PBE Games on DriveThruRPG

Showing posts with label miscellaneous. Show all posts
Showing posts with label miscellaneous. Show all posts

Monday, June 28, 2010

The Black Seed

The creation of a fanatical order of dark druids intent on preserving the wilderness at any cost, the Black Seed can be a terribly destructive force. It is a small cylinder carved from some unknown wood, its surface pitted and scarred with bore marks and burls. A ring of gray stone is affixed to one end of the cylinder, and attached to this is a thin black leather thong which allows the cylinder to be worn as an amulet. If examined for magical properties, the Black Seed radiates Epic nature magic. An Epic test of divination magic will identify the power of the object, though it may not reveal the consequences of using this power.

The Black Seed has a singular power, thrice per day its owner can call forth a half-dozen tiny black seeds that trickle forth from the various burls and wormholes in the object. When cast upon the ground these seeds instantly bury themselves and begin to grow at a tremendous rate. Unplanted seeds vanish after one hour.

Each seed sprouts into a creeping weed-like plant that sends forth runners and shoots both above and below ground. These magical plants twist and bind around any cultivated plant they encounter, choking root, stem and branch in twisting, jagged tendrils. A single plant matures in a few hours, covering ten or fifteen square feet. Once mature, the plant blooms and goes to seed in the space of half an hour, each plant producing dozens of seed pods that pop open and spray their seeds up to thirty feet away, beginning the cycle anew.

Once it has cast its seed each mature plant metamorphoses into a secondary phase. Rigid, bamboo-like trunks shoot up from the ground, each sending forth dozens of thorn-lined, angular branches in all directions, creating a nearly impenetrable barrier. These plants are quite tough, requiring a heavy axe blow to sever a branch. Even fire is of little use against them, as it sears the surface but does not penetrate the plant's hard green trunks. This phase of growth culminates in a dense tangle of thorny growth, a dozen feet high, covering a vast area.

These spiky plants mature in the space of a single day, each sending forth dozens of massive blossoms that fill the air with a nauseating stench. Anyone exposed to the smell must make a Great test of toughness or be driven away, overcome by illness. These blossoms last a few hours, then quickly go to seed. Much like the original weed-like plant these seeds spray forth to cover a large area, though they are much less malevolent in nature. Each pod produces a dozen or more seeds of different types, each a species native to the area. These seeds root themselves among the creeping weeds and spiky hedges, then grow at an accelerated rate for one day before reverting to a more natural growth pattern.

A single seed will spread to cover up to a square mile before the potency of its magical growth fades. As the natural plants begin to grow the tangle of weeds and spikes begin to wither and die, collapsing into an organic sludge rich in nutrients. In as little as three days cultivated farmland can become a tangled scrub of wild grasses, underbrush and small trees, well on its way to becoming native forest.

Monday, June 14, 2010

Flockhand

This artifact is a left-handed glove made from the finest maroon silk sewn with hundreds of feathers from various species of birds and trimmed with rows of tiny seed pearls. The glove is sized for a fairly small human hand, and extends well past the wearer's wrist over the forearm when donned. If examined for magical properties, it radiates Great nature and enchantment magic. A Great test of divination will reveal the item's powers.

When worn Flockhand allows its owner to command any sort of avian creatures with a simple command word. When activated any bird within a 100 yard radius immediately comes to the wearer and begins circling as part of a great flock overhead. This flock can be directed by pointing or gesturing with Flockhand. The birds will move as desired as swiftly as possible. Flockhand's owner can command the creatures to attack if desired but the default behavior is to swarm and swirl around any creature they encounter, obscuring vision, panicking beasts and confusing intelligent foes. Flockhand's power can be invoked at will, and lasts so long as concentration is maintained. Birds fall to the ground after 10 minutes of continuous control, exhausted.

If Flockhand is used to incite birds to violence, they attack with beak and claws as natural creatures. The GM will have to make a determination as to the effectiveness of the assault based on the types of birds in the flock.

Monday, June 7, 2010

The Planter of Endless Growth

This rather plain planter is made from terracotta clay. It is approximately two feet in diameter and a foot and a half in height. A relief pattern of leaves, branches and vines, highlighted with various earth-tone glazes, covers the entire exterior. The Planter's rim and base are further adorned with a coiled rim covered in gold leaf. If examined for magical properties the Planter radiates Superb alteration magic. A Great test of divination will reveal the item's sole enchantment.

