Shield of Clasping Detritus:
A small cracked, stone buckler, the backside of which has a rubbery, pliant texture. The wearer of this shield will find it impossible to remove it once donned, though the rubbery, rocky strap maybe be moved from hand to fore-arm. Over the day of initially strapping on the shield the wearer's body will slowly take on the aspect of stone. They will become pale, bluish and craggy and their skin turns hard and cold to the touch. Unsightly, bulbous stone protrusions will also form over their body.
This transformation, and wearing the shield itself, has the following effects:
- The wearer's base AC is increased by 2, plus an additional 1 point of AC bonus if the shield is wielded rather than moved up the forearm to free up the hand.
- The 2 in 6 chance ability to hide against a backdrop of stone, rocks, cliffs, stone-ruins, etc when standing still.
- Due to hardening of the epidermis the wearer of the shield is much less agile and their Dexterity drops by 1 point, their fingers in particular become constantly numb and less deft leading to a penalty of 2 to any ranged attacks or actions involving fine motor skills.
- The wearer of the shield will also always go last in a scenario where individual initiative is used.
Any non dwarfs will find the wearer's cracked, grey and segmented skin disturbing and uncouth resulting in a -4 penalty to any social Charisma based checks or actions. Dwarfs will generally find the effect agreeable though particularly proud and historically minded dwarfs with knowledge of the shield and its like may become offended if they see a non-dwarf transformed by the shield
To remove the shield, the Stone to Flesh spell must be cast on the wearer.
Blood Drawer's Oath Ring:
A black ring inset with a dull black stone. When the ring is worn the stone turns red.
These rings was used as a form of punishment by ancient dwarfs. The ring was placed on traitors, heretics and those guilty of treason. Once the ring is put on a finger, the wearer must spill the blood of non-dwarven foe once a day and dip the ring into that blood to avoid the onset of a mortal illness. Those condemned to wear the rings were shipped to an area known to house aggressors of the dwarfs and left to fend for themselves. Only those that sate the thirst of the ring and return to dwarven civilization are forgiven for their past transgressions.
Wearing the ring has the following effects:
- When placing the ring on a finger the wearer may not remove it for d6 weeks. Each day that the ring is worn a non-dwarven foe's blood must be drawn by the wearer. If this does not occur the stone of the ring will begin to darken and the finger will begin to fester and rot. The wearer will become nauseous and be filled with an oppressive sense of dread. The amount of weeks that the wearer is required to wear the rings equals the amount of days without blood the ring will wait before attempting to kill its wearer. Each day the ring does not receive blood impacts the wearer with a stacking additional penalty of 2 to all actions. Once the amount of days without blood are up, the wearer must make a Save Vs Death each day to avoid death.
- The knowledge of impending doom imbues the wearer's psyche with a vicious and savage will to fight for their life, granting a bonus of 1 to both To Hit and damage.
- Any person who survives the Blood Drawer's Oath, sates the thirst of the ring is granted 1000 XP per level and a permanent increase of 1 to Wisdom when they remove the ring. The bonus to To Hit and damage no longer apply and the increase in Wisdom may only be bestowed once.
Zafu of Welling Thought:
A circular rug, two and a half feet across, decorated with a dark, swirling, psychedelic pattern. Though clearly worn and aged by countless centuries, it's lurid colored patterns draw and mesmerize the eye
This Zafu was loomed in age when primal magic energy swirled constantly through the ether and drenched the world. Those that kneel upon it to meditate feel themselves sinking deep below the earth and are able to harness the ancient power that lurks there. Doing so causes a depression in the world's psychic fields and those of weak conviction and disorganized mind tumble towards it.
The Dwarven Magi had a twofold use for this Zafu. They enriched themselves with magical power and entrapped those dwarfs who were not of sound mind. Free-thinking, dwarfs who in their deepest thoughts did not respect the Sanctity of Law were powerless to resist the curvature of the Zafu's psychic hill.
A Magic User who meditates (meaning the 8 hour rest/meditation) with the assistance of the Zafu has the following effects:
- They may memorize an addition 1-3 spells above their normal allowance. With a singular additional spell the chance of a random encounter with a chaotic being is increased to 2 in 6. With 2 additional spells the chance of a random encounter a with a chaotic being is increased to 4 in 6. With 3 additional spells a random encounter with a chaotic being is guaranteed.
- In areas that are normally considered safe, such as town and cities, chaotic beings will be inexplicably drawn towards the magic user, normally to attempt to procure the Zafu for themselves.
- Using the Zafu to memorize a singular additional spell will disrupt any Chaotic aligned party member's attempt rest and they must Save Vs. Spells or the 8 hours will pass without them receiving any of the benefits of resting. With 2 additional spells any Chaotic aligned party members will be simply unable to rest for the 8 hours and gain no benefits of the period. With 3 additional spells any Chaotic aligned party members will, on the fourth hour of rest, have to make a Save Vs. Spells to not spend 1 round attacking the meditating Magic User. The Chaotic party member will attack the meditating magic user for each round that they fail their Save Vs. Spells until the Magic User is dead or stops meditating. If this occurs, neither the Magic User or the Chaotic party member receive the benefits of rest.