Monday, February 17, 2025

The Dragon and the Commanders-in-Chief

In 1772, an ancient red dragon who had taken a shine to humans and their civilizations moved her primary home to the British colony of Virgina on North America's eastern coast. She became fascinated with the amalgam of philosophies that were taking shape as the guiding principles of a different sort of human society. From July of 1776 onward, she has been making North America one of her main focuses of attention. Not since the Roman Republic had she enjoyed watching--and even taken part in--the evolution of a political governing system and the culture around it. 
 

The republic of the United States of America has so far lasted roughly half the amount of time as the Roman republic, and Brigid hopes to see it last at least as long as its antecedent. She really loves the structure of three equal branches of government that are always slightly at odds even as they must work together to benefit the people of the nation. 

Because she enjoys the U.S. and its people, she wants to see wants to see the nation be as successful as possible. Therefore, she has offered her assistance to almost every U.S, president from George Washington through Donald Trump. Generally speaking, she has lent her vast knowledge of history, of magic, and the various life forms that are native to Earth, as well as those that come and go via outer space or dimensional portals.

In observance of Presidents Day, here's a little bit on a couple U.S. presidents that Brigid has advised (or just hung out with), as well as a magical item that she made for them (either something unique, or the first example of an item she's made several of).


GEORGE WASHINGTON
George Washington was a key figure in guiding the British colonies in America down the path to independence, as well as the first president of the United States. Brigid loved discussing historical figures and military tactics with him.



Washington's Presidential Chair 
Originally made by Thomas Burling in 1790, this barrel-back upholstered armchair featured, at the time, a unique swivel mechanism that allows the circular seat to rotate on four bone rollers. It was made for use in George Washington's presidential office, and Brigid used magic to make the already comfortable chair even more so. Washington found the chair so comfortable that he brought it home with him when he left the presidency in 1797 and used it in his personal study for the rest of his life.
   Function: If Washington's Presidential Chair is examined with a detect magic spell, it is shown to radiate powerful Alteration and Healing magic. 
   While seated in the Chair, a character gains a +2 bonus to all Intelligence- and Wisdom-based skill checks. Additionally, for every consecutive two-hour period spent working while seated in the chair, the character gains 1 temporary bonus hit point, due to how comfortable the chair is, as well as a +1 temporary bonus to all Fortitude saves for every two hours. These bonuses last until the next sunset, or, in the case of the temporary hit points, until the character is injured.


ABRAHAM LINCOLN
Abraham Lincoln was president when the United States was at war with itself over, in Brigid's opinion, the dumbest and most self-destructive thing humans had ever come up with--the institution of slavery. She had known and liked him since he was a teenager and she was glad when one of her favorite humans had the drive and mental fortitude to achieve the greatness she knew he was capable of.
   Brigid made several items for Lincoln between the years of 1828 and 1864. The final item she made for her friend was the Top Hat of Escape which she hoped would save him from assassination attempts. All the magical items created for Lincoln radiate moderate Abjuration magic.



Pocket Watch of Timeliness
This ornate pocket watch--with a flip-cover that sports a highly stylized pentagram and a face featuring small roman numerals--is on a 10-inch gold chain that must be fastened to an item of the character's clothing. When the watch on the chain is spun rapidly in a clockwise direction for a round, it puts the wearer under the effects of a haste spell for six rounds. When spun rapidly in a counterclockwise direction, all other creatures within a 12-foot radius must roll Will saves of be subjected to the effects of a Slow spell for six rounds. The watch can only evoke a magical effect once every 12 hours, but it tells perfect time.


Bow Tie of Personality
This black bow tie provides the wearer with a +2 bonus to all Charisma-based skill checks when worn. 


Topcoat of Protection
This black overcoat grants the wearer a +1 bonus to Defense Rating, as well as a +2 bonus to all Fortitude saves made against damage from any elemental source (like the fireball or ice storm spells).


Opera Hat of Escape
This black, collapsable top hat provides the possessor with a +1 bonus to Dodge checks whether the hat is being worn of carried. If the hat is collapsed and then thrown to the ground or against a wall, it transforms into what appears to be a circular black hole some three feet in diameter. The effect lasts for 1d6+2 rounds, or until the owner of the hat, and up to three friendly/allied characters, enters the hole. It then closes. If the owner went through the hole, the hat appears where he or she is, but if the hole closes due to its duration running its course, the hat reappears, no longer flattened.
   If "black hole" is a portal that leads to one of Brigid's many homes scattered around the world--the one she is presently spending time in. 
    Roll on the table below. The locations listed are the homes Brigid had established and was still using prior to 1864. The hat is keyed to those, so if she is at another spot are those that she controlled prior to 1864, so if she is presently not in one of those, the hat's owner is transported to a random home.

