From: Aquilscalyfinfur 837
A flexible, scale-embedded guard that wraps around the creature’s tail, offering protection and enhancing its use as a weapon. The guard is imbued with a venomous enchantment, adding a toxic effect to tail strikes.
Lore
- Origin: The Serpentcoil Tailguard draws inspiration from the great draconic serpents of Saṃsāra’s mythology. These legendary creatures were said to possess tails capable of crushing foes and delivering venom potent enough to topple titans. Early armorsmiths, fascinated by these tales, sought to replicate this power.
- Trial and Error: The creation of the Serpentcoil Tailguard involved extensive experimentation. Infusing a flexible tail guard with lasting venom enchantments proved exceptionally difficult. Many prototypes resulted in brittle materials or enchantments that faded quickly.
- The Breakthrough: The true key to this item’s creation lies in a rare species of iridescent serpent known for its potent, long-lasting venom. By carefully incorporating fragments of their scales and venom sacs into the crafting process, a stable enchantment was finally achieved.
Use:
- Defensive Enhancement: The scales interwoven into the Serpentcoil Tailguard provide a considerable degree of protection against slashing and piercing attacks, minimizing the risk of injury to the wearer’s tail.
- Offensive Upgrade: The venomous enchantment transforms the tail into a formidable weapon. A successful tail strike doesn’t just deal physical damage but also injects toxins into the target. The venom’s effects can vary depending on the potency and the creature struck, ranging from temporary paralysis to a lingering debilitating illness.
- Tactical Applications: Savvy wearers can utilize the Serpentcoil Tailguard in various ways:
- Deterrent: The visible scales and the reputation of the item can act as a psychological deterrent against potential aggressors.
- Finishing Blow: When facing a severely weakened foe, a venomous tail strike can ensure a quick and merciful kill.
- Subduing Prey: The paralyzing properties of the venom are instrumental in non-lethal capture for hunting purposes.
Tier 1 Stats, Skills, Cost, Requirements, Tags
- Stats:
- +2 Defense
- +1 Weapon Damage (Bludgeoning)
- Special: Venom (On successful hit, the target must make a Constitution saving throw. Effect is determined by the venom’s potency and target constitution).
- Skills:
- Tail Weapon Proficiency: Required for effective use of the Serpentcoil Tailguard in combat.
- Cost:
- Moderately Expensive: Due to the specialized materials and enchanting process.
- Requirements:
- Sufficient Tail Length: The guard must be customized to fit the wearer’s anatomy.
- Venom Resistance (At least minor): Reduces risk of accidental self-poisoning.
- Tags: Tail Weapon, Enchantment, Venom, Tier 1
Additional Notes
- Venom Potency: The effectiveness of the venom enchantment can be scaled as an item progresses through tiers. Higher-tier versions could introduce more debilitating poisons or have a greater chance of bypassing resistances.
- Crafting Specialization: The creation of Serpentcoil Tailguards likely belongs to a specific subset of armorsmiths with the necessary skills and knowledge to handle the dangerous materials and enchantments involved.
Where and How It’s Sold
- Specialized Markets: The Serpentcoil Tailguard, due to its niche nature and potentially dangerous enchantment, is unlikely to be found in general markets or armories. Instead, consider these possibilities:
- Restricted Guild Shops: A specialized guild of armorsmiths, known for their expertise in venom-infused enchantments, could be the primary producers and sellers. Access to their shops might be regulated, requiring specific credentials or reputation to even browse their wares.
- Hunter’s Markets: In settlements or regions with strong hunting traditions, particularly in areas with dangerous predators or prey, there might be a demand for the Serpentcoil Tailguard. These markets could be less formal, perhaps even a bit clandestine, catering to those willing to take risks for effective tools.
- Traveling Merchants: Specialized merchants with established connections to venom-crafting guilds could travel between communities, offering their unique wares. They might focus on areas with known demand or where a recent threat has made venomous protection more desirable.
Environment and End-Use — The Serpentcoil Tailguard’s utility shines in specific environments and for various purposes:
- Dense Forests and Jungles: Environments with limited visibility and teeming with potentially venomous creatures (giant insects, snakes, ambush predators) make the Serpentcoil ideal. It provides protection and an offensive edge when surprised.
- Subterranean Explorations: In dimly lit caves or ruins inhabited by dangerous underground predators, a creature with the Serpentcoil gains additional protection and a countermeasure against venomous threats.
