BOOK OF ARTIFACTS
The Invulnerable Coat of Arnd: A Masterpiece of Magic and Craftsmanship
If you are a fan of Dungeons & Dragons, you have probably heard of the Invulnerable Coat of Arnd, one of the most legendary artifacts in the game’s lore. But do you know the story behind this amazing armor, and what makes it so powerful? In this article, we will explore the history, description, and abilities of the Invulnerable Coat of Arnd, and why it is considered a masterpiece of magic and craftsmanship.
The Invulnerable Coat of Arnd is a shining coat of chainmail that covers the chest and abdomen, and will fit any humanoid regardless of size. It renders the areas protected completely invulnerable to physical attacks, protects the wearer from spells, fire, acid, cold and disease. It was created by the priests and great craftsmen of the land of Tdon, who were oppressed by the wizard tyrant Virtos. They hoped to endow a new champion with the strength and courage needed to defeat their oppressor.
Arnd was a young man who arrived in Tdon and agreed to don the Coat and lead the people into battle. He managed to overthrow Virtos and free the land from his tyranny. Arnd became a hero and a legend, and it is said that his spirit still inhabits the armor that bears his name, attempting to aid the poor whenever possible.
The Invulnerable Coat of Arnd is more than just a piece of equipment. It is a symbol of hope, freedom, and justice. It is also a testament to the skill and creativity of its makers, who combined magic and craftsmanship to create an artifact that could change the fate of a world. The Invulnerable Coat of Arnd is truly a masterpiece that deserves admiration and respect.
The Description of the Invulnerable Coat of Arnd
The Invulnerable Coat of Arnd is a coat of chainmail that shines like silver and covers the chest and abdomen of any humanoid who wears it. It is a marvel of magic and craftsmanship, as it grants the wearer complete protection from any physical harm, as well as resistance to spells, fire, acid, cold and disease. The Coat has a simple but elegant design, with no markings or decorations, but it exudes a sense of dignity and authority. The Coat is very light and comfortable to wear, and does not restrict the wearer’s movement or agility.
The Invulnerable Coat of Arnd has many amazing abilities that make it one of the most powerful artifacts in the Dungeons & Dragons lore. The most remarkable one is that it makes the areas covered by the chainmail invulnerable to any physical attack, whether it is a sword, a claw, a tooth, or a fist. No matter how strong or sharp the attack is, the Coat will not be damaged or pierced, and the wearer will not feel any pain or injury. The Coat also protects the wearer from spells, fire, acid, cold and disease . The Coat can resist any magical effect that targets the wearer or the armor itself, such as disintegrate, heat metal, rust monster, or curse. The Coat can also shield the wearer from extreme temperatures, corrosive substances, and harmful pathogens.
The Invulnerable Coat of Arnd also has some other abilities that are less known but still very useful. The Coat can adjust its size and shape to fit any humanoid wearer, regardless of their race, gender, or body type. The Coat can also communicate telepathically with the wearer, offering guidance, advice, or encouragement. The Coat can sense the alignment and intentions of other creatures within 60 feet, and warn the wearer of any potential danger or deception. The Coat can also grant the wearer a +4 bonus to Charisma checks when dealing with good-aligned creatures.
The Invulnerable Coat of Arnd is not without its drawbacks, however. The Coat has a strong personality and a sense of justice, and it will only bond with a wearer who shares its values and goals. The Coat will reject any wearer who is evil-aligned, selfish, cowardly, or dishonest. The Coat will also try to influence the wearer to act in accordance with its ideals, such as helping the poor, fighting oppression, and seeking adventure. The Coat can be very stubborn and demanding at times, and may even refuse to cooperate with the wearer if they disagree on something. The Coat also has a tendency to attract attention and trouble wherever it goes, as many people covet its power and fame.
The Invulnerable Coat of Arnd is an artifact that requires a great deal of responsibility and courage to wield. It is not a mere tool or weapon, but a partner and a friend. It is a symbol of hope, freedom, and justice. It is also a testament to the skill and creativity of its makers, who combined magic and craftsmanship to create an artifact that could change the fate of a world.
