Thursday, January 9, 2025

Brigid the Dragon & King Arthur's Coconut Shell

When not looking for human parties to crash or otherwise being entertained by the activities and creativity of lesser beings, the ancient red dragon known as Brigid in her human form spends much of her time creating quirky magic items. She either gives these away as presents, or places in the path of treasure hunters in the hopes they'll be mistaken for important artifacts. This is her latest creation.


 
KING ARTHUR'S COCONUT SHELL
This item consists of two parts, each of which resemble gold-plated half coconut shells. At first glance, they appear to be a pair of odd ashtrays--and they certainly can be used as such--but they are far more than that. When examined using Detect Magic, the half-shells both radiate strong Alteration/Transmuation magic.
   Functions: When each half of "King Arthur's Coconut Shells" are held in one of the user's hands, and then clapped together in a rhythmic fashion, a sound similar to that made by the hooves of a trotting horse. So long as the user keeps making a clip-clop sound with the shells by striking them together, he or she and one other target can travel at a speed of 10 miles/hour across any terrain a horse would be able to traverse. The user must keep a continuous beat or the rate of travel will slow and the pair will come to a stop within two rounds, just as if they had pulled the reigns back on horses.
Neither the user nor the targeted second person become fatigued while under the effects of the "Coconut Shells", but the user must make a Fortitude saving throw (DC13) every hour. If the roll fails to match or exceed 13, the users arms are sore, the beat becomes unsteady and the rate of travel is reduced to 8 miles/hour. If the check fails at the end of the next hour, the rate of travel is reduced to 4 miles/hour. A third failed check means the "horses" need rest, and the pair must take a break of at least an hour.
   Trivia: This magic item was inspired by one of Brigid's favorite movies, "Monte Python and the Holy Grail". She's not sure what she'll do with this creation. For now, she's having fun, in human form, trotting back and forth across the rocky plains near her home in northern Arizona.

Monday, January 6, 2025

Meet Elida and Hanna, Wanderers and Cultist Killers

Elida and her little sister Hanna were sold by their impoverished parents to a demonic cult when they were 7 and 5 years old respectively. For almost ten years, the cultists prepared them as sacrifices to their dark god, putting them through painful rituals and covering their bodies with tattoos of mystic scripts, spells, and demonic symbols. All the pain inflicted was meticulously described in ancient texts and the cult followed it with exacting specificity.

Then came to prophesized day when the evil god was to walk the land and claim the souls of mortals as its eternal servants and granting vast power to those who had given him the most through their service. Hundreds of cultists converged upon the ritual site from across the continent, Elida and Hanna were drugged and placed at the center of the ritual circle, the sky opened up, the dark lord descended, and every single cultist burst into flames where they stood, screaming as they were reduced to ash.

"Thank you, Those Who Were Chosen," the dark god's voice rumbled like distant thunder. "These souls will tend to my needs for hundreds of your years. Go forth and wield this power as you will!"

True to the prophesy, those who had given the dark god the most--Elida and Hanna--were granted powers beyond what most mortals can dream of.

Both girls were granted the skills and combat abilities of 15th level thieves and the spellcasting abilities of a 10th level cleric. Further, if their tattoos are left uncovered, once per day, they can cause up to 1d6+1 of them to leave their bodies and fight for them.

Elida the Wanderer

Hanna the Wanderer

Elida purposefully wears clothing styled so at least her tattoos of a monstrous centaur and a dimension-hopping giant spider are always exposed. Meanwhile, Hanna stays as covered up as possible, only removing her full-length jacket when faced with overwhelming odds.

For the past year, the girls have wandered from city to city, rooting out evil cults, taking steps to make better lives for impoverished or abused children, and rallying the people against oppressive lords.

Sunday, January 5, 2025

On the Twelfth Day of Christmas, the Dragon Gave to Me...

Twelve Drummers Drumming
This gift is a pair of large drumsticks for use with marching drums. They come wrapped with a tag featuring the recipient's name on one side and a note on the other: "Tap these together three times to get the beat going.", both written in a flourish-rich cursive. The wrapping paper and tag are not magical, but the drumsticks radiate strong Summoning and Illusion magic with an undercurrent of Divination.


