Thursday, December 6, 2007

The Legacy Evolved: Cohalisaram’s Ring



#2 of 6 in my signature magical items series. This one is to help expand on a character who has amnesia and is remembering the future. I am looking in a way to disguise the time travel idea in hints. I hope to be subtle enough at first and then hit him on the head. That background is still fleshing out the old Duchy of Nem, I also touched on my favorite stories from Dragons’ Return


Cohalisaram’s Ring
Description: a ring made in the appearance of a wingless dragon swallowing its own tail, (creating the circle of the ring), its scales yellow gold, on its back and brownish copper on its underbelly and limbs. This ring shudders like being struck with soundless thunder when in the presence of a creature not in its native time.


Object Loresight:
1. It was created 11 years ago.
2. The last person to touch the object was Re-Magul.
3. The last person to touch the object was a Giant.
4. The name of the creator of the object was Cohalisaram,
5. The creator of the object was a dragon.
6. The purpose of the object was to protect a servant of Cohalisaram.
7. The object is made of gold and copper.
8. The object was created in the Lair of Moments.
9. The most recent owner of the object was Lady Protector Ia-Thordani;
10. The magical function of the object is to enhance a wearer’s reaction time. (+2 to initiative, +1 to reflex saves, +1 dodge bonus to AC.)

History
(DC 15) Also known as The Uroborus Ring in a fallen human tongue and “Obdeka” by dragons, dracha and mojh; Worn by a previously unknown beast claiming to be the oldest of those that stayed behind. He was encountered by the Commander of the knights of the diamond, who was given the ring as a token of friendship. This giant paragon gave the ring to his queen after he told her of his encounter with an even more dangerous foe the great dragon Nithogar creator of the Dramojh.


(DC 20) The Queen tells a story of a meeting between Vo-Tarren and the commander of the knights of the diamond on a bridge from Far-Rough to Serathis, after an exchange of insults The commander stunned the other giant paragon with his speed when he slapped the famous unfettered with the back of his gauntlet before the other could react, it is said Vo-Tarren was so shocked by the speed of his opponent that he acceded the path to the warmain.


(DC 25) The Giant Warmain used the ring in his quest to heal the blade Thu-terris it is said that with the ring he was able to fight for a fortnight without rest until on the final night he entered int a duel with the War Marshall Rasham as the chorrim road upon his steel gray roc In the end he knocked into the unfathomed lake when the warmain leapt upon the War Marshall from the highest sky island of the Floating Forest.


(DC 30) It is rumored that upon the quest to reinvigorate the blade of the east, the commander decimated a cabal of hypnolox, which were seeking to take over the town of Far-Rough and eventually imprisoned their leader a power Hypnolox mind witch in a prison of his own creation.


To Pass the Bridge (General)
You stand upon the bridge along and proclaim that none shall pass; it is a time honored challenge that is even acted out if fairs and festival, it holds a power few would guess at.
Components: A bridge, a worthy foe and a sphere of red jasper worth 720 gp (which is consumed)
Actions: You must successfully pass over a bridge after defeating a worthy foe (equal to your CR), who has sworn an oath not to allow you to pass unless you defeat them. After this you must meditate with the sphere of red jasper at the end of the 24 hours of meditation the sphere disappears.
Effects: the wielder as an immediate action 2/day you can switch initiative results with a creature that fails a Will Save (DC 10+1/2 your character level + your initiative modifier). This can even allow you to act in a surprise round if a creature that has an action fails its save (that creature loses its action).


Challenge at the Wrong Moment (General)
Duels are fought every day in the lands of the diamond throne, this rituals of settling disputes one on one hold their own special power, but sometimes it is not the best time to duel.
Components: a worthy foe, a glove coated in mercury and decorated with amber trapped insects worth 1,056 gp (consumed in the ritual).
Actions: After a fortnight of no rest you must perform a ritualistic duel in which you hold no unfair advantage and defeat your worthy opponent (your CR). Afterwards you throw the glove into a fire and tell the tale of your duel praising the prowess of your opponent and the depth of your fatigue.
Effects: the wearer can in an instant, experience a single day’s worth of rest and relaxation. He receives all the benefits f a sing day of rest, including hit point recovery, ability damage repair, etc. Poisons, diseases and spell durations will progress as if a day had passed (If you are bleeding out this effect will most likely kill you.) The wearer can only use this ability once every 4 days.


Prison of your own Making (General)
There are places we would create and never leave, a home, a memory, a dream. In the end these seductive hopes can gain a power that ensnares our hearts to destruction.
Components: A single piece of amertine worth at least 2,344 gp (consumed in the ceremony).

Actions: You must entrap a hypnolox within its own abode so that it is virtually impossible for it to escape on its own. Then you must shatter the amertine to dust and spread it about the edges of the makeshift prison.
Effects: 3/day the wielder can cause a single creature upon its failed Will Save (DC 10+ ½ your character level + your wisdom modifier) causing it to relive in complete detail a single moment of its life that the wielder chooses if he is not aware of a specific moment he can choose the creatures happiest moment or his most tragic. If tragic the creature suffers 1d6 points of subdual damage per character level (will save ½ damage) upon a failed save the creature is also helpless. If he has chosen the happiest moment the creature is simply remains helpless for 1 round per character level (with a new save each round). If a creatures name truename is uttered the curse effect of helplessness becomes permanent with no additional saves.

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