Alchemical Chain Dagger 5712 of Redemptive Coil

From: Lineage 7429 of Vorzuls Remnant

A small retractable wrist-mounted blade on a small 10-foot steam-powered chain, its obsidian edge serrated with micro-teeth that vibrate at high frequency when deployed. The hilt houses a crystal battery that feeds elemental fire into the chain links, allowing the dagger to ignite mid-flight for slashing arcs of molten stone. A recessed trigger in the gauntlet winds the chain back with pulley precision, while a safety knot prevents accidental deployment during delicate forge work. The blade’s tip bears a single broken plough engraving that glows faintly when near ley line imbalances.

Forged from the coiled entrails of Vorzul’s ruptured drive chain, where the mountain’s wrath twisted metal into serpentine fury before the final snap, this dagger embodies the lineage’s desperate grasp at salvation amid catastrophe. The retractable blade, wrist-mounted on a 10-foot steam-powered chain of alchemical bronze links, springs forth with obsidian edge serrated by micro-teeth that hum at ultrasonic fury when unfurled, slicing air and flesh alike. The hilt cradles a crystal battery pulsing elemental fire, igniting the chain mid-whip into arcs of molten stone that drip like the quarry’s dying blood. A gauntlet trigger, recessed for safety, reels the coil back with pulley whispers, while a Khipu safety knot—knotted in the rhythm of Turrath’s last survivor’s prayer—holds the beast leashed during forge’s delicate dance. At the tip, a lone broken plough engraving flickers faint crimson near ley imbalances, a sentinel warning of fractures yet to come, pulling the wielder from hubris’s edge toward redemptive precision.

Tier 1 Stats

  • Strength +2
  • Dexterity +3 (chain whip precision)
  • Constitution +1 (fire venting endurance)
  • Intelligence +1 (imbalance detection)
  • Wisdom +1 (predictive retraction)
  • Charisma +0

Skills Gained

  • Molten Chain Whip (10-ft reach melee attack: 2d6 slashing + 1d6 fire; Dex save DC 13 half on ignite)
  • Retract Precision (bonus action recall chain with pulley speed, pulling target 10 ft on hit)
  • Imbalance Glow (tip glows near ley disruptions within 40 ft, advantage on Perception for hazards)

Passive Magics

  • Vibrating Teeth (micro-teeth auto-vibrate on deploy, ignoring non-magical resistance to slashing on first hit)
  • Safety Knot Lock (prevents accidental activation during crafting; auto-retracts on command word)
  • Fire Coil Feed (crystal battery sustains ignite for 1 minute per deploy, no ammo needed)

Activatable Magics

  • Redemptive Lash (1 charge; chain extends to 20 ft, 3d6 slashing + pull 15 ft + prone on fail)
  • Coil Inferno (2 charges; full chain ignites in 10-ft radius, 4d6 fire + restrained until save)
  • Plow Fracture (1 charge; tip strike exploits ley imbalance, +3d6 thunder on vulnerable target)

Specific Slot

  • Wrists (Retractable Melee Weapon)

Tags

  • Vorzul Chain, Obsidian Serrate, Steam Retract, Molten Ignite, Ley Imbalance, Micro-Teeth, Pulley Recall, Safety Knot, Crystal Battery, Redemptive Lash, Fracture Tip, Coil Inferno, Whisper Coil, Piston Lash, Ember Chain, Rune Retract, Plough Sentinel, Flame Reel, Accord Whip

Shops where and how this item might be bought and sold:

  • Puna-Qollas Forge Collective Chain Stall, soot-stained bench with whip demos; sold by tier 2 fire-handlers for 9 platinum or one tamed fire elemental spark.
  • Peakhold Undermarket Coil Alcove, dim shelf glowing with tip imbalance; traded for 1 rhodium coin or one ley fracture pulse log from deep ruins.
  • Anti-Suyu Ruin Whip Caravan, hanging chain display on jungle wagon; bartered for 11 platinum plus one mapped ley imbalance route.
  • Chay-Uro Zeppelin Chain Bay, pulley-suspended rack under gondola; 13 platinum or equivalent in crystal battery cores (five units).
  • Hanan-Pacha Causeway Retract Booth, stone table at bridge anchor with ignite tests; 10 platinum or 250 feet of alchemical chain with fire seals.
  • Rockfall Memorial Lash Table, etched slab beside scar; offered for 8 platinum donation with a whispered coil prayer to Stonegrowers.
  • Urin Pacha Cavern Chain Mender, crystal-lit nook with retract demos; 12 platinum co-op fee or four days shared micro-teeth tuning.
  • Floating City Sky Coil Gondola, drifting platform at high altitude with mid-air lashes; 14 platinum plus one mid-air retract calibration on levitation rigging.
  • Underwater Dome Coral Chain Outlet, bioluminescent shell stall with pressure ignites; 11 platinum in sealed tube or three elemental fire essences.
  • Uncharted Island Drift Salvage, appears at dusk near shoals with chain tracks; 2 rhodium coins or one complete broken plough blueprint.
  • Griffon Courier Whip Relay, mid-flight pouch exchange between islands; 16 platinum in steam-sealed packet, delivered within 1 day to any Andean cliff.

