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

Wednesday, December 3, 2025

A Tale of the Christmas Dragon by Steve Miller

Brigid, the Dragon Who Loves Christmas, has been traveling the Earth for millenia, so there are thousands upon thousands of stories to tell. This is one of them. (You can read another in Gifts from the Christmas Dragon, if you like this one.)


The Dragon's Gift

The afternoon sun filtered through silk curtains that billowed in the warm Persian breeze, casting dancing shadows across the mosaic floor of the palace's eastern hall. Brigid reclined on a mountain of cushions, her small frame nearly swallowed by the opulent fabrics—crimson and gold, azure and emerald, all threaded with silver that caught the light like captured starfire. A servant girl, no more than fourteen, knelt beside her with a bowl of grapes, each one perfectly round and glistening with moisture from the palace's underground springs.

"Another," Brigid said lazily, opening her mouth like a baby bird.

The girl obliged, placing a grape on Brigid's tongue with practiced precision. The dragon—for that is what she was, though no one looking at her would guess it—closed her eyes and savored the burst of sweetness. In this form, she appeared to be nothing more than a slight woman, perhaps in her second decade of life, with skin so pale it seemed she'd never seen the sun, despite the constellation of freckles that covered every visible inch of her. Her hair was her most striking feature: a wild shock of red that refused to be tamed, cut short in a style that would have scandalized the Persian nobility had they not known better than to comment on a dragon's choices.

She wore a simple linen shift, white as bone, with no jewelry save for a single copper band around her left wrist—a trinket she'd picked up in Alexandria three centuries ago, or was it four? Time had a way of blurring when you'd lived as long as she had.

"My lady," came a voice from the doorway. Darius, her chamberlain, bowed low. He was a good man, efficient and discreet, which were the only qualities Brigid truly valued in her household staff. "You have visitors."

Brigid cracked one eye open. "Tell them I'm indisposed."

"They are Magi, my lady. From the East. They seek permission to cross your lands."

 
Both eyes opened now. Brigid sat up, causing an avalanche of cushions to tumble to the floor. The servant girl scrambled to retrieve them, but Brigid waved her away. "Magi? How many?"

"Three, my lady. An aged master, a man in his prime, and an apprentice."

Brigid's lips curved into something that might have been a smile, though there was too much tooth in it to be entirely friendly. "Well, well. It's been an age since I've had proper magicians at my door. Most of them know better than to disturb me these days." She swung her legs off the cushions, her bare feet touching the cool mosaic. "I suppose I should see what they want. Send them to the garden courtyard. And Darius—have the kitchen prepare refreshments. If they've come all the way from the East, they'll be hungry."

"At once, my lady."

Brigid stood, stretching like a cat. She padded barefoot through the palace, her feet making no sound on the stone floors. Servants pressed themselves against the walls as she passed, their eyes downcast. They knew what she was, of course. Everyone in her household knew. But they also knew that she paid well, asked little, and had never once eaten any of them, which made her a far better employer than most of the Persian nobility.

The garden courtyard was her favorite part of the palace. She'd designed it herself, modeling it after a garden she'd seen in Babylon before that city had fallen to ruin. A fountain burbled in the center, surrounded by beds of roses, jasmine, and herbs whose names she'd forgotten. Date palms provided shade, and the air was thick with the scent of orange blossoms. Stone benches lined the perimeter, and it was to one of these that Brigid made her way, settling herself with her legs tucked beneath her.

The three Magi entered a few moments later, escorted by Darius.

The eldest was a man who had clearly seen many decades, his beard white as snow and reaching nearly to his waist. He wore robes of deep purple, embroidered with symbols that Brigid recognized as Zoroastrian, though there were other markings woven in—older symbols, from traditions that predated the Prophet by millennia. His eyes were sharp despite his age, and they fixed on Brigid with an intensity that suggested he saw more than her human form.

The second was perhaps forty, with a neatly trimmed black beard and the bearing of a scholar. His robes were simpler, dark blue with silver trim, and he carried a leather satchel that bulged with scrolls and instruments. He had the look of a man who spent his nights studying the stars and his days debating philosophy.

