Showing posts with label Crown. Show all posts
Showing posts with label Crown. Show all posts

Tuesday, August 20, 2024

Magic Item (Legendary) - Crown of Harrowing

One of many powerful tools available to Ghul and his minions, this is the original Crown of Harrowing created by Ghul himself. A number of Lesser versions exist.

Made of iron and set with dozens of bloodstones, this is a weapon of intimidation, domination, and murder.

The wearer has the following abilities:

Intimidation attempts receive the wearer's Proficiency Bonus. This may double the Proficiency Bonus for using this effect.

The Crown has 7 charges that may be spent for the following effects:

1 charge - Causes 4d8 Psychic damage to a single creature. For each additional charge it affects one additional creature, Creatures must make a DC17 Wisdom saving throw. Success results in half damage.

2 charges - Inflicts 1 level of exhaustion on a single creature. Targeted creatures must make a DC17 Constitution saving throw. Failure results in accumulating 1 level of exhaustion.

3 charges - Casts Charm Person on up to 8 creatures within 30 feet of each other. DC17 Wisdom saving throw. Success avoids the effect.

4 charges - Casts Dominate Person on a single creature with the effect lasting 8 hours. Targeted creature is entitled to make a DC17 Wisdom saving throw to avoid the effect.

Regains 1d6 charges each midnight. If all charges are used in a 24 hour period roll 1d20. On a result of 1 the crown rusts and crumbles losing all magical function.

Curse: The wearer begins to lose their hair in patches over the course of a month. All Charisma based skills such as Diplomacy, Persuasion, Perform, etc, with the exception of Intimidate which is enhanced, suffer disadvantage on the attempt. Remove Curse cast on Hallowed Ground is required to undo this permanent affliction.

Item Availability = Legendary. User 17th level or higher. Cost 50,001+ gold pieces. 



Friday, August 16, 2024

Magic Item - Lesser Crown of Harrowing

One of many powerful tools available to Ghul's minions.

Made of iron and set with dozens of bloodstones, this is a weapon of intimidation, domination, and murder.

The wearer has the following abilities:

Intimidation attempts receive the wearer's Proficiency Bonus. This may double the Proficiency Bonus for using this effect.

The Crown has 4 charges that may be spent for the following effects:

1 charge - Causes 2d8 Psychic damage to a single creature. For each additional charge it affects one additional creature, Creatures must make a DC14 Wisdom saving throw. Success results in half damage.

2 charges - Inflicts 1 level of exhaustion on a single creature. Targeted creatures must make a DC14 Constitution saving throw. Failure results in accumulating 1 level of exhaustion.

3 charges - Casts Charm Person on up to 4 creatures within 30 feet of each other. DC14 Wisdom saving throw. Success avoids the effect.

Regains 1d3 charges each midnight. If all charges are used in a 24 hour period roll 1d20. On a result of 1 the crown rusts and crumbles losing all magical function.

Curse: The wearer begins to lose their hair in patches over the course of a month. All Charisma based skills such as Diplomacy, Persuasion, Perform, etc, with the exception of Intimidate which is enhanced, suffer disadvantage on the attempt. Remove Curse cast on Hallowed Ground is required to undo this permanent affliction.

Item Availability = Rare. User 5th level or higher. Cost 501 - 5,000 gold pieces. 


Thursday, October 13, 2022

Thursday Knights

Eberron.

The party entered the ethereal stairway to ascend into the lobby of the library tower, accompanied by one of the nothic librarians. It was a good thing because the giantess curator was about to rain ruin upon our heads for violating the prohibition against entering the observatories without permission. The librarian explained that we had saved the library from a demon infestation, cleared the advanced research lab and closed the portal to the home world of the demons. This won her grudging acceptance.

Entering the next ethereal stair they returned to the entry chamber of the large pyramid and from there exited into the desert. They then prepaired to camp and Ennark gathered and fed the mules. We had spent a couple of days within the library and the animals were starving and parched.

The librarians had granted each of us information on a topic of our choosing before we departed. Visions had been displayed for all of us to see. Ennark's knowledge request showed him the nearby area which included the ruins atop hills half a day away that may hold the prison of one of the many defeated demon lords of ancient times. He very much wanted to seek relics from the site to bring back to the church. The next morning the party set out for the ruins.

On the night before setting out, some flickering lights were noticed amid the distant ruins. Ennark took this as indicating the location of the prison, protected by a silver flame, When daylight came they could no longer see the lights.

After half a day of travel into the hills they reached their objective. The ruins were comprised of low lying rubble that may be the foundations of buildings. Nearby was a huge cave mouth, 30' tall by 25' wide. Speculation about the cave being a dragons lair was quickly put aside. The mules were behaving normally and there were no indications of anything residing at the site.

Entering the cave they were greeted by the sight of 6 stone sarcophagi on large stone plinths, three to each side of a wide aisle leading to a pair of enormous doors. One of the graves had been slightly disturbed, having its lid ajar. After casting light into the sarcophagus they were able to see an accumulation of dust, likely the long decayed remains of the buried individual, accompanied by a spear, a bow, a helmet, and suit of scale mail armor of ancient design, all in excellent condition. They noticed also, a broken set of manacles, and scratches in the stone that seemed to indicate a live burial of an unwilling person.

Collecting the grave goods, the group moved to the next grave, forcing open the seal. Inside was a similar scene and items, except this one showed no signs of struggle to escape. It was then that the doors at the far end opened and two 20' tall undead giants bearing huge morning-stars emerged.

The battle was joined with each party member seeking the best position from which to fight. A'lan posted himself forward to engage the creatures as they came at the group. Cotton sought a hiding place from which he could attack by surprise. Anton fell back to a place of cover from which he would employ his hand crossbow with which he was deadly. Eldrid stood atop a plinth and drew her longbow, and Ennark placed himself in the middle from which he could employ most of his spells effectively.

Proving themselves to be very effective against foes when coordinating their capabilities. Ennark displayed his latest divinely granted power, unleashing a ball of silver fire that engulfed the giant abominations. The others assaulted first one and then the other giant. The fight went well, with only A'lan suffering injury before the undead were destroyed. 

Finishing the job of looting the 6 stone coffins presented them with 6 magic spears, 6 magic bows, and 6 sets of ancient non-magical armor which Anton collected into the bag of holding he carried. They then proceeded into the chamber beyond the doors. There they found an incredible sight. Centered in the cathedral-like chamber was a 30' long stone sepulcher.

All around the room were painted scenes of what they assumed to be the interred giant. A search revealed the giant's name, and a hidden compartment within which Cotton identified to be a magical trap. He was hesitant to attempt disarming it until with a prayer of divine guidance, he succeeded. 

The monumental task of moving the tomb's lid fell to their combined might and with a struggle it eventually moved aside enough for them to get inside. Within was a large pile of dust, several rings the size of bracelets, a crown large enough to encircle two people with room to spare, and a great mask the size of a dining room table which weighed 600lbs.

Recovering the items from the coffin proved difficult, but eventually it was achieved. The rings joined the previous items in the bag of holding and the spears were withdrawn to build a litter for the mules to pull, to move the crown and mask.