Showing posts with label The Muses. Show all posts
Showing posts with label The Muses. Show all posts

Saturday, February 15, 2020

Amazons & Artifacts for the d20 System

There's a new Wonder Woman movie coming out in June, and we here at NUELOW Games are really looking forward to it! While scheduling some anticipatory posts at Shades of Gray, our Head Honcho Steve Miller found himself getting ideas for a number of d20 System rules... and here they are! (And yes, this has been probably been done before... and it will probably be done again!)



WHO ARE THE AMAZONS?
The Amazons are a secretive matriarchy that, since the time of Atlantean dominance on Earth, have lived and thrived in a series of interconnected pocket dimensions scattered across the globe. They were devoted allies of the Olympians in the war against Atlantis. When the Olympians withdrew from Earth, they rewarded the staunch support of the Amazons with the hidden communities in which they thrive to this day.
   The cities of the Amazons are inhabited almost entirely by women, and most of them are so ancient that they witnessed first hand the Great Wars between Atlantis and the Olympians. There is roughly one male per 150 females in Amazonian society, and most of these males reside in and guard the points where the Amazon enclaves intersect with the rest of the world or connect to each other.
   Amazon society is a meritocracy where knowledge and skill is respected and valued above all else. It is, however, also a strict matriarchy where only women can hold positions of political power, and all decisions are made by the Queen and her Council of Mothers. Due to the male-dominated nature of most civilizations that have surrounded the Amazon cities, their men have, more often than not, served as go-betweens and ambassadors to the outside world. (The words "male" and "female" does not exist in the Amazon language; females are Amazons while males are Consorts.)
   When within their cities, male and female residents both are un-aging, physically immune to the passage of time. When in the outside world, however, they age and die at the rate of any normal human being.
   Amazons have kept up with the world as it developed and evolved outside their enclaves for thousands of years, adopting the best they found into their own culture. In most areas, their science and technology is equal to the most advanced on Earth, while in some areas they are more advanced.
   The rest of the text in this post is released under the Open Game License and may be reproduced in accordance with its terms. (As is usually the case in these parts, this material is designed with d20 Modern in mind, but it easily adaptable to other versions of D&D.)



NEW RACIAL TEMPLATE: AMAZON
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Female Human
   Benefit: May choose Amazon feats in place of class bonus and starting feats. +1 Strength, +1 Constitution. The character is automatically fluent and literate in Amazon, as well as a number of additional languages equal to her Intelligence bonus.


NEW RACIAL TEMPLATE: CONSORT (Male Amazon)
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Male Human
   Benefit: May choose Amazon feats in place of class starting and bonus feats. +1 Strength, +1 Charisma. The character can automatically speak, read and write Amazon, as well as a number of additional languages equal to his Intelligence bonus.


NEW STARTING OCCUPATIONS
The following starting occupations are available for Amazons and Consorts.

Amazon Ambassador
These members of Amazon society are trained to deal with the outside world. They frequently dwell away from the hidden Amazon enclaves. They are equal parts ambassadors (to those who are aware of the existence of the Amazons) and spies (to keep the Amazon leadership appraised on what is happening in the outside world.
   Prerequisite: Consort Racial Template, Age 20+
   Skills: Gain a +1 bonus to all Charisma-based skill. Gain an additional bonus to Sense Motive skill checks equal to your Charisma. Choose three languages that the character is able to speak, read and write.
   Bonus Feat: Choose two feats from the following list. Attentive, Confident, Deceitful, Diligent, Defensive Martial Arts, Endurance, Favored of Harmonia, Foresight, Investigator, Light Armor Proficiency, Persuasive, Specialty Martial Artist, Stealthy.

