Showing posts sorted by relevance for query Bessie Love. Sort by date Show all posts
Showing posts sorted by relevance for query Bessie Love. Sort by date Show all posts

Wednesday, March 13, 2019

The Secret Life of Bessie Love

In 1915, 17-year-old Juanita Horton's family was struggling to make ends meet, so her mother told her to go down to Biograph Studios to see if they'd give her work. Producer and director D.W. Griffith thought she'd be great on camera, and after a few bit parts, Juanita was on her way to stardom under the stagename Bessie Love.

But unbeknowst to the adoring movie-going public, Bessie Love was far more than just another Hollywood star... she was also the mysterious masked adventuress known as the Love Bug!


SECRET ORIGIN OF THE LOVE BUG
In the very early morning of September 3 of 1924, Bessie Love was awakened by frantic knocking at her door. Outside, in the swirling fog, was an elderly woman with a small suitcase. She thrust the case at Bessie and said, "You have been chosen."
   Before Bessie could react, the woman retreated into the fog and vanished. The confused actress took the suitcase into the sitting room and opened it. Inside was a strange bejeweled costume consisting of a mask, a curious-looking headdress, a backless leotard, and matching shoes. As she touched the mask, her mind was filled with images of and facts about an ancient order of mystics locked in an eternal battle with a demonic cult bent on bringing about literal Hell on Earth. The "costume" was in truth ancient ceremonial garb and mystically powered armor that assisted the wearer in her fight against demons... and Bessie had been chosen to carry on the fight. The vision had told her all she needed to know, as well as the powers of the outfit... and from that day forward, she split her time between acting and combatting mystical evils where she found them throughout Southern California.
   For the next year-and-a-half, newspapers carried reports of a mystery woman who fought crime and brought secret cults to light by defeating them. After rescuing children that had been slated for sacrifice to a dark god on February 14, 1926, she encountered a newspaper reporter who wanted to know her name. "Call me the Love Bug," was her swift, unthinking reply. The name stuck.
   As the 1930s dawned, Bessie found it increasingly difficult to balance her life as a Hollywood star with that of a cult-busting mystery woman. She eventually committed herself full-time to the battle against evil and left her glamorous life as an actress behind.



   By the mid-1930s, Bessie had relocated to England in order to learn more about the original creators of her magical gear and to stem the rising demonic tides at their source. Over the next decade, she faced evil mystics all over Europe and she found allies in the secret magical order The Daughters of Burdick. She still appeared in the occasional movie, but more often than not, her accepting roles was to bring her into the orbit of suspected cultists or other evil-minded people.
   In 1950, at the age of 52, Bessie decided she was getting to old for the physical demands of life as the Love Bug. She began searching for a replacement, a young woman to whom she could give the armor as it had once been given to her. Once that had been accomplished, she returned to acting full time.


THE LOVE BUG'S POWERS
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
   The Love Bug's powers are derived entirely from her mystical armor, which radiates faint magic of an indeterminant type if such is detected for. The entire outfit must be worn for any of the powers to function. It is described below in terms of the d20 System roleplaying game rules.
   The Jewel-lined Domino Mask: This is a black mask, the edges of which are lined with tiny diamonds. It only covers the area around the wearer's eyes. Once per day, as a standard action, the wearer can invoke the spell-like ability of true seeing. The effect is just like the spell of the same name, as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
   The Bejeweled Headdress: Two jewel-encrusted insect-like anttenae rise from this tight-fitting headcover. It provides the wearer with a +4 bonus to all saving throws to resist mind-affecting magic and spell-like effects. In addition, once per day, as a standard action, the wearer can invoke the spell-like ability of telepathy. This ability functions as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
   The Bejewled Leotard: The jewels covering this tight-fitting garment are arranged in the patterns of Atlantean sigils of protection. It grants the wearer a +2 bonus to AC/DR, as well as a +2 bonus to Fortitude and Reflex saving throws. These bonuses stack with other similar bonuses.
   The Bejeweled Shoes: The wearer's base movement rate is increased by 10. The shoes also provide a +4 bonus to all movement and balance-related skill checks.
--
   As previously mentioned, for any of the powers to function, all four pieces of the set must be worn. If the wearer enters an area where magic is suppressed or otherwise doesn't usually work, the powers don't function, but they return immediately upon leaving that area. If dispel magic is cast at the wearer, she must make a successful saving throw (DC12), or the armor ceases to function for a number of minutes equal to the level of the person who cast dispel magic.
  
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Thursday, August 5, 2021

RPG-a-Day #5: Throne

Continuing with the RPG-a-Day Challenge... while detailing another trophy from the Love Collection.