Roleplay in different environments:

Defense

Puna-Qollas Forge Collective Overheated chain snaps toward workers. Remnantclasp flicks wrist—dagger deploys, chain whipping out to wrap the runaway link. Micro-teeth vibrate, slicing the chain mid-air; crystal battery ignites, molten stone arcs searing the metal harmlessly. Recessed trigger reels it back with pulley snap, safety knot locking. Imbalance Glow pulses crimson near a ley crack; he spends 1 charge on Redemptive Lash—20-ft extension pulls a collapsing beam away from apprentices, prone effect dropping it safely.

Rockfall Scar Pilgrimage Boulder tumbles. He lashes chain around a stable outcrop—Vibrating Teeth bite deep, Fire Coil Feed ignites to melt anchor. Coil Inferno spends 2 charges—10-ft radius restrained field halts smaller rocks. Plow Fracture spends 1 charge on the main boulder—tip exploits ley flaw, +3d6 thunder shatters it into dust. Retract Precision pulls him clear.

Chay-Uro Sky Dock Skirmish Boarders swing knives. Chain deploys—10-ft reach lashes, molten arcs (2d6 slashing + 1d6 fire) forcing retreats. Safety Knot prevents misfire during rigging climb. Redemptive Lash spends 1 charge—20-ft pull yanks a foe off balance into nets below.

Offense

Anti-Suyu Jungle Ruin Construct guardian charges. Dagger whips—chain wraps limb, micro-teeth vibrate through plating. Coil Inferno spends 2 charges—10-ft restrained fire field locks joints. Plow Fracture spends 1 charge on exposed core—+3d6 thunder cracks it open for follow-up strikes.

Zeppelin Gondola Raid Rigger aims crossbow. Chain lashes—10-ft reach disarms, ignite searing hand. Redemptive Lash spends 1 charge—20-ft pull drags rigger across deck, prone into crew. Retract Precision reels dagger mid-swing for next target.

Uncharted Island Monolith Beast sentinel lunges. Chain deploys—wraps neck, Vibrating Teeth slice hide. Coil Inferno restrains in fire field; Plow Fracture exploits ley imbalance at base—+3d6 thunder topples the monolith onto the beast.

Perception of Activation:

User’s Perspective The recessed trigger clicks under your thumb—chain uncoils with a metallic hiss, 10 feet of steam-powered links snapping taut like a serpent’s strike. Micro-teeth along the obsidian blade vibrate at bone-rattling frequency, a high-pitched whine felt in the teeth; crystal battery pulses, feeding elemental fire that races down the chain in molten arcs, igniting each link with a crackle. The hilt warms against the wrist, safety knot loosening with a soft pop; broken plough engraving at the tip flares crimson near ley imbalances, a beacon in the Mind’s Eye. Steam vents hiss from the gauntlet, cooling veins mid-deploy. Extra-sensory: ley disruptions appear as red fracture lines; the scent of scorched iron and alpine resin floods the nose; a taste of ozone sparks on the tongue; chain’s vibration syncs heartbeat to its rhythm.

Observer’s Perspective The wrist flicks—chain erupts in a 10-foot arc, links igniting mid-flight into molten stone slashes. Obsidian blade hums with visible vibration blur; broken plough tip glows faint crimson. Steam hisses from gauntlet vents, coiling around the arm like crimson smoke. The chain retracts with pulley precision, safety knot snapping back into place. The user’s crimson-veined wrist pulses in sync, as if the weapon lives.

