Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

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!

Friday, August 1, 2025

From the Dragon's Treasure Vaults: The Obsidian Mirror


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

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


 

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

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


Tuesday, May 27, 2025

The Dragon's Throne

Located in Brigid the Red's home in Virginia, the Dragon's Throne did not belong to a dragon until Brigid took it after incinerating its co-creator with a blast of her fiery breath.



THE DRAGON'S THRONE
Carved from a large block of obsidian to appear like a crouching black dragon, the seat is the creature's back haunches and the back being its body and neck. The armrests are his front legs. The head of the carved dragon appears to be looking over the person sitting on the throne's left shoulder, and it has been enhanced with red gems for eyes and a selection of wolf and snake fangs to serve as teeth in its open maw. It is an amazing piece of art.
   The Dragon's Throne is the work of French sculptor Camille Claudel, done as a commission for the spellcasting illusionists and would-be dragon-impersonator Phillipe Garraud. He used his skills as an illusionist to make Claudel forget she created the Dragon's Throne, and then he spent almost two years, from 1914 through early 1916 enchanting it so it. The Throne was created to be the centerpiece of a scam which Garraud hoped would make him to owner of a vanished dragon's hoard. 
   Firepit was an isolated town deep in the Ozarks that had been officially founded in 1822, even before the region had been officially opened for settlement by the U.S. federal government. Local legends claimed that the founding families (who still lived in the town) had been brought there by a dragon who charged them with watching over its hoard until it returned at some point in the future. Garraurd knew that dragons were more than legend, so he also assumed the existence of an absent dragon's hoard was also real. His arcane studies had led him to be certain that what dragons remained on Earth had gathered in Australia, so whatever the leading families of Firepit had been guarding, it would never be claimed... well, not by its rightful owner. By Garraurd, however... 
   In the summer of 1916, after making a show of surreptitiously moving into the long-empty, but still meticulously maintained by the townsfolk, house that had been the dragon's residence. When the local authorities came to confront him, he used the magic of the chair (and his own spells) to convince everyone that he was the dragon returned. He then instructed the mayor and the police chief to recruit other townsfolk to relocate the treasure they were guarding to another location.
   As the citizens of Firepit distributed gold, gems, and strange artifacts (even some things that appeared to be junk), the real dragon returned, Brigid the Red. First, she killed Garraud in a fit of rage, then she decided to let the townsfolk have the gold and gems and assisted them in relocating to wealthy lives in Ohio, Virginia, and West Virginia. She reclaimed the magical artifacts and other items she cared about, ultimately spreading them out between her dozen or so active lairs and treasure hoards. She claimed the Dragon's Throne and gave this unique item a prominent place in her Virginia mansion, often sitting in it when receiving guests in her human form.

Functions
   * When sitting in the Throne, a person gains the ability to cast any illusion or enchantment spell levels 1 to 3 that he or she has at least theoretical knowledge of. The character can cast a number spells equal to his or her Intelligence plus Wisdom attribute bonuses per day.
   * Any spells the character seated on the Throne knows and can cast function at 1 level above the character's actual caster level, while Illusion and Enchantment spells function at 2 levels above the character's actual caster level.
   * While seated on the Throne, a character gains a +4 enchantment bonus to all Charisma-based skill checks.

The Dragon's Throne is not an artifact, just a powerful and one-of-a-kind magic item.

Monday, April 14, 2025

The Sword of Traveling and the Chain Reaction

Among the many unique magic treasures in her hoard, the Sword of Traveling is one of Brigid the Dragon's favorites. She uses it equally for fighting and for fun, and when she has time to plan, she often wears the magical armor known as Chain Reaction. (This is, of course, when she is in her human form. When she takes on her natural, massive body of an ancient red dragon, a wasteland of terror, regrets, and ash is created if her foes don't back down.)



