Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts

Sunday, January 19, 2025

The Dragon and the Presidents of the United States of America

Brigid is an ancient red dragon who enjoys being with humans.

Since 1701 A.D., Brigid the Dragon has maintained at least one dwelling ("lair" to the traditionalists) in what is presently the United States of America, with her oldest being in the mountains of Virginia. She has always loved the idea of a republic, and she found she loved it even more when a stripe of democracy was thrown into the mix. She REALLY loved the idea of branches of government being at odds with each other in certain ways, ensuring that the totalitarian bent that is so fundamental to humans wouldn't creep in. Well, it wouldn't creep in if humans weren't so easily corrupted by greed and lust for personal power and glory.

Since George Washington was first elected President of the United States in 1789, Brigid has been meeting with them shortly before they are to assume the office. Since the 1930s, she has tended to have the meeting take place with both the outgoing and incoming president, because she wants to be sure that there is no miscomprehension about the fact that so long as the American government remains centered in the Constitution, she would provide support to a president who has legitimate claim on the office. 

Joe Biden, Brigid, and Donald Trump in November of 2024

Her support is expected to be kept secret from the public, advisors, and anyone not approved by Brigid. Still, she works occasionally with the U.S. military and intelligence and law enforcement agencies. Basically, she's an open, but deeply classified government secret, like the existence of space aliens and Immortals. 

But what is the support Brigid offers? Aside from the perspective of a highly intelligent and creative being that is almost 400,000 years old, she grants a magical blessing to the President. Here is that blessing in d20 System terms, presented as a feat.

THE DRAGON'S BLESSING [Dragon Magic, Supernatural]
By sharing a drink and/or a meal with a mortal whom the dragon wants to help overcome great challenges, the dragon bestows a magical gift to the character. 
    Prerequisite: The character must be the leader, or key participant in executing, of some great enterprise that will benefit untold numbers of other mortals. The character must accept the invitation of the dragon to have the meeting and then must partake in the food and/or beverage the dragon offers.
The sharing of food and drink is a subtle ritual through which the dragon 
    Benefit: For a number of years predetermined by the dragon (4, 8, 12, 16, or 20), the recipient of the Dragon's Blessing gains the following bonuses:
    * +4 bonus to Bluff, Diplomacy, and Sense Motive skill checks
    * +2 bonus to all other Intelligence-, Wisdom-, and Charisma-based skill checks
    * +1 bonus to all Dexterity- and Constitution-based skill checks.
    The bonuses last from the person's first day undertaking the mighty task and/or playing an important role in the organization to which the belong, through the exact end of the period specified. The blessing ends early if the recipient breaks promises made, acts against the expected morality or purpose that the recipient is supposed to defend/working toward.
    Special: This feat temporarily replaces another feat the character possesses that gives bonuses to skill checks; the player of the character gets to choose which one is replaced. Dragon's Blessing overrides the specified feat until the end of the duration set by the dragon. If the character loses the benefits of the feat through actions contrary to his or her vows and duties, the other feat still remains ineffective until the duration of the blessing has ended. 
   While the blessing is in effect, the character can choose to shift this feat into a feat slot gained through level advancement instead of choosing a new feat. The feat that was replaced by the Dragon's Blessing once again provides a benefit in this case. When the Dragon's Blessing ends, the feat slot opens, and the player must choose another feat to fill it.

--
And to round out this post, here are a few pictures of Brigid with U.S. presidents of the past many years, mostly while meeting them either in her Virginia or Arizona homes. Two of the three are among her favorite presidents. Can you guess which two?

