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Monday, July 13, 2009

Grim Monday: Fateful Hourglass

I was browsing craigslist this morning when several bits of general household stuff caught my eye, among them an hourglass decorated with skulls. Someone was clearly a little too dark and spooky for their own good, but it did inspire today's post.

The Fateful Hourglass consists of two parts, the first is a twelve inch tall hourglass formed from delicate, blown glass contained within a frame of carved bones. The sand within the glass is a dark reddish color, reminiscent of dried blood. Secreted away within small hidden compartments in either end of the stand (Good observation check to notice) are a pair of golden amulets, one bearing a demonic visage, the other an eldritch symbol that a Superb test of lore might reveal as a symbol of confinement. All components of the Hourglass radiate Epic necromancy and enchantment magic and an evil aura. A Superb test of divination will reveal the purpose of the devices.

The Hourglass forms a necromantic bond between the wearers of the two amulets. The demon-headed amulet is the controlling element of the pair, allowing the wearer to drain the life energies of whomever is forced to wear the other amulet with a turn of the hourglass. The confining amulet is enchanted so it cannot be broken or removed (a Legendary success at dispel magic is required to break this enchantment), save by the wearer of the demonic amulet.

Once both amulets are worn, each turn of the hourglass transfers one rank of life energy from the victim to the controller, causing Great harm to the victim and providing Great healing to the controller. This process takes place over the course of one hour, the duration of the hourglass's sand. The transference is not limited by distance. This process can be repeated as often as desired, though the victim will quickly perish if the process is carried out too often. The victim can recover the life energy drained naturally over the course of one week. A victim slain by this process is irrevocably destroyed, their life force completely consumed by the draining process.

Friday, July 10, 2009

Cloak of Wings

A cloak made entirely from the wings of many birds, large and small. It appears to be quite cumbersome and heavy, yet is surprisingly light when worn. If closely examined there appears to be nothing holding the many brilliantly colored wings together, though a narrow band of black silk provides a sort of closure at the neck. If examined for magical properties the cloak radiates Superb alteration magic. A Superb test of divination magic will reveal the cloak's powers:
  • The wearer can speak with and understand all manner of avian creatures, from mundane sparrows and swallows, to magical winged beasts. This is a passive power, active so long as the cloak is worn.
  • The wearer can command the cloak to life, causing the myriad wings to bear them aloft with Superb flying skill. The cloak loses its shape, becoming a cloud of frantically flapping wings that surround the wearer, each magically connected to the garment's black silk tie. This power can be invoked at will, and lasts up to one hour. At the end of each period of flight the cloak must recharge for three hours before this power can be used again.

Thursday, July 9, 2009

Scale of the Lizard God

This item is a three inch long, oval scale carved from the spinal bone of an enormous lizard. The surface of the Scale has been carefully enameled with bright orange and yellow bands while the underside is a smooth, polished black, with two barbed silver hooks protruding from the center. It radiates Legendary protection and alteration magic, and a Legendary test of divination magic will reveal the item is closely associated with a long-forgotten reptilian deity, but little other information.

If the silver hooks on the back of the Scale touch living flesh, the immediately shoot forth, fastening the Scale in place. If the target is of less than human intelligence, the Scale will cause a Fair wound, then drop away from the target. If the victim has at least human intelligence the Scale will remain attached and slowly slither across the creature's body until it is affixed to the center of their chest. There it will begin its transformational work.

The Scale is a work of elder sorcery, enchanted by the lizard god to permit his return to the material world in physical form. Once it finds a suitable host it will gradually alter them to become a suitable host. The Scale has the following effects over time:
Weeks 1-6:
  • Removing the Scale during this time requires a Superb test of dispel magic.
  • The victim's skin will slowly harden into a scaly surface, providing protection versus mundane attack (beginning at Fair, ending at Great).
  • The victim's finger- and toe-nails will become thicker and tougher, allowing them to be used as Average weapons.
Weeks 7-12:
  • Removing the Scale during this time requires an Epic test of dispel magic.
  • The victim's eyes gain slitted pupils as their head and jaws begin to lengthen to accommodate the new, sharp teeth that begin to sprout in their mouth, pushing out their old set one by one.
  • The victim loses all taste for any food other than uncooked meat.
  • The victim's strength and flexibility increase, and their previously acquired claws allow them to climb with ease.
Weeks 13-24:
  • Removing the Scale during this time requires a Legendary test of dispel magic.
  • The victim begins to grow a tail as the rest of their body becomes more and more reptilian.
  • The victim's strength and flexibility continue to increase, allowing them to perform Superb feats of athletic prowess.
  • The victim gains the ability to regenerate (starting at Average, ending at Great).
  • The victim's bite becomes venomous (starting at Average, ending at Superb toxicity).
  • The victim can only eat newly slain meat. An overwhelming desire to hunt their own prey takes root in their mind.
  • The victim's thought processes regress to a more primitive, bestial state. Each week they must make a Great resolve roll or lose control of themselves, attacking any living creature nearby as if it were prey.
Week 25:
  • The Scale has fully manifested its changes, leaving the victim a hulking half-lizard, half-humanoid being. The victim must make a Superb resolve test each day to retain what little sanity remains. Once they fail this test they will be fully possessed by the Scale, essentially becoming an NPC seeking to restore the lizard god's spirit to his newly created avatar.
Should the Scale be successfully removed from a partially transformed being, any changes to the victim become permanent. Reversing the effects of the Scale is a Legendary test of alteration magic.

Wednesday, July 8, 2009

Minor maintenance

I'm going to be going back and adding some labels to older posts over the next few days. Hopefully I won't be spamming anyone's feed as I do this, apologies in advance if I do.

Living Drapes

Putting decor to good use.

Living Drapes are a set of beautiful burgundy-colored velvet curtains, suitable decor for the finest household. They are sized to hang ceiling to floor, and are wide enough to cover a very large window or doorway. The panels themselves are heavy velvet, the vertical edges feature a finely embroidered pattern done in darker lace, while the trailing edge is heavily fringed with similarly colored tassels. The overall appearance is attractive, if a bit somber. If the Drapes are examined for magical properties they radiate Great alteration and animation magic. A Superb test of divination magic will reveal their characteristics and the command words required to activate them:
  • The Drapes show no signs of wear or staining, automatically cleaning themselves within an hour of becoming soiled. They have Superb toughness, making them nearly impossible to cut or tear.
  • Upon command the Drapes will hang themselves at any window or doorway, automatically positioning themselves in an aesthetically pleasing way. Once in position they will manifest an iron rod that will magically attach itself to the wall. This process can be reversed with a second command word.
  • The Drapes can be opened or closed with a command word. When open they manifest tasseled tiebacks that match their fringe and trim.
  • Lastly the Drapes can be commanded to protect the opening they hang in front of. Any animate, material being up to ogre-sized passing through the opening is instantly grasped and entangled in heavy folds of crushing velvet. When ordered to protect, the Drapes can be commanded to hold or slay whatever they grasp. Held creatures are wrapped up and kept imprisoned until a command word is spoken (Superb strength to break free). When ordered to slay the Drapes inflict Great constricting damage each round.