(A ship or airship Item)- An oddly shaped metal box like container with eldritch runes carved into it and a metal rod like object pressed into it vertically on the side opposite of the purple colored portal. The look is some what similar cone like shells stacked on top of each other, like upside down cups. Out of a portal opposite of the rod flows a large chain of infinite length; with a large triangular spike on the long outer side of either side of each link. The sharp spikes resemble the bladed ends of most great swords (spiked chain). Due to the size of the chains it could easily be used as a makeshift ladder for those willing to try to climb along it. At the end of the chain (outside the portal) is attached a massive anchor like shape. Twisted in the strange form is a mass of long tentacles, pointed pseudopods, fangs, and claws; it is oddly symmetrical. The anchor is the size of a large creature and the device is the size of a medium creature. The whole item seems to be made of Mithral, Adamantine, and other unknown metals keeping it relatively light. Knocking on the box like portion of the item reveals it is hollow. The color of the object it a dull silver and grey color, while the runes have a dull purple glow; the light shed is equivalent to a candle. The device magically adheres to non-living matter touching it, securely holding it self in place when activated to do so. Although these anchors are named after the deep ones where the massive items can be found in the temples and ancient residents. it is largely agreed upon that these are actually ancient whip like weapons used by great old ones and other massive eldritch beings to battle. This is due to the discovery that the indecipherable magical runes that are used to power and program the ancient technology work similarly to a warlock's eldritch powers, and indecipherable languages granted by Great Old Ones. It is also believed that the Great Old Ones own energy could also be used to further power the strange device (a great old one exerting it's power over the device can use it or have it used as a +3 magic weapon while it exerts it's power over it; along with other strange abilities).
If someone were to ride the chain into the portal or squeeze into the portal they would enter what is referred to as the demiplane of chain. This demiplane is an airless void made of the same purple energy of the portal that fades to grey as the large spiked chain fades from existence. Multiple chains of various sizes and shapes can been seen fading into then out of existence, and flowing into and out of existence (like a river coming form nothing and flowing to nothing after a random distance). With a 20 DC intelligence check a creature can navigate in the direction of the where the device's chain faded without getting lost; the same check is needed to get back. After an random amount of time (no more than an hour) a colossal mass of random chains can be seen (as the grey demiplane color fades back to purple), with hundreds if not thousands of chains flowing and snaking their way out of it, and then fading from existence.
A pair of these devices (two anchor sets) even after replacing the anchors already on a ship or air ship will reduce the carrying capacity by 500 lbs (250 lbs each), due to the massive size and weight of the anchors. the size of the anchor potion is roughly 10 feet by 10 feet.
The devices are controlled by touching the large rod structure with the intent to drop, stop, or raise the anchors as an action; the anchor is raised at a speed of 20 feet per round. The attachment property (to have the shell like structure adhere to the non-living matter touching it) can be activated or deactivated in the same way by using an action. The falling anchor is considered a magical weapon to surpass resistances and immunity. The anchor deals 1d6 bludgeoning damage per 10 feet dropped (max of 20d6) plus 3d12 piercing damage; this covers a 10 foot by 10 square foot area. Those who are proficient in water vehicles, arcana, martial weapons and or a whip can add your proficiency bonus to the attack roll for any attack made with it. Use the whip finesse property in determining the modifiers for the attack, but NOT damage since gravity is doing the work for you. If for any reason their is a creature(s) tangled in the large spiked chain and an escape attempt fails it self takes 3d6 damage. If a creature trying to free the restrained creature fails both creatures take 3d6 damage. This condition would normally only be in effect if the device is under the effects of the animate object spell, or if sizable creatures and objects were to collide with the chain(s). Any creature within 5 feet of the chain or within the space of the anchor (not climbing on either) as the anchor is raised or lowered that fails a DC 18 dex save takes 3d6 piercing damage. The chain is also considered a magical weapon to surpass resistances and immunities.
Notes: Damage: Bludgeoning, Damage: Piercing, Damage: Piercing, Damage, Movement, Utility, Exploration, Combat
Previous Versions
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Coming Soon
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