Roll 1d12    Destination
1.                Morocco
2.                Egypt
3.                Turkey
4.                China
5.                Australia
6.               Wales
7.                Austria
8.                Virginia
9-12.            Roll again, ignoring results of 9-12. The character is transported 
                    to a home Brigid is not presently at.    



--
More to come about the Dragon Who Loves Christmas (and humanity) soon. Meanwhile, if you want to read about the magical gift she gives ALL U.S. presidents, click here.

Monday, February 10, 2025

Brigid's Serving Tray of Deadly Delights

Over her long life, Brigid the Dragon has created many unique magic items that, to this day, she is the only one who knows the secrets to create them. One of these is the Serving Tray of Deadly Delights. 
   The Serving Tray of Deadly Delights appears to be an elegant golden tray of a kind that would be part of a very expensive set of formal tableware. If examined using detect magic, the Serving Tray is shown to radiate strong interlaced Conjuration and Divination magical energies, with a hint of Necromantic magic.


   Brigid created the first Serving Tray of Deadly Delights in 1104. It was her response to an elaborate scheme on the part of several noblemen, members of the clergy, and a dragon hunter to either kill or capture her and steal all her lands and treasures. Her would-be conquerors were planning on turning their might upon her during a feast Brigid was hosting in honor of a scholar visiting all the way from Hamburg. They thought she hadn't discovered they knew her secret, and she felt this was a perfect opportunity to find out who her true friends were... while dispatching some true enemies. And, of course, having some fun by trying out an idea for a magic item she'd been mulling over for about a century.
   By the time the day of the feast arrived, Brigid had created three Serving Trays of Deadly Delights... and they worked exactly as she had hoped! Her friends were revealed, her enemies were dispatched, and that who weren't terribly negative nor positive about her were left in blissful ignorance.
   Brigid rarely makes Serving Trays of Deadly Delights anymore. As human civilizations increasingly adapted more egalitarian forms of governments, and the rise of more efficient means of travel and the powers of both nobility and clergy waned, they seemed no longer fitting. Nonetheless, she made an additional 26 trays between the years of 1105 and 1819. As is her habit, she gave most of them to humans she liked and felt could benefit, but one is in the treasure hoard of the Dragon Conclave and the original three are in her own hoard.


THE SERVING TRAY OF DEADLY DELIGHTS
When these trays are presented to guests, either as containing reception treats, hors d'oeuvre, palate cleansers, or dessert cookies. They contain a mix of items, each type of which is a favorite of someone attending the gathering. These are all magically created, and they react to those who consume them based on the guest in question's true intentions and feelings toward the host.
   Functions: To prepare the trays, the host of the event must hold a guest list near each tray that will be used in the event and read the names of each person attending. Three pieces of the guest's favorite reception treats, or other small food items depending on the point of the dinner at which the serving trays are presented. Not only are the items the favorites of guests, they taste better than any other example had of this food.
   Upon taking the first bite, all guests must roll Will saving throws (DC22). If this saving throw fails, the guest feels compelled to eat all three pieces of food intended for him or her. If the first roll succeeds, the character must roll again if he or she eats another item from the tray.
   For each food item consumed from the trays, the guest must roll a Fortitude saving throw (DC24). If the roll is successful, nothing happens. If the Fortitude saving throw fails, the consumer is affected in a manner dependent on how he or she feels about the gathering's host.


   The host can end any of the effects of a Serving Tray of Deadly Delights either by touching a guest being influenced, or by loudly stating "I extend hospitality even those who make themselves my enemies". In the former, the host ends the effect on the person touched, and in the latter it ends on everybody. 
   Feels loyalty to, love for, or deep gratitude toward the host: Upon failing the Fortitude saving throw, the character feels energized and feels with absolute certainty that the host has the same feelings toward him or her. As other guests fall victim to the magical reception treats, the character who is friendly/supportive of the host receives the explanation that the food was enchanted to reveal whether those who consumed it were friends or foes... or maybe just hapless people caught in the middle of something that had no part in.
   Has no strong feelings toward the host, except maybe friendship or respect: Guests with this view of the host fall into a hypnotic trance, completely oblivious to what is going on around them. They remain in this trance until the host claps his or her hands together three times or they suffer at least 1 point of damage. In this way, they can remain neutral in or ignorant to any machinations unfolding around the host. 
   If the Fortitude save is successful, they remain fully aware and witness all that happens around them and hear the host's explanation to devoted allies. How this might sway their opinions is up to players and the GM.


