Community Project: D30 Table of Magical Gems Found in the Eye Sockets of Animated Skeletons


Just what it sounds like. I imagine that many temples and secretive arch-mages would amp up their skeletal guardians by fastening magically charged gemstones into their otherwise empty and non-functional eye-sockets.* Some might have a pair, others only a single crystal eye, and a few might have two unlike gems with synergistic powers.

The more precious the stone, the greater the magic that it would carry. Because wizards and priests like to protect their investments. Color could be used to reflect the type of magic contained within:

  • RED - Destruction, Fire, Anger
  • BLACK - Necromancy, death
  • PURPLE - Transformation (eg. petrifying gaze attack; polymorph)
  • BLUE - Illusion
  • YELLOW - Madness, Confusion, Disorientation
  • ROSE - Charm, Enchantment
  • GREEN - Contamination, Poison
  • You invent the others! Stripes, flecks or other color variations could be interesting.

DM's Note: Among any group of five or more animated skeletons there is a 50% chance that one of them will be carrying at least one gem. Roll 1d6 (1,2=One gem; 3-4=Two gems of same type; 5.6=Two gems of differing type).

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Comment below with your entry. You can specify the result number if you wish. Indicate what moniker I should credit your work to in your comment or by e-mail: 



  1. *Lacking living flesh and organs, animated skeletons like many other forms of undead must rely on an occult extrasensory apparatus that is normally invisible. It encases their heads like a gleaming, oily black bubble and can see, hear and smell in all directions at once.

    1. Ooooooo I really like the bubble, too good to be invisible.


      Your hammer shatters through the skeleton's ribcage, snapping its spine, it collapses to the floor, staring at the ceiling, its rotten jaw falls slack with the far-off sound of dry leaves.
      Barely visible purple light seems to emanate from the black gemstone bulging from its eyesocket, a hammer falls across your outstretched hand, crushing bones against the stone floor.
      A ring of distorted doppelgängers closes around you, hazy purpled reflections of your hate on their faces as their hammers raise high.

      Upon the destruction of the skeleton bearing them, each Refracted Plight gemstone conjures d20 copies of that which caused its demise. In the case of physical beings, they inherit the abilities of the original, but a single attack will rend them asunder in chunks of flesh, flashes of dark light escaping in the wake of your blade. But within d4 rounds the pieces flow back together on rivers of dark purple ooze to coalesce back into a working form, until the gems themselves are shattered.
      Physical forms are easy, if you pushed the skeleton down a chasm you're going to have a whole other set of problems.

  2. Copper coin
    One gives the skeleton the ability to come back from destruction at 1 hp the round afterwards (does not work with destruction by turning).
    Two give the skeleton this ability 3 times, and even works with destruction by turning.

  3. A pair of six sided dice carved from smooth obsidian.
    These dice are extremely lucky thus giving the skeleton an edge any time there is such a question of fate. If plucked from the skeletons sockets the wielder receives the same fortune. Used for gambling the dice always roll a win for the owner no matter the type of game. Every time a such a game is won, the dice have a 1 in 6 chance to take the life of a close npc or player character. The method and time of the death is up the the GM.

  4. A pair of rusted metal spheres. The skull is packed with black powder and the skeleton carries a torch. If successfully turned it tries to eat the torch.

    1 in 20 pairs are enchanted to bestow the curse of undeath on anyone they hit (or 1d6 negative levels, or similar)

  5. The Tears of Turjan

    Pale rose in colour, these large, tear-shaped gems softly call out to the living and the undead alike, somehow singing an irresistibly beautiful song to charm any living creature with an eye socket big enough to hold it.

    Any living creature within 12 feet of a loose Tear (…and with an eye socket large enough to accommodate it…), must make a Will save or fall under the gem's thrall and attempt to insert it into their eye.*

    Those charmed will scramble to fight over possession of it, the winner placing it in their (un)empty eye socket, and immediately begin to gain control any nearby lesser undead** in a 360 yard radius of the wearer of the socketed gem. Those undead creatures that fail their Will save will then obey simple, one-word commands given them by the gem's possessor.

    Any undead creature may also attempt to possess the gem. If they successfully do so, they may influence a number of undead (1d12 x their HD) to follow them, as long as they are of equal or lesser HD to the controller.