THE SWORD OF TRAVELING
This powerful and unusual magic item was first recorded as existing in 1481 when it was used in a failed attempt to assassinate King John of Denmark. It remained in the possession of this royal house through its ups and downs over the several decades until King Christian IV gave it as a gift to Brigid in 1601 in appreciation of her many varied skills and talents and a thank-you for watching over him from the age of 3 until he became an adult. The Danish royals knew the sword was magical, and could be quite deadly, but they never had an inkling of its full power.
    If examined with detect magic, the Sword of Traveling radiates strong transmutation and conjuration magic, with a strong undercurrent of divination.
    Functions: Most basically, the Sword of Traveling seems like it is a vorpal sword. Like the more common necromatic creation, the Sword of Traveling provides the wielder with a +5 bonus to-hit and +5 bonus to damage. If the wielder rolls a natural 20 on his or her attack roll, the target's head (or equivalent) is cut clean off with death being instantaneous.
    The sword's true power, however, is hinted at in its name. Further hints, and even instructions in its use, can be found on blade and hilt. presence of a triangle engraved both on the hilt and on both sides of the blade, near the tip, Just above the hilt, there is an engraving in Atlantean that is wrapped around the blade that reads: "A focused mind and thrusts at the center and three points will bring the deserving wielder to the desired place". 
    If a wielder follows the instructions--clearing his or her mind and picturing a place he or she wants to go to, then makes four sword thrusts in the order and pattern described--and then a rift will be carved open in the fabric of space and time, providing direct access to the location the wielder envisioned. The portal remains open for one minute, until up to eight beings have passed through it, or until the wield closes it by thrusting the sword one more time at the center of the rift.
    Game mechanic-wise, the character must make several rolls to use the Sword of Traveling.
    First, the character must clear his or her mind and focus on making a mental image of the place to open a magical portal to.
    Second, the character must make four attack rolls, striking the air (or even a solid surface) in the pattern mentioned above. The best d20 roll of the four determines how close to the intended destination that the magic portal deposits those who enter it. See the following table for details: 

Best d20 Roll (of four)               Result
1-3                                                Failure. The portal doesn't even open.
4-7                                                Characters arrive 100+2d20 miles 
                                                     from the desired destination.   
7-11                                              Characters arrive 10+2d20 miles 
                                                     from the desired destination.
12-15                                            Characters arrive within sight
                                                     of their desired destination
16-20                                            Characters arrive exactly at
                                                     their desired destination.                                              

For purposes of determining where the characters arrive through the portal, the unmodified d20 die is used.


THE CHAIN REACTION
The Chain Reaction is a set of enchanted armor that is of the styling that is often derisively referred to as a "chainmail bikini". In the case of this armor, however, it is more literally chainmail that most armors, as it is made of hundreds of intertwined chains of varying sizes, lengths and delicateness, with segments of chains dangling from both the top and bottom pieces of the armor. If inspected with detect magic, the Chain Reaction radiates strong abjuration magic.
    The Chain Reaction is a one-of-a-kind item that Brigid herself created to show off her human form while making it so she could wield magic while in metal armor and add some surprises to those who face her in combat: 
    Function: The Chain Reaction is a +2 set of armor that can be worn by arcane spellcasters without penalty to their spellcasting abilities The seemingly ornamental dangling chains on the armor will, as combat rages, lash out at foes within melee range, primarily attacking the foe who either first struck the wearer, or the one who is perceived as the greatest threat.
   The Chains attack with the wearer's ranged attack value and deal 1d4+2 points of damage when striking a target. When struck, the target must roll a Dexterity attribute check (DC14) or the chain wraps around part of his body. 1d4 chains attack each target per round, on the wearer's initiative.
   On the round following being gripped by a chain, the target must roll a Balance skill check or a Dexterity attribute check (or be yanked off his feet and pulled toward the armor's wearer, suffering an additional 1d2+2 points of damage. Targets can attempt to break free from the chains either by striking them with a weapon of at least +1 enchantment (AC/DR20), or by making a successful Strength attrubute check (DC19). The wearer can release and retract the chains at any time.

