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

Friday, December 20, 2024

NUELOW at Christmas: Day Twenty


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



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

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

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

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

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


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

Wednesday, December 18, 2024

NUELOW at Christmas: Day Eighteen

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

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

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

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



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




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.

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Thursday, December 12, 2024

NUELOW at Christmas: Day Twelve

It's Christmas Eve and nothing is stirring in Mira's house. The only sound is her singing softly to herself, as she sits at the dining room table, holding a bottle containing a curious pulsing spark...


Last Christmas, 
I gave you my heart 
But the very next day, you threw it away 
This year, to save me from tears 
I've captured your soul in this bottle...

Soul Bottles
Originating in ancient Atlantis, Soul Bottles, and the secret of their creation, has been preserved by the Witchkind and a small number of Immortals. Generally speaking, they have been used to either imprison the souls of evil beings so they will never return to trouble the living, or to preserve the soul of someone who has unfinished business in this world but who ended up severely injured or deathly ill and was sure to die before his time. Once in a while, they are used for more nefarious or personal reasons, such as Mira capturing the soul of the man who broke her heart.

Creating a Soul Bottle
The most basic component of a soul bottle is, as the name suggests, a bottle. It must be a sturdy bottle made of glass that either has a stopper or screw-top lid that seals tightly. If the bottle is too fragile, it will be shattered by the raw energy of the soul; or if the bottle doesn't seal tight enough, the soul will escape its containment. In both cases, the soul is lost to the Mortal Realm and has moved onto its next stage of existence.
   Once a bottle has been selected, the person enchanting it must keep it close to his or her person (within melee range) for 13 days. Then, the bottle must be left in the open air from sundown to sunrise for the three nights of the Full Moon. This will complete the basic enchantment on the bottle, and it is now attuned to the person who wishes to place a soul within it.
   Next, the bottle must be prepared to house a specific soul. This can be the same person who began the process or someone completely different; but the person working on the bottle at this stage must know the intended target personally. For 21 days, the person preparing the bottle must gather all his or her tears that are wept while thinking of their relationship with the target between sunrise and sunset. The tears can be the result of anguish, joy, or hate-filled rage, or any other emotion that the enchanter feels toward the target.

Using a Soul Bottle
Once the tears have been collected, the bottle must be given to the intended target, by the person who prepared it to hold the soul. As soon as the target touches the bottle, the magic begins to paralyze his or her body. Moments later, as the target collapses, his or her soul rushes into the bottle. The bottle must then be immediately sealed, so the soul doesn't escape.

The Fate of the Body and Soul
The target's body is left in a coma and will eventually die if special measures aren't taken. If the captured soul is released from the bottle, it returns to its body. If the body is dead, the soul moves onto the Afterlife and whatever reward or punishment it has earned (or to reincarnation, or whatever fate awaits those who die in the world).
   The soul can also be drawn into a specially prepared body that's been created through spellcraft or cloning technology, using the original body from which it was drawn as raw materials.
 

Wednesday, December 4, 2024

NUELOW at Christmas: Day Four

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

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


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

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

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

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

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

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

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

Wednesday, July 20, 2022

Bessie Love and the Crown of Eternal Mastery

We once again provide a glimpse of a time when Bessie Love (as part of her secret battle against supernatural evil) perhaps saved the world... but at the very least took a powerful magic item out of malicious hands. As per usual, we translate the item into roleplaying game terms via the d20 System.

 
Bessie Love

On Halloween, 1928, Bessie Love had her first of many encounters with evil-doers trying to harness magic and enchanted artifacts left behind after the fall of ancient Atlantis. She prevented a necromancer from harnessing the powers of the Gourdians, and, in doing so, came into possession of the Crown of Eternal Mastery. She even wore it to a Halloween Party that night--where she accidentally gained some insight into its powers. (Bessie found herself to be a better dancer than she had ever been before, as well as feeling more limber and dexterous while waring the Crown. She took this to mean that it enhanced a person's agility and dexterity. She failed to imagine the full power of the item, and she put it away in her collection of magical artifacts without ever realizing the truth.)

THE CROWN OF ETERNAL MASTERY
This is a large, elaborate headdress that consists of a caul that's covered with a complex and tangled arrangement of gemstones and pearls on strings or set into delicate platinum frames.  It represents the pinnacle of magical craftsmanship based in a fusion of the now-mostly forgotten Atlantean magical disciplines of Biomancy and Technomancy. It absorbs all knowledge and skills possessed by someone who dies while wearing it, allowing others to later access and use it as if it was their own. Each pearl contains the sum total of experience and knowledge possessed by a person who has passed on. Each gem houses not only a person's knowledge and experience but their personality as well.
   If it is subjected to methods that reveal magical auras, the Crown of Eternal Mastery is revealed to be imbued with powerful magics of an undeterminable variety. If the character attempting to analyze the item's magical aura is a skilled at creating enchanted items, he or she can make an Arcane Lore or Spellcraft skill check (DC18) to determine that there are faint undercurrents of abjuration and necromantic magic in the otherwise alien emanations.

Using the Crown of Eternal Mastery
When worn, the Crown of Eternal Mastery provides the wearer with a +2 bonus to Will saves. Additionally, the character can gain bonuses to skill checks and attack rolls for a limited time.
   Unless the character somehow gains access to ancient Atlantean means of determining the functions of magical items, the Crown of Eternal Mastery will initially seem to function at random. Whenever the character wearing the Crown makes an attack roll or skill check, the GM should roll against the following table. The character gains the indicated bonuses for the duration of the encounter; until another skill check is made; until the character falls unconscious or goes to sleep; or for six hours. The GM decides which of the three options makes the most sense in the context of when the item is triggered.
   The bonuses provided by the Crown stack with all other bonuses. The bonuses do not count for purposes of damage resistance against non-magical weapons.

d20 Roll    Result
1                +4 bonus to all Strength-based skill checks.
2                +2 bonus to all Strength-based skill checks,
                  +2 bonus to all melee attack rolls/melee damage rolls.
3                +4 bonus to all Dexterity-based skill checks
4                +2 bonus to all Dexterity-based skill checks,
                  +2 bonus to all ranged attack rolls.
5                +4 bonus to all Constitution-based skill checks.
6                +4 bonus to all Intelligence-based skill checks.
7                +6 bonus to all Craft skill checks.
8                +4 bonus to all Wisdom-based skill checks.
9                +4 bonus to all Charisma-based skill checks.   
10              +6 bonus to all Perform skill checks.
11              +4 bonus to attack/damage with bladed melee weapons.
12              +4 bonus to attack/damage with blunt melee weapons.
13              +4 bonus to attack/damage with thrown weapons.
14              +4 bonus to ranged attack rolls.
15              +8 bonus to all Knowledge skill checks.
16              +8 bonus to all Perform skill checks with instruments.
17              +8 bonus to Acrobatics and Perform (Dance) skill checks.
18              +8 bonus to Hide and Move Silently skill checks.
19              Roll twice on this table, ignoring and re-rolling additional
                  results of 19. Gain both benefits.
20              Gain instant knowledge of the purpose of the Crown
                  and how to properly use it.

