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

Tuesday, August 5, 2025

RPG-a-Day Challenge #5 -- Ancient

These feats for d20 System games are released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2025.


THE ANCIENT FEATS GROUP
The following feats are of the [Ancient] group. They may be chosen by characters who are in the age category of Old and beyond according to the character race's aging chart whenever a feat is gained.

Cranky [Ancient]
You're too old for this crap.
Prerequisite: 3rd level
Benefit: You gain a+2 bonus to melee attack rolls, as well as +4 damage if you are inflicting non-lethal damage.

Do As I Say, Not As I Do.[Ancient]
You say things others should live by.
  Prerequisite: Cha 15
  Benefit: +4 bonus to all Bluff and Intimidate skill checks.
  Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern) whether they meet the age requirement or not.

Experienced [Ancient]
This isn't your first rodeo.
  Prerequisite: 5th level
  Benefit: +2 bonus to all Bluff, Sense Motive, and Spot skill checks,

Jaded [Ancient]
You are confident that you've seen it all. Twice.
  Prerequisite: 10th level, Experienced
  Benefit: +2 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them.

No More Fucks to Give [Ancient]
You've had it with their shit.
  Prerequisite: 15th level, Jaded
  Benefit: +4 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them. +4 bonus to Intimidate skill checks. +2 bonus to base AC/Defense Rating. +1 to all Initiative rolls.

Monday, August 4, 2025

RPG-a-Day Month #4 -- Message

From the Dragon's Treasure Vaults: 
The Message Bottles


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

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


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

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

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

Saturday, August 2, 2025

RPG a Day #2 -- Prompt

It's the second day of RPG-a-Day 2025. This is going to be one of more involved posts, with a short story based on the prompt (which is Prompt)


Be Prompt or the World Will Be Destroyed

The ancient clock tower chimed midnight as Lyra pressed her trembling fingers against the worn leather binding of the Codex Temporalis. Each tick of the massive pendulum seemed to echo through her bones, a relentless reminder that time was slipping away like sand through an hourglass. The prophecy had been clear: when the crimson moon reached its zenith on the night of the Convergence, she would have exactly one hour to complete the Ritual of Temporal Binding. One hour to save everything that had ever existed or ever would exist.

The weight of infinite worlds pressed down upon her shoulders as she opened the ancient tome. The pages, inscribed with symbols that seemed to writhe and dance in the candlelight, contained the most dangerous magic ever conceived. The Ritual of Temporal Binding was not merely a spell—it was a fundamental restructuring of reality itself, a desperate attempt to seal away the Void that threatened to consume all of existence. The magic demanded absolute precision and unwavering focus. A single mispronounced syllable, a moment's hesitation, or even the slightest deviation from the prescribed sequence would not merely result in failure—it would accelerate the very destruction she sought to prevent.


Lyra had spent the last three years preparing for this moment, studying under the tutelage of Master Aldric, the last surviving member of the Order of Temporal Guardians. The old wizard had been relentless in his training, drilling into her the critical importance of timing in temporal magic. "Magic flows like a river," he had told her countless times, his weathered hands tracing complex patterns in the air. "But time magic flows like a waterfall—powerful, unforgiving, and absolutely uncontrollable once it begins. You cannot pause, you cannot restart, and you certainly cannot afford to be late."

The crimson moon hung heavy in the sky above the tower, its unnatural light casting everything in shades of blood and shadow. Through the tall windows, Lyra could see the first signs of the Convergence beginning. Reality itself was starting to fray at the edges, with patches of absolute nothingness appearing like wounds in the fabric of existence. Trees, buildings, even the very air seemed to flicker and fade as the Void pressed closer to their dimension. In the distance, she could hear the screams of those unfortunate enough to be caught at the boundary where reality met oblivion.

