Wednesday, September 14, 2016
Some magic items I made up
Old Lucky
This battered and scratched bastard sword has the words "Old Lucky" etched in common near the base of the blade. This sword grants a +1 to all saves as long as it is held in the wielder's hands. If before any perilous situation the wielder kisses the sword and says "baby, don't fail me now" or anything to that effect, they may reroll their next saving throw with an additional bonus of 1d6, and must accept the second result. Once this ability is used, Old Lucky becomes an ordinary bastard sword.
Hell and Damnation
This is a brace of magical, sentient flintlock pistols whose names respectively are Hell and Damnation. Both pistols are masterwork with silvered metal and cherrywood furniture, with brass buttplates and engraved sideplates bearing their names in fanciful lettering. They have two barrels apiece which can be rotated as a standard action (or free with the Rapid Reload feat), making each a two-shot pistol. The pistols have an orthopedic grip, Hell being made for the left hand, Damnation for the right. Both pistols are Chaotic Neutral in alignment and have the personality of wisecracking, lusty adventurers (though only the wielder can hear their telepathic voices).
+2 Anarchic Pistols of Distance. Flare with a tendricular pink aura when ready to fire. Chaotic Neutral alignment. INT 14, WIS 10, CHA 14, 120 ft vision and hearing. Hell has 10 ranks in bluff and can use faerie fire 3x/day. Damnation has 10 ranks in intimidate and can use faerie fire 3x/day. Likewise in terms of personality, Hell is avuncular and sly, while Damnation is the more hot-tempered (although both "speak" in the same voice, it can be difficult at first to know which is presently talking). Both pistols speak common, infernal and abyssal. Both have an Ego score of 10.
Hell and Damnation live for excitement and adventure. They are not evil and can be charming, but ultimately their attitude is one of ruthless selfishness and if they go too long without being "entertained" they may try to manipulate or force their wielder into provoking fights or purposefully lead their wielder into danger. On the other hand if they genuinely like their wielder they can be redoubtable companions, calling out and marking targets with their faerie fire. Hell and Damnation despise authority, considering it something that exists only to be defied, and they will treat with contempt any wielder who knuckles under pressure to conform. They will bestow a negative level while held by any Lawfully-aligned creature.
Locket of the Lost Love
This gold-plated locket hangs on a fine chain and is of common quality. Inside is a small chamber holding a lock of old auburn hair. On the reverse of the lid is a tiny cameo painting of an auburn-haired maid to whom the hair presumably belongs. She is lovely, pale, wearing white and regards the viewer with big solemn eyes.
If one falls asleep wearing the locket, they dream of walking down a dirt road under cloudy twilight beside a low wooden fence. Beyond the fence is a pasture of tall, yellowed grass featureless save a lonely elm tree in the distance. In its shadow stands the maid in her white dress, her back to the dreamer. If on a second night one falls asleep wearing the locket, one dreams of approaching the tree very closely now and the young woman turns and smiles. On the third night, one dreams of a sad, final encounter---to the dreamer comes the knowledge that he is someone the girl loves, and he is going far away, perhaps never to see her again.
But the girl whispers to the dreamer, holding him (the dreamer is an unseen man in the dream regardless of their actual gender) in what should be their final embrace: "there is a way..."
After experiencing these dreams, the amulet grants the wearer the ability to use Ethreal Jaunt as if cast by a 10th-level wizard, 1x/day. The first time the wearer turns ethreal there is a 10% chance that he or she is attacked by a ghost of the mysterious woman on the ethreal plane, who will attempt to use her draining touch or corrupting gaze abilities to drain away the target's Charisma. If the ghost succeeds, the target falls unconscious, and another ghost--belonging to the maiden's departed lover--possesses their body (using his malevolence ability). It is possible for the target to simply end the Ethreal Jaunt effect by pulling off the locket, which immediately sends them back to the Material Plane. However if the Maiden's Ghost is touching the target at that moment, she will travel back with him. Each time the wearer uses the amulet's Ethreal Jaunt, the probability of the Maiden's Ghost appearing increases by 10%. If the Maiden's Ghost is destroyed, the amulet continues to function as an Amulet of Ethreal Jaunt.
If the Maiden's Ghost successfully drains her victim and sends them into unconsciousness (permanent unless the Ability Drain is restored) and the ghost of her lover possesses the victim's body, the victim will awaken into a broken, deformed version of the somber pasture where the lovers had their last embodied meeting. The second ghost will be there, "steering" the victim's body, while their conscious mind remains trapped in a dreamscape. This may afford the PC the chance to speak with their captor, although any attempt to attack the ghost is fruitless.
As the male ghost will patiently explain (he has all the time in the world, after all), he was in life one Ambiro, captain of a seagoing merchantman. He fell in love with a witch, Maefydh, but duty called him to a dangerous voyage---but, Maefydh swore, she had a way to ensure that no matter what they would be reunited. Not understanding the magic at play, Ambiro enacted a ritual with her. When disaster indeed struck and his vessel was lost, Ambiro's spirit was trapped in the ethreal plane---alone until Maefydh herself finally passed away, and was able to enact the second part of her plan, to steal for herself and her lover new mortal bodies. Ambiro admits that, had he understood Maefydh's plan, he would have balked. Nevertheless, after years of a lonely existence in the ethreal, there is no crime he wouldn't commit to live again. Now in command of the victim's body he will try to lure a second victim--of either sex---into donning the locket so Maefydh might herself take a mortal form.
So long as the PC is a prisoner in their own skull, the DM may do well to expand the "world" of their subconscious or mindscape into an adventure in its own right. The disembodied PC might explore wildernesses built of fractured memory and fantastical dreamscapes while hoping for rescue from their fellow party members.
Labels:
Eastwylde,
Not Put Into Play Yet
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