   Feels powerful hatred toward, a desire to kill, or to remove the host from their place in the world through imprisonment, exile, or death: If the character's initial Fortitude saving throw is successful, he or she feels pangs of hunger and feels an uncontrollable compulsion to eat all three of the treats. As the character starts eating the second one, he or she must roll a Fortitude saving throw (DC30), and if that one is successful, he or she must roll a Fortitude saving throw (DC36) as the third snack is consumed. 
   If all saving throws succeed, the character suddenly feels very sick, immediately loses half his or her hit points, and begins vomiting controllably. Any actions (other than vomiting forth a vile mixture of stomach content and blood) are taken with a -6 penalty and spellcasting of any kind is impossible. The character must make Fortitude saving throws (DC30) for six rounds, and when one fails, the character is reduced to 0 hit points and falls, unconscious. The character loses one hit point per round and dies once he or she reaches -10.
   When the character fails a saving throw, he or she is subject to horrible pain for a round during which no actions are possible except to cry out in suffering. The character is then reduced to 0 hit points and falls unconscious. The character loses one hit point every minute and dies once he or she reaches -10.
d.
   Even when the host ends the effects of the Serving Tray of Deadly Delights, any loss of hit points or other physical ramifications remain until healed or cleaned through natural or magical means.

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If you enjoyed this post, you might also want to check out For a Song and a Dance, available in our store at DriveThruRPG!

Sunday, February 2, 2025

Something About Dragons and Two Magical Instruments

One of thing about being a dragon is that you have lots and lots and lots of time on your hands. As powerful beings who effectively can live forever (unless they run afoul gods, an army of seriously angry dwarves, or some other source of certain doom), existence itself can become boring. Ancient dragons deal with this growing risk of losing a zest for life in different ways. 

Brigid, an ancient red dragon, meditating in human form.

    Many aging dragons retreat into well-hidden and meticulously guarded places of refuge along with their most valuable and/or prized items from the treasures they've horded. Here, they sleep for centuries at a time, awakening once in a while to enjoy their treasured items and the memories associated with them. They might even venture out into the world to see what has changed and if there's anything new that can hold their interest. After a few weeks or months, these dragons return to their slumber.
   Other dragons leave our world, and even the Elemental Planes where many of them make their homes, to seek out the very edges of reality, beyond which it is believed that the Creator of All dwells--a being from whom dragons still want answers to questions from.
   Some dragons band together in conclaves, pooling their treasures and knowledge to entertain each other, settle disputes between younger dragons and magical societies, and to share wisdom with and guide the younger dragons onto less difficult paths than they trod. Sometimes, "lesser beings", such as normal humans, can be chosen by a conclave to benefit from their knowledge and wealth. (The largest of these conclaves has grown into a great magical city located in Australia, in a particularly isolated and frigid part of the Arthur Range of Tasmania. Maybe we'll tell you about it on the blog someday.)
   The rarest of ancient dragons do not withdraw from the world but instead keep learning and studying and creating, changing as the world around them changes. Some do this to amuse themselves, some do it out of a sense of duty to the "lesser beings", and some do it for a combination of the above. Even these energetic and creative ancient dragons will sometimes retreat into some distant mountain caves and slumber for decades or centuries surrounded by their favorite treasures.
   Not counting dragons who are in conclaves, there are currently 21 ancient dragons active in the modern world, all of them interacting with human civilization to one degree or another. There is one gold dragon (Count Ouro), three silver dragons (Argento, Gumus, and Hopea), five black dragons (Adalet, Cole, Iustus, Pravda, and Unmei), three blue dragons (Celeste, Dagda, and Taron), two green dragons (Dadirri and Nerthus), five red dragons (Azar, Branton, Brigid, Cyrus, and Enya),and three white dragons (Batak, Buzz, and Donmus) that travel around the world, visiting with each other and checking up on their various homes and any long-lived or Immortal friends they have.

