Showing posts with label Magical Marvels. Show all posts
Showing posts with label Magical Marvels. Show all posts

Sunday, February 19, 2012

Magical Marvel's 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 grĂ¢ce 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.

Sunday, February 5, 2012

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.

Friday, January 27, 2012

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...

Saturday, January 21, 2012

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.

Wednesday, December 21, 2011

Magical Marvels 1: The Womb Dagger

If I haven't made this clear before, I'm a huge fan of 4chan's "Traditional Games" forum. This makes me something of an oddity on the "respectable Internet." The general consensus is that everything on 4chan is awful, and saying anything positive about it makes you a bad person. As is often the case, the general consensus on this matter is drawn from ignorance. Not only does it overlook that many of the cute and harmless Internet jokes everyone is so fond of originate there. But it is most often informed by an encounter with /b/. And while /b/tards may be the most numerous of 4chan's contributors, I'm a fa/tg/uy. And I'm proud of that. But defending 4chan's non-/b/ subforums isn't the purpose of this post.

About two years ago I participated in a thread on /tg/ which forged the most horrible magical item any GM has ever concocted. A wicked cursed dagger so ghastly in nature that I honestly hesitated to post about it. It's not an item any civilized GM would include in a game. Its value lies in how amusingly vile it is. We called it: The Womb Dagger. It was created in a generic thread about cursed items [Very mildly NSFW link]. You can view the entire discussion if you like--there are some gems in there. But here is the full write up which I put down on paper once the thread was completed.

I would like to make clear that I am not responsible for creating the majority of this. I merely sorted all my favorite ideas together, then made a nice write-up. I would also like to add, in all seriousness, that this item may be offensive to some readers. If sexual elements in role playing games bother you, you may not wish to read further.

Womb Dagger
Aura Overwhelming Transmutation; CL 28th
Slot none; Weight 2lb.
DESCRIPTION
The dreaded Womb Dagger is a cursed minor artifact created by a long forgotten god of trickery and balance. Most of the few womb daggers are very plain, though a few are adorned with ornate carvings. All Womb Daggers are +6 Keen weapons. However, the true wonder--and horror--of the item is obscured from identification with spells.

When a woman uses the dagger to kill a creature of any type capable of sexual reproduction, the wielder becomes pregnant with the (now dead) creature's offspring. If the character is already pregnant and kills with the dagger, then immediately after giving birth she will become pregnant again. Each killed creature is added to her 'queue.' Creatures are born as halfbreeds, half the DNA of the killed party, and half the DNA of the killer. In some cases this can cause odd creatures to be created, since not all species would normally be genetically compatible.

The dagger wielder can never harm the child in any significant way, but will always recover fully from any injuries relating from pregnancy and birth. In such cases where such injuries may be extreme, such as with hill giant or draconic children, this can be a lifesaving feature of the dagger. The woman's children are strongly predisposed to be quite fond of their mother, and will remain with her as companions throughout her life, barring any extenuating circumstances.

If a woman's queue becomes large enough, she will begin to bear young in 'litters' to avoid an endless repetition of pregnancies after clearing two or three dungeons.

If the dagger is wielded by a man, then any time he kills a creature of any type capable of sexual reproduction, he will "carry" that creature's genetic legacy with him. The next time the male dagger wielder has sexual contact, he will have a 100% fertility rate, negating the use of any preventative measures. Men will maintain a queue of waiting young much like their female counterparts will, though they will only ever pass children along one at a time.

So long as a man wielding the Womb Dagger has a queue of children waiting to be passed on, he will find that he is irresistible to women. Heterosexual women passing within [10 * # of children in queue] feet of him must succeed on a DC: 16 will save or make aggressive advances on him. These women will suffer the same pregnancy and birth related oddities experienced by women who kill with the dagger. This includes their young having a lasting fondness for them. However, that fondness will be overwhelmed by a deep hatred of their father. Most often, these children will leave their mothers once they reach adulthood, and attempt to hunt down and murder their father.
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