Sunday, 24 March 2019

Some Relics






































Ive done this idea somewhere before but was in mood....
As wielder proves worth the item grows in power

Rod of the Hellions or Hell's Rod
LE Intelligence 14 but wont communicate with anyone under 5th on non aligned

1st Is a +1 d6 Club
2nd Command spell as a cleric once per day
3rd Darkness spell as a cleric once per day
4th 2d4 base weapon damage +1, the rod can turn into a impressive cruel looking mace
5th Communicate telepathically with rod spirit knowledgeable on occult lore
6th Becomes a +2 weapon
7th May summon a Imp once per day for one turn to do your bidding for a lire of blood
8th Cast Tongues spell as a cleric once per day
9th 
Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th 
Becomes a +4 weapon
14th Gain a extra melee attack with the weapon
16th 
May summon a lesser devil once per day for one turn to do your bidding for a human sacrifice, the more innocent and healthy, the more the devils HP are
18th Once a year summon a greater devil to for fill a wish as best it can for one hour 

The rod encourages the wielder to make pacts with devils, perform greedy mean deeds and legitamise them. It will give deceitful advice to non LE wielders. Summoned entities will be worse at interpreting commands from non LE beings. 


The rod has expertise in hell but possibly a few thousand years out of date. It remembers the times after the demise of Druaga a tyrant who ruled and devils prospered as old gods of underworld became increasingly senile or were killed or maimed in the war that ended the great age of darkness when monster kings ruled. Ruins of Drauga's temples and monuments remain but the inscriptions nearly always destroyed.


Wand of the Holy Faerie
CG Intelligence 13 can speak aloud

1st Is a +1 d4 Stick
2nd Cast Faerie Fire spell as a druid once per day  
3rd Can see in darkness
4th d6 base weapon damage +1, looks unchanged
5th Cast Cure Light Wounds spell as a cleric once per day
6th Becomes a +2 weapon
7th May summon a sprite once per day for one turn to do your bidding for a lire of wine
8th 
Cast Cure Light Wounds spell as a cleric three times per day
9th 
Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th 
Becomes a +4 weapon
14th Stick does 2d4 base damage
16th 
Commune with the faerie queen receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour

The wand has the spirit of a puckish faerie lad always encouraging wielder or anyone nearby to relax, have fun, go to parties, get drunk, dance and rebel against bullies and bosses.Especially human ones as it never questions fae folk.
 It warns against harming others and overdoing hedonism too often and legions of hell conspiracies for control

Crown of the Sun

LG Intelligence 12 but wont communicate with anyone under 5th on non aligned

1st Grants +1 Charisma
2nd Cast Light spell as a cleric once per day  
3rd Cast Magic Missile as a wizard once per day
4th
 Cast Protection vs Evil spell as a cleric once per day
5th Cast Hold Person spell as a cleric once per day
6th Grants  +2 Charisma
7th
 Cast continual Light as a cleric once per day 
8th 
Cast Blindness spell as a cleric once per day
9th 
Grants +3 Charisma
10th Level protection +1 effects on AC and all saves
12th 
Detect Lies spell as a cleric once per day
14th 
Cast Flame Strike spell as a cleric once per day
16th 
Commune with the sun god receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour

The crown starts as a simple gold ring and gains more detail and finery as the wearer grows in power. The crown encourages the wearer to aid good and law and may with hold magical abilities if wearer does not comply. The standards of the crown are other worldly and too perfectionist for most wearers. Their is a cult dedicated to serving the wearer but they don't usualy discover the wearer till they reach 6th level.

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