The Impossible Object

Wondrous Item, Legendary

Contained within a rune-covered box is an alien item that mortal minds cannot fathom. As an action, the box can be opened, allowing creatures to see the item inside. All creatures within a 30 foot cone of the box that can see the contents of the box must make a DC 17 Intelligence saving throw. On a failure, they take 8d10 psychic damage and gain a random short-term madness that lasts for 10 minutes. If the saving throw is failed by 5 or more, they gain an indefinite madness that persists until greater restoration is cast on them. On a success, they take half as much damage and are blinded for 1 round. Aberrations and creatures with an Intelligence score of 5 or less are automatically immune to the object. Closing the box does not require an action.

When a creature sees the object and survives, they have a 80% chance of forgetting the appearance of the object. Creatures able to remember the object are immune to subsequent exposure.

Should the object be recreated in any visual medium, it will affect creatures as if they had succeeded on the saving throw. Over time, the medium used to recreate it will destroy itself, becoming completely unrecognizable in 24 hours after its completion.

Lore of the Impossible Object

A clandestine group known as The Keepers of the Veil, dedicated to finding and containing bizarre aberrations, found The Impossible Object in a town filled with either dead or insane villagers. Through trial and error, they were able to enclose the object in a box covered with runes of warding and protection against divination. To further safeguard the item, and allow them to use it in times of need, they created a seal on the box that made it only open in the hands of humanoids. The box includes a description written in an alien language that can somehow be read by all.

"This box contains an Arch-Devil class visual hazard. Individuals able to see the contents of the box have are extremely likely to die due to its alien nature. It is theorized that seeing the object creates thoughts within brains that are inherently dangerous which eventually destroy the minds as they process it. Many creatures that survive are unable to remember what they saw, likely as a self defense measure. Those that are able to recall it have shown complete immunity on subsequent encounters, perhaps as a result of an ability to adapt."

The runes on the box have slowly degraded, so it is unknown if the defenses placed upon it will last.

Forget-Me's

Potion, rarity varies

These potions were developed by The Keepers of the Veil in order to keep their organization and activities secret, as well as protecting themselves from dangerous ideas. The potion can be drunk or administered as an action. Upon consumption, the drinker must make an Intelligence save that varies according with the rarity. A willing creature can choose to fail the saving throw. On a failure, the creature loses all memories of the time period specified on the table below. . The memories can be recovered with a modify memory spell, requiring an Intelligence check against the save DC of the potion consumed to be successful. A spell or item that recovers lost memories can also counteract this effect.

Potion Effects & Rarities Rarity Save DC Time Erased Uncommon 13 8 hours Rare 14 5 days Very Rare 15 10 days Legendary 16 1 year

Forget-Me-Not's

Potion, rarity varies

These potions were developed by The Keepers of the Veil in order to protect their minds against memory altering magic or effects. The potion can be drunk or administered as an action. Each rarity grants immunity to memory alteration for the duration and an additional effect based on the rarity.