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Magic Item Monday (Macabre Manses): Fomalhaut’s Miasma

Fomalhaut’s Miasma
Aura strong transmutation; CL 14th
Slot none; Price  28,800 gp; Weight  —

This clear glass vial contains a small fraction of Fomalhaut the Nebulous’ gaseous body. Bright hues of orange, green, and purple swirl inside the vial as if it were somehow aware of your presence.

vialWhen inhaled, Fomalhaut’s Miasma grants the imbiber with the ability to communicate with Fomalhaut regardless of distance or location. Communications between Fomalhaut and the imbiber are telepathic in nature and accompanied by intense nightmarish visions (DC 25 Will save or suffer an insanity which takes effect immediately). If one already suffers from an insanity, failing the save incurs the chance that the individual’s type of insanity changes based on the roll (onset is always immediate).

Fomalhaut’s Miasma grants several different abilities when consumed.
The imbiber may extricate Fomalhaut’s Miasma at will, putting it back into any sealable container to be used again later. This effect occurs automatically after 10 minutes.

After drinking Fomalhaut’s Miasma, the imbiber may temporarilyy transform their body as per the gaseous form spell, except that their movement speed is doubled and they retain the ability to interact with objects (and make physical attacks against foes). This duration need not be continuous, but it must be used in 1 minute increments.
***If an individual is still in gaseous form at the end of the 10 minutes, they become permanently bound to Fomalhaut’s Miasma, losing their physical body in the process and becoming an avatar of the Nebulous for 1d6 days before dissipating into nothingness.

Once per day, the imbiber may use enlarged prismatic spray (CL 20th) as a spell-like ability.

Requirements one vial or other similar container, specific knowledge of Fomalhaut’s home plane, plane shift; Cost 14,400 gp



[Submitted by Jeremy Kleve!]

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Magic Item Monday (Destiny Derailed): Fortunetelling Press

1134-Ancient-Printing-office-q75-1453x1020Fortunetelling Press
Aura overwhelming divination; CL 20th
Slot none; Weight 100 lbs.

Made up of gears, wheels, levers, and rollers, this mechanical beast can produce a paper every few seconds.

Once per day, a fortunetelling press can produce 10d100 identical newspapers. Most of the copy for each newspaper must be meticulously laid out prior to printing, a process that takes 2d4 hours. If a blank section is left on the paper and it is filled with humanoid blood, it is filled in during printing with a story about an event that will happen in the near future (1d7 days). Such events occur, but can be averted if direct action is taken to circumvent them.

DC 15     The Steamtown Herald often publishes stories that are yet to happen.
DC 20     The press is reported to be demonic in origin, and has a small goblinoid cult associated with it.
DC 25     The press requires blood as its ink in order to foretell the future.

A fortunetelling press is destroyed if it is ever filled with the blood of a demon.

The fortunetelling press was recovered by a goblinoid excavation crew some months ago. A short time later its function was discovered and a small cult formed around, their main function to collect blood for the printing of new stories. Borys the Timerian does not yet know where the papers are coming from, or about the existence of the cult.

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Wonders of NaeraCull: Earthbound Gem

Earthbound Gem
Aura faint transmutation; CL 7th
earthbound gemSlot none; Price 5,200 gp; Weight 15 lb.

This multi-faceted gemstone is as large as a human skull, and noticeably heavy for its size. It glows from within with a faint amber light that pulsates rhythmically (similar to a heartbeat), gently vibrating as each pulse reaches its apex of intensity.

Once per day an earthbound gem allows its user to use a number of different spell-like abilities: soften earth and stone (CL 3rd) once per day, stone shape (CL 5th) once per week, and transmute rock to mud (CL 7th) once per month. Each time the earthbound gem is used there is a cumulative 1% chance that the user is turned to stone as flesh to stone (CL 11th). This cumulative chance only dissipates if the earthbound gem is unused for a full. An earthbound gem is activated when the user holds the large jewel in one hand and uses their other hand to touch the target of its spell-like abilities.


Success on a Knowledge (history) check to learn more about an earthbound gem reveals some facts about the unique item’s lore:
DC 15     Legends surrounding the creation of the Stone Sentinels of NaeraCull mention that even after the titanic creatures were petrified, their hearts still beat, the life-force within sustaining their existence in a motionless state where they are forced to helplessly gaze out over the land they so loved. [More informationcan be found in Grimstark Stoneturner’s Research!]
DC 20     Some researchers claim that earthbound gems are used to animate the inanimate. The existence of this magic item within the core of one of the Stone Sentinels brings to question whether they are simply statues or instead immobile living constructs.
DC 25     While not exceedingly powerful, earthbound gems are exceptionally rare because they are notoriously difficult to craft. Earthbound gems are highly sought after by artificers as a core component in the construction of many powerful stone-based constructs and golems.


Before starting to craft an earthbound gem, the ruby components must be stored together in a stone mold and heated to a red-hot glow once per day for six months (to create the single massive gem); otherwise the gem cracks during the crafting attempt.
Requirements Craft Wondrous Item, cluster of rubies with a combined value of at 1,000 gp or more, soften stone and earth, stone shape, transmute rock to mud, dancing lights, permanency; Cost 2,600 gp