Showing that ice and fire can co-exist, the white dragon Domus
visits with the red dragon Brigid at his home in Lappland (aka Sapmi).



   One of the most active of these dragons is a red dragon, Brigid. She has been mingling with humans since their earliest civilizations emerged in Morocco 350,000 years ago. Throughout the period, she has perfected the ability to mimic human forms; become proficient with nearly every human-made melee weapon invented; mastered 142 human martial arts styles and two dragon ones; has mastered every language spoken on Earth (including those of otherworldly beings such as Atlanteans and Olympians); become a virtuoso with 1,491 human-invented instruments and 10 dragon ones, as well as mastering 52 human singing styles; mastered 312 dance styles, with ballet, swing, and Irish dances being her favorites; writes music and lyrics in 563 different styles and 2,845 languages; become a master chef of 604 types of cuisine; learned to brew all kinds of alcoholic beverages discovered and consumed by humans; mastered the art of building 98 human musical instruments; mastered architecture and engineering, designing and personally overseeing the construction of the many different homes she's had over the millennia; mastered many different forms of graphic arts, jewelry-making, weapons-smithing, and gained at least some slight ability in nearly any other arts and crafts invented by humans; become an expert at enchanting magic items and brewing potions; and mastered all types of elemental magic, protection/warding magic, enchantment/charm magic, illusion magic, and divination magic, as well as gained some (comparatively) slight skill with evocation magic, necromantic magic and summoning magic.
   If this seems like a lot for one being to achieve (while traveling the world and engaging with human civilizations as they rise and fall), Brigid has been alive for more than 400,000 years. Also, unlike many of her kind, she has yet to feel compelled to rest on her treasure piles for centuries at a time; instead, the older she gets, the more energized and curious and creative she seems to become. It's as if her very life is a manifestation of the chaotic and uncontrollable nature and spirit of red dragons--she is growing more active and excited about the world around her as she ages, not falling victim to ennui like the typical dragon.
    Brigid maintains her passion for life by constantly looking for new things to learn about, spending festivals and holy days with humans living near her homes, and by applying the many skills she has mastered to creating works of art, musical instruments, weapons, and inventing unusual magic items. Two such items--both enchanted musical instruments--are described below, in d20 System terms.

Cyrus and Brigid, red dragons in human forms, jam in Brigid's home in China.


THE ACCORDION OF GOOD TIMES
This item appears to be a vintage piano accordion that is both well-used and well-maintained. In the hands of a skilled player, it put out music that rivals that you'd expect from the very finest accordions. If examined with a detect magic spell, the instrument is seen to radiate strong enchantment magic with an undertone of protection magic.
   Functions: The Accordion of Good Times grants the musician playing it a +2 bonus to Perform (Accordion) skill checks, as well as a +4 to AC/DR versus thrown weapons and objects, such as rotten tomatoes. These bonuses last from the moment the character picks up the instrument to the moment he or she puts it down.
   Additionally, all who hear the music played following a successful Perform (Accordion) skill check on the part of the musician feel their spirits lifted and general outlook on life improved. Everyone hearing the music will also have a positive view on the performer unless the performer is found to be associated with someone they view as an enemy or attacks them in some way.
   If the performer shouts, "Let's all sing!", everyone hearing the music must roll a Will save (DC15) or sing along with him or her. The audience continues singing, feeling joyous and happy even if the performer stops singing but keeps playing. Once the performer stops playing, the crowd stops singing and breaks into cheers and applause. They also stop singing if attacked or confronted by some obvious danger. Unless the performer is the one attacking, those who sang along with him or her are considered to be under a charm person spell cast by the performer (caster level 12).
   If the performer says, "Everybody dance now!", everyone hearing the music must roll a Will save (DC15) or dance until the performer stops playing. Once the performer stops playing, the crowd stops dancing and breaks into cheers and applause. They also stop dancing if attacked or confronted by some obvious danger. The dancers respond to any threats by attacking back, gaining a +2 bonus to all attack rolls. Unless the performer is the one attacking, those who sang along with him or her are considered to be under a charm person spell cast by the performer (effective caster level 12).
   For three days (72 hours) after watching and listening to a character performing live, all who were present gain a +1 enchantment bonus to all saving throws and skill checks, because the feel happy to be alive.