Brigid and Barack Obama in August of 2011


Brigid and Barack Obama in April of 2014




Donald Trump, Brigid, and Barack Obama in November of 2016

Barack Obama, Brigid, and Donald Trump in November of 2016


Donald Trump, Brigid, and Barack Obama in January of 2017

Donald Trump and Brigid in October of 2019






Donald Trump, Brigid, and Joe Biden in January of 2021

Joe Biden and Brigid in March 2021


Brigid and Barack Obama in September of 2021

Brigid and Joe Biden in November 2021


 
Donald Trump, Brigid, and Barack Obama in April of 2022

Joe Biden and Brigid in July of 2022


 
Donald Trump, Brigid, and Barack Obama in October of 2022

Joe Biden and Brigid in December of 2022


Brigid and Joe Biden in February of 2023

Joe Biden and Brigid in May of 2023


 
Donald Trump, Brigid, and Barack Obama in September of 2023

Joe Biden and Brigid in November of 2023


 
Donald Trump, Brigid, and Barack Obama in July of 2024

Donald Trump, Brigid, and Joe Biden in January of 2024














Thursday, January 9, 2025

Brigid the Dragon & King Arthur's Coconut Shell

When not looking for human parties to crash or otherwise being entertained by the activities and creativity of lesser beings, the ancient red dragon known as Brigid in her human form spends much of her time creating quirky magic items. She either gives these away as presents, or places in the path of treasure hunters in the hopes they'll be mistaken for important artifacts. This is her latest creation.


 
KING ARTHUR'S COCONUT SHELL
This item consists of two parts, each of which resemble gold-plated half coconut shells. At first glance, they appear to be a pair of odd ashtrays--and they certainly can be used as such--but they are far more than that. When examined using Detect Magic, the half-shells both radiate strong Alteration/Transmuation magic.
   Functions: When each half of "King Arthur's Coconut Shells" are held in one of the user's hands, and then clapped together in a rhythmic fashion, a sound similar to that made by the hooves of a trotting horse. So long as the user keeps making a clip-clop sound with the shells by striking them together, he or she and one other target can travel at a speed of 10 miles/hour across any terrain a horse would be able to traverse. The user must keep a continuous beat or the rate of travel will slow and the pair will come to a stop within two rounds, just as if they had pulled the reigns back on horses.
Neither the user nor the targeted second person become fatigued while under the effects of the "Coconut Shells", but the user must make a Fortitude saving throw (DC13) every hour. If the roll fails to match or exceed 13, the users arms are sore, the beat becomes unsteady and the rate of travel is reduced to 8 miles/hour. If the check fails at the end of the next hour, the rate of travel is reduced to 4 miles/hour. A third failed check means the "horses" need rest, and the pair must take a break of at least an hour.
   Trivia: This magic item was inspired by one of Brigid's favorite movies, "Monte Python and the Holy Grail". She's not sure what she'll do with this creation. For now, she's having fun, in human form, trotting back and forth across the rocky plains near her home in northern Arizona.

Monday, January 6, 2025

Meet Elida and Hanna, Wanderers and Cultist Killers

Elida and her little sister Hanna were sold by their impoverished parents to a demonic cult when they were 7 and 5 years old respectively. For almost ten years, the cultists prepared them as sacrifices to their dark god, putting them through painful rituals and covering their bodies with tattoos of mystic scripts, spells, and demonic symbols. All the pain inflicted was meticulously described in ancient texts and the cult followed it with exacting specificity.

Then came to prophesized day when the evil god was to walk the land and claim the souls of mortals as its eternal servants and granting vast power to those who had given him the most through their service. Hundreds of cultists converged upon the ritual site from across the continent, Elida and Hanna were drugged and placed at the center of the ritual circle, the sky opened up, the dark lord descended, and every single cultist burst into flames where they stood, screaming as they were reduced to ash.

"Thank you, Those Who Were Chosen," the dark god's voice rumbled like distant thunder. "These souls will tend to my needs for hundreds of your years. Go forth and wield this power as you will!"

True to the prophesy, those who had given the dark god the most--Elida and Hanna--were granted powers beyond what most mortals can dream of.

Both girls were granted the skills and combat abilities of 15th level thieves and the spellcasting abilities of a 10th level cleric. Further, if their tattoos are left uncovered, once per day, they can cause up to 1d6+1 of them to leave their bodies and fight for them.

Elida the Wanderer

Hanna the Wanderer

Elida purposefully wears clothing styled so at least her tattoos of a monstrous centaur and a dimension-hopping giant spider are always exposed. Meanwhile, Hanna stays as covered up as possible, only removing her full-length jacket when faced with overwhelming odds.

For the past year, the girls have wandered from city to city, rooting out evil cults, taking steps to make better lives for impoverished or abused children, and rallying the people against oppressive lords.