Sunday, March 30, 2025

The Ring of Darius

One of the more infamous artifacts in existence is the Ring of Darius, as the historical record actually confirms the accuracy of the tales that are told about it. Since ca. the year 50BC, only one individual who have claimed the Ring as theirs and not died a violent or unnatural death after having done so.

THE RING OF DARIUS
This is a bulky gold ring that is filigreed with overlapping Celtic symbols that represent humans drawing power from their native lands. The most remarkable thing about the item, however, is the large, deep red diamond, a shade so dark and intense that both its size and hue make it one of a kind among an already extremely rare type of diamond. The Ring of Darius has been described as priceless, and it is.


Functions
When worn by the rightful owner of the ring, in the proper place, possessing and wearing the Ring of Darius provides powerful benefits. When worn by someone who come to have the ring through dishonest or violent means, it is an almost-guaranteed death sentence.

On the Hand of the Rightful Owner
When worn by its rightful owner--someone of Darius' bloodline, or someone who has come by the ring via legitimate means, such as purchasing or having it gifted by a rightful owner--the ring functions as a ring of protection +2. It also grants the wearer a +2 bonus to three crucial skill rolls per day. (The player can choose which rolls, unless the GM wants to reserve determining what's crucial for him- or herself.)
  When worn by its rightful owner in the lands that used to be home to the Gauls--currently claimed by the modern-day nations of France, Belgium, and Luxembourg-- the ring functions as a ring of protection +4. Further, it provides a +1 bonus to all skill checks and attack rolls made by the wearer.
   Unfortunately, its method of creation (assistance from a demon) left the ring with a curse: Whenever a character sees the ring for the first time, he or she must roll a Willpower saving throw (DC13). If the saving throw fails, the character becomes obsessed with the idea of possessing the ring. If the owner isn't willing to part with the ring when asked nicely or offered compensation, the obsessed character starts making plans to have the ring stolen and its (unworthy) possessor killed. Once the obsessed character gains possession of the ring, the cycle stars all over again. 

On the Hand of Someone who Acquires the Ring through Theft or Violence
There is no benefit from the ring to a character who acquires it through theft or murder, although the ring appears provide all the benefits described above. The wearer also becomes increasingly convinced that the ring has boosted all of his or her abilities and talents. Eventually, he or she becomes so arrogant and self-assured that a confrontation that will end badly is a sure thing.

Art by Harold DeLay


A Brief History of the Ring of Darius
The item now known as the Ring of Darius was made by a Circle of Druids, intended to provide magical assistance to a hero who would lead the Gauls into final battle against the Romans and drive the invaders from their lands. 
    Before they could give the ring to a hero of the stature who could save their nation and tribes, the Romans attacked the area, killing all the druids. One of them, as she lay dying, gave the ring to her son, Darius, telling him that the powerful ring would help him restore freedom to their lands and people.
    This was not to be, however. Darius was captured by the invaders and sent to Rome as a slave. He did his best to keep the ring that could restore his people, but, eventually, his captures spotted it. Darius became the first person to be killed over a greedy need for the right, but dozens (possibly even hundreds) more would follow. Darius' ghost has also cursed the ring, intensifying its negative qualities, a fact confirmed by psychic Edward Kelley in 1588 after he came into possession of the ring. Although he tried to keep others from becoming aware of the item, he fell victim to its curse in 1597, after narrowly escaping ring-caused doom on two previous occasions.
     Since 1939, the ring has been in the possession of the ancient red dragon know as Brigid. Aware of the ring's curse, she, like Kelley, has been careful about letting anyone--especially other dragons--know that she has acquired the ring. She keeps it secured in a hidden compartment under the fourth (from the top) back step leading out of her Arizona mansion/lair. Whenever she gets wind of someone seeking to loot one of her treasure hoards (of which she has 15, spread across the globe), she grabs the ring and places it in a prominent spot so it's one of the first extremely valuable items the thieves will find. Brigid then keeps track of the thieves and recovers the ring and any other unique items she baited them with, once they have met their predictable ends for stealing the Ring of Darius.