- Community Defense: In settlements located near territories of dangerous beasts or hostile creatures, the Serpentcoil Tailguard could become a crucial tool for guards or specialized defenders. The additional venom effect can significantly aid in repelling attacks.
- Poaching/Black Market: Unfortunately, the potent enchantment of the Serpentcoil Tailguard makes it potentially attractive for nefarious uses. Poachers might employ it to swiftly subdue rare creatures for illegal trade.
Additional Considerations
- Social Implications: The existence and availability of venom-enchanted items raise interesting questions about Saṃsāra’s society:
- Regulations: Are there laws governing the use and distribution of such enchantments? Are some types of venom completely forbidden due to their potency?
- Moral Debate: Does the use of venom, particularly for hunting, raise ethical questions in the world of Saṃsāra? Could there be factions who oppose such items as ‘unnatural’ or ‘cruel’?
- Anti-venom Availability: The existence of venom-based enchantments would likely lead to the development of anti-venoms. These could be precious commodities, carried primarily by experienced hunters, healers, or those working in particularly dangerous environments.

Activation perceptions of the Serpentcoil Tailguard’s venomous enchantment, covering the five traditional senses and potential extra-sensory effects:
- Sense: Sight
- Perceived: A faint, swirling, greenish aura around the scales of the Serpentcoil Tailguard when the venom enchantment is active. This aura would be most visible in low-light conditions.
- Description: The aura represents the flow of magical energy imbued with the venom, signifying that the tailguard is ready to inflict its toxic effect.
- Positive: Provides visual confirmation that the enchantment is active.
- Negative: Could potentially give away the wearer’s position in darkness.
- Sense: Touch
- Perceived: A slight tingling or numbing sensation in the wearer’s tail when the enchantment is active, radiating from the Serpentcoil Tailguard.
- Description: This sensation indicates that the venom has begun to interact with the wearer’s body, likely a minor side effect of wielding the enchanted item.
- Positive: Serves as a constant reminder that the enchantment is active, reducing the risk of accidental self-poisoning.
- Negative: The tingling could be slightly distracting or irritating over long periods.
- Sense: Sound
- Perceived: A very faint hissing sound emanating from the Serpentcoil Tailguard when the venom enchantment is active. This sound would only be audible with exceptional hearing and in near silence.
- Description: The faint hiss could represent the flow of venom or the subtle interaction of the magical enchantment with the scales.
- Positive: Provides an additional subtle cue that the item is ready for use.
- Negative: The sound, however faint, could potentially give the wearer away in stealth situations.
- Sense: Smell
- Perceived: A subtle, metallic tang in the air around the Serpentcoil Tailguard when the enchantment is active, reminiscent of the smell of certain venoms.
- Description: This odor is likely caused by trace amounts of the venom interacting with the air or released as a byproduct of the enchantment.
- Positive: Could serve as a warning that the enchantment is active, preventing accidental contact with the tailguard.
- Negative: A sensitive nose could be irritated by the scent, and it might attract attention from creatures with a keen sense of smell.
- Sense: Taste
- Perceived: While not directly activated by handling the item, should the wearer touch their mouth or tongue after handling the Serpentcoil Tailguard, they might perceive a lingering metallic, slightly bitter taste.
- Description: This would be the result of trace venom residue on their skin coming into contact with their taste receptors.
- Positive: Serves as a stark warning to exercise caution when handling the enchanted item.
- Negative: The unpleasant taste could linger for a while.
- Extra-Sensory Perception
- Perceived: A sense of heightened awareness or a subtle feeling of unease when a creature with venom resistance is near the activated Serpentcoil Tailguard.
- Description: This could be a subconscious reaction to the presence of venom, even if the creature themselves are not susceptible to its effects.
- Positive: Could warn individuals with venom resistance of potential danger, even if they can’t directly perceive the poison.
- Negative: Could create a false sense of unease around individuals or creatures who coincidentally happen to be somewhat venomous.
- Important Note: The intensity of these perceptions could vary depending on the potency of the venom used in the enchantment and the wearer’s own sensitivities. A more potent venom or a highly sensitive individual would likely experience stronger effects.
Recipe: Serpentcoil Tailguard
- Materials Needed:
- Base Material:
- High-quality tanned leather: Sufficient to create a tailguard customized to the wearer’s size.
- Flexible metal scales: These should be small and thin enough for crafting, preferably made of a lightweight but durable metal like steel or a magical alloy.
