Showing posts with label Brigid the Christmas Dragon. Show all posts
Showing posts with label Brigid the Christmas Dragon. Show all posts

Tuesday, May 27, 2025

The Dragon's Throne

Located in Brigid the Red's home in Virginia, the Dragon's Throne did not belong to a dragon until Brigid took it after incinerating its co-creator with a blast of her fiery breath.



THE DRAGON'S THRONE
Carved from a large block of obsidian to appear like a crouching black dragon, the seat is the creature's back haunches and the back being its body and neck. The armrests are his front legs. The head of the carved dragon appears to be looking over the person sitting on the throne's left shoulder, and it has been enhanced with red gems for eyes and a selection of wolf and snake fangs to serve as teeth in its open maw. It is an amazing piece of art.
   The Dragon's Throne is the work of French sculptor Camille Claudel, done as a commission for the spellcasting illusionists and would-be dragon-impersonator Phillipe Garraud. He used his skills as an illusionist to make Claudel forget she created the Dragon's Throne, and then he spent almost two years, from 1914 through early 1916 enchanting it so it. The Throne was created to be the centerpiece of a scam which Garraud hoped would make him to owner of a vanished dragon's hoard. 
   Firepit was an isolated town deep in the Ozarks that had been officially founded in 1822, even before the region had been officially opened for settlement by the U.S. federal government. Local legends claimed that the founding families (who still lived in the town) had been brought there by a dragon who charged them with watching over its hoard until it returned at some point in the future. Garraurd knew that dragons were more than legend, so he also assumed the existence of an absent dragon's hoard was also real. His arcane studies had led him to be certain that what dragons remained on Earth had gathered in Australia, so whatever the leading families of Firepit had been guarding, it would never be claimed... well, not by its rightful owner. By Garraurd, however... 
   In the summer of 1916, after making a show of surreptitiously moving into the long-empty, but still meticulously maintained by the townsfolk, house that had been the dragon's residence. When the local authorities came to confront him, he used the magic of the chair (and his own spells) to convince everyone that he was the dragon returned. He then instructed the mayor and the police chief to recruit other townsfolk to relocate the treasure they were guarding to another location.
   As the citizens of Firepit distributed gold, gems, and strange artifacts (even some things that appeared to be junk), the real dragon returned, Brigid the Red. First, she killed Garraud in a fit of rage, then she decided to let the townsfolk have the gold and gems and assisted them in relocating to wealthy lives in Ohio, Virginia, and West Virginia. She reclaimed the magical artifacts and other items she cared about, ultimately spreading them out between her dozen or so active lairs and treasure hoards. She claimed the Dragon's Throne and gave this unique item a prominent place in her Virginia mansion, often sitting in it when receiving guests in her human form.

Functions
   * When sitting in the Throne, a person gains the ability to cast any illusion or enchantment spell levels 1 to 3 that he or she has at least theoretical knowledge of. The character can cast a number spells equal to his or her Intelligence plus Wisdom attribute bonuses per day.
   * Any spells the character seated on the Throne knows and can cast function at 1 level above the character's actual caster level, while Illusion and Enchantment spells function at 2 levels above the character's actual caster level.
   * While seated on the Throne, a character gains a +4 enchantment bonus to all Charisma-based skill checks.

The Dragon's Throne is not an artifact, just a powerful and one-of-a-kind magic item.

Thursday, May 8, 2025

'The Collector': A short story by Steve Miller

This is a draft of a story that will end up in one of NUELOW Games' releases at some point. It might see more revisions, it might not. But please let us know what you think of it!



The Collector
By Steve Miller


The dealer hall buzzed with excitement, a kaleidoscope of costumed fans navigating the narrow aisles between booths full of colorful merchandise. Marcus Heller moved through the crowd with practiced ease, his eyes constantly scanning. Not for rare comics or collectible figurines, but for something else entirely.

He spotted her near the indie comics section—petite frame, choppy auburn hair that looked like she'd cut it herself, and a constellation of freckles across her nose and cheeks. She wore an oversized t-shirt featuring some obscure anime character, faded jeans, well-used sneakers, and a messenger bag covered in enamel pins. What caught his attention wasn't her appearance so much as her solitude. Convention-goers typically traveled in packs, but she flitted from booth to booth alone, examining artwork with an infectious enthusiasm that made several vendors smile despite themselves.

Marcus adjusted his vintage Batman t-shirt and casually drifted in her direction. He'd perfected this routine across a dozen conventions in three different states. Comic cons were perfect hunting grounds—loud, crowded, full of socially awkward people seeking connection. Nobody questioned when strangers struck up conversations about shared interests, and many attendees came from out of town, staying in the convention hotel, away from friends or family who might notice their absence... until well after he was finished with his tasks and long gone.

