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View Full Version : D&D 4e Doubly Intelligent Artifact: Mulvera Stone (Wondorous Item)



Thajocoth
2017-01-26, 02:17 PM
The Mulvera Stone appears to be an ordinary, smooth, shiny black rock. It's only about 1" x 3/4" x 1/2" in size. Ambient effect require only that the person has it. Powers require it to be held in a hand to use.

History (That the players will only find out if they get a really lucky check, since none are trained (or decent) in history (or any other knowledge skill), or if they help Mulvera's sanity and ask him.):

An eladrin wizard specializing in rituals once created a large form of protection around the city he lived in and its surrounding areas to stop a very bloody war... But this required a lot of power. He spent a lot of time after this finding ways to tap into various power sources to fuel his spell and keep it going. He managed to tap into some ambient divine energy and pipe in arcana directly from the elemental chaos itself. (Some of that energy was siphoned off to sustain the portal to the elemental chaos that his pipe was crossing through.)

Mulvera's constant search eventually resulted in him opening a portal to the Outside. He studied what he found as best he could, but its influence started to overtake him and transform him into a foulspawn. When his son, Mulvera Jr, saw what had become of his father, he used his arcane knowledge to trap his father in a small stone & closed his father's portal to the Outside.

Mulvera Jr worked hard to try to restore his father's sanity to bring him back.

When some very negative side effects of the large protective barrier started to come to light, Mulvera Jr wound up getting slain by a group of adventurers, and the Mulvera Stone was lost.

-

After Mulvera Jr took over his father's protective bubble, he piped in some primal energy and started looking at decreasing the size of the bubble to make it more manageable, which meant a lot of people losing that protection and wars getting started again. People inside the bubble also started to have more trouble growing crops and having kids than before, and many had been losing their faiths as the bubble was absorbing divine energy to function, mostly removing miracles from the area and making the region invisible to the gods. The bubble was also spilling out raw arcana from an unplugged hole on its northernmost end, creating severe weather up there.

Before he could make it smaller, he was slain & the adventurers closed the portal to the elemental chaos, ending the spell. As the spell ended, the bubble popped, releasing its energy across the region and wreaking general havoc, not just in the primary plane, but in the equivalent regions of the Feywild and Shadowfell as well, with some things getting teleported between these three planes. War broke out pretty much immediately.

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The stone has two concordances. One for the sane Mulvera, and one for the foulspawn Mulvera.

+1 Foulspawn Concordance/-1 Eladrin Concordance:
* Use Aberrant Transformation (Item Daily given at 16-20 Foulspawn Concordance)
* Kill a natural creature (1/day)
* Use an ability with a Psionic power source (1/day)
* Help spread the Outside's corruption in some way

+1 Eladrin Concordance/-1 Foulspawn Concordance:
* Cast a ritual that doesn't connect to the Outside (1/day)
* Kill an aberration (1/day)
* Use an ability with an Arcane power source (1/day)
* Help stop the Outside's corruption in some way

Gain a level:
* Roll 1d20. If 11-20, add the result - 10 to Eladrin Concordance and subtract the same from Foulspawn Concordance. Otherwise add the result to Foulspawn Concordance and subtract the same from Eladrin Concordance.
DM's Note: The usual +1d10 on level gained doesn't quite work because which way do I add it? This way, it still adds 1-10 one way or the other & the two stay balanced.

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The stone starts at 10|10 concordance with the following effects:
* +1 Will
* +1 Dungeoneering
* You know Deep Speech

At this level, the intelligence inside the stone babbles and doesn't seem to make much sense... But occasionally something useful for dungeoneering is told to the stone's holder via deep speech, hence the +1 dungeoneering.

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Eladrin Angered: Nothing, as he practically doesn't exist at this point.

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Eladrin Unsatisfied: You lose the +1 bonus to Dungeoneering, as he stops giving you useful information.

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Eladrin Satisfied:
* +1 Arcana
* +1 History
* +3 Dungeoneering (instead of +1)
* You know Elven
* You become proficient with longswords (He tells you how to hold one right.)
* Daily: Remove Affliction or Cure Disease without component cost. (Still requires the time and the roll.)
* Daily: Fey Step

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Eladrin Pleased:
* +2 Arcana (instead of +1)
* +2 History (instead of +1)
* +5 Dungeoneering (instead of +3)
* You can trance instead of sleep
* +5 to rolls for Remove Affliction and Cure Disease
* Daily: One portal ritual of the player's level or lower without component cost. (Still requires the time and any rolls.)
* Encounter: Fey Step (instead of Daily)
* Encounter: Teleporting Bolt; Ranged 10, Dex, Int, or Cha vs Ref; Hit: 1d8/tier + Dex, Int, or Cha mod damage & target is teleported up to 3 squares (onto safe terrain).

