Sunday, March 5, 2023

The Dagger of Tarketh One-Eye


+3 Long Dagger (Intelligent Item)

Aura moderate evocation and divination; CL 15th
Slot —; Price 18,302 gp; Weight 1 lb.

DESCRIPTION

This finely crafted +3 long dagger bears an ornate handle wrapped in sea-worn leather, its crossguard shaped like a ship’s wheel - though its symmetry gives it an unsettling resemblance to a chaos star. At its center rests a one-eyed pirate skull, said to house the bound soul of the infamous captain Tarketh One-Eye. The blade itself is etched with faint nautical motifs - waves, rigging lines, and a single unblinking eye - which seem to shift subtly when observed for too long.

The Dagger of Tarketh One-Eye is an intelligent chaotic neutral weapon with the following statistics:

Int 12, Wis 8, Cha 10; Ego 7
Senses 60 ft. vision and hearing
Communication telepathy (Common)

The dagger grants its wielder the ability to use detect magic at will. In addition, Tarketh possesses 10 ranks in Spot, using his own ability modifiers to perceive his surroundings independently of the wielder.

Tarketh’s personality is overbearing, vulgar, and relentlessly sarcastic. He frequently engages in crude humor, obscene storytelling, and biting commentary directed at both allies and enemies alike. Though capable of telepathic communication, Tarketh finds it deeply offensive if his wielder does not respond aloud. Should he be ignored in this fashion, he becomes petulant and uncooperative, suppressing all granted abilities - including detect magic - for 1 week.

LORE

Tarketh One-Eye was once the feared captain of the Wayfarer’s Daughter, a corsair vessel whose name became synonymous with bold raids and reckless cruelty. His reputation for audacity was rivaled only by his arrogance - a trait that ultimately proved his undoing. After a string of increasingly brazen offenses, including an ill-advised liaison with the daughter of Governor Maximilien D’Aramitz, Tarketh was captured and sentenced to death.

Facing execution, Tarketh struck a desperate bargain with a powerful wizard. In exchange for revealing the location of his hidden fortune, he demanded that his soul be preserved. The wizard, adhering with meticulous precision to the letter of the agreement, bound Tarketh’s soul into his dagger at the moment of his death. Tarketh’s fury at this interpretation has endured ever since, manifesting as an endless stream of complaints, insults, and crude observations.

Over the years, the dagger has passed through many hands, rarely remaining with any one wielder for long. Some have abandoned it out of frustration, others out of sheer exhaustion. Tarketh’s constant need for engagement, combined with his abrasive personality, has proven too much for most to tolerate. Nevertheless, the dagger remains a valuable companion for those willing to endure its… conversational tendencies.

It is currently in the possession of the wizard Kelwyn, who appears uniquely suited to the dagger’s temperament. The two engage in frequent and spirited exchanges, with Kelwyn referring to Tarketh as his “brother by other parents - and also a dead man in a dagger.”

CONSTRUCTION

Requirements Craft Magic Arms and Armor, trap the soul, suggestion, guidance
Cost 9,152 gp, 732 XP

Kelwyn’s Notes…

Ah… Tarketh.

An insufferable creature. A vulgarian. A man of such staggering poor judgment that even death failed to correct him - which, I must admit, I find rather admirable.

Yes, I keep him close. Not because I must, you understand, but because I have yet to encounter another entity quite so committed to being consistently… himself. There is a reliability in that, however grating it may be. One always knows precisely what to expect - which is to say, noise, complaints, and a level of commentary that would make a dockside drunkard pause for reflection.

And yet… he is useful.

The sight he provides, the constant awareness, the effortless detection of magical nuance - these are not trivial advantages. More importantly, he pays attention. Tirelessly. Intrusively. With all the subtlety of a man who believes silence is a personal failing. It is, in its own way, reassuring to have something at hand that notices everything, even if one must endure a running critique of one’s decisions in return.

There is, of course, the minor social complication.

You see, while Tarketh speaks with great enthusiasm, he does so only to me. To everyone else, there is nothing - no voice, no whisper, no helpful indication that I am, in fact, engaged in a two-sided exchange. From an external perspective, I am simply… conversing with a dagger. Responding, occasionally arguing, at times correcting what appears to be an inanimate object with what I am assured is excessive seriousness.

This has, unsurprisingly, led to certain conclusions.

I do not concern myself with them.

If anything, it serves as a convenient filter. Those inclined to question my composure are rarely worth the effort of explanation, and those who remain… tend to adapt rather quickly. It is remarkable how swiftly “madness” becomes “eccentricity” once it proves consistently correct.

Our arrangement, then, is… functional.