Friday, January 3, 2025

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

Ten Lords-a-Leaping
This gift is presented inside a handmade card that has a colored drawing of a red Chinese dragon spiraling around a Christmas tree with a large star on top. On the inside of the card is a note written in a flourish-rich cursive that says: "Keep this coin near at all times. When faced with overwhelming odds, hold it and say, "Bring the fury!"
   The coin being referenced is also inside the card; it appears to be an ancient Chinese coin with a dragon on one side and curious runes of an unknown origin on the other. The card is pretty, but not magical, while the coin radiates a mixture of Illusion, Divination, and Summoning magic.


    Functions: If the recipient of the dragon's gift says "Bring the Fury!" while holding the coin in combat or otherwise facing danger, as many as ten top Chinese martial artists appear--collectively, the Lords of Wushu. Some of the Lords are armed with traditional weapons--such as staves, nunchucks, and swords--but others are ready to use their deadliest weapon: Their body and their superior Kung Fu Wushu. After spending a round striking poses, they leap into action, either attacking the foes of the person who summoned them, or setting about helping with stopping whatever disaster in unfolding.
   If called to assist in combat, between 1 and 10 Lords appear, their number matching the number of foes faced by the summoner and his or her allies. When they first arrive, all those hostile to the summoner and allies must make Will saves (DC18) or be so startled by the sudden appearance of Chinese men in colorful clothing that they lose all actions for the rest of the round. They must reroll their initiatives on the round that follows (while the summoner and allies retain their already established place in the combat order).
   The Lords spend the first round they are present striking dramatic poses and looking about with threatening glares and grunts. On the summoner's initiative, they spring into action with jubilantly savage war cries, each rushing to confront a foe or to perform whatever urgent tasks will help save the summoner, his or her allies, and any innocent bystanders.
   

   The Lords are fearless and loud in their rush into combat, drawing as much attention away from the summoner and his or her allies as they possibly can. Their attack rolls always succeed (except in cases where some magical effect or ability states that an attack fails) and each hit deals 2d6+4 points of fire damage. Further, they always make successful saving throws and combat-related skill checks and have AC/DC ratings of 15. However, each Lord only has 10 hit points, so they either take their foes down quickly, or they go down. 
   If the Lords are summoned to assist in non-combat situations, they act with complete and total courage and lay down their lives without hesitation if it saves the summoner, his or her friends, and any innocent bystanders. They won't sacrifice themselves needlessly, but if their life can be traded to save others, they never hesitate. After all, they're not real... and they know it. When assisting in non-combat situations, the Lords have whatever skills are needed for the task ahead of them.
   The bodies of fallen Lords remain for the duration of combat, but ten rounds after the battle is over or the danger has passed, the bodies dissolve into smoke that quickly dissipates. If someone touches one of the bodies or tries to take its weapons or other equipment, the body and all items burst into flame and vanish, dealing 2d6 points of fire damage to anyone in melee range.


   When the owner needs an attractive and lethal date for any purpose, all he or she has to do is focus on the invitation or reservation and his or her companion will appear, dressed appropriately for whatever the event is. The owner of the coin can also summon a date for a friend or close associate instead of for him- or herself.
   This magically created companion is a perfect date for the owner (or whoever the companion is there to escort); he can carry on intelligent and informed conversations about any topic. He also has perfect manners and timing when it comes to interacting with other guests at events and subtly always making sure his date is perceived in the best possible light by way of his behavior.
   In addition to being great eye candy and perfect socially, the magical companion has the ability to defend the owner and those he or she is friendly with from attacks or other forms of violence. She can only be injured by magic or by enchanted weapons with at least a +2 bonus. She has 100 hit points and has all the class abilities and the attack rolls, saving throws and DC/AC of a 10th-level Monk (fantasy OGL d20 System) or Fast Hero (OGL d20 Modern). The companion is also proficient with all weapons, is an expert in all martial arts and unarmed combat styles, and has a talent for turning just about any item he can place his hands on into a weapon.