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Eladrin 20+: Mulvera asks the players to bring the stone to his tower to free him from it, now that he's fully regained his sanity.

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Stone without Mulvera anymore:
* Daily: Remove Affliction or Cure Disease. (Still requires the time, the roll, and the component cost.)
* Daily: One portal ritual of the player's level or lower. (Still requires the time, the roll, and the component cost.)
* At-Will (free action): Sending to Mulvera: Requires player to be able to speak into the stone. Can be used for +5 to any Arcana, Dungeoneering, or History knowledge check, or +2 to any Nature or Religion knowledge check.

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Foulspawn Angered: Nothing, as he practically doesn't exist at this point.

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Foulspawn Unsatisfied: You no longer understand Deep Speech (unless you understand it from another source that isn't this stone)

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Foulspawn Satisfied:
* +1 Perception
* +1 Insight
* +1 Initiative
* Teleport 1
* Telepathy 5
* Low light vision
* Daily (Minor): Gain an action point

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Foulspawn Pleased:
* +2 Perception (instead of +1)
* +2 Insight (instead of +1)
* +2 Initiative (instead of +1)
* Teleport 3 (instead of 1)
* Telepathy 10 (instead of 5)
* Darkvision
* Daily (Minor): Aberrant Transformation

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Aberrant Transformation
Your flesh warps, twisting you to become more of an aberration
* Minor
* -5 diplomacy
* Your origin changes to Aberrant for the duration of this effect
* Creatures that enter a space adjacent to you or end their turn there take your highest ability modifier psychic damage
* If you have 5 or more aberrant tokens: Blindsight 5 when blinded
* If you have 10 or more aberrant tokens: +1 Will (stackable) until the end of your next turn whenever an attack hits you that targets your Will.
* Sustain Minor
* (Save ends, with a +5 bonus to the save. -1 penalty to the save per aberrant token you have.)
* First failed save: +1 Aberrant token. The power ends. You contract Aberrant Transformation Disease. For each 10 aberrant tokens you have, you start this disease one step worse.
DM's Note: It's pretty unlikely to fail the save at first, making the power feel less risky, but it gets worse with extended use, while also giving the player a little more power with extended use.

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Aberrant Transformation Disease:

Improve Endurance DC: Player's Level + 5 + number of aberrant tokens or higher
Worsen Endurance DC: Player's Level + number of aberrant tokens or lower
You gain an additional aberrant token whenever you worsen.
DM's Note: These DCs are REALLY low. If a player doesn't get better, then they're using that transformation a LOT, by which point they surely understand what's going on and are basically asking for these effects.

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(0-9 aberrant tokens starts here, avoiding the disease completely.)
The target is cured.

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(10-19 aberrant tokens starts here)
Your flesh begins to warp and you hear constant whispers in your mind.

* -1 Diplomacy
* Creatures that enter a space adjacent to you or end their turn there take your highest ability modifier psychic damage
* +2 Perception
* +2 Insight
* +2 Initiative
* Teleport 3
* Telepathy 10
* Darkvision
(These do not stack with the stone's bonuses)
DM's Note: This does appear to be mostly good things... Part of how the corruption works is by tempting the person with power.

---

(20-29 aberrant tokens starts here)
Your flesh warps further and the whispers urge you to destroy creation.

* -2 Diplomacy
* You gain weapon proficiency with daggers, claws (+3, 1d6), and biting (+2, 1d8). You cannot enchant these claws or teeth, but do get the effect of the Magic Weapon enchantment with them of your level or lower.
* You gain implement proficiency with daggers, staffs, and orbs.
* You lose your Daily powers.
* Your Encounter powers become Daily powers.
* Your Power Points are only replenished after an extended rest.
* Your non-basic At-Will powers become Encounter powers.
* You gain Twisted Dismissal & Warp Orb as At-Will powers.
* At the end of a combat, you must save to not consider all other creatures in the room to be enemies and start attacking them. If you fail this save, you keep rolling it at the end of each of your turns.
DM's Note: Loss of features seems harsh, but the replacement powers are both fairly powerful at-wills. The character is forgetting what they once knew, so it's harder for them to do what used to come easy.

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(30-39 aberrant tokens starts here)
Your flesh is very twisted and you have some desire to destroy creation.