The Codex Temporalis had been written by the Archmage Chronos himself, the legendary spellcaster who had first discovered the existence of the Void and developed the theoretical framework for the ritual. According to the historical records, Chronos had intended to perform it himself, but the Void had manifested earlier than predicted, catching him unprepared. His final act had been to encode the ritual into the Codex and scatter the necessary components across the world, hoping that someday another would be able to complete what he had started.

Lyra turned to the first page of the ritual sequence, her eyes scanning the intricate diagrams and arcane formulas that would guide her through the next hour. Seven distinct phases lay before her, each building upon the previous one in a carefully orchestrated crescendo of magical energy. The first phase had to begin at exactly twelve minutes past midnight. Each subsequent phase had its own precise timing, culminating in the final Sealing of the Void at fifty-seven minutes past. She would have exactly three minutes to complete the sealing before the window closed forever.

The tower's ancient mechanisms had been specifically designed to assist with the ritual's timing requirements. Gears and clockwork devices, enchanted with temporal magic, would chime at each critical moment. But Lyra knew she could not rely solely on these mechanical aids. Master Aldric had spent months teaching her to perceive the subtle fluctuations in temporal energy, to sense when the moment was precisely right for each incantation.

As the clock struck twelve minutes past midnight, Lyra began the first phase. Her voice rang out clear and strong, speaking words in the ancient tongue of the Temporal Guardians. The syllables seemed to hang in the air, creating visible ripples in the fabric of space-time. She could feel the magic responding to her call, drawing power from the convergence of past, present, and future that occurred only during the crimson moon's zenith. The air around her began to shimmer with temporal energy, and she could sense the flow of time itself becoming more malleable, more responsive to her will.

Establishing a connection with the fundamental forces of time required her to reach out with her consciousness and touch the very essence of causality. She had to feel the infinite chain of cause and effect that linked every moment throughout history. It was profoundly disorienting—like trying to hold the entire universe in her mind at once. Past, present, and future blurred together into a single, overwhelming tapestry of existence.

Through her enhanced temporal perception, Lyra could see the Void more clearly now. It was not simply an absence of matter or energy, but an absence of time itself—a region where causality broke down and existence became meaningless. The growing cancer spread through dimensional barriers, and she could see alternate versions of herself in parallel universes, some succeeding, others failing catastrophically. The sight filled her with both hope and terror.

The first phase concluded exactly on schedule. Immediately, she transitioned into the Binding of Past and Future, creating temporal anchors at specific points in history. She reached back through time, touching moments of great significance: the birth of the first star, the emergence of consciousness, the founding of the Order of Temporal Guardians. Each anchor required precise placement—even a slight miscalculation could create paradoxes that would unravel everything.

The magical energy flowing through the tower was becoming increasingly intense, and Lyra could feel the strain on her body and mind. Temporal magic was notoriously demanding, requiring perfect mental discipline while channeling forces that existed outside normal space-time. Her hands began to shake slightly as she traced the complex geometric patterns for the third phase. She forced herself to remain calm, remembering Master Aldric's teachings about emotional control.

The third phase involved synchronizing vibrational frequencies across multiple dimensions, creating a resonance pattern that would seal the breach between realities. Her mind raced through staggeringly complex equations while maintaining the magical energy flows from previous phases.

As she worked through the calculations, Lyra became aware of a subtle change in the tower's atmosphere. The air itself seemed to be thickening, becoming more resistant to movement. The Void's influence was growing stronger, affecting the local space-time continuum. The clock's ticking became irregular, sometimes speeding up, sometimes slowing down. She would have to rely more heavily on intuitive timing, as the mechanical aids were becoming unreliable.

Creating a buffer zone of stable causality around the ritual site meant directly confronting the chaotic forces of the Void. Lyra projected her consciousness into the boundary region where reality met nothingness, using her will to impose order on fundamental chaos. The experience was like trying to hold back an ocean with her bare hands, her mental defenses straining under the assault of pure entropy.

