Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Monday, June 16, 2025

THE CROSSROADS - Fiction by L.L. Hundal & Steve Miller

The Crossroads


The slam of the car door echoed through the night like a gunshot, followed immediately by the screech of tires on asphalt. Jess stood frozen on the gravel shoulder of Lovers Lane, watching the red taillights of Derek's Camaro disappear around the bend, taking with them her purse, her phone, and apparently two years of what she'd foolishly believed was love.

The silence that followed was deafening. No crickets chirped in the tall grass that bordered the narrow road. No wind rustled through the oak trees that formed a canopy overhead, their branches intertwining like fingers against the star-scattered sky. Even her own breathing seemed muted, as if the very air had thickened around her in the wake of Derek's cruel departure.

She pulled her cardigan tighter around her shoulders, suddenly aware of how the temperature had dropped since sunset. The thin fabric of her sundress offered little protection against the night chill, and her sandals weren't designed for the long walk home that now stretched before her. Five miles through winding country roads, past empty fields and darkened farmhouses, with nothing but the pale moon to light her way.

"Bastard," she whispered into the darkness, her voice cracking slightly. The word felt inadequate for the rage and humiliation burning in her chest. Two years of dates, of holding hands in movie theaters, of letting him pick the restaurants and the movies and even her friends. Two years of heavy petting and the occasional blowjob. Two years of never setting a romantic scene for their first time to truly make love. Two years of "maybe next time" and "when you're ready" and "I can wait." Until tonight, when his patience had apparently run out along with his pretense of being a decent human being. But there was no way she was ever going to have sex in a car like a randy teenager.

The memory of his hands on her, insistent and rough, made her skin crawl. The way his voice had changed when she'd pushed him away tonight, going from pleading to angry to something darker. "Fine," he'd snarled, reaching across her to throw open the passenger door. "Walk home then. Maybe that'll teach you what you're missing."

Jess began walking, her sandals crunching on the gravel shoulder. Each step sent small stones skittering into the weeds, the sound unnaturally loud in the oppressive quiet. She'd walked this road before, during daylight hours when Derek would drive them out here for picnics or to watch the sunset from the hill that overlooked the valley. It had seemed romantic then, pastoral and peaceful. Now it felt like a gauntlet she had to run, every shadow potentially hiding some new threat.

The first mile passed slowly, her feet already beginning to ache in the impractical shoes. She tried to focus on her anger rather than her fear, using Derek's betrayal as fuel to keep moving forward. How many times had she defended him to her friends when they'd called him controlling? That time he'd "accidentally" deleted her college applications because she was "getting too big for her britches." When he'd convinced her to quit her book club because "those women are filling your head with feminist nonsense." How many red flags had she ignored because he could be so charming when he wanted to be? The flowers he'd brought after their first real fight, the way he'd apologized with tears in his eyes, promising he'd never raise his voice to her again. Promises that had lasted exactly three weeks—right up until he'd grabbed her wrist so hard it bruised, hissing that she was "lucky to have him" because "no one else would put up with her attitude."

By the second mile, the anger was giving way to a bone-deep exhaustion that had nothing to do with the physical exertion of walking. This wasn't just about tonight, she realized. This was about every compromise she'd made, every time she'd bitten her tongue when he'd made decisions for both of them, every moment she'd felt like she was disappearing a little more into the shadow of his expectations.

The road curved ahead, and Jess found herself slowing, disoriented. Something felt... different. Wrong, maybe, or perhaps more right than it had ever been. The familiar stretch of asphalt seemed to shimmer in her peripheral vision, like heat waves rising from summer pavement, though the night air was cool against her skin.

She blinked hard, wondering if exhaustion was playing tricks on her mind. But when she opened her eyes, an intersection sprawled before her where none had existed moments before. Four roads met in a perfect cross, each stretching away into darkness that seemed deeper than the night around her. An old-fashioned street lamp stood at the center, its yellow glow casting light that felt thick as honey, pushing back shadows with an authority that defied physics.

Jess stopped walking entirely, her heart hammering against her ribs. She'd driven this route dozens of times, had walked portions of it during Derek's sunset picnics. There had never been a crossroads here. Never.

Yet here it stood, as solid and real as the gravel beneath her feet, as if it had been waiting for her all along.

Standing beneath the lamp was a man.

He was elderly, perhaps in his seventies, with silver hair slicked back from a face that might have been handsome once but now carried the weight of too many years and too many secrets. His suit was impeccably tailored, the kind of expensive clothing that whispered rather than shouted its quality. Despite the late hour and the remote location, he appeared completely at ease, as if standing at deserted crossroads in the middle of the night was the most natural thing in the world.

"Good evening, my dear," he said as Jess approached, his voice carrying a slight accent she couldn't quite place. "You seem to be having a rather difficult night."

Jess hesitated, every instinct screaming at her to keep walking. Strange men at crossroads in the middle of the night were the stuff of horror movies and urban legends. But something about his demeanor—calm, almost grandfatherly—made her pause.

"My boyfriend left me stranded," she found herself saying, surprised by her own honesty. "I'm walking home."

"How terribly ungentlemanly of him." The man's expression conveyed genuine sympathy, though something flickered in his dark eyes that might have been amusement. "A young lady should never be abandoned in such circumstances. Tell me, what would make this situation right? What would you consider... adequate compensation for such treatment?"

The question struck her as odd, but the events of the evening had left her feeling reckless. "I'd want to meet the most handsome man in the world, and then make love to him love to him," she said, the words tumbling out before she could stop them. "And I'd want Derek to watch. I'd want him to see what he threw away, what he'll never have again." She paused, her voice growing harder. "And then I'd want him thrown into Hell for what he did to me tonight."

The man's eyebrows rose, and a peculiar expression, equal parts delighted and impressed, appeared on his face.

"My dear girl," he said, "you've just made both the request and defined the payment in the same breath. How refreshingly efficient."

Before Jess could ask what he meant, the purr of an engine filled the air. A sleek black limousine emerged from the darkness, its headlights cutting through the night as it glided to a stop beside them. The rear door opened with a soft click, revealing an interior of cream leather and polished wood.

"Shall we?" the man asked, gesturing toward the open door.