THE THRONE OF JUDGE MARSTON THE MERRY
In late 1927, silent movie star Bessie Love, in her secret life as a warrior against supernatural evils, squared off against and defeated a cult leader who not only trying to recruit Hollywood studio bosses to his twisted cause, but also tried to eliminate Bessie before she became a threat to his goals--and that was his mistake. From the ruins of his hideout, Bessie and an ally salvaged the ridiculously high-backed upholstered chair he had sat in while commanding his followers. Due to the presence of arcane symbols subtly included in the design of upholstery, Bessie was certain the chair held powerful magic. Although it radiates very faint magic, 
   Bessie was not able to discern the chair's purpose until after she had moved to England, where an occult historian recognized the chair as the creation of Judge Edward Marston, a judge from a rural part of Northern England who lived from 1802 to 1873. He held his judgeship from 1844 through 1860. Common history records him as a fair-minded man who put the law ahead of such things as wealth or accidents of birth and the social status and clout that came with it, as well as a man who enjoyed parties--both hosting and attending. Secret histories record him as a skilled artificer, who created, among other things, objects to help him excel as a lawyer and judge. Few details are known about his creations, and even fewer are known to still exist. (Aside from the chair, Marston is known to have created a magic gavel and judge wig, the purpose of either of which is unknown.)
   The Throne of Judge Marston the Merry was so nicknamed by close friends. Marston first created it when he was named judge, and he always sat in it while presiding over his court and passing. After he retired, he reupholstered the chair, and it then sat at the head of the banquet table in his manor's great hall--and just as he had presided over his court from it, he spent the rest of his life celebrating with his friends from it. 
   Marston died childless and his will divided his holdings and property among 12 different families of close friends or individuals he thought worthy. It is unknown how the Throne of Judge Marston the Merry ended up in the United States, let alone in Hollywood.
   Bessie Love initially had kept the Throne with most of the artifacts and magical souvenirs she collected during her adventures, but once it had been determined it was basically harmless, she moved it to her dining room.

Powers of the Throne of Judge Marston the Merry
When a character is seated in the throne, he or she gains a +10 bonus to Sense Motive skill checks, as well as a +10 bonus to Fortitude saves made to resist all resist all toxins and poisons.

Drawbacks of the Throne of Judge Marston the Merry
None.

Bessie Love, seated in the Throne of Judge Marston the Merry

After the Throne of Judge Marston the Merry became a fixture in Bessie Love's dining room, the small-framed Bessie delighted in having drinking contests with men and women who should be able to keep their liquor far better than she (because, as the saying goes, if you're not cheating, you're not trying). She would also tend to question suspicious characters in that room, while seated in the chair.
   After Bessie Love's death in 1987, the Throne of Marston the Merry returned to the United States and it presently stands in the study of a New York City-based mystic who is known as the Sorcerer Supreme.

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

--

 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.

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

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!

 

Wednesday, March 4, 2020

Bessie Love and the Magic Mirror

Although she is now all but forgotten, Bessie Love was a celebrated movie star and household name during the 1920s. Her most important role, however, was that of a crusader of against supernatural evil--the Love Bug!
   From 1925 through 1950, Bessie faced off against cultists, lycanthropes, vampires, elder gods, and evil sorcerers and witches. The full extent of the debt the world owes her will probably never be known, but one of her more dangerous encounters took place in 1928 when she squared off against a wizard who was trying to enchant massive amounts of people by embedding spells in motion pictures.
    As Bessie (in Love Bug guise) broke into the wizard's lair, she came upon a magic mirror that drew her into a pocket dimension behind the glass where she had to defeat an exact copy of herself, or forever be trapped while the copy of her took over her life in the outside world. Bessie was victorious, and not only did she free herself from the mirror realm, but 17 other men and women who had fallen victim to the mirror's magic over the past two centuries... and several of those liberated helped her slay the wizard and set his magic films ablaze.
   Bessie took the mirror as a souvenir, and it hung in her home until she passed away in 1986. It was not present when the executor took control of her estate and it was presumed stolen. The mirror remains missing. (In truth, the mirror was taken by an angel that had been trapped in the mirror and who was freed along with the others when Bessie Love broke the enchantment on it by defeating her mirrored foe.)


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Here's some RPG content (good for just about any version of D&D) inspired by Bessie's adventures, as has become our habit in these quarterly posts. 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.

