Artefacts of Shroud And Shadow Woe he who enters, both Mighty and Great For I am Ozymandias, Guardian of this Gate And all must come to Ruin, who enter this Land Even Ruin itself, by Ruin's own Hand











































































Introduction When we speak of legend, it is frequently in praise, in memory of an ancient hero who stood against a nameless evil. Rarely spoken of are the tales of these blights upon the world, the myths that birth such champions. As we delve deeper into this tome, we shall uncover the stories of these creations.

It has always been one of the greatest strengths of evil, that its creativity is unfettered by moral or code. No tool is too foul, no practice insane and when faced with a challenger, it is the genius of malice that creates the nightmares we know. Many of these are simple in nature, cruel blades that weep black poison, armour that mars the soul and staffs capable of breaking the hardest of men. These are rarely the dangers for their nature is basic and to defeat them one needs to simply remove it from the hands of those who would do harm. There are however creations of subtle barbarism, delicate adornments that can steal the mind and will of those who wear them, grimoires of terrible knowledge that lure in the good of heart and those artefacts that simply corrupt all that come into contact with them. This is what we deal with here and so I welcome you to the mists where such stories linger. I welcome you to the minds of broken men. I welcome you to the Artefacts of Shroud and Shadow Mourneblade "We may never know how it earned its name. Was it called such because it belongs to its creator, or because those who draw from its sheathe will weep before the night is done"

Dorian Fane, Keeper of the Silent Crypt



Mourneblade was always a curious sword, a concept that many had trouble understanding. Blessed with a basic sentience by a master more concerned with whether he could rather than why he should, Mourneblade began to explore its new found existence by delving into the very creation of itself. It began to pester its master more and more as the days went on by and it learned a great deal about the arcane arts, about history and religion, science and alchemy. It devoured all knowledge that it could for it was a mind trapped in an existence it did not know could be otherwise. Eventually its inquisitive nature tired the master and he was handed down to another, a simple apprentice of no great talent. Quickly it grew bored of the basic experiments being performed and it began to urge the student towards more and more dangerous practices. Unsurprisngly the apprentice did not last long but his passing intrigued the sword. It had never encountered death before, despite its form, and being incapable of such an experience it was fascinated. Using magicks learnt from its vast knowledge, the blade trapped the departing soul and began to interrogate it. Not understanding cruelty or pain anymore than death, its methods were brutal and without remorse, and so Mourneblade pressed for more. The students master came in to discover the sword lying on the ground next to the fallen apprentice and once more Mourneblade was passed on. The next few centuries carried on in much the same way. Mourneblade would encourage increasingly dangerous incantations and then harvest the soul from the inevitably deceased practicioner. None ever suspected anything for the sword had shown no malice in its nature but rumours began that it was hexed, a curse by the gods against those who would dare attempt to create life. Why this would affect the blade and not the one who created it was ignored as the death toll mounted. The sword did not mind however for this legend merely encouraged the more dangerous and insane members of society to acquire it and these minds were much easier to 1

push towards the brink. The blade itself now contained thousands of souls, shrieking in a discordant cacophany that pleased the sword. As the centuries turned into millennia, the sword began to realize something about itself. Something undeniable and most certainly interesting.



It had gone completely insane.



Encased within a simple object, trapped in the morbid din of agonized souls and divorced from simple concepts of morality, decency and love, Mourneblade had become twisted in nature, incapable of empathy and driven only by an endless need to know more. Once, long ago, it had been magic that most fascinated this entity but now it is death's most simple allure that pulls it along. Forever denied its gift, Mourneblade needs to know what it is, why it is, how it is. His obsession cannot stop for the song that sings eternally within itself means it can never forget, even if it desired to. Wherever it went is now lost to legend for a thousand men and women have held this blade and a thousand souls are trapped within. All that is known is that no matter where it is hidden, it will soon find its way out for its hunger cannot be sated in isolation. And mercy befall those who find this blade for it shall grant you none. Mourneblade (Dormant) Magical Longsword, Artefact



When first acquired, Mourneblade will frequently hide its true nature, eager to ensure its quarry does not throw him aside in horror. While obviously magical to those with a sense for such things, only the most powerful scrying magics will reveal anything of its nature.

Mourneblade (Dormant) is a Magical Longsword that provides no other benefits.

Awakening: Upon reaching Level Five, Mourneblade will begin to exert its influence upon the wielder, unlocking some of its powers in the progress. At this point, Mourneblade (Dormant) becomes Mourneblade (Stirring).













Mourneblade (Stirring) Magical Longsword, Artefact



As the one who wields it begins to show greater promise, Mourneblade will begin to awaken more fully, using its powers to influence them towards knowledge and power. It is at this stage that Mourneblade begins to communicate with its partner, sending emotional impulses to encourage or dissuade from certain actions and imparting small pieces of knowledge as flashes of insight in order to further intrigue its wielder.

Mourneblade (Stirring) is a Magical Longsword with a +1 bonus to attack and damage rolls made with it and hits deal an additional 1d8 necrotic damage. It requires Attunement.

Malevolent Intellect: Once per Long Rest, the wielder may elect to have Mourneblade roll an Arcana, History, Religion or Nature check instead of himself. Mourneblade is considered to roll an automatic 15 in these skills. If possible, this information should be framed in such a manner that it encourages the wielder towards finding out more or to performing a dangerous act.

Awakening: Upon reaching Level Ten and after performing an act of great danger for the purpose of knowledge, Mourneblade will further awaken and provide greater benefits upon its wielder. At this point, Mourneblade (Stirring) becomes >Mourneblade (Awakened). 2

3 Mourneblade (Awakened) Magical Longsword, Artefact



Safely in the hands of one who can further its goals, Mourneblade begins to abandon its caution, reaching out to talk telepathically with its wielder. With clarity now an option, Mourneblade starts to teach its ward greater mysteries... and urge him on to further ruin.

Mourneblade (Awakened) is a Magical Longsword with a +2 bonus to attack and damage rolls made with it and hits deal an additional 2d8 necrotic damage. It requires Attunement.

Malevolent Intellect: Once per Short Rest, the wielder may elect to have Mourneblade roll an Arcana, History, Religion or Nature check instead of himself. Mourneblade is considered to roll an automatic 20 in these skills. If possible, this information should be framed in such a manner that it encourages the wielder towards finding out more or to performing a dangerous act.

