Sunday, May 11, 2025

The Board Game: A Short Story by L.L. Hundal & Steve Miller


THE BOARD GAME
By L. L. Hundal & Steve Miller

The candles flickered in Megan's bedroom, casting long shadows across the walls. The Ouija board sat between them on the plush carpet, its wooden planchette waiting patiently for their fingertips.

"I can't believe we're doing this," Jen said, brushing some stray strands of blonde hair out of her eyes. "These things are supposed to be dangerous."

Megan rolled her eyes. "It's just a board game, Jen. Parker Brothers makes them, for God's sake. It's not like we're summoning the devil."

"Fine," Jen sighed, placing her fingertips lightly on the planchette. Megan did the same, their hands nearly touching. "What should we ask it?"

Megan's eyes glinted mischievously in the candlelight. "I know exactly what to ask." She cleared her throat dramatically. "Spirit World, we seek your wisdom. Is Jen sleeping with my boyfriend, Tyler?"

"Megan!" Jen's face flushed crimson. "What the hell?"

"What? You've been acting weird around him lately. And he's been acting weird around you." Megan's voice was light, but there was an edge to it. "Let's just see what the spirits have to say."

They watched as the planchette remained stubbornly still under their fingertips. Then, slowly, it began to move.

"I'm not moving it," Jen whispered, her eyes wide.

"Neither am I," Megan replied, her earlier bravado fading slightly.

The planchette slid deliberately across the board, stopping first on 'N', then 'O'.

Megan let out a breath she hadn't realized she was holding. "See? The spirits confirm what I already knew. You'd never do that to me."

Jen's shoulders relaxed. "Of course I wouldn't. I can't believe you even asked that."

But before either could lift their hands, the planchette began moving again, more quickly this time, as if with purpose.

Y-O-U-T-W-O-S-H-O-U-L-D-B-E-L-O-V-E-R-S

"What?" Megan's voice cracked.

K-I-S-S-H-E-R-N-O-W

Jen's eyes met Megan's across the board, her expression unreadable in the dim light. "This is stupid. Someone's obviously messing with us."

"Yeah," Megan agreed, but neither of them moved their hands from the planchette.

D-O-I-T-N-O-W

"This is crazy," Jen whispered, but she was leaning forward slightly, her gaze dropping to Megan's lips.

"Totally crazy," Megan agreed, but she was leaning in too, drawn by something she couldn't explain—curiosity, the atmosphere, the commanding presence of whatever was moving the planchette beneath their fingers.

Their lips met hesitantly, softly. It was nothing like kissing boys—Jen's lips were softer, her approach gentler. Megan felt a strange flutter in her stomach, not unpleasant but confusing. They pulled apart after a few seconds, both breathing a little faster.

"That was..." Jen started.

"Different," Megan finished, not meeting her friend's eyes. "I don't know if I..."

"Yeah," Jen agreed quickly. "Me neither."

The planchette moved again beneath their fingers.

M-O-R-E

 ---

Meanwhile, in the fiery depths of Hell, three demons lounged around a cracked television screen, watching the scene unfold with rapt attention. Empty cans of Red Dog and Coors Light littered the floor around them, and a half-eaten pizza sat congealing on a nearby table, the cheese bubbling in the heat.

"Dude, this is working better than I thought," snickered Balphezor, a portly demon with small horns and a goatee. He crushed another beer can against his forehead and tossed it onto the growing pile. "Humans are so easy to manipulate."

"I told you the boyfriend angle would work," Asmahdeus, a lankier demon with scaled skin, said smugly. "Nothing gets humans going like jealousy and forbidden fruit."

The third demon, Malphis, belched loudly and reached for another slice of pizza. "So what do we tell them to do next? This is getting good."

Balphezor scratched his chin thoughtfully. "We could tell them to strip. That's always entertaining."

"Nah, too obvious," Asmodeus countered. "We need something more... psychologically damaging. Something that'll really mess with their friendship."

"How about we tell one of them to call the boyfriend right now?" Malphis suggested, his forked tongue flicking out to catch a string of cheese. "While they're still all hot and bothered?"

"Not bad," Balphezor nodded appreciatively. "Or we could tell them that one of them has to sacrifice something important to the other. Create some real trust issues."

"Wait, wait," Asmahdeus held up a clawed hand, his yellow eyes gleaming with malice. "I've got it. We tell them that one of them is possessed, and the only way to save her is for the other to do something really embarrassing."

"Like what?" Malphis asked, leaning forward with interest.

"Like... having a threesome with each other and the boyfriend on the church front lawn?" Balphezor suggested.

The three demons erupted in laughter, spilling beer and knocking over empty cans.

"Perfect!" Asmahdeus wheezed, wiping a tear from his eye. "And then we can—"

He was interrupted by the sound of heavy footsteps approaching. The demons froze as the door to their den swung open, revealing a much larger, more imposing demon with massive horns and glowing red eyes.

