Ring of Slippery Grip

The Ring of Slippery Grip

The city of Kyruia is home to one of the most prestigious fencing academies in the land. Students and instructors spend countless hours learning the art of swordplay, each trying to be better than his peers. It is for this reason that the ring of slippery grip was created.

Sera van Skein came from a rich family. She had always been good at fencing, though she had to work hard to learn and maintain her skills. Her position as an instructor at the academy was granted as a favor to her father, though she believed she had earned the position with her own skill. After a number of months of teaching, she found herself facing Bram Berno in a teaching exercise in front of her students.

Bram was a fellow instructor and a superb swordsman. He had come from a poor family and had attended the academy himself on a special scholarship. He took to fencing like a fish to water. His moves seemed as effortless as they were flawless and his swordplay was so full of style and finesse that it was described as a special kind of savoir-faire. Sera was jealous of him from the first time they sparred.

As it always tends to do, jealousy turned into rage. Sear found herself so unwilling to accept that someone from such a lower station than her own could best her that she secretly enlisted the aid of a member of the Mage’s Guild. The sorcerer she commissioned created a ring, which he assured her would cramp Bram’s style. Sera delightedly packaged the ring and sent it to Bram anonymously, along with a note reading “May this help you look as stylish and dashing as you truly are.”

Bram returned from teaching a class to find a package on his bed. He opened it to find a ring, apparently sent by a secret admirer. Smiling, he put it on, only to feel tiny barbs pierce his hand, causing blood to seep from a wound under the ring. Try as he might, he could not pry the ring from his fingers. Over the next few days, Bram found the ring to be the worst curse he could imagine. No healer at the academy seemed to be able to help him remove the ring. His hand was constantly soaked in his own blood, which trickled in a very small stream from under the ring. He tried to cover the sight with a leather glove, but his hand clenched painfully, preventing him from donning it.

On the third day after donning the ring, Bram tried to teach his class as normal. During the lesson, his sword slipped from his blood-soaked hand, injuring one of the students. Bram resigned from the academy and left the next day, telling friends that he was going to search for someone who could help him lift his newfound curse. What happened to Bram and the ring afterwards is unknown, though stories tell of the ring turning up at the academy again. None of these stories have been proven, however.

A ring of slippery grip is a cursed item designed to make wielding a weapon much more difficult. It is a small, simple silver ring, with a large red (fake) gemstone mounted in it. When it is donned, small barbs dig painfully into the wearer’s hand, dealing a single point of damage, which cannot be regained while the ring remains on the wearer’s finger. The ring constricts, making it impossible to remove without removing the finger as well. Blood constantly seeps from the wound, making the wearer’s hand slippery. If the wearer tries to don a glove or similar item while wearing the ring, his hand will clench uncontrollably, preventing such an action.

While the ring is worn, the wearer suffers a -4 penalty against being disarmed due to the slickness of his hand. In addition, the wearer’s fumble range is doubled, meaning that an attack roll of 1 or 2 is an automatic miss. In addition, a fumble always results in the weapon sliding out of the wielder’s hand, landing 10 feet away in a random direction and possibly damaging anything in its path.

Once the ring is donned, it refuses to come off. Death or removal of the finger will cause the ring to loosen its barbs. Casting a remove curse spell will achieve the same result. The ring has no effect on creatures that do not bleed.

Faint transmutation; CL 12th; Craft Ring, bestow curse; Market Price 72,000 gp.

False Ring of Controllable Urge

The False Rings of Controllable Urge

Tramas Skiel always had a “get rich quick” scheme hidden up the sleeve of his robes. The lesser of his life’s two largest problems is that none of his schemes ever worked. Every time he attempted to use his magic to make money quickly, his ideas crumbled and fell apart. In theory, his plans were sound, but in practice, they just never panned out.

The larger of his life’s problems was that he owed a lot of money that he had borrowed as capital for his various ideas. The largest amount of money he owed was to an upper-class dwarven “businessman” named Krag Stonebreaker. After yet another plan failed to bring in the promised revenue, Krag sent a few of his toughs to rough Tramas up a bit, hoping to encourage him to pay his debt. This scared Tramas a great deal, so much in fact that he turned to outright plagiarism to make enough money to pay his debt.