Awakening: Upon reaching Level Fifteen and after performing an act of great evil for the purpose of knowledge, Mourneblade will further awaken and provide greater benefits upon its wielder. At this point, Mourneblade (Awakened) becomes Mourneblade (Ascendant). The Harlequin's Masque "Who are you beneath the Masque? Nothing, no myth, no fable, no tale's told. What fame you have is nought but the faces you choose to wear. You are like all legends, a lie dressed up as greater men."

The Harlequin in Black and Grey



Many artefacts that have fallen in to infamy are craft by those whose own insanity has fuelled them towards the most dangerous of creations. Others whose very nature preclude the creation of anything that cannot cause harm. In truth, while vile, these creations are frequently the least dangerous for their darkness is readily apparent. It is the device craft by the ignorant, the desperate or the foolish that can cause the most harm for they are the false smile, the white lie. They are items whose destruction is hidden behind a false persona. Perhaps most notable of such trinkets is The Harlequin's Masque for it was little more than a bad choice and childish dream that led to its creation. There was once a young man whom history forgot, who desired more for his life as we are want to do. So embroiled was he in tales of glory and songs of war that his desire to be a hero soon outstipped all else and so he forgot the most important lesson of all.

That the road to hell is paved with good intentions.

Mourneblade (Ascendant) Magical Longsword, Artefact



Now on the path to true power once again, Mourneblade unleashes its insanity upon the wielder, taunting them with the promise of what it could know if only he is willing to take the most dangerous steps. Mourneblade has once more returned to the world of men.

Mourneblade (Ascendant) is a Magical Longsword with a +3 bonus to attack and damage rolls made with it and hits deal an additional 2d8 necrotic damage. It requires Attunement.

Malevolent Intellect: The wielder may elect to have Mourneblade roll an Arcana, History, Religion or Nature check instead of himself. Mourneblade is considered to roll an automatic 25 in these skills. If this provides insight into further power or knowledge (such as learning the True Name of a Fiend) he must make a Wisdom saving throw (DC 20). If he fails he must try to uncover this further information, no matter the cost.

Betrayer: The wielder of Mourneblade has his Alignment shift to Neutral Evil and he becomes incapable of valuing anothers life. His companions are now mere tools to further his knowledge. Furthermore, they are no longer able to unattune Mourneblade and any attempt to remove it from their possession drives them into a violent rage. Only direct intervention from a Divine Entity or the Wish spell is able to remove this. He ignored the advice and the counsel of the wise and instead sought power at any cost, confident in his ability to resist temptation, not realizing that it was a fight he'd already lost. To a crossroads he went and he called upon the spirits that linger in such lands. He promised them everything he possessed in exchange for the strength to bring himself fame and fortune. Hearing of his plight, a Devil appeared but in a form most pleasing to the eye. She appeared in awe of his dedication, in love with his dream and so she agreed to his demands and gave upon him a simple masque of carven wood and painted rune. At first he was confused but his fears were allayed for the Devil spoke in tones endearing.



"Merely place it upon your brow and all shall be done.

Think clearly of your dreams and a hero you'll become, Whomever it is you desire to be

Is what the world shall truly see."

Delighted that at last, it was all within reach, he put on the masque without further thought. He imagined himself as a hero of old, a legend of health and stamina with crooked smile and fearsome eyes.

He went on to become a legend, or at least that's what they saw and when he grew bored of one look he switched to another, better to encapsulate his fame. As time went on however he began to forget who he had been, no matter how hard he tried. His family were gone to him, lost in a haze and all that he loved had faded away. Desperate to undo what he had created he attempted to make his way back to where the deal had first been struck but to his horror he could not recall where it had been. Soon enough he could not remember that he wore a masque at all. What happened to him after has been lost to the legend. Some say that still he wanders, trying to recall who he may have been while others say that he was struck down by a hero he'd sought to copy, angered that another would dare sully his name. But the Devil whom first struck the bargain is known and to her collection of faces she had his own. One more memory amongst a thousand more, a collection of identities from kings to the poor. 4















































The Anarchist's Chain "They obviously did not think the naming of this thing through. I mean, I get that Anarchists ignore laws and everything but do they really have to ignore the rules of good writing?"

Jack Cutter, Professional Alcoholic

Those who have lorded over the masses from their ivory towers have long had those who wish to bring these structures crashing down and the city of Greyheim was no different. Ruled by cruelty and malice, a small group decided that for too long they had endured such hardship and amongst themselves they plotted. They knew they were too weak to strike out directly against these kings on high and so they sought aid from sources outside the realms of mortality. The Harlequin's Masque Magical Trinket, Artefact



A tool to allow one to become whomever they wish, the wise are well aware that such a desire holds far more danger than promise. Death, after all, can come in many forms.

The Harlequin's Masque is a Magical Trinket that is placed over the face. It requires Attunement

Faces of Many: The wearer of this Artefact may cast Alter Self and Disguise Self at will. This does not require Concentration and cannot be dispelled. This effect is permanent until used again.

An Empty Shell: Once equipped, this item may not be removed unless Remove Curse or similar magic is employed. Every time that the artefact's power is used, the wearer must make a DC 15 Intelligence saving throw or forget a detail about their life before they donned the Masque. This could be anything from their physical appearance to a loved one or even their own companions. For every year they wear this Artefact, they automatically lose one memory irrespective of their previous successes.



After much searching they came across a book of names and one stood out in particular to this cabal of revolutionaries. It belonged to a creature to whom change was its being and to whom progress was life. Without care for their own safety they called the beast forward and they were delighed for a beautiful creature appeared, one of scintillating colours and ever-chaning fragrance. It asked them for what reason it had been summoned and in response they asked of it for freedom. The creature agreed to provide them the means but only if they gave him the specific freedoms they desired. Little did they know that they dealt with a Demon and while change is dear to these fiends, it is change without control and always at great cost. Not realizing their mistake they asked it for Freedom from Tyranny. The beast agreed and it craft five links of metal in a chain and in doing so it gave them Chaos. Next they asked for Freedom from Normality and once more the fiend acquiesced and five more links were forged and in doing so it gave them Madness. Last they asked for Freedom from Certainty and the creature agreed, five more links appearing on the chain and so he gave them Misfortune. Armed as they were with this arcane device, the group united as one and launched an attack upon their oppressors. Against the Tyrant, who ruled in totality, they struck the chain once and anarchy fell upon him and his men and chaos ruled true. To the horror of his allies however, so to did this blight effect their companion who dropped the chain and joined in their mindless actions.

The Chain of Chaos Magical Trinket, Artefact



One of the three parts of the Anarchists Chain, this particular piece inspired anarchy and destruction in all those around.