"What do you three think you're doing?" the newcomer growled.

"Just a little recreational possession, sir," Balphezor stammered. "Nothing serious."

"Unauthorized use of the Ouija network for personal entertainment?" The senior demon's voice was dangerously calm and measured. "Need I remind you that we have quarterly corruption quotas to meet? The Dark Lord doesn't look kindly on wasting resources for your amusement."

"We were just—" Malphis began.

"Save it," the senior demon cut him off. "Clean up this mess and report to soul-flaying duty immediately. And turn that thing off before you do any real damage."

As the senior demon stomped away, the three looked at each other guiltily.

"Should we at least finish this session?" Asmahdeus asked hopefully.

Balphezor sighed and reached for the remote control. "Nah, not worth getting our tails singed over. Besides, we've probably freaked them out enough for one night."

Malphis chuckled as the screen went dark. "Those girls are going to have some awkward conversations going forward."

 ---

Back in Megan's bedroom, the planchette suddenly stopped moving. The girls quickly pulled their hands away from it, as if it had burned them.

"Okay, that's enough," Megan said firmly, standing up and turning on the lights. The spell of the moment was broken, leaving them both feeling embarrassed and confused.

"Yeah," Jen agreed, avoiding eye contact. "These things are stupid anyway."

They packed up the Ouija board in awkward silence, neither quite sure what to say about what had just happened between them—or whether it had meant anything at all.

"So..." Megan finally broke the silence. "Movie?"

Jen smiled, relieved at the offer of normalcy. "Yeah. Movie sounds good."

As they settled onto Megan's bed with her laptop, carefully placed between them and so maintaining several inches of space between them. Neither noticed that, in the corner of the room, the lid of the Ouiji board’s box seemed to lift itself and slide half off on its own accord, perhaps wanting to make sure there would be another round of questions in the future.

Thursday, May 8, 2025

'The Collector': A short story by Steve Miller

This is a draft of a story that will end up in one of NUELOW Games' releases at some point. It might see more revisions, it might not. But please let us know what you think of it!



The Collector
By Steve Miller


The dealer hall buzzed with excitement, a kaleidoscope of costumed fans navigating the narrow aisles between booths full of colorful merchandise. Marcus Heller moved through the crowd with practiced ease, his eyes constantly scanning. Not for rare comics or collectible figurines, but for something else entirely.

He spotted her near the indie comics section—petite frame, choppy auburn hair that looked like she'd cut it herself, and a constellation of freckles across her nose and cheeks. She wore an oversized t-shirt featuring some obscure anime character, faded jeans, well-used sneakers, and a messenger bag covered in enamel pins. What caught his attention wasn't her appearance so much as her solitude. Convention-goers typically traveled in packs, but she flitted from booth to booth alone, examining artwork with an infectious enthusiasm that made several vendors smile despite themselves.

Marcus adjusted his vintage Batman t-shirt and casually drifted in her direction. He'd perfected this routine across a dozen conventions in three different states. Comic cons were perfect hunting grounds—loud, crowded, full of socially awkward people seeking connection. Nobody questioned when strangers struck up conversations about shared interests, and many attendees came from out of town, staying in the convention hotel, away from friends or family who might notice their absence... until well after he was finished with his tasks and long gone.

He positioned himself at a neighboring booth, pretending to browse through back issues while watching her from the corner of his eye. She purchased a small original drawing, carefully placing it in a protective sleeve before tucking it into her bag. Her smile was radiant as she thanked the artist. For a moment, Marcus felt a twinge of something—not quite conscience, but perhaps the faintest recognition that he was about to extinguish something bright. The feeling passed quickly, replaced by the familiar thrill of anticipation.

He didn't approach her then. Patience was key. Instead, he followed at a distance, observing her patterns, noting which panels she attended, which merchandise caught her eye. He learned that she laughed openly, without restraint, during the animation showcase. That she took meticulous notes during a discussion on comic book coloring techniques. That she seemed to know an impressive amount about Golden Age comics, based on a question she asked during a creator panel.

By evening, when the dealer hall closed and activities shifted to the hotel bars and conference rooms, Marcus had compiled a mental dossier. He watched her enter the hotel bar alone but soon join a table of animated convention-goers discussing the merits of different comic book universes. Perfect.

The hotel bar had transformed into an extension of the convention floor, packed with attendees unwinding after a day of sensory overload. Cosplayers posed for photos, industry professionals nursed drinks in corners, and heated debates about fictional characters' abilities echoed from every table. Marcus ordered a beer and made his approach.

"Sorry to interrupt," he said, affecting a slightly nervous demeanor, "but I couldn't help overhearing your discussion about Kirby's influence on modern cosmic comics. Mind if I join?"