THE RED UKITAR
This instrument is a finely built, bright red ukitar--a cross between a guitar and a ukelele, also known as a ukitar, with a sound that's closer to a guitar than a ukelele. It's smaller that a guitar and thus more portable, or more easily played by children and small beings like kobolds, dwarves and halflings. If examined with a detect magic spell, the instrument is found to radiate a powerful mingling of elemental and evocation magic 
   Functions: The Red Ukitar grants the musician playing it a +2 bonus to Perform (string instrument). If he or she spends at least one round playing the tune of a song involving fire as part of its topic, then plays and sings the song's refrain and/or lines involving fire while pointing the ukitar's arm at an intended target, a fireball streaks from the tip instrument as soon as the final syllable is uttered, striking the target for 4d6 points of fire damage (with a successful saving throw reducing the damage by half).
   The performer can cast up to three fireballs through the ukitar per day by following the process described above. If the campaign is set in the "real world" after 1960, if the performer uses "Great Balls of Fire" as the song, and prepares the launch of the fireball by ending with "... goodness gracious, great balls of fire!", the damage increases to 6d6+6. (with a successful saving throw reducing the damage by half).
xxx

Tuesday, January 21, 2025

The Metal Bands of Bolero

Brigid the Dragon has been traveling around Earth and the Elemental Planes for hundreds of thousands of years. She has been gifted, purchased, and plundered treasure and many unique artifacts and magic items that are now scattered across her ten active lairs and two more-or-less abandoned ones. She has collected even more books, scrolls, and stone tablets, both magical and non-magical.
   One of the many unique items in her collection is the Metal Bands of Bolero.

 


THE METAL BANDS OF BOLERO
This set of eight armbands made of an alloy of gafnium and gold was created by a Witchkind artificer, Davis Wachee. He spent almost three decades recording performances by his favorite hard rock/heavy metal bands and solo performers via magical means. Using further magic, he transformed the recordings into performances of one his favorite pieces of music, "Bolero" by Ravel, in the style of the musicians and bands.
   Brigid came into possession of the Metal Bands of Bolero following Wachee's death in 2014; he had willed a number of his unique creations to her, stating that she was only being in all the realities who would appreciate them as much as he had.
   Function: While wearing all eight armbands, with four on each arm, the character must hum a random bar from "Bolero" and roll a successful Wisdom attribute check (DC9) as a standard action. Immediately afterwards, the character starts to hear "Bolero" as it would be played by one of the world's top hard rock/heavy metal bands. Roll on the following table to determine which one:

Roll 1d20     Who is Heard Performing "Bolero"
1                    AC/DC
2                    Metallica
3                    Iron Maiden
4                    Led Zeppelin
5                    Black Sabbath
6                    Spinal Tap
7                    Deep Purple
8                    Completely random, not even on the list
9                    Scorpion
10                  Areosmith
11                  Uriah Heep
12                  Wyld Stallyns
13                  Faith No More
14                  Nightwish
15                  Twisted Sister
16                  At the Gates
17                  Manowar
18                  Mike Oldfield
19                  Children of Bodom
20                  Exodus

The wearer of the Metal Bands of Bolero can also choose a specific band to hear with a standard action and a successful Wisdom attribute check of DC12. That check can be the same one made to start the music, or it can be made in a subsequent round.
   The item's default function is that only the wearer can hear the music. The music can be caused to be heard by all by the wearer saying a number between 1 and 10. At "1", the music is very soft and can only be heard within 5 ft. of the wearer. At "10", the volume is that of a live performance in a concert hall or stadium. Ghostly, flickering images of the bad can be seen performing behind the wearer, and they seem to be the source of the music.
   If the wearer says "Take it to 11", all other creatures within a 60-foot radius must roll successful Fortitude saving throws (DC13) or be Stunned and Deafened for 2d6 rounds; and all other creatures within a 120-foot radius must roll successful Fortitude saving throws (DC11) or be Deafened for 2d6 rounds. The saving throw must be made every round subjects remain within the area of effect of the Bands of Bolero and not Stunned or Deafened. (If there are solid walls or floors between subjects and the wearer of the Bands of Bolero, the Fortitude saving throw is DC4.)

What the music produced by the Metal Bands of Bolero could sound like...



 



Sunday, January 19, 2025

The Dragon and the Presidents of the United States of America

Brigid is an ancient red dragon who enjoys being with humans.