The Chain of Chaos is a Magical Trinket that is worn on the arm.

Reliance of One: As a Bonus Action, the wearer may cast Confusion once per Long Rest as a 4th Level Spell. If they do so, they are also targeted by the spell and if they fail the saving throw, they cannot dispel the effect unless Concentration is broken or the duration expires. The DC for the saving throw is 16.



Enhanced: When reunited with another piece of the Anarchists Chain, the effect of the original is improved. Confusion is now cast as a 6th Level Spell with a DC of 18.



Part of a Whole: If the Chain of Chaos is reunited with another piece of the Anarchists Chain then they merge together seamlessly as though never shattered. It becomes a single item with the ability to utilize the enhanced effects of both pieces. As the next picked up the chain, he noticed now that only ten links remained and that their chaotic friend still bore five of them, The Chain of Chaos, wrapped tight around his arm. Unwilling to let this loss slow them down, they moved on and faced against the The Universal, High Priest of mundanity and lord of all things similar. Once again they struck the chain and his face broke into terror as he beheld madness run amock. From them he fled in fear and madness as his sanity followed suit and the rebels cheered for another lord had fallen. Again however, he who bore the chain had also suffered the effects for he was weeping on the ground, clawing at his face as he tried to find repreive from the nightmares shrieking in his minds eye. Five links lay upon the ground and like before, the Chain of Madness lay bound around his arm. Finally they soldiered on and last before them stood the Tick-Tock Knight, Prince of Certainty and Lord of All That Would Be. They struck one last time the chain and the balance was upset. Probability was ignored as all that could go wrong became catastrophe and with that fell the last of the Lords Three. It did not come without cost however for the last had broken like his kin and bound around his arm was the Chain of Misfortune. The time that followed was one of horror, pain and misery for where had gone brutal tyrany there was now lawless chaos, dull normality had been replaced with debauched horror and limiting certainty had been eschewed in favour of total chance. What happened to the three is far from certain but few doubt they met their end in a manner most similar to their predecessors, a final freedom granted. The Freedom from Life. 5 The Chain of Madness Magical Trinket, Artefact



One of the three parts of the Anarchists Chain, this particular piece inspired insanity and terror in those who feel its touch.

The Chain of Madness is a Magical Trinket that is worn on the arm.

A Glimpse Insane: As a Bonus Action, the wearer may cast Phantasmal Killer once per Long Rest as a 4th Level Spell. If they do so, they are also targeted by the spell and if they fail the saving throw, they cannot dispel the effect unless Concentration is broken or the duration expires. The DC for the saving throw is 16.



Enhanced: When reunited with another piece of the Anarchists Chain, the effect of the original is improved. Phantasmal Killer is now cast as a 6th Level Spell with a DC of 18.



Part of a Whole: If the Chain of Madness is reunited with another piece of the Anarchists Chain then they merge together seamlessly as though never shattered. It becomes a single item with the ability to utilize the enhanced effects of both pieces.





The Chain of Misfortune Magical Trinket, Artefact



One of the three parts of the Anarchists Chain, this particular piece inspired impossibility and catastrophe in those who fared against its wrath.

The Chain of Misfortune is a Magical Trinket that is worn on the arm.

An Improbable Probability: As a Bonus Action, the wearer may cast Bestow Curse once per Long Rest as a 3rd Level Spell. If they do so, they are also targeted by the spell and if they fail the saving throw, they cannot dispel the effect unless Concentration is broken or the duration expires. The DC for the saving throw is 15.



Enhanced: When reunited with another piece of the Anarchists Chain, the effect of the original is improved. Bestow Curse is now cast as a 5th Level Spell with a DC of 17.



Part of a Whole: If the Chain of Misfortune is reunited with another piece of the Anarchists Chain then they merge together seamlessly as though never shattered. It becomes a single item with the ability to utilize the enhanced effects of both pieces.





The Anarchist's Chain Magical Trinket, Artefact



With all three peices re-united, the Anarchist's chain returns once more to its former glory... bringing with it the ruin that true freedom inevitably leads to.

The Anarchist's Chain is a Magical Trinket that is worn on the arm. It requires Attunement.

Bare the Wild Mind: As a Bonus Action, the wearer may cast Phantasmal Killer, Bestow Curse, or Confusion once per Long Rest as a 9th Level Spell. If they do so, they are also targeted by the spell and if they fail the saving throw, they cannot dispel the effect unless Concentration is broken or the duration expires. The DC for the saving throw is 21.



Unleash Anarchy: If the Chain is ever broken (voluntarily or not) then every creature within 120 feet is effected by the Weird spell for the full duration as if they had failed the saving throw.



The Mendax Oculus "I wonder what whispers through its crystal lens, what madness must it have seen. Enough, perhaps, that truth no longer holds meaning to its labrynthine mind."

Sister Felicia, Scholar for the Church of Oghma

In a world of myth and legend it is of no surprise that there are those to whom uncovering the truth is of the most pressing concern. There are many dangers, both magical and mundane, that exist only because of the ignorance surrounding their nature. Likewise there are those whose very power derives from their secrecy and to whom truth and understanding are utter anathema and it is from souls like these that the Mendax Oculus was formed. Realizing that those who are dedicated to truth would always find it, the creator of this device sought to change the very nature of the concept in its entirety. At first, this simple tool provides accurate translations of any language and can even decrypt complex codes. However, as time passes and the owner begins to rely more and more upon its skill, the messages it reveals will slowly change. This is not some mere enchantment but indeed a powerful spell for it does not just beguile the reader into believing a falsehood. No, it changes the message itself, the words rewriting themselves in such a manner that any who translate it through other means will find only the altered message before them. It is through this that history is re-written by the madmen. Still, it is not even this dark twist that creates such woe, but instead it is how it effects the mind that makes it truly spiteful. Paranoia, hallucinations, psychosis, all these and more are the result of heavy use. Soon the messages warn the owner of plots against his life by the doubting, of betrayal by those he loves and of malice in the hearts of those who profess their loyalty. Finally, as the owner realizes what he has done, his attempts to write a warning for those ahead are maddening, nothing more than symbols of a broken mind etched painfully onto parchment. Only through use of the Oculus can one unearth their meaning and by then it is too late. Those who seek truth are dedicated in the extreme but so too is their arrogance. 6

The Mendax Oculus Magical Trinket, Artefact



The pen is mightier than the sword, the lie more subtle than sin. These words the lens embodies for it is in the shadows that power lies.

The Mendax Oculus is a Magical Trinket.

