Saeviomagy said:
scourge of the Azer Taskmaster - pick a weapon that's close, make it cheaper to enchant with fire
I'm not sure what is "close" to a whip that is not a whip. If I was to judge by monster stats, it would do 1d6 damage and not be a reach weapon (?!), but that seems wrong. Their whip is also always on fire, so perhaps some bonus would be in order, but that could be handwaved away as the monster's unique power.
silver greatswords of the Githyanki - aren't these ones just great swords that can cut astral trails?
Yeah, in 3e. In 4e they do bonus psychic damage. They seem to be written up as greatswords though so I'll just let that slide.
flametouched mace of the Pit Fiend - mace that enchants easier with fire
Looking at it critically, it seems to be a Large mace that does fire damage instead of weapon damage, doubled because the pit fiend is an epic foe. It would be... nice if this had a writeup, admittedly.
blowguns of the Banshrae - surely the banshrae have rules? Limited ammo makes them not too much of a problem.
GOOD NEWS: They have rules.
BAD NEWS: The Banshrae Dartswarmer inflicts 1d10 damage and dazing and a stat penalty with hers, while the Banshrae Warrior inflicts 1d4 damage with hers.
SILLY NEWS: They carry "darts", rather than any number of darts.
spider rod of the Drow Arachnomancer - make it an implement that only boosts spider spells
hexer rod of the Goblin Hexer - pick an implement
I'd rule these as non-magical arcane implements, which I missed in the equipment chapter, I guess. ...except that the Hexer Rod, unlike a "real" rod, can be used as a weapon. So probably as per a club, since 1d6 damage. I'm not sure what the Spider Rod is even supposed to be, but it also can be used per a club and immobilizes targets that it hits. Perhaps the immobilization should be kept, perhaps not, but I have no idea what a spider rod even is.
dragonhide armor of the Fire Giant Forgecaller - armor that enchants easier with (I assume) fire.
Eh, probably easier to just say it's fancy hide armor.
slimy light shield of the Kuo-Toa Marauder
Well, on one hand it's a light shield. On the other hand, it's physically covered with slimy stuff... I'd probably just rule that they can be used for their really nice ability, but that after the next extended rest, they dry up and become normal light shields.
pincer staff of the Kuo-Toa Whip
Seems to just straight up be a quarterstaff with an additional ability. Not bad.
bone breastplate of the Kuo-Toa Marsh Mystic - sounds like a warlock implement
I'm not sure armor makes a good implement.
the Wand of Orcus - sounds like an artifact
It is. It just isn't written up anywhere. I can vaguely understand this since artifacts now have two-page writeups for individual artifacts, but it better be in the Tome of Treasures.
the skull mace of the Aspect of Orcus - mace that enchants easier with... necromancy stuff
Bonus necrotic damage for no reason, as per many other things. It just gets its own name. I'd probably rule it as a mace, I guess...
Doresain's Toothlust and Cloak of Mouths - I have no idea what these are
Magic items wielded by this dude named Doresain, a lieutenant of Orcus, that have no writeup.
tridents of any of a large variety of monsters with them - the difference between a spear and a trident is basically nil
For some reason, you can throw a trident in 4e, but not a spear. You are otherwise correct.
shadowmail of the Shadar-Kai - normal armor that enchants easier with shadowy properties
Yeah probably.
Note that most of these will essentially come down to "items that break down into specific use residuum", and so you could simplify things by just saying that they're worth X residuum, taken out of the monsters pile-o-gold and assume that the players will get enough of a mix of things to make whatever they want.
None of these except for possibly
Toothlust and the
Cloak of Mouths are non-artifact magic items and thus even applicable targets for Disenchant Item.