The youngest couldn't have been more than twenty. He was clean-shaven in the Roman style, with nervous eyes that darted around the courtyard as if cataloging every detail. His robes were the plainest of the three—undyed wool with a simple rope belt—but he wore them with a pride that suggested he'd only recently earned the right to call himself a Magus.

"My lady Brigid," the eldest said, bowing deeply. "We are honored by your hospitality."

"You know my name," Brigid observed. "But I don't know yours."

"I am Melchior," the old man said. "This is Caspar"—he gestured to the man in his prime—"and our young companion is Balthazar."

"Melchior, Caspar, and Balthazar," Brigid repeated, tasting the names. "You've come a long way. Sit, please. My servants will bring food and drink."

The three Magi settled themselves on the benches opposite Brigid. As if summoned by her words, servants appeared with trays laden with dates, figs, flatbread, cheese, and cups of cool water flavored with mint. The Magi accepted the refreshments with grateful nods, and for a few moments, the only sound was the fountain and the distant call of birds.

"So," Brigid said, once they'd had a chance to eat. "You seek permission to cross my lands. Where are you headed?"

"Judea," Melchior said. "To Bethlehem, specifically."

Brigid raised an eyebrow. "Bethlehem? That's quite a journey. What business do three Magi have in a backwater town in Judea?"

Caspar leaned forward, his eyes bright with excitement. "We have been studying the stars, my lady. For months, we have observed a conjunction of planets—Jupiter and Saturn, meeting in the constellation of Pisces. It is a sign of great significance."

"A sign of what?" Brigid asked, though she had a sinking feeling she already knew the answer.

"A birth," Melchior said quietly. "A powerful force for good is entering the world. A king, perhaps. Or a prophet. Or something greater still. We have come to honor his arrival with gifts and praise."

Brigid was silent for a long moment. She reached for a cup of water and drank deeply, buying herself time to think. When she set the cup down, her expression was unreadable.

"A powerful force for good," she repeated. "In Bethlehem."

"Yes, my lady," Balthazar said eagerly. It was the first time he'd spoken, and his voice cracked slightly with youth and enthusiasm. "The signs are unmistakable. This child will change the world."

"They always do," Brigid murmured. She looked at the three men, studying them. They were sincere, she could see that. They truly believed they were on a sacred mission. And perhaps they were. She'd lived long enough to know that the universe had a sense of humor, and that prophecies had a way of fulfilling themselves in the most unexpected ways.

"You know what I am," she said. It wasn't a question.

Melchior nodded. "We do. You are Brigid the Dragon, one of the eldest of your kind. You have walked this earth for longer than any human civilization. Your power is vast, and your wisdom is deep."

"Flattery," Brigid said, but there was no heat in it. "You want something more than just permission to cross my lands."

Caspar smiled. "You are perceptive, my lady. We would be honored if you would join us on our journey. A being of your power and knowledge would be a fitting witness to this momentous event."

Brigid laughed. It started as a chuckle, low in her throat, but it grew until it filled the courtyard, echoing off the walls. The Magi exchanged glances, uncertain whether they should be offended or alarmed. The servants, who knew their mistress better, simply waited for the laughter to subside.

When Brigid finally caught her breath, she wiped tears from her eyes. "Oh, that's rich. You want me to come with you to honor a powerful force for good?" She shook her head, still grinning. "Gentlemen, I appreciate the invitation, truly I do. But I'm going to have to decline."

"May I ask why, my lady?" Melchior said carefully.

Brigid's smile faded, replaced by something more somber. She leaned back against the bench, her eyes distant. "The last time I tried to visit with a so-called powerful force for good, I ended up making him mad enough to destroy the most advanced civilization on Earth at the time."

The three Magi stared at her. Balthazar's mouth had fallen open slightly.

"You're speaking of Atlantis," Caspar said slowly.

"I am," Brigid confirmed. "Though that wasn't what they called it. The name has been corrupted over the centuries, passed down through stories and legends until it bears little resemblance to the truth. But yes, I'm speaking of that place. That shining city of crystal and bronze, where they'd mastered arts that your modern world can barely imagine. Where they'd learned to harness the very forces of nature, to bend reality to their will."

