never heard from after that, but many rumors as to his final fate have spread since then.
Weapon: Rapier
Bonus Feat: Dodge
Enhancement Bonus: +1
Saving Throw Bonus: Universal +1
Use Limitation: Specific Alignment: Chaotic Good -
Hindsight
"Hindsight is perfect," said a scholar of Savras to his apprentice, after completing a magical helm he had been working on for some time. The helm in question granted him the ability to watch his surroundings, preventing any would-be thieves or assassins from getting the better of him.It was a pity that he did not also craft a helm called 'Foresight,' else he would have seen the impending betrayal of his apprentice.
Armor: Helm
Cast Spell: Truesight 1 use/per day -
Commander's Point
Long ago a young priest led the militia of a village against a camp of orcs that had settled a base not too far away. While most of the village militia were green and inexperienced, the priest's aura of confidence and his strong grasp on tactical meneuvers allowed him to lead the militia to a glorious victory.
The rapier that he wielded was said to be touched with the blessing of Red Knight herself, and the sight of the priest issuing his commands at the front was enough to imbue a sense of discipline and bravery into the soldiers that followed him.
Sadly, despite the victory and the fact that losses were minimal, the Priest seemed torn at the end of the battle. Tearfully, he took the body of one of the fallen militia and brought her back to his tent. In the morning, the Priest was gone and the Rapier lay at the table beside the woman whose body rested on his cot.
Rapier
Ability Bonus: +2 Charisma
Cast Spell: Aura of Vitality (Once per Day)
Skill Bonus: +5 Discipline
Skill Bonus: +5 Concentration
Use Limitation: Alignment Group: LawfulModel: 1, 2, 4 (Going down)
Color: 1, 2, 2 (Going down)OOC: For those who think this story sounds familiar, it may be. I know at least one player who may know where the back story of this item comes from.
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Save the King
There was once a pair of warriors with such loyalty to the region's noble family that they were named the head protectors of the family. On their own, the combat prowess of the two warriors was evident. However, it was when they fought together that was truly remarkable. Almost mesmerizing and hauntingly beautiful to see, they complimented each other perfectly and cut down their enemies with amazing efficiency.
The two warriors were almost like sword and shield. The larger one, Ky'lial struck down his enemies quickly and with amazing power. The nimble one, Selica easily weaved her way between enemies and dodging their blows. Together they could defeat whole companies between the two.
It was a wizard of emmense power that finally struck down the two, and destroyed the noble family. Hoping to capitalize on the prowess of the two protectors, the wizard attempted to infuse two weapons with the spirits of the fallen warriors. However, the ritual seemed unsuccessful, and the wizard abandoned the two weapons.
The longsword, Save the King, possesses the spirit of Ky'lial and when wielded by a warrior with loyalty will reawaken within the sword. Its broad blade allows its wielder to strike down enemies quickly and efficiently. However, just as in sword as in life, Ky'lial still performs best in the presence of his partner, Selica.
Longsword:
+2 Enhancement
+1d4 Slashing Damage
Cast Spell: Bull's Strength (Once per day)
Bonus Feat: Two Weapon Fighting
Use Limitation: LawfulProtect the Queen
There was once a pair of warriors with such loyalty to the region's noble family that they were named the head protectors of the family. On their own, the combat prowess of the two warriors was evident. However, it was when they fought together that was truly remarkable. Almost mesmerizing and hauntingly beautiful to see, they complimented each other perfectly and cut down their enemies with amazing efficiency.
The two warriors were almost like sword and shield. The larger one, Ky'lial struck down his enemies quickly and with amazing power. The nimble one, Selica easily weaved her way between enemies and dodging their blows. Together they could defeat whole companies between the two.
It was a wizard of emmense power that finally struck down the two, and destroyed the noble family. Hoping to capitalize on the prowess of the two protectors, the wizard attempted to infuse two weapons with the spirits of the fallen warriors. However, the ritual seemed unsuccessful, and the wizard abandoned the two weapons.
The shortsword, Protect the Queen, possesses the spirit of Selica and when wielded by a warrior with loyalty will reawaken within the blade. It's nimble, but thick blade is ideal for deflecting blows with. Just as in sword as in life, Selica performs best in unison with her partner, Ky'lial.
Short Sword:
+2 Enhancement
+3 AC (Deflection)
Cast Spell: Cat's Grace (Once per day)
Bonus Feat: Ambidexterity
Use Limitation: LawfulNote: Ambidexterity and Two Weapon Fighting on the separate weapons is supposed to promote using them as a pair. When using one, the affects of the feats are useless, but when used together, a character won't need the feats. The fact that the character only loses 2 AB to each weapon due to this is to represent the efficiency the two swords when used as a pair.