To activate the Planter's power, it must be filled with fresh soil, which has been drenched with a pint of freshly drawn blood (the equivalent of an Average wound). A single mundane seed of any type is then placed within the planter and a command word spoken. When this process is complete the seed instantly sprouts and begins growing at a fantastic rate. A typical annual plant (flowers, vegetables, etc.) grow to full maturity in a few rounds, a tree or shrub takes six or seven. Once matured, the plant blossoms and produces fruit in a single round. The plant remains in this state for one hour, after which it shrivels and turns to gray dust, consuming the soil used to activate the Planter as well.

Any produce harvested from the resulting plant is wholesome and nutritious, providing the equivalent of a full meal. Once harvested the produce is subject to the normal effects of time. Delicate fruits or vegetables last a few days, more robust items lasting a few weeks.

Wednesday, June 2, 2010

Army of Clay

This artifact is a collection of small clay figures, each about three inches high. The figures are primitive, but bear a certain elegance of design the belies their crude form. Each is coated with layers of brightly colored powdery glaze, chiefly blue, green and red. There are several types of figures in the collection:
  • Swordsmen - These figures are depicted wearing heavy green armor and helmet and wielding a stabbing sword and tall rectangular shield. Each figure's shield bears the faint red outline of a spread-winged bird of prey. There are 18 of these figures in the collection.
  • Spearmen - These figures wear lighter blue armor and wield a heavy two-handed spear. They also wear cloaks decorated with the same red bird of prey device as the Swordsmen's shields. There are 18 Spearmen in the collection.
  • Archers - These figures wear the same armor and cloak as the Spearmen, but wield a short recurve bow and have a long knife at their belt. A quiver of arrows hangs from their shoulder. There are nine Archers in the Army.
  • Charioteers - There are only three of these figures in the Army. Each depicts a chariot pulled by a pair of white-glazed horses fitted with red barding. A driver tends the reigns while a second javelin wielding figure stands behind him in the chariot. Both are wearing lightweight armor and cloaks similar to that worn by the Spearmen.
The entire Army is contained with a shallow chest of black oak fitted with bronze hinges. The interior is lined with a thick layer of padded leather, which holds the figures securely when the lid is closed. A simple latch holds the chest closed. The figures radiate Epic alteration, combat and animation magic. A Superb test of divination will reveal their purpose, but an Epic test of research in ritual magic is required to unlock the process required to active the Army.

The Army is a terrible weapon of war. When the proper ritual is performed each figure comes to life, slowly growing until they reach their full height of about 15 feet, a process that takes several minutes. Once fully grown their commander can indicate their foe which sets the Army on it's inexorable path. The army moves as a unit, each figure assuming a position within the ranks and striding toward the target at a steady pace with military precision. As they approach they change formation to suit the terrain and tactical situation. Once set upon their course the Army marches until they engage the targeted foe, fighting until either their foe is destroyed or they are shattered.

Each figure in the Army is a terrible engine of destruction, fighting with Epic skill. The Archers and chariot-riding Javelineers fire and hurl magical missiles that can crack stone walls with ease. Each figure has Epic toughness and armor and Great resistance to mundane weapons. The figures are immune to fire- and cold-based attacks. Figures continue to attack so long as they have limbs to strike with. Should a figure be rendered inert it will shrink to its original three inch height. All figures revert to their small size once the battle is won or all figures are destroyed. Any figure, or portion thereof, returned to the containing chest, will regenerate into a complete figure in one month's time.

Activating the Army is a Great test of ritual magic. It requires the ritualist to sacrifice the life of a blood relative and douse the Army in their blood. This ritual can be carried out once per moon at most.

Photo: http://www.flickr.com/photos/blake_lennon/ / CC BY-NC 2.0

Monday, May 31, 2010

The Eye of Achra

This legendary artifact is a perfectly sculpted human-sized eye carved from a piece of white opal. The Eye's iris and pupil are represented by a curious circular flaw in the stone, black within green. The craftsmanship of the Eye is exquisite, and a knowledgeable jeweler could identify the work as Dwarven in origins. Legend says the Eye grants anyone brave enough to place it within an empty eye socket perfect vision and a penetrating gaze, but there are darker stories that tell tales of madness and woe that have befallen anyone that has tried to wear this artifact.