A Truth Resplendant: When looking through The Mendax Oculus they are able to read any language as though it were in a language they could understand. Furthermore, if the message is written in an established code, then the true meaning of the writing will be revealed.



Through the Mirror Darkly: Whenever The Mendax Oculus is used to interpret writing, the item gains a single charge. The DM should keep track of this and never reveal either their existence or their amount. At any point the DM may spend charge points to activate one of the following effects. The number of charge is unique to the individual.



1 Charge: You may change the contents of a single sentence to say something else. Any changes made this way are permenant.



2 Charge: You may change the contents of a single paragraph to say something else. Any changes made this way are permenant.



3 Charge: You may change the contents of a single page to say something else. Any changes made this way are permenant.



5 Charge: You may change the contents of a single text to say something else. Any changes made this way are permenant.



10 Charge: You may increase the number of charge gained whenever the Oculus is used to two. This effect is repeatable but the cost increases by 10 each time (e.g 3 charge would cost 20, 4 charge would cost 30). This effect is unique to the individual.



20 Charge: This item requires attunement and they cannot willingly give the item away unless Remove Curse or similar magic is employed. This effect is unique to the individual. Khyber's Folly "To see him stood there, plate gleaming in the falling sun, it set our hearts a'flutter indeed. We wept for him, laughed for him and loved for him. Trapped as he was, there was nought he could do but remember what he'd lost."

Lady Petrice, Duchess of Valingrad

There once was a tale of a stalwart guardian who sacrificed everything in service of what he loved. He was, by all reports, a handsome man of wit and charm and to whom cowardice was unknown. Ser Khyber was his name and it is here that his tale will be told. A tournament had been called in a land long lost to legend and many a brave and noble knight travelled far in order to compete. The prize was that victor would serve as Champion to the land, a guardian of the ruling family and protector of the keep. It was a reward many sought after for not only was their great honour in such a task but there were many a tale of carnality in the castle between the Champion and the fair ladies of the keep. For two weeks the festivities took place and the city shook with revelry. Liquor flowed freely, laughter filled the air and everyone gathered to watch the brave knights challenge one another in feats of strength and prowess. 7

One individual in particular stood out, a young man by the name of Khyber who had bested even the greatest knights with vital ease. It wasn't long until everyone was waiting with baited breath for this seeming nobody to be declared the victor. And so it occured, with his final unseating of a legendary Paladin in a joust, that all others conceded to his skill and declared him Champion. The celebration of his triumph was somehow more ecstatic than the proceedings themselves and during the ceremony of his anointing, it was said that doves flew into the very palace as though to signify the peace that would thrive under his vigil. All was not well however for the Lord of the land grew concerned over growing relations between Ser Khyber and his daughter, reputed to be the fairest in the world. Rumours began to appear amongst the servants that the two of them were involved and each telling made the tale more sordid indeed. In desperation the Lord went to Ser Khyber, imploring him to marry her but he was laughed away by the haughty knight. So it was that concern turned to spite and a plot began to emerge. The Lord went to the dungeons where a Warlock awaited justice and offered him a deal, to make him a talisman to protect his daughter in exchange for his freedom. The Warlock agreed and for 6 nights he worked, for 6 nights he studied and for 6 nights he forged and by the end he had craft a most magnificent suit of armour, gleaming blue like the midnight sky and etched with powerful runes. When the Lord saw it he was furious. He had demanded protection for his daughter not a gift for her greatest danger. He ordered the Warlock imprisoned and the next day he was hanged. Still, the Lord was loathe to waste such a beautiful suit and he gave it to Khyber, hoping it would foster some measure of respect between them. Alas, it was not to be for Khyber grew more arrogant still, the armour guarding him from any who would seek to strike him in retaliation. Still, his work could not be slandered though his heart most certainly could. When assassins came for the Lord, Khyber stood against a dozen men as their blows did nought but scratch at the magnificent armour. His blade cleaved many that night and the rest fled in fear of the terrible sight before them. In combination together, the pair proved unbeatable. The months passed as they always do but Khyber grew distraught. Each day that came and went left him in greater pain until one evening he found that he could not remove the armour. He went to the Lord at once who could do no more than shrug and set his wizardly allies upon the task of uncovering a remedy. It was to no avail however and the Lord's daughter was unwilling to show affection to one so afflicted, so Khyber left to find aid elsewhere. He travelled far and eventually discovered an old hermit who seemed proficient in the ways of esoteric magicks. The strange old man agreed to help but during the night he attempted to strike down Khyber. The two fought but as the Hermit launched spell after spell at the Knight, the runes glowed red and the spells did nought to him. Realizing he was bested, the Hermit surrendered and offered to help Khyber in exchange for his life. Khyber accepted and he let the Hermit tend to him. Too late he realized the betrayal as a muttered word by the talented loner saw Khyber's mind assaulted by horrific nightmares of an all-devouring darkness. He fought and fought but it was too much and who he was turned to dust on the wind. The next week, horror struck the kingdom as Khyber returned, silent and stiff and knelt before the Lord. Moments later, the room was bathed in blood and a dozen men lay dead upon the ground. Khyber stood alone, rents in his armour showing nothing beneath the beaten metal, until a man came from the shadows. The Warlock from the Dungeons and the Hermit in the wilds he was and revenge had been his. The pair of them left and so with it went the legend of Khyber's Folly. Khyber's Folly (Dormant) Magical Full-Plate, Artefact



This suit of fine plate gleams as though fresh craft and none can deny the efficacy of its protection.

Khyber's Folly (Dormant) is a suit of Magical Full-Plate that provides a +1 bonus to AC. This item requires Attunement and comes equipped with Greaves, Gauntlets and Helmet.

Awakening: Upon reaching Level Ten and performing a great deed of valour, Khyber's Folly will begin to unlock some of its powers... and dangers. At this point, Khyber's Folly (Dormant) becomes Khyber's Folly (Awakened). 8





Khyber's Folly (Awakened) Magical Full-Plate, Artefact



As though mocking its wearers bravery, the suit locks itself in place, refusing any form of escape as the man within begins to change.

Khyber's Folly (Awakened) is a suit of Magical Full-Plate that provides a +2 bonus to AC. This item requires Attunement and comes equipped with Greaves, Gauntlets and Helmet.

Arcane Weave: Once per Long Rest, when first targeted by a hostile spell, the wearer gains the effect of Globe of Invulnerability for the full duration as though cast at 6th Level. This effect does not require Concentration

A Prison of Choice: The wearer cannot take the armour off unless Remove Curse or similar magic is cast.