Whenever the character is under one of the benefits of the Crown, he or she feels like some unseen presence is there, watching. The GM should also secretly roll 1d6. On a "6", the character hears a faint voice, a barely audible whisper that is so faint the character can't hear what is being said. The third time the character hears the voice, he or she is finally able to discern the words: The voice is explaining how to use the Crown of Eternal Mastery.

Using the Crown of Eternal Mastery Properly
The character wearing the Crown of Eternal Mastery may attempt to invoke its powers once per round. To do so, the character takes a standard action, and the player rolls a Willpower saving throw (DC11). If the roll is successful, the player declares which of the following benefits the character gains:  
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under the physical attributes (Strength, Dexterity, Constitution).
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under mental attributes (Intelligence, Wisdom).
   * +4 bonus to all attack rolls, and a +6 bonus to all skill checks under the Charisma attribute.
   * +6 bonus to all Demotions, Disable Device, Hide, and Move Silently skill checks.
   * +8 bonus to all Knowledge skill checks.

The bonuses lasts for six hours, or until the character chooses another set of bonuses. The bonuses also end if the character falls unconscious or goes to sleep while wearing the crown. (See "Drawbacks of the Crown of Eternal Mastery", below, for more.)
   If the Will saving throw to properly activate the Crown's benefits fails, the GM rolls on the table of random bonuses.

Drawbacks of the Crown of Eternal Mastery
If the character falls unconscious or goes to sleep while wearing the crown, one of the personalities in housed in the gems takes control of the character's body. The character retains all physical attributes (Strength, Dexterity, Constitution), but the Charisma attribute is temporarily reduced by 2 points. Mental attributes (Intelligence and Wisdom) are replaced by those of the controlling spirit. The possessing spirit has access to all of the player character's memories and skills, as well as well as its own. The spirit is motivated primarily by a desire to keep the player character safe and help him or her to succeed. (Whether the GM plays the character while it is inhabited by a different spirit is up to the GM.)
   If the player character dies while wearing the Crown of Eternal Mastery, his or her spirit is instantly absorbed into one of the Crown's gems and is added to the preserved knowledge and skill mastery preserved within it.

Destroying the Crown of Eternal Mastery
Any method that will destroy a normal magic item will destroy the Crown of Eternal Mastery. However, 1d6+2 angry ghosts emerge from the Crown and attack those who are attempting to destroy it. 

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All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller. 

Wednesday, June 15, 2022

Bessie Love and the Mist Maiden's Kit

It time for us to reveal another chapter in the secret life of actress/adventuress Bessie Love. As is our habit, we translate the magical artifacts she encountered during this adventure in d20 System roleplaying game rules.

Bessie Love

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 In October of 1928, Bessie Love traveled to Seattle, WA. She was her way to what was rumored to be the most haunted lighthouse in the world on Devastation Point, but the night her train pulled into the Seattle station, a series of brutal murders began. Someone was stabbing and mutilate young, beautiful, and free-spirited women... someone who seemed to simply dissolve into the rain or mist after performing the hideous deed. The killer eventually claimed eight victims and became known as the Seattle Creeper.

Love eventually tracked and defeated the killer, discovering that she was a librarian whose fiance had cheated on her with several women and then jilted her at the altar. The woman had a vast amount of arcane knowledge, which she used to acquire a trio of stealth-enhancing artifacts collectively known as the Mist Maiden's Kit, and then went on her murder spree. 

After defeating the murderous woman, Love added the artifacts to her collection. She would, on occasion, use the Mist Maiden's Kit during her investigations since its potential drawbacks were minor and more inconvenient than dangerous. 


Bessie Love, Flapper
Bessie Love wearing the Mist Maiden's Kit

d20 SYSTEM RULES
The rest of the text in this post is released under the Open Game License, and it may be produced in accordance with those terms. 

The Mist Maiden's Kit
In 1924, a young couple, Carlton Jamieson and Lisa Svensen decided to become "rum-runners" and smuggle illegal liquor from Canada and across Lake Erie. The couple already ran an "underground railroad" that smuggled criminals and other people on the run across the Lake Erie from Cleveland and into Canada, so was a small thing for them to expand into a new and lucrative area.

Carlton and Lisa were both from families who were long-time practitioners of sorcery and they used their arcane knowledge to facilitate their smuggling ventures, be they transporting humans or booze. Lisa had crafted a number of items that augmented stealth while Carlton enchanted their boat to travel more quickly and quietly across the waters. Although young, Lisa was already renowned for her ability to transform or conceal items or beings, and had earned the nickname "The Mist Maiden." (It was a small irony that Lisa was an expert at stealth magic, since she loved being fashionable and loved being the center of attention.)

Sadly, the couple's magic was no protection when hardcore gangsters decided they wanted to take over their operation, and killed Carlton while sinking the boat. A heartbroken Lisa used her magical gifts to take revenge on those who murdered her beloved. She used the same magical tools that had once helped her avoid detection while smuggling to gain access to those who murdered Carlton and execute them.

When the last man involved with the murder was dead, Lisa wished that she could be reunited with Carlton, and she dissolved into mist, leaving behind only the stealth-augmenting artifacts she was wearing--the Galoshes of Stealth, the Raincoat of Protection, and the Rainhat of Hiding. Each of the three items have a magical effect when worn, but their individual magical auras combine to provide the wearer with the ability to dissolve herself and all things worn or carried into vapor and then later reversing the process.