The Owners of the Invulnerable Coat of Arnd
The Invulnerable Coat of Arnd is a legendary artifact that has been worn by several owners throughout the history of the Dungeons & Dragons lore. Here is a list of some of the known owners of the coat, and their deeds and fates:
- Arnd of Tdon: The original owner and namesake of the coat, Arnd was a young man who arrived in the land of Tdon, where the people were oppressed by the wizard tyrant Virtos. He agreed to wear the coat and lead the rebellion against Virtos, and succeeded in overthrowing him and freeing the land. Arnd became a hero and a legend, and his spirit still inhabits the coat, trying to help the poor and suffering whenever possible.
- Gord the Rogue: A famous adventurer and hero from Greyhawk, Gord encountered the coat in his travels and wore it for a while. He used it to fight against evil forces, such as Iuz, Vecna, and Tharizdun. He eventually gave up the coat to his friend Gellor, who needed it more than him .
- Gellor: A bard and companion of Gord, Gellor received the coat from Gord when he was wounded by a dragon. He wore it to heal his injuries and to continue his adventures with Gord. He also used it to resist the influence of the Eye and Hand of Vecna, two powerful artifacts that he carried with him .
- Lareth the Beautiful: A cleric and servant of Lolth, Lareth was a villain who opposed Gord and his allies. He managed to steal the coat from Gellor, and used it to enhance his power and charisma. He also tried to use it to awaken Tharizdun, an ancient evil god who threatened to destroy the world. He was eventually defeated by Gord, who reclaimed the coat .
- Unknown: The current owner and location of the coat are unknown. It is possible that it is still in Gord’s possession, or that he has given it to someone else. It is also possible that it has been lost, stolen, or hidden somewhere in the world. The coat may still be waiting for a new owner who shares its ideals and goals .
The Possible Campaign Use for the Coat of Arnd
The Invulnerable Coat of Arnd is a perfect artifact for any classic good vs. evil epic adventure. It is a powerful and legendary armor that can protect the wearer from any physical or magical harm, and also grant them charisma and guidance.
The Coat of Arnd can be used in various ways in a campaign, depending on the DM’s preference and the players’ choices. Here are some possible scenarios:
- The PCs find the Coat themselves and use it to swing the tide of a great war. They could be part of a resistance movement against a tyrannical ruler, a crusade against an evil cult, or a rebellion against an invading army. The Coat could help them survive the battles, inspire their allies, and confront their enemies. The Coat could also have a personal connection to one of the PCs, such as being their ancestor’s legacy, their deity’s gift, or their destiny’s sign.
- The PCs must prevent another from claiming the Coat for the other side. They could be hired by a benevolent king, a wise sage, or a mysterious patron to retrieve the Coat from a dangerous location, such as a dungeon, a temple, or a fortress. They could face traps, puzzles, monsters, and guardians along the way. They could also encounter rivals or enemies who are also after the Coat, such as mercenaries, bandits, or agents of evil. The PCs must decide whether to keep the Coat for themselves, deliver it to their employer, or destroy it to prevent its misuse.
- The PCs encounter the Coat in an unexpected way. They could stumble upon it in a random treasure hoard, inherit it from a distant relative, or receive it from a grateful NPC. They could also witness it being worn by another NPC, such as a hero, a villain, or a bystander. They could be curious about its origin and history, seek its guidance and advice, or covet its power and fame. The Coat could also have a hidden agenda or a secret curse that affects the wearer or those around them.
The Coat of Arnd is an artifact that will not unbalance a campaign, for once the quest is fulfilled, the Coat disappears, seeking a new wearer. It is an artifact that challenges the PCs’ morals and values, and tests their loyalty and courage. It is an artifact that offers great rewards and risks, and creates memorable stories and adventures.
The Powers of the Coat of Arnd
The Coat of Arnd is a powerful artifact that grants the wearer amazing abilities and protection. The Coat has two types of powers: constant and invoked.