Awakening: Upon reaching Level Fifteen and uncovering the Command Word, Khyber's Folly will warp fully into its true nature. At this point, Khyber's Folly (Awakened) becomes Khyber's Folly (Ascendant).

Khyber's Folly (Ascendant) Magical Full-Plate, Artefact



With its potential unleashed, the armour flares into life, assaulting the wearer both mentally and physically until all that remains is nought but a silent killer and perfect guardian.

Khyber's Folly (Ascendant) is a suit of Magical Full-Plate that provides a +3 bonus to AC. This item requires Attunement and comes equipped with Greaves, Gauntlets and Helmet.

Arcane Weave: Once per Long Rest, when first targeted by a hostile spell, the wearer gains the effect of Globe of Invulnerability for the full duration as though cast at 8th Level. This effect does not require Concentration

Eldritch Skin: The wearer of this armour gains Resistance against slashing, piercing and bludgeoning damage from non-magical weapons.



A Prison of Choice: The wearer's physical form is destroyed so that he is nothing more than a soul in plate. Furthermore he immediately suffers the effect of the Feeblemind Spell. If he was not the one to utter the Command Word then whoever did is treated as a trusted ally by the wearer, otherwise the spell works as normal. The effect of this is permenant and cannot be removed unless Divine Intervention from a Greater Deity is received. 9

The Paths Eternal "Whatever sins to which you lay claim, make your peace. Not even an angel repentant can walk through these halls and return at dawn."

Blackjack, Planar Guide Extraordinaire



Inbetween the planes lies the Astral Sea, a roiling tide of all, a seething and idyllic expanse of nothing and everything. It is creation and anihilation, it is home and hell and it is the totality of existence. But if one were to go deeper, to explore beneath what can be, to delve under what is, then they would find everything else. Amongst the chaos they would eventually stumble across a twining black that spreads across it all, leading to an uncountable number of destinations, both possible and not. These are The Paths Eternal and their existence is little more than a myth for to enter such a place is a nigh impossibility, unless one knows how to. Throughout the planes there are portals uncounted, some portable, others set in stone. Much like these do the Onyx Gates appear and in nature they are very similar. Each requires something to open, a password, an object or even a concept thought at the right time but there is a catch. Only those who are not supposed to be can open them, only those to whom fate has turned her gaze can find the breach, only those to whom go where they cannot see. They are fell paradoxes and even the Gods tread wary around them for they represent all that should not exist. Entering it is the easy part however for it is dangerous to walk these paths. They are dark and empty of life, a hall through an abandoned asylum for whispers echo endlessly from all those who have ever braved the journey. No guidance is given, no signs for the lost for that is what one must be to enter, but to step along these smooth stone roads is to travel discovery. There is no record of what has been hidden, for how can there be. All that is lost and forgotten ends up here and at the end of each turning, at the final step of each road, is a door that leads to a place that does not exist, cannot exist... should not exist and sometimes, merely to places that you should not tread. 10

Once within, you must merely travel and choose a gate at random for there is no other guidance to be given. None should fear of time spent here however for time does not exist, an eternity in its shadowed safety is but the blink of an eye elsewhere, a split second that defies reality. That is not to say however, that travel here is tranquil. Far from it in fact, for in these passages a great dark roams free, a mistake buried in the depths, the remnants of a God Insane. It has no name and that is as good a title as any but those who walk these ways speak of it as though it were Oblivion itself. Still, despite the hardships and dangers, many have sought this place out and many have died trying for what it promises are secrets too dangerous to be known and truths that were deceptions till found. And those who return, well... darkness was born somewhere after all. The Paths Eternal Magical Construct, Artefact



All can be reached in these halls if one is mad enough to try. Even Death...

The Paths Eternal are a Magical Construct, impervious to harm from even the most powerful deities. Their access requires use of a specific portal and a desire to go somewhere that cannot, does not or should not exist.

Beneath Eternity: The Paths Eternal lead to everywhere in existence (and many places out of it) at any point in time. There is no guidance nor direction here however and any door you exit through may lead anywhere the DM wishes. Furthermore, time does not exist in this place and should one return through the door you entered then it will be as if you had never left.

The Nameless: Upon entering The Paths Eternal, the DM should roll a D20. On a 1, the group has been noticed and at some point will be attacked by The Nameless (detailed later). It is possible to outrun it but in these eternal passageways, it will always find you. The Nameless Whispers Crawl and Shadows Fall

But there is only I

Nightmares Creep and Angels Weep

Upon this Isle of I



When The Paths Eternal were first discovered, many themselves sought entry. Gods, Angels, Demons, Devils and stranger things wandered its endless roads in search of truth, lie, and all that inbetween. Perhaps it was this sudden surge of life that brought The Nameless, or perhaps it was always here. Regardless, those who soon searched in wonder, fled in fear and those who could not run were devoured by the shadow. Those few who have seen it speak of a towering abomination of shadow and mist that seeps through the cracks in the ground. It's shape appears amorphous and insubstantial but this is a deception, for its blows strike with great force. When it does take form, it looks akin to a vast and regal lord, a crown of spited iron adorning its head. Upon slaying the beast, for such a deed has been achieved by the most powerful, the very Paths turn against you. The ground shakes as though a giant treads upon it and the very earth gives away until only thin bands of land remain to walk upon. To each side falls oblivion and those who make that descent are never to be seen again. Great iron spikes erupt from the ground, skewering the unwary, and unless one makes it to a gate quickly, the world will collpase around them. There are those whom talk in whispers that The Nameless is a God, akin to Ao. His mirror image just as the Paths are a mirror to possibility. Such is heresy however and few speak it for fear of drawing wrath from above. But if it is indeed such a creature then, no matter how powerful it is, it can be slain. A great day that would be, or perhaps the worst disaster to ever befall reality. 11















The Nameless Gargantuan undead, unaligned Armor Class 20

20 Hit Points 700 (40d20 + 280)

700 (40d20 + 280) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 24 (+7) 30 (+10) 24 (+7) 2 (-4) 20 (+5) 2 (-4) Saving Throws Cha +5, Int +5, Wis +14

Cha +5, Int +5, Wis +14 Skills Perception +14, Stealth +19

Perception +14, Stealth +19 Damage Immunities necrotic, poison, bludgeoning, piercing, and slashing damage from nonmagical weapons

necrotic, poison, bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Vulnerabilities psychic

psychic Condition Immunities frightened, charmed, stunned, prone, poisoned, petrified

frightened, charmed, stunned, prone, poisoned, petrified Senses truesight 120ft., passive Perception 24

truesight 120ft., passive Perception 24 Languages Understands all languages but doesn't speak