- Venomous Components:
- Venom Sacs: Intact venom sacs from a potent species of iridescent serpent (or similar venomous creature).
- Scale Fragments: Fragments of scales from the same species of serpent, ideally with some residual venom residue.
- Enchanting Reagents:
- Stabilizing Enchanting Dust: A powdered reagent used to enhance the longevity and potency of enchantments.
- Binding Essence: A liquid reagent that helps infuse the enchantment into physical materials.
- Additional Supplies:
- Thread and Needles: Strong thread for stitching together the leather and metal components.
- Base Material:
- Tools Required:
- Leatherworking Tools: Knives, awls, punches, etc., for cutting, shaping, and stitching leather.
- Metalworking Tools: Small hammers, shears, and tongs for shaping, trimming, and attaching the metallic scales.
- Enchanting Station: An established workspace with the necessary tools and reagents for performing magical enchantments. This could be a dedicated space or a portable kit.
- Skill Requirements:
- Leatherworking (Intermediate): Crafting a well-fitted, flexible tailguard requires a good understanding of leatherworking techniques.
- Metalworking (Basic): Ability to properly shape and attach the metal scales.
- Enchanting (Advanced): The infusion of the venom enchantment is highly complex and requires expertise in enchanting techniques. This likely involves knowledge of stabilizing and binding enchantments, along with the specific magical properties of venom.
- Crafting Steps:
- Tailguard Construction:
- Measure and cut the tanned leather to create the base of the tailguard. The shape should allow for flexibility and snug attachment to the wearer’s tail.
- Create pockets or slits along the leather to accommodate the metal scales.
- Shape and trim the metal scales to the desired size and shape.
- Scale Integration:
- Carefully stitch the metallic scales into the premade pockets/slits on the leather base. Ensure the scales are securely attached but still allow for flexibility.
- Venomous Preparation:
- Under the supervision of an expert, carefully extract the venom from the sacs. Extreme caution is needed to avoid injury.
- Grind the scale fragments into a fine powder.
- Enchantment:
- Prepare the enchanting station, ensuring proper safety measures are in place.
- Combine the extracted venom, scale powder, stabilizing dust, and binding essence according to precise enchanting formulae.
- Carefully infuse the mixture into the Serpentcoil Tailguard, paying close attention to the distribution of magical energy.
- Stabilize the enchantment, ensuring potency and longevity.
- Finishing Touches:
- Add any necessary fastenings or straps to secure the tailguard to the wearer.
- Test the enchantments carefully in a controlled environment.
- Tailguard Construction:
- Important Notes:
- Safety is paramount when handling venom; proper protective gear and protocols are essential.
- Expertise in both crafting and enchanting is crucial. Collaborating with specialists might be required for success.
- The potency of the enchantment and the choice of venom source will significantly impact the final power and properties of the Serpentcoil Tailguard.
Tail of the Coiling Serpent
Unearthed from forgotten scrolls, whispered in flickering torchlight, comes a tale of forgotten times.
Legends speak of a fearsome warrior, Xylia, whose prowess was unmatched. Yet, a monstrous serpent, Xi’anath, haunted the land, its scales impervious to blade and its venom a creeping death. Xylia, ever the protector, knew she needed more than steel.
Deep within the Whispering Caves, a wizened crone dwelled, rumored to possess secrets older than time. Xylia ventured into the cavern’s maw, a tapestry of shadows clinging to the damp walls. The crone, her eyes pools of emerald wisdom, saw Xylia’s noble intent and offered a pact. With scales of Xi’anath’s vanquished kin and venom still dripping with dread, the crone forged a binding. Leather, supple as a serpent’s embrace, was woven with these wicked gifts, imbued with arcane whispers. Thus, the “Tail of the Coiling Serpent” was born.
Xylia faced Xi’anath once more. The serpent struck, but the enchanted tailguard deflected the blow. With a flick of her tail, Xylia countered, the venom seeping through Xi’anath’s defenses. The monstrous serpent writhed, its venom turning against itself. Victory was swift, but Xylia bore the mark of the pact. A faint emerald shimmer haunted the tailguard, a constant reminder of the darkness harnessed for good.
Moral: Even the purest blade can be tainted by the darkness it vanquishes.
Suggested conversions to other systems:
Call of Cthulhu
- Emphasis: Forbidden knowledge, danger of using dark power, potential Sanity cost.