   Functions: If the recipient of the Twelve Drummers Drumming taps the drumsticks together while outside or in a large open space, such as an auditorium, or out-of-doors, a twelve-member drumline in (more or less) matching uniforms appear out of thin air. The drummers carry a mix of drums--snare drums, tenor drums, tenor quads, bass drums, tabla drums, and even mridangam drums and bongo drums on occasion. The drummers are always led by an exuberant Brigid. (It's most likely just a magical copy, but every so often she shows up in person to join in the fun.) 
   The drumline plays for a maximum 40 minutes. If summoned outside, they march toward a population center or around the immediate area, playing thrilling drum music the whole time, with Brigid cheering and dancing out in front. If summoned indoors, they either stay in one location--if they were summoned in a concert hall, lobby, or similar chamber--or they march throughout the building, visiting every floor within it before heading out the main entrance and marching around the outside of the structure, playing music their instruments the whole time.
   The mix of drums in the drumline remains roughly the same from summoning to summoning, with only the unique drums changing--and with them some of the numbers performed by the musicians as they march. Roll on the following table to see what the variable drum is (and whether or not the real Brigid is performing with the magically created musicians).

1d12 Result                Drums and Dragon
1-3                               Bongo drums
4                                  The real Brigid with a bongo drum
5-7                               Mridangam drums
8                                  The real Brigid with a tenor drum
9-11                             Tabla drums
12                                The real Brigid, with a set of tabla drums on one hip and 
                                    a bongo drum on the other.


   As mentioned above, the drumline plays for up to 40 minutes. It then vanishes as suddenly as it appears. Brigid briefly appears next to the summoner to and says that she is available to provide lessons in playing any type of drums that the character and any friends wish to learn, to entertain them on tabla drums, or to play drums as part of a rock or jazz band the summoner is a member of.
   If the drumline is attacked, they panic and begin to scatter in all directions. Unless blocked from escape, each drummer runs for one minute, then vanishes. The Brigid Look-a-Like is the only one who will stand and fight, but she is struck down immediately by the first successful attack; each drummer has only 2 hit points and any attack directed at them, except an outright Botch, always hits. The bodies of slain drummer members remain for one minute before fading away to nothing.
   The drumline can be summoned 24 different times during the year going from January 1 through December 31. The Brigid Look-a-Like can be called any number of times to entertain, provide drum lessons, or to play with the band. She remains for up to 10 hours or when dismissed.
   The Brigid Look-a-Like only has 2 hit points and behaves as described above if attacked. She will use her drumsticks as weapons, attacking two-handed style as a 1st level Bard/Charismatic Hero, and dealing 1d2 points of damage with each successful hit. Whenever the Brigid Look-a-Like is summoned, the GM should roll 2d12. On a roll of 24, the real Brigid shows up to hang out with the characters. Woe to anyone who attacks her, as she has far more than 2 hit points... and won't hesitate to make the attackers regret their life choices.


 

Saturday, January 4, 2025

On the Eleventh Day of Christmas, the Dragon Gave to Me...

Eleven Pipers Piping
This gift is a gold lapel pin that resembles a bagpipe. It is received in a small jewelry box, wrapped with a red bow with a gift tag with the recipient's name written on it on one side and the phrase "Touch and say 'The pipes, the pipes are calling'" in a flourish-rich handwriting. If examined with detect magic, it radiates a strong mix of Illusion and Summoning magic, with a hint of Divination.


 
   Functions: If the person who is gifted this item follows the instructions on the tag, he or she hears faint music... maybe hornpipes? Maybe recorders? Maybe bagpipes? 
   The following round, if the character is in a large area or somewhere outdoors, a marching band of 11 men and women in matching (more or less) uniforms blinks into existence. If the character thought of a particular composer or band or piece of music while summoning the musicians, they immediately play music to match what the character was thinking of. If nothing is specified, they play Christmas music with the occasional tune from the obscure musical Dance Crazy mixed in. 
   The band plays for 40 minutes. If summoned outside, they march toward a population center or around the immediate area, playing music the whole time. If summoned in doors, they either stay in one location--if they were summoned in a concert hall or similar chamber--or they march throughout the building, visiting every floor within it before heading out the main entrance and marching around the outside of the structure, playing music their instruments the whole time.
   The instruments carried by the band vary from summoning to summoning, and they are determined by rolling against the following table. (As you can see, there is also a 50 percent chance that the band will be led by a musician who appears to be Brigid the Dragon in human form. It is not, however, her.)