Every rational part of Jess's mind screamed warnings, but for once, she didn't want to listen to the voice that had kept her small and safe and miserable. She was tired of being rational, tired of being careful, tired of being the good girl who always did what was expected. She thought of Derek's cruel laughter, of two years of dimming herself to fit his expectations, of all the times she'd swallowed her words to keep the peace.

No more.

Tonight, she would choose the unknown over the familiar prison of her old life. Tonight, she would be dangerous.

She slid into the limousine, meeting the man's eyes with newfound determination. "Let's go."

The limousine's interior was pure seduction—butter-soft leather that seemed to caress her skin, crystal decanters catching the amber glow of hidden lights. The elderly man settled beside her with surprisingly fluid motions, and she felt the electric charge of power radiating from him.

"Where are we going?" she asked, her voice barely a whisper.

"Somewhere that will fulfill your heart's desire," he replied. "Tell me, have you ever noticed the mansion on Hillcrest Drive?"

Jess frowned. "There's no mansion on Hillcrest Drive."

"Just as you'd never noticed that crossroads before tonight." His smile was knowing. "Many things exist only when we're ready to see them."

The limousine crested the hill, and Jess gasped. A magnificent mansion materialized from the darkness—Gothic spires twisted toward the sky beside Art Deco windows that gleamed like watchful eyes. The very air around it shimmered with otherworldly energy.

"How—?"

"You asked properly," he said as they swept up the circular drive. "And now you'll receive properly."

The mansion's doors opened to reveal corridors that seemed to pulse with sensual promise. Tapestries depicting scenes of passion and power lined the walls, and the air itself felt thick with anticipation. Every surface seemed designed to awaken desire—silk that begged to be touched, marble that gleamed like naked skin in candlelight.

Finally, they arrived at a set of double doors carved from what appeared to be a single piece of ebony. The man placed his hand on the handles and paused.

"Beyond this door, you will find exactly what you asked for," he said. "Are you certain this is what you want?"

Jess thought of Derek's hands on her, of his cruel laughter as he'd driven away, of two years of her life wasted on someone who saw her as nothing more than an obstacle to his desires. "Yes," she said firmly. "I'm certain."

The doors opened to reveal a chamber that took her breath away. The room was enormous, with a vaulted ceiling painted with scenes of angels and demons locked in eternal battle. Rich tapestries covered the walls, and Persian rugs in deep jewel tones covered the marble floor. A sitting area near the fireplace featured velvet chairs and a sofa that looked like it belonged in a royal palace, while against the far wall stood the most beautiful bed Jess had ever seen. It was massive, with posts carved from dark wood and curtains of midnight blue silk that seemed to move with their own breeze.

But none of this registered fully, because standing near the fireplace was the most magnificent man she had ever laid eyes upon.

He was tall, perhaps six and a half feet, with the kind of perfectly proportioned physique that belonged on classical sculptures. His hair was dark as midnight and fell in waves to his shoulders, framing a face that seemed to have been crafted by angels. His features were sharp and aristocratic—high cheekbones, a strong jaw, and eyes the color of storm clouds that seemed to see straight through to her soul. He wore a white shirt open at the collar and dark trousers that emphasized his powerful build, and when he smiled, Jess felt her knees go weak.

"Good evening," he said, his voice a rich baritone that seemed to resonate in her chest. "I've been waiting for you."

The elderly man had vanished, though Jess barely noticed. She was completely captivated by this vision of masculine perfection who moved toward her with the fluid grace of a predator. When he took her hand and brought it to his lips, the touch of his mouth against her skin sent electricity racing through her entire body.

"I'm Carwyn," he said, his eyes never leaving hers. "And you are the most beautiful woman I've ever had the pleasure to meet."

Jess felt herself blushing like a schoolgirl. After Derek's rough handling and cruel words, Carwyn's gentle reverence was intoxicating. "I'm Jess," she managed to say.

"Jess," he repeated, as if tasting her name. "Perfect. Would you care for some wine? You've had a difficult evening, and I'd like to help you forget all about it."

He led her to the sitting area, where a bottle of wine that probably cost more than her monthly salary waited in a silver bucket. As he poured, she found herself studying his hands—long-fingered and elegant, with the kind of strength that promised both gentleness and passion.

"Tell me about yourself," Carwyn said, settling beside her on the sofa. "What do you do when you're not being mistreated by unworthy men?"

The question made her laugh, though there was little humor in it. "I work at the library downtown. I know, not very exciting."

"On the contrary," Carwyn said, his eyes lighting up with genuine interest. "Libraries are repositories of human knowledge and dreams. You're surrounded by every story ever told, every piece of wisdom ever recorded. That sounds quite exciting to me."

When was the last time Derek had shown interest in her work? She couldn't remember him ever asking about her day, let alone listening to her answer with such focused attention.

"What about you?" she asked. "What do you do?"

Carwyn smiled mysteriously. "I help people get what they truly desire. It's more fulfilling than you might imagine."

They talked as the wine flowed through her veins like liquid fire, each sip making her more aware of Carwyn's presence. His voice was hypnotic, the way he leaned closer when she spoke making her breath catch. When he asked about her dreams, his fingers traced lazy patterns on her wrist that sent shivers racing up her arm.

"I write poetry," she confessed, the wine making her bold. "Secret things. About desire and longing and feeling trapped."

"Recite something for me," he murmured, his storm-gray eyes never leaving hers.

She found herself speaking words she'd never shared with anyone, verses about aching need and unfulfilled hunger. As she spoke, Carwyn's hand moved higher, caressing her forearm with touches that made her skin burn. When she finished, his thumb traced the sensitive inside of her wrist.

"You have the soul of a poet," he said, his voice dropping to a rumble that seemed to vibrate through her bones. "And the presence of a goddess. Any man who can't see that deserves to burn."

The touch of his skin against hers was electric, awakening nerve endings she'd never known existed. Derek's fumbling attempts at romance felt like children's games compared to this—Carwyn seemed to know exactly where to touch, how much pressure to apply, how to make her body sing without even trying.

"I want you," she whispered, surprised by her own boldness. The words felt like a declaration of war against every constraint Derek had placed on her, every moment she'd made herself smaller to accommodate his insecurities.

Carwyn's eyes darkened with desire, but his voice remained gentle. "Are you certain? I don't want you to do anything you might regret."

