Zhen's Burning Skull is a curious item of great power. After the wielder touches it, for the entire day they will have a WIL check once every hour to resist selfishness and succumbing to whatever vice may be the easiest to succumb to if something appropriate is within eyesight, or whatever their worst vice is if nothing is in sight, regardless of any other consequences. Additionally, no matter how far they travel from their domiciles they will be able to return to any one of their choosing and back to wherever they left from once every four hours.
Any
intentional attempt to damage
it, trade
it, sell it or otherwise use it for anything other than touching it will
have it immediately vanish and return to Zhen, as well as
having a 1d10
chance of being teleported 5d10 km away and being 2d10 meters in the air of whatever location they arrive in.
The Adecrea Prismatic Tesseract is a very useful item to most individuals. It
allows the user to travel to any realm and back without cost once per day, as well as either create or add to the individual's pocket dimension 1 km radius. If found it will be usable for 3d10 days
before vanishing and returning to the Adecrea. Any intentional attempt to
trade
it, sell it or otherwise use it for anything other than its intended use
will
have it immediately vanish and return to The White Void, with a 1d10 chance of
having a sanity check and 1d10 chance of an Adecrea creating a partial rift to wherever the individual is with the intent of wiping them out from existence.
The Pragur Bewildering Eye Amulet is a very dangerous but useful item. Any creature, terror or character but the wielder who gaze at it have a 1d10 chance of a WIL and Sanity Check with a failure in either resulting in a reduction of both while within 1 km of the wielder. If either is gone entirely, the broken husk will be controlled by the wielder until the amulet vanishes or they are taken out of its radius. Unfortunately, every hour the Bewildering Eye Amulet is
held or worn the wielder also has a 1d10 chance of taking 1 Chaotic Damage if
not immune, as well as having a 1d10 chance of gaining a random mutation from local flora, fauna and fungal dna nearby. If
found it may be used for 2d10
days and 3d10 hours total before it vanishes, appearing in a random realm and location within it. Any intentional attempt to damage it other
than use in combat, trade
it, sell it or otherwise use it for anything other than intended will
have it immediately vanish and go wherever it appears next, as well as
having a 1d10 chance of all within 4d10 squares taking 2d10 Chaotic
Damage (rolled per individual), all within the same radius having 1d10 random mutations applied to them, and a 3d10 chance of all the former wielder being sucked into Pral to a random location within it.
All of these
items are considered priceless, though any attempt to sell them to one
not worthy (or even at all in the case of some) will have it vanish
immediately, so they do not meet standard item listing value.
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