Since 1701 A.D., Brigid the Dragon has maintained at least one dwelling ("lair" to the traditionalists) in what is presently the United States of America, with her oldest being in the mountains of Virginia. She has always loved the idea of a republic, and she found she loved it even more when a stripe of democracy was thrown into the mix. She REALLY loved the idea of branches of government being at odds with each other in certain ways, ensuring that the totalitarian bent that is so fundamental to humans wouldn't creep in. Well, it wouldn't creep in if humans weren't so easily corrupted by greed and lust for personal power and glory.

Since George Washington was first elected President of the United States in 1789, Brigid has been meeting with them shortly before they are to assume the office. Since the 1930s, she has tended to have the meeting take place with both the outgoing and incoming president, because she wants to be sure that there is no miscomprehension about the fact that so long as the American government remains centered in the Constitution, she would provide support to a president who has legitimate claim on the office. 

Joe Biden, Brigid, and Donald Trump in November of 2024

Her support is expected to be kept secret from the public, advisors, and anyone not approved by Brigid. Still, she works occasionally with the U.S. military and intelligence and law enforcement agencies. Basically, she's an open, but deeply classified government secret, like the existence of space aliens and Immortals. 

But what is the support Brigid offers? Aside from the perspective of a highly intelligent and creative being that is almost 400,000 years old, she grants a magical blessing to the President. Here is that blessing in d20 System terms, presented as a feat.

THE DRAGON'S BLESSING [Dragon Magic, Supernatural]
By sharing a drink and/or a meal with a mortal whom the dragon wants to help overcome great challenges, the dragon bestows a magical gift to the character. 
    Prerequisite: The character must be the leader, or key participant in executing, of some great enterprise that will benefit untold numbers of other mortals. The character must accept the invitation of the dragon to have the meeting and then must partake in the food and/or beverage the dragon offers.
The sharing of food and drink is a subtle ritual through which the dragon 
    Benefit: For a number of years predetermined by the dragon (4, 8, 12, 16, or 20), the recipient of the Dragon's Blessing gains the following bonuses:
    * +4 bonus to Bluff, Diplomacy, and Sense Motive skill checks
    * +2 bonus to all other Intelligence-, Wisdom-, and Charisma-based skill checks
    * +1 bonus to all Dexterity- and Constitution-based skill checks.
    The bonuses last from the person's first day undertaking the mighty task and/or playing an important role in the organization to which the belong, through the exact end of the period specified. The blessing ends early if the recipient breaks promises made, acts against the expected morality or purpose that the recipient is supposed to defend/working toward.
    Special: This feat temporarily replaces another feat the character possesses that gives bonuses to skill checks; the player of the character gets to choose which one is replaced. Dragon's Blessing overrides the specified feat until the end of the duration set by the dragon. If the character loses the benefits of the feat through actions contrary to his or her vows and duties, the other feat still remains ineffective until the duration of the blessing has ended. 
   While the blessing is in effect, the character can choose to shift this feat into a feat slot gained through level advancement instead of choosing a new feat. The feat that was replaced by the Dragon's Blessing once again provides a benefit in this case. When the Dragon's Blessing ends, the feat slot opens, and the player must choose another feat to fill it.

--
And to round out this post, here are a few pictures of Brigid with U.S. presidents of the past many years, mostly while meeting them either in her Virginia or Arizona homes. Two of the three are among her favorite presidents. Can you guess which two?

Brigid and Barack Obama in August of 2011


Brigid and Barack Obama in April of 2014




Donald Trump, Brigid, and Barack Obama in November of 2016

Barack Obama, Brigid, and Donald Trump in November of 2016


Donald Trump, Brigid, and Barack Obama in January of 2017

Donald Trump and Brigid in October of 2019






Donald Trump, Brigid, and Joe Biden in January of 2021

Joe Biden and Brigid in March 2021


Brigid and Barack Obama in September of 2021

Brigid and Joe Biden in November 2021


 
Donald Trump, Brigid, and Barack Obama in April of 2022

Joe Biden and Brigid in July of 2022


 
Donald Trump, Brigid, and Barack Obama in October of 2022

Joe Biden and Brigid in December of 2022


Brigid and Joe Biden in February of 2023

Joe Biden and Brigid in May of 2023


 
Donald Trump, Brigid, and Barack Obama in September of 2023

Joe Biden and Brigid in November of 2023


 
Donald Trump, Brigid, and Barack Obama in July of 2024

Donald Trump, Brigid, and Joe Biden in January of 2024














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.