Tramas, having met the famous mage Darius Gall, decided that he would make his fortune by copying the success of the infamous ring maker. He locked himself inside his basement for a time, ignoring the repeated visits from Krag’s men. After a few weeks, he reappeared with a bag full of rings, which he took to Krag, claiming he had been out of town visiting Darius Gall and convincing the mage to sell him the bag of rings. After hearing about the properties of the rings, Krag agreed to settle Tramas’ debt if all of the rings sold.

Tramas set up a small booth along the market street and quickly sold all of his rings, making much more than he’d expected. He was closing up the booth when a small crowd appeared at the end of the street, making their way angrily towards his booth. He recognized many of the faces in the crowd as people that had bought his rings. Assuming that there was something wrong, Tramas ducked out the back of the booth. He stopped at a small tavern and had a drink while he waited for darkness to fall. Once it was pitch dark and no angry customer could see him, he made his way to Krag’s house.

Upon arriving at Krag’s house, Tramas was shown into the study of the moneylender. The dwarf calmly took the money Tramas had made without even counting it. He thanked the mage for his effort and told him that there was someone waiting for him downstairs. When Tramas made his way down the stairs, he found the angry mob waiting for him. They quickly grabbed him and dragged him outside, where they tied a rope around his neck and hung him from a tree. After he finally succumbed to suffocation, the leader of the mob placed a sign around his neck that read “Tramas the Fraud.”

Tramas, having no real friends, was buried in a lonely grave outside of town. Krag, who promised to have them destroyed, collected the rings he had made. Instead, he had one of his many agents sell them off in a nearby town.

A false ring of controllable urge functions much like the real thing, but unknown to Tramas, the process used to create it was flawed. The ring removes the urge to answer nature’s calling, but it does not remove the need itself. As a result, the wearer of the ring does not feel a need to relieve himself, but he does so anyway without realizing it, soiling himself and whatever clothing he is wearing.

A character that has soiled himself many not immediately realize his condition, but it should quickly become all too apparent. The character takes an effective -8 to charisma checks when dealing with other people. In addition, any creature possessing the Scent ability will be able to smell the character at the normal distance plus 20ft.

Turntable Knives

Turntable Knives

The Baron of Longtree was marching past his kitchens one day when he overheard two of his chefs speaking. Hearing his name, he paused to listen. The two chefs were both in agreement that all of the kitchen and serving knives they used were poorly made and wouldn’t cut butter, even after sharpening. The baron, being a cruel and mischievous man, immediately gathered his personal smith and his court wizard and demanded that special knives be made for the kitchen.

Within the month, the entire set of kitchen knives and matching serving knives was complete. The baron held a party for all the nobles of the land, planning it so that each course had to be sliced and served by the kitchen staff. He presented the new knives to the chefs as an uncharacteristic show of gratitude for their service and ordered all other knives broken and thrown out of his keep.

During the first course of the party, the head chef himself came out to slice and serve the Baron. Before he could even complete the first cut, his hand slid down the blade, cutting deep and drawing a massive amount of blood. The Baron furiously chastised the chef and demanded that another more competent server be brought to him. The second server took great care to please the Baron, but his hand also slid down the blade of the knife, causing and ugly wound that bled freely.

The Baron went through his entire kitchen staff, demanding that each one cut the food of him and his guests and appearing furious as each one cut himself deeply on the new knives, not even pausing when one unfortunate lad passed out due to blood loss. The nobles, who left as soon as etiquette allowed, deemed the party a failure. The Baron took the opportunity to blame his kitchen staff, having many of them flogged for their failure. After the spectacle, he took great pleasure in informing his staff that they brought their troubles on themselves and they would continue to use their new knives indefinitely.

Turntable knives is a matching set of wood-handled kitchen knives, though each knife functions independently from the others. Possession of the full set is not required for a knife’s magic to function. Each blade is cursed, causing the wielder to hurt himself as he makes a cut.

The knives each function as a +1 keen dagger of wounding. When the wielder of such a blade deals damage, his hand automatically slips from the handle and along the blade, dealing damage to the wielder. All attacks and skill checks involving the use of that hand take a -2 penalty until magical healing or a successful heal check (DC 15) is made. Furthermore, the wound will continue to bleed, dealing an additional point of damage until magical healing or a successful heal check (DC 15) is made. Anyone wearing metal gloves or gauntlets is immune to this, though leather or similar materials won’t stop the blade.

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