He positioned himself at a neighboring booth, pretending to browse through back issues while watching her from the corner of his eye. She purchased a small original drawing, carefully placing it in a protective sleeve before tucking it into her bag. Her smile was radiant as she thanked the artist. For a moment, Marcus felt a twinge of something—not quite conscience, but perhaps the faintest recognition that he was about to extinguish something bright. The feeling passed quickly, replaced by the familiar thrill of anticipation.

He didn't approach her then. Patience was key. Instead, he followed at a distance, observing her patterns, noting which panels she attended, which merchandise caught her eye. He learned that she laughed openly, without restraint, during the animation showcase. That she took meticulous notes during a discussion on comic book coloring techniques. That she seemed to know an impressive amount about Golden Age comics, based on a question she asked during a creator panel.

By evening, when the dealer hall closed and activities shifted to the hotel bars and conference rooms, Marcus had compiled a mental dossier. He watched her enter the hotel bar alone but soon join a table of animated convention-goers discussing the merits of different comic book universes. Perfect.

The hotel bar had transformed into an extension of the convention floor, packed with attendees unwinding after a day of sensory overload. Cosplayers posed for photos, industry professionals nursed drinks in corners, and heated debates about fictional characters' abilities echoed from every table. Marcus ordered a beer and made his approach.

"Sorry to interrupt," he said, affecting a slightly nervous demeanor, "but I couldn't help overhearing your discussion about Kirby's influence on modern cosmic comics. Mind if I join?"

The table welcomed him with the easy camaraderie of fellow enthusiasts. The freckled woman—who introduced herself as Brigid—scooted over to make room. Up close, her eyes were an unusual amber color that seemed to catch the light in strange ways. Marcus contributed enough to the conversation to establish his credibility as a genuine fan while focusing his attention on Brigid without being obvious about it.

"You really know your stuff," he told her during a lull, as others at the table broke into smaller conversations.

"Been collecting for a long time," she replied with a shrug and a smile that dimpled her right cheek. "I inherited a large collection of weird and obscure titles going all the way back to Centaur's Amazing Man.. and I've been growing it myself ever since."

The conversation flowed easily after that. Marcus excused himself to get another round for the table, a gesture that earned him appreciative nods. When he returned with the drinks, he made sure to hand Ellie hers directly—a fruity cocktail she'd requested—after adding a colorless, odorless substance from a small vial he kept in his pocket. The movement was smooth, practiced, invisible in the crowded bar.

Brigid finished her doctored drink while explaining why Alan Moore was overrated—a deliberately provocative stance that had the table erupting in friendly argument. Marcus glanced at the clock on his phone. Twenty minutes. That's all he needed.

Fifteen minutes later, he noticed the first signs—her blinks becoming longer, her words occasionally slurring. She pressed her palm against her forehead.

"You okay?" he asked, concern etching his features.

"Just... really dizzy all of a sudden," she murmured, her words slightly slurred. "Maybe I should go to my room."

"Let me help you," Marcus offered, already standing. "These convention centers are like mazes when you're feeling well."

The others at the table, still deep in their argument about Alan Moore--that had somehow expanded to include Garth Innis and Frank Miller--barely noticed as Marcus helped Ellie to her feet. She swayed slightly.

"Thanks," she whispered. "Room 742. I think I just need to lie down."

"Of course," Marcus said soothingly, guiding her toward the elevators. "Let's get you somewhere quiet."

In the elevator, Brigid's head lolled against his chest. Her breathing had become shallow, her eyes unfocused. Marcus pressed the button for the fifth floor, not the seventh.

"This isn't... my floor," she mumbled as the elevator doors opened.

"Just need to make a quick stop at my room first," Marcus explained smoothly. "Get you some water, maybe some Aspirin. Then I'll take you up to yours. Okay?"

She made a noncommittal sound that he took as agreement. The hallway was deserted as he half-carried her to room 523, fumbling slightly with the keycard while supporting her weight. Once inside, he guided her to the bed where she collapsed, eyes fluttering.

"So dizzy," she whispered. "What's happening?"

"You're fine," Marcus assured her, already removing his belt. "Just relax."

The room was standard convention hotel fare—bland artwork, heavy curtains, a desk with a lamp that cast everything in a sickly yellow glow. Marcus moved methodically, setting his phone on the nightstand, checking that the curtains were fully closed. He'd done this before. Many times.