Amazon Healer
These individuals serve as doctors, nurses, medics, and even sometimes mystical healers. They are only rarely found outside Amazon enclaves, and always on a specific, short-term mission when they are.
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain +1 bonus to all Wisdom-based skills. with Heal becoming a permanent class skill. (If it is already a class skill, gain 2 ranks.)
   Bonus Feat: Choose two feats from the following list. Faithful, Favored of Artemis, Confident, Defensive Martial Arts, Light Armor Proficiency, SelflessSpecialty Martial Artist

Amazon Scholar
These are keepers of knowledge and history in Amazon society. They help everyone remember the past, so they can build a better future. Depending on their areas of expertise, they may spend more time away from the Amazon settlements than in them, oftentimes working with the ambassadors to gather or analyze specific information.Like the Amazon Ambassadors, they spend a good deal of time outside
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain a +1 bonus to all Knowledge-based skill checks. The character can Read/Write Ancient Greek script, Ancient Norse runes, and Ancient Egyptian hieroglyphics.
Bonus Feat: Choose three feats from the following list. Diligent, Dodge, Educated, Endurance, Investigator, Favored of Artemis, Light Armor Proficiency, Specialty Martial Artist,

Amazon Warrior
The are the most honored members of Amazon society.
Prerequisite: Amazon Racial Template, Age 16+
Skills: Gain +1 bonus to all Strength-based skill checks.
Bonus Feat: Choose two feats from the following list. Acrobatic, Combat Martial Arts, Combat Reflexes, Confident, Endurance, Educated, Favored of Ares, Foresight, Light Armor Proficiency, Specialty Martial Artist,

Art by Sergio Santos

AMAZON FEATS
When gaining feats, Amazons (male or female) may pick ones from the following list in addition to the selections from character classes. The character must still meet all prerequisites before a feat can be selected.

Existing Feats
Acrobatic, Alertness, Athletic, Diligent, Educated, Exotic Weapons Proficiency, Faithful, Fortune Telling, Light Armor Proficiency, Martyr, SelflessSpecialty Martial Artist, Stealthy


New Feats
The Favored of... feats are meant to reflect that the character special--and perhaps even personal--connection to the gods who are patrons of the Amazons. Players who wish to select one or more of these feats at character creation should be encouraged to explain how the character came to the attention of the god or goddess. (Maybe we'll create a random table at some point to help you along, since we love doing those here at NUELOW Games!)

Favored by Ares [Amazon]
You have a special relationship with Ares, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have divine favor as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by Athena [Amazon]
You have a special relationship with Athena, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have resistance as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Wisdom bonus.
   Special: Unlike the actual spell resistance, this effect cannot be made permanent.

Favored by Artemis [Amazon]
You have a special relationship with Artemis, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have calm animals and purify food and drink as spell-like abilities. Your effective caster level is your total character level, and you may one, the other, or both, a total number of times per day equal to your Constitution bonus.

Favored by Harmonia [Amazon]
You have a special relationship with Harmonia, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have message as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by the Muses [Amazon]
The Nine Muses have watched over you since childhood, and they granted you special gifts.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: Gain a +1 bonus to all Perform skills.
   Special: You may summon a specific Muse for assistance without suffering the initial 500XP drain.
   (For more d20 System rules and information about the Nine Muses, click here.)

Foresight [Amazon]
You have the ability to see a fraction of a second into the future.
   Benefit: You gain a permanent +2 adjustment to all initiative rolls.

Art by Bruce Timm


ARTIFACTS OF THE AMAZONS
When the Olympians departed Earth, the three whom the Amazons had provided the greatest service to--Ares, Artemis, Athena and Harmonia--each gifted them with a powerful artifact. These items are kept in a shrine, deep beneath the Queen's palace Themiscyra, the oldest of the Amazonian enclaves. They are considered the greatest treasures of the Amazons. In the more than 10,000 years since their creation, the items have only been removed from their shrine four times, each time to defend the world against grave danger.

The Bracers of Artemis
These golden armguards only provide benefits to a character with the Amazon racial template. They give the wearer a +2 bonus to AC/DR. In addition, if the wearer has initiative, she can take a full round action and deflect any incoming ranged attacks specifically targeted at her. She can even deflect attacks that otherwise might be unavoidable, such as the bolts of a magic missile spell, a lightning bolt, or a ray of disintegration.
   The wearer of the bracers may also deflect ranged attacks directed at other characters within melee range by taking a 5-foot adjustment in their direction and standing between them and the incoming projectile or spell.
    Drawbacks: None for Amazons and Consorts. If a non-Amazon (a character who doesn't have either the Amazon or Consort racial templates) wears the Bracers of Artemis, he or she must roll a Fortitude save every time projectiles are deflected. If the saving throw fails, the character is knocked to the ground and stunned for 1d4 rounds.

