Tortured Treasures

June 12th, 2013

Alex Riggs

Magic Market Archive

            As I explained on Monday, when I think of inquisitors, I think of the inquisition, and dark, dank dungeons filled with terrible implements of excruciating and inhuman torture. So, naturally, when it came time to create some inquisitor-themed items, it was to torture devices (and the vaguely related practice of mortification of the flesh) that I turned for inspiration. So, without further ado, inquisitors, fire up your hot pokers, because the following items will really get you talking, if you know what I mean.


Aura moderate enchantment; CL 11th
Slot none; Price 160,000 gp; Weight 5 lbs.
Construction Requirements Craft Wondrous Item, geas/quest; Cost 80,000 gp

            These branding irons are universally outlawed in all civilized nations, though some tyrannical governments still allow their own torturers to use them for the good of the crown. Each one is made with a different design, but they are all made of pure gold, as these branding irons do not require heat in order to leave their mark on the target, and so melting is not a concern.

            As a full-round action that provokes attacks of opportunity, the wielder of a branding iron of enslavement can hold it to the flesh of a humanoid creature. If the creature is not either willing or helpless, this requires a melee touch attack. Each round that the branding iron of enslavement remains in contact with the target, it deals 2d6 points of damage. If the branding iron of enslavement is held to a creature for three full rounds without losing contact at any point (something that is generally impossible to do unless the target is either helpless or willing), then it leaves a magical brand on the target.

            Once branded, the target obeys all commands that are given to it by the creature that branded it or by any creature holding the branding iron of enslavement with which it was branded, as though each such command were a separate geas spell.

            A creature that has been branded in this way remains branded for 4d4 days, after which the scars from the brand heal, and it is released from the effect. A heal or regenerate spell can remove the scars early, and a remove curse spell, or more powerful magic, can release the creature from the effect of the branding iron of enslavement, but does not remove the scar.


Aura moderate necromancy; CL 11th
Slot –; Price 85,000 gp; Weight 200 lbs.
Construction Requirements Craft Wondrous Item, harm; Cost 42,500 gp

            These iron maidens are made of pure adamantine. The front bears standard engravings of a horribly tortured man or woman, and the inside of the door is covered in myriad dagger-like protrusions of various lengths and thicknesses. When the door is closed with a person inside, a command word can be spoken, which causes the front of the door to be transparent, allowing the person inside to be observed and conversed with easily.

            Whenever a creature is placed inside an iron maiden of piercing questions and the door is closed (closing the door is a full-round action, and only helpless creatures can be forced into the iron maiden of piercing questions against their will), the target is reduced to exactly 1 hit point. For every five hit points lost in this way, the user of the iron maiden of piercing questions gains a cumulative +1 bonus on any Intimidate checks made against the creature imprisoned within the iron maiden of piercing questions. This bonus lasts until the user has made five Intimidate checks against the imprisoned creature, or until the iron maiden of piercing questions has been opened, whichever comes first.


Aura faint enchantment; CL 3rd
Slot none; Price 10,000 gp; Weight 2 lbs.
Construction Requirements Craft Wondrous Item, calm emotions; Cost 5,000 gp

            This petite whip is too small to be used in combat, but has other uses. Its handle is made of a polished, porous black wood, with one end carved to resemble the face of a solemn monk. At the other end are attached numerous cords of dark red rope, each of which is between one and two feet long, and ends in a knot.

            The scourge of contrition can be used to ritually punish oneself or another for any misdeeds, and provides a calming effect which protects those it is used upon from despair, guilt, or other negative emotions. Using the scourge of contrition requires several rounds, though these need not be simultaneous. Each round, as a full-round action, the creature to be affected must be flogged with the scourge, which deals 1d4 points of damage for each such round. Unlike most whips, this is lethal damage, and not negated by armor or natural armor. After the target has suffered a total of 25 points of damage from the scourge (any damage prevented by damage reduction, or other effects, does not count towards this total, though the target can be healed of the damage without penalty), the target becomes immune to any harmful effects with the emotion descriptor for the next 24 hours. This includes all effects with the emotion descriptor that allow a saving throw that is not denoted as harmless.