He returned to the bed, where Brigid lay, rapidly fading into unconsciousness. With practiced efficiency, he  removed her shoes, then reached for the buttons of her jeans. Her shirt had ridden up, revealing a pale strip of freckled skin at her waist. He traced it with his finger, a possessive gesture that made him smile.

"You won't remember any of this tomorrow," he murmured, leaning down to pull her shirt higher.

That's when her hand caught his wrist with surprising strength.

"I wouldn't be so sure about that," Brigid said, her voice suddenly clear and resonant, with no trace of the drugged slurring from moments before.

Marcus froze. The dosage he'd given her should have left her barely conscious, certainly not capable of this iron grip or lucid speech. Something was wrong.

"I think you're confused," he said, trying to pull away and regain control of the situation. "You're not feeling well. Let me help—"

"I'm not confused, Marcus Heller," she interrupted, and the use of his full name sent a chill through him. He hadn't introduced himself with his last name, or even Marcus; he had just called himself Mark.. "I know exactly what you are and what you've done. Phoenix. Albuquerque. Seattle. Portland. Chicago. Now Phoenix again."

As she spoke, listing cities where he'd attended conventions over the past two years, her skin seemed to shimmer slightly, as if the freckles were rearranging themselves across her face. She sat up effortlessly, still gripping his wrist, her amber eyes now burning with an unnatural clarity.

"I don't know what you're talking about," Marcus said, finally wrenching free and backing toward the door. Something was very wrong. He needed to leave, to abandon this attempt and move on. "I think there's been a misunderstanding."

"No misunderstanding," Brigid said. "You dropped something in my drink. You brought me here to rape me while I was unconscious. There's no misunderstanding at all."

She stood up from the bed, and somehow seemed taller than before. The room's temperature rose noticeably, the air becoming thick and difficult to breathe.

"You prey on the vulnerable," she continued, taking a step toward him. "You corrupt spaces meant for joy and community. You're a threat in places should be safe." With each accusation, her voice deepened, acquiring harmonics that shouldn't have been possible from a human throat.

Marcus lunged for the door, but his legs wouldn't cooperate properly. The room swam around him, and he realized with dawning horror that he felt exactly how his victims were supposed to feel—disoriented, weak, trapped.

"What did you do to me?" he gasped, stumbling against the wall, sliding toward the door and the safety beyond it.

Brigid smiled, but it wasn't the bright expression from earlier. This smile stretched too wide, revealing teeth that seemed too numerous, too sharp.

"Nothing you didn't plan to do to me," she replied. "Though I didn't drug you. That's just fear you're feeling. Primal recognition of a predator far above you in the food chain."

As she spoke, her skin began to change, the freckles expanding and merging into patches of what looked like fine scales, crimson and gleaming in the dim light. Her pupils had become vertical slits, and her amber irises now glowing as if lit from within.

"What are you?" Marcus whispered, his back pressed against the door, fingers fumbling uselessly for the handle.

"I am justice," she said simply. "I am retribution. I am fire."

With that last word, flames erupted from her skin, racing across her arms and torso, consuming her clothing but leaving her unharmed. The transformation accelerated—her face elongating, shoulders broadening, fingers extending into talons. Where Ellie had stood moments before, a creature now towered, its form a nightmarish blend of human and reptilian features, wreathed in flames that gave off no smoke but intense heat.

Marcus screamed, but the sound was cut short as the creature—dragon, demon, avenging angel, his terrified mind couldn't decide—opened its jaws and exhaled. A torrent of white-hot flame engulfed him, so intense that his skin blistered and blackened before his nerves could even register the pain. His last conscious thought was that he smelled like cooking meat.

The gout of flame expanded, consuming everything in the room—the bed, the curtains, the generic artwork, even the creature that had been Brigid—but contained itself within the walls as if guided by an intelligent force. The windows blew outward in a shower of glass and flame, raining down on the parking lot five stories below, but the fire did not spread to the hallway or adjacent rooms.

When it was over, nothing remained of Marcus Heller but a pile of fine ash on the scorched carpet. The creature surveyed the destruction with glowing eyes, then began to contract, flames receding, scales smoothing back into freckled skin. 

Within moments, Brigid's slight form was back, standing naked amid the devastation, Smoke swirled around her and swiftly coelesed into the clothing she was wearing before--except now there was a red dragon on the t-shirt.

She walked calmly to the door, which swung open at her touch despite the melted lock. In the hallway, alarms blared and sprinklers hissed, but she moved through the chaos untouched by the water, passing panicked hotel guests evacuating in various states of undress.