ACKNOWLEDGEMENTS
The preceding article was inspired by "The Ring of Darius", an unusual comics series that appeared in issues 1, 4-5 of Lucky Comics , an anthology titled published by Consolidated Magazines in 1945-1946. This unusual series will be collected in its entirety for the first time in a forthcoming comics/rpg hybrid product from NUELOW Games. 
   The paragraph "On the Hand of the Rightful Owner" is Open Game Content, and it is presented under this license. "The Ring of Darius" is Copyright 2025 by Steve Miller

Sunday, March 9, 2025

The Dragon's Friendship Bracelets

Brigid the Red Dragon has been fascinated by and felt affectionate toward humankind and their many civilizations for roughly 400,000 years. During those many centuries, she has created numerous versions of a magical gift for her favorite humans, or that allowed her to keep connections with them, no matter how far apart they might be.
   When Brigid first developed these items, she named them Bracelets of Uniting the Beloved, but when Friendship Bracelets became popular during the 1980s, she began referring to them as such.



BRACELETS OF UNITING THE BELOVED ("The Dragon's Friendship Bracelets")
This item can take many forms... anything from colored strings woven together to elaborate cuff bracelets decorated with runes or gems. However simple or elaborate its appearance, the bracelet of uniting the beloved always comes in pairs--with the bracelets being identical to each other. If examined with detect magic, they exude an aura of Divination magic.
   Functions: Brigid gives one of the paired bracelets of uniting the beloved other beings she feels friendship or affection toward--primarily humans but she has also given bracelets to a dryad, a couple leprechauns, and a few of the Witchkind. So long as the person is wearing the bracelet, Briged can calm his or her mind and visualize the target while touching the counterpart bracelet (as a full round action) and gain accurate insight into their emotional and physical state. By continuing to focus for an additional round, the creator can communicate telepathically with the other person. It will feel to both individuals as if they are together, perhaps standing back-to-back, but unable to see one another. The telepathic conversation can last a number of minutes equal to the creator's Charisma attribute score. 
   The individual who has received a bracelet from the dragon can use it on the dragon the same way he or she uses it on that individual. 
  

If either Brigid or the recipient of one of the two linked bracelets either dies or intentionally betrays the other, the bracelet suddenly snaps and falls off the other wearer's wrist. Brigid or the other person (if it's Brigid that's the betrayer... or the deceased(!)) also feels a sudden pang of sorrow that slowly turns into dread and apprehension. If the character spends a round thinking about the person who has the matching bracelet, and makes a ssuccessful Wisdom check (DC12), the sense of dread gives way to mental and emotional clarity, as the character gains full knowledge of how his or her beloved friend died and/or the nature of the betrayal committed.


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Monday, February 17, 2025

The Dragon and the Commanders-in-Chief

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

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

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

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


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



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


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



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


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


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


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

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



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

Monday, February 10, 2025

Brigid's Serving Tray of Deadly Delights

Over her long life, Brigid the Dragon has created many unique magic items that, to this day, she is the only one who knows the secrets to create them. One of these is the Serving Tray of Deadly Delights. 
   The Serving Tray of Deadly Delights appears to be an elegant golden tray of a kind that would be part of a very expensive set of formal tableware. If examined using detect magic, the Serving Tray is shown to radiate strong interlaced Conjuration and Divination magical energies, with a hint of Necromantic magic.


   Brigid created the first Serving Tray of Deadly Delights in 1104. It was her response to an elaborate scheme on the part of several noblemen, members of the clergy, and a dragon hunter to either kill or capture her and steal all her lands and treasures. Her would-be conquerors were planning on turning their might upon her during a feast Brigid was hosting in honor of a scholar visiting all the way from Hamburg. They thought she hadn't discovered they knew her secret, and she felt this was a perfect opportunity to find out who her true friends were... while dispatching some true enemies. And, of course, having some fun by trying out an idea for a magic item she'd been mulling over for about a century.
   By the time the day of the feast arrived, Brigid had created three Serving Trays of Deadly Delights... and they worked exactly as she had hoped! Her friends were revealed, her enemies were dispatched, and that who weren't terribly negative nor positive about her were left in blissful ignorance.
   Brigid rarely makes Serving Trays of Deadly Delights anymore. As human civilizations increasingly adapted more egalitarian forms of governments, and the rise of more efficient means of travel and the powers of both nobility and clergy waned, they seemed no longer fitting. Nonetheless, she made an additional 26 trays between the years of 1105 and 1819. As is her habit, she gave most of them to humans she liked and felt could benefit, but one is in the treasure hoard of the Dragon Conclave and the original three are in her own hoard.