    If an actual tear that falls from the eye of a living victim to the earth is then mingled with a drop of blood from the first kill of that gem's newest possessor, this then forms the seed for another pale rose gem in one month's time.

    Any enterprising necromancer privy to the written works of Eris the Ever-Living, might then dig these "seeds" up and conduct the ritual to fashion them into more "Tears of Turjan".

    The curse of a "Tear of Turjan" on a living creature may be removed only by a goodly healer of high level and in an elaborate ceremony of great cost.

    * A Good aligned creature is granted a +2 to their Will save vs. the effect of the gem.
    **Lesser undead are considered to be animated skeletons, zombies, and ghouls; they are allowed a +2 Will save if the new controller is of a Good alignment.

  6. Blue, tear shaped chalcedony
    The moment a skeleton with this gem is destroyed, it will look for the one responsible for it's demise like a beloved one (mother, father, siblings, lovers), that just was killed by him. Save against magic or feel crushing despair and remorse for 1d6 rounds. No actions apart from weeping and moving at half speed...

  7. The Eyes Of The Navigator -
    These thrice damned jewels shine from within the skull of their last owner. These jewels bath all with an unholy light when seen. They allow one to peer into nearby planes and dimensions but the owner can remain unseen. They may do this only three times per day. They were originally used in pan dimensional navigation between the planes.
    The eyes however are also cursed and in order to be used they must be surgically implanted into one's head. Only then can the true power of the eyes be accessed. In addition to being able to peer into nearby dimensions the eyes enable one to summon a gateway into the 'Darkness Between'. A sort of hyper dimensional short cut that runs under the fabric of the planes. The owner of the eyes is protected from the dangerous inhabitants of this quasi plane but not companions. The eyes may also distill one minor secret per day from those around it. The eyes will whisper secrets to its owner regardless if the ability is used or not. The eyes are incredible gossips and know many embarrassments of the gods and demons. There are legends of certain demons ripping the eyes out of their owner's sockets but these are only rumors.
    The eyes may cast one or two clerical spells per day. They receive these as payment for black mail from certain gods. It is currently unknown where the eyes are currently. There are certain demon lords who wouldn't mind seeing the eyes staying lost.

  8. 12. The Akin'e. A scratched and clouded gemstone, faintly blue in hue. Colours any landscape viewed through it in tones of the viewer's greatest happiness, but riven now with strife and threat: in an idealised version of the current scene, populated with loved ones past and present, friends are swift to turn on friends, and murderously so. A first-time viewer must save vs. death or be cursed to view again every 2d12 hours for 1d100 minutes each time. For each such viewing, a further save must be made; if failed, the gem merges gradually and inseparably with an eye over the course of the viewing. Thus grows the madness. [Porky]

  9. The Oracle of Remorse

    The eye sockets of this skull are filled with a pair of large amethysts and a simple gold circlet mounts its brow. The Oracle of Remorse is used as a temple guardian by the Matriarchs of Fate. The Matriarchs bring the skull to life by placing a sacred candle within, causing its gemstones to project their light.

    Anyone bathed in the purple light of the Oracle's eyes must make a saving throw vs spells each round. Failure means that the Oracle has reached into their mind. The skull will take on the appearance of the head of the person that the victim has disappointed the most.

    The victim will be trapped in place, held by crushing guilt while the Oracle berates him or her with every incident where the victim failed the person whose guise the Oracle now wears. These words and images are projected into the victims' minds.

    The Oracle can hold multiple victims and will appear differently to each victim. Once under the spell the victim is held until the purple light of the skull no longer shines on them.

    In a final twist of cruelty, anyone holding the skull may cause it to recite out loud the accusations of failure that it has heaped on any past victims.

  10. The Peacock Pearl of Pargethast

    An iridescent blue-black pearl the size of an eyeball usually set in the left eye socket of a skeleton. The pearl's magic imbues the skeleton with a tidal life-force. At high-tide, the undead is fully healed and attacks ferociously (+2 to hit). At low-tide the skeleton will fall inert, becoming immune to clerical influence. Between these extremes, the skeleton serves the last command of the one who set the pearl in the socket.