The Galoshes of Stealth
This is a pair of tan rubber overshoes that can be fastened to protect the wearer's calves as well. (During the 1920s, it was fashionable for young women to leave their galoshes unfastened, with the tops either folded or flapping loose.)
   The Galoshes of Stealth protects the wearer's feet (and lower legs, if properly fastened) from any liquid she might step in, up and including lava. Additionally, the wearer can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

The Raincoat of Protection
This is a black-trimmed, tan raincoat that's covered in a delicate, floral pattern that conceals the magical runes powering the item's enchantments. The pattern matches that on the Rainhat of Hiding.
   The Raincoat of Protection grants the wearer a +2 to AC/DR, as well as a +4 bonus to saving throws made to resist effects and damage from element-based spells and abilities. Finally, once it is brought out of the rain, it is immediately dry and clean.

The Rainhat of Hiding
This is a black-trimmed, tan rainhat that's covered in a delicate floral pattern that conceals the magical runes powering the items enchantments. The pattern matches that on the Raincoat of Protection.
   The Rainhat of Hiding grants the wearer a +4 bonus to all Hide skill checks and a +4 bonus to Move Silently checks. The bonuses are lost if the wearer intentionally calls attention to him- or herself, such as making an attack, a loud noise, or waving around a flashlight or bright object. The bonuses can be restored if the character can duck out of view of watchers.
   Like the Raincoat of Protection, this item is immediately dry and clean once it is brought out of the rain.



Combined Powers of the Maiden's Kit
When worn together, the three items give the wearer the ability to turn into a cloud of fine mist that is roughly the same shape and size as the character when wearing the Maiden's Kit. In order to transform, the wearer must take a full round action to will herself to assume a misty form, and make a successful Willpower saving throw (DC8). If the check fails, another attempt can be made the following round.
   Once transformed into mist, the character gains the following benefits:
   * Gains +20 bonus to all Hide checks when outside in the dark, and a +10 bonus if inside in the dark. If someone were to  Is completely undetectable through normal means when in mist or fog.
   * Can do anything a cloud of mists can do, such as flow through a crack under the door or a window. The character leaves a very faint trail of moisture.
   * Can move across the surface of water at the same movement rate as if on solid, even ground. (The character cannot enter the water, however.)
   * Immune to physical attacks, but also cannot make attacks or cast any spells, defensive or offensive.
   * +4 bonus to all saving throws against effects and damage from magical and supernatural attacks.

The transformation ends if the character loses consciousness, is subjected to an anti-magic field, dispel magic (at a 20th-level caster strength), or takes a full round action to will herself back into a solid state with a successful Willpower saving throw (DC12). If the Willpower roll fails, the character remains in her misty state for 1d12+2 hours before finally becoming solid again.

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For a complete index to all of Bessie Love's adventures that have been revealed here at Shades of Gray, click here.

Sunday, October 24, 2021

The Hushpuppies: Magical Shoes of Death for the d20 System!

The Hushpuppies are a pair of magical shoes of unknown origin. They seem harmless enough, but they are actually deadly weapons that are known to have been used to assassinate three heads-of-state, nine crime bosses, and five accordion players since their first known use in 1959.




The Hushpuppies
These magical, light brown and black soled Hush Puppy shoes radiate faint Transmutation magic. They resize themselves to the feet of any adult humanoid who wishes to wear them. 

After being worn for 48 hours straight and then removed, the Hushpuppies transforms into a pair of hellhounds that breathe poisonous gas. (For each additional 12 hours they are worn before removal, the gas becomes more deadly.)

The hellhounds have standard statistics, aside their gaseous breath weapons. Each hound can breath once per round, expelling a highly noxious cone of gas with a range of 10 feet that deals 2d6+2 points of damage; 1d6 is added to the damage roll for each additional 12 hours the soes are worn. Characters exposed to gas may roll Fortitude saving throws (DC13) to suffer only half damage. The hellhounds will attack and attempt to kill anyone who is within a 30-ft radius of where they appeared, when they appeared. Unless commanded to pursue a possible victim, they will ignore anyone who moves beyond the 30-foot radius before they attack him or her.

The person who wore the shoes is immune to the poisonous gas, but must roll a Will save (DC15) on the round he kicks off the shoes and they transform. If the save is successful, the wearer may command the hellhounds for ten minutes. If the saving thrown is unsuccessful, the wearer will eventually come under attack. If the hellhounds are still alive at the end of that time, they vanish in puffs of odoriferous smoke. A Hush Puppy shoe remains where a hellhound once stood.

(The text in this post is released under the Open Game License and may be reproduced in accordance with it. Click here for details. Copyright 2021 Steve Miller)

Wednesday, September 15, 2021

Amazonian Artifacts: Death's Embrace

This post is the latest in our d20 Amazons post series. You can read the first one here, and you can see all of them by clicking on the "Amazons" tag at the bottom of this post.
   Although written with the d20 System in mind, these rules are easily adaptable to other, similar roleplaying games.

THE THREE PARTS OF DEATH'S EMBRACE
The exact origin of the three artifacts (which some Amazon historians refer to collectively as Death's Embrace) are unknown. Some say they were created in response to amorous fairy creatures in the British Isles and vampires in the Balkan mountains. Others say they were a gift from Athena to an Amazon who had caught the eye of Zeus.

Each of the three artifacts that make up Death's Embrace provide the wearer with magical benefits or protections, but when worn together by an Amazon, they resonate with each other to provide a collective enhancement.
   Each of the three items radiate faint magic of an indeterminate type, but that magic seems to grow more powerful if the items are brought together.


THE CUPS OF SWORDS
This piece of equipment is worn on the character's chest, but it does not provide any bonus to AC or DR. The Cups of Swords consists of two, felt-lined metal cups, linked by a small chain that is worn across the wearer's chest and fastened around her by two lengths of adjustable chain and a clasp. A 10-inch long blade projects from each cup.
   Benefits: The Cups of Swords grants the wearer a +2 bonus to all d20 rolls (attacks, attribute checks, skill checks, and saving throws) when grappling. Unless otherwise specifically stated, any successful pin means the opponent has been pulled close to the character's chest and impaled by the cups of swords, suffering 2d8+2 points of damage each round the pin is maintained.
   The Cups of Swords is considered a +2 weapon. The blades are made of magically-strengthened silver. The 2d8+2 stated above includes the bonus.
   Drawbacks: None, except the Cups of Swords and its fastening chain must be in contact with the wearer's skin or the +2 bonus to d20 rolls while grappling is lost.