The Eye is a fairly potent magical object. If examined for magical properties it radiates Superb alteration and illusion magic. A Great test of divination will reveal the item's enchantments:
  • When the Eye is placed within the empty eye socket of a human-sized creature it instantly bonds to flesh. After attuning itself to the wearer for about a week, the Eye's powers come to life.
  • The Eye provides perfect vision to the wearer, fully replacing their missing eye and even removing any sight defects previously suffered (such as near- or far-sightedness).
  • The wearer gains dark vision. Under normal nighttime conditions they see as if it were day. The Eye allows vision even total or magical darkness, though these conditions reduce visibility to that of a bright moonlit night.
  • The Eye's wearer can see hidden or secret objects, even those concealed by magical means. Using this power requires concentration. The wearer can scan a ten foot square space each round.
  • The Eye allows its wearer to focus on very distant objects or tiny details, bringing them into perfect focus and clarity. Focusing like this requires unbroken concentration, and each round spent focused on an object brings it into greater clarity. Breaking off this power requires one round of recovery to bring the Eye's vision back to normal.
The Eye bears a subtle curse, one hidden by the illusion enchantments placed upon the item. A Legendary test of divination will reveal the presence of the curse, but its nature is impossible to detect by magical means. One month after the Eye becomes active the wearer will begin to suffer from the effects of the curse, which manifests itself once or twice per day. The curse causes a subtle shift in the faces and features of those around the wearer. A simple smile becomes a sly look, a greeting between two friends becomes a whispered plot, a passing look becomes a threatening gaze. The curse most often affects the appearance of the wearer's closest companions, but if none are present, even total strangers may be affected. These alterations are illusion only, though the GM should present them to the wearer as fact.

Friday, May 28, 2010

The Dividing Coin

This object appears to be nothing more than a simple gold coin, its markings and features eroded by time and constant use. An assay will show it to be made from the purest gold. A careful examination of its markings will show the faint outline of a face on one side, and a wheel-like icon on the other. Magical examination will reveal the Coin is enchanted with Superb quality alteration magic. A Superb divination will reveal the command word required to activate the Coin's magic.

When the command word is spoken, the Coin duplicates itself, creating a second gold coin of equal value. This coin is of equal quality to the original, though the minor flaws and nicks on each coin's surface are slightly different. This command word can be used once per hour, creating up to 24 new coins each day.

Any created coins that remain in the possession of the original's owner vanish at midnight. Coins traded or given away have a 5% chance of becoming coins of lesser value each night at midnight. Gold become silver, silver become copper, and copper become lead slugs. This chance is additive across all coins in a single person's possession, and affects all owned duplicates. For example if someone owns ten duplicate gold coins there is a 50% chance they will all become silver each night at midnight. The original coin is never affected by this.

Wednesday, May 26, 2010

Vortex of Souls

This legendary artifact is made from the spiraling, horn of some long-extinct sea creature. It's twisted, white length is encrusted with barnacles and coralline growths, each carefully preserved beneath a layer of polished gold leaf. The horn rests upon a framework of polished black steel formed and shaped into a twisted maze of branches and vines that wrap securely around its length. The horn's hollow interior is sealed with a thick, hinged cap made from the same material as the supporting frame. The device radiates Legendary abjuration and protection magic. An Epic test of divination will reveal an extra-dimensional rift contained within the artifact.

The Vortex contains an alternate reality, a dimensionless place where physical matter does not exist and all forms of energy are negated by the very nature of this bizarre realm. The Vortex was originally created as a sort of extra-dimensional prison. Any living creature drawn into the Vortex loses all material form, reduced to little more than a floating consciousness lost in a void of pure white nothingness. The Vortex negates all magical, divine, mental or physical energies within its bounds, making escape from within impossible.

Should the Vortex's seal be opened without proper preparation, any sentient creature within 100 feet will be drawn into the void. A Legendary test of will must be made each round to avoid this effect. All held or carried items are drawn into the void along with the creature, instantly becoming insubstantial and powerless. Left unattended the Vortex will reseal itself in 1d10 days.

The enchantments surrounding the Vortex negate all attempts at divining its operating principles. Only research into the device's history will reveal the mechanism required to protect oneself against the Vortex's effect. When it was first created, a number of medallions were fashioned that provided a defense against the Vortex. Discovering the existence and appearance of these medallions requires a Legendary test of historic lore. Researching the location of each medallion requires three Epic tests of research. Of course the researcher must have access to appropriate materials and references to carry out this research. There are no fewer than three, but no more than seven of these medallions. Any sentient being wearing a medallion is immune to the Vortex's effect.

It is rumored that several medallion wearers can open the Vortex and call forth one of the banished, a ritual requiring exacting knowledge of the desired target. There is, of course, a chance that this summoning will allow 1d4 other entities to escape the Vortex. Anyone returned from the Vortex reappears in exactly the same physical state as they departed.

The GM should determine a single method by which the Vortex of Souls can be destroyed. They should also determine what happens to the contained souls when the container is shattered.

Friday, April 30, 2010

Bottle of Endless Foam

This large greenish blue glass bottle is encrusted with dust, grime, and mineral deposits that obscure any markings or features on its surface. Its narrow mouth is sealed with a heavy lead seal held in place with a swing-arm mechanism that is clamped around the Bottle's neck. If studied closely under a strong light a swirling, pale brown liquid can be seen within the Bottle's glass walls. The Bottle radiates Superb evocation magic, and a Great test of divination will reveal the command words required to activate its powers.