  11. Eye of Homenth

    This enchanted diamond will be found embedded in the back of a skull. If viewed in low light it will glow faintly, even after being removed from the skull. If the diamond is pressed against the back of someone's head, it will graft itself to their skull. This process is exceptionally painful and will inflict 2d8 damage immediately. Save vs Magic Item for half damage.

    If the new host survives the process they will find that they can see through the diamond, now having a magical eye in the back of their head. Getting used to the new eye will take 3d6 weeks during which time the player will be at -4 to all rolls. Completely covering the eye will remove this penalty, but will prolong the time required to adjust accordingly.

    Once the bearer has adjusted to their new vision, it will not be possible to sneak up behind him or her unless the eye is covered.

    The jewel cannot be removed without damaging the bearer's skull, save through the use of a Wish spell.

  12. Not an item for the list, but check this out:


    1. Wow, those are really macabre! Nice find, Matt.

  13. Sharded Jale
    Pulling out this gem results in a 1-in-10 chance of an aspect of the Jale God manifesting within 20 feet. He will demand the return of the gem to its rightful eye socket upon pain of an impossible Quest (Save vs. Spell –4). The gem itself is worthless to any possible buyer or trader, and the if the gem is given away, it will find its way back into the PC's possession within an hour.

    However, if the PC gouges out his own eye and replaces it with the Sharded Jale, he will receive the gift of hindsight, being able to simultaneous see what is behind him and in front of him at the same time; his brain will automatically adapt to this new vision system with no ill effect. Once the gem is inserted into the eye socket, it is bonded to the PC's flesh until death.


    Umber Diamond
    Removing these causes the skeleton to transform into (roll 1d6):

    1) Ghoul
    2) Ghast
    3) Vampire
    4) Mummy
    5) Zombie
    6) Wight

    The transformed skeleton will have all the stats and abilities of the creature whose shape it takes, but upon defeat will crumple into a pile of broken, dusty bone fragments. This effect can be repeated by placing the Umber Diamond in the eye socket of another (humanoid) skeleton, ad infinitum.

    The gem itself is worth a mighty price to the right buyer; several wizards would kill for it.


    The Heart of Net'al Ya'al

    This black-red blood diamond burns with the agony of a million tortured souls. Created in one of the lower rings of the Hell Planes, this was once the crown jewel in a demon lord's coronet and was lost to the ages during the fabled Firlith incursion of the fifteenth ring and the resulting schism of the demonic order. It was lost for ages before being found in a Hellwraith's temple in the Golarion Mountains several centuries ago, when it was stolen by a troupe of nomadic acrobat assassins.

    The gem will melt the bare flesh of any human, dwarf, or halfling, causing 2d20 fire damage. Additionally, merely possessing the diamond causes incessant nightmares regardless of alignment; clerics and magic-users will find they cannot rest if they own the gem. The nightmares are so intense that they cause 1d12 psionic damage for each night the gem is in a PC's possession.

    Elves are unaffected by these effects, as they have no souls.

    If the gem remains in a PC's possession for more than a week, there is a 2 in 6 chance that a prince of Hell will appear to reclaim the gem.

    The gem is an ultra rare item. DM can assign value accordingly.


    Sapphire of Atonement

    Weighing roughly 5gp, this oval-shapped uncut green sapphire causes any flesh that touches it to wither and rot without any hope of recovery except for a Resurrection spell cast by a same-aligned cleric of twice the suffer's level. Virgins are immune to this effect.

  14. Silver Crystals of the Gnomish Giants

    These pair of ice-blue spinels, one slightly larger than the other, are magically imbued with the ability to make the possessor grow or shrink three times his size. To grow larger, the larger crystal must be held in the right hand and the smaller crystal held in the right; to shrink, the crystals must be held in the opposite configuration. Upon the utterance of the command phrase "Uckfay isthay, iyay'may outyay ofyay erehay!", the PC will change size. To return to normal size, the PC must drop one of the crystals.
    Alas, despite these crystals' name, they cannot be used by gnomes.

    The Plain Opal

    This translucent opal looks perfectly worthless. And it is. Unless you happen to be a male one-legged, bearded thief-acrobat assassin. If you are, then you are in luck, as this opal will regenerate your missing leg and improve your dexterity to a natural 18—but only if you slice open your scrotum and replace one of your testicles with the opal.