Note 2: And yes there is a simple quest idea i had for the pair, one that I think will match the power of the two items. If interested, I'm a bum in IRC :)
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First, some ideas along the lines of the standard equipment described in the FRCS book.
Aspergillum
Augmented with an internal canister to hold holy water, the aspergillum is a favorite weapon of clerics and adventurers who routinely battle the undead. Rather than having to drag around small and fragile flasks of holy water, they can instead just fill up their aspergillum before setting out. The canister can contain three pints of the blessed water; with a simple motion, this water can be sprinkled out of the mace through a ring of small holes in the top.Weapon: Mace
Attack Bonus vs. Racial Group: Undead +1
Cast Spell: Holy Water 3 Uses/Day
(Alternately, Cast Spell: Holy Water 1 Charge/Use with 30 charges. Ideally you would be able to use a flask of holy water on the Aspergillum to "charge it up", but that would require scripting.)Model: 3, 4, 3 (going down)
Color: 2, 2, 2 (going down)Toolset Cost: 102
Alchemical Sleeping Gas
Carefully stored within a glass ball, this dose of alchemical sleeping gas can be released by smashing the sphere against the ground. Wise adventurers will remember to do this far enough away from themselves that they aren't caught in the ensuing somnific cloud. Sweet dreams!Weapon: Grenadelike
Cast Spell: Sleep (5) Single UseToolset Cost: 500/unit
And my own ideas…
Dragon Flute
Tales tells that in ages past, the great bards of dragonkind would fly at midwinter each year to a distant mountaintop and compete in a festival of song. Splendid and fearsome noises would rock the world, and all lesser creatures would cower in terror, certain that the end was nigh. Records and research have never confirmed these tales, nor even given any hint that they might be true, but every so often a giant relic is unearthed that would almost look to be an instrument crafted for a festival of that sort.Miscellaneous: Large Item
Charges: 50
Cast Spell: Dragon Breath, Fear 2 Charges/Use
Cast Spell: Dragon Breath, Fire 5 Charges/Use
Weight Increase 100 lbs.Toolset Cost: 24469
(Of course, this cost isn't taking into account that it weighs 100.5 pounds)Dawnlight Aspergillum
Created by powerful priests in the Church of Lathander, the Dawnlight Aspergilla are handcrafted of ivory and rose quartz, inlaid with gold and silver, and soaked for a year in a stream of holy water before they are distributed for use. Just as a traditional aspergillum, they contain a reservoir of holy water, but oddly they never seem to run dry.Weapon: Mace
Cast Spell: Holy Water Unlimited Uses/Day
Damage Bonus: Divine 1d6 Damage
Damage Bonus vs. Racial Type: Outsider 1 Damage Divine
Damage Bonus vs. Racial Type: Undead 1d4 Damage Divine
Visual Effect: HolyModel: 3, 4, 3 (going down)
Color: 2, 2, 2 (going down)Toolset Cost: 5938
Thockburr's Terrible Tocken
Thockburr was an apprentice to the famous Waterdhavian bard Maydern Silvercoin, and together they crafted ornate and beautiful tockens: sets of carved bells that were rung in sequence to play music. He slowly trained and with effort become a bard of some renown himself, and eventually his prestige began to rival that of his master. When he won a competition that Silvercoin had entered as well, his master laid a foul curse upon his instruments. At his next performance, at the sound of his first bell, little children ran crying from the room; as he continued, his crowd dissipated in shock and disgust: each bell rang with the lamentations of souls damned to the Abyss. His reputation ruined, he fled the city and wandered the countryside, and eventually was taken in by a necromancer who had him play his bells to soothe undead creatures as he operated on them.Miscellaneous: Medium Item
Cast Spell: Negative Energy Burst (5) 5 Charges/Use
Cast Spell: Scare (2) Unlimited Uses/Day
Cast Spell: Stone Bones (3) 3 Uses/Day
Use Limitation: Alignment Group: Evil
Use Limitation: Alignment Group: Neutral
Use Limitation: Class: BardToolset Cost: 14569
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"Hold Odder En' Stoop-ed"
Item type: Long Sword
Properties
Attack Bonus: +2
Ability Decrease: intelligence (-2)
Skill bonus: discipline (+4)This sword has "Hold Odder En' Stoop-ed" crudely engraved onto both sides of the obviously orcish blade. It is highly unlikely that this is the name of the sword itself, but rather directions for holding it in combat. One finds it impossible to look upon the blade, and not feel stupid. Even though the message isn't particularly articulate, or even intelligent, it gets the message across none the less.
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Elafrentil, Hope Bringer,
This mighty greatsword was forged in The village of Daggerford 150 years ago near Waterdeep by the Dawnbringer Luther Dareion, in honor of Leonard Garedon, a humble Paladin of Lathander that gave up his life to save the Village from raids and attacks by a group of foul ogres led by a preist of Bane.