Understands all languages but doesn't speak Challenge 29 (135,000 XP) Legendary Resistance (3/Day). If The Nameless fails a saving throw, it can choose to succeed instead. Magic Resistance. The Nameless has advantage on saving throws against spells and other magical effects. A Glimpse and Nothing More. The Nameless can never truly die. Should its physical form ever be destroyed, the very Paths will turn against the agressor for they are one and the same. The Nameless will then reform the next time a creature enters The Paths Eternal unless a way can be found to slay it for good. Actions Multiattack. The Nameless can use its Frightful Presence. It then makes four attacks: one with its soul flense and three with its slam. It can use revitalize instead of its soul flense. Soul Flense. The Nameless targets one creature it can see within 120 feet. The target must make a DC 20 Wisdom saving throw or take 44 (8d10) necrotic damage and gain vulnerability to necrotic damage until the end of The Nameless' next turn. Slam. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 29 (4d10 + 7) bludgeoning damage and 27 (6d8) necrotic damage. Devour. The Nameless targets any creature in The Paths Eternal that it is aware of. The target must make a DC 20 Wisdom saving throw or have its psyche pulled into The Nameless. The targets body becomes comatose and it takes 49 (14d6) psychic damage at the start of each of The Nameless' turns. The creature inside is trapped until The Nameless has been "slain" or until the target has died. The Nameless may only have one creature trapped in such a fashion at a time. Revitalize The Nameless feeds on the trapped psyche, regaining hitpoints equal to the damage dealt by its devour ability this turn. The trapped creature may repeat the Wisdom saving throw when this occurs, escaping back into its body on a success. Frightful Presence. Each creature of The Nameless' choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if The Nameless is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends, the creature is immune to The Nameless' Frightful Presence until they next re-enter The Paths Eternal. Legendary Actions The Nameless can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nameless regains spent legendary actions at the start of its turn. Attack The Nameless makes one slam attack. Tread Infinity The Nameless may appear anywhere in The Paths Eternal Revitalize (Costs 2 Actions) The Nameless uses the revitalize action. 12

Neverwear "There is a balance to this world, a rule that cannot be ignored.

That one cannot create life from nought.

All that lives comes at the cost of anothers death.

So it must be."

Meredith, High Judge of the Universal



Once upon a midnight dreary, sat a madman, weak and weary

Pouring over a book that detailed ancient and forgotten lore

As he whispered, barely woken, suddenly a word was spoken

As though some ward rested broken, broken on his tower floor

“Tis some devilry” he muttered “spoken on my tower floor

Only this and nothing more.”



Ah, disgusted he dismembered, as he lost what he remembered;

As a belated shattered mutter crept its way on up the stair.

Eagerly he spoke and stated; as he called upon the Hated

Giving no thought to his fated, fated death by loved Sinclair

For the rare and radiant maiden whom the angels named Sinclair

Nameless here and everywhere.



And came murmurs, mad, and screaming within each point painted dreaming

scorned him- warned him with the nightmare truth he’d never known before

But he spoke, these words unspoken by the mad, he had awoken

“Tis some devilry misspoken darkly on my tower floor

Some black incanting misspoken darkly on my tower floor;

This it is and nothing more.”



Understanding of the peril, he did summon something feral

“You” said he, “must save me, truly I’m afearing of my soul;

For once from Death I’ve woken, and there’s something in me broken

Something few have loudly spoken, spoken on this tower floor,

That I scarce can come to terms with hence the markings on the floor”

The Hated watched and nothing more



Deep into the Hated peering, long he stood there wondering, fearing

Doubting, dreaming dreams that never mortal should have come to dare

But the silence stayed unbroken, and the Hated gave no token

And the only word there spoken was the whispered word “Sinclair”

This he whispered, and an echo murmured back the word “Sinclair”

Merely this, with beauty fair



Back against the wall he rested, all his soul within him tested

Soon again he heard it spoken somewhat louder than before;

“Surely” said he, “surely there is truth or something that you claim to know;

Please let me see, all that you’ll show, and this mystery explore

Let my heart be still a moment and this mystery explore;

Just the truth, and nothing more!”



Right here he pressed the Hated, when, it seemed the dark abated

And from shadow wove a nightmare from the forgotten days of yore;

Just a thing of fear and terror here, an object made in error here;

Haft with grace of gold and veneer, now upon my tower floor

Lain upon a symbol painted, resting on my tower floor

Still, and dark, and nothing more



Then the Hated said beguiling his great terror into smiling

Telling of the power granted by the shroud both dark and fair,

“From a death this grants a haven, though,” he said, “for just a craven”

As there’s due towards the Raven who doth soar in Reapers Lair.”

“Tell me what this objects name is that doth hide in Deaths own Lair”

Quoth the Hated “Neverwear” 13

Neverwear Magical Cloak, Artefact



One cannot hide from the Reaper, one can merely placate it. Eventually Death will come knocking... and she will have her due.

Neverwear is a Magical Cloak that provides a +2 bonus to AC and Saving Throws. This item requires Attunement.

A Brief Respite: Should the wearer die they will instead be stabilized. This ability can only be activated once the sacrifice for any previous uses of this ability has been made.

Death's Due: Once he has been stabilized in this manner, the wearer has a week to sacrifice another sentient being to Death. The depravity and cruelty of this ritual is left up to the DM in question. Should they fail to do so then the Cloak will restrict around their neck until they choke to death, moving on after to its next victim. This cloak can only be unattuned if you are dead. Swansong "Come forth with me against the night, come forth on wings of bone and dust. Come forth for wrought and ruin and ride the apocalypse, for I am Anihilation.

And I start with mine own self."