  15. Hastur's Tooth

    This pale, dull trillion-cut topaz is the size of a dwarf's thumb knuckle and radiates a thin, sickly yellow pulse of light that is invisible unless in the darkest of rooms. All who lay eyes upon Hastur's Tooth must Save vs. Insanity or be overcome with madness for 1d6 rounds and run away screaming and spouting gibberish. Those who fall under the gem's effects will see horrible visions of cities beyond the rifts of time and space, filled with the spectacle of the Old Gods feasting on the liquified fear of their conquered subjects. These feverish dreams will occur for several nights, perhaps even enough to interrupt spell preparation.

    Those who make their save against seeing the tooth must then make a Save vs. Death Ray every 4 rounds they are within the presence of the gem or take 1d12 radiation damage for each failed save. Anyone touching the gem with bare flesh must make this save every 2 rounds.

    The gem may be safely handled only by those wearing Gloves of Dwarvenkind.

    The gem grants the possessor the ability to Speak to Elder Gods once per month with a 50% chance of success, at the cost of permanently losing two points of INT each time this is attempted (whether successful or not).

  16. The Gall of Blackwood

    This black lump of unfinished coal contains an uncut diamond worth 7,500gp. Good luck getting it out, though, as this lump of coal has been cursed by Starblack Blackstaff of Blackwood, the legendary vivimancer supreme.

    The skeleton in which the Gall is lodged has all the abilities of a 7th level Vivimancer, and will attack with all the strange and disturbing spells it has available, including summoning spells. The skeleton itself is a quasi-magical construct having no inherent intelligence; it has been imbued with a shard of Blackstaff's own soul which directs its actions from beyond the veils of death. The Gall can only be retrieved by destroying the shard of Blackstaff's soul—which requires at least a +2 silver weapon and a Holy Word spell or scroll.

    If the Gall is retrieved and the diamond removed from the coal, the unfinished gem will act as a Lens of Sublime Refraction when held against the right eye, and as a Gem of Seeing if held against the right. Placing the gem in the mouth will allow the PC to polymorph at will into any creature with equal or lesser hit dice. Swallowing the gem when polymorphed will cause the polymorph to be permanent, even if the gem is retrieved via purging or passing.

    But remember, the gem is cursed. Each time the gem is used in any of the above manners, the PC permanently loses 2 hit points. Additionally, anyone who claims ownership of the gem becomes the target of a band of bounty hunting trolls bound by Blackstaff for all eternity to seek the re-interment of the gem in a skeleton's skull--preferably the PC's.

  17. The Turquoise Teat
    This longish, highly polished turquoise stone was originally part of a small statuette of Curdle, the Petty Goddess of Blind Milkmaids. If the stone is stroked in a manner similar to that of milking a cow, a thick, inky-black, milk-like substance will burst forth from the stone in thick, sticky ropes. This gel-like substance writhes in the air as if alive, twisting and smoking but not bursting into flame. Anyone touching this "milk" will experience 2d6 of burning damage. Any character attempting to drink this fluid before it hits the ground must make a Save vs. Sanity. Failure means the character removes all armor and weapons and runs away screaming gibberish for 1d6 rounds (which might attract nearby monsters).

    Should the character make a successful save while attempting to drink this liquid, the black milk will allow the PC to go 1d8 days without rations and also allows them to heal at twice the normal rate during that time period.


    Eye Teeth of the Mouthless Tongues
    These are two small children's teeth, highly polished and engraved with intricate carvings of The Mouthless One and her minions.

    Removing these precious jewels from the skeleton will summon 10d1000 mouthless tongues, which will attempt to retrieve the gems. PCs must make a Save vs. Insanity based on their CON. Failure means the PC is violently, nauseously ill and suffers a –3 penalty to any and all rolls for 1d4 rounds.

    Successfully retaining the Eye Teeth of the Mouthless Tongues grants the possessor the ability to speak and understand all languages at will, but only if one tooth is shoved deep into each ear. Additionally, there is a 30% chance that once a year The Mouthless One will send her minions to attempt the gems' retrieval.

    1. Would be asking too much to fill in the table to see where we are?

    2. Not at all! Working on it right now.

  18. Gastrolith of the Bugbear Worm God

    This perfectly 1-inch diameter sphere of highly polished purple fluorite came from the gizzard of purple worm which had been worshipped by a bugbear warren for generations.