THE MASK OF REVEALING CONCEALMENT
This dark green mask covers the upper-half of the wearer's face and flares to upward-facing points on either side. 
   Benefits: When held to the wearer's face, it attaches magically to his or her skin. As long as the wearer is alive, the mask can only be removed willingly by the wearer, or through the use of dispel magic, cast at 20th level or higher. (The mask could also be torn from the wearer's face with a successful Strength attribute check [DC22], but that would tear both skin and flesh from the wearer that w but see Drawbacks for what happens if such a violent act is undertaken.)
   When the mask is worn, it provides  +1 bonus to all Bluff, Hide, Move Silently, Search, Sense Motive, and Spot skill checks.
   In addition, the wearer may spot beings who possesses shapeshifting abilities by merely looking at them. The wearer must specify a target, take a standard action to look at it, and make a Will saving throw (DC11). If the save is successful, the character will see a faint, multicolored glow around the target indicating that it is a shapeshifter. The wearer doesn't know what type of being the target is, whether the form it is wearing is its natural form or not, or anything other than it has the natural ability to change between one or more forms.
   Drawbacks: Once applied to a wearer's face, the mask can only be removed if the wearer wishes to remove it and takes a standard action and makes a successful Will save (DC8). The mask can also be ripped or cut from an unwilling wearer's face. This causes 5 hit points of damage and leaves the one-time wearer with a scarred and disfigured face, as well as a 25% chance of suffering damage to his or eyes that causes blindness. This brutal act gives the character a -2 modifier on Charisma-based skill checks if his or her face isn't covered when interacting with NPCs.
   Whoever removes the Mask of Revealing Concealment from its wearer through brutal means is cursed, since the Amazons still retain a favored status among the now-remote Olympians. The brutalizer suffers a -4 penalty to all attack rolls, saving throws, and skill checks until the mask is returned to the reigning Queen of the Amazon and the character has gained the forgiveness of the person he mutilated.


THE NECKLACE OF SAFETY
This large necklace consists of 20 unevenly shaped strips of silver and platinum on a pair of linked silver chains.
   Benefits: The wearer gains a +2 enhancement bonus to AC/DR and saving throws made to resist mind-altering drugs and environmental effects, as well as mind-affecting magic and spell-like abilities. (When appropriate, these bonuses stack with those gained from the Cups of Swords.)
   Drawbacks: This bonus does not stack with any bonuses gained from enchantments on items that must be worn or carried by the wearer.





COMBINED MAGIC OF DEATH'S EMBRACE
When all three items are worn together, Death's Embrace, the wearer enjoys the following benefits:
   *All bonuses to saving throws, skill checks, and AC/DR increase to +4. (Those from the Cups of Swords and others stack when appropriate.)
   *The Cups of Swords is considered a weapon of +4 enchantment.
   * The wearer inflicts a minimum of 2 points of damage with any melee or unarmed attack that is successful (regardless of damage reduction or immunities).

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All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 by Steve Miller.

Wednesday, August 4, 2021

RPG-a-Day #4: Weapon -- The Sword of Judgement

For the fourth installment of the 2021 RPG-a-Day month-long event, the theme is "Weapon" so here's a magic sword that's thematically related to some previous posts here at the blog, such as The Awakened: Blessings in Disguise. As with most of the posts in this series, this post is pure 1st draft material, so any feedback you care to offer is appreciated and may be used to guide future revisions.





THE SWORD OF JUDGEMENT 
The Sword of Judgement is one of several artifacts of unknown origin that have appeared and disappeared throughout human history. It is a broadsword with a blade that's just short of 4 feet in length, with a hilt that appears like flared wings, and a hilt that is made so the weapon can be wielded one- or two-handed.
   The Sword of Judgement is rumored to have been wielded by one of the Seven Archangels and to have fallen to Earth when that mighty being perished during the titanic battle between the Heavenly Host and those who joined Satan's rebellion against God. The fact that the blade is etched with script that has defied all translation and the mighty powers of the sword seem to support this notion.
   When drawn, the symbols etched on the blade light up with a reddish glow. At the end of the second round of combat, the blade seems to catch fire and transmute into a solid fiery beam. The process reverses itself when the last foe has surrendered or been slain

Benefits of the Sword of Judgement
This is a +4 weapon that deals base damage of 1d8+4 and gives the wielder a +4 bonus to attack rolls. Targets struck with an attack roll of a Natural 20 burst into flames that burn for 4 rounds. The target suffers 1d8 points of fire damage each round until the duration expires. The fire can only be extinguished by submerging the target in holy water for a full round.
   If the target is struck with another attack roll of a Natural 20, they burning duration is extended by an additional 4 rounds. If the target goes below -10 hit points while burning, his or her body crumbles into ash and cannot be resurrected by any means except through the direct intervention of a god or an extremely carefully worded wish spell. A burning target must roll a successful Fortitude save each around (DC12) to suffer only half damage.
   If wielded against an evil god, a devil, a demon, or a cleric who serves and evil god, the sword's attack and damage bonus increase to +8.
  The wielder of the Sword of Judgement gains a +4 bonus to Diplomacy skill checks and a +4 bonus to Intimidate skill checks.

Drawbacks of the Sword of Judgement
The wielder must never strike the first blow with the sword, unless they are moving to defend an innocent being who is under attack. Instead, the wielder of the Sword of Judgement must allow them to surrender or to attack him or her first; the wielder of the Sword of Judgement is permitted to parry the incoming attack or disarm the attacker. If an opening blow is parried, or an attacker disarmed, the wielder of the Sword must again allow the attacker to surrender. Only once blood has been drawn can the wielder attack without penalty.
   If the wielder of the Sword of Judgement strikes the first blow in combat, he or she must roll a Fortitude save (DC14) or suffer 1d4+4 points of fire damage. For the duration of the combat, the Sword only grants a +2 bonus to attack rolls and no bonus to damage.
   If the wielder of the Sword accepts the first blow and/or didn't attack a surrendering foe, the wielder of the Sword of Judgement rolls initiative and and engages in combat as normal, gaining all the benefits listed above.



(All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller. All rights reserved.)

Tuesday, September 22, 2020

Three Lost Artifacts of the Amazons

This post is part of a series of posts for d20 System games. Click here for background on and character creation rules for the Amazons.