"What happened?" Balthazar whispered.

Brigid was quiet for a moment, her gaze fixed on the fountain. When she spoke, her voice was soft, almost wistful. "I was younger then. Not young, mind you—I was already ancient by human standards—but younger than I am now. Less cautious. Less... jaded. I heard rumors of this great civilization, this place where humans had achieved wonders. And I was curious. Dragons are curious creatures by nature, you see. It's both our greatest strength and our greatest weakness."

She paused, reaching for a fig from one of the trays. She turned it over in her fingers, examining it as if she'd never seen one before.

"So I went to see for myself. I took this form—or one very like it—and I walked among them. And they were magnificent, truly. They'd built towers that scraped the sky. They'd created machines that could think and reason. They'd even begun to unlock the secrets of immortality. But there was a darkness at the heart of it all, a rot that I didn't see at first."

"What kind of darkness?" Melchior asked.

"Pride," Brigid said simply. "Hubris. They'd achieved so much that they'd begun to believe they were gods themselves. They'd forgotten that there were powers in the universe greater than their machines and their magic. And when I tried to warn them—when I tried to tell them that they were courting disaster—they laughed at me. Called me a primitive. A relic of a bygone age."

She bit into the fig, chewing slowly. "So I left. I returned to my true form and I flew away, back to my lair in the mountains. And I should have stopped there. I should have let them face whatever consequences their arrogance would bring. But I couldn't let it go."

"But you said you made someone mad enough to destroy them," Caspar said. "That you were responsible."

Brigid's expression darkened. "I was. Because instead of accepting that I'd done what I could—that I'd warned them and they'd rejected me—I made a choice. I went to see him. The one they called the Maker, the Architect, the First Cause. Different cultures have different names for him. You'd probably call him God, though that's a simplification."

She set down the fig, her appetite gone. "I told him what I'd seen. I told him that the humans in that city had grown too powerful, too arrogant. That they were a danger to themselves and to the world. And I knew—I knew—what he might do. But I went anyway. I couldn't bear that they'd dismissed me, that they'd laughed at a dragon's wisdom. So I reported them like a petulant child running to a parent."

She finished wiping her fingers on her shift, the gesture mechanical. "And he listened. And then he acted. He sent the waters to swallow that city, to erase it from the face of the earth. Every tower, every machine, every person—gone in a single night. And it was my fault. Not because I warned them—that was right. But because I couldn't walk away when they refused to listen. Because I went to the Maker and set that destruction in motion when I should have simply let them go on."

The courtyard was silent save for the fountain. Even the birds seemed to have stopped singing.

"I've carried that guilt for a very long time," Brigid said quietly. "Longer than you can imagine. And I swore to myself that I would never again interfere in the affairs of powerful forces for good. Because in my experience, those forces have a way of causing just as much destruction as the forces for evil. Sometimes more, because they believe they're justified."

Melchior stroked his beard thoughtfully. "With respect, my lady, I don't think this is the same situation. We're not going to warn anyone or to interfere. We're simply going to honor a birth. To acknowledge the arrival of something sacred."

"And what if your acknowledgment changes things?" Brigid asked. "What if your gifts and your praise set events in motion that lead to suffering? What if this child grows up believing he's destined for greatness, and that belief leads him down a dark path?"

"Then that is the risk we take," Caspar said firmly. "But we cannot let fear of what might happen prevent us from honoring what is. The stars have spoken, my lady. This birth is significant. To ignore it would be to turn our backs on our sacred duty as seekers of wisdom."

Brigid studied the three men. They were so certain, so full of conviction. She envied them that, in a way. It had been centuries since she'd felt that kind of certainty about anything.

"You're going to go whether I give you permission or not, aren't you?" she said.

Melchior smiled. "We would prefer to have your blessing, my lady. But yes, we will go regardless. This is too important."

Brigid sighed. "Very well. You have my permission to cross my lands. I'll have my people provide you with supplies—food, water, fresh horses if you need them. The route through the desert can be treacherous, and I'd hate for you to die of thirst before you reach your precious child."