She thought of all the nights she'd pulled away from Derek's fumbling advances, not because she didn't want intimacy, but because she'd craved something sacred, something that honored the magnitude of giving herself completely. Here, finally, was someone who understood that her body was a temple, not a convenience store.

"I've never been more certain of anything," she breathed.

In response, she leaned forward and kissed him. His lips were soft and warm, and when he kissed her back, she felt like she was drowning in sensation. His arms came around her, pulling her closer, and she could feel the strength in his embrace, the barely controlled passion that threatened to overwhelm them both.

"Yes," she breathed against his mouth. "I'm certain."

Carwyn stood and extended his hand to her. "Then come with me."

He led her to the magnificent bed, and with reverent hands, he began to undress her. Each piece of clothing that fell away was accompanied by kisses and caresses that set her skin on fire. He worshipped her body as if she were a goddess, his touch both tender and passionate, building her desire to heights she'd never imagined possible.

He led her to the magnificent bed, and with reverent hands, he began to undress her. Each piece of clothing that fell away was accompanied by kisses and caresses that set her skin on fire. He worshipped her body as if she were a goddess, his touch both tender and passionate, building her desire to heights she'd never imagined possible.

It was then that the doors burst open.

Two large men in expensive suits dragged Derek into the chamber, his hands bound behind his back and a gag in his mouth. His eyes were wide with terror, and he struggled against his captors with desperate strength. They forced him into a chair that had appeared near the foot of the bed, binding him securely before removing his gag.

"What the hell is this?" Derek gasped, his voice high with panic. Then his eyes found Jess on the bed, and for just a moment, something that might have been genuine anguish flickered across his face. "Jess, Jesus Christ, what's going on? Who are these people?" His voice cracked slightly. "Look, I know I was an asshole tonight, okay? I know I left you out there and that was... that was really fucked up. But this—whatever this is—"

He looked around the supernatural chamber, at the impossible architecture, at Carwyn's otherworldly beauty, and Jess could see the exact moment when his mind tried to process what he was witnessing. The Derek she knew—the one who mocked anything he couldn't understand, who dismissed her poetry as "weird shit"—was suddenly confronted with something far beyond his comprehension.

"This isn't real," he whispered, and for the first time since she'd known him, he sounded small. Frightened.

Jess felt a moment of shock, but it was quickly replaced by a fierce satisfaction. Here was Derek, the man who had humiliated her and abandoned her, forced to watch as she experienced pleasure beyond his ability to provide.

"This is what you threw away," she said, her voice steady despite her nakedness. "This is what you'll never have."

Carwyn's hands continued their exploration of her body, and she moaned with pleasure, her eyes never leaving Derek's face. She could see the jealousy and rage warring with fear in his expression, and it only heightened her arousal.

"Please," Derek begged, struggling against his bonds. "Jess, don't do this. I'm sorry about tonight. I was angry, I didn't mean—"

"You meant every word," Jess cut him off, gasping as Carwyn's mouth found a particularly sensitive spot on her neck. "You showed me exactly who you are, Derek. And now I'm showing you who I am."

Carwyn lifted her onto the bed, his powerful body covering hers as he kissed her with a hunger that made her forget everything else. His hands roamed her body with reverent passion, finding every sensitive spot, every place that made her gasp and arch beneath him. When his mouth followed the path his hands had traced, she cried out with pleasure so intense it bordered on pain.

His tongue and lips creating sensations that had her writhing against the silk sheets. When he finally claimed her, filling her completely, she felt something inside her shatter and rebuild itself stronger. They moved together in perfect rhythm, his thrusts deep and powerful, each one sending waves of ecstasy through her trembling body.

"Look at me," he commanded, his voice rough with desire, and when their eyes locked, she felt the connection between them deepen beyond the physical. He took her to heights she'd never imagined possible, her body responding to his with an abandon that shocked her. She climaxed with a force that left her screaming his name, her nails raking down his back as pleasure consumed her entirely.

But he wasn't finished. He positioned her on her hands and knees, his hands gripping her hips as he took her from behind with an intensity that made her sob with pleasure. Each thrust sent shockwaves through her oversensitized body, building toward another peak that seemed impossible. When it crashed over her, she felt herself dissolving into pure sensation, her body convulsing around him as he found his own release with a roar that echoed through the chamber.

Through it all, Derek was forced to watch, his pleas and curses providing a soundtrack to their passion. She could see the tears streaming down his face, could hear the desperation in his voice as he begged her to stop, to come back to him, to forgive him. But his words only fueled her desire, each sob and plea a vindication of her choice.

Carwyn was tireless, his stamina seemingly endless as he brought her to peak after peak of pleasure. When she thought she couldn't take any more, he would find new ways to drive her wild, new positions that sent her spiraling into ecstasy. She lost count of how many times she climaxed, lost track of time itself as they moved together in perfect harmony.

Finally, as dawn light began to filter through the windows, they collapsed together in exhaustion, their bodies slick with sweat and trembling with the aftershocks of their passion. Jess had never felt so satisfied, so complete, so utterly fulfilled.

It was then that the floor began to crack.

The marble split with sounds like thunder, and sulfurous smoke poured through the fissures. Derek's screams reached a new pitch of terror as creatures began to emerge from the depths—demons with burning eyes and claws like razors, their forms shifting between human and beast as they climbed into the chamber.

"No!" Derek shrieked, struggling frantically against his bonds as the demons surrounded his chair. "This isn't real! This can't be happening!"

But it was happening. The demons seized him with claws that left smoking wounds on his skin, their laughter like the sound of breaking glass. They lifted him from the chair, ignoring his pleas and screams as they began to drag him toward the gaping hole in the floor.

"Jess!" he cried out one last time, his voice breaking with desperation. "Please! I love you! Don't let them take me!"

She watched with cold satisfaction as the demons pulled him down into the fiery depths, his screams echoing long after he disappeared from sight. The floor sealed itself as if it had never been broken, leaving only the faint scent of sulfur to prove what had occurred.

"Well done, my dear."

Jess turned to find the elderly man standing beside the bed, his expression one of genuine admiration. Carwyn had vanished as silently as he had appeared, leaving her alone with her mysterious benefactor.