When the Bottle is uncapped a stream of foam will begin to pour forth. The exact nature and volume of the foam is determined by the command word spoken.
  • Ichor - If no command word is spoken the Bottle pours forth a sticky, pale brown foam. This foam is more a hindrance than a hazard, though it could drown someone if it were deep enough. Anyone within the Ichor will be covered with the sticky substance, which soaks clothing, gear and skin within a single round. Anyone so soaked suffers a one rank penalty on all actions due to the foam's sticky nature.
  • Wisp - This thin white foam forms itself into puffy, globular blobs that harden into a resilient, but extremely light pillows of foam. These blobs float on water and potentially serve as comfortable seats or beds.
  • Mesh - This thick gray foam pours forth in a thick stream ten feet long, It immediately hardens on impact into a resilient but tough solid with Good strength. Mesh can be used to block openings, temporarily fill holes, or snare and trap foes. Breaking free of Mesh foam requires a Good test of strength.
Each round the Bottle is open it produces a ten cubic foot volume of foam. It can be resealed at any time by replacing the cap, but will continue to pour forth foam until so sealed. All foam produced lasts one day before vanishing completely. Each form of foam is flammable, burning with dull heat and leaving no trace when consumed.

Image Source: http://www.photolib.noaa.gov/htmls/reef0799.htm

Wednesday, April 28, 2010

The Stepping Stones

When discovered the Stepping Stones appear to be nothing more than five smooth pebbles of reddish sandstone, each about two inches across. They are contained within a metallic pouch made of thousands of tiny interlocked steel rings, held closed with a red silk drawstring. If examined form magical properties, the Stones radiate Superb alteration and animation magic. A similar test of divination magic will reveal their magical properties and the command words required to operate them.

Once the command words are know the Stones' owner can bring them to life. Each stone instantly grows to a two foot wide boulder and begins floating in the air. The Stones can be commanded to move with a thought, generally aligning themselves in a linear pattern a comfortable stride apart, beginning at their owner's feet. They form a stable walking surface and their owner can traverse them with ease, his or her feet stabilized by the magic of the Stones. Others may also tread the Stones, though they gain no magical assistance and must make an Average reflex check per round of movement to avoid slipping and falling off.

The owner can command the stones to form a path over chasm and gaps and ascend or descend as they desire. As the owner advances the rearmost Stone moves to the front position, creating an endless floating bridge. The owner can rearrange the Stones for their own travels with ease, but maintaining Stones in position for others requires a Fair test of willpower each round they are in use. Each Stone will support about 500 lbs. before the supporting magic will fail, instantly causing all stones to revert to their small form and fall to the ground.

The power of the Stones can be invoked twice a day, remaining active so long as their owner maintains at least minimal concentration on their workings. Should the owner be knocked unconscious or be totally distracted the stones revert to their small form and fall to the ground.

Each Stone has Great toughness. Should a Stone be shattered, a new Stone will appear in the bag one week later.

Friday, April 23, 2010

The Survivor's Rope

This length of silky, dark green rope is about 20 feet long. Twisted from some unknown organic substance, it is thin and light, but very strong and flexible. Careful study will reveal the Rope is twisted from dozens of thinner cords, each of which is, in turn, made up of dozens of finer threads. A magical examination will reveal the Rope is enchanted with Superb alteration and enhancement magic. The multi-function Rope has several command words which activate its various features. A Great test of divination magic will reveal one of these words.

The Survivor's Rope has the following characteristics:
  • It has Superb toughness and strength. The Rope is capable of holding up to 5000 lbs. weight, and only a Superb blow will damage its twisted fibers. The Rope heals any damage done to it at the rate of one rank per week.
  • When in use the Rope blends with whatever surface it is placed upon, requiring a Superb test of perception to spot and avoid.
  • Coil - The Rope instantly ceases any previous command and slithers back to its owner's hand, where it quickly coils itself for storage.
  • Magic Knot - When this command is spoken the Rope will securely tie one of its ends to the nearest object with a magically strong knot. This command can be used multiple times to suspend the rope between two or more objects. Magic Knots can be untied with a second command word.
  • Tanglefoot - When laid out on the ground, this command causes the rope to rise a few inches into the air and become rigid. Any creature passing over the Rope has a Good chance of being tripped. A second use of the command word returns the rope to its normal pliable condition.
  • Spider's Snare - When this command is given, the rope's strands separate into a net of thin cords which spread themselves over a 15 foot wide circular area. Any creature that crosses this area will be snared within the net's many coils and held immobile with Superb strength. The Rope does no damage, and a repetition of the command word causes it to return to its normal form.
  • Fisherman's Weave - When cast into a natural body of water and this word is spoken, the rope spreads into a 15 foot wide mesh of fine, glittering fibers. Any nearby fish are drawn to the sparkling lights and instantly snared by the many threads of the Rope. A repetition of the command word causes the Rope to pull itself from the water and deposit its catch at its owner's feet.
  • Secure Slumber - When this command word is spoken the Rope transforms itself into a comfortable mesh hammock that attaches itself to the nearest two trees or similar objects. The hammock is large enough for two people to sleep comfortably, though the Rope provides little warmth or padding.