By the time firefighters arrived, the blaze had mysteriously extinguished itself. They found room 523 devastated—furniture reduced to cinders, walls scorched black, windows blown out—but with damage contained in a way that defied explanation. More puzzling was that part of the fire had lasted long enough and been intense enough to completely incinerate a human being.  Forensic experts determined later that the ashes near the door contained human remains. The fire's intensity had made it impossible to apply any known methods to determine the victim's identity for sure, but it was assumed to be the room's occupant, Marcus Heller, 34, a marketing executive from Denver with no criminal record. Within a few weeks, that assumption would be taken as fact, because Heller would be found to have vanished without a trace.

The investigation would note several unusual aspects of the case: the extreme localization of the fire, the complete incineration of the victim, and the absence of any accelerants or ignition source. Witnesses and security footage showed Heller leaving the hotel bar with a slight, young woman and going to the elevators... but at that moment, every security camera in the hotel went offline due to a mysterious power surge that the hotel's electrician and engineer could not explain. The police traced the woman to her room and found her bleary-eyed and sleepy and completely unawares that anything had been going on. She claimed "Mark" had brought her to her room and then left, like a perfect gentleman.

In the end, the official report cited "inconclusive evidence suggesting electrical fire of unusual intensity" and the case was filed away among other unsolved mysteries.

But the morning after the bizarre fire, as convention attendees buzzed with rumors about the mysterious fire, about the evacuated attendees getting free meal vouchers and free passes for next year's convention, a petite woman with choppy auburn hair and freckles browsed the artist alley, purchasing prints, original art, and chatting enthusiastically with creators. Being awakened in the middle of the night by the police, had done nothing to diminish her seemingly boundless energy. 

Brigid browsed a table of hand-bound journals, her freckled face lighting up when she found one with a dragon embossed on its leather cover. The vendor, a gray-haired woman with kind eyes, smiled as she purchased it.

"You seem very happy today," the vendor observed. "Enjoying the convention?"

"Very much," Brigid replied cheerfully as she placed the journal in her pin-covered messenger bag. She smiled to herself, humming a tune from a bygone age as she disappeared into the crowd—just another fan enjoying the celebration of stories about heroes, villains, and monsters hiding in plain sight.


--

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Monday, April 14, 2025

The Sword of Traveling and the Chain Reaction

Among the many unique magic treasures in her hoard, the Sword of Traveling is one of Brigid the Dragon's favorites. She uses it equally for fighting and for fun, and when she has time to plan, she often wears the magical armor known as Chain Reaction. (This is, of course, when she is in her human form. When she takes on her natural, massive body of an ancient red dragon, a wasteland of terror, regrets, and ash is created if her foes don't back down.)



THE SWORD OF TRAVELING
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.

Sunday, March 30, 2025

The Ring of Darius

One of the more infamous artifacts in existence is the Ring of Darius, as the historical record actually confirms the accuracy of the tales that are told about it. Since ca. the year 50BC, only one individual who have claimed the Ring as theirs and not died a violent or unnatural death after having done so.

THE RING OF DARIUS
This is a bulky gold ring that is filigreed with overlapping Celtic symbols that represent humans drawing power from their native lands. The most remarkable thing about the item, however, is the large, deep red diamond, a shade so dark and intense that both its size and hue make it one of a kind among an already extremely rare type of diamond. The Ring of Darius has been described as priceless, and it is.


Functions
When worn by the rightful owner of the ring, in the proper place, possessing and wearing the Ring of Darius provides powerful benefits. When worn by someone who come to have the ring through dishonest or violent means, it is an almost-guaranteed death sentence.

On the Hand of the Rightful Owner
When worn by its rightful owner--someone of Darius' bloodline, or someone who has come by the ring via legitimate means, such as purchasing or having it gifted by a rightful owner--the ring functions as a ring of protection +2. It also grants the wearer a +2 bonus to three crucial skill rolls per day. (The player can choose which rolls, unless the GM wants to reserve determining what's crucial for him- or herself.)
  When worn by its rightful owner in the lands that used to be home to the Gauls--currently claimed by the modern-day nations of France, Belgium, and Luxembourg-- the ring functions as a ring of protection +4. Further, it provides a +1 bonus to all skill checks and attack rolls made by the wearer.
   Unfortunately, its method of creation (assistance from a demon) left the ring with a curse: Whenever a character sees the ring for the first time, he or she must roll a Willpower saving throw (DC13). If the saving throw fails, the character becomes obsessed with the idea of possessing the ring. If the owner isn't willing to part with the ring when asked nicely or offered compensation, the obsessed character starts making plans to have the ring stolen and its (unworthy) possessor killed. Once the obsessed character gains possession of the ring, the cycle stars all over again. 

