Saturday, December 27, 2025

Legendary Occult Relics

Hooks for a good ol'-fashioned fetch quest.


The Swans Of Tounella: Immortal swan maidens that ate fruit from the Devil Tree, granting them the ability to transform from human-to-giant Swan , as Children of Lir.

  • WEIR-SKIN
Weir-skins are hooded cloaks fashioned from the skin, and feathers of one or more Swans Of Tounella. When donned, the wearer can transform themselves into a Dire Swan 1x per day/level, though is not considered a true Child of Lir.


While in Dire Swan form, the wearer uses the statistics for a monster of the appropriate type (ref’s choice). The wearer retains their own mental capabilities, but cannot speak or cast spells. If the character is killed while in this form, the skin is destroyed and the character immediately reverts back to his original form.

Weir-skins are believed to be gifts from the goddess Lir, the Swan Mother, an mysterious swan from the underworld, portrayed in the music of Skalds as representing death, the afterlife, and a haunting beauty.


  • SHIELD OF BLACKMOOR
This off-world relic was once possessed by the legendary vampire slayer St. Arneson of Blackmoor. The shield acts as a shield +1, +2 vs. undead and grants its wielder the equivalent of a protection from evil spell.

Once per day, the shield has the power to Turn Undead as a 6th level cleric. Like all off-world relics, the shield is rumored to possess many other hidden powers, including the ability to shine like the sun for 1d20 rounds.


The shield was last seen in the possession of the Red Brotherhoods Grand Masonic lodge. With the shield now believed to be under the ownership of the Lodges Grandmaster- Bronst Flamel, who operate out of the Cimetière des Innocentsas (The Holy Innocent’s Cemetery). Flamel and his Red Brotherhood of the Grand Orient de Napoli are rumored to have obtained the relic within the outer rim of the wastelands of Gorme, where Flamel disappeared for years to study the alchemical secrets of a supposedly immortal Dervish converso, believed to have created the philosopher’s stone.


  • PHURBU~ THE KNIFE OF VALAMORI DU-PONT
A Valamori knife is a broad-bladed dagger made of a strange black metal. When held, the knife acts as a ring of spell turning. The Valamori were a cult of with-hunting assassins who once operated all over the land. Their island fortress off the coast of what is now Old Averoigne was destroyed during a sudden and vicious storm, and the remaining assassins were eventually hunted down and killed by a band of wizards known as the Delamaar. The occasional knife still turns up today, usually in the hands of someone with a grievance against witches & wizards. The Cassandra Company has offered a 5,000 gold piece reward for the recovery of each blade.

  • AXE OF THE DEEP DARK
This finely crafted, dwarf-made battleaxe grants the wielder +1 to-hit and a +2 to damage. In addition, the owner of the axe receives infravision up to 60’.

Note: There is no infravision for PC’s in our game.

The Axe of the Deep Dark was forged long ago by an immortal dwarf named Drimngaarl. Drimngaarl was torn apart during a battle against the demons (red giants), with his dismembered limbs and torso being sealed and buried in places dark and deep. Lately there are rumors that during the ongoing Troll-Wars the axe resurfaced and fell into the possession of a (Dwarfkiller) Dog-Clan chieftain after a caravan raid where it was picked off a dead wizard.


  • A SCROLL OF CAMPFIRES PRAYER
A prayer to St. Arneson must be spoken when you make a campfire and the moon is not visible, otherwise powerful undead will awaken. Possible Game Effects: A strange illness leaves the character pale and bedridden for 1d6 days, the party cleric feels uneasy for 1d6 days and cannot cast any healing spells, the party is attacked by ghouls that cannot be Turned.



  • POTION OF ASTRAL PROJETION
A potion of astral projection allows the imbiber to project his astral body onto another plane as per the 7th level cleric spell. The ancient Elves used these potions to travel between planes and probe the mysteries of the universe. Interplanar travel is extremely dangerous, especially for low-level characters.

There is a 25% chance that any character who enters the astral plane attracts the attention of a powerful being such as a demon or devil.

Legends hold that the Ancients (elves) knew the secret to piloting strange astral vehicles through psionic will-power alone.

Note: This item will play a major role in accessing specific underworld planes within the campaign world.


  • CROWN OF DREAMS
The Crown of Dreams appears as a brass crown with a silver woman on top and a throne made up of extended arms and hands on the front. The woman is adorned with six emeralds. The Crown of Dreams is an ancient elven artifact that enhances the wearer’s ability to have prophetic visions. The crown is usable only by magic-users, elves, and clerics, and conveys other powers to those versed in ancient elven rituals.

A non-magic-user who dons the crown must make a saving throw vs. spells at -4 or become lost in a nightmare version of his or her reality. This spell can only be broken by damaging the crown (rendering it non-magical) or killing the wearer. The crown is worth 1,200 gp to a collector of lore regarding the ancients.




CASSANDRA COMPANY will pay very handsomely for such highly sought after Occult items.

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