Here are three winter/holiday themed items to use in your very own Cinder Claws adventures - the black wreath, enchanted mistletoe, and ice piercers.
Happy Holidays to All!
Black Wreath: Init +3; Atk tongue +5
melee (entrap); AC 9; HD 3d6; MV 0’; Act 1d20; SP strength drain, “death”
throes; SV Fort +5, Ref -5, Will +12; AL C.
The black
wreath appears as any other decorated Yuletide wreath, save none can remember
placing it, and those succeeding in a Luck check feel vaguely uneasy about it.
Those red berries? They are actually all eyes. The black wreath is an extension
of an interdimensional creature, an organ both for sensing what is nearby in
our dimension, and for feeding on it.
The black
wreath can extrude a sticky green “tongue” through the hollow center of the
wreath (this tongue actually comes from the creature’s own dimension) to a
distance of 15’. Any creature struck by the tongue is held fast. A creature can
attempt a DC 10 Strength check to avoid being pulled 10’ closer to the wreath, or
a DC 15 Strength check to break free, but each attempt uses an Action Die. A Mighty
Deed with a value of 5+ can also force the creature to release its victim.
Any creature
brought within 5’ of the wreath while attached to the tongue takes 1d3
temporary Strength damage per round. If brought within contact with the wreath,
this damage increases to 1d5 temporary Strength damage per round. The victim
becomes darker as this damage is taken, as though cast into deep shadow; normal
color returns only as the damage is healed. A victim reduced to 0 Strength
becomes a blackened cinder as its life force is sucked away. Should the victim
somehow survive (due to a Recover the body check and a kind-hearted judge),
half the Strength damage taken is permanent, and the character remains forever
the color of burnt umber.
If the black
wreath is reduced to 0 hp, it is not slain, but withdraws completely to its own
dimension. Any entrapped victim gains a last DC 20 Strength check to escape, or
is pulled into the other dimension with the wreath.
Enchanted Mistletoe: The fool who steps
beneath this holiday sprig is instantly paralyzed, unless he succeeds on a Will
save DC 20. Paralysis lasts until the character dies, the mistletoe is removed,
the magic of the mistletoe breaks down (1d7 weeks), or the character is kissed.
Well, a mouth makes contact with the character. Being bit will do.
While
paralyzed, the character automatically fails Will saves. His AC is equal to his
armor bonus only, discounting any shield.
Ice Piercer: Init -4; Atk pierce +4
melee (1d4); AC 12; HD 1d4; MV 5’ or climb 5’; Act 1d20; SP camouflage, immune
to cold and mind-affecting, double damage from heat and fire; SV Fort +4, Ref +0, Will +0; AL N.
This strange
creature is made of ice, appearing like nothing more than a large icicle. It
holds to its perch with a flexible “foot” made of slushy snow. Hidden among
natural icicles, it surprises the unwary with a 5 in 6 chance, dropping down in
an attempt to pierce creatures. Should it fail, it must make its slow way back
up to ceiling or eaves, where it can drop again. No one knows why ice piercers
form. No one knows why they attack – they certainly do not eat their victims! They
usually melt away in the spring, and perhaps will not even form again in the
same place when the weather turns cold again.