The Void sensed her presence and began to actively resist. Tendrils of nothingness reached toward her consciousness, trying to drag her into non-existence. She could hear whispers in languages that had never been spoken, promises of peace and release from the burden of existence. For a moment, she was tempted to let go, to allow herself to be absorbed into the comforting emptiness. But the memory of Master Aldric's sacrifice, and the knowledge of all the lives depending on her success, gave her strength to push back against the seductive pull of oblivion.

Now came the Weaving of Temporal Threads—creating a complex network of causal connections across time and space. As she reached for threads from key moments in history, one blazed brighter than the rest: the day she'd first met Master Aldric, when he'd found her crying in the ruins of her village after the temporal storm. I won't let that happen to anyone else. Each thread had to be placed with perfect precision. One mistake, and the entire structure would collapse. The mental strain was enormous, like performing surgery while juggling flaming torches.

Time itself was becoming increasingly unstable around the tower. She could see glimpses of past and future overlapping with the present, creating a confusing kaleidoscope of temporal images. In one moment, she saw the tower as it had been centuries ago, newly constructed and gleaming. In another, she saw it as a ruin, crumbling and overgrown—a monument to her failure. The visions were disorienting, but she forced herself to focus on the present moment.

The sixth phase demanded that she simultaneously consider all possible outcomes of her actions, calculating probability matrices for every potential future. It was like playing chess against an opponent who could see all possible moves simultaneously, while the board itself constantly changed. She had to think in multiple dimensions, considering not just what would happen, but what could happen, what should happen, and what must not be allowed to happen.

For a terrifying moment, she wondered if she might lose herself entirely in the infinite maze of possibilities, becoming trapped in perpetual calculation. But her training held firm, and she managed to maintain her sense of self while navigating the treacherous landscape of quantum probability.

As the ritual entered its final phase, the Sealing of the Void, Lyra could feel the weight of destiny pressing down upon her. Everything came down to the next few minutes. The sealing required her to channel all the accumulated energy and focus it into a single, precisely timed burst of temporal force. Too early, and the seal would be incomplete; too late, and the window would close forever.

The crimson moon reached its absolute zenith as Lyra began the final incantation. Words of power flowed from her lips like liquid fire, each syllable charged with the accumulated energy of the entire ritual. She could feel reality responding to her will, bending and reshaping itself according to her commands. The Void sensed what was happening and began to fight back with renewed fury, sending waves of entropy crashing against her magical defenses.

The battle between order and chaos raged around the tower, with reality itself serving as the battlefield. Lyra stood at the center of the storm, her voice never wavering as she spoke words that would either save existence or doom it to oblivion. Void tendrils reached for her throat, trying to silence her, but she pressed on, drawing strength from the faces she'd sworn to protect—Master Aldric's weathered smile, the children in the village below, even strangers she'd never meet.

With exactly thirty seconds remaining, Lyra spoke the final word of the sealing incantation. The effect was immediate and dramatic—a brilliant flash of temporal energy erupted from the tower, spreading outward in all directions at the speed of thought. The Void's advance halted abruptly, its chaotic energies suddenly contained within a prison of crystallized time. The breach between dimensions sealed itself with an audible crack, like the sound of reality healing from a grievous wound.

As the magical energies dissipated and the crimson moon began to fade back to its normal silver hue, Lyra collapsed to her knees, utterly exhausted but triumphant. She had done it. The world was saved, the Void contained, and existence itself preserved.

The experience had changed her fundamentally, giving her a deep appreciation for the delicate balance that maintained the stability of existence. She understood now why Master Aldric had been so insistent about timing, why the ancient texts spoke of punctuality as the highest virtue of the temporal mage. In a universe where a single moment's delay could mean the difference between existence and annihilation, being prompt was not merely a courtesy—it was a sacred duty.

As she closed the Codex Temporalis, Lyra made a silent vow. She would train new guardians, teaching them the vital importance of precision and timing. And she would never forget that sometimes, the fate of everything depends on being exactly where you need to be, exactly when you need to be there.