RANDOM MAGIC MIRROR GENERATOR
Use these tables to generate magic mirrors in treasure hoards or the lairs of villains. Roll 1d6 against the tables below

MIRROR TYPE
   1. Handheld
   2-4. Wall Mirror
   5-6. Full-length Mirror

MIRROR ENCHANTMENT
   1-2. Reflection answers one question per day (as legend lore spell).
   3. Reflections of items in front of it, no further than three feet away, seem to glow if they are magical (as detect magic, three times per day).
   4. The reflection shows the true form of a being concealed behind an illusion, or in a different from due to natural, spell-based, or item-based shapeshifting or polymorphing abilities. If the being is a natural shapeshifter, but is presently in the primary form (such as a lycanthrope in her human shape), the reflection shows secondary shape.
   5. A demonic (1-3) or angelic (4-6) trapped in the mirror can, once per day, unerringly reveal the location and condition of a single person. The request has to be specific--"Where is the six-fingered man who killed my father?" or "Where is the fairest person in the land?".
   6. Anyone who sees his or her reflection in the mirror without saying a password is immediately sucked into a pocket dimension behind the glass. Here, they must fight exact copies of themselves, except the duplicates are utterly ruthless and irredeemably evil. If the duplicate wins, the real character is trapped in the pocket dimension while the mirror-spawned copy takes his or place in the world. If the real character wins, he or she is given the option by the powerful spirit (demonic 1-3, angelic 4-6) to either release those trapped in the mirror or to become its new master and enjoy eternal life and youth so long as at least one person is trapped in the mirror every 50 years.
   The mirror functions like result #4 for the master, as its enchantments are powered by a spirit trapped inside it.



Tuesday, July 28, 2020

From The Love Collection

Silent movie star Bessie Love

In the early 1920s, Bessie Love was one of America's most popular movie stars, known for playing charming and energetic young women in everything from bizarre comedies to dark dramas. By 1925, however, her life became increasingly consumed with a secret battle against supernatural evil. (You can read the background details here.)
   Love acquired a number of magical artifacts during the 25 years she protected the unsuspecting world from darkness, which experts in the field of the occult and supernatural have dubbed the Love Collection. Today, we describe another two artifacts from the Love Collection. As is our habit, we also provide d20 System rules so you can use them in your games.

DIMOND'S COMPASS
Named for Edward Dimond, an American sorcerer and investigator of crimes who lived in 17th century Mass., at first glance this appears to be a malfunctioning compass with a magnetic needle that jerks from pointing in one direction to another without cause, which seems to point anywhere but North, and may even start spinning wildly without warning. It is rendered even more useless by the fact that what can be assumed to be the cardinal compass points are marked with curious symbols that are dissimilar to any earthly civilization, current or extinct. It radiates a faint aura of Divination magic.
   Although it bears his name, Dimond did not know where the compass came from. It was given to him as payment, when, as a young man, he proved a ships' captain innocent of murder by uncovering evidence that proved the merchant accusing him was the true killer. The seaman claimed he had found the compass in a ruined city, on an uncharted island that he had never been able to find his way back to since. Dimond carried it on his person from that day forward, as he believed it was imbued with a spirit of justice and that God had meant for him to have it and to guide him on his quests for truth. 
   Dimond's Compass passed through many hands before coming into the possession of Bessie Love; it was gifted to her, as it had been to Dimond, by a young werewolf whom she had proven innocent of murder in 1928 by exposing the witch who had been using magic to control him. All who have owned it have stated that it has either shown the way to great treasures, stores of lost knowledge, or evidence that exposes villains set on harming the innocent. 
   The fact is that Dimond's Compass can do all things those who have possessed it claim it can. It was created by Lemurian artificers, in the Time Before Time when the dark gods and their servants wrecked havoc across many planes.
   Using Dimond's Compass: A being must hold the compass in his or her left hand. It performs one of three functions related to directed the user to finding items, magical or mundane. All the would-be user has to do is hold the compass and focus his or her mind for one round one what he or she is seeking. The compass remains set by "default" on whatever it was last used for. It has a range of 3,200 feet, and if the object sought is not within range, the compass jerks between several directions, spins wildly for a moment, then stops. The compass cannot find items that are inside extra-dimensional spaces like a bag of holding. There is no limit to the number of times a character can try to use the compass to find the direction to an item. 
   The functions of Dimond's Compass are as follows:
   * Detect Magic: The compass points to the object or being with the most powerful magic aura or abilities within range that is closest to its current location. If there are multiple objects or beings within range, it prioritizes the closest item or being. (For example, the compass will point to a 3rd-level spellcaster over a 1st-level spellcaster; a +2 sword over a +1 sword; an artifact like the Silver Key over a +4 dagger, even if the dagger may seem more powerful if subjected to an analyze or detect magic spell; and a succubus over a 13th-level spellcaster. But if a man carrying a +1 amulet of protection is standing across the room, and a demonlord is across the street carrying the Sword of Dimensional Sundering, the compass will indicate the +1 amulet of protection.)  
   * Find Magic Portal: The compass points to the nearest magic portal within range. For the purpose of Dimond's Compass, a "magic portal" is a permanent gateway between one location and another, whether the remote location is 12 miles or 12 realities away. Such portals can appear to be doorways, pools of water, wells--anything that someone might pass through or dive into and emerge from.
   The compass locks onto the closest portal first, followed by the most powerful, so the indicated direction my change if the user is in an area where several portals are close together. (For example, the compass will prioritize a portal that takes those who pass through it to Valhalla over a portal that goes to Vermont if they are an equal instance from the user; but it will indicate a portal that goes to a place in the Dreamlands over a portal that can go to anyone of 100 locations depending on the will of whoever steps through it if the portal to the Dreamlands is closer.)
   The compass does not reveal any objects or command words that are needed to open a portal, or to control where it leads to if it has various destinations.
   * Locate Object: The user visualizes a general item or a a specific object that he or she is familiar with, has been described to him or her, or was an important part of an event with which the user is familiar, through personal experience or detailed witness accounts. The compass points unerringly in the direction of the nearest general item sought, or the location of the specific object. If the user is standing exactly above or below the item's location, the compass needle twitches, swings to the opposite cardinal point, twitches again, then swings back to the original direction. If the item moves out of the range of the compass, the needle begins spinning wildly, but it will indicate the correct direction again once the item is within range.
   Note: There is an overlap between the detect magic and find magic portal functions. The compass will detect a magic portal as a magic item if one is located nearby while it is trying to find magic items. Bessie Love never realized that Dimond's Compass could not distinguish between the two, as it's a weakness that rarely becomes a factor.


