I have an NPC necromancer who is, for Reasons, looking for the Eye and Hand of Vecna and the Teeth of Dahver-Nah-- and is finding a bunch of things that are weird but aren't actually those things. Does anyone have suggestions for what might be in the box of severed hands, and the jar of eyes, and the multiple small sacks of teeth, other than the actual artifacts? They can be dangerous, useful, or just weird, just need to be the kind of thing someone looking for potentially magical body parts might come across.
O'Riley's Eye. There once was a pirate captain named Gyles O'Riley. He had lost an eye years ago, so he commissioned an ersatz eye to wear. It was made of clear crystal with a blue sapphire iris. He even had it enchanted, so he could see great distances, even in darkness. Well, he later had a bit of a run in with Leviathan, the Elder Titan who protects the oceans. He lived, but Leviathan cursed him. Whenever he put to sea wearing that eye, he would be stricken with terrible seasickness. So he had to get rid of the eye, which is fine because eyepatches are common among pirates.
So now his eye is out there somewhere, on the market, changing hands. It basically works like Eyes of the Eagle and Goggles of Night (but with 120' darkvision). But... to use it you have to lose one of your natural eyes and wear this in that socket. And if you ever go to sea while wearing it, you have to pass a DC 25 Con save each hour or suffer from debilitating seasickness.
A box of HagHands, made from severed hands from hags.
These 3 severed hands that move and act of their own murderous accord areCrawling claws made from animated hag hands. These deathless appendages are from a Hag Coven. The can also be teleguided under watchful Hag Eyes to accomplish dark deeds.
A jar of Hag Eyes, made from gemstones of reportedly varying worth and the real eye of a hag's victim coated in varnish.
3 Hag eyes require the effort of an entire Hag Coven to craft, although the details of their creation were possibly malleable. The ritual for creating a hag eye is said to take anywhere between an hour to three days to complete, and required the full attention of the coven to complete. This time is spent in a state of deep concentration and meditation, that prevent them from doing anything besides eating, drinking and sleeping, and anything that disrupt the process force them to start over again. At the end of the ritual, the life essence of all hags in the coven is bound to the eye, allowing all members to see what the eye could see so long as it was on the same plane as them, the eye being able to see in the dark. Superficially, a hag's eye appear as a semiprecious stone but a Truesight revealed its true form as a monstrous, disembodied eye. Hag eyes aren't particularly difficult to destroy, and doing so caused all hag's in the coven great mental anguish as well as temporarily blinding at least one of them for an entire day. Creating a new one first required at least a day for the blinded coven mate to recover and had to be done at least three days after the eye was destroyed, some reports stating they could only make one once per month. Often hag's eyes are given to unsuspecting enemies and victims as gifts or mementos, allowing the hag to know their every move. They are also commonly given to the minions, familiars and animal companions of a hag and used to watch over their dealings, aid them in patrols and communicate by combining their effect with spells like Clairvoyance, Sending, or Whispering Wind. Reports varies on how many hag's eyes a single coven could possess, ranging from just one to an effectively unlimited amount (although this meant creating several weak points for themselves), allowing them to keep watch over their territories with a magical surveillance system.
A bag of Hag Teeth, these iron teeth polished like a tiny mirror with which you can have a whispered conversation with the coven of hags.
These 3 iron token is the result of 3 annis hag from a Hag Coven pull out one of her iron teeth and spend 1 minute shaping and polishing it into a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag’s voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties
A coffer of HagHearts, lustrous black gems allowing night hags to cross planes among other things.
These 3 heartstone are a specific type of gemstone associated with the malevolent night Hags Coven. They held within them several different magical properties. This lustrous black gem allows a night hag to become Ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
I have an NPC necromancer who is, for Reasons, looking for the Eye and Hand of Vecna and the Teeth of Dahver-Nah-- and is finding a bunch of things that are weird but aren't actually those things. Does anyone have suggestions for what might be in the box of severed hands, and the jar of eyes, and the multiple small sacks of teeth, other than the actual artifacts? They can be dangerous, useful, or just weird, just need to be the kind of thing someone looking for potentially magical body parts might come across.
What are the reasons?
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In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
Short version is "insane evil plot". Longer version is "needed as material components for a grand scale ritual 'closing the gates of death', which will, if successfully cast, prevent souls from passing to the afterlife, meaning that everyone who dies will rise again as undead."
Helpful Hand - this is just Thing from the Addam's Family. [pet]
Hand of Direction - magically animated hand that reproducing Find the Path by floating around and pointing the way 1/day [benefit]
Alchemic Hand - magically animated hand scarred by alchemical ingredients, 1/day it can be commanded to create a potion / alchemic item of Common or Uncommon rarity. Roll a 1d20 on a 5 or lower the hand spills the potion on itself suffering its effects, on a 6 or higher it successfully creates the potion.