***

The rest of this post is Open Game Content and may be reproduced in accordance with its terms. Copyright 2025 Steve Miller.

THE TEMPORAL MAGE ("CHRONOMANCER")
Lyra and her Master were both Temporal Mages. The Temporal Mage is a practioner of a School of Magic that has literally stood the test of time. The spells they use have been adapted by several other schools during the ages Class-wise, they have the same level advancement rate and benefits as the regular Wizards, but have the following additional restrictions and benefits:
   Spell Restrictions: Temporal Mages cannot learn spells from the Conjuration, Illusion, and Necromancy schools. Other schools are all available. The Temporal Mage does not gain any bonuses for specialization.
   Spell Benefits: As the character advances in levels, he or she automatically gains a bonus spell each level. The Temporal Mage may cast the spell without any required material components, and may cast each of them a number of times per day a number of times equal to his or her Intelligence bonus. Although the character does not need to memorize the bonus spell, casting it does consume a spell slot, replacing the spell that was memorized.

Levels   Bonus Spells
1st        Resistance     
2nd       Light
3rd        Featherfall
4th        Comprehend Languages
5th        Locate Object
6th        Knock
7th        Clairaudiance/Clairvoyance   
8th        Dispel Magic
9th        Remove Curse
10th      Dimensional Anchor
11th      Break Enchantment
12th      Sending
13th      Delayed Blast Fireball
14th      Legend Lore
15th      Phase Door
16th      Discern Location
17th      Temporal Stasis
18th       Time Stop
19th       Foresight
20th       Wish

..
If you enjoyed the story, check out these anthologies from NUELOW Games.. you'll love 'em!

Friday, August 1, 2025

From the Dragon's Treasure Vaults: The Obsidian Mirror


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

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


 

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

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


Tuesday, July 29, 2025

The Were-Bat

Not to be mistaken with a werebat, the were bat is a weapon made specifically to engage werebeasts in melee combat. They are usually wielded by experienced hunters of werebeasts and are usually used by groups of six or more individuals. Basically, the wielders of the were-bats surround their target and then beat it to death.

A were-bat is typically a wooden baseball bat that is covered in dozens of studs and spikes made of pure silver. Wounds inflicted upon were-creatures are not subject to any rapid healing traits, but can only be healed through medical treatment and rest, or magic.

A were-bat weighs roughly 48oz/three pounds. It deals 1d4+STR bonus against non-lycanthropes and vampires, but deals 2d4+STR bonus to creatures with sensitivity to silver.




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, February 17, 2025

The Dragon and the Commanders-in-Chief

In 1772, an ancient red dragon who had taken a shine to humans and their civilizations moved her primary home to the British colony of Virgina on North America's eastern coast. She became fascinated with the amalgam of philosophies that were taking shape as the guiding principles of a different sort of human society. From July of 1776 onward, she has been making North America one of her main focuses of attention. Not since the Roman Republic had she enjoyed watching--and even taken part in--the evolution of a political governing system and the culture around it. 
 

The republic of the United States of America has so far lasted roughly half the amount of time as the Roman republic, and Brigid hopes to see it last at least as long as its antecedent. She really loves the structure of three equal branches of government that are always slightly at odds even as they must work together to benefit the people of the nation. 

Because she enjoys the U.S. and its people, she wants to see wants to see the nation be as successful as possible. Therefore, she has offered her assistance to almost every U.S, president from George Washington through Donald Trump. Generally speaking, she has lent her vast knowledge of history, of magic, and the various life forms that are native to Earth, as well as those that come and go via outer space or dimensional portals.

In observance of Presidents Day, here's a little bit on a couple U.S. presidents that Brigid has advised (or just hung out with), as well as a magical item that she made for them (either something unique, or the first example of an item she's made several of).