ASHER'S PEDESTAL
This artifact comes in two parts--a square pedestal made of lacquered oak and African blackwood that stands roughly four feet, and a two-foot-tall alabaster statuette of a handsome woman in ancient Egyptian garb and striking a twisted dance pose. Both the pedestal and statuette exude a strong Art Deco ascetic. 


   Asher's Pedestal was created by sculptor-turned-wouldbe-movie mogul Grayson Asher. He came to Hollywood in 1920 and began making movies featuring elaborate sets and costumes. Although not an attractive man, he was known for always having a starlet on each arm. He also had an uncanny ability for turning rivals and outright enemies into friends with surprising ease. The secret to his charm could be found in the pedestal and the alabaster statuettes he would display on it in his office at Asher Film Company.
   Asher's initial effort to get established in the film business was not as successful as he wanted--he had money, and skill as an artist, but he lacked charm, so he could not convince top talent to work for him. One night, the demon Orias appeared to Asher and showed him how he could have all the most talented men and women at his beck and call, as well as at his feet. In exchange for Asher's soul, he showed the demon showed him how to create and enchant Asher's Pedestal and the statuettes that function with it.
   The top of the pedestal contains a well-hidden secret compartment that is two square inches in size. The statuette also has a secret compartment, the opening to which is under the bottom of its base. When certain items belonging to a person are hidden respectively in the pedestal and in the statuette, and the statuette is placed on the pedestal, the person to whom the items belonged falls becomes infatuated with the person who hid the items. This infatuation can be developed into full-blown love and undying loyalty with even the smallest kindness or hint of returned affection. Even if the statuette is later removed from the pedestal, the person remains under the magical influence until the item tied to him or her are removed from the statuette and pedestal or the statuette is destroyed. The affection the enchanted victim felt gradually fades.
   It is possible to have multiple people under the sway of Asher's Pedestal. The pedestal's compartment can be packed full of small items, but each victim enchanted by the artifact must be represented by a statuette.
   In 1926, Asher tried to get Bessie Love to star in a big-budget, costume comedy set in Ancient Egypt. He wanted Bessie to play Cleopatra. The offer and the role both seemed attractive to Bessie, but as she looked into Asher and his personal life (as had become her habit since taking up her fight against supernatual menaces), she became suspicious: too many actors and crew associated with Asher's productions had either killed or tried to kill each other, or had suffered mental breakdowns. Her investigations let her to a chance confrontation with Asher in his office--as Dimond's Compass pointed her to the Pedestal and the dozen statuettes on display in his office--while he was meeting with the demon Orias. During the ensuing battle, most of Asher's statuettes were shattered and Asher himself killed. Orias claimed his soul as he lay dying, and Bessie rebuffed the demon's offer to pick up where Asher left off. She took Asher's Pedestal and the statuette that had been prepared to dominate her, and she added them to her collection of occult trophies and souvenirs. 
   Using Asher's Pedestal: Asher's Pedestal is used to subject targets to a permanent effect identical to the charm person or charm monster spell. The user must spend at least 10 minutes within 10 feet of the target, and manage to obtain a small object that they have carried on or close to their body for at least six hours at a time, as well as some of their hair, a nail-clipping, or some bodily fluid. The user must then create a statuette that represents the target. This statuette need not be a literal representation of the target, nor particularly skillfully made, but it must represent how its maker views the target on some level. It must be made with a compartment that can contain the hair or other part of the target, or the piece of the target can be incorporated directly into the statuette.
   The small item belonging to a target must be placed in the secret compartment in the Pedestal, and the statuette containing the actual part of the target's physical body must be put on top of the Pedestal. The magic is then activated, and the target must roll a successful saving throw (Will save DC28, magic resistance does not apply but any saving throw bonuses do). The saving throw must be re-rolled every day at sunset where the Pedestal is located until the character either fails it, or the statuette is removed from the Pedestal or is destroyed. Once the saving throw is failed, the target is subjected to a charm person or charm monster spell (whichever is appropriate for the target).
   The effects of the Pedestal remain permanent until the item belonging to the target is removed form the Pedestal or the statuette, the statuette is destroyed or moved more than 100 feet from the Pedestal. The target is freed from the enchantment and the feelings toward the user will gradually fade. If the removed statuette is once again put on the Pedestal, the target must once again make successful saving throws or come under the item's sway again.
   To locate the secret compartment in the Pedestal, searchers must make a successful DC18 Search skill check, or DC28 Spot skill check to notice the covering and figure out how to open it.)
   Drawbacks to Using the Pedestal: If a victim is kept ensorcelled for three months and/or at the point the third victim is put under a user's sway, Orias appears (in his favorite human form as a very handsome and fit black man) and informs the user that he must either release the target or allow Orias to corrupt them to serve his wishes. He promises the user that no harm will come to the victim--other than their soul may damned forever. If the user refuses, all enchantments immediately end and anyone who was under the sway of the Pedestal comes to hate the user deeply and with near-fanatical intensity.
   Destroying the Pedestal: No special requirements are needed to destroy this artifact.