The Diadem of Athena
A sturdy piece of golden headgear that is inset with rubies and a five-pointed star symbolizing Athena grants its wearer a +2 bonus to all mind-affecting magic and spell-like abilities and effects.
   The wearer can also use the Diadem of Athena as a thrown weapon, with a +2 magical bonus to hit and damage (Weight 1 lb; Damage 1d4+2 (small), 1d6+2 (medium); Critical x2; Type bludgeoning; Range Increment 30 ft. (projectile); Category ranged; Proficiency simple weapon.). The diadem can strike a number of targets equal to the wielder's attack bonus. The targets must be declared when the character throws the diadem, and a separate attack roll is required for each target). The diadem unerringly returns to the hand of person who threw it at the end of the round, or falls to the ground near his or her feet if the character is unable to catch it for some reason.
   It is possible for someone to grab the diadem from the air using the snatch arrow feat (or other abiltilies), but if the attempt is successful, the character who caught it suffers 2d6+2 points of electrical damage (DC22 Fortitude save for half).
    Drawback: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates). It likewise does not function as a magical thrown weapon
.
The Shield of Harmonia
This front of this bronze buckler is decorated with symbols that resemble snakes and lightning bolts twisting around each other and a five-pointed star. In addition to the normal features of a buckler, the Shield of Harmonia grants the user an additional +4 bonus to all saving throws made against poisonous or acidic gasses and damage-dealing area of affect spells.
   Drawbacks: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates).

The Sword of Ares
This short sword was forged from an otherworldly metal that is so black its blade seems to absorb light rather than reflect it. When wielded by an Amazon or Consort, it is a magic weapon with a +4 bonus to-hit and damage. In addition, as the sword is first drawn during an encounter, the wielder may use fear as a spell-like ability against a number of targets equal to his or her Charisma bonus. The effective caste level is equal to the wielder's total character level.
   Drawbacks: When non-Amazons (characters without the Amazon or Consort racial templates) use the Sword of Ares, they must roll a successful Will (DC12) save each time they deal damage to a target. If the roll fails, the wielder is blinded. The character remains blind until subjected to a remove curse (cast at 20th level), or a wish spell.

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Wednesday, October 2, 2019

Of Love and Muses (and Vengeance): d20 Muses and Erinyes

Bessie Love began her acting career in 1915, after her Mom told her to get a job. D.W. Griffith, at Biograph Studios, first gave her a couple small parts, but she struck a chord with audiences and her star rose quickly. She spent the next 15 years playing bubbly, energetic, and adventuresome young ladies. As sound arrived to film, Love was aging out of her signature roles, and her Hollywood career began to fizzle. She moved to England in the mid-1930s where she continued to act on radio, stage, and later, television.

Bessie Love in Greece, 1938
(Photo by Dr. Henry W. Jones, Jr.)
But, as revealed in this post and this post, Bessie Love was more than just an actress: She actively battled the forces of occult evil for 25 years, from 1925 through 1950.

During one of her adventures, in 1938, Love stopped the fascist government of Greece from gaining control of the Muses and channeling their powers to corrupt the creative urge of humans across the world. The Muses were so grateful for Love's intervention that they now often wear her form when appearing before petitioners and those exceptional people to whom they wish to offer gifts and inspiration unbidden. It was also at that time that she came into possession of the ritual through which a random or specific Muse can be called and asked for assistance.

SUMMONING A MUSE
There are two rituals for summoning a muse. They are essentially the same, but one involves an extra where a summoner (who must also be the petitioner--the person who is seeking the Muses's assistance) can name the specific Muse he wishes to call to him. Both versions of the ritual are detailed on a scroll that dates back to the days of Ancient Greece.
   On the version of the rituals recovered by Bessie Love, notes scribbled in modern-day Greek on the back of the scroll state that either version should only be performed every ten days. "Performing either more frequently will result in total failure, or always call E.," the note concludes.

Summoning a Random Muse
Using ink mixed with the blood, sweat and tears of a creative person or performer, the petitioner must write his or name on fabric or paper that has been carried close to the skin of an artist or performer for at least three days (this does not need to be the same person the blood, sweat, and tears were collected from).
   The petitioner must take the inscribed item to a place where creative or intellectual activities of creation or sharing take place, such as a theater, art studio, or university lecture hall. Muses may also be summoned on the slope of Mount Elikonas where the original temple to Zeus stood in ancient times, or anywhere on the island of Melos. (All these places are considered sacred by the Muses.)
    Once at the intended summoning location, the petitioner must burn the item while reciting the following words:

Oh, beautiful Spirit of Creation!
I ask you to spark within me a fire!
I ask you to let the light of Inspiration burn through the night!
Come, beautiful Spirit of Creation!