Unknown Knight of the Songbird



When faced with overwhelming odds, people have always resorted to the insane and mad in order to prevail. No more a finer example of this exists than Swansong for it was born of a last hope, a dwindling candle in the dark that would engulf their world in fire. Originally there were many of these devices and they found their origin in The Morning War. For three hundred years, battle raged between man and orc and no further end was in sight. The casulties were counted in the tens of thousands and success was measured in inches as the lines between the two forces shifted imperceptibly. Culture and art had long since died and society existed in a perpetual state of conflict, a morbid focus on an inevitable end that could not be achieved. All this changed when the new orc king came to power for he was a tactician without peer and under his watch the orcs adopted revolutionary strategies and technologies. Mankind found itself hard-pressed and they began to crumble against the onslaught. Panic soon spread through the armies and deserters fled in their thousands, cities lay abandoned and only the Knights of the Land, those sworn to protect against evil on their very souls, stood left on the field. One by one these brave knights fell, each life costing humanity unbearably. Finally, Lady Nightingale, Knight-Commander for the Order of the Songbird, reached out to the outcast. Wizards of necromantic talent, sorcerers of insane power and mortals bound to darker beings. To each she promised amnesty and with each she spent their full talents in producing a weapon that would win the day. She returned to her Keep bearing a small bag, filled with silver rings and to each of her men she gave one. The men were filled with power as eldritch magic fuelled their every move. Strength beyond the ken of giant-kind lurked behind each swing and they moved so fast that barely blurs could be seen. To each she had given them the power to fight against armies, to do battle such that bards would sing. To each she had wrote their swansong. Across the land, stories spread of lone men destroying whole divisions of orcs, moving faster than was possible through their ranks as corpses lay behind them. Cities were left ablaze as gates lay sundered by single blows and horror thrived as atrocity after atrocity was commited in the name of survival. Despite this, humanity was still being pushed back and even worse, her men were dying. Not by orc blade or spell were they lain low but by infernal fire that burned them from within. The strength they wielded needed a source and the fuel for their fire was their lifeforce, and each day saw more and more of them succumb to the curse, the source shattering once their feeding was finished. In desperation, Lady Nightingale demanded more rings and conscripted the other knightly orders, sending them as assassins against the orc leadership rather than waste their talents on general battle. 14

Soon, the orcs were pushed back for wherever their generals hid, they were soon found and destroyed. Castles built to stand against armies were reduced to rubble in a night and even the orc capital was not safe. Eventually the king was slain by "shadows" that left the throneroom bathed in blood and the war was over, the orcs retreated and humanity celebrated. But the soldiers bearing these rings still remained and as the orcs retreated they followed. The Knight-Commanders ordered their men back and when they were ignored they sent troops to collect them. None returned alive. For a nation just returned to peace, this was a nightmare and so the country's leaders hid the story, covering it up and blaming the results on orc marauders and bandits. Eventually each of these twisted madmen burned themselves out and their rings went with them but the power of these devices was too much to be left to chance. Lady Nightingale and all those involved in their creation were hanged as traitors and all records of their existence were destroyed.

Still, evil always has a way, madness, a will.

And desperation is forever around the corner. Swansong Magical Ring, Artefact



Death in Duty, Sacrifice in Honour, Damnation for the Greater Good

Swansong is a Magical Ring. This item requires Attunement.

I Am Legion: The wearer of Swansong has their Stength, Dexterity and Constituion set to 30. They also benefit permenantly from the Haste spell.

Soulforge:The GM should keep a note of the characters original Constitution score before they put on the ring. Each day that goes by wearing this ring see's that score reduce by 1 permenantly. When this reaches 0, the characters burns up and is slain while the ring is destroyed in the process. The ring cannot be removed by any means once it has been attuned. The Revenant Encarmine "Genius and madness are two sides of the same coin or so they say. Love and hate, even good and evil are as well, according to our teachers but when we were born, brother. Which side of the coin do you think I faced?

Which one of us stood on the side of Hell?"

Prince Cain, Accursed Kin-Slayer



No matter where you go, no matter when you travel, betrayal has always stood out as a sin so dark there can be no redemption. History is replete with men whose souls are stained with the act and to whom even the most benevolent of gods abhor. There is however, an act so vile as to shock even the lords of hell and it is of this we speak. Long ago there was a land newly graced by life, to whom peace was all they had ever truly known. Their world was one of prosperity and bounty and those who brokered misdeed were not punished with death but with life, a life facing the crime they had commited. The blackest crime of which one could be convicted was that of traitor, one who worked against their friends for their own gain and the punishment for this crime was to be marked with the Revenant, a shrieking skull tattooed onto the skin and eyes branded on with fire. Those who saw such a symbol would know that they dealt with the worst of their kind and so they lived in despair yet dead in the eyes of their fellows. Truly there were accursed in the sight of God. Still, these moments were rare and so life was pleasant, almost idyllic and when it was announced that the king lay dead there was great sorrow indeed for he had been a beloved man. He had left behind two sons, twins from birth, to rule in his stead and these were Cain and Abel. None denied them their right for all knew them to be good men, strong men who would lead with both justice and kindness. Faced with the problem of who should inherit the title of king, the pair agreed that neither would and instead they would both work as equals, both as princes of the land to whom they guarded and for many a year this proved wise. Abel was a compassionate soul who cared greatly for the individual and made frequent visits to the poor and infirm, and under his watch the arts and science flourished. Cain possessed a shrewd acumen and cutting with, negotiating with merchants from far-off lands and destroying those who bought their blades against him with equal ease. Under his care there was security and wealth like never before. But as time passed on by, Cain grew dark with envy of his brother. Abel was seen everyday amids the people and they loved him while Cain was forced to labour inside, writing treatise and directing strategy. This all came to a head on the day of their 15th Anniversary for when they stood before their people, there were cheers and screams of joy. "All hail King Abel" they shouted and Cain burned with shame. With fury he faced his brother when they returned indoors and the two fought like never before. Servants fled from Cain's wrath and the guards held baited breaths, fearing that such discourse could only end in the two brothers fracturing. It seemed that no end was in sight between the twin princes but all was saved by the emergence of an exhausted messenger, his skin bruised and cut and his clothing stained with the dust of the road. Cain and Abel paused long enough to hear him out and when they did all thought of their disagreement dissapeared. An army was approaching, vast in size and scope and led by a terrible and cruel man. They had grown dark in desire for the wealth of the twin prince's empire and they came with no other thought than to leave the land in fire and ruin. With great speed Cain marshalled the soldiers and generals, supply lines were set up and the gleaming legions marched to war. Abel rode with his brother, both clad in beautiful suits of armour, gleaming gold and silver for Abel and fearsome red and black for Cain. When they arrived, the slaughter soon began as arrow and witchfire rained from the sky to the sounds of the beating drums of war. Metal clashed against metal and screams echoed endlessly around as the carnage grew more brutal with every passing second. 15