* -5 Diplomacy
* You lose your Encounter powers.
* You lose your power points.
* Your original non-basic At-Wills become Dailies.
* You gain Ceaseless Murmurs as a Racial Encounter power.
* You gain Whispers of Madness as an Encounter power.
* If level 2+: You gain Bend Space as an Encounter Utility power.
* If level 3+: You gain Weapon Dance as an Encounter power.
* If level 7+: You gain Maddening Burst as an Encounter power.
* When using an attack power that only targets enemies over the space of a non-aberrant creature that is not an enemy, you must save to not target that creature as well.
* If you have the Aberrant Transformation power not-expended, you try to push your allies to take the stone and try this power themselves.

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(40-49 aberrant tokens starts here)
You want to see this plane emptied to make way for the Outside

* -10 Diplomacy
* You lose your non-basic At-Wills
* You gain Distortion Blast as a Daily power
* If level 5+: You gain Warpmind Field as a Daily power
* If level 6+: You gain Screaming Echo as a Daily Utility power
* If level 9+: You gain Droning Pipe as a Daily power
* When your desired target of an attack is not the closest non-aberrant creature to you, you must save to not target the closest non-aberrant creature instead.
DM's Note: At this point, they might start targeting allies occasionally, and so their allies might get them some help for their condition.


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(50+ aberrant tokens goes here)
Your body & mind have become too warped and twisted by the Outside's influence to save.

* -15 Diplomacy
* You lose your class features.
* If you cannot get a non-aberrant ally to take and use the Mulvera Stone, it leaves during the next extended rest to find someone new to corrupt.
* Aberrant creatures count as allies. All other creatures count as enemies.
* Blindsight 5 when blinded
* +1 Will until the end of your next turn whenever your Will defense is hit
* You will pursue whatever means are necessary to destroy or corrupt all that is natural.
* You no longer roll to get better unless someone casts Cure Disease on you.
DM's Note: There's no way a player will "accidentally" get this far into this disease. They need to rack up a LOT of aberrant tokens to get here.

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Twisted Dismissal (At Will):
Melee 1 (Weapon)
Con, Cha, or Int vs Will
Hit: 1d8 + Con, Cha, or Int mod psychic damage, the target is immobilized (save ends). You may teleport 2 squares.
Level 21: Add 1d8 psychic to the damage

Warp Orb (At Will):
Ranged 10 (Implement)
Con, Cha, or Int vs Reflex
Hit: 1d6 + Con, Cha, or Int mod damage & the target is dazed (save ends).
Level 21: Add 1d6 to the damage

Ceaseless Murmurs (Racial Encounter; Minor)
"Your insane babbling to yourself starts to drive your enemies insane."
Enemies adjacent to you take a -2 penalty to Will until the end of your next turn.

Whispers of Madness (Encounter)
Ranged 5 (Implement; Deafened creatures are immune)
Con, Dex, or Cha vs Will
2d6/tier + Con, Dex, or Cha mod psychic damage & target is slowed (save ends). If the target is already slowed, they're instead dazed (save ends).

Bend Space (Encounter)
Interrupt when you would be hit by an attack
Teleport 3 squares

Weapon Dance (Encounter)
Make 4 melee basic attacks, shifting 1 square after each attack

Maddening Burst (Encounter)
Area Burst 1 within 10 (enemies only; Implement)
Str, Wis, or Cha vs Will
Hit: 1d10/tier + Str, Wis, or Cha mod psychic damage & target is dazed (save ends).

Distortion Blast (Daily)
Close blast 5 (Implement; All creatures)
Con, Int, or Cha vs Fort
Hit: 2d8/tier + Con, Int, or Cha mod damage & target is dazed (save ends).
Miss: Half damage & target is knocked prone.
Aberrant creatures take half the damage.

Warpmind Field (Daily)
Area burst 2 within 5 (Implement, enemies only)
Str, Con, or Cha vs Will
Hit: 2d6/tier + Str, Con, or Cha psychic damage
Effect: Creates a zone. Any enemy that enters the zone or ends it's turn there takes 5/tier psychic damage. Enemies in the zone can only attack creatures within 3 squares of themselves.
Move action: Move the zone up to 4 squares
Sustain Minor

Screaming Echo (Daily)
Interrupt when you drop to 0 hit points
Teleport an ally within 6 squares to your space

Droning Pipe (Daily)
"You gain an aura of eerie pipe music."
Aura 3: Enemies in the aura gain vulnerable 5/tier psychic. The aura lasts until the end of the encounter.

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I'm considering tossing this stone in with some cultists somewhere for the players to find. What are your thoughts on this? What might you change? There's no real guide for creating artifacts like this, so I did my best to balance it all somewhat... I also tried to make the item's level not matter much, by having the effects of things that should be variable based on the level use the player's level or tier in them. (Example: Droning Pipe causing vulnerable 5/tier psychic, so that's vulnerable 5/10/15 psychic as heroic/paragon/epic tier.)