"That was quite a performance," the man continued, offering her a silk robe that she gratefully accepted. "You have a natural talent for this sort of thing."

"What happens now?" Jess asked, surprised by how calm she felt. She should have been horrified by what she'd witnessed, traumatized by the supernatural events that had unfolded. Instead, she felt oddly peaceful, as if a great weight had been lifted from her shoulders.

"Now, my dear, you return to your life," the man said with a smile. "The limousine is waiting to take you wherever you'd like to go. Your purse and phone are in the back seat—retrieved from that unfortunate young man's vehicle before his... departure."

Jess nodded, wrapping the robe more tightly around herself. "Will I see you again?"

"Perhaps," the man said, his eyes twinkling with mischief. "If you ever find yourself at another crossroads, in need of another favor. Though I suspect you'll find your life much more satisfying from now on."

With that, he stepped away to allow her to get dressed.

As they walked back through the mansion's corridors, Jess noticed that the artwork and treasures seemed different now, as if the building itself was shifting and changing around them. By the time they reached the front door, she was no longer certain she could find her way back to that magnificent chamber even if she tried.

The limousine waited in the circular drive, its engine purring softly in the pre-dawn quiet. As promised, her purse and phone were on the back seat, along with a small velvet box that hadn't been there before.

"A token of appreciation," the man explained when she looked at him questioningly. "And a tool for your new life."

Inside the box was a ring unlike anything she'd ever seen—a band of white gold set with a stone that seemed to contain swirling galaxies within its depths. Ancient symbols were etched along the band, pulsing with their own inner light. When she slipped it onto her finger, it fit perfectly, and she felt a surge of power that made her gasp. The ring grew warm against her skin, and she could feel it bonding with her, becoming part of her very essence.

"What does it do?" she asked, flexing her fingers as energy coursed through her.

"It's a conduit for your true power," the man replied, his eyes gleaming with satisfaction. "You'll find that men who try to control or harm you will... encounter difficulties. The ring reads souls, you see—it knows the difference between clumsy expressions attraction and predatory intent. It protects those who've been marked by my favor. But more than that—it amplifies your natural magnetism, your ability to inspire both desire and fear. You'll never again be powerless, my dear."

As if to demonstrate, the ring pulsed with warmth, and Jess felt something fundamental shift within her. She was no longer the timid librarian who'd been abandoned on a dark road. She was something new, something dangerous and beautiful and free.

With a nod and a warm smile, the old man closed the door to the limo, and it pulled away from the house. When Jess looked back toward the mansion, she saw only empty fields and the old Morrison farmhouse, exactly as they had always been. Even the old man was nowhere to be seen.

The limousine drove down the winding roads from the hills and then through the empty streets of town as the sun began to rise, painting the sky in shades of pink and gold.

"Where would you like me to drop you off, miss?" the driver asked without taking his eyes off the street ahead, his voice professionally neutral despite the unusual circumstances.

Jess considered her options. She could go home, crawl into bed, and pretend this had all been an elaborate dream. She could return to her quiet life at the library, her small apartment, her predictable routine. Or she could embrace the change that had been awakened within her, the power that now flowed through her veins like liquid fire.

"Take me to the airport," she said finally, surprising herself with the decision. "I think it's time I saw the world."

As the limousine carried her toward her new life, Jess fingered the ring on her hand and smiled. Derek was gone, banished to whatever Hell awaited men who treated women as objects to be used and discarded. Carwyn had shown her pleasures beyond imagination, awakening desires she'd never known she possessed. And the mysterious man at the crossroads had given her the power to ensure she would never again settle for less than she deserved.

The sun climbed higher in the sky, burning away the last shadows of the night. Somewhere behind them, at a crossroads that existed only when needed, an old man in an expensive suit smiled and began walking toward his next appointment. After all, there were always people in need of his particular services, always souls willing to make bargains at the intersection of desire and desperation.

And sometimes, just sometimes, everyone got exactly what they deserved.

--

The Ring of the Crossroads (OGL d20 System rules)
This rare magic item is gifted by the Man at the Crossroads to exceptional individuals he had dealt with. It is a ring made of white gold with a set gem that seems to glitter with several colors and if studied closely appears to contain swirling galaxies. The band is inscribed, both on the outer and inner sides of the band, with mysterious symbols that match no known language or magic system. If read magic or read languages spells are used in an attempt to determine what the symbols mean, the caster sees there's a meaning to them, but that meaning remains beyond his or her ability to understand. If any number of clerical spells is used to decipher the symbols, the caster is informed that knowledge is the pervue of the gods and that the ring should be deposited in a church or temple as soon as possible; it is not for mortals to possess. If studied with detect magic, the ring radiates a strong mixture of Divination, Enchantment, and Transmutation magics.
   Functions: Once a ring of the crossroads has been claimed and worn by the person it was gifted to, it becomes attuned to that person. It cannot be removed from the owner's finger by anyone but the owner him-or herself.
   As soon as the character puts on the ring, he or she gains a +6 bonus to all Sense Motive skill checks. His or her Dexterity, Wisdom, and Charisma attributes all increase by 2 points. The character also gains an aura of protection that causes anyone who successfully attacks him or her to suffer twice the damage inflicted (Fortitude save DC13 for half).
   If anyone steals or loots the right and then tries to wear it, he or she immediately suffers 2d4 fire damage (Fortitude save DC13) that bursts from the ring. The finger the ring was placed on is completely incinerated.
   If a character to whom the ring was regifted or sold wears it, nothing happens. In fact, if the ring isnt returned to its original owner or the Man at the Crossroads within three days (72 hours for acquisition, the ring fades away over the nxt hour.

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.

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

Monday, December 30, 2024

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

Six Geese-a-Laying
One of the bulkier gifts the Dragon Who Loves Christmas might bestow upon someone is the Six Geese-a-Laying. It consists of six carefully crafted woodcarvings of geese. They are made from basswood, but then either glazed or painted through some unusual method that no mortal has been able to determine. (The coloring of the wood is part of the enchantment process.) If subjected to detect magic, all six statues radiate a moderate aura of divination magic with hints of summoning and transmutation magic mixed in. The magic is equally strong on each of the carving and it does not change in intensity if they are close together or many miles apart.