He demands acknowledgment - spoken, no less, as though I were required to participate in some ongoing theatrical performance. I indulge him. It costs me little, and the alternative - a week of sulking silence - is, paradoxically, far more irritating. One becomes accustomed to the noise. To the presence. To the constant, abrasive assurance that one is not alone with one’s thoughts.

I have, on occasion, referred to him as a friend.

He finds this offensive.

Which, I think, rather proves the point.

There is something oddly comforting about a companion who cannot pretend to be anything other than what he is - no hidden motives, no veiled intentions, no carefully curated civility. Just honesty, stripped of all refinement and delivered with enthusiastic disregard for propriety.

Still…

I would not recommend him to everyone.

One must possess a certain tolerance for… conversation.

And perhaps an appreciation for the fact that some voices, however irritating…

…are preferable to silence.


Goggles of Perception

Goggles of Perception


These heavy, brass-rimmed goggles are fitted with thick, green-tinted lenses and a series of fine adjustment dials along the sides. Tiny internal mechanisms softly click and hum when worn, as though constantly refining the wearer’s sight.

Aura faint divination
Caster Level 1st
Slot eyes
Price 2,500 gp
Weight 1 lb

DESCRIPTION

These enchanted goggles sharpen the wearer’s ability to notice subtle details in their surroundings. While worn, the goggles grant a +5 competence bonus on Spot checks.

The lenses automatically adjust to light and motion, briefly magnifying areas of interest. However, the enchantment occasionally overcompensates - reflections may seem like movement, and insignificant details can momentarily draw intense focus before fading back into normal perception.

CONSTRUCTION

Requirements Craft Wondrous Item, detect magic
Cost 1,250 gp, 100 XP

LORE

Goggles of Perception are widely believed to be derived from early gnomish optical experiments, though their exact origin is disputed among scholars. Some claim they were designed to aid watchmen and scouts in spotting distant threats, while others insist they were first created by paranoid artificers obsessed with uncovering hidden truths.

Many surviving pairs show signs of constant recalibration, as if the devices themselves resist remaining properly tuned. Owners often develop peculiar habits while using them - tilting their heads at odd angles, pausing mid-conversation to stare at nothing, or insisting they saw something just out of sight.

In certain circles, these goggles are viewed with a mix of admiration and unease. They are undeniably useful… but those who rely on them too heavily sometimes begin to question whether they are truly seeing more - or simply seeing too much.

Friday, March 3, 2023

Trivial Magic Items

Trivial Magic Items

The following items are considered trivial magic items - minor enchanted tools whose effects are limited in scope, convenience, or potency. While they rarely offer direct combat advantage, clever adventurers often find unexpected uses for them in the field. These items are commonly produced by apprentice enchanters, hedge mages, and guild artisans honing their craft.

The standard market price for most trivial magic items is 563 gp, reflecting the baseline cost of a command word item usable three times per day at caster level 1. This places such items beyond the means of common laborers, yet comfortably within reach of most adventurers, minor nobles, and successful tradesfolk. In more magically saturated regions - such as large port cities or arcane academies - these items may be more readily available, while in rural or superstitious regions, they may be rare curiosities.

Dungeon Masters are encouraged to adjust pricing, availability, and even cultural significance to suit the tone and economy of their campaign. In some settings, trivial items may be mass-produced novelties; in others, they may be prized heirlooms imbued with quiet, everyday magic.

Everchill Mug


This sturdy pint mug is typically fashioned from thick clay, pewter, or carved hardwood, often reinforced with iron banding. Its surface is usually plain, though some examples bear the faint maker’s mark of a brewer’s guild or an apprentice enchanter’s sigil etched into the base.

At the speaking of a command word, the mug instantly cools any liquid within it to a crisp, refreshing temperature. The effect is gentle and precise - never freezing, never diluting - making it particularly prized among sailors, tavern-goers, and travelers in warm climates. The magic may be invoked up to three times per day.

Many Everchill Mugs originate from coastal cities where heat and humidity spoil drink quickly. Some are gifted as tokens of hospitality, while others are quietly enchanted by tavern owners seeking to elevate their reputation. It is said that certain mugs retain faint echoes of laughter and song from the establishments they once served in.

Faint Universal; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Spoon of Poison Detection


This finely crafted spoon is typically made of polished silver or steel, with a small quartz crystal set into the handle. When used to stir a liquid, the crystal reacts to toxins with an unmistakable glow - shining a vivid green for one full minute if poison is present, even in minute quantities.

The spoon functions up to three times per day and is sensitive enough to detect both mundane and magical poisons, though it provides no information beyond presence or absence. As such, it is favored by cautious nobles, paranoid courtiers, and those who have made enemies in quiet places.

Legends tell of entire noble houses that relied upon such spoons to survive generations of intrigue. Some spoons are rumored to have “failed” at critical moments - whether due to tampering, sabotage, or darker magic remains a matter of whispered debate.