The Amazons have dwelled in extra-dimensional cities scattered across Earth for more than 10,000 years. During that time, a number of powerful artifacts left behind by the Olympians for their use have gone missing, either due to disaster, theft, or mistakes. The Amazons are eager to recover these items and store them safely in the temples they maintain in honor of the Olympians. This post describes three of them.




CRONUS' SICKLE
Amazonian legend holds that Cronus' Scythe is the last example of a weapon created to fight the Time Eaters. These monsters fed upon the very fabric of time itself and if the ancient Olympians hadn't hunted them to extinction, the Universe would have unraveled and all life doomed. 
    Cronus' Sickle was brought to Earth by the leader of the first Olympian expedition to Earth, just in case they encountered a Time Eater. It remained part of the Olympians arsenal on Earth for millenia, and when they withdrew, they left it with the Amazons in case a Time Eater should threaten them in the future.
   There were at one time thousands of these weapons, but they reportedly crumble to rusty flakes when they deal a deathblow to a Time Eater. Legend has it that there was one such scythe for every Time Eater that was known to exist No one knows if there's any truth to this, but the Amazons believe it is the last of such weapons that remains in existence.
   Cronus' Sickle went missing in November of 1944 when the Amazons were temporarily forced to abandon one of their settlements in Germany after it was discovered by Nazis.
   Cronus' Sickle has a 14-inch, curved, highly polished steel blade mounted on a 10-inch handle made of lacquered hard wood. 

Powers of Cronus' Sickle
The following are the attributes of this magical artifact.
Standard Powers: Cronus' Sickle is a +3 melee weapon that deals base 1d6 slashing damage. It is a light weapon that belongs to the Simple Weapons Proficiency group.
   When a target (that isn't a Time Eater) is struck by Chronus' Sickle for the first time in a combat, it must roll a Will Save (DC18) or be subjected to the effects of a slow spell as cast by a 20th-level caster. Each following successful strike prompts a Fortitude Save (DC12) that, if not successful, causes the target to suffer double damage, as a surge of temporal energy flows through the target and into the weapon, taking with it some of their very life force. (Immortals, Witchkind, and characters with the Fast Healing feat have a +2 bonus to the Will save.)
   If a Time Eater is struck by Cronus' Sickle, it and the Sickle are destroyed instantaneously, the Time Eater bursting into hundreds of bright specks of light that disperse in the area as they blink out of existence, while the Sickle crumbles to flakes of rust and sawdust. The wielder must roll a Fortitude Save (DC18) or be struck by a temporal energy backlash that either ages or makes the wielder younger him or her, or makes him or her younger. See the table below.

1d12 Result    Number of Years Age Changes
1                     1d6+10 years younger
2-5                  2d4+10 years younger
6                     1d4+8 years younger
7                     1d4+8 years older               
8-11                2d4+10 years older
12                   2d10+10 years older

Amazon-Specific Powers: Amazons gain a +4 bonus to resist the temporal energy backlash when destroying a Time Eater with Cronus' Sickle.





TALARA, THE WINGED SANDALS
The Talara (also known as the "Winged Sandals") is a pair of golden sandals that feature ankle straps wiith stylized, ornamental wings. They were created by an Aeromancer named Hermes who died during the final battles between Atlantis and Olympus. They were briefly in the possession of the Amazons during the Olympian evacuation of Earth, but they were lost during the chaos.
   There have been rumored sightings of Talara over the millennia, and they have usually been associated with mysterious disappearances or deaths.

Powers of the Talara
The following are the attributes of this magical artifact.
   Standard Powers: When a user finishes securing the straps around his or her ankles, he or she immediately feels almost weightless. The character is actually floating a fraction of a millimeter above the surface upon which he or she is standing or walking, and this provides a +8 bonus to Move Silently skill checks for as long as the sandals are properly fastened and worn. Additionally, the sandals provide the effects of a pass without trace spell (no saving throw) as if cast at a 20th-level effectiveness.
  If the character says "Talara" while the wearing the winged sandals with the straps secured, he or she is subjected to the effect of a fly spell (no saving throw) as if cast by a 20th-level caster. The character immediately shoots upward at maximum speed, slamming against the celling if indoors (which causes the spell effect to end, whether the character lives or dies from the sudden impact). If outside, the character continues to ascend at maximum speed until the spell duration ends, or until the character takes control by focusing his or her will (successful Will save, DC21). An attempt to control the sandals can be made each round, and once the character has control of the magic, it is as if he or she is subject to a normal fly spell. If the character is airborne when the spell's duration ends, he or she will plummet to the ground.
   Once the pass without trace and/or fly spell effects have run their duration, they cannot be invoked again until the next sunrise and the sandals are exposed to sunlight.
   Amazon-Specific Powers: Amazons need to roll a successful Will save of only DC11 to control the fly effect created by the Talara. This is in addition to, and a modification of, the benefits enjoyed by non-Amazons.




TEROTOS, THE WINGED HELMET
Terotos (also known as the Winged Helmet) is a simple, bowl-shaped helmet that is adorned with a pair of stylized wings. It is made from a silvery metal that never tarnishes. It was created by an Aeromancer named Hermes who died during the final battles between Atlantis and Olympus. It came into the possession of a line of Amazons during the Olympian evacuation of Earth, but was lost nearly 2,000 years ago when a group of Amazons on an expedition to the outside world were killed during the volcanic eruption of Mt. Vesuvius that destroyed Pompeii. Its current location is completely unknown, and any believed sightings have turned out to be false.

Powers of the Terotos
The following are attributes of this magical artifact.
   Standard Powers: The wearer of the Winged Helmet enjoys a +4 bonus to all Search and Spot skill checks. The wearer also enjoys the benefit of a find traps spell once per day, automatically spotting the closest trap within line-of-sight and 120 feet.
   If the character says "Terotos" while wearing the Winged Helmet, he or she is subjected to the effects of a haste spell as if cast at a 20th-level effectiveness. Once the haste effect has run its duration, it cannot be invoked again until the next sunrise and the helmet is exposed to sunlight.
   Amazon-Specific Powers: Amazons enjoy a +8 to all Search and Spot checks. The Amazon also enjoys the benefit of a find traps spell, at a 20th-level effectiveness. It can be used three times per day, and is invoked at will. The number of find traps spells available resets every sunrise and if the helmet is exposed to sunlight.