   Functions: When any one of the Six Geese-a-Laying carvings is placed within the boundaries of what the owner considers his or her domicile (including any yard, gardens, or outbuildings around it) it becomes a magical alarm and defense. If someone who has hostile intent toward the owner and his or her belongings comes within a 20-foot radius of one of the Geese, it starts honking loudly--so loudly anyone within 500 feet can hear it and individuals close to the carving must roll a successful Fortitude saving throw (DC18) or become confused for one round and be deafened for 1d6+6 hours.
   If the trespassing intruder doesn't retreat the following round, the carving animates and attacks. It is treated like a 5th level Warrior with no Strength or Size modifiers to attack and damage rolls; it attacks twice each round, inflicting 1d4+2 piercing damage with its beak and 2d4+2 bludgeoning damage with its wings; it can only be damaged by spells, spell-like attacks, or enchanted weapons with a +2 or better bonus; each construct has 35 hit points. If reduced to 0 or lower, the construct crumbles to moldy sawdust and wood splinters. Once destroyed, all magic is dispersed from the construct.
   One, all, or just some of the Six Geese-a-Laying can be deployed to provide security for the owners domicile and surrounding area. Each carving functions as described above, and no power or function is lost if one or more are destroyed. 
   One quirky aspect to the Six Geese-a-Laying (and Brigid's favorite) is that every day 1d6 of the Geese actually produce an egg. The eggs appear under the carvings that "lay" shortly before sunrise. The eggs appear to be normal goose eggs in every way, despite their obviously arcane origins. A person who eats a meal that incorporates one or more of these magical goose eggs gains a +1 bonus to melee attacks and Intimidation skill checks.


 
 
   Although the Six Geese-a-Laying are created as one unit, they can be split up and used by several people. The person originally gifted with them can give any number of the Six Geese-a-Laying away as a gift to others without any of them losing their enchantments. The gifted geese become attuned to the recipient's domicile, just as they were to the original owner. (The carvings must be given without expectation of any compensation. If the owner expects anything from the recipient other than he or she being a little safer as a result of the gift. If one of the Six Geese-a-Laying is regifted with any selfish agendas, all of the carvings immediately lose their enchantment and crumble into moldy debris.
   Trivia: Brigid made the Six Geese-a-Laying to mimic aspects of standard alarms and defenses that dragons place their "lairs" and treasures. As for the eggs... goose eggs are one of Brigid's favorite things to eat when in human form.

Sunday, December 29, 2024

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

Five Gold Rings
The Five Gold Rings is among the rarest of Christmas gifts: It is intended to be re-gifted. In fact, the person to whom Brigid the Christmas Dragon gives the Five Gold Rings will benefit if he or she chooses to give most the gold rings to others.
   The Five Gold Rings are each different in appearance, with four being slender and delicate and one being hefty. This larger ring is decorated with a representation of a red dragon's head and the phrase "Christmas Blessings" in a long-lost language that can only be deciphered through the use of a read magic spell. If the rings are subjected to a detect magic spell, they are found to radiate abjuration magic with a slight accent of divination magic. 


   Function: When the Five Gold Rings are first given to a character, each functions as a +1 ring of protection. Each time the recipient gives one of the slender rings away to another person as a gift, the hefty ring with the dragon's head gains an additional +1 bonus to its enchantment. Once all four of the other rings have been regifted, the fifth ring is a +5 ring of protection. The other rings remain +1 rings of protection.


    If the character to whom the Five Gold Rings is gifted give away rings with conditions attached or expectations, or tries to sell any of them, all rings immediately lose their enchantments. The slender rings can be sold to jewelers for base values of $25+2d10, while the heavier, ornate ring can be sold for $50+2d10. The ornate ring can be sold to a character who has knowledge of dragon magic and dragon society for a base value of $200.

Friday, December 20, 2024

NUELOW at Christmas: Day Twenty


THE SIX ARTIFACTS OF SANTA CLAUS
For a number of centuries, a set of related magical items believed to be the property of Santa Claus has been changing hands and drifting through the underground market for supernatural items. Only rarely have they been collected in one place, and it is the goal of many collectors to own all six items in the set. Some, like Brigid the Christmas Dragon, want to acquire them so they can return them to Santa as a present, but most want the bragging rights.
   Below, we present the Six Artifacts of Santa Claus as viewed through the lense of the d20 Game System. (The descriptions of the six items are released under the Open Game License and may be reproduced in accordance with its term.)



Giant Candy Cane of Peacemaking: This giant candy cane functions like a great hammer and deals 1d12 non-lethal bludgeoning damage. There are no bonuses to hit or damage rolls, but a target that is struck must make a successful Wisdom saving throw (DC22) or be frozen in place. The target is aware of everything happening around them, but unable to move in any way other than to breathe. The target is held in place until the wielder of the candy cane releases him or her from the enchantment (with a standard action), until dispel magic with a 20th level effectiveness is cast on the target, or until 12 hours have passed from the moment the target failed the Wisdom saving throw.

Santa’s Bag of Christmas Gifts: This is a bag of holding with 600 lbs. of weight available. Gifts can be taking out of the bag as a free action. The gift is always something the person it is intended for wants or needs.

Santa’s Boots: These heavy black boots paradoxically provide the wearer a +4 bonus to Stealth skill checks, at will the wearer can choose to leave no tracks in snow. The boots resize to fit whoever puts them on.

Santa's Hat: This red, fur-lined bobble hat appears like one of the most iconic symbols of Christmas. It grants the wearer the ability to unerringly identify the current location of a being whose true name is known to him or her, as well as the place that being considers its home.

Santa's Overcoat: This red long coat provides the wearer immunity to natural cold temperatures or from getting cold from being wet. When fully buttoned, Santa's Overcoat also grants a +2 bonus to AC/DR, +1 bonus to most saving throws, and a +4 bonus to saving throws made to resist air- water- and cold-based spell-effects and spell-like abilities.
   Santa's Overcoat is made for a tall, broad-shouldered, corpulent man, but it adjusted slightly if a smaller person wears it... but it still appears to be ill-fitting on anyone but Santa himself.