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If you enjoyed this post, you can encourage us to create more like it by giving us feedback in the comments section. And if you REALLY enjoyed it, you should consider getting some of the booklets we've released through NUELOW Games. It will encourage us to make more! One smart choice would For a Song and a Dance--which spotlights more of Bessie Love's trophies, among other things.)

Thursday, January 23, 2020

Bessie Love and the Shawl of the Babushka

During the 1920s and early 1930s, Bessie Love was a popular movie star. Away from the adoring public, however, she led a secret life as the superhero Love Bug and defended Earth against supernatural evil. During her adventures, she collected a number of magical treasures. One of these was the shawl of the babushka. In this post, we reveal another of Bessie's secret adventures while describing this unique magical item in terms of the d20 System rules.


THE SHAWL OF THE BABUSHKA
In 1946, Bessie Love (in her guise of the Love Bug) battled Baba Yaga to save children abducted from a village in eastern Ukraine. At the end of that adventure, she walked away with a shawl that Baba Yaga had woven and enchanted for her most loyal servants. At one time, 13 of these were known to exist; two were destroyed during the encounter that Love had with Baba Yaga and three witches, but ten more may still exist. The secret to making this item is known only to Baba Yaga
   The shawl of the babushka is a triangular piece of cloth that is roughly 3 feet wide and 7 feet in length. If subjected to detect magic, it radiates faint transmutation magic.
    The fabric is a red so deep that it is almost black. It is embroidered with flowery patterns in bright yellow and blue and green, but if those patterns are carefully studied (1d6+2 rounds) and a successful Knowledge (Arcane) skill check is rolled (DC20), it becomes apparent that mystic symbols of demonic origin are concealed in harmless-seeming floral motif. The purpose of the symbols isn't clear. (Only high-ranking demonlords and Baba Yaga herself know the meaning of the symbols, but see below for more.)



Powers of the Shawl of the Babushka
When worn, a shawl of the babushka grants the following protections and powers to its wearer:
   *Immunity to normal hot- and cold-weather conditions. The wearer is comfortable in the hottest and coldest places on Earth.
   *Immunity to be located by any magical means, except through the personal and direct actions of a god.
   * +4 bonus to saving throws made to resist damage from elemental magic.
   * Use charm person as a spell-like ability at 20th-level effectiveness twice per day.
   There is one final power that is not revealed by identify or anything short of a wish spell. It can only be explained by Baba Yaga, a demonlord, or learned through experimentation.
   * Become one of three different human females: A plump and friendly-seeming old woman; a bent, boney, hag-like old woman; and an extremely attractive young woman. Although the character using this ability retains all of his or her own statistics, levels, and class abilities, this transformation does not register as a magical one; for as long as the character wears the shawl, he or she is the woman that he or she has chosen to be. Aside from a vague similarity in facial features (Spot check of DC18 for anyone to notice), there is nothing else to give away the character's transformation. The transformation remains in effect until the character is no longer wearing the shawl.
   The transformation is brought about with a successful Willpower saving throw (DC12) and a full round action. Until the character realizes that there are three different forms that can be adopted, the woman that he or she changes into is rolled randomly on the following table:

Random Shawl Transformation (Roll 1d6)
1-2: Plump Old Woman
3-4: Withered Old Woman
5-6: Beautiful Young Woman


Drawbacks of the Shawl of the Babushka
The shawl of the babushka is a magic item made by Baba Yaga specifically for her most loyal human minions, typically witches. Wearers to whom she has gifted it wouldn't necessarily view these effects as "drawbacks".
   * Whenever the character uses the charm person spell-like ability, the GM rolls 2d6+1. On a roll of 4 or 13, Baba Yaga gains the ability to see and hear everything the character does for an hour, even if the shawl is immediately removed. She also knows exactly where the character is located.
   * Whenever the character transforms into one of the female forms, the GM rolls 2d6+1. On a result of 13, the character is physically replaced by a succubus for 1d4+2 hours. While the character is trapped in the demonic plane, no harm will befall him or her, but he will be warned against trying to cross Baba Yaga, as well as being offered the opportunity to gain the Chosen feat as a bonus, or otherwise makes offers to tempt the character to serve them. (Even if the character refuses all offers, the demons will always be cordial and polite to the temporarily planeshifted character; they will even happily explain everything about the shawl and its powers.
   The interaction with the demon generally takes place in a richly appointed, parlor with comfortable couches and easy chairs. If the character is rude or aggressive, the demons try to remain friendly and polite but they will leave him or her alone if the character persists. If the character attacks them, he or she is immediately transported to a sweltering, dark void for the duration to the swap.



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All text in this post is presented under the Open Game License and may be reproduced in accordance to its terms. Copyright 2020 Steve Miller.

Wednesday, October 2, 2019

Of Love and Muses (and Vengeance): d20 Muses and Erinyes

Bessie Love began her acting career in 1915, after her Mom told her to get a job. D.W. Griffith, at Biograph Studios, first gave her a couple small parts, but she struck a chord with audiences and her star rose quickly. She spent the next 15 years playing bubbly, energetic, and adventuresome young ladies. As sound arrived to film, Love was aging out of her signature roles, and her Hollywood career began to fizzle. She moved to England in the mid-1930s where she continued to act on radio, stage, and later, television.

Bessie Love in Greece, 1938
(Photo by Dr. Henry W. Jones, Jr.)
But, as revealed in this post and this post, Bessie Love was more than just an actress: She actively battled the forces of occult evil for 25 years, from 1925 through 1950.

During one of her adventures, in 1938, Love stopped the fascist government of Greece from gaining control of the Muses and channeling their powers to corrupt the creative urge of humans across the world. The Muses were so grateful for Love's intervention that they now often wear her form when appearing before petitioners and those exceptional people to whom they wish to offer gifts and inspiration unbidden. It was also at that time that she came into possession of the ritual through which a random or specific Muse can be called and asked for assistance.

SUMMONING A MUSE
There are two rituals for summoning a muse. They are essentially the same, but one involves an extra where a summoner (who must also be the petitioner--the person who is seeking the Muses's assistance) can name the specific Muse he wishes to call to him. Both versions of the ritual are detailed on a scroll that dates back to the days of Ancient Greece.
   On the version of the rituals recovered by Bessie Love, notes scribbled in modern-day Greek on the back of the scroll state that either version should only be performed every ten days. "Performing either more frequently will result in total failure, or always call E.," the note concludes.

Summoning a Random Muse
Using ink mixed with the blood, sweat and tears of a creative person or performer, the petitioner must write his or name on fabric or paper that has been carried close to the skin of an artist or performer for at least three days (this does not need to be the same person the blood, sweat, and tears were collected from).
   The petitioner must take the inscribed item to a place where creative or intellectual activities of creation or sharing take place, such as a theater, art studio, or university lecture hall. Muses may also be summoned on the slope of Mount Elikonas where the original temple to Zeus stood in ancient times, or anywhere on the island of Melos. (All these places are considered sacred by the Muses.)
    Once at the intended summoning location, the petitioner must burn the item while reciting the following words:

Oh, beautiful Spirit of Creation!
I ask you to spark within me a fire!
I ask you to let the light of Inspiration burn through the night!
Come, beautiful Spirit of Creation!