On the Hand of Someone who Acquires the Ring through Theft or Violence
There is no benefit from the ring to a character who acquires it through theft or murder, although the ring appears provide all the benefits described above. The wearer also becomes increasingly convinced that the ring has boosted all of his or her abilities and talents. Eventually, he or she becomes so arrogant and self-assured that a confrontation that will end badly is a sure thing.

Art by Harold DeLay


A Brief History of the Ring of Darius
The item now known as the Ring of Darius was made by a Circle of Druids, intended to provide magical assistance to a hero who would lead the Gauls into final battle against the Romans and drive the invaders from their lands. 
    Before they could give the ring to a hero of the stature who could save their nation and tribes, the Romans attacked the area, killing all the druids. One of them, as she lay dying, gave the ring to her son, Darius, telling him that the powerful ring would help him restore freedom to their lands and people.
    This was not to be, however. Darius was captured by the invaders and sent to Rome as a slave. He did his best to keep the ring that could restore his people, but, eventually, his captures spotted it. Darius became the first person to be killed over a greedy need for the right, but dozens (possibly even hundreds) more would follow. Darius' ghost has also cursed the ring, intensifying its negative qualities, a fact confirmed by psychic Edward Kelley in 1588 after he came into possession of the ring. Although he tried to keep others from becoming aware of the item, he fell victim to its curse in 1597, after narrowly escaping ring-caused doom on two previous occasions.
     Since 1939, the ring has been in the possession of the ancient red dragon know as Brigid. Aware of the ring's curse, she, like Kelley, has been careful about letting anyone--especially other dragons--know that she has acquired the ring. She keeps it secured in a hidden compartment under the fourth (from the top) back step leading out of her Arizona mansion/lair. Whenever she gets wind of someone seeking to loot one of her treasure hoards (of which she has 15, spread across the globe), she grabs the ring and places it in a prominent spot so it's one of the first extremely valuable items the thieves will find. Brigid then keeps track of the thieves and recovers the ring and any other unique items she baited them with, once they have met their predictable ends for stealing the Ring of Darius.

ACKNOWLEDGEMENTS
The preceding article was inspired by "The Ring of Darius", an unusual comics series that appeared in issues 1, 4-5 of Lucky Comics , an anthology titled published by Consolidated Magazines in 1945-1946. This unusual series will be collected in its entirety for the first time in a forthcoming comics/rpg hybrid product from NUELOW Games. 
   The paragraph "On the Hand of the Rightful Owner" is Open Game Content, and it is presented under this license. "The Ring of Darius" is Copyright 2025 by Steve Miller

Sunday, March 9, 2025

The Dragon's Friendship Bracelets

Brigid the Red Dragon has been fascinated by and felt affectionate toward humankind and their many civilizations for roughly 400,000 years. During those many centuries, she has created numerous versions of a magical gift for her favorite humans, or that allowed her to keep connections with them, no matter how far apart they might be.
   When Brigid first developed these items, she named them Bracelets of Uniting the Beloved, but when Friendship Bracelets became popular during the 1980s, she began referring to them as such.



BRACELETS OF UNITING THE BELOVED ("The Dragon's Friendship Bracelets")
This item can take many forms... anything from colored strings woven together to elaborate cuff bracelets decorated with runes or gems. However simple or elaborate its appearance, the bracelet of uniting the beloved always comes in pairs--with the bracelets being identical to each other. If examined with detect magic, they exude an aura of Divination magic.
   Functions: Brigid gives one of the paired bracelets of uniting the beloved other beings she feels friendship or affection toward--primarily humans but she has also given bracelets to a dryad, a couple leprechauns, and a few of the Witchkind. So long as the person is wearing the bracelet, Briged can calm his or her mind and visualize the target while touching the counterpart bracelet (as a full round action) and gain accurate insight into their emotional and physical state. By continuing to focus for an additional round, the creator can communicate telepathically with the other person. It will feel to both individuals as if they are together, perhaps standing back-to-back, but unable to see one another. The telepathic conversation can last a number of minutes equal to the creator's Charisma attribute score. 
   The individual who has received a bracelet from the dragon can use it on the dragon the same way he or she uses it on that individual. 
  

If either Brigid or the recipient of one of the two linked bracelets either dies or intentionally betrays the other, the bracelet suddenly snaps and falls off the other wearer's wrist. Brigid or the other person (if it's Brigid that's the betrayer... or the deceased(!)) also feels a sudden pang of sorrow that slowly turns into dread and apprehension. If the character spends a round thinking about the person who has the matching bracelet, and makes a ssuccessful Wisdom check (DC12), the sense of dread gives way to mental and emotional clarity, as the character gains full knowledge of how his or her beloved friend died and/or the nature of the betrayal committed.


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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