THE TRUTH ABOUT THE ITEMS
In reality, the six items described in this article were actually made by Brigid the Christmas Dragon because she wanted to fill in for Santa Claus if he ever needed help. The items were stolen from her original lair in France, on Christmas Eve of 1792 when it was penetrated by revolutionaries as the Reign of Terror was taking shape. She has been trying to recover them ever since, not because she necessarily wants to give them to Santa, but because she thinks he will laugh at them if her creations were ever put side by side with the spectacularly wondrous magical items he uses to deliver gifts and happiness all around the world.

Wednesday, December 18, 2024

NUELOW at Christmas: Day Eighteen

Dozens of centuries ago, a red dragon who is known as Brigid fell in love with the human winter festivals that eventually became Christmas. She continues her love affair with Christmas, and she has taken to spending some of her time creating magic candles that she secretly places in places where people of good cheer and kindness gather. Humans, when they notice them, have taken to referring to these mysterious magic items as candles of peace.
 

Brigid also uses the candles herself, placing them all over the part of her lair that is visible to humans. She sometimes invites heroes (such as the player characters) and disadvantaged children to spend all of Christmas Eve waiting up for Santa with her... and there's a 1d6 chance that he shows up slightly before dawn to visit with his biggest and oldest fan and those she think are worthy of getting gifts from him.

The rest of this post is presented under the Open Game License, and it presents rules for candles of peace for use in the d20 System and D&D compatible games.

Candle of Peace
Candles of Peace are found in churches and shrines to good-aligned deities. No one knows how they are created or by whom. They just seem to appear in dark corners  bundles of 2d4+4, on random festival days for the deity a given shrine, church, or temple is devoted to. If subjected to detect magic, candles of peace radiate faint auras of divine magic, but nothing more specific can be determined. Roll 1d6 to determine what color the candles are: 1-2 red; 3-4 white; 5-6 green.
   When lit, a candle of peace provides a +2 bonus to Will saves to resist fear effects, and a +2 bonus to Fortitude saves to resist disease, venoms, and poisons (magical and non-magical) within a 10-foot radius and sight of the candle's flame. Each candle can burn a total of 48 hours before completely expended. It can be lit and extinguished any number of times during that period. (Each time it is lit, the GM can assume that a minimum of 1/4 of an hour  of burn time is spent.)
   A candle of peace cannot be wet or submerged in water to work. It can be used to ignite flammable materials and substances. It can be extinguished by any means that would extinguish a normal candle.
   Up to four candles of peace can be lit at the same time and their benefits will stack, for a maximum bonus of +8. They cannot be more than 4 inches apart for the bonuses to stack. The radius of the effect never expands beyond the 10-foot radius.



Best Holiday wishes from your friends at NUELOW Games! Here's Mike Oldfield's fabulous version of "Silent Night" to help set the mood!




Sunday, December 15, 2024

NUELOW at Christmas: Day Fifteen

There exists among us people who are touched by the Spirits of Christmas at birth. As children, they seem extra kind and extra cheerful (especially around the Holidays). When they turn 16, the Spirits visit the individual and offer them a chance to become a Santa's Helper.

Santa's Helpers
A pair of Santa's Helpers

 

SANTA'S HELPER 
(d20 System rules, presented under the Open Game License. Copyright 2024 by Steve Miller)
During character creation, the player declares that his character chose to become a Santa's Helper. (This can also be rolled randomly if the GM prefers; the character is a Santa's Helper on a roll of 001 on percentile dice.)
  In addition to all standard class abilities and bonus feats, a Santa's Helper gains the following abilities for two days out of the year, December 24 and 25.
  Joy of Fellowship: The character and his closest allies (other PCs for example) gain a +1 bonus to all saving throws, attack rolls, and skill checks.
  Spellcasting: The character may cast a number of spells from the following list a number of times per day equal to his Wisdom + Charisma bonus. He casts the spell by making a gesture (such as twitching his nose or winking, with no other components required): Animal Friendship, Detect Thoughts, Disguise Self, Fabricate, Knock, Nondetection, Passwall, Telekinesis.
   Bonus Feat: The character adds Naughty or Nice to the selection of available bonus feats. The ability gained from this feat is available all year long.
   Drawback: A Santa's Helper is expected to be kind and helpful to all but the most naughty and outright evil beings. If he or she is mean or violent toward an innocent, friendly, or harmless target, he or she instantly loses his mystical status and all benefits that come with it..
   Special: If Santa requires assistance in delivering gifts to good children, or if there's a particular threat that is stopping him from visiting an area that requires the sort of skills and attention that only a player character can bring to bear, he or she is asked to spring into action. (Hopefully, the other party members will go along to help the Helper!) 

Wednesday, December 11, 2024

NUELOW at Christmas: Day Eleven

'Tis the Season for Feats... and these should appeal to d20 System gamers wether they love of hate Christmas! (All feats in this post are presented under the Open Game License.)

CHRISTMAS CAROLER [General]
Your musical talents and skills as a performer increase during the Christmas Season, even more so when you are performing, or performing to, Christmas music.
   Prerequisite: At least 1 rank in two or more Perform skills.
   Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all skills related to dancing, singing, and playing instruments. The bonus is increased to +6 if your performance involves Christmas music.
   Special: During the rest of year, the bonus from this feat is +1, but it applies to all varieties of performances involving music in one way or another.from this feat apply to all performances is reduced to +1.

Fake Lindsey Sterling (made at OpenArt.a.i.)

GRINCH [General]
You are adept at stealing that which might bring others joy.
   Benefit: From December 15 through January 5, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
   Special: During the rest of year, the bonus gained from this feat is +1.

HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
   Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
   Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.


KRAMPUS [General]
The naughty had better watch out!
   Prerequisite: Naughty or Nice
   Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.

SELFLESS [General]
You are ready to support those in need.
   Benefit: Give up one of your character's actions. Designate another player. The character under that player's control gains a +4 bonus to the next d20 roll made. You may use this ability as many times each round as you have actions.
   Special: When this feat is chosen, gain 2 character points that must be spent on skills immediately.