Strangling Hand - hand of a notorious assassin that they could detach to carry out their assassinations now tries to strangle the nearest unconscious or incapacitated creature[danger]. If returned the assassin either rewards them or tries to kill them.
Jar of Eyes
Pickled Beholder - a bunch of extracted & pickled eyes from a beholder, as an action one can be squeezed to produce the effect of a cantrip / 1st/2nd level spell similar to one of a beholder's eye rays. [benefit]
Lich's Eyes - eyes from a particularly vain lich that are enchanted to be extremely beautiful, if both are held in each hand and held up to a creature it can produce a hypnotizing effect (similar to the Enchanter Wizard's 2nd level ability) 1/day but are also cursed to make who ever possesses them more and more vain / obsessed with making themselves beautiful. [benefit/danger] - could be returned to the lich for a reward.
Eye-Spy - artificial eye that is enchanted such that whomever is attuned to the eye can use an action to see through that eye no matter how far away they are from the eye. [useful]
Eye of the Medusa - if stared at starts petrifying whomever is staring at it. [danger]
Sacks of Teeth
Dao's False Teeth - a set of teeth made from various metals/ores/gemstones but they form a full set, if returned to the Dao they belong to the Dao will give the party a favour/minor wish. [reward/plot hook for side quest]
Pirate's Dentist - a collection of teeth made gold, diamond, and other precious stones, all humanoid but different sizes / shapes. Several have symbols carved on them hinting of the pirate they originate from. They were collected by a royal assassin to prove he had killed various pirate (but in truth many he simply convinced to retire and took a tooth to fake their deaths). [Plot Hook for side quest]
Hag's Collection - a bunch of real teeth from various creatures preserved in resin or other alchemic concoctions or plated metal, the bag & a few teeth bare symbols of forbidden magic. If removed from the bag by anyone other than the hag the teeth animate and attack people (act like animated Darts). [danger]
Tooth Fairy's Bag - a bag filled with real teeth with golden Sylvan writing on it, the Sylvan writing includes a name hidden in code. If the name is spoken aloud it summons a fey creature that acts like the tooth fairy, depending on how the party interacts with the tooth fairy they might get a charm, or a small magic item reward. [benefit]
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I have an NPC necromancer who is, for Reasons, looking for the Eye and Hand of Vecna and the Teeth of Dahver-Nah-- and is finding a bunch of things that are weird but aren't actually those things. Does anyone have suggestions for what might be in the box of severed hands, and the jar of eyes, and the multiple small sacks of teeth, other than the actual artifacts? They can be dangerous, useful, or just weird, just need to be the kind of thing someone looking for potentially magical body parts might come across.
O'Riley's Eye. There once was a pirate captain named Gyles O'Riley. He had lost an eye years ago, so he commissioned an ersatz eye to wear. It was made of clear crystal with a blue sapphire iris. He even had it enchanted, so he could see great distances, even in darkness. Well, he later had a bit of a run in with Leviathan, the Elder Titan who protects the oceans. He lived, but Leviathan cursed him. Whenever he put to sea wearing that eye, he would be stricken with terrible seasickness. So he had to get rid of the eye, which is fine because eyepatches are common among pirates.
So now his eye is out there somewhere, on the market, changing hands. It basically works like Eyes of the Eagle and Goggles of Night (but with 120' darkvision). But... to use it you have to lose one of your natural eyes and wear this in that socket. And if you ever go to sea while wearing it, you have to pass a DC 25 Con save each hour or suffer from debilitating seasickness.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Heart of the Child https://www.dndbeyond.com/magic-items/478961-heart-of-the-child
Cloak of Rags https://www.dndbeyond.com/magic-items/2722777-cloak-of-rags
Talon of Degradation https://www.dndbeyond.com/magic-items/837743-talon-of-degradation
Hags Eye https://www.dndbeyond.com/magic-items/1610085-hags-eye
Rotting Fist https://www.dndbeyond.com/magic-items/5885139-rotting-fist
Holiday Lights https://www.dndbeyond.com/magic-items/4331597-holiday-lights
Immoveable Hand - just like the rod, but it has a hand that needs to grasp something in order to become immoveable.
An eye that rolls along the floor and bounces when near a secret door.
An eye that can replace an eye, which can see invisible things, but it is also invisible.
A hand that knows all languages but can only translate with sign language.
A hand that knows many hand/finger/slapping games
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
A box of Hag Hands, made from severed hands from hags.
These 3 severed hands that move and act of their own murderous accord are Crawling claws made from animated hag hands. These deathless appendages are from a Hag Coven. The can also be teleguided under watchful Hag Eyes to accomplish dark deeds.
A jar of Hag Eyes, made from gemstones of reportedly varying worth and the real eye of a hag's victim coated in varnish.