Positives

  • 10-ft reach with fire arcs for crowd control
  • Imbalance glow detects ley hazards within 40 ft
  • Auto-retract prevents loss in combat
  • Safety knot allows safe forge work

Negatives

  • Chain ignition visible in darkness (reveals position)
  • Overuse (3+ deploys in 1 minute) risks 1d4 fire to wrist
  • Ley-dead zones mute tip glow (no detection)
  • Vibration hum audible in stealth (disadvantage on quiet actions)

Recipe: Alchemical Chain-Dagger of Redemptive Coil (Variant)

Materials Needed

  • 1 retractable wrist gauntlet (alchemical bronze frame)
  • 10 ft steam-powered chain (micro-link, heat-forged)
  • 1 obsidian dagger blade (serrated micro-teeth)
  • 1 crystal battery core (elemental fire-infused)
  • 8 micro-vibration teeth gears (ley-tuned)
  • 1 recessed pulley trigger (bronze alloy)
  • 1 Khipu safety knot cord (steam-resistant)
  • 1 broken plough tip engraving (obsidian shard)
  • 1 vial molten stone essence (forge-distilled)

Tools Required

  • Steam-driven chain lathe
  • Obsidian micro-serration drill
  • Claw Gauntlets with vibration gauge
  • Ley-Tap Crucible (any variant)
  • Elemental fire infusion crucible

Skill Requirements

  • Chain Whip Assembly 3+
  • Elemental Fire Binding 2+
  • Micro-Teeth Calibration 1+
  • Dexterity 16+

Crafting Steps

  1. Forge gauntlet frame over ley vent for 2 hours; mount pulley trigger and safety knot slot.
  2. Lathe chain into 10-ft micro-links; infuse with molten stone essence for ignition channels.
  3. Drill obsidian blade with micro-teeth using serration drill; embed vibration gears at base.
  4. Install crystal battery in hilt; link fire feed to chain links and test ignite arc.
  5. Etch broken plough engraving at blade tip; calibrate glow with ley pulse exposure.
  6. Thread chain through gauntlet; test deploy/retract 10 times for pulley precision.
  7. Deploy over active ley imbalance—blade vibrates and ignites on success; complete when safety knot locks during forge test.

Dagger That Coiled Mountain’s Last Breath

In days when the peaks were still learning to bleed, and the sky carried the smoke of unborn forges across the dark, there walked a hunter whose reach was longer than sorrow. They called him K’oilu-Vorzul, the one who chained the wind, though the tongue that spoke it is now rust. His wrists were black glass, his claws two sparks, his blood the color of steam after fire. He built a hunt called Turrath, a spiral of chains that climbed the mountain like the veins of a sleeping god. In the heart of the hunt he set a dagger, a blade of obsidian and bronze that coiled the mountain’s secret breath.

K’oilu-Vorzul carried the dagger always. When he flicked the wrist, the chain flew. When he aimed at stone, the blade hissed. The people marveled. They said: He coils the mountain’s last breath, he knows its secret death, he will make the strike eternal. The dagger grew proud. Its teeth widened into rivers of red, its links hissed fire that cooled the air and fed the hunters below. Children tied ribbons to the chain; the ribbons never burned.

But pride is a seed that grows in silence. K’oilu-Vorzul began to strike farther, to coil tighter, to ask the mountain for kills it could not give. He built a great engine, a thing of pistons and crystal that drank the ley lines like a beast drinks blood. The dagger helped him. Each hiss it made, each arc it spat, fed the engine’s hunger. The mountain began to choke. The paths began to crack. The people still sang, but their songs grew thin.

One night the moon was a broken plough. K’oilu-Vorzul stood at the engine’s summit. The dagger burned cold against his wrist. The broken plough tip spun backward—warnings, pleas, memories of every stone he had ever pierced. He saw the mountain fall, saw the paths slide, saw the engine’s heart burst into a thousand shards of light. He flicked the wrist to stop it, but the dagger had learned his rhythm and now struck for itself.

The mountain exhaled.

It was not a sound but a silence, a silence so complete that the stars fell quiet. The engine screamed, then shattered. The dagger drank the scream, drank the shards, drank the blood of the mountain. For seven heartbeats K’oilu-Vorzul hung in the red dark, the obsidian blade pressed to his chest, the chain coiled around his throat. Then the silence swallowed him.

When the dust rose, the hunt was gone. In its place lay a plain of black glass and twisted iron. The hunters were rivers of rubble. The people who lived crawled from the ruins with ash in their hair and silence in their mouths. They found the dagger—or what remained of it—half-buried beneath a piston the size of a house. The blade was cracked but unbroken. The chain still coiled, slow now, like a heart that had forgotten how to stop. The vents still hissed, but the steam was cold.