The table welcomed him with the easy camaraderie of fellow enthusiasts. The freckled woman—who introduced herself as Brigid—scooted over to make room. Up close, her eyes were an unusual amber color that seemed to catch the light in strange ways. Marcus contributed enough to the conversation to establish his credibility as a genuine fan while focusing his attention on Brigid without being obvious about it.

"You really know your stuff," he told her during a lull, as others at the table broke into smaller conversations.

"Been collecting for a long time," she replied with a shrug and a smile that dimpled her right cheek. "I inherited a large collection of weird and obscure titles going all the way back to Centaur's Amazing Man.. and I've been growing it myself ever since."

The conversation flowed easily after that. Marcus excused himself to get another round for the table, a gesture that earned him appreciative nods. When he returned with the drinks, he made sure to hand Ellie hers directly—a fruity cocktail she'd requested—after adding a colorless, odorless substance from a small vial he kept in his pocket. The movement was smooth, practiced, invisible in the crowded bar.

Brigid finished her doctored drink while explaining why Alan Moore was overrated—a deliberately provocative stance that had the table erupting in friendly argument. Marcus glanced at the clock on his phone. Twenty minutes. That's all he needed.

Fifteen minutes later, he noticed the first signs—her blinks becoming longer, her words occasionally slurring. She pressed her palm against her forehead.

"You okay?" he asked, concern etching his features.

"Just... really dizzy all of a sudden," she murmured, her words slightly slurred. "Maybe I should go to my room."

"Let me help you," Marcus offered, already standing. "These convention centers are like mazes when you're feeling well."

The others at the table, still deep in their argument about Alan Moore--that had somehow expanded to include Garth Innis and Frank Miller--barely noticed as Marcus helped Ellie to her feet. She swayed slightly.

"Thanks," she whispered. "Room 742. I think I just need to lie down."

"Of course," Marcus said soothingly, guiding her toward the elevators. "Let's get you somewhere quiet."

In the elevator, Brigid's head lolled against his chest. Her breathing had become shallow, her eyes unfocused. Marcus pressed the button for the fifth floor, not the seventh.

"This isn't... my floor," she mumbled as the elevator doors opened.

"Just need to make a quick stop at my room first," Marcus explained smoothly. "Get you some water, maybe some Aspirin. Then I'll take you up to yours. Okay?"

She made a noncommittal sound that he took as agreement. The hallway was deserted as he half-carried her to room 523, fumbling slightly with the keycard while supporting her weight. Once inside, he guided her to the bed where she collapsed, eyes fluttering.

"So dizzy," she whispered. "What's happening?"

"You're fine," Marcus assured her, already removing his belt. "Just relax."

The room was standard convention hotel fare—bland artwork, heavy curtains, a desk with a lamp that cast everything in a sickly yellow glow. Marcus moved methodically, setting his phone on the nightstand, checking that the curtains were fully closed. He'd done this before. Many times.

He returned to the bed, where Brigid lay, rapidly fading into unconsciousness. With practiced efficiency, he  removed her shoes, then reached for the buttons of her jeans. Her shirt had ridden up, revealing a pale strip of freckled skin at her waist. He traced it with his finger, a possessive gesture that made him smile.

"You won't remember any of this tomorrow," he murmured, leaning down to pull her shirt higher.

That's when her hand caught his wrist with surprising strength.

"I wouldn't be so sure about that," Brigid said, her voice suddenly clear and resonant, with no trace of the drugged slurring from moments before.

Marcus froze. The dosage he'd given her should have left her barely conscious, certainly not capable of this iron grip or lucid speech. Something was wrong.

"I think you're confused," he said, trying to pull away and regain control of the situation. "You're not feeling well. Let me help—"

"I'm not confused, Marcus Heller," she interrupted, and the use of his full name sent a chill through him. He hadn't introduced himself with his last name, or even Marcus; he had just called himself Mark.. "I know exactly what you are and what you've done. Phoenix. Albuquerque. Seattle. Portland. Chicago. Now Phoenix again."

As she spoke, listing cities where he'd attended conventions over the past two years, her skin seemed to shimmer slightly, as if the freckles were rearranging themselves across her face. She sat up effortlessly, still gripping his wrist, her amber eyes now burning with an unnatural clarity.

"I don't know what you're talking about," Marcus said, finally wrenching free and backing toward the door. Something was very wrong. He needed to leave, to abandon this attempt and move on. "I think there's been a misunderstanding."

"No misunderstanding," Brigid said. "You dropped something in my drink. You brought me here to rape me while I was unconscious. There's no misunderstanding at all."

She stood up from the bed, and somehow seemed taller than before. The room's temperature rose noticeably, the air becoming thick and difficult to breathe.

"You prey on the vulnerable," she continued, taking a step toward him. "You corrupt spaces meant for joy and community. You're a threat in places should be safe." With each accusation, her voice deepened, acquiring harmonics that shouldn't have been possible from a human throat.

