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Ring of DaagonFront
A finely carved ring of copper, coated in verdigris and always a little damp. Its shape is that of a strange, reptilian creature devouring its own tail.
When you don the Ring, you feel the presence of every body of water within a few miles, natural or not, even if it is underground.
When you wear the Ring and caress its reptilian head, the air around you becomes damper and cooler. If you continue to caress it for a minute or so, a mist gathers near the ground and grows higher and thicker as long as you continue. A few minutes of caressing the Ring will blanket your immediate surroundings in thick, obscuring fog. Half an hour will blanket the countryside. The fog persists for as long as you caress the Ring, and then dissipates naturally based on the prevailing weather.
When you have used the Ring to summon an obscuring fog and a named creature dies within that fog, the Ring will ask you (silently, in your mind, not so much with words as with a deep longing) May I take this one? Should you assent, the creature's body will be gone—vanished into the mists—as soon as no mortal is directly paying it heed. The first time this happens during each fog you summon, mark 1:
When you make the last mark, you unlock the ring's mysteries and may Call Up the Deep Ones (see reverse) while wearing the ring. The ring itself becomes a follower.
The Ring
Cost devouring fallen, named creatures (Loyalty ◇◇◇ )
Instinct to give nothing (not even secrets or info) away
- Speak mind-to-mind
- Reveal a secret, for a price
- Know someone's desires front
Reverse
Call up the Deep Ones
When you stand in heavy fog or before deep water and call on the servants of Daagon to serve you, spend 1 Loyalty or mark a consequence and they appear. Treat them as followers, sharing a pool of Loyalty with the Ring itself. You can always choose to mark a consequence in lieu of spending their Loyalty.
Servant of Daagon
Instinct to devour
Each time you Call Up the Deep Ones, roll five d4s and assign each to a different aspect:
_____ Tags: 1 = +craven; 2 = +ravenous; 3 = +cunning; 4 = +exceptional (roll +2 for moves instead of +1)
_____ No. Appearing: 1 = horde (quantity , HP 3, damage ); 2-3 = group (quantity ), HP 6, damage ); 4 = solitary (HP 12, damage ).
_____ Size: 1 = small (-2 HP, -2 damage, hand); 2-3 = medium (close); 4 = large (+4 HP, +1 damage, close, reach).
_____ Traits: choose a number equal to the assigned die.
blubbery/scaly hide (2 armor) +stealthy and +cautious
powerful (+2 damage, forceful) tentacles/pincers, etc. (reach, grabby)
big claws/fangs (1 piercing, messy) projectiles (+near)
_____ Moves: choose a number equal to the assigned die.
• Wriggle free of danger/restraint Heal at a prodigious rate
• Smother/constrict/engulf them Dissolve organic material
• Mesmerize the weak-willed Paralyze them with venom
When you send them back whence they came, roll +CHA: on a 10+, they go, now; on a 7-9, they go, but take their time and likely do some harm on their way; on a 6-, spend their Loyalty or mark a consequence and they'll eventually go (as on a 7-9); otherwise, this batch breaks free of your control and are no longer followers.
Consequences
Mark consequences as they apply.