Constant powers are those that are always active while the wearer is wearing the Coat. They do not require any activation or command from the wearer, and they do not have any limit or duration. The constant powers of the Coat are:
- The Coat grows or shrinks to fit any humanoid character from 3 to 8 feet tall. This means that the Coat can adapt to any race, gender, or body type of the wearer, and it will not hinder their movement or agility.
- The wearer is impervious to any physical attacks made on rolls of less than a natural 20. This means that the Coat can block or deflect any weapon, claw, tooth, or fist that tries to harm the wearer, unless it is a critical hit. The wearer will not feel any pain or injury from these attacks, and the Coat will not be damaged or pierced by them.
- The wearer gains a +5 bonus to all saving throw rolls. This means that the Coat can help the wearer resist any harmful or adverse effects, such as spells, poisons, diseases, or traps. The Coat can also protect the wearer from being charmed, frightened, paralyzed, or petrified.
- The armor protects against fire attacks as a ring of fire resistance and is immune to acid, cold, and electrical attacks. This means that the Coat can shield the wearer from extreme temperatures, corrosive substances, and shocking currents. The Coat can also prevent the wearer from being burned, frozen, or electrocuted.
Invoked powers are those that require some activation or command from the wearer, and they have some limit or duration. They are usually more powerful and rare than the constant powers, but they also have some drawbacks or risks. The invoked power of the Coat is:
- A cleric wearing the armor and uttering a special prayer gains 3 experience levels for 4 days (1/month). This means that the Coat can enhance the power and abilities of a cleric who wears it and prays to their deity. The cleric gains all hit points, spells, attacks, and saving throws associated with the new level. However, this power can only be used once per month, and it only lasts for 4 days. After that, the cleric returns to their original level, and may suffer some side effects such as exhaustion, confusion, or memory loss.
The Powers of the Invulnerable Coat of Arnd in Different Editions of D&D
The Invulnerable Coat of Arnd is a legendary artifact that has appeared in different editions of the Dungeons & Dragons game. It is a coat of chainmail that grants the wearer amazing protection and abilities. The Coat has been described differently in each edition, with some changes and variations in its powers and features. Here is a summary of the powers of the Invulnerable Coat of Arnd in different editions of D&D:
- In D&D 3.0 edition, the Invulnerable Coat of Arnd appeared in the Epic Level Handbook (2002) . It was described as a +5 chain shirt that grants the wearer immunity to critical hits and sneak attacks, damage reduction 10/-, and energy resistance 20 to acid, cold, electricity, fire, and sonic damage. A cleric or paladin who wears the coat also gains a +4 bonus to their effective level for determining their class abilities.
- In D&D 4th edition, the Invulnerable Coat of Arnd appeared in the Dungeon Master’s Guide (2008) . It was described as a +6 chainmail that grants the wearer resistance to all damage equal to their level, and a +2 bonus to saving throws. A cleric or paladin who wears the coat also gains a +1 bonus to their healing surge value.
- In D&D 5th edition, the Invulnerable Coat of Arnd does not seem to exist as a specific artifact, but there is a similar item called the armor of invulnerability . It is a plate armor that grants the wearer resistance to nonmagical damage, and the ability to make themselves immune to nonmagical damage for 10 minutes once per day.
The Curse of the Invulnerable Coat of Arnd
The Invulnerable Coat of Arnd is a powerful and legendary artifact, but it also has a dark side. The Coat is cursed by the spirit of Arnd, the original owner and hero who wore it to free the land of Tdon from the wizard tyrant Virtos. Arnd was a compassionate and generous man, who dedicated his life to helping the poor and suffering people. His spirit still inhabits the armor, and tries to continue his mission whenever possible.
The curse of the Invulnerable Coat of Arnd is that while in the presence of impoverished or suffering people, there is a 70% chance that the spirit of Arnd will take possession of the wearer in order to aid the unfortunates. The wearer spends 2d4 + 1 hours roaming the area, seeking out the poor and helping them as a 14th level cleric (even if the character is not a cleric). When the spirit of Arnd releases the character, no memory of what has happened remains.