He managed to find the source of this ogre raids and led a group of adventurers to face them, also finding out that their leader the preist has taken a few childrens captive to be sacrifices to Bane before the preist could sacrifice them the paladin went to the preist and told him to face him in a honorable duel and let the childrens go if he won, the preist accepted and fought Leonard in duel, the preist managed to strike a fatal blow on the paladin and the paladin lay on the floor dying before giving up he prayed to Lathander to give him the strength to stand and face his enemy, his god granted him the strength to fight back, Leonard stand up once more taking his sword and dealing a mighty blow that killed the preist
but as the paladin was already bleeding to death and his freinds busy fighting the ogres he died then.This sword Elafrentil, Hope Bringer was forged in honor of his deed and sacrifice, it was left in the Temple of Lathander where it was kept for many years untill there is one more that have use of this Holy Sword, about 70 years later after it was forged one night a few black hooded people sneak into town and managed to steal this blade, on the next morning gossip spread quickly that the blade was stolen, the Dawnbringer and the lathanderites tried for many years to find out what happened but there was no clue.
The swords very metal, forged in the memory of Leonard's sacrifice, can of its own will drag its wielder further into combat then they would safely go on their own and by doing so will make the wielder harder to block from attacks in combat.
Elafrentil, Hope Bringer
Holy GreatswordAura of Glory once per day
Damage Bonus Divine 1d6
Decreased AC -2
Enchantment Bonus +1
Only usable by
Lawful Good, Neutral Good, Paladins, Clerics and Champions of LG or NG Gods.
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Armor of Extremes
Another one of the odd products produced by the vaguely known drunken enchanter of Delben. This particular armor was created after a long ale-induced rant against "Them damn neutrals." It is said that the more moderate a person's views are, the more effective the armor is at blocking any attacks they might make.
AC Bonus +1
AC Bonus vs. Neutral +2
AC Bonsu vs. True Neutral +3Toolset Cost: 8416
Boots of Discretion
These boots were given there rather unusual enchantment by a somewhat cowardly fighter who was well aware that discretion is the better part of valor. It is said that using the impressive enchantment on these boots he fled many of the most powerful monsters and important battle in the history of Faerun. He met his untimely end while fleeing a band of Orcs and failing to notice the cliff edge until he had already gone over it.
Dexterity +2
Cast Spell: Expeditious Retreat 1 Use a day.Toolset Cost: 6661
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Dawn Breaker
For ten nights straight the tiny hamlet of Earl's Wabe was beset by terrible legions of undead. The zombies took sanctuary in the deep and murky stillness of the lake during daylight hours, but would lumber out of their watery graves to plague the village at night. The brave warriors of the village looked to the aged priest of Lathander for guidance and leadership during these grim and exhausting nightly battles, but despite all their efforts the legions of the drowned were unstoppable.
At the tenth night, the villagers had abandoned their village to the depredations of the zombies and sought to make a final stand in their humble Lathanderite priest's shrine. Finding strength and renewed vigor in his words of encouragement, they piled high the zombies all around into a mass of soggy decaying flesh.
Yet the undead monstrosities did not cease their groaning attack, and it seemed that the villagers would be broken. With a final cheerful smile at his friends and comrades, the unbent figure of the Priest reminded them, "Fear not. Dawn will break"
The priest made his final sacrifice, and exploded in a glory of divine light that washed over the village in holy splendor. The hordes and masses of the undead tottered and fell. The village was saved, but all that remained of the humble priest was a fleshless unmoving skeleton.
Yet crowned atop the priest's purified bones was this artifact, which has benefited the followers of Lathander ever since.
In the years following this attack of undead, a mighty temple to Lathander was built in this holy hamlet. The story of the priest's final sacrifice was proudly spoken of. Yet, oddly, the actual bones of the priest were not kept. When asked of, the priests of the temple would say only in hushed whispers that a mere week after the conflict, the holy priest's mortal remains were stolen for what purpose none dared guess.
Helm
+2 Cha
Feat: Extra Turning
Sunbeam 10 Charges
Undeath's Eternal Foe 1/day
Only Useable by: Cleric, Good (follower of Lathander ideally) -
The Club of Head-bashing
This simple but potent weapon was created by an unusually skilled goblin shaman of one of the stonelands tribes. It was wielded by a fearsome goblin warrior during Cormyr's Goblin War, and many a fine soldier fell to devastating blows to the head from this club. The goblin warrior fell, the legend says, when a buzzing fly landed on his head and he tried to swat it with his club, knocking himself out.