Ourania the Muse, as she appears in modern day
  This incantation must be spoken loudly 1d6 times while the item is being consumed by the flames. Then, what appears to be a slender young woman appears, forming instantly from the faint tendrils of smoke twisting in the air. She says that she has been called by the drive to create and that she will help if she can.
   The summoner gains a base +1 bonus to all Craft, Knowledge, and Perform skill checks made for three days after the Muse was called, with the benefit expiring as the sun sets on the third day. Specific Muses grant the summoner additional benefits detailed below. (These expire at the same time as the base benefit.)
   A random Muse answers the petitioners call in the simplest form of the ritual. Unless asked, she does not reveal her name, nor spell out what boons she is granting the petitioner. To see which Muse appears and what benefits she grants the petitioner, the GM rolls a d10 on the following table:


d10 Roll/Muse     Benefits Granted
1. Calliope           +4 bonus to all Diplomacy, Knowledge (Law),
                             and Craft (Writing) skill checks.  +2 bonus to
                             Will saves to resist Fear effects.
                                Calliope sometimes wears a crown.
2. Clio                  +4 bonus to all Research, Knowledge (History),
                             Perform (Guitar/Plucked Stringed Instruments)
                             skill checks.
                                 Clio usually appears holding a book.
3. Erato                +4 bonus to all Seduction, Sense Motive, and
                            Craft (Writing) skill checks. The bonus on
                            Craft (Writing) increases to +6 if the character
                            is writing romantic poetry or lyrics.
                                Erato usually appears carrying a lyre.
4. Euterpe            +4 bonus to all Diplomacy, Investigate, and
                             Perform (Wind Instruments) skill checks.
                                Euterpe usually appears carrying a flute.
5. Melpomene     +4 bonus to Bluff, Diplomacy, and Perform (Act)
                            skill checks. +4 bonus to all saving throws and
                            attack rolls while fighting on behalf of those
                            who live on the Isle of Melos.
                                 Melpomene usually appears carrying a combat
                            knife and wearing a Tragedy mask (which she
                            removes before speaking to a petitioner).
6. Ourania           +4 bonus to Knowledge (Astrology),
                            Knowledge (Astronomy), and Navigation
                            skill checks.
                                Ourania appears wearing a gown that glitters as
                            if it were made of stars and carrying a small globe
                            of the planet Earth.
7. Polymnia        +4 bonus to Craft (Music), Craft (Sculpture),
                            Knowledge (Mathematics), Knowledge (Religion),
                            and Perform (Song) skill checks.
                                Polymnia  usually appears carrying a lyre.
8. Terpsichore    +4 bonus to all Knowledge and Perform (Dance)
                           skill checks. The bonus on Knowledge skill checks
                           increases to +6 if the skill check is being made to
                           pass the knowledge onto other characters.
                               Terpsichore usually appears wearing a laurel
                           wreath on her head and carrying a harp.
9. Thalia             +4 bonus to Knowledge (Mathematics),
                            Craft (Structural), Craft (Writing/Art),
                            Perform (Comedy) skill checks. The bonus on
                            Craft (Writing/Art) increases to +6 if
                            the work is humorous in nature. +1 bonus to
                            attack rolls when wielding a scythe or sickle.
                               Thalia appears wearing a Comedy mask, which
                           she removes before speaking with the petitioner.
                           She also often carries a club painted in bright,
                           cheerful colors.
10. Erinyes         +4 bonus to Bluff and Intimidate skill checks,
                           as well as a +2 bonus to all attack and damage
                           rolls. However, after the three days have passed,
                           if the summoner has harmed or killed innocent or
                          defenseless sentient beings within three days
                          prior to calling the Muses, or while enjoying the
                          benefits of the summoning, the summoner will be
                          subject to a curse that imposes a -4 penalty on all
                          attack rolls, ability checks, skill checks, and
                          savings throws. The curse can only be lifted with
                          a miracle, wish, or if the summoner specifically
                          calls upon Erinyes by following the steps detailed
                          below. (Erinyes is not one of the Muses, but rather
                          a goddess of vengeance who enjoys answering
                          calls for of those other entities, posing as them,
                          and then cursing and forcing atonement out of
                          those she feels have escaped punishment for
                          misdeeds.)

Summoning a Specific Muse
The ritual and preparation needed to summon a particular Muse is similar to what is described above, with the following differences: The petitioner writes the name of the Muse he or she wishes to summon above his or her own name, and replaces "Spirit of Creation" in the first and last lines of the spoken incantation with the Muse's name.