TALARA AND TEROTOS WORN TOGETHER
In addition to the benefits and effects described above, when worn together the Talara and Terotos bestow the following benefits:
   *When the word "Talara" is uttered, the wearer is subject to a normal fly spell, in complete control from the beginning and without the sudden upward launch.
   * The pass without trace remains in constant effect while the items are worn, unless ended through a powerful-enough dispel magic or an anti-magic field.
   * +4 bonus to saving throws to resist all electricity-based spells, as well as those based in the elements of air and water.

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

Friday, August 14, 2020

Bessie Love and the Silver Key (for d20 System and D&D compatible games)

Film historians and lovers of silent movies remember Bessie Love as a petite and radiant star who lit up the screen every time she appeared. However, she led a secret life that few ever knew about, and even fewer could ever imagine. 

   For 25 years, from 1925 until 1950, Bessie Love traveled throughout the world, battling all manner of supernatural evil, from worshipers of the Elder Gods through vampire cults and even a few demon-possessed would-be arch mages. She performed her heroics under the code-name Love Bug, and she typically wore a set of artifacts that gave her an edge in her battles, but sometimes she relied on her charm, wit, and unfailing courage to carry her through... and a pair of large sunglasses and a wide-brimmed hat to hid her identity. (Click here to read about how Bessie Love became the Love Bug.)

In this post, we unveil Bessie's involvement with strange happenings that were famously fictionalized in short stories by H.P. Lovecraft and E. Hoffmann Price. (As always, we translate this material for use in d20 System games, our own way of fictionalizing the fantastic.)


BESSIE LOVE AND THE SILVER KEY
By late 1932, Bessie Love had all but abandoned her acting career and had thrown herself completely into the battle against supernatural evils. She spent a few weeks in March of 1933 doing nothing but pouring through notes and a diary that had belonged to an evil sorcerer she had defeated, and she found repeated references to a house on the outskirts of Boston, Mass. that was either haunted or the location of magical gateways to other worlds. 
   The papers chronicled Archmage Alain Cartier, who fled from France to America during the 1690s and changed their name to Carter. Over the past two hundred years, the sprawling Carter family home and estate had been the sight of many strange events, which the sorcerer attributed to residual effects from summoning performed by the Carters, or to full-fledged gateways to other dimensions and the realms of Elder Gods. Within the past ten years, the most recent heir to the family fortune, Randolph Carter, had mysteriously vanished in 1922; people residing in the house had likewise vanished or suffered mental breakdowns, including associates of the sorcerer who had gone to investigate the house; and a reading of Randolph Carter's will in 1927 had been violently interrupted by some thing.
   After reaching out to the lawyers managing Carter's estate under an alias, Bessie traveled to Boston, spent a few nights in the house, and searched it using Dimond's Compass, an artifact she had acquired during a previous adventure that points toward the most powerful magical item or source in the general vicinity. When she first started using it in the structure, she thought either the entire manse was magical or the device was not working properly. She soon realized that several of the home's doors were enchanted, and with that awareness, she was able to locate a powerful magical artifact in the master bedroom--a key that had fallen behind a set of dresser drawers in the master bedroom.
  The key was a silver skeleton key that was six inches long, with a bow nearly the size of Bessie's palm that was shaped like an oddly tangled arabesque design. Resolving to start researching how this key might connect to the magic in the house, Bessie intended to spend one more night in the Carter House. As she slept, she had a strangely vivid dream. In it, she was on a windswept cliff, gazing down upon a sprawling city of domed palaces and twisting spires. Overhead was a sky that swirled with ever-changing, vibrant colors. A robed and hooded figure stood next to her, nothing but inky shadows within the hood where his face should be, and he held the silver key she had found in his gloved left hand. He handed her the key, stating that it would unlock portals that opened to other times and dimensions, and warned her that just as she could pass through to those other places, so could the beings dwelling there come through to our realm.
   When she woke up that morning, Bessie felt certain that her dream had been caused by her finding the silver key. She took it to one of the magical doors in the house and saw the key's ward and bits reshape itself to fit the keyhole. She inserted the key, picturing in her mind the landscape she had seen while sleeping, unlocked the door, and...
   Bessie found herself looking out onto a barren plain under the colorful sky from her dream. The door she unlocked should have led to an interior room deep within the house, yet here she was, looking at an alien landscape--and the wind blowing from it drove a chill through her body.
   She closed door, certain that she now understood the workings of the silver key and the enchanted doors throughout the house: Whoever turned the key decided where the door went--or maybe caused the door to lead to one of several possible locations, and beings could come and go from that location. She felt she now had an explanation for both the "hauntings" and the mysterious disappearances that had taken place in the house.
   To test her theory, she took the key to an immense, ornately carved set of double doors at the back of the house's study. They sported detailed images of medieval peoples and a village in a forest. She turned the key, expecting to see another landscape, but instead a crowd of angry, torch-carrying men, led by an armored, axe-wielding man, burst through the door even before she had fully opened it. 
   "Tis another witch," the armored man bellowed, pursing her as she scrambled backwards and away from the door. "We have found the path to their lair of deviltry!"


   Fighting off the torch-wielding mob, and dodging wild swings of the armored man's axe, she made it back to the bedroom she was staying in--and the pistol she kept there. She shot the armored man in the chest as he lunged at her one final time--and he dissolved into a spray of colorful sparks and blinked from existence. The torch-wielding mob behind him panicked and fled back the way they came, setting drapes and bookshelves ablaze as they went. Bessie, meanwhile, gathered her things, barely escaping the Carter home as it was consumed by flames.
   Several days later, Bessie returned to the ashy wreckage that had once been a grand house, together with the attorneys for the estate. To her surprise, the ornate wooden doubles door still stood, stained with soot but otherwise untouched by fire, now tightly shut with the silver key still inserted in the lock. She bought it from the lawyers on the spot, and they were happy to not only put the troubles of the cursed house behind them, but to have some additional funds to distribute to the heirs.
   Bessie had the door and the silver key shipped to California where she teamed with psychic Dane Rudhyar to predict where the Silver Key might cause the door to open to. They identified and visited six different locations--both in the past and in the present. Bessie, however, found herself haunted by increasingly disturbing dreams, so she put the Silver Key inside a bag that made magical items inert. (Nicknamed Murphy's Pouch, it was another treasure she picked up during her adventures.) 
   When Bessie permanently relocated to England in 1935, she had the door from the Carter House installed in her home there, seemingly as just an object of art that went from the drawing room to nowhere but onto a solid wall... but if opened with the Silver Key, it was a portal to so much more.