TIDINGS OF COMFORT AND JOY [General]
You spread joy and cheer.
   Prerequisite: Wisdom 12, Charisma 14
   Benefit: Take a full round action to make a Concentration check (DC8). For the duration of the next encounter, all other PCs and allied NPCs present when you make the check gain a +2 bonus to all saving throws and morale checks.
   Special: The bonus is increased to +4 for present PCs and NPCs who join together and sing a Christmas carol (or other campaign-setting appropriate song of a similar nature) while the skill check is being made. Skills checks of Perform (sing) (DC4) are needed to stay on key.

--
And to keep the Christmas Spirit building among all of you out there, here's a great video (with even greater music) from violinist/dancer Lindsey Sterling. (We think she may have the Christmas Caroler feat...)


Monday, December 9, 2024

NUELOW at Christmas: Day Nine

Psychostick and NUELOW Games want to help supercharge your Christmas Spirit with this Rammstein parody. Or... maybe not. You be the judge!


 \

(Our resident Christmas Aficionado, L.L. Hundal, said. "Are you kidding me?!" when she first started watching. Then she began to laugh. Christmas Cheer Unlocked!)

The Members of Pyschostick wish you a happy Christmas!

And speaking of Christmas Cheer, here's something that's offered for you enjoyment under the Open Game license and it can be reproduced according to its terms.  Copyright 2024 by L.L. Hundal and Steve Miller.

Bobble Hat of Christmas Good Will (for d20 System games)
This unique artifact radiates a faint magic aura from December 1 to January 5. During this time, it causes the wearer to radiate cheerful Christmas energy--but there is a price to pay should he or she abuse the status as an incarnation of the Christmas Spirit.
     d20 System Game Mechanics: Grants the wearer a +2 bonus to all Charisma-based skill checks. In addition, the wearer gains a +1 supernatural modifier to AC/DR and a 1 point per die of damage dealt by an attack, because those that would harm the character are hesitant to do so. If the wearer uses Bluff or Diplomacy skills to defraud or cause trouble for another person, all benefits of the Bobble Hat of Christmas Good Will are lost and the character comes under a curse that results in a -4 penalty to all Charisma-based skill checks. The only way the curse can be removed is through the power of a god, or by the character giving a Christmas gift to his most hated enemy, as well as giving away the Bobble Hat of Christmas Good Will to a more worthy owner.

Sunday, December 8, 2024

NUELOW at Christmas: Day Eight

Today we present d20 System game statistics for a pair of Christmas artifacts that reportedly gained their power from the birth of Jesus Christ. 




The Little Drummer Boy's Drumsticks (aka the Drumsticks of Bethlehem)
These appear to be a set of well-used drumsticks carved from oak wood. When they are checked for magical aura (though the use of spells, devices, or abilities), they radiate faint abjuration magic or a divine nature.
   Powers: Reported to have been touched by the Christ Child and his mother days after his brith, these drumsticks are a single artifact in two parts. When separated, they have no apparent magical function. Each stick radiates magic, is seemingly indestructible, and can used as improvised piercing weapon that deals 1d2 points of damage. While the item can be considered an enchanted weapon at +1 level, it does not grant bonuses to hit or damage.
  When the sticks are carried by the same person, he or she gains a +1 bonus to all saving throws. He or she gains a +6 bonus to all Perform (drums) skill checks when using the Drumsticks of Bethlehem. Once per day, the character may designate a target and cast a sleep spell upon it while playing the drums using the drumsticks.
   Drawbacks: Whenever carrying the Drumsticks of Bethlehem, the character must roll a Will save (DC18) whenever idle, or near a cute baby. If the save fails, he or she is gripped by an urge to start using the drumsticks on any available surface. If there is a snare drum available, the save is against DC24).
   Destruction: The Drumsticks of Bethlehem can only be destroyed by being tossed into the fires of Hell itself.


The Little Drummer Boy's Drum (aka The Drum of Bethlehem)
This item appears to all inspection to be a well-used and extremely well-made tabor-style snare drum. It does not appear to be magical, but attempts to break or destroy it fail. The word "Bethlehem" is painted onto the drum's head in Aramaic script.
   Powers: When a character with 5 or more ranks in Perform (drum) plays it, he or she gains a +10 bonus to any related skill checks. If the performance is done using the Little Drummer Boy's Drumsticks, the bonus increases to +15. Additionally, the performer can designate one target within 60 feet to be subjected to an affect similar to a sleep spell. The target receives a Will save equal to the character's Perform (drum) skill check. If the saving throw fails, the target falls into a magical slumber that lasts a number of hours equal to the character's total Perform (drum) skill. (The first power--the bonus to the Peform skill--is evident to both the user and those witnessing the performance, The second power is only evident if an identify spell, or similar means, is used to examine the drum while it is being played with the Little Drummer Boy's Drumsticks.
   Drawback: None.
   Method of Destruction: The Little Drummer Boy's Drum loses all enchantment if its head is pierced with one of the Little Drummer Boy's Drumsticks. It can then be destroyed without problem.
   Note: Despite its name, this drum is not the one that legend holds was present in the manger where Jesus Christ spent his first few nights on Earth. It was created in 1612 by Maltorn MacRae, a Scottish wizard who had come into possession of the Little Drummer Boy's Drumsticks and desperately wanted a drum worthy of those precious items. If someone should damage the Drum, it can be repaired using MacRae's original enchantments... if his book of notes describing them can be located.

And, to close out today's post, a nifty arrangement of one of my favorite Christmas tunes.


All text in this post is presented under the Open Game and may be reproduced in accordance with its terms. Copyright 2024 Steve Miller.

Wednesday, December 4, 2024

NUELOW at Christmas: Day Four

Every December. the Spirit of Christmas roams the land, touching bottles, cartons, and jugs of eggnog, imbuing them with magic of the Holiday Season beyond that which the beverage already possesses. This article describes this special eggnog in terms of the d20 System and how you can bring it to your game.

Stay Noggy, my friends.
"Stay Noggy, my friends."


