This powerful and unusual magic item was first recorded as existing in 1481 when it was used in a failed attempt to assassinate King John of Denmark. It remained in the possession of this royal house through its ups and downs over the several decades until King Christian IV gave it as a gift to Brigid in 1601 in appreciation of her many varied skills and talents and a thank-you for watching over him from the age of 3 until he became an adult. The Danish royals knew the sword was magical, and could be quite deadly, but they never had an inkling of its full power.
If examined with detect magic, the Sword of Traveling radiates strong transmutation and conjuration magic, with a strong undercurrent of divination.
Functions: Most basically, the Sword of Traveling seems like it is a vorpal sword. Like the more common necromatic creation, the Sword of Traveling provides the wielder with a +5 bonus to-hit and +5 bonus to damage. If the wielder rolls a natural 20 on his or her attack roll, the target's head (or equivalent) is cut clean off with death being instantaneous.
The sword's true power, however, is hinted at in its name. Further hints, and even instructions in its use, can be found on blade and hilt. presence of a triangle engraved both on the hilt and on both sides of the blade, near the tip, Just above the hilt, there is an engraving in Atlantean that is wrapped around the blade that reads: "A focused mind and thrusts at the center and three points will bring the deserving wielder to the desired place".
If a wielder follows the instructions--clearing his or her mind and picturing a place he or she wants to go to, then makes four sword thrusts in the order and pattern described--and then a rift will be carved open in the fabric of space and time, providing direct access to the location the wielder envisioned. The portal remains open for one minute, until up to eight beings have passed through it, or until the wield closes it by thrusting the sword one more time at the center of the rift.
Game mechanic-wise, the character must make several rolls to use the Sword of Traveling.
First, the character must clear his or her mind and focus on making a mental image of the place to open a magical portal to.
Second, the character must make four attack rolls, striking the air (or even a solid surface) in the pattern mentioned above. The best d20 roll of the four determines how close to the intended destination that the magic portal deposits those who enter it. See the following table for details:
Best d20 Roll (of four) Result
1-3 Failure. The portal doesn't even open.
4-7 Characters arrive 100+2d20 miles
from the desired destination.
7-11 Characters arrive 10+2d20 miles
from the desired destination.
12-15 Characters arrive within sight
of their desired destination
16-20 Characters arrive exactly at
their desired destination.
For purposes of determining where the characters arrive through the portal, the unmodified d20 die is used.
THE CHAIN REACTION
The Chain Reaction is a set of enchanted armor that is of the styling that is often derisively referred to as a "chainmail bikini". In the case of this armor, however, it is more literally chainmail that most armors, as it is made of hundreds of intertwined chains of varying sizes, lengths and delicateness, with segments of chains dangling from both the top and bottom pieces of the armor. If inspected with detect magic, the Chain Reaction radiates strong abjuration magic.
The Chain Reaction is a one-of-a-kind item that Brigid herself created to show off her human form while making it so she could wield magic while in metal armor and add some surprises to those who face her in combat:
Function: The Chain Reaction is a +2 set of armor that can be worn by arcane spellcasters without penalty to their spellcasting abilities The seemingly ornamental dangling chains on the armor will, as combat rages, lash out at foes within melee range, primarily attacking the foe who either first struck the wearer, or the one who is perceived as the greatest threat.
The Chains attack with the wearer's ranged attack value and deal 1d4+2 points of damage when striking a target. When struck, the target must roll a Dexterity attribute check (DC14) or the chain wraps around part of his body. 1d4 chains attack each target per round, on the wearer's initiative.
On the round following being gripped by a chain, the target must roll a Balance skill check or a Dexterity attribute check (or be yanked off his feet and pulled toward the armor's wearer, suffering an additional 1d2+2 points of damage. Targets can attempt to break free from the chains either by striking them with a weapon of at least +1 enchantment (AC/DR20), or by making a successful Strength attrubute check (DC19). The wearer can release and retract the chains at any time.