This curse can have several consequences for the wearer and those around them. For example:
- The wearer may lose track of time and place, and miss important events or appointments.
- The wearer may endanger themselves or others by entering hostile or dangerous areas, or by confronting powerful enemies.
- The wearer may attract unwanted attention or suspicion from authorities or rivals, who may question their motives or actions.
- The wearer may lose or give away their possessions or resources, or incur debts or obligations, without their consent or knowledge.
- The wearer may alienate or offend their friends or allies, who may not understand or agree with their behavior or choices.
The curse of the Invulnerable Coat of Arnd is not easy to remove or avoid. The only way to prevent the spirit of Arnd from taking over is to stay away from any poor or suffering people, which may be difficult or impossible in some situations. The only way to remove the curse is to destroy the Coat, which may be undesirable or sacrilegious for some wearers. The curse is also part of the Coat’s personality and history, and it may be seen as a challenge or a duty by some wearers.
The Curse of the Invulnerable Coat of Arnd in Different Editions of D&D
The Invulnerable Coat of Arnd has different or similar powers, but no mention of a curse.
- In D&D 3.0 edition, there was no mention of a curse or a spirit in this edition.
- In D&D 4th edition, there was no mention of a curse or a spirit in this edition either.
It is possible that the curse of the Invulnerable Coat of Arnd was removed or forgotten in later editions of D&D, or that it was replaced by other features or drawbacks. It is also possible that different versions or copies of the Coat exist in different worlds or settings, with different powers and curses. The curse of the Invulnerable Coat of Arnd is one of the aspects that makes it unique and interesting, and it may be seen as a challenge or a duty by some wearers.
The Suggested Means of Destruction of the Invulnerable Coat of Arnd
Destroying the Invulnerable Coat of Arnd is not a simple task. The Coat is resistant or immune to most forms of damage, and it may also resist or prevent any attempt to harm it. The Coat is also a symbol of hope, freedom, and justice, and destroying it may be seen as a sacrilege or a betrayal by some.
The Book of Artifacts (1993) suggests three possible means of destruction for the Invulnerable Coat of Arnd.
These are:
- It must be unraveled by one without conscience. This means that the Coat must be taken apart by someone who has no morals or empathy, who does not care about the consequences or the feelings of others. This may be a very evil or corrupted person, such as a murderer, a torturer, or a traitor. This person must use their hands or tools to undo the links of the chainmail, one by one, until nothing remains of the Coat. This may take a long time and a lot of effort, and it may also anger or hurt the spirit of Arnd, who may try to stop or punish them.
- It must be fed to the father of rust monsters. This means that the Coat must be given to a very rare and powerful creature, known as the father of rust monsters. Rust monsters are creatures that feed on metal, and can corrode and destroy any metal object with their touch or saliva. The father of rust monsters is the progenitor and leader of all rust monsters, and it is said to be able to devour any metal in seconds. The father of rust monsters may be found in deep underground caverns, where it guards its horde of metal scraps. The Coat must be thrown into its mouth, where it will be consumed and dissolved by its acid.
- A deity of avarice must be forced to wear the coat, whereupon the magic is released violently (roll once on Table 11: Cataclysms). This means that the Coat must be worn by a god or goddess who represents greed or covetousness, such as Mammon, Tiamat, or Vecna. These deities may desire the Coat for its power and fame, but they may also be opposed to its ideals and values. The Coat will not accept them as worthy wearers, and will try to reject them or influence them. This will cause a conflict between the divine will and the artifact’s magic, which will result in a massive explosion of energy that will destroy both the Coat and the deity (and possibly anything else nearby). The explosion’s effects can be determined by rolling on Table 11: Cataclysms , which lists various possible disasters such as earthquakes, storms, plagues, or planar rifts.
These are the suggested means of destruction for the Invulnerable Coat of Arnd. However, they are not guaranteed to work, and they may have unforeseen consequences or complications.