GEORGE WASHINGTON
George Washington was a key figure in guiding the British colonies in America down the path to independence, as well as the first president of the United States. Brigid loved discussing historical figures and military tactics with him.



Washington's Presidential Chair 
Originally made by Thomas Burling in 1790, this barrel-back upholstered armchair featured, at the time, a unique swivel mechanism that allows the circular seat to rotate on four bone rollers. It was made for use in George Washington's presidential office, and Brigid used magic to make the already comfortable chair even more so. Washington found the chair so comfortable that he brought it home with him when he left the presidency in 1797 and used it in his personal study for the rest of his life.
   Function: If Washington's Presidential Chair is examined with a detect magic spell, it is shown to radiate powerful Alteration and Healing magic. 
   While seated in the Chair, a character gains a +2 bonus to all Intelligence- and Wisdom-based skill checks. Additionally, for every consecutive two-hour period spent working while seated in the chair, the character gains 1 temporary bonus hit point, due to how comfortable the chair is, as well as a +1 temporary bonus to all Fortitude saves for every two hours. These bonuses last until the next sunset, or, in the case of the temporary hit points, until the character is injured.


ABRAHAM LINCOLN
Abraham Lincoln was president when the United States was at war with itself over, in Brigid's opinion, the dumbest and most self-destructive thing humans had ever come up with--the institution of slavery. She had known and liked him since he was a teenager and she was glad when one of her favorite humans had the drive and mental fortitude to achieve the greatness she knew he was capable of.
   Brigid made several items for Lincoln between the years of 1828 and 1864. The final item she made for her friend was the Top Hat of Escape which she hoped would save him from assassination attempts. All the magical items created for Lincoln radiate moderate Abjuration magic.



Pocket Watch of Timeliness
This ornate pocket watch--with a flip-cover that sports a highly stylized pentagram and a face featuring small roman numerals--is on a 10-inch gold chain that must be fastened to an item of the character's clothing. When the watch on the chain is spun rapidly in a clockwise direction for a round, it puts the wearer under the effects of a haste spell for six rounds. When spun rapidly in a counterclockwise direction, all other creatures within a 12-foot radius must roll Will saves of be subjected to the effects of a Slow spell for six rounds. The watch can only evoke a magical effect once every 12 hours, but it tells perfect time.


Bow Tie of Personality
This black bow tie provides the wearer with a +2 bonus to all Charisma-based skill checks when worn. 


Topcoat of Protection
This black overcoat grants the wearer a +1 bonus to Defense Rating, as well as a +2 bonus to all Fortitude saves made against damage from any elemental source (like the fireball or ice storm spells).


Opera Hat of Escape
This black, collapsable top hat provides the possessor with a +1 bonus to Dodge checks whether the hat is being worn of carried. If the hat is collapsed and then thrown to the ground or against a wall, it transforms into what appears to be a circular black hole some three feet in diameter. The effect lasts for 1d6+2 rounds, or until the owner of the hat, and up to three friendly/allied characters, enters the hole. It then closes. If the owner went through the hole, the hat appears where he or she is, but if the hole closes due to its duration running its course, the hat reappears, no longer flattened.
   If "black hole" is a portal that leads to one of Brigid's many homes scattered around the world--the one she is presently spending time in. 
    Roll on the table below. The locations listed are the homes Brigid had established and was still using prior to 1864. The hat is keyed to those, so if she is at another spot are those that she controlled prior to 1864, so if she is presently not in one of those, the hat's owner is transported to a random home.

Roll 1d12    Destination
1.                Morocco
2.                Egypt
3.                Turkey
4.                China
5.                Australia
6.               Wales
7.                Austria
8.                Virginia
9-12.            Roll again, ignoring results of 9-12. The character is transported 
                    to a home Brigid is not presently at.    



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More to come about the Dragon Who Loves Christmas (and humanity) soon. Meanwhile, if you want to read about the magical gift she gives ALL U.S. presidents, click here.