"Thank you, my lady," Balthazar said, bowing deeply. "Your generosity is—"

"I'm not finished," Brigid interrupted. She stood, pacing to the fountain. She dipped her hand in the water, watching the ripples spread outward. "I won't go with you. I can't. But I want you to take something from me."

She reached into a pocket of her shift—a pocket that shouldn't have been there, that existed in a space slightly adjacent to normal reality—and withdrew a small leather pouch. She hefted it in her hand, feeling the weight of the coins inside.

"Gold," she said, tossing the pouch to Melchior. The old Magus caught it deftly. "Twelve coins, freshly minted. Add them to whatever gifts you're planning to bring. Tell the child's parents it's from a friend who couldn't make the journey."

Melchior opened the pouch, his eyes widening slightly at the sight of the coins. They were beautiful things, stamped with images of dragons and stars, made from gold so pure it seemed to glow with its own inner light.

"This is too generous, my lady," he said.

"It's not generous at all," Brigid said. "It's guilt money. It's me trying to balance the scales, just a little bit. If this child really is a force for good, then maybe my gold will help him. And if he's not..." She shrugged. "Well, at least his parents will be able to afford a decent life for him."

Caspar stood, bowing. "We will deliver your gift with honor, my lady. And we will tell the child's parents of your kindness."

"Don't tell them anything about me," Brigid said sharply. "Just give it with the rest of the gifts. That's all. Let them conclude what they will conclude."

"As you wish, my lady."

Brigid turned away from them, facing the fountain. "Darius will see to your supplies. You should leave at first light tomorrow. The desert is cooler in the morning, and you'll make better time."

"Thank you, my lady," Melchior said. "May we ask one more question before we go?"

Brigid didn't turn around. "You may ask. I may not answer."

"Do you truly believe that powerful forces for good are as dangerous as forces for evil?"

Brigid was silent for a long moment. When she spoke, her voice was barely above a whisper. "I believe that power is dangerous, period. Good, evil—those are just labels we put on things to make ourselves feel better about our choices. The truth is that anyone with enough power to change the world will change it in ways that hurt some people, no matter how noble their intentions. The only question is whether the good they do outweighs the harm."

She finally turned to face them, and there was something ancient and terrible in her eyes, something that reminded them that she was not human, had never been human, and saw the world through a lens they could never fully understand.

"I hope that child is everything you believe him to be," she said. "I hope he brings light and joy and peace to the world. But I've lived long enough to know that hope is a dangerous thing. It makes us blind to the costs of our dreams."

Melchior bowed one final time. "Then I will hope for both of us, my lady. And perhaps, in time, you will see that not all powerful forces lead to destruction."

"Perhaps," Brigid said, though her tone suggested she didn't believe it.

The three Magi left the courtyard, escorted by Darius. Brigid stood by the fountain for a long time after they'd gone, watching the water and thinking about cities that had fallen, civilizations that had crumbled, and all the times she'd tried to do the right thing only to make everything worse.

Finally, she returned to her cushions in the eastern hall. The servant girl was still there, waiting patiently with the bowl of grapes.

"Another," Brigid said, settling back into the pillows.

The girl placed a grape on her tongue, and Brigid closed her eyes, savoring the sweetness. Outside, the sun was beginning to set, painting the sky in shades of orange and gold. Somewhere to the west, three Magi were preparing for a journey that would take them to Bethlehem, to witness the birth of a child who would change the world.

Brigid tried not to think about what that change might cost, about Atlantis sinking beneath the waves, or about all the other times she'd seen hope turn to ash.

But she thought about them anyway. She always did.

And in her pocket—that impossible pocket that existed between moments—the weight of guilt sat heavy, even though she'd given away twelve gold coins to try to lighten it.

Some burdens, she'd learned, could never be set down.

Some mistakes could never be unmade.

And some dragons could never stop being what they were: ancient, powerful, and forever haunted by the memories of all the things they'd seen and done and failed to prevent.



Monday, December 1, 2025

The Return of the Christmas Dragon

 Do you want to run a Yule/Christmas-themed campaign? Well, there are plenty of resources available in Gifts from the Christmas Dragon! Get your copy at DriveThruRPG or DriveThruFiction now!