THE SERVING TRAY OF DEADLY DELIGHTS
When these trays are presented to guests, either as containing reception treats, hors d'oeuvre, palate cleansers, or dessert cookies. They contain a mix of items, each type of which is a favorite of someone attending the gathering. These are all magically created, and they react to those who consume them based on the guest in question's true intentions and feelings toward the host.
   Functions: To prepare the trays, the host of the event must hold a guest list near each tray that will be used in the event and read the names of each person attending. Three pieces of the guest's favorite reception treats, or other small food items depending on the point of the dinner at which the serving trays are presented. Not only are the items the favorites of guests, they taste better than any other example had of this food.
   Upon taking the first bite, all guests must roll Will saving throws (DC22). If this saving throw fails, the guest feels compelled to eat all three pieces of food intended for him or her. If the first roll succeeds, the character must roll again if he or she eats another item from the tray.
   For each food item consumed from the trays, the guest must roll a Fortitude saving throw (DC24). If the roll is successful, nothing happens. If the Fortitude saving throw fails, the consumer is affected in a manner dependent on how he or she feels about the gathering's host.


   The host can end any of the effects of a Serving Tray of Deadly Delights either by touching a guest being influenced, or by loudly stating "I extend hospitality even those who make themselves my enemies". In the former, the host ends the effect on the person touched, and in the latter it ends on everybody. 
   Feels loyalty to, love for, or deep gratitude toward the host: Upon failing the Fortitude saving throw, the character feels energized and feels with absolute certainty that the host has the same feelings toward him or her. As other guests fall victim to the magical reception treats, the character who is friendly/supportive of the host receives the explanation that the food was enchanted to reveal whether those who consumed it were friends or foes... or maybe just hapless people caught in the middle of something that had no part in.
   Has no strong feelings toward the host, except maybe friendship or respect: Guests with this view of the host fall into a hypnotic trance, completely oblivious to what is going on around them. They remain in this trance until the host claps his or her hands together three times or they suffer at least 1 point of damage. In this way, they can remain neutral in or ignorant to any machinations unfolding around the host. 
   If the Fortitude save is successful, they remain fully aware and witness all that happens around them and hear the host's explanation to devoted allies. How this might sway their opinions is up to players and the GM.


   Feels powerful hatred toward, a desire to kill, or to remove the host from their place in the world through imprisonment, exile, or death: If the character's initial Fortitude saving throw is successful, he or she feels pangs of hunger and feels an uncontrollable compulsion to eat all three of the treats. As the character starts eating the second one, he or she must roll a Fortitude saving throw (DC30), and if that one is successful, he or she must roll a Fortitude saving throw (DC36) as the third snack is consumed. 
   If all saving throws succeed, the character suddenly feels very sick, immediately loses half his or her hit points, and begins vomiting controllably. Any actions (other than vomiting forth a vile mixture of stomach content and blood) are taken with a -6 penalty and spellcasting of any kind is impossible. The character must make Fortitude saving throws (DC30) for six rounds, and when one fails, the character is reduced to 0 hit points and falls, unconscious. The character loses one hit point per round and dies once he or she reaches -10.
   When the character fails a saving throw, he or she is subject to horrible pain for a round during which no actions are possible except to cry out in suffering. The character is then reduced to 0 hit points and falls unconscious. The character loses one hit point every minute and dies once he or she reaches -10.
d.
   Even when the host ends the effects of the Serving Tray of Deadly Delights, any loss of hit points or other physical ramifications remain until healed or cleaned through natural or magical means.

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