Marcus lunged for the door, but his legs wouldn't cooperate properly. The room swam around him, and he realized with dawning horror that he felt exactly how his victims were supposed to feel—disoriented, weak, trapped.

"What did you do to me?" he gasped, stumbling against the wall, sliding toward the door and the safety beyond it.

Brigid smiled, but it wasn't the bright expression from earlier. This smile stretched too wide, revealing teeth that seemed too numerous, too sharp.

"Nothing you didn't plan to do to me," she replied. "Though I didn't drug you. That's just fear you're feeling. Primal recognition of a predator far above you in the food chain."

As she spoke, her skin began to change, the freckles expanding and merging into patches of what looked like fine scales, crimson and gleaming in the dim light. Her pupils had become vertical slits, and her amber irises now glowing as if lit from within.

"What are you?" Marcus whispered, his back pressed against the door, fingers fumbling uselessly for the handle.

"I am justice," she said simply. "I am retribution. I am fire."

With that last word, flames erupted from her skin, racing across her arms and torso, consuming her clothing but leaving her unharmed. The transformation accelerated—her face elongating, shoulders broadening, fingers extending into talons. Where Ellie had stood moments before, a creature now towered, its form a nightmarish blend of human and reptilian features, wreathed in flames that gave off no smoke but intense heat.

Marcus screamed, but the sound was cut short as the creature—dragon, demon, avenging angel, his terrified mind couldn't decide—opened its jaws and exhaled. A torrent of white-hot flame engulfed him, so intense that his skin blistered and blackened before his nerves could even register the pain. His last conscious thought was that he smelled like cooking meat.

The gout of flame expanded, consuming everything in the room—the bed, the curtains, the generic artwork, even the creature that had been Brigid—but contained itself within the walls as if guided by an intelligent force. The windows blew outward in a shower of glass and flame, raining down on the parking lot five stories below, but the fire did not spread to the hallway or adjacent rooms.

When it was over, nothing remained of Marcus Heller but a pile of fine ash on the scorched carpet. The creature surveyed the destruction with glowing eyes, then began to contract, flames receding, scales smoothing back into freckled skin. 

Within moments, Brigid's slight form was back, standing naked amid the devastation, Smoke swirled around her and swiftly coelesed into the clothing she was wearing before--except now there was a red dragon on the t-shirt.

She walked calmly to the door, which swung open at her touch despite the melted lock. In the hallway, alarms blared and sprinklers hissed, but she moved through the chaos untouched by the water, passing panicked hotel guests evacuating in various states of undress.

By the time firefighters arrived, the blaze had mysteriously extinguished itself. They found room 523 devastated—furniture reduced to cinders, walls scorched black, windows blown out—but with damage contained in a way that defied explanation. More puzzling was that part of the fire had lasted long enough and been intense enough to completely incinerate a human being.  Forensic experts determined later that the ashes near the door contained human remains. The fire's intensity had made it impossible to apply any known methods to determine the victim's identity for sure, but it was assumed to be the room's occupant, Marcus Heller, 34, a marketing executive from Denver with no criminal record. Within a few weeks, that assumption would be taken as fact, because Heller would be found to have vanished without a trace.

The investigation would note several unusual aspects of the case: the extreme localization of the fire, the complete incineration of the victim, and the absence of any accelerants or ignition source. Witnesses and security footage showed Heller leaving the hotel bar with a slight, young woman and going to the elevators... but at that moment, every security camera in the hotel went offline due to a mysterious power surge that the hotel's electrician and engineer could not explain. The police traced the woman to her room and found her bleary-eyed and sleepy and completely unawares that anything had been going on. She claimed "Mark" had brought her to her room and then left, like a perfect gentleman.

In the end, the official report cited "inconclusive evidence suggesting electrical fire of unusual intensity" and the case was filed away among other unsolved mysteries.

But the morning after the bizarre fire, as convention attendees buzzed with rumors about the mysterious fire, about the evacuated attendees getting free meal vouchers and free passes for next year's convention, a petite woman with choppy auburn hair and freckles browsed the artist alley, purchasing prints, original art, and chatting enthusiastically with creators. Being awakened in the middle of the night by the police, had done nothing to diminish her seemingly boundless energy. 

Brigid browsed a table of hand-bound journals, her freckled face lighting up when she found one with a dragon embossed on its leather cover. The vendor, a gray-haired woman with kind eyes, smiled as she purchased it.

"You seem very happy today," the vendor observed. "Enjoying the convention?"

"Very much," Brigid replied cheerfully as she placed the journal in her pin-covered messenger bag. She smiled to herself, humming a tune from a bygone age as she disappeared into the crowd—just another fan enjoying the celebration of stories about heroes, villains, and monsters hiding in plain sight.


--

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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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