   The summoned date remains in the company of the person he is escorting for 20 hours, until released, or until destroyed through damage suffered in combat. Each time, the date is a different Lord of Wushu.
   The Ten Lords can be summoned once per day while the coin is in the possession of the person it was gifted to. They can only be summoned individually a maximum of ten times during a year during a year lasting from January 1 through December 31.
   The person who first received the coin can regift it as a Christmas or birthday present to someone they love, or someone they have stood side-by-side in combat. If it is sold, given with an expectation of reward, or taken under any circumstance other than those described above, it immediately becomes just an odd Chinese coin with no magical qualities.
   Trivia: Each of the Ten Lords of Wushu are based on actual martial arts masters that Brigid has met and befriended during her many trips to China and Taiwan. Most have been dead for centuries, but Brigid still summons a magic replica of one of them when she feels like practicing unarmed combat with her human form.
   In centuries past, the Lords were far more sedate and deliberate in the way they entered combat. With the arrival of the Hong Kong karate-themed movies in the 1960s and 1970s ("chop-socky flicks"), Brigid recalibrated her creation to mimic the outrageously surreal worlds of those films. She did this because she felt it would be more disorienting to foes in combat with the summoner, but also because she thought the cartoonish behavior was hilarious.

Thursday, January 2, 2025

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

Nine Ladies Dancing
This gift is a well-read theatre program either from the early 1930s, late 1960s, or mid 1980s, but always for Dance Crazy: The Musical. It might be worth a few dollars to hardcore memorabilia collectors, but the condition isn't one that would attract the attention of museums. Inside the program is a note written in flourish-rich cursive style, on stationary from The Frederick Hotel on West Broadway dating from the same period as the program, that reads: "Bring this to a stage or an open space, wave it over your head and shout, 'The show must go on!'" If examined with detect magic, both the program booklet and the letter inside it radiate a mixture of Illusion, Divination, and Summoning magic.


   Function: When the owner of the program booklet follows the instructions on the note, a chorus line of nine dancers in golden leotards and top hats and they perform a song and dance from Dance Crazy: The Musical. Music is provided by an unseen orchestra.
    When they are done with the number, one of the dancers lets the owner know that they would all like to get to know him or her better, and each of them would be honored to join the owner at an event, a party, or just for dinner.They then dissolve into quickly dispersed wisps of smoke until summoned again.



   When the owner needs an attractive date for any purpose, all he has to do is focus on the invitation or reservation and his or her companion will appear, dressed appropriately for whatever the event is. This magically created companion is a perfect date for the owner; she can carry on intelligent and informed conversations about any topic that the owner wants to talk about. She will also have perfect manners and timing when it comes to interacting with other guests at events and subtly always making sure the owner is perceived in the best possible light by way of her behavior.
   In addition to being great eye candy and perfect socially, the magical companion has the ability to defend the owner and those he or she is friendly with from attacks or other forms of violence. She can only be injured by magic or by enchanted weapons with at least a +2 bonus. She has 100 hit points and has all the class abilities and the attack rolls, saving throws and DC/AC of a 10th-level Bard (fantasy OGL d20 System) or Charismatic Hero (OGL d20 Modern). The companion is also proficient with all weapons, is an expert in all martial arts and unarmed combat styles, and a talent for turning just about any item she can place her hands on into a weapon.


   The summoned date remains with the owner for 20 hours, until released, or until destroyed through damage suffered in combat. Each time, the date is a different dancer. 
   If the GM feels so inclined, the following random table can be used to determine if the magical date bears a striking resemblance to someone famous.

d12 Roll    Who the Date Resembles
1-6              No one recognizable but is still a knock-out.
7                 Bunty Bailey
8                 Cyd Charrise
9                 Paulette Goddard
10               Bessie Love
11               Virginia Mayo
12               Barbara Stanwyck
              
   The chorus line can be summoned an unlimited amount of time. However, the individual dancers can only be summoned nine times during a year lasting from January 1 through December 31. If the summoned dancer resembles a real person, they appear as they did during the height of their dance careers. 
   Trivia: Dance Crazy: The Musical was the brain-child of a pair of ancient dragons--gold dragon who goes by the name of Robin among humans, and the red dragon Brigid. They have tried staging it several times since they collaborated on it in the late 1920s/early 1930s, but each time it has been a flop. Interestingly, although it was made in the hopes it would appeal to humans, Robin has informed Brigid that the show has become very popular with dragons and that it is constantly being staged on the various elemental planes where they now mostly make their homes.