1d12 Result        Instruments Played
1                          Bagpipes
2                          Bagpipes, band led by look-a-like of Brigid
3                          Hornpipes
4                          Hornpipes, band led by look-a-like of Brigid
5                          Recorders
6                          Recorders, band led by look-a-like of Brigid
7                          Fujaras
8                          Fujaras, band led by look-a-like of Brigid
9                          Bagpipes and Recorders
10                        Bagpipes and Recorders, band led by look-a-like of Brigid
11                        Bagpipes and Fujaras
12                        Bagpipes and Fujaras, band led by look-a-like of Brigid


   As mentioned above, the band plays for up to 40 minutes before fading away, with the music fading as well. The leader of the band briefly appears next to the summoner to and says that he or she is available to provide lessons in playing any wind instrument that the character and any friends wish to learn.
   If the band is attacked, they panic and begin to scatter in all directions. Unless blocked from escape, each band member runs for one minute, then vanishes. The Brigid Look-a-Like is the only one who will stand and fight, but she is struck down immediately by the first successful attack; each member of the band has only 2 hit points and any attack directed at them, except an outright Botch, always hits. The bodies of slain band members remain for one minute before fading away to nothing.
   The full band can be summoned eleven different times during the year going from January 1 through December 31. The Brigid Look-a-Like or other band leaders can be called any number of times to entertain the summoner and guests, or to provide lessons, with whatever instrument wind instrument is specified. The band leader remains for up to 10 hours or when dismissed.
   Whichever band leader is summoned (be it a random one, or the Brigid Look-a-Like), the musician only has 2 hit points and behaves as described above if attacked. If unable to run away, the summoned character will use its instrument as a weapon, attacks as a 1st level Bard/Charismatic Hero, and deals 1d2 points of damage with each successful hit. 
   Whenever the Brigid Look-a-Like is summoned, the GM should roll 2d12. On a roll of 24, the real Brigid shows up to give music lessons and hang out with the characters. Woe to anyone who attacks her, as she will not flee and she has far more than 2 hit points.


   If the lapel pin of Eleven Pipers Piping is regifted or stolen, it loses all magical properties.

Friday, January 3, 2025

On the Tenth Day of Christmas, the Dragon Gave to Me..

Ten Lords-a-Leaping
This gift is presented inside a handmade card that has a colored drawing of a red Chinese dragon spiraling around a Christmas tree with a large star on top. On the inside of the card is a note written in a flourish-rich cursive that says: "Keep this coin near at all times. When faced with overwhelming odds, hold it and say, "Bring the fury!"
   The coin being referenced is also inside the card; it appears to be an ancient Chinese coin with a dragon on one side and curious runes of an unknown origin on the other. The card is pretty, but not magical, while the coin radiates a mixture of Illusion, Divination, and Summoning magic.


    Functions: If the recipient of the dragon's gift says "Bring the Fury!" while holding the coin in combat or otherwise facing danger, as many as ten top Chinese martial artists appear--collectively, the Lords of Wushu. Some of the Lords are armed with traditional weapons--such as staves, nunchucks, and swords--but others are ready to use their deadliest weapon: Their body and their superior Kung Fu Wushu. After spending a round striking poses, they leap into action, either attacking the foes of the person who summoned them, or setting about helping with stopping whatever disaster in unfolding.
   If called to assist in combat, between 1 and 10 Lords appear, their number matching the number of foes faced by the summoner and his or her allies. When they first arrive, all those hostile to the summoner and allies must make Will saves (DC18) or be so startled by the sudden appearance of Chinese men in colorful clothing that they lose all actions for the rest of the round. They must reroll their initiatives on the round that follows (while the summoner and allies retain their already established place in the combat order).
   The Lords spend the first round they are present striking dramatic poses and looking about with threatening glares and grunts. On the summoner's initiative, they spring into action with jubilantly savage war cries, each rushing to confront a foe or to perform whatever urgent tasks will help save the summoner, his or her allies, and any innocent bystanders.
   

   The Lords are fearless and loud in their rush into combat, drawing as much attention away from the summoner and his or her allies as they possibly can. Their attack rolls always succeed (except in cases where some magical effect or ability states that an attack fails) and each hit deals 2d6+4 points of fire damage. Further, they always make successful saving throws and combat-related skill checks and have AC/DC ratings of 15. However, each Lord only has 10 hit points, so they either take their foes down quickly, or they go down. 
   If the Lords are summoned to assist in non-combat situations, they act with complete and total courage and lay down their lives without hesitation if it saves the summoner, his or her friends, and any innocent bystanders. They won't sacrifice themselves needlessly, but if their life can be traded to save others, they never hesitate. After all, they're not real... and they know it. When assisting in non-combat situations, the Lords have whatever skills are needed for the task ahead of them.
   The bodies of fallen Lords remain for the duration of combat, but ten rounds after the battle is over or the danger has passed, the bodies dissolve into smoke that quickly dissipates. If someone touches one of the bodies or tries to take its weapons or other equipment, the body and all items burst into flame and vanish, dealing 2d6 points of fire damage to anyone in melee range.


