Dead Man's Coppers - These are ancient copper coins with strange and mysterious markings on them. Always found in pairs, they are nearly 2" in diameter. Their magic becomes apparent when placed over the eyes of a recently deceased human, demi-human or humanoid. If the subject has passed in the previous 72 hours, they will be brought back to life as per the Raise Dead spell.
Note: There is a 1 in 2 chance that something evil will hitch a ride back to the body when the character's soul returns. If this happens, DON'T pull the player aside. The imp will spend the next 2 to 3 sessions observing. Catch the player in between sessions and tell them "your character has been having some evil thoughts pop into his head on occasions. Next time you kill an enemy, do something that will disturb the other players, but act like it's normal". They should enjoy themselves. At this point, the imp is exerting influence. If the player character get's reduced to 1/4 HP or less, it will suddenly be healed for 2d8 HP, as the imp does not wish to lose it's host body. The imp can do this once per day.
All is not a bloody bed of roses though, as the imp's influence affects the players abilities - 1 on to hit rolls, AC is 1 point worse and all spells cast by the PC are saved against with a +1 bonus - the imp is a distraction.
This will continue for 5-8 gaming sessions, until either the imp gets bored and departs on its own or a Remove Curse spell is cast on the PC in question.
Dead Man's Coppers can be used once every 6 years.
Spies!
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*Spies!*
Any bastion or homebase or castle needs some of these!
*d12 Spy Interests*
1 Defence
2 Trade interests and nee...
1 hour ago
Considering your players' proclivities towards Torture & Fire(tm) how would anyone notice 'something disturbing'?
ReplyDeleteheh
ReplyDeletethus the "imagination" ;)
they've stopped with the torture. fire is a whole 'nother issue...