Wednesday, January 1, 2025

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

Eight Maids-a-Milking
This item consists of a wooden base that features a drawer on one side and a brass plate on the other. On the base are mounted somewhat crudely made figurines of four grown country women and four country girls. They are gathered around, what in scale to them, is an item that looks like a cross between a giant tea pot and a coffee pot. The figurines serve as a holder for the tea/coffee pot, which can be lifted off the base, its lid removed, and up to three cups of liquid can be poured into and served from it. If examined with a detect magic spell active, all parts of the Eight Maids-a-Milking radiate Summoning magic; the magic is stronger during the early morning hours, waning and waxing in intensity as a day moves through the hours.


   Function: Every day, just after the sun clears the horizon, the tea/coffee pot (hereafter "dispenser") fills with three cups of milk. If the Eight Maids-a-Milking is left to its own devices, the type of milk is random. The brass plate displays the kind of milk that has been created in whatever language the owner of the item is primarily literate in.
   GMs should roll on the following table to determine the kind of milk in the dispenser. Any milk left in it after sundown evaporates without a trace, leaving the dispenser dry and clean.

1d12    Type of Milk
1          Cow milk
2          Donkey milk
3          Goat milk
4          Yak milk
5           Reindeer milk
6           Sheep milk
7           Almond milk (unsweetened)
8           Oat milk (unsweetened)
9           Cashew mile (unsweetened)
10         Soy milk 
11         Coconut/Almond milk mix (unsweetened)
12         Chocolate almond milk (unsweetened)

   Any character that drinks at least one cup of milk created by the Eight Maids-a-Milking gains a +1 bonus to Fortitude saves for the following 12 hours. 
   The owner of Eight Maids-a-Milking can control the kind of milk that the dispenser fills with by placing a handwritten note in the drawer on the base before sundown on the prior day. The owner can also keep the dispenser from filling by either leaving the drawer empty and open or by not placing the dispenser on the base among the maid figurines.
 

   The Eight Maids-a-Milking is one of the few items that Brigid has created that the person she gave it to can give to someone else without the item losing its enchantments. In fact, if the owner gives it a person or family in need, he or she is guaranteed a visit from Brigid with another gift during the following Christmas Season. 
   If the owner of the Eight Maids-a-Milking tries to sell it, or gain some other form of personal benefit, it immediately loses all magic once a deal is made.
   Trivia: Originally, this magic item only created four different kinds of milk (cow milk, goat milk, reindeer milk, and yak milk), but Brigid has improved upon the item to expand selections, as well as to appeal to a broader swath of humans and their changing preferences. When Brigid drinks milk in human form, she prefers donkey or yak milk.

Tuesday, December 31, 2024

There's a New Year coming...

... and one of the benefits to being a dragon who has perfected shapeshifting into a human form is that you can use magic portals to follow the arrival of 2025 and attend dozens of parties along the way.


From the tiny island nation of Kiribati, the very first place humans flip the calendar to 2025, all the way to Baker Island, the very last place where the new year begins, and home to a very small, secret community of Witchkind, Brigid goes from celebration to celebration, joyously bringing in the new year along with her favorite lesser beings--humanity! (Although her mood to party is nowhere as intense as what will come for the Lunar New Year, which is what dragons observe.)

At each party she attends, Brigid picks one human to give a present to. It is the very last thing she does before she moves on to the next one, and the beneficiaries of her gift often chalk it up to a gag or a distortion of reality through a drunken haze.


The gift is a delicate chain necklace that sometimes has a piece of jewelry on it. Brigid gives it to the subject of her largess with the comment, "You deserve to have a great year. Wear this always and it will make a difference. And if you're ever in danger or otherwise in serious need of help, break the chain and I'll be there in a flash. But you can only do this once, so choose the moment carefully." 

