Malady lock: Difference between revisions

From DivNull RPG
Jump to: navigation, search
imported>Wordman
mNo edit summary
imported>Wordman
mNo edit summary
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
Constructed specifically to combat the necromantic disease known as the [[Malady]], the ''malady lock'' calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith's emergence, but the disease soon caused problems within the Dread One's own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.
__NOTOC__
Constructed specifically to combat the necromantic disease known as the Malady, the ''malady lock'' calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith’s emergence, but the disease soon caused problems within the Dread One’s own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.


The ''lock'' is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, it renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.
The lock is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, the lock renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.  


To attune to the box, the user must meet the following requirements:
The malady lock can trigger the following moves:


* They must be in physical contact with the box.
===Unleash the Malady===
* They must be capable of casting both arcane and divine spells.
* They must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).


An attuned user can voluntarily place a good deal of their own blood into the box (3d6 damage) to issue one command to the lock. Multiple commands may be delivered each day, but each must be paid for in blood. The disease responds to the following commands:
When '''you open the malady lock when the disease is fully contained''', the Malady escapes and, in a burst of necromantic energy, everyone nearby is infected with the Malady and you instantly die. You rise as a ghost a few hours later.  


* "Rest" causes all infected with the Malady to become non-contagious until the sun next rises. This command may be issued any time.
===Attune to the Lock===
* "Stop" makes the Malady very vulnerable to disease curing magic. If a ''remove disease'' is cast on someone infected with the Malady, all others infected with the Malady within 100' of the casting are also cured. This command may be issued any time.
* "Spread" invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as "Rest".
* "Reveal" allows the attuned user to instantly know the location of every being infected with the Malady until the sun next rises. This command may be issued any time.
* "Look" allows the attuned user to instantly see through the eyes of any being infected with the Malady he or she is aware of (including knowledge gained from a "Reveal") for the next 10 minutes. This command may be issued at any time.
* "Shelter" commands the Malady to return to the box on which the ''malady lock'' is mounted. This command can only be issued if less than 100 beings are infected. Any that remain must make a Fort save (DC 15) or die instantly, as the Malady kills them out of spite.


The Malady lock can be opened by a Disable Device check (DC 30); however, any character who opens the lock when the Malady is inside is immediately bathed in necromantic energy as the disease escapes. This is similar to a ''destruction'' spell cast by a 20th level caster. Characters slain in this way rise as ghosts a few hours later. The disease automatically infects every living creature within 60' (no save, but may be cured as normal).
When '''you commune with the box on which the malady lock is mounted for several hours''', you may attune to the lock provided you meet the requirements. If you do, you gain access to the Command the Malady move. The requirements are as follows:


Currently, the ''lock'' is mounted onto a simple ebony box, lined with unbleached cotton. Blood from long ago has dried onto the lining.
* You must be in physical contact with the box.
* You must be capable of casting both arcane and divine spells.
* You must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).  


[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Pathfinder| ]]
===Feed the Lock===
 
When '''you feed the malady lock your blood''', take 1d4 damage and roll+CHA. For each additional person who feeds blood to the lock, take +1 on this roll (max +6). On a 10+, hold three. Spend hold to issue commands to the Malady. On a 7-9, hold one, but select one choice from the list. On a miss, in addition to whatever else happens, select a choice from the list:
 
* No one can feed the lock any more blood today.
* The lock sucks the life out of a nearby npc (GM’s choice).
* You gain a random debility, which cannot be healed until the Malady is returned to the box on which the lock is mounted.
 
===Command the Malady===
 
When '''you command the Malady''', choose one of the following commands:
 
* “Rest” causes all infected with the Malady to become non-contagious until the sun next rises.
* “Stop” makes the Malady very vulnerable to disease curing magic. If someone is cured of the malady, all infected nearby are also cured.
* “Spread” invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as “Rest”.
* “Reveal” allows you to instantly know the location of every being infected with the Malady until the sun next rises.
* “Look” allows you to see instantly through the eyes of any being infected with the Malady you know of (including knowledge gained from a “Reveal”) for the next 10 minutes.
 
===Contain the Malady===
 
When the Malady infects less than one hundred beings, the following command is added to the list of those that can be issued:
 
* “Shelter” commands the Malady to return to the box on which the malady lock is mounted. Any infected that remain die instantly, as the Malady kills them out of spite.
 
[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Dungeon World| ]]

Latest revision as of 06:31, 26 November 2020

Constructed specifically to combat the necromantic disease known as the Malady, the malady lock calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith’s emergence, but the disease soon caused problems within the Dread One’s own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.

The lock is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, the lock renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.

The malady lock can trigger the following moves:

Unleash the Malady

When you open the malady lock when the disease is fully contained, the Malady escapes and, in a burst of necromantic energy, everyone nearby is infected with the Malady and you instantly die. You rise as a ghost a few hours later.

Attune to the Lock

When you commune with the box on which the malady lock is mounted for several hours, you may attune to the lock provided you meet the requirements. If you do, you gain access to the Command the Malady move. The requirements are as follows:

  • You must be in physical contact with the box.
  • You must be capable of casting both arcane and divine spells.
  • You must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).

Feed the Lock

When you feed the malady lock your blood, take 1d4 damage and roll+CHA. For each additional person who feeds blood to the lock, take +1 on this roll (max +6). On a 10+, hold three. Spend hold to issue commands to the Malady. On a 7-9, hold one, but select one choice from the list. On a miss, in addition to whatever else happens, select a choice from the list:

  • No one can feed the lock any more blood today.
  • The lock sucks the life out of a nearby npc (GM’s choice).
  • You gain a random debility, which cannot be healed until the Malady is returned to the box on which the lock is mounted.

Command the Malady

When you command the Malady, choose one of the following commands:

  • “Rest” causes all infected with the Malady to become non-contagious until the sun next rises.
  • “Stop” makes the Malady very vulnerable to disease curing magic. If someone is cured of the malady, all infected nearby are also cured.
  • “Spread” invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as “Rest”.
  • “Reveal” allows you to instantly know the location of every being infected with the Malady until the sun next rises.
  • “Look” allows you to see instantly through the eyes of any being infected with the Malady you know of (including knowledge gained from a “Reveal”) for the next 10 minutes.

Contain the Malady

When the Malady infects less than one hundred beings, the following command is added to the list of those that can be issued:

  • “Shelter” commands the Malady to return to the box on which the malady lock is mounted. Any infected that remain die instantly, as the Malady kills them out of spite.