Image Source

Wednesday, April 21, 2010

Sack of Eyes

This magical artifact is a large sack, perhaps a foot across, made from slick, slightly sticky-feeling leather. The distasteful material is stained in random patterns of dull red and purple, like bruised flesh. No stitch or suture mars it's dull, quivering surface, the only features evident being a loop of the same sticky leather designed as a strap or handle, with a puckered opening next to it. The Sack is roughly spherical, though its surface is bumpy and gives, like warm gelatin, when pressed. The artifact radiates Epic alteration and necromantic magic. A Superb test of divination will reveal its magical characteristics.

To make use of the Sack's powers its owner must plunge their hand into the bag's orifice as they speak the command word required to activate its magic. The interior of the bag is filled with a thick, blood-warm liquid, a portion of which, as the command word is spoken, congeals into a living eye that floats into the owner's grasp. Depending on the command word spoken, the eye produced can have one of the following aspects:
  • Regenerative Organ - This organ is a fully functional human eye. If placed within an empty eye socket within five rounds it instantly bonds itself to its new host's body, becoming a fully functional eye. The newly installed eye has a red iris and a slight cast, which does not affect vision, but does present a somewhat daunting appearance. The recipient suffers a one rank penalty on initial impressions based on appearance.
  • Undead Watcher - This eye is a bit small, with a dead gray iris and bloodshot sclera. The Sack's owner can place this eye anywhere. With a full round's concentration they can shift their gaze to see what the Undead Watcher can see. The Undead Watcher is static, and easily destroyed if noticed, but its small size makes it difficult to spot.
  • Parasitic Eye - This eye has a golden-brown iris with a vertical slit pupil. Gooey tendrils dangle from its bulk, dripping noxious, thick liquid. The Sack's owner can attach this eye to living flesh, where it bonds instantly. The eye provides no benefit to its host, but the owner can, with a round of concentration, shift their gaze to see what the Parasitic Eye sees. Damage to the Parasitic Eye is suffered in equal measure by the host. Only a Good damage cut will remove the entire Eye from the host's body. Any fragment remaining will regrow to a complete eye in 2d6 days.
One eye can be pulled from the Sack each day. Any number of eyes may be active at once. If more than six Undead Watchers or Parasitic Eyes are active at one time, the owner must make a Good will check each hour or have their vision forced to one of these eyes for 1d10 rounds.

Image source: 

Thursday, April 15, 2010

Enhancing Glyphs

These items are paper-thin slabs of polished stone, generally obsidian, turquoise, agate or similar semi-precious material. Each one to three inch wide stone is inscribed with a mystic glyph that reflects the magic contained within. Despite their thin and fragile appearance, the Glyphs are fairly sturdy (Good toughness), though if chipped or shattered their magic dissipates instantly. Each stone radiates Good enchantment magic, reflecting the actual magic of the Glyph itself. Each Enhancing Glyph also radiates additional magics, depending on its own unique properties. A Great test of divination magic will reveal the magic contained within any particular Glyph.