- Stat Block:
- Defense: +1 Armor
- Attack: Tail Strike (1d4 bludgeoning + poison)
- Venom: On a successful hit, the target must make a Fortitude save (Difficulty based on venom potency) or suffer a debilitating effect (lingering pain, paralysis, etc.).
- Sanity Cost: Wielding the Serpentcoil Tailguard carries a subtle Sanity cost, perhaps -1 Sanity per prolonged encounter while actively using the venomous enchantment.
- Mechanics:
- Sanity Checks: The venomous effect is potent, forcing victims to confront the horror of its origin.
- Lore Checks: Using it effectively might require Occult or natural world lore checks to understand the potential repercussions of wielding its power.
- Corruption: Repeated use could lead to a gradual Sanity loss, representing the creeping influence of the venom and the price of using such dark weapons.
Blades in the Dark
- Emphasis: Faction conflict, risky gambits, potential for dangerous bargains.
- Mechanics:
- Faction Resource: The Serpentcoil Tailguard could be a key resource for a faction like the Hawkers (black market), the Whisperers (occultists), or even a mutated crew of monstrous individuals.
- Risky Action Rolls: Utilizing the venom is a gamble. Rolls related to its use could have high stakes but significant rewards when successful.
- Resistance Rolls: Using the tailguard might introduce opportunities for resisting dark compulsions or resisting the lure of further corruption.
- Story Hooks:
- Acquisition: Getting the tailguard might involve a dangerous heist, dealing with unsavory characters, or uncovering dark secrets.
- Turf War: Its very existence could spark conflict between factions vying for control.
Dungeons & Dragons (5th Edition)
- Emphasis: Item rarity and scaling power based on venom potency
- Stat Block:
- Rarity: Rare or Very Rare
- Requires Attunement
- Armor (Tail): +1 AC
- On-Hit Effect: The target must make a Constitution saving throw (DC based on venom potency). On a failure, the target suffers a poison condition with effects scaling alongside the item’s rarity (e.g., lethargy for Rare, paralysis for Very Rare).
- Mechanics:
- Venom Charges: The item could have limited daily charges, requiring recharging in a specific way (e.g., exposure to fresh venom).
- Identification: Requires an Arcana check to identify its poisonous nature and potential effects.
- Moral Dilemma: Should the player be made aware of the darkness this object is imbued with? Do they use it even if its origins are unsettling?
Knave
- Emphasis: Simplicity, dangerous bargains, a touch of weirdness
- Stat Block:
- Defense: +1
- Item Power: When you strike a creature with your tail, they must save or suffer a lingering malady (GM determines the effect – lethargy, partial paralysis, etc.). Using this power exposes you to the venom; save or suffer the same effect yourself.
- Mechanics:
- Simple Saves: Knave favors flat saving throws against your relevant ability scores.
- Risk and Reward: The risk of harming yourself adds a Knave-style twist to the item’s power.
- Weird Aftereffects: The GM could introduce strange mutations or subtle personality shifts for a character overusing the enchantment.
Fate
- Emphasis: Narrative power, potential for compels, driving character choices.
- Aspects:
- Venom-Coiled Defense: Provides a bonus when defending against attacks specifically targeting the tail area.
- Toxic Counterstrike: Can be invoked for a significant tail strike, but the potential for self-poisoning on a failure could be used to compel the player into difficult situations.
- Legacy of the Serpent: Represents the item’s dark origins, a potential source of compels relating to dangerous bargains, corruption, or attracting unwanted attention.
- Mechanics:
- Invokes: Players can invoke Aspects for narrative advantage, adding bonuses to relevant rolls, or even creating temporary new Aspects.
- Compels: Aspects can be used against the character, prompting difficult choices or setbacks (self-poisoning, succumbing to the venom’s influence, etc.).
Numenera & Cypher System
- Emphasis: Unpredictability, the ‘weird’, depletion of resources.
- Descriptors & Foci:
- Descriptors: Could be “Armored” and “Envenomed”.
- Foci: Possibilities include “Strikes With the Speed of a Cobra” or “Channels Serpent Lore”.
- Mechanics:
- Difficulty Easements: Descriptors and Foci can decrease the difficulty of tasks related to defense, venom use, or understanding serpent-related lore.
- Cyphers: The tailguard could be a one-use Cypher that grants a significant combat boost but carries the risk of temporary poisoning effects.
- Depletion: Each use of the venom could deplete an ability pool (perhaps Might), requiring recovery before subsequent uses.