And if that isn't enough, we're counting down to Christmas with a post every other day with more magic and holiday cheer from Brigid the Christmas Dragon. And without further ado... heeeeeere's Brigid!


FIGGY PUDDING OF FIRMNESS
One of Brigid's earliest creations celebrating Christmas dates back to 983AD when she decided she was going to bring something special for her seventh year attending the Christmas celebration in the village of Wogsford. She concocted a dish made with mead, various mashed fruits, stewed plums, and exotic spices. The dish was such a hit that it was soon copied throughout the land, becoming a Christmas staple and eventually evolving into what we think of as figgy pudding today.

As Brigid's culinary creation spread, across the British Isles, and eventually the British Empire and beyond, she continued to improve her own recipe with a mixture of her own creativity and judicious borrowing from human improvements to the dish. Her most current iteration is even magical.


 
Functions: In addition to being the tastiest figgy pudding the characters have ever tasted, those who eat a portion of it gain +2 to Fortitude saving throws and +2 to Wisdom saving throws. The benefit lasts until the next sunset or sunrise, depending on whether the characters were eating figgy pudding during the day or evening.

Each of Brigid's figgy puddings contain four portions. A character must eat the entire portion to gain the benefits.

If a figgy pudding of firmness is not eaten by January 13, it does not grant saving throw bonuses. It remains extremely tasty, however, and doesn't start to spoil until December 1 on the year following its making.

Wednesday, August 6, 2025

RPG-a-Day Challenge #6 -- MOTIVATE

Alas, I could not find anything that motivated ideas today. So I'm just posting a couple pictures of Brigid the Red (aka The Christmas Dragon)... one of her in a D&D t-shirt and the other taken the time she DM'ed a game at one of L.L. Hundal's Girls' Night In.




Monday, August 4, 2025

RPG-a-Day Month #4 -- Message

From the Dragon's Treasure Vaults: 
The Message Bottles


The Message Bottles are four identical empty wine bottles with corks, appearing like little more than trash (or, if you're environmentally conscious, ready for the recycling bin), but if viewed through a detect magic spell, they radiate strong Conjuration magic with an undertone of Transmutation magic). 
   If attempts are made to break one of them, they fail. In fact, the bottles are so sturdy they can be used as clubs or to keep doors open by jamming them between the door and frame.

   Functions: If the possessor of one bottle makes a Willpower save (DC9) as a standard action to clearly picture a known possessor of another of the bottles in their mind, he or she can uncork the bottle and speak into it to transmit a message; the message is transmitted the moment the character recorks the bottle. The other person will hear it when they uncork their bottle. The message can be up to 1 minute long. Another message cannot be sent until the first one is received/heard. The bottle can be used up to six times in a day.
   If the character fails the Willpower save, he or she realizes that the mental focus just isn't there at the moment. The character can try again the following round, but even the failed attempt counts as one of the daily uses.
   If the bottle is no longer in the possession of the person the message is for, it is still sent and heard, but no reply can be made unless the new possessor knows someone else who has one of the four bottles.
   The possessor of any one of the bottles can unerringly teleport or gate to the other possessor and bottle's location. (If the character doesn't know who has one of the bottles, the spell takes him or her to the nearest one, aside from the one he or she already possesses.)
   If a Message Bottle is used as a weapon, it deals 1d3+Strength bonus in blunt damage.


History of the Message Bottles: In 1,204 BC, Brigid the Red (an ancient dragon who is also known as the Christmas Dragon) was in Egypt, establishing a new residence/lair when she noticed humans had made another advancement in glass-creation techniques: They were now making containers that were semi-viable for transporting and liquid and other substances. Shortly afterwards, she created her first iteration of the Message Bottles--a matched pair of which she gave one to the Pharoh so he could reach her whenever a situation dire enogh to warrent her assistance arose. 
   Nearly 1,100 years later, she observed that the Romans had perfected a method to make glass bottles, and she returned to her old idea of the Message Bottles. This time, she created four. She kept one and gave the others to her favorite humans. When they passed, she reclaimed the bottles and gave them to others.
   As glassblowing techniques improved and bottle-shapes changed, Brigid updated her creation with a new version, destroying all but one of the older sets. Even though this made the item useless, she kept it for nostalgia purposes. Her reason for the updates was to make the Message Bottles look as uninteresting as possible, so they would not be stolen from the person she gave them, nor even be suspected to be magical items. Her latest upgrade took place in 1846, in France, and those are still in use today.
   Since 1862, every president of the United States of America has had one of the bottles while in office. The actress Bessie Love (who secretly fought evil and collected magical artifacts both during and after her film career came to a close, and whom Brigid considered a good friend) also had one of the bottles, from 1921 until her death in 1986.