Item type: Club
Enchancement Bonus: +1
On Hit: Ability Drain [DC=14] [Abilities: Intelligence]
Toolset item cost: 23122 -
Rags of Madness
These are the rags of Anya Gale. Descended from an infernal servant of Mask, Anya was in the service of a necromancer engaged in conflict with a thieves guild while secretly playing both sides off against each other. When Anya's treachery was discovered, she was compelled to ritualistically slay and then devour the heart of an important Priest of Mask by this necromancer.
Her will was broken, and she succumbed to madness. She wandered the streets begging and picking pockets, speaking only in riddles, and sleeping in filth.
Base Item: Urchin Rags
AC: 0Wounding Whispers 1/day
Spell Resistance: 12
Con +2
CHA -2
Hide +5
Pick-pocket +5
Intimidate +5
Useable only by: Tiefling
Useable only by: Evil
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Sword of the Grinning Skull
This masterfully worked katana is like none other, and has a story behind it that few other weapons can match. Of its ancient beginnings, few can say, but some of its more recent history is known.
The weapon was stolen from an ancient Kara-turan tomb by a group of notorious tomb-thieves. It was eventually sold to a wealthy Thayan Magus known for his interest in ancient and peculiar antiquities. The collector had it sharpened and lightly enchanted and presented it to his somewhat boorish son for his eighteenth birthday. The son returned the favor by slashing his elderly father's belly to pieces in some ill-conceived plot for power five days later
Ostracized by family and friends, the son was forced to flee. Desperate for the power of his father, but far too stupid for the rigorous demands of the arcane, the son willingly sought vampirism. He feigned his own death, and made arrangements for his coffin enclosed corpse - along with blade - to be shipped far away from his enemies.
The caravan carrying his coffin was passing through some nameless swamp when an ancient and utterly insane vampiress detected the passing presence of this fledging vampire. She attacked the caravan and destroyed the fledgling. The katana, along with various other baubles, was taken into the depths of her swampy lair. The vampiress is said to have few dealings with others, and it is unlikely the blade will ever have cause to be taken from its new tomb.
The pommel is carved in the shape of a laughing skull, and was clearly designed to absorb the energies of the negative plane. The design is ancient and somewhat less effective than the modern katana, but does provide several noticeable benefits to any wielder.
Properties:
-3 Damage
Keen
+2 Attack Bonus (not enhancement)
1d6 Negative Energy
On hit: Fear 25% DC Will 15 -
Chameleon's Kiss
This bow is said to have strange powers, giving its user the ability to blend in with his surroundings so well that he appears invisible to the naked eye (and sometimes not so naked eye). The bow has a powerful draw, but is weak against reptiles.
+1 Attack
+1 Peircing Arrows, unlimited ammo
Use Camouflage 1/per day
-4 Attack VS Reptiles -
Chicken Cloak
Fashioned by Allaban the Frail, this cloak was designed to keep him safe from those things that he feared, which, was pretty much everything including his own shadow. He had it emit a consitant glow, to prevent shock when walking near a torch, and when wrapped tightly around him, the cloak granted him a quick burst of speed, to excape from the marauding darkness in which things hid.
Light 20m White
Expedious Retreat (unlimited/day)((unlimited exp retreat isnt that bad, ive seen someone with a similar item, it only last a few seconds anyway I think :) ))
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Needle
A single slim piece of steel. It does not seem much thicker than its namesake, but in the hands of a master it can pepper an enemy with dozens of tiny wounds in moments. It is enchanted in such a way that it prevents the wounds of enemies from closing properly.
The blade was commissioned on behalf of William Cordell, an aristocrat and known sadist who sought mastery over the blade. He was a fantastic duelist, and enjoyed regaling his fallen rivals with song and poetry as they bled to death.
William's mastery over the dueling circuits went uncontested for years, until a devoted Hoarite decided to take a hand after one particularly gruesome match. The Hoarite used the blade to carefully incise a wound into the aristocrat while he slept. William awoke, and discovered the blade stolen and him locked away in his chamber with no form of magical or mundane healing available to him. He bled to death over the course of the next seven hours.
Rapier
+3 AB
-3 Damage
Keen
Wounding -
The Black Archer's Vehemence
This darkwood bow is more a work of art than a weapon of war. Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn.
The bow is specially made for hunting elves, it's abilities highly effective in fighitng off archers and those with elven ancestry.
An two-word inscription in the haft of the weapon hints at it's purpose: "Goth Tel'Dhaeraow" - "Enemy of the Traitors".
Longbow,
Top 7, color 2
Middle 7, color 4
Bottom 3, color 4Attack Bonus [+1]
Attack Bonus vs. Racial Group: Elf [+2]
Cast Spell: Entropic Shield (5) [2 uses/day]
Mighty [+3]