Bessie Love
Bessie Love in 1937, posing by the door saved from the ruined Carter House


*-*-*
The rest of the text in this post is released under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2020 Steve Miller. 



MURPHY'S POUCH
The history of this item is unknown mostly unknown. Bessie Love recovered it Murphy's Pouch from the disintegrating body of a vampire she'd just defeated, and she named the item after him.
   Murphy's Pouch is to be a small purple felt pouch with gold-colored draw strings. It radiates faint Conjuration magic. If the pouch is opened, the magic radiation become stronger. When someone looks inside the pouch, it appears to be empty. If someone reaches into the pouch, they discover it is much larger than it appears--and the person's and arm can reach deep into an inky darkness that seems to writhe and pulsate at the pouch's bottom. Once the person pulls back, the pouch once again appears normal and empty.
   If a person is brave enough to feel around in the darkness, they will quickly grab one of the items it contains, and if the person knows what they are reach for, that particular item is found just about immediately. While the pouch was in Bessie's possession, she kept the following items in it: A folding knife with a silver blade, a fully loaded Baby Browning pistol, a vail of holy water, a vail of dried wolfsbane, a small gold cruxifix and the Silver Key.
   Using Murphy's Pouch: This item functions like a bag of holding, except it can only contain up to 12 individual items that each are no more than 5 inches in length, take up no more than 5 cubic inches of space, and which each weigh no more 5 pounds. Also, if a sharp object, or some other item, that could damage the integrity of the pouch's extra-dimension space, it vanishes without any effect. Similarly, any items beyond the maximum number of 12 that are inserted into the pouch vanish and cannot be retrieved.
   To retrieve an item from the pouch, the user must visualize it. Otherwise, a random item will be grabbed and retrieved from within the pouch.
   If player characters come into possession of Murphy's Pouch, the GM must make a list with 12 slots, numbered 2 through 12. Each item placed within it is assigned a number, and the GM should roll d26 against the table to see what object is found within if a character isn't seeking something specific. If a number is rolled to which no item is assigned, the next lowest numbered object is retrieved. When items are placed in the bag, the GM can either roll randomly to see where they are placed on the list, or he can merely fill the table in order from lowest to highest. If one item is removed and another is put into the pouch before it is returned, the most recent item takes its number on the table.
   Drawbacks: There are no drawbacks to using Murphy's Pouch, but magic items and artifacts placed within the pouch are treated as if they have ceased to exist. Any ongoing effects the items or artifacts may have been powering end. Once removed from the pouch, the items return to their normal functions.


THE SILVER KEY
The Silver Key was in the possession of a family of wizards who claimed to trace their linage back to ancient Atlantis. They have gone by many names over the millennia, but most recently, they had gone by Carter. Family legends are unclear as to whether the Key was created by a member of the family, or if it had been wrested from the grasp of an Elder God, but it had been a cornerstone of their magical efforts. For a thousand years, the skilled spellcasters and artisans of the family were famed for their explorations of other realities and their ability to build permanent doorways between this universe and others: No dimension was too remote or too alien for them to access. Although many of the extra-dimensional doorways they created could be opened through a variety of means, the Silver Key could also unlock them all.
   The last member of the Carter family to have attempted to understand and master his family's ancient practices, Randolph Carter, vanished without a trace in 1922. According to an elderly servant, he last saw him studying a large silver key, but no trace of it could be found either--until Bessie Love located it in 1933. Randolph Carter's fate remains a mystery.
   The Silver Key is, in truth, an artifact that is as old as the multiverse. It was created by the Outer God Nyarlathotep, as the dimensions were forming, so that he could travel through them easily. The Elder Gods wrested it from him and gave it to a group of their mortal servants, so that they, too, could travel between realities.
   Although the Key occasionally morphs into other shapes, depending on what being is holding it, it usually appears to be a brightly polished, silver skeleton key. It is six inches long and sports a bow roughly the size of a woman's palm, shaped like an odd tangle of arabesque characters. The key wards and bit are sharp and can be used to saw through rope or leather, or inflict shallow cuts on a person that are painful but not life threatening. It radiates a strong aura of Transmutation magic.
   Using the Silver Key: The Silver Key attunes itself to whoever holds it or keeps it on their person for longer than one round. The Silver Key allows its user to unlock gateways to other dimensions, planes of existence, and even other points in time. Such gateways are usually constructed to appear like normal doors, window shutters, or even manhole covers. When the Silver Key is used to open one of these, it instead gives access to far more remote places. (See "Enchanted Doors", below, for details.)
   A person who has been attuned to the Silver Key for six days or more can recognize an enchanted door by sight: The door will appear to glow as if it had been subjected to a detect magic spell. The further away the door takes those who pass through it, the brighter the glow. (An enchanted door that takes someone to the Council Chamber of the Ancient Immortals on Mount Fuji will not glow as bright as the one that can take characters to the City of Ulthar in the Dreamlands.)
   A character's ability to see enchanted doors is lost as soon as his or her attunement to the Silver Key ends. To become unattuned to the Silver Key, the character must either allow another person to hold it for more than a round, or place it in an extra-dimensional container like a bag of holding. The character's attunement to the Key is also lost if he travels to a different plane or dimension than where the key is.
   The Silver Key also opens any door that is secured through magical means, such as wizard lock, or with some form enchanted mechanism. It reshapes itself so that it can be inserted into any lock, and, once turned, the door opens. If the door has no lock, or is locked in a manner that does not feature a traditional keyhole, knocking on it with the Key will cause it to open. The Key has no effect if there is no enchantments securing it.
   The Key may also lets the person who is attuned to it for six days or more know where an Enchanted Door leads before opening it. The GM rolls a secret Wisdom attribute check for the character; if it is successful, the character may gain some insight about the door
   If the door leads to a single time and/or place, the character receives a mental flash of what lies beyond. If the door leads to. The player should roll a successful Wisdom attribute check to clearly understand the image. A failed roll results in a general sense of unease if some hellish place lurks on the other side.
   If the door leads to several possible places and/or times, the character sees a jumble of images in the mental flash. A Wisdom attribute check with a -2
   Drawbacks: For as long as the character is attuned to the Silver Key, he or she will have strange dreams. The first dream is always of a hooded figure who hands the character the Silver Key while issuing the following warning: "This key unlocks doors that may go to many places. The person who turns the key may determine where the doors lead. But beware. Once a door is opened, it becomes a portal that can be entered or exited. And do not pass through a door you have unlocked with the key, lest you are certain that you intend to cross the threshold with your complete body and soul--or you may lose one or both. And be aware: No mortal can pass through the Ultimate Gate intact."
   The dreams of the hooded figure occur every night. Some nights, the dreamer and the figure watch some of the worst moments of the dreamer's life unfold, with the figure saying that the Key could allow the dreamer to go back and change that moment. Other times, they witness horrible events that have yet occurred, with the figure likewise declaring that the Key could let the character stop the event from happening--if it used on the right door. On other nights, the dreams involve strange and nightmarish places and worlds that the dreamer can barely comprehend. As time wears on, the dreams even seem to start to bleed through to the person's waking hours, as he or she will sometimes seem to catch sight of the hooded figure out of the corner of his or her eye, or in distorted reflections on various surfaces, looming over his or shoulder--but the figure isn't there when the character turns to look.
   Every night the character has the Key, the GM should roll on the following table to see what dreams the character has and if his or sleep is restless enough to have an impact on the following day.