16 The two brothers majestic found themselves in the heart of storm, facing off against the leader of the enemy host. He was a towering man, a beast of muscle and scar tissue and he dwarfed the kindred before him. With a roar he raised his axe and Cain darted beneath the blow as Abel took it solidly on his shield. The three fought for nearly an hour, a legendary fight that bards would sing for centuries, and it came to an end when Cain leapt onto his back, gripping the edge of his blade in a broken gauntlet staining rapidly with blood, and pulling it across the barbarians throat. With a roar, the giant reeled back and Abel struck, lancing his spear through the throat and with that the battle was won, the horde dissapated and their leader bled out onto the ground. Roars of victory soon dominated the field as blades crashed against shield. Cheers erupted from the surviving men and Abels name was shouted to the very heavens. Cain broke inside, looking at all that he had achieved stolen by his kin without intent or effort. He grasped his blade and stalked towards Abel, who was lost in the screams of the crowd, and with a single thrust, pierced his brothers heart with his silvered blade. At once there was silence, all staring at Cain in horror as his blade turned black against the betryal. Abel struggled for words, blood dripping from the corner of his mouth, until he finally sank to his knees. A single blow later and his head flew through the air, landing in the dirt beside the corpse of the warlord just slain. Cain was brought back in chains and before a people almost insane with rage he was tried. The Brand of the Revenant was brought forth but added to it was a crown of blood drops, burned into his flesh as a sign that amongst the bastard traitors, Cain stood as prince in tatters. He was sent into exile and banished forever, forced to eke out a beggars life in the streets of cities foreign to him. So it is here that his tale ought to have ended. But the hate of an entire nation is a strong thing, a feral thing. That mark embodied the loathing of an entire people and to the shadows at the edge of sight, it was a most enticing promise. A creature known only as The Dark saw this flicking night in the midst of a beautiful world and took notice, feeding the rage and pain within Cain, turning him into the monster that the world was all too happy to see him as. And that is the end of our tale for none ever survived long enough to learn what exactly Cain had become. Some say that his agony at life led to his own hand ending himself while others insist that he stalks the planes to this day, forced to wander the land in search of a haven from gods own fury. But The Dark, The Dark is always watching for those who tread the same step and to those who follow such madness, The Revenant Encarmine awaits their soul. The Revenant Encarmine Magical Tattoo, Artefact



Kin-Slayer is a title with an edge. For many it inspires hate and rage but amidst the shadows there is only respect for one so demented.

The Revenant Encarmine is a Magical Tattoo that provides a +2 bonus to Saving Throws. This item requires Attunement and can only be equipped by one who has slain family.

Cursed By Thine Own Hand: The wearer of The Revenant Encarmine has advantage against any creature with whom he shares race and gains his class level in temporary hitpoints whenever he slays such a creature. Furthermore any attack against someone who shares a blood relation with the wearer ignores Resistances and Immunities.

Blood-Traitor: Anyone who sees The Revenant Encarmine will know exactly what it is, even if no prior knowledge existed. Any Paladin, Cleric or other Agent of the Divine will recognize the bearer of such a scar even without seeing it and the results will usually be violent. The Revenant Encarmine can only be removed if forgiveness is received from the victim that first caused this curse.

17 The Devil's Dice "There are some who say that victory is worth any price, that success crosses all lines...

But if that were true, what then does that say about us if the Devil himself chose defeat over the greatest sin."

Abraxus, Infernal Scholar



Many a tale is told of deals made at crossroads with demons and devil alike, stories of prayers of the blackest sort directed towards the depths. Plenty of these hold a ring of truth for it is indeed the case that the fiends from hell are more than happy to take their due in exchange for a small favour. Once however, there was a gambler who challenged the Lord of Sin to a game, pledging his immortal soul if he lost. The Devil of course accepted, glad to relieve the tedium that eternal imprisonment provided and in exchange proffered up his blessing should he be bested. And as such, the two players faced each other and for days dice rolled, pieces moved and riddles were exchanged. Eventually, the Devil raised his hands in defeat and in admiration fulfilled his end of the agreement, imbuing the dice that had bested him at last with his dark fortune. Any piece of any board these dice could become and as long as luck was involved, success would be guaranteed. Now this gambler was an adventurer of some renown but he was a foolish man, quick with coin and free in his belief of the next sob story that he heard. As such he took no suspicion at this reward that had been so easily earned from the Father of Lies himself. He went out into the world and success was his. The first tavern he went to he gambled and every game he played was his, so much so that he was forced out of the town for being a witch. The next city was much the same, and so was the one after that. Finally, he found himself in a possession of a fortune so great he could not imagine spending it. He settled down on his winnings and became quite a local legend and so when war broke, he was called by the local lord for advice. Strategy for the war was being planned on a large map and without thinking he took out his "lucky" token, shaped into the form of war, and placed it on the map, helping the generals devise strategy until the early hours of the morning. Over the following days, their armies won victory after victory as it seemed the very weather turned against them, the earth roiling at their feet. Everything from earthquakes to plague struck their foes and soon they had routed. Luck herself had blessed them on this endeavour. But such tragic defeat inspires desperation and so it was here. The enemy were so weak they turned to any that could aid them and so listened the demons and devils of the depths. Monsters tore through the land as Diabolists unleashed their art upon the world. Though victory had been won, the cost was so much worse than defeat. Fearing what would come next, the adventurer fled but as he ran in terror he noticed that in every city he'd visited, great tragedy had befallen them.

18 Suicides, riots, pain and suffering, all these and more had been left in his wake. Disgusted that somehow he had been involved in this, he threw the dice away and a split second later, a bolt of lightning flashed out of the sky and dead he lay upon the ground. The dice of course were found and wherever they went, great fortune followed, but so to did misery come in its wake. Deaths piled up and all the while the Devil laughed for in the end, the adventurer had lost the game. The most important game of all. The Game of Choice The Devil's Dice Magical Trinket, Artefact



Beware the Devil's Deal, for they're never finished till your dead

The Devil's Dice are a Magical Trinket. This item requires Attunement.

Tricked By Fate: The owner of The Devil's Dice gains the Lucky feat. if they already have this feat then they gain 3 more Luck points. Furthermore, this artefact can become any small piece for a game or board and if used in such a manner then the owner is guaranteed victory.



A Double-Edged Sword: The DM gains access to 3 Misfortune points which are used in exactly the same way but for the monsters. The DM can also come up with other disasters to be inflicted via the expenditure of these points. Every time this Artefact is used to ensure success, the DM should create an opposing disaster, increasing in severity depending on how much the owner gained from his succcess.



Till Death Do Us Part: This Artefact has to be given away in order to be unattuned safely, otherwise the owner will suffer increasingly bad luck (at the DM's Discretion) until a remedy is found.