   When the owner needs an attractive and lethal date for any purpose, all he or she has to do is focus on the invitation or reservation and his or her companion will appear, dressed appropriately for whatever the event is. The owner of the coin can also summon a date for a friend or close associate instead of for him- or herself.
   This magically created companion is a perfect date for the owner (or whoever the companion is there to escort); he can carry on intelligent and informed conversations about any topic. He also has perfect manners and timing when it comes to interacting with other guests at events and subtly always making sure his date is perceived in the best possible light by way of his behavior.
   In addition to being great eye candy and perfect socially, the magical companion has the ability to defend the owner and those he or she is friendly with from attacks or other forms of violence. She can only be injured by magic or by enchanted weapons with at least a +2 bonus. She has 100 hit points and has all the class abilities and the attack rolls, saving throws and DC/AC of a 10th-level Monk (fantasy OGL d20 System) or Fast Hero (OGL d20 Modern). The companion is also proficient with all weapons, is an expert in all martial arts and unarmed combat styles, and has a talent for turning just about any item he can place his hands on into a weapon.


   The summoned date remains in the company of the person he is escorting for 20 hours, until released, or until destroyed through damage suffered in combat. Each time, the date is a different Lord of Wushu.
   The Ten Lords can be summoned once per day while the coin is in the possession of the person it was gifted to. They can only be summoned individually a maximum of ten times during a year during a year lasting from January 1 through December 31.
   The person who first received the coin can regift it as a Christmas or birthday present to someone they love, or someone they have stood side-by-side in combat. If it is sold, given with an expectation of reward, or taken under any circumstance other than those described above, it immediately becomes just an odd Chinese coin with no magical qualities.
   Trivia: Each of the Ten Lords of Wushu are based on actual martial arts masters that Brigid has met and befriended during her many trips to China and Taiwan. Most have been dead for centuries, but Brigid still summons a magic replica of one of them when she feels like practicing unarmed combat with her human form.
   In centuries past, the Lords were far more sedate and deliberate in the way they entered combat. With the arrival of the Hong Kong karate-themed movies in the 1960s and 1970s ("chop-socky flicks"), Brigid recalibrated her creation to mimic the outrageously surreal worlds of those films. She did this because she felt it would be more disorienting to foes in combat with the summoner, but also because she thought the cartoonish behavior was hilarious.

Thursday, January 2, 2025

On the Ninth Day of Christmas, the Dragon Gave to Me...

Nine Ladies Dancing
This gift is a well-read theatre program either from the early 1930s, late 1960s, or mid 1980s, but always for Dance Crazy: The Musical. It might be worth a few dollars to hardcore memorabilia collectors, but the condition isn't one that would attract the attention of museums. Inside the program is a note written in flourish-rich cursive style, on stationary from The Frederick Hotel on West Broadway dating from the same period as the program, that reads: "Bring this to a stage or an open space, wave it over your head and shout, 'The show must go on!'" If examined with detect magic, both the program booklet and the letter inside it radiate a mixture of Illusion, Divination, and Summoning magic.


   Function: When the owner of the program booklet follows the instructions on the note, a chorus line of nine dancers in golden leotards and top hats and they perform a song and dance from Dance Crazy: The Musical. Music is provided by an unseen orchestra.
    When they are done with the number, one of the dancers lets the owner know that they would all like to get to know him or her better, and each of them would be honored to join the owner at an event, a party, or just for dinner.They then dissolve into quickly dispersed wisps of smoke until summoned again.