1d6      Dream/Effect
1.          A pleasing scene from the past. No effect.
2.          Visit to a strange place. No effect.
3.          Visit from a dead friend or relative with a dire message. 
             -1 to all saving throws and skill checks.
4.          Relive a horrible event from the past. -2 to all
             saving throws and skill checks.
5.          Visit to a strange, horrific realm. The hooded
            offers dire predictions about the future. -4 to all 
            saving throws and skill checks.
6.         Visions of monsters and monstrous people
            committing horrible acts. -4 to all saving throws 
            and skill checks.

For every four days the character owns the Key, +1 is added to the result of the d6 roll. A modified result of 6 or more is treated as a "6". The majority of the dreams should turn out to either be revelations of events that have happened--evil deeds that someone wants to keep hidden--or foretellings to brutality and tragedies that are coming. (The character can either learn of this through direct adventures, or through the news media. Eventually, the character will hopefully understand the he or she can act on the dreams, if he or she can tolerate them.)
   After 24 days of owning the Key, and being sent dreams, the character gains Foresight as a bonus feat.

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


ENCHANTED DOORS
Scattered throughout the world are enchanted doors that can be unlocked and passed through by using artifacts like the Silver Key. Some have existed since the time of Atlantis and the gods walked the Earth, others are more recent creations, such as the bulk of the ones in the Carter House.
   Enchanted doors are usually found at the end of blind alleys, corridors in buildings that serve no purpose, or on exterior or interior walls. In such cases, if the doors are opened without the Silver Key (or with whatever means the creator established for accessing the door's enchantment), the door opens onto a solid wall, or, at best, a shallow space or shelves just a few inches deep. If opened with the Key (which can open any enchanted door, always), the space behind the door instead becomes a dimensional portal that can take characters who step through it to other places, times, and even dimensions. Some enchanted doors lead to a single fixed locations, others take those who step through them to a random place.
   Although referred to as "enchanted doors", the enchantments that makes them can be placed on any item that covers an opening that allows beings to enter or exit a location, such as doors, window shutters, or drapes. The only requirement is that they must conceal what is on the other side when they are closed.
   When a character passes through an enchanted door, unless he or she is entering into another structure, there appears to be a free-standing door (or window, or whatever the door's physical component is) that more often than not appears to be surrounded by faintly glowing mist. The door remains open for 1d6+1 minutes, then the magic cuts off. Unless someone who passed through possesses the Silver Key or knows the ritual to open the door, characters are now stranded on the far side of the magical passageway. (Although the door is not visible to regular mortals if there is no physical part to it at a destination point, the bearer of the Silver Key, or a character using the true sight spell or similar abilities, can see a faintly glowing outline of the enchanted door. The Silver Key, or appropriate ritual, can still open it.)


   The physical manifestation of an enchanted door can be destroyed using whatever means destroys a non-enchanted version of the door's physical manifestation. The magic gateway, however, remains, even if it now invisible and mostly inaccessible. A person bearing the Silver Key will be able to see these now formless dimensional apertures as magic auras hovering in the air, or overlaid on walls or floors if a new structure has been built where something else once stood.  He or she can cause these to open with the Silver Key, but otherwise such dislocated magic portals typically remain inaccessible to anyone but gods. (On the days of the Summer Solstice, Winter Solstice, All Hallow's Eve there is a 1% chance every hour of these portals opening at random and letting being pass back and forth for 1d6 minutes. At the exact moment of a total lunar or solar eclipses, there is also a 1% chance a gateway will open for 1d6 minutes.
   When open, such magical conduits from one place to another can be seen by all beings within a 5-foot radius of it, even those who cannot normally see. A frameless enchanted door appears like a brightly glowing streak of light on the same plane and of roughly the same size as the mundane portal it was once tied to. There is no way of telling where a disconnected enchanted door leads for anyone but a god or the owner of the Silver Key. Those stranded on the far side of a randomly opening enchanted doorway are stuck there until it opens randomly again, they find another way back to where they started from, or the Silver Key is used.

Using Enchanted Doors
We recommend that the GM should always have an adventure purpose and a destination for where an enchanted door can take characters. Nonetheless, for those who like to run adventures off-the-cuff, or who might need a little help in deciding the nature of an enchanted door, we offer this random table to determine where one might lead.

2d6     Nature of Enchanted Door
2         Passage to a demonic plane
3         Passage to an alien planet
4         Passage to the Dreamlands
5         Passage to a Home of an Elder God
6         Passage to the Past, same location
7         Passage to the Past, different location
8         Passage to the Future, same location
9         Passage to the Future, different location
10       Passage to the Home of a Great Old One
11       Passage to the Past, on an alien planet
12       Passage to 4d6 different places and times

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If you feel like this post is ending suddenly, you're right. It's not so much that this idea is fully explored, so much as this post is getting really long. Maybe what we need to do is create an actual product... perhaps it could be called "Bessie Love and the House of Doors"? Is that something anyone would liked to see?


Meanwhile, you can click here to read more about The Secret Life of Bessie Love, as well as get more ideas and magic items for use in your d20 System games!