THE DRAGON'S NEW YEAR BLESSING
This is a delicate chain necklace that appears to be made out of silver, gold, or platinum. Sometimes, a small amulet resembling a dragon's head hangs upon it. Both the chain and the amulet radiate a curious mixture of abjuration, divination, and summoning magic.
   Functions: When worn by the person Brigid the Dragon gave it to, the dragon's new year blessing provides a +1 enchantment bonus to all skill checks and saving throws from the first second of January 1st through the very last moment of December 31st during the year it is received. When the new year comes, all magic is drained from the necklace, leaving it just a simple piece of understated jewelry.
   For a person who finds him- or herself in a life-or-death situation or otherwise attempting to deal with a disastrous outcome, the dragon's new year blessing has a function that's even more powerful. 
   If the person it was gifted breaks the chain necklace while wearing it (DC3 Strength Check), it becomes red hot for a moment, then seems to dissolve into the thin air. At the end of the following round, Brigid appears in her human form. She quickly appraises the situation, asks the character what he or she needs (assuming it isn't immediately clear) and then takes action. If she can resolve the situation without abandoning her human form, she will... but if the danger is serious enough, she takes her true, massive form. What follows will be the nightmarish destruction that happens whenever an ancient red dragon reveals its true self to mortals who are endangering things it cares about.
   Once the danger has passed, Brigid returns to her human form, chats briefly with the character and his or allies, promises she'll show up for any Christmas and/or New Year parties they may host, then says goodbye and vanishes as suddenly as she appeared. (If she is asked about the status of the dragon's new year blessing, Brigid will say that the magic in it is spent.)
   Special: The dragon's new year blessing only provides benefit to the person Brigid gave it to; it is just a simple piece of jewelry on anyone else... except if it is stolen or looted. Then, whoever wears it is subject to a curse that inflicts -4 to all attack rolls, saving throws, and skill checks for the remainder of the year unless subjected to remove curse with a 20th-level caster effectiveness..

Brigid the Dragon, celebrating the New Year's Eve with friends.


Brigid the Dragon in the process of abandoning her human form.
She warned them not to make her angry...

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.

Thursday, December 26, 2024

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

Two Turtle Doves
This pair of small silver lapel pins are identical representation of a dove in flight. If detect magic is used on them, they radiate abjuration and summoning magic. The two turtle doves is treated as one item, but the two pins that it consists of it is intended to be used by two different individuals.


   Function: When worn on a character's collar or lapel, it grants a +1 bonus to all Bargain, Bluff, and Diplomacy skill checks, as the item's enchantment makes the wearer seem inherently more likable.
   Perhaps an even more important function of two turtle doves is that it provides a magical link between the person to whom two turtle doves was gifted by Brigid and a person that is given one of the two pins to wear. The two characters can, by taking a full round action and picturing the other person in his or her mind, get a sense of how that person is physically and mentally--whether they are injured, scared, sleeping, unconscious, and so on. On the round immediately following, the character may take a second full round action to cause him- or herself to be magically transported to a safe location within line-of-sight of the other wearer of a turtle dove pin. If it is not possible to appear in a safe location within line-of-sight, the character appears as closely as possible. A successful Listen or Search skill check (DC dependent on location) will give him or her enough clues to discern where the one they've come to help is.
   Trivia: Brigid created this item to partially mimic a dragon's ability to locate things they are very familiar with and very fond of (a particular coin, a favorite magic sword, a loyal friend, and so on).


"Friends look out for each other. Friends are the greatest treasure!"


Wednesday, December 25, 2024

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

A Partridge in a Pear Tree
This item is five inches tall and two inches wide at the top. It is a glass figurine of a tree attached to a shallow silver dish that's just slightly over two inches in diameter. 
   The glass tree a lightly leafed tree with tiny yellow drop-shaped objects hanging from its branches. A representation of a partridge sits in the crown of the tree.
   If detect magic is used on the item, it radiates summoning and protection magic.
   Functions: Once per day, at Sunrise, a perfectly ripe pear appears on the silver plate. It can be cut into up to four sections, and each person who eats their part of the pear gains 1d4 bonus hit points above and beyond the character's normal maximum (or heals that number of points if already injured). The bonus points go away at Sundown.
   When the item is placed where the person to whom the partridge in a pear tree was gifted is residing (either temporarily or permanently), it starts making loud squawking noises whenever someone that has harmful intents toward the character and his or her property (including theft). The noise is loud enough that any sleeping characters are awakened and anyone just outside the dwelling or anywhere within it will hear.

Brigid, the Dragon Who Loves Christmas posing as human.
Click here for a little information about her.


This post is part of a series describing twelve magic items created by an ancient red dragon who loves Christmas. Click here for background and context.

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.