3 Hag eyes require the effort of an entire Hag Coven to craft, although the details of their creation were possibly malleable. The ritual for creating a hag eye is said to take anywhere between an hour to three days to complete, and required the full attention of the coven to complete. This time is spent in a state of deep concentration and meditation, that prevent them from doing anything besides eating, drinking and sleeping, and anything that disrupt the process force them to start over again. At the end of the ritual, the life essence of all hags in the coven is bound to the eye, allowing all members to see what the eye could see so long as it was on the same plane as them, the eye being able to see in the dark. Superficially, a hag's eye appear as a semiprecious stone but a Truesight revealed its true form as a monstrous, disembodied eye. Hag eyes aren't particularly difficult to destroy, and doing so caused all hag's in the coven great mental anguish as well as temporarily blinding at least one of them for an entire day. Creating a new one first required at least a day for the blinded coven mate to recover and had to be done at least three days after the eye was destroyed, some reports stating they could only make one once per month. Often hag's eyes are given to unsuspecting enemies and victims as gifts or mementos, allowing the hag to know their every move. They are also commonly given to the minions, familiars and animal companions of a hag and used to watch over their dealings, aid them in patrols and communicate by combining their effect with spells like Clairvoyance, Sending, or Whispering Wind. Reports varies on how many hag's eyes a single coven could possess, ranging from just one to an effectively unlimited amount (although this meant creating several weak points for themselves), allowing them to keep watch over their territories with a magical surveillance system.
A bag of Hag Teeth, these iron teeth polished like a tiny mirror with which you can have a whispered conversation with the coven of hags.
These 3 iron token is the result of 3 annis hag from a Hag Coven pull out one of her iron teeth and spend 1 minute shaping and polishing it into a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag’s voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties
A coffer of Hag Hearts, lustrous black gems allowing night hags to cross planes among other things.
These 3 heartstone are a specific type of gemstone associated with the malevolent night Hags Coven. They held within them several different magical properties. This lustrous black gem allows a night hag to become Ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
What are the reasons?
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
Short version is "insane evil plot". Longer version is "needed as material components for a grand scale ritual 'closing the gates of death', which will, if successfully cast, prevent souls from passing to the afterlife, meaning that everyone who dies will rise again as undead."
Box of Severed Hands
Helpful Hand - this is just Thing from the Addam's Family. [pet]
Hand of Direction - magically animated hand that reproducing Find the Path by floating around and pointing the way 1/day [benefit]
Alchemic Hand - magically animated hand scarred by alchemical ingredients, 1/day it can be commanded to create a potion / alchemic item of Common or Uncommon rarity. Roll a 1d20 on a 5 or lower the hand spills the potion on itself suffering its effects, on a 6 or higher it successfully creates the potion.
Strangling Hand - hand of a notorious assassin that they could detach to carry out their assassinations now tries to strangle the nearest unconscious or incapacitated creature[danger]. If returned the assassin either rewards them or tries to kill them.
Jar of Eyes
Pickled Beholder - a bunch of extracted & pickled eyes from a beholder, as an action one can be squeezed to produce the effect of a cantrip / 1st/2nd level spell similar to one of a beholder's eye rays. [benefit]
Lich's Eyes - eyes from a particularly vain lich that are enchanted to be extremely beautiful, if both are held in each hand and held up to a creature it can produce a hypnotizing effect (similar to the Enchanter Wizard's 2nd level ability) 1/day but are also cursed to make who ever possesses them more and more vain / obsessed with making themselves beautiful. [benefit/danger] - could be returned to the lich for a reward.
Eye-Spy - artificial eye that is enchanted such that whomever is attuned to the eye can use an action to see through that eye no matter how far away they are from the eye. [useful]
Eye of the Medusa - if stared at starts petrifying whomever is staring at it. [danger]
Sacks of Teeth
Dao's False Teeth - a set of teeth made from various metals/ores/gemstones but they form a full set, if returned to the Dao they belong to the Dao will give the party a favour/minor wish. [reward/plot hook for side quest]
Pirate's Dentist - a collection of teeth made gold, diamond, and other precious stones, all humanoid but different sizes / shapes. Several have symbols carved on them hinting of the pirate they originate from. They were collected by a royal assassin to prove he had killed various pirate (but in truth many he simply convinced to retire and took a tooth to fake their deaths). [Plot Hook for side quest]
Hag's Collection - a bunch of real teeth from various creatures preserved in resin or other alchemic concoctions or plated metal, the bag & a few teeth bare symbols of forbidden magic. If removed from the bag by anyone other than the hag the teeth animate and attack people (act like animated Darts). [danger]
Tooth Fairy's Bag - a bag filled with real teeth with golden Sylvan writing on it, the Sylvan writing includes a name hidden in code. If the name is spoken aloud it summons a fey creature that acts like the tooth fairy, depending on how the party interacts with the tooth fairy they might get a charm, or a small magic item reward. [benefit]