Ourania the Muse, as she appears in modern day
  This incantation must be spoken loudly 1d6 times while the item is being consumed by the flames. Then, what appears to be a slender young woman appears, forming instantly from the faint tendrils of smoke twisting in the air. She says that she has been called by the drive to create and that she will help if she can.
   The summoner gains a base +1 bonus to all Craft, Knowledge, and Perform skill checks made for three days after the Muse was called, with the benefit expiring as the sun sets on the third day. Specific Muses grant the summoner additional benefits detailed below. (These expire at the same time as the base benefit.)
   A random Muse answers the petitioners call in the simplest form of the ritual. Unless asked, she does not reveal her name, nor spell out what boons she is granting the petitioner. To see which Muse appears and what benefits she grants the petitioner, the GM rolls a d10 on the following table:


d10 Roll/Muse     Benefits Granted
1. Calliope           +4 bonus to all Diplomacy, Knowledge (Law),
                             and Craft (Writing) skill checks.  +2 bonus to
                             Will saves to resist Fear effects.
                                Calliope sometimes wears a crown.
2. Clio                  +4 bonus to all Research, Knowledge (History),
                             Perform (Guitar/Plucked Stringed Instruments)
                             skill checks.
                                 Clio usually appears holding a book.
3. Erato                +4 bonus to all Seduction, Sense Motive, and
                            Craft (Writing) skill checks. The bonus on
                            Craft (Writing) increases to +6 if the character
                            is writing romantic poetry or lyrics.
                                Erato usually appears carrying a lyre.
4. Euterpe            +4 bonus to all Diplomacy, Investigate, and
                             Perform (Wind Instruments) skill checks.
                                Euterpe usually appears carrying a flute.
5. Melpomene     +4 bonus to Bluff, Diplomacy, and Perform (Act)
                            skill checks. +4 bonus to all saving throws and
                            attack rolls while fighting on behalf of those
                            who live on the Isle of Melos.
                                 Melpomene usually appears carrying a combat
                            knife and wearing a Tragedy mask (which she
                            removes before speaking to a petitioner).
6. Ourania           +4 bonus to Knowledge (Astrology),
                            Knowledge (Astronomy), and Navigation
                            skill checks.
                                Ourania appears wearing a gown that glitters as
                            if it were made of stars and carrying a small globe
                            of the planet Earth.
7. Polymnia        +4 bonus to Craft (Music), Craft (Sculpture),
                            Knowledge (Mathematics), Knowledge (Religion),
                            and Perform (Song) skill checks.
                                Polymnia  usually appears carrying a lyre.
8. Terpsichore    +4 bonus to all Knowledge and Perform (Dance)
                           skill checks. The bonus on Knowledge skill checks
                           increases to +6 if the skill check is being made to
                           pass the knowledge onto other characters.
                               Terpsichore usually appears wearing a laurel
                           wreath on her head and carrying a harp.
9. Thalia             +4 bonus to Knowledge (Mathematics),
                            Craft (Structural), Craft (Writing/Art),
                            Perform (Comedy) skill checks. The bonus on
                            Craft (Writing/Art) increases to +6 if
                            the work is humorous in nature. +1 bonus to
                            attack rolls when wielding a scythe or sickle.
                               Thalia appears wearing a Comedy mask, which
                           she removes before speaking with the petitioner.
                           She also often carries a club painted in bright,
                           cheerful colors.
10. Erinyes         +4 bonus to Bluff and Intimidate skill checks,
                           as well as a +2 bonus to all attack and damage
                           rolls. However, after the three days have passed,
                           if the summoner has harmed or killed innocent or
                          defenseless sentient beings within three days
                          prior to calling the Muses, or while enjoying the
                          benefits of the summoning, the summoner will be
                          subject to a curse that imposes a -4 penalty on all
                          attack rolls, ability checks, skill checks, and
                          savings throws. The curse can only be lifted with
                          a miracle, wish, or if the summoner specifically
                          calls upon Erinyes by following the steps detailed
                          below. (Erinyes is not one of the Muses, but rather
                          a goddess of vengeance who enjoys answering
                          calls for of those other entities, posing as them,
                          and then cursing and forcing atonement out of
                          those she feels have escaped punishment for
                          misdeeds.)