Each Glyph contains a unique magical power trapped within its matrix. To make use of this power the Glyph must be bonded to its owner's flesh. This process requires placing the Glyph against the owner's skin and speaking its unique command word. The Glyph will instantly sear its way into its owner's flesh, causing a Fair damage wound as it permanently attaches itself. This wound can only be healed my time and mundane means. Once placed the owner can invoke the power contained within the Glyph with a mental command. An embedded Glyph can be removed, but is destroyed in the process. Each Glyph has a unique power:
  • Icy Touch - This Glyph is carved from bright blue turquoise and radiates Good elemental magic. When invoked the bearer's flesh gains a freezing aura that causes Fair cold damage to anyone that touches them (including anyone they touch with a successful melee attack). This power can be invoked thrice per day and lasts six rounds per invocation.
  • Rejuvination - This Glyph is cut from warm green malachite and radiates Good healing magic. When invoked the bearer gains accelerated healing, recovering one rank of damage per round for six rounds. This power can be invoked thrice per day.
  • Cheetah's Paw - Cut from a slab of citrine, this stone radiates Good alteration magic. Thrice per day the bearer can invoke its power to move at triple their normal pace for six rounds.
  • Feather's Grasp - This obsidian Glyph radiates Good alteration magic. When invoked the bearer becomes light as a feather for six rounds. While in this state they suffer no damage from falls, descending at a leisurely ten feet per round. This power can be invoked thrice per day.
  • Divine Consecration - This Glyph has been cut from pure white marble and radiates Good divine magic. When invoked the bearer is surrounded by a ten foot diameter circle of protection, which hedges out undead creatures or beings from other planes (a Good resistance check applies). This power can be invoked thrice per day and lasts six rounds.
  • Warded Mind - Cut from a sheet of clear rock crystal, this Glyph radiates Good protection magic. It can be invoked three times per day, and provides the bearer with Good resistance to all forms of mental / emotional attack (including fear, mind control, esp, etc.) This protection lasts six rounds per invocation.
  • Hunger for Blood - This Glyph is cut from reddish agate and radiates Good necromantic magic. When invoked it grants the bearer a vampiric touch. Any successful melee attack they make drains an additional rank of blood damage from the target and heals the bearer a like amount. The bearer is compelled to attack while under the effects of this Glyph, which can be invoked thrice per day for six rounds per invocation.
  • Wind Shear - When this tiger's eye Glyph is invoked it surrounds the bearer with a ten foot diameter storm of gusting wind, which picks up sand, dirt and small objects in a blinding swirling cloud. All actions directed against the bearer take a one rank penalty, with missile fire suffering a two rank penalty. The bearer is unaffected by the wind, which can be invoked thrice per day for six rounds.

Thursday, April 8, 2010

Skull of the Demon Master

This potent relic radiates Legendary summoning and protection magic. It is made from a skull of some mythic humanoid being, the bone pure white and polished, each rough edge or ridge gilded with purest gold. Lines of tiny seed pearls, topaz and onyx form a swirling pattern across the Skull's smooth dome, winding down and around the empty eye sockets that seem to gleam with their own inner light. Magical examination will reveal the Skull as a potent artifact of good.

The Skull is designed as a trap for Demonic beings. Discovering the rituals involved in actually using the artifact requires three Superb tests of ritual lore (the GM should determine what sources are required to make these tests as suits their campaign). Preparing for each of the rituals involving the Skull requires a Great test of ritual magic, with the material requirements for each representing a one-time Superb cost to obtain the proper accouterments. The three rituals are outlined below:

Ritual of Snaring - This ritual allows the Skull's owner to trap a demonic being within it's magical protections. To carry out this ritual requires the demonic being be present on the mundane plane, either of its own accord or after being summoned. Once present the appropriate ritual must be complete, which requires the aforementioned research and ritual tools be available. Completing the ritual requires five Good tests of ritual magic. While attempting the ritual, the Skull's owner may only focus on the task at hand. They are subject to attack by the target demon unless other preparations are made -- protective devices, defenders, etc. Once the ritual is completed the target demon must make a Legendary resistance test against summoning magic or be compelled to enter the Skull. Once snared they are held in stasis until released or banished. The Skull may hold up to three lesser or one greater demon at a time.

Ritual of Banishing - This ritual allows the Skull's owner to banish a trapped demon from the mundane plane. This ritual requires five Good tests of ritual magic in a row. Each failed test gives all demons contained within the skull a chance to escape its confines. To escape the demons must make a Legendary resistance check against summoning magic, gaining a one rank bonus to this test with each failed ritual magic test. Demons successfully banished are forced to return to their plane of origin and cannot return on their own accord for 666 days. Demons that are freed during the ritual are free to do what demons do best, cause chaos and destroy their foes, beginning with the Skull's owner.

Ritual of Compulsion - Using this ritual the Skull's owner may call forth a trapped demon and force it to serve their will for ten rounds, after which the demon will return to the Skull's confines. This ritual requires a single Good test of ritual magic, though each demon contained within the Skull is granted a chance to break free with each invocation (Legendary resistance check vs. summoning magic). This ritual may be used no more than once per cycle of the moon.