Monday, December 16, 2024

NUELOW at Christmas: Day Sixteen
Bessie Love and the Magical Mistletoe

It's the time of year when the Spirits of Christmas move across the land, randomly bestowing icons of the holidays with supernatural blessings. Among the things they empower is the mistletoe that hangs in the doorways of frisky young people.

Bessie Love via OpenArt.ai

 
During the Christmas Season of 1925, Bessie Love (silent movie star who secretly fought against supernatural evil as a costumed mystery woman), noticed that enchanted mistletoe was showing up at the parties she was attending. Even in her own house, the mistletoe that hung over the doorway to her sitting room suddenly became enchanted on Christmas Eve. 

The magic seemed to vary in strength and appeared harmless--perhaps even helpful in some cases--so it was a fairly low priority for her to track its origins. Instead, she collected the enchanted sprigs when possible and preserved them in her collection of magical artifacts. She noted they tended to regain their enchantment every Christmas Eve, even after they'd long since dried out.

Eventually, when she joined forces with Santa's Helpers to save Kris Kringle himself from certain doom in 1933, she discovered the true origin and nature of the enchanted mistletoe, even if she never did find out exactly what their full range of effects could be.

MAGICAL MISTLETOE
The Spirits of Christmas enchant random mistletoe sprigs in doorways to bestow various blessings from December 21 through January 5.

IS THE MISTLETOE MAGICAL?
Roll 1d6 to determine the nature of the mistletoe hung in the doorway.

1. Not magical, but still pretty (and a pretty good excuse for smooching).
2. Vampires may not cross through the doorway in which the mistletoe hangs, they cannot touch it, and anyone on the other side is immune to their mind-effecting powers.
3. Everyone who passes through the doorway in which the mistletoe hangs are instantly filled with a sense of comfort and joy. They receive a +4 bonus to all Charisma checks and Charisma-based skill checks that are done in acts of love and friendship or to defuse tense situations.
4. Unfaithful lovers feel compelled to confess their betrayal while under the mistletoe (Will save DC24 to resist).
5. Faithful lovers who kiss under the mistletoe gain the spell-like abilities of comprehend languages, discern lie and detect illusion as if they were 20th-level spellcasters.
6. Faithful lovers gain a +4 bonus to all saving skill checks, saving throws, and attack rolls made when fighting together or defending each other for 24 hours after kissing beneath the mistletoe.


--
The text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2017, 2024. (If you found this material useful and/or entertaining, please support our efforts by buying one of our products at DriveThruRPG.)

Also, for the record, both images of Bessie Love in this post are as fictitious as her career as a superhero. They were made using a specifically "trained" model at OpenArt.ai.


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!) 

Saturday, December 14, 2024

NUELOW at Christmas: Day Fourteen

The text in today's post is released under the Open Game License and may be reproduced in accordance with it. Copyright 2024 by Steve Miller.

MAGICAL CHRISTMAS COOKIES
A powerful person (rich, well-connected, a sorcerer, sorcerer-related, or just with access to magic), or perhaps even Santa himself, has gifted the player characters with a tin of magical Christmas cookies. Each type of cookie has a different effect (described on a piece of parchment in the tin), and it lasts for 8 hours or until another cookie from the tin is eaten. Each type of cookie is separated from the others by a thin sheet of paper.


    Danish Vanilla Wreaths (8 in the tin): +4 bonus to Bluff and Diplomacy skill checks. Ability to understand all Scandinavian languages.
    Gingerbread Santas (8 in the tin): +4 bonus to Move Silently and Hide skill checks. Ability to fall from up to 10 ft. and suffer no damage.
    Russian Tea Cakes (8 in the tin): +4 bonus to Gather Information and Intimidate skill checks. Ability to understand Russian.
    Shortbread Cookie (8 in the tin): +1 to all saving throws.
    Sugar Cookie Jesus (8 in the tin): Heal 1d6+1 hit points with a touch, up to a number of times equal to Wisdom+Charisma bonuses.
    White Christmas Chocolate Chip (8 in the tin): -2 damage from all elemental sources.

Although the cookies are the main attraction, but tin itself is also mildly magical. It keeps any food items placed within it fresh and edible without a need for refrigeration. The food items will still spoil at their normal rate.

--
Did you enjoy this post? Check out our products at RPGNow! Give us a Merry Christmas by buying something!