   When the owner needs an attractive date for any purpose, all he has to do is focus on the invitation or reservation and his or her companion will appear, dressed appropriately for whatever the event is. This magically created companion is a perfect date for the owner; she can carry on intelligent and informed conversations about any topic that the owner wants to talk about. She will also have perfect manners and timing when it comes to interacting with other guests at events and subtly always making sure the owner is perceived in the best possible light by way of her behavior.
   In addition to being great eye candy and perfect socially, the magical companion has the ability to defend the owner and those he or she is friendly with from attacks or other forms of violence. She can only be injured by magic or by enchanted weapons with at least a +2 bonus. She has 100 hit points and has all the class abilities and the attack rolls, saving throws and DC/AC of a 10th-level Bard (fantasy OGL d20 System) or Charismatic Hero (OGL d20 Modern). The companion is also proficient with all weapons, is an expert in all martial arts and unarmed combat styles, and a talent for turning just about any item she can place her hands on into a weapon.


   The summoned date remains with the owner for 20 hours, until released, or until destroyed through damage suffered in combat. Each time, the date is a different dancer. 
   If the GM feels so inclined, the following random table can be used to determine if the magical date bears a striking resemblance to someone famous.

d12 Roll    Who the Date Resembles
1-6              No one recognizable but is still a knock-out.
7                 Bunty Bailey
8                 Cyd Charrise
9                 Paulette Goddard
10               Bessie Love
11               Virginia Mayo
12               Barbara Stanwyck
              
   The chorus line can be summoned an unlimited amount of time. However, the individual dancers can only be summoned nine times during a year lasting from January 1 through December 31. If the summoned dancer resembles a real person, they appear as they did during the height of their dance careers. 
   Trivia: Dance Crazy: The Musical was the brain-child of a pair of ancient dragons--gold dragon who goes by the name of Robin among humans, and the red dragon Brigid. They have tried staging it several times since they collaborated on it in the late 1920s/early 1930s, but each time it has been a flop. Interestingly, although it was made in the hopes it would appeal to humans, Robin has informed Brigid that the show has become very popular with dragons and that it is constantly being staged on the various elemental planes where they now mostly make their homes.

Wednesday, January 1, 2025

On the Eighth Day of Christmas, the Dragon Gave to Me...

Eight Maids-a-Milking
This item consists of a wooden base that features a drawer on one side and a brass plate on the other. On the base are mounted somewhat crudely made figurines of four grown country women and four country girls. They are gathered around, what in scale to them, is an item that looks like a cross between a giant tea pot and a coffee pot. The figurines serve as a holder for the tea/coffee pot, which can be lifted off the base, its lid removed, and up to three cups of liquid can be poured into and served from it. If examined with a detect magic spell active, all parts of the Eight Maids-a-Milking radiate Summoning magic; the magic is stronger during the early morning hours, waning and waxing in intensity as a day moves through the hours.


   Function: Every day, just after the sun clears the horizon, the tea/coffee pot (hereafter "dispenser") fills with three cups of milk. If the Eight Maids-a-Milking is left to its own devices, the type of milk is random. The brass plate displays the kind of milk that has been created in whatever language the owner of the item is primarily literate in.
   GMs should roll on the following table to determine the kind of milk in the dispenser. Any milk left in it after sundown evaporates without a trace, leaving the dispenser dry and clean.

1d12    Type of Milk
1          Cow milk
2          Donkey milk
3          Goat milk
4          Yak milk
5           Reindeer milk
6           Sheep milk
7           Almond milk (unsweetened)
8           Oat milk (unsweetened)
9           Cashew mile (unsweetened)
10         Soy milk 
11         Coconut/Almond milk mix (unsweetened)
12         Chocolate almond milk (unsweetened)

   Any character that drinks at least one cup of milk created by the Eight Maids-a-Milking gains a +1 bonus to Fortitude saves for the following 12 hours. 
   The owner of Eight Maids-a-Milking can control the kind of milk that the dispenser fills with by placing a handwritten note in the drawer on the base before sundown on the prior day. The owner can also keep the dispenser from filling by either leaving the drawer empty and open or by not placing the dispenser on the base among the maid figurines.
 

   The Eight Maids-a-Milking is one of the few items that Brigid has created that the person she gave it to can give to someone else without the item losing its enchantments. In fact, if the owner gives it a person or family in need, he or she is guaranteed a visit from Brigid with another gift during the following Christmas Season. 
   If the owner of the Eight Maids-a-Milking tries to sell it, or gain some other form of personal benefit, it immediately loses all magic once a deal is made.
   Trivia: Originally, this magic item only created four different kinds of milk (cow milk, goat milk, reindeer milk, and yak milk), but Brigid has improved upon the item to expand selections, as well as to appeal to a broader swath of humans and their changing preferences. When Brigid drinks milk in human form, she prefers donkey or yak milk.