Monday, April 5, 2010

Enhancing Censer

This pewter incense burner is cast to resemble a bizarre being, a creature that is little more than a hairy demonic head supported by scaled legs and a long twisted beard. A variety of horns and spines protrude from the back of the its head. The creature's eyes, ears and spines are pierced to allow smoke to pour forth from the interior of the hollow shape. The top of the figure's head can be removed, allowing access to the hollow interior, where an iron grate supports incense over a bed of ever-burning coals. Despite the great heat within the outside of the burner is cool to the touch. The Censer radiates Superb enhancement magic and Good evocation magic. A Great test of divination will reveal its properties:
  • The coals within the Censer burn with fierce heat no matter the conditions, even if fully submerged. Any incense (or other flammable object) placed within the Censer will be lit within one round. Like the coals, incense will continue to burn under any conditions. Note that this protection is lost if the burning substance is removed from the burner. The coals are permanently affixed to the Censer and attempting to remove them has a Great chance of destroying the object.
  • Incense, including magical incense, within the Censer burns for three times its normal duration and retains any special effects or magical properties it normally has for the entire period.
  • Magical incense gains a bonus to its area of effect, which doubles, and a two rank bonus to any magical effect it carries. This bonus can be applied as an increased effectiveness or a penalty to resistance checks as appropriate.
  • Upon command the owner can extinguish any burning substance within the Censer. Any remaining material is instantly vaporized and vanishes.

Friday, April 2, 2010

Crystalline Owl

This small figurine shows a horned owl perched on a branch, wings half spread and beak ajar. It is made from smoky gray crystal sand-blasted to a dull finish. The Owl is extremely detailed, with individual feathers and quills carefully carved into the flat finish. The figurine's eyes and talons are highlighted with glossy black slabs of onyx. The Owl is approximately six inches high. The Owl radiates Superb alteration and animation magic. The command words required to command the Owl can be discovered with a Great test of divination magic. The figurine can be commanded to life in one of two forms.

Normal Form

The figurine transforms into a construct of living crystal. In this form the Owl has a two foot wingspan and can be commanded to fly anywhere at Epic speed and maneuverability within ten miles of its owner. The owl has Legendary night vision and is practically invisible and silent while flying (Epic stealth). The Owl can return to its owner and report anything it has seen, conveying this information via a series of hoots and coos which only the figurine's owner can comprehend. The Owl can remain aloft for four hours at a time, after which it becomes inert for four hours.

Gigantic Form

The figurine grows to monstrous size and sprouts a saddle and harness designed to carry up to two human-sized beings. One of the riders must be the figurine's owner, who is the only person that can command the Owl to flight. In this form the Owl flies with Great speed and Good maneuverability. Like its smaller form, it flies with Epic stealth, and anyone riding the Owl benefits from this ability as well. The Gigantic Owl can be summoned but once per day, and can remain active for up to one hour.

Both the Normal and Gigantic form of the Owl are poor combatants, having only Fair toughness and Poor combat abilities with talons and beak. Should the Owl suffer more than two ranks of damage in Normal form or Four ranks in Gigantic, it will revert to crystalline form and become inert for one day per rank of damage suffered.

Wednesday, March 31, 2010

Eyes of Perfection

These lenses are made from a thousand sheets of microscopically thin, brilliantly polished gemstones, emerald, diamond, and onyx, each layered atop the other to form a perfect image of a crystalline eye in each lens. A frame of gleaming brass surrounds the two inch round lenses, allowing them to be worn as eyeglasses. A woven cord made from brown leather secures the Eyes in place once donned. The lenses radiate Epic protection and divination magic, and a Superb test of divination magic will reveal their purpose. When worn the Eyes grant the wearer the following abilities and powers:
  • Perfect Vision - The lenses provide perfect vision, sharper than that of a predatory bird. The wearer can, at will, see the smallest detail inscribed on the head of a pin, study a snowflake on the peak of a nearby mountain, or watch a single drop of rain fall in a torrential storm. Hidden or secret doors and panels are easily seen, as are concealed switches, buttons or levers. Illumination is never a problem as the wearer can see equally well in the burning light of the desert or the depths of the blackest cave.
  • Unending Sight - The Eyes protect the wearer from blindness, mundane or magical. They also provide Epic protection against any light- or vision-based attack.
  • Visions of the Future - Thrice per day the wearer can foresee the future in the short-term. This vision is limited to events directly affecting the wearer, and can see no more than ten minutes into the future. The wearer may, through their own actions, alter the observed timeline, though other people's actions cannot be changed.

Tuesday, March 30, 2010

Wander Hut

This artifact resembles nothing so much as a bundle of tiny boards and planks, each carefully planed and shaped. The entire bundle is wrapped in a canvas sleeve covered with tiny runes. The entire package is only six inches long and weighs less than a pound. The bundle radiates Great alteration magic. The command word required to activate the artifact can be discovered with a Great test of divination magic, or divined from the runes inscribed upon the sleeve with a Great test of magical lore.

When the command word is spoken, the bundle instantly expands and assembles itself into a hut-like shelter ten feet tall and fifteen feet across. The single entrance is protected by a vestibule that keeps out wind and rain. Upon command a magical fire burns in the fire pit in the center of the enclosed space, providing warmth and light. The magic of the structure maintains a comfortable temperature within no matter the outside temperature. Up to six people can rest comfortably upon the pillows and cushions scattered across the wooden floor. Each wall has a narrow window protected with a sheet of transparent crystal, allowing vision in all directions.