Summoning a Specific Muse
The ritual and preparation needed to summon a particular Muse is similar to what is described above, with the following differences: The petitioner writes the name of the Muse he or she wishes to summon above his or her own name, and replaces "Spirit of Creation" in the first and last lines of the spoken incantation with the Muse's name.

Calliope, after being rescued by Bessie Love in 1938
   Once the specific Muse appears, the petitioner is immediately drained of 500XP, the spiritual cost of demanding that a divine being manifest in the presence of a mortal. In addition to benefits the Muse grants upon appearing, she will also answer up to seven questions relating to arts, sciences, creation, and specific artists, performers, and scientists. (The number of questions that will be answered equals 1d6+1, with an additional questions equal to the petitioners Charisma bonus, to a maximum of seven.)
   In addition to knowledge and the temporary blessings, a specific summoned Muse can also be asked to grant the petitioner one of the following permanent benefits, for a price:
   *Gain Educated, Investigator, Skill Focus, or Leadership as a bonus feat.
   *Make a single Craft, Knowledge, or Perform skill a permanent class skill.
   *Gain a permanent +1 increase to Wisdom or Charisma attribute (maximum of three increases for each attribute, and the attribute cannot be raised of 19; the Muses don't want too much competition from mortals)..
   As soon as the Muse grants the petitioner's request, he or she is drained of 1,000XP.
   Whether a character is wishing to summon a specific Muse, or is requesting a permanent benefit, the experience point cost cannot cause the character to drop below his or her current level.
   If the 500XP drain would bring about a level loss, no points are drained. The GM should roll on the table above to see what Muse (or if Erinyes) appears.
   If the 1,000XP cost would bring about a level loss, no points are drained. The Muse tells the character that she feels he or she is not ready to fully appreciate the gift being asked for, but that she may give it in the future.
   The summoned Muse may also ask the petitioner to undertake a quest, or may offer additional assistance if the petitioner is engaged in a struggle she considered important. Some Muses may lend the character an artifact to use for the duration of the quest or struggle. The item is returned to the Muse once the quest is over, or the danger has passed. (These artifacts, and conditions surrounding their use, are detailed in this post.)
   If the petitioner agrees to undertake a quest for the Muse, the 500XP lost during original summoning are immediately regained. This is the only way the XPs taken by the Muses can be restored (other than through the normal methods of earning additional experience points).

Multiple Summoning Attempts
Despite the note on the scroll recovered by Bessie Love in 1938, the ritual to call the Muses can be performed by the same petitioner with possible success as frequently as often as every four days. It's only with a ten-day period between summonings that there is a high likelihood of actually calling a Muse.
   If less than three days go between summonings or summoning attempts, the call will always fail.
   If there are between 4 and 9 days between summonings, the GM must roll 1d10 against the following table to see the results.

1d10    Result of Frequent Summoning Attempts
1-2.       Failure. The Muses and Erinyes ignore the call.
3-8.      Erinyes answers.
9-10.    Roll on the Summon a Random Muse table

Summoning Erinyes
Calling upon Erinyes is not something that is recommended by mystics, occultists, or any sane individual. She exists to first and foremost to punish the wicked, and anyone who purposefully calls upon her will either find themselves a target of her punishment, or an instrument of search to avenge those who have been wronged. The one possible exception would be for someone who has been subjected to her curse while she was posing as another goddess, as asking her directly to lift the curse may be the easiest option.
   There is a base 90% chance that an attempt to call Erinyes will be successful. That chance increases by 1% for each additional person who takes part in the ritual (91% for two individuals, 92% for three, 93% for four, and so on).
   Those who wish to summon Erinyes, must write her name on a piece of paper, parchment, or thin piece of bark in their own blood. They must then wrap this document around a weapon that they have used against a sentient being, or which has been used by a sentient being against them. The item must then be placed into a fire, and the summoners must chant Erinyes' name with increasing volume 2d10+2 times. At the moment the goddess appears, the fire explodes upwards and is instantly snuffed out and replaced with thick, acrid smoke with swirls and coalesces into the manifestation of the goddess. The weapon and the material is was wrapped in are completely consumed, taken by the goddess as an initial offering.
  