For more about Brigid, see posts here at this blog. If you want to support our efforts, buy a copy of Gifts from the Christmas Dragon, which describes 18 more of Brigid's magical creations, as well as a short story.

--
Here's a song that helped inspire today's post. Enjoy!

Friday, August 1, 2025

From the Dragon's Treasure Vaults: The Obsidian Mirror


The ancient red dragon known as Brigid among "lesser beings" has been collecting unusual and one-of-a-kind magic items and artifacts since before the dawn of human civilization. This is one of them, as viewed through the lens of the d20 System.

The Obsidian Mirror is a full-length mirror that is on a stand that allows it to be tilted or turned so its reflective surface is pointing away from any potential viewers. The mirror's frame and back is made of silver. There  are a line of symbols on the back surface that seem to shift and morph into other symbols if they are looked at directly. On the mirror's front, the frame around the reflective surface is molded to look like a tangle of tentacles that emerge from a starburst at the center of the frame's top.
   The strangest aspect of the Obsidian Mirror is its reflective surface, which is typically made from highly polished speculum metal or glass with a thin coating of silver, but is instead highly polished obsidian; the aspect from which it has been named.
   While the Obsidian Mirror does indeed capture the scene before it, the reflected beings appear like shadows--shadows that don't always move in sync with the creature in front of the mirror.


 

   Functions: If the Obsidian Mirror is inspected using detect magic, it exudes powerful divination magic. 
   If a character stands in front of the mirror, stares at his or her own shadowy reflection for one round, followed by a successful Willpower saving throw (DC18), the mirror suddenly shows a crystal clear reflection of the character at some other location, engaging in some important activity (fighting a Big Evil Bad Guy, moving through a maze of traps, scaling the wall of a mighty fortress, and so on). There is enough visible in the scene to give the character a hint as to where the location is and/or who the opposition is. As the vision fades back into strangely animated shadows, the character is filled with a sense of purpose--that what was shown in the Obsidian Mirror is part of an important destiny the character is to fulfill. Only the character to whom the vision relates can see it in the mirror.
   If the Willpower save to view the vision fails, the character is struck with the effect of a confusion spell, cast at 12th level (no saving throw). 
   The only way to decipher the runes on the back of the Obsidian Mirror are to stare at them for a full round, immediately followed by a Fortitude saving throw (DC15). If successful, the shifting symbols are suddenly a legible phrase in the character's native language: "Gaze into the shadows and see not what is, but what could be and what should be."
   If the Fortitude saving throw is failed, the character is struck with a headache so severe his orher vision blurs and he or she feels sick. All actions are taken at a -4 penalty, including Reflex and Willpower saving throws.

   History of the Obsidian Mirror: In a time before time, the world was controlled by dragons. The Elder Gods had created them with the intent of feeding off their worship; however, it turned out that dragons worship only themselves. Worse, the chromatic dragons (black, blue, green, red, and white) were constantly at war with each other, as well as the metallic dragons (copper, gold, silver). When the gods tried to bring their creations in line, the dragons united and destroyed them. (Ever since, the dragons have had a fragile peace between their various breeds, with the black and silver dragons being the primary keepers of the peace.)
   At the time, Brigid was a very young dragon. She found the Obsidian Mirror when she was exploring the ruins of the Elder God of Destiny and Time. It was the first major magic item she added to her hoard and it remains an object of jealousy among other surviving ancient dragons.
   Even Brigid does not know who created the mirror, but she has always assumed it is the work of the elder god itself.


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.    



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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!