Once erected the Hut can be commanded to walk by the owner, traveling at a slow but steady pace. The Hut requires a wide, clear path to move upon, and is not particularly maneuverable, but it will adjust its course to avoid obstacles or obstructions. It can cover about 15 miles in a single twelve hour activation period.

The Hut can be commanded to assemble itself once per day. It stands for up to twelve hours before collapsing back into its compact form. The Hut's owner can also command the hut to collapse at will. Anything within the hut is ejected when it collapses.

Monday, March 29, 2010

Goofy Trio

I tend toward the serious in my gaming, but sometimes I need a break. Here are a few items with a lighter theme:
  • The Hat of the Jungle Stalker - This garish, wide-brimmed hat is made from red-dyed rhinoceros hide and fitted with a broad hatband made from tiger's fur decorated with bear's teeth. It radiates Great alteration magic. The Hat radiates Great enhancement magic. When its power is invoked the Hat's owner gains the ability to run one rank faster than their slowest ally. This power can be invoked thrice per day by uttering the secret command phrase "You're bait!"
  • Reflective Bandit's Mask - This bandanna-like mask covers the lower portion of the face. It's dark brown color blending with the dark garb typical of bandits and road-agents. It's Good illusion magic changes the wearer's features enough to make identification almost impossible. The Mask reflects the features of anyone looking at it, so witnesses will always describe themselves when asked to identify their assailant.
  • The Laphound Figurine - This figurine depicts a small, pug-nosed dog, rendered in black and white stone. It's eyes are highlighted with tiny topazes, and a narrow collar of woven pink silk set with sparkling flecks of diamond and pearl. The figurine can be commanded to life for three hours per day, becoming a small lap dog. The creature has no real combat value, but does bark incessantly and beg for scraps if the owner is eating.

Friday, March 26, 2010

Mad World

This item is a polished crystalline globe about six inches in diameter. The translucent material is shot through with streaks and smears of multicolor lights, purple, green, red, and blue, that shift and twist beneath its smooth surface like a tangled knot of brilliantly colored snakes. Mad World is easily held in one hand, its polished surface strangely sticky to the touch, as if it were coated with a thin layer of honey.

The globe radiates Epic alteration and illusion magic. It's sole power is activated by a command word, which can be discovered with a Superb test of divination magic. When the command word is uttered, the brilliant colors snared within the globe spring forth, filling the surrounding area with a maze of twisting, vision- and mind- affecting lights. Anyone (save the owner, see below) within 100 feet of the globe must make a Superb test of will or be completely distracted by the shifting, glowing colors that block vision and distract the mind. Those that fail to resist stand enthralled by the shifting array of colors, and must make a Superb of will to attempt any action. Those that make their initial resistance check still suffer a two rank penalty on any skill check so long as they remain within the globe of lights and colors. Mad World's effects last for up to four hours or until the globe's owner commands them to cease. Those affected by the globe recover their wits 1d6 rounds after the colors vanish.

Each use of the globe's power has a 10% chance of affecting its owner, with no chance to resist. They can only stand idle while the globe's power runs its course.

Tuesday, March 23, 2010

Arachno-key

This delicate spider-like figurine is made from fine threads of platinum and gold, woven together with tiny twists and knots. The eight-legged construct is four inches across, and has clusters of tiny gems, rubies and emeralds, for eyes. Each leg ends in a tangle of thin wires that seem to subdivide into finer and finer strands. Despite its somewhat fearsome appearance, the Arachno-key has a no offensive capabilities. It radiates Epic alteration and animation magic, and a Great test of divination magic will reveal the process required to activate its unique capabilities.

To activate the construct it must be fed precious metals, silver, gold or platinum, of at least Fair value. It consumes these materials using its tiny crystalline jaws, reducing the entire mass to nothing within a few minutes. Once fed it will be active for one hour. While active it's owner can place it upon any sealed or locked object (doors, chests, magically sealed scroll cases, etc.) and the Arachno-key will begin to open the closure, its tiny legs spreading into thousands of hair-fine manipulators, capable of opening the most complex locks, feel out the secrets of any trap, or uncovering the tricks of any magical seal.

Each minute the Arachno-key works it can do one of the following:
  •  Make a Legendary test of lock-picking.
  •  Make an Epic test of trap removal.
  •  Make a Superb attempt to remove a magical seal or locking mechanism.
The construct will continue to work so long as it is fed. It will eat a maximum of once every eight hours however.