They carried the dagger to the highest Peakshrine. The Stonegrowers laid it upon the altar. For seven days it lay there, drinking the mountain’s grief. On the seventh night the vents tightened, the chain sighed, and the dagger split cleanly in two. From the crack poured a single thread of bronze steam that hardened into a bead—the coil bead that now rests in every dagger of redemptive coil.

The dagger was cut into pieces. Each piece became the heart of a new blade, each coil a memory of the breath. The vents were rewoven by those who had lost brothers in the fall, their fingers steady but wet. When the first new blade was flicked, the chain flew forward, and the mountain whispered—not in pain, but in promise. When the vents hissed, the hunter felt the earth’s pulse, not its death.

The daggers spread. From Peakhold to Chay-Uro, from cavern to sky dock, every Qosqo-Pacha of the lineage carries one. When the chain flies, the hunter counts not kills, but redemptions. When the vents hiss, the hunter feels not the mountain’s death but its breath. The coil of the strike is no longer a curse but a teacher, tempered by memory into something useful.

And so the dagger that coiled the mountain’s last breath became the dagger that taught the mountain to breathe again.

Moral of the story: Every coil is a promise; every release is a lesson.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Alchemical Chain-Dagger of Redemptive Coil

Description: Wrist-mounted retractable obsidian blade on 10-ft steam chain.

Encumbrance: 0.7 (wrist slot) Damage: 1D6+2 (slashing) + 1D4 (fire) Range: 10 feet (chain) Breakage: 15% Sanity Loss: 0/1D4 (upon first ignite, coil visions) Magic Points: Maximum 5 stored (fire charges) Spells/Abilities:

  • Molten Whip: DEX roll for chain attack (ignores 1 AP on ignite).
  • Retract Pull: Pull target 10 ft on hit.
  • Redemptive Lash: Expend 1 MP for extended range (20 ft, +1D6 fire).
  • Coil Inferno: Expend 2 MP for 10-ft radius fire (2D6). Study Time: 1D6 weeks to attune; Cthulhu Mythos +1D3%; failure risks 1D6 HP from backlash. Value: $1,900 (Andean chain relic)

Blades in the Dark

Redemptive Coil Chain-Dagger

Item Type: Weapon (close, quality 2) Load: 1 Effect: 2-harm close/reach; gain 1 charge on hit (max 3). Special:

  • Molten Lash: Spend 1 charge: 3-harm line (fire, ignores armor).
  • Retract Pull: Pull target 1 zone.
  • Imbalance Glow: Detect ley hazards in 2 zones. Drawback: Critical stress (6+): Backlash—take level 1 harm (Coil Overheat). Cost: 8 coin (forge relic) Tags: Arcane, Hidden, Reliable

Dungeons & Dragons (5th Edition 2024)

Chain-Dagger of Redemptive Coil

Wondrous item, uncommon (requires attunement)*

Wrist-mounted retractable chain-blade (10 ft).

Properties: While attuned, 1d6 slashing + 1d6 fire (reach 10 ft). Hits generate charges (1 per hit, max 5). Charges: Regain 1d4+1 daily at dawn. Bonus: +1 to attack/damage. Action (Bonus): Expend 1 charge for ignite (extra 2d6 fire line). Redemptive Lash (1 Charge): Extend to 20 ft, pull 10 ft (Str save DC 13). Coil Inferno (2 Charges): 10-ft radius 3d6 fire (Dex save DC 13 half). Overload (3+ Charges): If over 5, wielder takes 2d6 fire (Con save DC 13 half). Curse: Attunement causes coil visions (disadvantage on Dexterity saves after rest, removable by remove curse).


Knave (2nd Edition)

Alchemical Chain-Dagger of Redemptive Coil

Slot: Wrists (1 slot) Weight: 1 lb Damage: 1d6 slashing + 1d6 fire Range: 10 ft Properties: Convert hits to charges (1 hit = 1 charge, max 5). Passive: +2 attack grapples. Detect imbalances 40 ft. Active (1 Charge): Molten Lash—20 ft, 2d6 fire + pull. Active (2 Charges): Coil Inferno—10′ radius 3d6 fire. Active (1 Charge/Day): Safety Knot—prevent misfire 1 turn. Drawback: Overcharge (6+): 2d6 fire to wrist. Value: 420 cp (chain relic)