- GM Intrusions: Could introduce bizarre side effects of the venom, unexpected mutations, or even strange environmental reactions.
Pathfinder (2nd Edition)
- Emphasis: Tactical combat options, action economy, character build synergy.
- Stat Block:
- Rarity: Uncommon or Rare
- Armor (Tail): +1 item bonus to AC, critical specialization effect against tail-targeting attacks.
- Poison Property: On-hit effect triggers a save against the tailguard’s specific venom (Fort DC, persistent damage and/or debilitating conditions). Might have limited uses per day.
- Feats: Synergize with feats focused on tail use, venoms, or natural weapons.
Savage Worlds
- Emphasis: Fast-paced action, cinematic flair, Bennies fueling powerful moments.
- Stat Block:
- Armor: +1 to tail Parry
- Trait: Venomous (d4 Strength): Successful tail strikes inflict poison (Vigor roll, with effects scaling by Raise).
- Mechanics:
- Bennies: Bennies can boost attack rolls, soak poison damage, or narratively create opportunities.
- Wild Card vs. Extras: Important enemies might shake off the venom on their turn, keeping battles dynamic.
- Hindrances: Introduce Hindrances like Venom Sensitivity in the wearer or a Vow against using the tailguard’s dark power except when absolutely necessary.
Shadowrun
- Emphasis: Tech vs. magic, black market dealings, potential cybernetic integration.
- Stat Block:
- Armor (Tail): +2 Ballistic/Impact Armor
- Enhancement: Venom Injector System (Rating based on potency). Successful hit forces a Toxin Resistance roll. Effects could range from nausea to paralysis based on Rating.
- Modification Slots: Could be further customized with cybernetic enhancements (improved toxin delivery, neural dampeners to mitigate self-inflicted side effects, etc.)
- Mechanics:
- Black Market Availability: Finding the tailguard would involve shady contacts or dangerous runs into restricted zones.
- Essence Cost: If used by augmented characters, it could have Essence costs, representing the strain of channeling its unnatural power.
- Magical Resonance: The enchanted guard could have a subtle magical aura, making it detectable by those with astral senses.
Starfinder
- Emphasis: Hybrid magic-tech, alien origins, scaling power levels
- Stat Block:
- Item Level: Determines its base defensive stats and the potency of the venom.
- Hybrid (Biotech): Functions as both armor and a biological weapon system.
- Weapon Specialization: Natural Weapons
- Special Properties: Envenomed (Level-appropriate effects determined by the specific venom – paralysis, stat damage, etc.)
- Mechanics:
- Scaling Effects: As the item levels up, the venom effects become more potent.
- Origin: Tie it to a strange alien species or a bio-lab experiment, leading to potential side quests or encounters.
- Knowledge (Life Science): Needed to fully understand and potentially enhance the tailguard’s properties.
Traveller
- Emphasis: Gritty survival, potential for exotic origins, long-term consequences.
- Stat Block:
- TL (Tech Level): Depends on the campaign setting. Could be an ancient artifact (high TL) or jury-rigged creation (low TL).
- Physical Protection: Provides basic armor value against physical attacks.
- Poison Type and Effect: Determined by the creature source and Traveller’s medical/poison system.
- Trade Codes: Could be illegal or heavily restricted depending on the local laws and cultural attitudes towards dangerous items.
- Mechanics:
- Limited Availability: Finding a replacement if broken or obtaining potent venom refills could be challenging.
- Reputation: Using such a weapon could brand the character, leading to both suspicion and potential connections with the underworld.
- Medical Complications: Misuse or long-term exposure to the venom could lead to lingering physical debilitation or addictions.
Warhammer (Fantasy or 40K)
- Emphasis: Grim darkness, corruption, artifacts of chaos or xenos origins
- Stat Block:
- Armor Points: Grants a degree of protection against attacks directed at the tail.
- Mark of Corruption/Mutation: Could bestow a mutation or corruption point for each use of the venom.
- Warp Taint/Xenotech: Likely considered tainted, attracting daemonic attention (Fantasy) or scrutiny from the Inquisition (40k).
- Mechanics:
- Perils of the Warp/Insanity: Using the item could involve tests to resist the insidious influence of Chaos or the mind-altering effects of Xenos technology.
- Heretical/Forbidden Lore: Understanding its true nature would require delving into dangerous, banned knowledge.
- Inquisitorial Confiscation: Any overt display of the tailguard could make someone a target for ruthless purging.