EGGNOG OF POWER FOR THE d20 SYSTEM!
Whenever a character comes into possession of a container full of eggnog during the Holiday Season, the GM rolls 1d20. On a result of 20, the eggnog has been touched by the Spirit of Christmas! (All other results mean the eggnog is not enchanted, but still super-tasty.
   But! If the eggnog has been enhanced by the Spirit of Christmas, the GM rolls 1d6 to discover what magic powers are granted those who drink a cup of that container. Upon rolling, the GM consults the following list:

   1. Eggnog of Cheer that grants +2 bonus to morale checks and +2 bonus to Charisma-based skill checks.
   2. Eggnog of Might that grants +1 to melee and unarmed attack rolls and damage, and a +2 bonus to all Strength-based skill checks.
   3. Eggnog of Fortitude that grants a +2 bonus to all Fortitude saves and Constitution-based skill checks.
   4. Eggnog of Christmas Harmony that makes everyone within a 60-foot roll a Will save (DC30) or lose all desire to fight, but instead join together and sing Christmas songs. If one person is attacked (say by someone who has made a successful Will save), then all those under the influence of Christmas Cheer will turn upon the attacker.
   5. Eggnog of Christmas Partying that grants a +4 bonus to all Perform (Dance) and Perform (Sing) skill checks, as well as the ability to point out that someone is standing underneath a sprig of mistletoe without being slapped or kicked in the groin.
   6. Eggnog of Generosity that fills consumers with the desire to bring happiness and security to others in this Christmas season. They can do anything from donate to charities to taking the fight to the mobbed-up slumlords.

A typical container of eggnog contains 8 cups and a character must drink at least one cup to benefit from the Christmas magic. The effect lasts for 24 hours and cannot be dispelled by anything short of the power of a god.
   Once a container of Eggnog of Power has been opened, it spoils within 1d10 days. If a character drinks spoiled eggnog, he or she must roll a Fortitude Save (DC18) or become very ill, suffering -4 to all attack rolls and skill checks for 24 hours. If the save is successful, the penalty is only -2.

THE EGGNOG RANDOMIZER
If the GM wants to make the magic eggnog even more mysterious and unpredictable, roll 1d6 on this table whenever a PC drinks magic eggnog this holiday season.

   1. The character feels extra cheerful, gaining a +4 bonus to all Charisma checks.
   2. Roll on the Eggnog of Power table above.
   3. The character is seized by a sudden hatred of the holidays, gaining a -2 to all Charisma checks.
   4. Roll on the Eggnog of Power table above.
   5. The effect lasts for 48 hours.
   6. Roll twice on the Eggnog of Power table; the character gets both indicated benefits. If the same result is rolled twice, the character gets the indicated benefit with no changes or adjustments.

(The preceding text is released under the Open Game License. Copyright 2024 Steve Miller )

---
And here's some multicultural Christmas music that'll get almost everyone into a proper mood!

Tuesday, December 3, 2024

NUELOW at Christmas: Day Three

The Christmas-hating mad scientist Dr. Stephen Nicholas and his faithful assistant Holly have unleashed their latest scheme to destroy the Season of Good Will and Cheer--cursed candy canes!

Christmas Art by Richard Sala

Using ancient rituals and Atlantean magi-tech, they infused thousands of candy canes with dark magics that places those who consume them under a curse. These candy canes have been mixed in with non-cursed ones and will soon be distributed all across the United States and Canada!

Will the heroes be able to stop this evil, or will Dr. Nick and Holly finally meet their evil goal?!

(The rest of this post is released under the Open Game License, and the text may be reproduced in accordance with its terms.)

CURSED CANDY CANES
The Cursed Candy Canes can be distinguished from normal candy canes, because they emit a faint magical aura of an undeterminable type or school. Characters with a natural ability to detect magic, or those using spells or magic items to do the same, can identify the Cursed Candy Canes.
   The magic of the Cursed Candy Canes is only active from the stroke of Midnight at the beginning of December 1 to the final moment of January 5. 
    The following tables determine the size of a cursed candy cane and what effect it has on the character who consumes it. These rules are suitable for use with all d20 System games, as well as all OSR game systems.
   First, roll on "Size of Candy Cane" and then roll to determine what curse it bestows upon those who consume it.

Size of Candy Cane (Roll 1d10)
1-8. Mini Candy Cane (must be completely consumed for curse 
       to take effect)
7-10. Regular Candy Cane (only half needs to be consumed for curse 
       to take effect; can be split between two characters)

The Curses (Roll 1d10)
1.  The character can only communicate by singing Christmas songs 
      and carols.
2.  The character becomes enraged whenever he or she hears music 
     and attacks the nearest person for 1d4+2 rounds.
3.  The character's teeth begin to rot rapidly and they all fall out within
     1d6+2 days.
4.  The character can't sleep. Whenever he or she closes her eyes, terrifying 
     visons gigantic, semi-humanoid sugar plums oozing a strange, sparkling 
     substance haunts him or her.
5.  Whenever the character sees an image of Santa Claus, or someone 
     dressed in a Santa outfit, he or she is terrified and must flee the area 
     at maximum movement rate. The character remains terrified for a
     a number of rounds equal to 10 less his or her Wisdom bonus.
6.  The character must naked whenever he or she stands or passes below
     mistletoe.
7.  The character becomes semi-insubstantial, appearing ghostly and 
     translucent. The character does not need to eat or drink, is immune to 
     all harm, but cannot pass through solid matter.
8.  The character becomes a werewolf whose transformation is triggered by
     the physical presence of a decorated Christmas Tree. The transformation 
     lasts until the next sunrise.
9.  The character becomes a vampire, but needs to consume 1/2 gallon of 
     eggnog each day instead of blood. Just like a vampire's need for blood, 
     the character has an insatiable desire for eggnog. If he or she does not 
     consume enough eggnog, the character suffers a temporary loss of 
     1 point of Strength and 1 point of Intelligence until the hunger is cured.
10. The character becomes enraged whenever he or she sees a wrapped 
      wrapped Christmas present. He or she must destroy the presents. 
      The rage lasts until the presents are all destroyed. The character attacks 
      anyone who tries to prevent the destruction.

ENDING THE CURSE
A curse can be ended by a bless or remove curse spell cast upon the sufferer by a 12-level caster (or from an item or scroll with the same power-level), or if the sufferer eats 1 pound of Fruitcake over the space of 30 minutes. The curse also ends automatically at the stroke of Midnight on January 5th, the end of the Twelve Days of Christmas.
   (For victims of #3, the curse may feel like it becomes worse: Their teeth grow back over the next 1d6+3 days, with severe pain as the baby teeth grow, fall out, and are replaced by a new set of adult teeth.)