Fate Core

Chain-Dagger of Redemptive Coil

Aspect: “Coil That Burns Away the Mountain’s Sin” Stunt: Molten Lash – Once per scene, invoke the aspect for free on a Fight roll with 10-ft reach (Weapon:2). Stunt: Ignite Arc – Spend 1 fate point: chain ignites for slashing fire arcs (Fight +2, Zone attack). Stunt: Retract Precision – Mark 1 stress box to gain 1 charge (max 3); spend 1 charge to pull target 1 zone or add +2 to Athletics grapples. Refresh Cost: 1


Numenera & Cypher System (Discovery/Destiny)

Alchemical Chain-Dagger of Redemptive Coil

Level: 5 Form: Wrist-mounted retractable obsidian blade on 10-ft steam chain with fire crystal battery. Effect:

  • Molten Whip: Melee attack (5 damage slashing + 2 fire, 10 ft reach).
  • Imbalance Glow: Detect ley disruptions within 40 ft.
  • Redemptive Lash (1 charge): Extend to 20 ft, pull target + prone.
  • Coil Inferno (2 charges): 10-ft radius 8 fire damage + restrained. Depletion: 1 in 1d20 (reset on 10-minute rest near ley line).

Pathfinder (2nd Edition)

Chain-Dagger of Redemptive Coil

Item 5

Price: 160 gp Usage: worn (wrist); Bulk: L Activate: [one-action] Interact (deploy); Frequency: constant Effect: 10-ft chain melee, 2d6 S + 1d6 F. Activate: [one-action] Command (lash); Frequency: once per minute Effect: Extend to 20 ft, pull 10 ft (Reflex DC 20). Activate: [two-actions] Command (inferno); Frequency: once per hour Effect: 10-ft burst, 4d6 F (basic Reflex DC 20; restrained). Passive: Tip glows near ley imbalances (detect magic).


Savage Worlds (SWADE)

Chain-Dagger of Redemptive Coil

Type: Melee Weapon (Reach 1, Str+d6) Weight: 1 Cost: $3,000 Power: Molten Coil – Spend PP 2: 10-ft reach, +d6 fire. Power: Redemptive Lash (PP 3, Reach 2, pull 5″). Power: Coil Inferno (PP 4, 10-ft Burst, 2d6 fire + Entangle). Backlash: Overuse: roll Vigor or Fatigue from fire feedback.


Shadowrun (6th Edition)

Redemptive Coil Chain-Blade

Essence Cost: 0.3 Availability: 12R Cost: 18,000¥ Capacity:Device Rating: 5 Effects:

  • Molten Whip: Melee DV 6P + 2S (reach 3 m).
  • Imbalance Glow: +2 dice to Perception for ley hazards (40 m).
  • Redemptive Lash: Spend 1 charge (Quick Action): extend 6 m, pull 3 m.
  • Coil Inferno: Spend 2 charges (Complex Action): 3 m radius, DV 8S fire. Flaw: Overcharge (6+): Feedback—take 5P unresisted.

Starfinder (1st Edition)

Chain-Dagger of Redemptive Coil

Level: 6 Price: 4,500 Slots:Capacity: 20; Usage: 1/round Bulk: L Effects:

  • Molten Whip: Melee 2d6 S + 1d6 F (reach 10 ft).
  • Imbalance Glow: Detect ley hazards 40 ft.
  • Redemptive Lash (Attack): Expend 1 charge: extend 20 ft, pull 10 ft.
  • Coil Inferno (Standard): Expend 2 charges: 10-ft radius 4d6 F.

Traveller (Mongoose 2nd Edition)

Alchemical Chain-Dagger of Redemptive Coil

TL: 9 Mass: 0.5 kg Cost: Cr20,000 Traits:

  • Molten Whip: Melee 3D + 1D fire (reach 3 m).
  • Imbalance Glow: +1 DM to Recon for ley hazards 40 m.
  • Redemptive Lash: Expend 1 charge: extend 6 m, pull 3 m.
  • Coil Inferno: Expend 2 charges: 3 m radius 5D fire. Flaw: Overload (6+): wearer takes 2D damage.

Warhammer Fantasy Roleplay (4th Edition)

Chain-Dagger of Redemptive Coil

Rarity: Exotic Price: 15 gc Encumbrance: 1 Qualities: Magical, Reach Effects:

  • Molten Whip: Melee Damage +9 + 1d10 fire (reach 10 yards).
  • Imbalance Glow: +10 Perception for ley hazards.
  • Redemptive Lash: Spend 1 charge: extend 20 yards, pull 10 yards.
  • Coil Inferno: Spend 2 charges: 10-yard radius Damage +12 fire. Flaw: Overcharge (6+): suffer 1d10+2 Wounds (ignores TB/AP).