A manifestation of Erinyes
    When directly called upon, Erinyes wastes no time with pleasantries, but immediately demands to know why those who have called her think they are worthy of her attention (or mercy, if they have been cursed by her).
    If she finds the answer lacking (if it's too arrogant, or if an attempt is made to deceive her, for example), she glares silently and with obvious disgust at those who called her and then dissolves into smoke. If those who summoned her aren't already cursed, for the next three days, they suffer a -2 penalty to all skill checks, saving throws, and attack rolls (with the effect ending at sundown on the third day, or following a miracle or wish).
   If Erinyes finds the characters worthy of her, her response depends on why she has been summoned.
   If she is being called to aid in a quest for revenge: She will answer four questions that the summoner believes will provide help in bringing about the revenge being sought. She will warn those who summoned her that revenge may not satisfy their thirst for justice, and that that if they are not careful, they may themselves become the monster they seek to slay. If summoners do not subsequently seriously pursue their attempt to gain revenge, she will subject them to the curse described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section.
   If she is being called to lift a curse on one or more of those who have summoned her: The summoners are charged with bringing a murderer or other criminal who has caused suffering to justice. Here are some suggestions for missions that Erinyes may task characters with. She lifts her curse as soon as characters agree to undertake her mission of vengeance, as well as granting them the temporary blessings described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section. If the characters do not subsequently engage in serious efforts to complete Erinyes' mission, the curses all who summoned her, as described on the table.


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All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.

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Sunday, September 22, 2019

Artifacts of the Muses

NUELOW Games's primary creator Steve Miller posted his latest bit of fun that casts real-life silent movie star Bessie Love as a superhero who battled supernatural evil from 1925 to 1950 over at his 'Shades of Gray' blog. We'll eventually bring that article over here, but, in the meantime, here's a little something that ties in with that post....


ARTIFACTS OF THE MUSES
By Steve Miller & L.L. Hundal
All text in this post is released under the Open Game License,
and may be reproduced in accordance with its terms


The nine goddesses of creativity and scholarship, the Muses, have a number of powerful magic items that they grant use of to those who have earned their favor, who are engaged in work they consider important, or to whom they have assigned a particular quest. The items all grant certain basic abilities to those who have the Muses' blessing to use their treasures, as well ones that are unique to each item. Those who gain possession of the items and use them without the Muses's blessing, are subjected to a curse.



General Powers and Shared Traits  of the Artifacts of the Muses
The mortal granted the use of one of the Artifacts of the Muses enjoys the following basic benefits when the item is worn, wielded, or otherwise carried on his or her person.
   * +1 bonus to all Craft, Knowledge, and Perform skill checks.
   * +1 bonus to saving throws against Mind-Affecting magic and spell-like effects.
   * Each of the Muses' artifacts radiates faint magic of an indeterminable type. Analyze and identify spells fail to reveal anything about the items. Only a wish spell, or an explanation of the item's power from one of the Muses, or the Greek gods Apollo or Erinyes can reveal the items uses. (Some uses can be gleaned through trail and error. Generally speaking, however, a character who rightfully has possession of one of the artifacts will have had their purpose explained to them.
   * Once the purpose for which the Muse lent the artifact to a mortal has been fulfilled, the artifact vanishes. (The Muse may appear to reclaim it in person, but this is rare.)