Calliope, after being rescued by Bessie Love in 1938
   Once the specific Muse appears, the petitioner is immediately drained of 500XP, the spiritual cost of demanding that a divine being manifest in the presence of a mortal. In addition to benefits the Muse grants upon appearing, she will also answer up to seven questions relating to arts, sciences, creation, and specific artists, performers, and scientists. (The number of questions that will be answered equals 1d6+1, with an additional questions equal to the petitioners Charisma bonus, to a maximum of seven.)
   In addition to knowledge and the temporary blessings, a specific summoned Muse can also be asked to grant the petitioner one of the following permanent benefits, for a price:
   *Gain Educated, Investigator, Skill Focus, or Leadership as a bonus feat.
   *Make a single Craft, Knowledge, or Perform skill a permanent class skill.
   *Gain a permanent +1 increase to Wisdom or Charisma attribute (maximum of three increases for each attribute, and the attribute cannot be raised of 19; the Muses don't want too much competition from mortals)..
   As soon as the Muse grants the petitioner's request, he or she is drained of 1,000XP.
   Whether a character is wishing to summon a specific Muse, or is requesting a permanent benefit, the experience point cost cannot cause the character to drop below his or her current level.
   If the 500XP drain would bring about a level loss, no points are drained. The GM should roll on the table above to see what Muse (or if Erinyes) appears.
   If the 1,000XP cost would bring about a level loss, no points are drained. The Muse tells the character that she feels he or she is not ready to fully appreciate the gift being asked for, but that she may give it in the future.
   The summoned Muse may also ask the petitioner to undertake a quest, or may offer additional assistance if the petitioner is engaged in a struggle she considered important. Some Muses may lend the character an artifact to use for the duration of the quest or struggle. The item is returned to the Muse once the quest is over, or the danger has passed. (These artifacts, and conditions surrounding their use, are detailed in this post.)
   If the petitioner agrees to undertake a quest for the Muse, the 500XP lost during original summoning are immediately regained. This is the only way the XPs taken by the Muses can be restored (other than through the normal methods of earning additional experience points).

Multiple Summoning Attempts
Despite the note on the scroll recovered by Bessie Love in 1938, the ritual to call the Muses can be performed by the same petitioner with possible success as frequently as often as every four days. It's only with a ten-day period between summonings that there is a high likelihood of actually calling a Muse.
   If less than three days go between summonings or summoning attempts, the call will always fail.
   If there are between 4 and 9 days between summonings, the GM must roll 1d10 against the following table to see the results.

1d10    Result of Frequent Summoning Attempts
1-2.       Failure. The Muses and Erinyes ignore the call.
3-8.      Erinyes answers.
9-10.    Roll on the Summon a Random Muse table

Summoning Erinyes
Calling upon Erinyes is not something that is recommended by mystics, occultists, or any sane individual. She exists to first and foremost to punish the wicked, and anyone who purposefully calls upon her will either find themselves a target of her punishment, or an instrument of search to avenge those who have been wronged. The one possible exception would be for someone who has been subjected to her curse while she was posing as another goddess, as asking her directly to lift the curse may be the easiest option.
   There is a base 90% chance that an attempt to call Erinyes will be successful. That chance increases by 1% for each additional person who takes part in the ritual (91% for two individuals, 92% for three, 93% for four, and so on).
   Those who wish to summon Erinyes, must write her name on a piece of paper, parchment, or thin piece of bark in their own blood. They must then wrap this document around a weapon that they have used against a sentient being, or which has been used by a sentient being against them. The item must then be placed into a fire, and the summoners must chant Erinyes' name with increasing volume 2d10+2 times. At the moment the goddess appears, the fire explodes upwards and is instantly snuffed out and replaced with thick, acrid smoke with swirls and coalesces into the manifestation of the goddess. The weapon and the material is was wrapped in are completely consumed, taken by the goddess as an initial offering.
  

A manifestation of Erinyes
    When directly called upon, Erinyes wastes no time with pleasantries, but immediately demands to know why those who have called her think they are worthy of her attention (or mercy, if they have been cursed by her).
    If she finds the answer lacking (if it's too arrogant, or if an attempt is made to deceive her, for example), she glares silently and with obvious disgust at those who called her and then dissolves into smoke. If those who summoned her aren't already cursed, for the next three days, they suffer a -2 penalty to all skill checks, saving throws, and attack rolls (with the effect ending at sundown on the third day, or following a miracle or wish).
   If Erinyes finds the characters worthy of her, her response depends on why she has been summoned.
   If she is being called to aid in a quest for revenge: She will answer four questions that the summoner believes will provide help in bringing about the revenge being sought. She will warn those who summoned her that revenge may not satisfy their thirst for justice, and that that if they are not careful, they may themselves become the monster they seek to slay. If summoners do not subsequently seriously pursue their attempt to gain revenge, she will subject them to the curse described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section.
   If she is being called to lift a curse on one or more of those who have summoned her: The summoners are charged with bringing a murderer or other criminal who has caused suffering to justice. Here are some suggestions for missions that Erinyes may task characters with. She lifts her curse as soon as characters agree to undertake her mission of vengeance, as well as granting them the temporary blessings described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section. If the characters do not subsequently engage in serious efforts to complete Erinyes' mission, the curses all who summoned her, as described on the table.


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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. Copyright 2019 by Steve Miller.

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