Faint Divination; CL 1st
Craft Wondrous Item, Detect Poison
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Needle of Mending


This slender bone needle appears unremarkable at first glance, though it is always perfectly balanced and never dulls or bends. When touched to a damaged object and activated with a command word, it channels a minor restorative enchantment identical to the mending cantrip.

The needle may be used up to three times per day, repairing small tears, cracks, or breaks with delicate precision. It is especially beloved by tailors, cobblers, and traveling performers who rely on maintaining appearances despite the wear of the road.

Many such needles are crafted as final exercises by apprentice enchanters, often given as gifts to family members or sold cheaply to fund further study. Some bear faint personal touches - initials, tiny engravings, or thread-wrapped grips - hinting at the identity of their creator.

Faint Transmutation; CL 1st
Craft Wondrous Item, Mending
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Pot of Cooking


This squat iron pot weighs approximately two pounds and is blackened as though from years of use, regardless of its actual age. When activated by command word, it generates a steady internal heat, cooking up to one pound of food placed within it. The process completes in three minutes, producing a simple but thoroughly cooked meal.

The pot may be used up to three times per day and requires no external fuel. While it cannot enhance flavor beyond the quality of its ingredients, it ensures reliability - a trait invaluable to adventurers, soldiers, and wanderers.

Such pots are commonly produced in regions with strong mercantile or military traditions, where portable and dependable cooking tools are in high demand. Some bear regimental markings, suggesting they were once standard issue among certain forces.

Faint Evocation [Fire]; CL 1st
Craft Wondrous Item, Cook
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Button of Perfect Fit


This small, unassuming button may be sewn onto any garment. Once attached, it subtly adjusts the surrounding fabric to ensure a perfect, comfortable fit for the wearer, regardless of minor fluctuations in body size or posture.

The effect is limited in scope, never altering the garment’s overall structure or style, but it eliminates the discomfort of tight seams or loose draping. The magic functions continuously while the button remains attached.

These buttons are especially popular among traveling merchants, minor nobility, and performers, who must maintain a presentable appearance despite long journeys or irregular meals. Some tailors quietly include one in their finest commissions.

Faint Transmutation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Candle of Steady Flame


This simple wax candle burns with an unwavering flame that cannot be extinguished by ordinary wind, drafts, or light rain. It sheds light as a normal candle and burns for 8 hours.

The flame offers no additional brightness or magical illumination, but its reliability makes it invaluable in damp cellars, aboard ships, or in the humid night air of coastal cities.

Such candles are commonly used by scribes, priests, and night watchmen. Some say they were first developed by monks tired of rewriting entire passages after a careless gust.

Faint Evocation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Coin of Calling


This ordinary-looking copper coin is one half of a matched pair. When one coin is tapped against a hard surface, the other emits a faint but distinct ringing sound, audible within 30 feet.

The effect functions up to three times per day and only works between the paired coins. It conveys no additional information beyond the sound.

Often used by business partners, discreet lovers, or conspirators, these coins are a favorite tool for simple communication without drawing attention. Losing one, however, can lead to awkward misunderstandings.

Faint Divination; CL 1st
Craft Wondrous Item, Message
Price 563 gp (pair)
Cost 281 gp 5 sp + 23 XP

Handkerchief of Freshness


This soft cloth handkerchief always remains clean, dry, and faintly scented with a pleasant but subtle fragrance. Dirt, sweat, and minor stains vanish from its surface within moments.

It offers no protective or curative properties, but it is endlessly reusable and never becomes unpleasant to carry.

Favored by nobles, duelists, and those concerned with appearances, these handkerchiefs are often embroidered with initials or family crests. Some are even exchanged as tokens of affection.

Faint Conjuration; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Quill of Unbroken Script


This elegant writing quill never runs dry of ink while held. It produces a steady flow suitable for writing, though it cannot create ink beyond what is necessary for normal script.

The quill cannot alter the content written, nor does it improve penmanship - it simply ensures uninterrupted writing.

Scholars, bureaucrats, and court scribes value these highly, especially during long transcription work. Some are said to have been used to draft treaties, confessions, and love letters alike.

Faint Conjuration; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Boots of Dry Passage


These simple leather boots keep the wearer’s feet dry when walking through shallow water, mud, or damp terrain. The effect extends only a few inches above the sole.

They provide no protection against deep immersion, harsh environments, or magical effects, but they greatly improve comfort during travel.

Particularly popular in swampy or coastal regions, these boots are a quiet staple among messengers, dockworkers, and certain less-than-legal couriers.

Faint Transmutation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Verdant Vigil Candle

Verdant Vigil Candle Aura moderate transmutation and conjuration; CL 7th Slot —; Price 8,400 gp; Weight 1 lb. DESCRIPTION This thick candle ...