Descriptions and Powers of Individual Artifacts
   The Muse's Lyre (given by Clio, Erato, and Polymnia, a golden lyre with a silver crossbow carved with symbols representing the Nine Muses): Gain +4 bonus to all Charisma and Wisdom-based skill and attribute checks.
   Euterpe's Flute (given by Euterpe, a double flute made of wood and bound together with spun gold): Gain the ability to understand and fluently speak all languages, but not read them.
   Melpomene's Knife (given by Melpomene, a large combat knife with small symbols representing the Nine Muses etched into the blade, four on side, five on the other): This combat knife deals 1d4+5 points of damage (+5 enchantment bonus), and the person carrying or wielding cannot be flanked.
   Melpomene's Mask (given by Melpomene, an unadorned traditional theatrical Tragedy Mask made of alabaster): While worn, the mask grants a +5 bonus to Move Silently skill checks.
   Ourania's Globe: (given by Ourania, a softball-sized globe of the planet Earth): When held under the open night sky, the user can transport him- or herself, plus a number of other characters within a 10-foot radius equal to the total of the user's Intelligence and Charisma attribute bonuses, to any location he has seen on a map. The user and companions appear outside a building, or near a location, where the performance or creation of art or scholarly lectures usually takes place, or used to take place, that is closest to the specified location. The artifact can be used once every three nights. Unwilling or unaware targets of this effect receive a Will save with a +2 bonus to avoid being transported.
   Terpsechore's Crown (given by Terpsechore, a wreath of forever-fresh bay laurel branches and leaves). This wreath gives the wearer the use of a spell-like abilities that mimics charm person three times per day.
   Terpsechore's Harp (given by Terpsechore, a portable silver harp with her symbol engraved with gold on it): Grants the user a +5 bonus to Perform (Stringed Instruments) when played. If the user utters Terpsechore's name while playing the harp with a successful DC12 Perform (Stringed Instruments) skill check, a number of targets equal to his or her Charisma bonus within line of sight who can hear the music are subjected to the effects of an Irresistible Dance spell. Targets must dance for as long as the user plans the the Harp, plus a number of rounds equal to his or her Charisma bonus. If an enchanted character is attacked or otherwise injured, the effect ends and he or she may act as normal.
   Thalia's Club (given by Thalia, a two-foot long club that ends in a crook and which is painted gaily in bright blue, green, and red colors): The club deals 1d4+5 points of damage (+5 enchantment bonus), and the person carrying or wielding it has a reduction of 2 against blunt damage.
   Thalia's Mask (given by Thalia, an unadorned traditional theatrical Comedy Mask made of alabaster): While worn, the mask grants a +5 bonus to Tumble skill checks, as well as a +2 enchantment bonus to Armor Class/Defense Rating.


Possessing and Using the Artifacts Without Permission
If a character comes illicetly or unwittingly into possession of a Muse's artifact--by looting or otherwise stealing it directly from the person it was lent to, or taking it from a treasure hoard found in a long-abandoned locatation--the Muse who owns it will appear to him or her in a dream. She will introduce herself and explain to the character that if he or chooses to keep the artifact, he or she will be required to adopt the task that the person it was legitmately supposed to be in the possession of, or return the artifact within three days. The Muse will explain the original quest. (The Muse will leave it up to the character to figure out how to pursue the quest or return the item--which can be learned in a variety of ways--but the item must be brought to a place where artists and scholars either create, work, or perform.)
   If the character has not started to work toward the Muse's assignment within three days, he or she is visited in a dream by Erinyes, a goddess of revenge who is dedicated to punishing liars, cheats, and those who escape the hand of justice. Erinyes warns the character to return that which was stolen, and the the dream turns into a nightmare full of torture and monsters. The character must make a Fortitude save (DC12) or sufffer a -1 penalty to all skill checks, attribute checks, and saving throws the following day.
   Erinyes haunts the character's dreams every night until the Muse's item is returned, or until Erinyes is someone placated. Each night Erinyes sends the character nightmares, he or she must roll a Fortitude save, which increases in difficulty by 2 each night (DC12, DC14, DC16, and so on), and the penalty to checks and saving throws on the following day increases by +1 for each consequetively failed saving throw. Conversely, the penalty is reduced by 1 for each night a successful save is made.
   Magical wards and spells intended to protect the character from being haunted by the goddess in hir or her dreams must be recast each night. Remove curse and similar efforts will have no effect, as the character isn't cursed; he or she has just attracted the attention of a wrathful goddess.
   As soon as the item is returned to the Muse, or the character has devoted him- or herself to the quest or task its possesser was supposed to undertake, Erinyes stops her nightly visits, appearing only once more along side the wronged Muse. The Goddess of Vengeance says she hopes the character has learned a lesson, while the Muse thanks him or her for helping. Any accumulated penalties are removed, and the character enjoys the benefits outlined in the "Summoning a Random Muse" for the Muse the artifact belongs to, as if he or she had summoned that Muse. (Click here for details.)