    The worm itself was killed by a band of intrepid retired adventurers now working as interior designers when they were completing a makeover of Danny the Lich's 384 room, six-level dungeon in Lancashire. They accidentally broke into the warren when moving a wall and were immediately confronted by a tribe of angry bugbears and the largest purple worm ever recorded in Lancashire. With a bit of quick thinking and the use of several +2 wallpaper paste trowels, they quickly dispatched the bugbears and subdued and gutted the worm, finding in its gizzard thousands of small stones bubbling and slowly dissolving in the worm's acidic fluids. This stone alone was untouched by the worm's acids.

    The Gastrolith normally glows with subtle flow of pale purple light which grows bright as the sun if bugbears are present. Any bugbear seeing the stone will immediately begin vomiting uncontrollably and will to its knees in supplication. If the stone is touched to a bugbear's forehead, it will be polymorphed into an owl bear and be under the control of the stone's holder No one knows where the stone come from or who created it, although ancient bugbear tales speak of a mighty Owlbear Army raised in this way by Gagleeon the Foul, the bugbear warrior-shaman of legend—"Dhuur daan tuukaan dan duulaal duun daan maal or Duul'daakhaar ac kuun, maan dan khruun ghuugaan ac a dec khruur akelaan ac ol ac or khruur akelaan a rhaar tuul rhaakluugaan an"

    Anyone holding this stone may also summon and control 1d6 smaller purple worms or 1 gargantuan purple worm—including the animated skeleton.


    Bezoar of the Jackal

    This polished green stone is actually a mass of calcified fur retrieved from the stomach of a jackal that once belonged to the first high priest of the God of Thieving Lies. Unlike most magical bezoars which protect against poison, this stone has the ability to turn any liquid it touches into a poison so deadly that it is said that one drop is enough to kill a tarrasque (this has not been confirmed). However, if the liquid contains but a trace of vanilla, the bezoar will not be able to transform the liquid to poison.

    Rumor has it that if the bezoar is dissolved in a solution of sugar, citrus oils, cinnamon, vanilla, and phosphoric acid mixed in roughly equal parts (the exact recipe is unknown), the stone will dissolve and from the gelatin-like fibrous mass a wizard may attempt to resurrect the jackal with a 25% chance of success. If successful, the jackal will appear similar to a giant hellhound and will do the wizard's bidding.

  19. This comment has been removed by the author.

  20. (Sorry, saw a mistake and had to edit it... if the 17 isn't free anymore, I'll take any number I can get)

    17. Celautine's Xoriodites - The Singing Bones

    These crystals are harvested from asteroids that fell onto earth during the last cataclysmic event of your choosing. They emanate a strange yellow light that cascades from the eye sockets like mist would, but behaves like light in every other aspect (in that wind wouldn't move it and fingers going through it would cast a shadow, etc.). It's radiation changes the property of bones, giving it a glass like quality, but way more robust and under lots of pressure. As soon as the skeleton is moving, the bones will vibrate and start singing in faint varying eerie tunes (imagine a mix between a musical saw and a jaw harp). Hitting a skeleton with this stones in its eye sockets is like hitting a sound box, it will produce a sound so vile, it'll do half the damage dealt to it to everyone within a 10 foot radius (save vs. death ray negates). Most hits won't harm the skeleton, but if 20 points of damage (or more) are dealt to it in a single round, it'll burst into thousands of splinters with a shrill and nasty bang, dealing 2d10 damage to everyone within 5 feet and 1d10 to everyone within 10 feet (save vs. wands for half damage). It won't destroy the Xerodites, though.

    Exposure to the radiation of those stones will alter the bone structure of a living being within 1d6 weeks. The effects will be the same as described for the skeleton above, the damage mostly being inner damage, with those hitting the victim only hearing a strange and faint noise. Those with the altered bone structure certainly will feel the bones vibrating (which in itself could drive a person crazy...). If they're dealt 20 points of damage or more, it will get very gory, but the damage to those standing within 5 feet of the victim will only be 1d10 (save vs. wands for half damage) and those further away will only get dirty*.

    To the right buyer those stones will each sell for 1d10 x 1000 gp.

    *It is believed that the wizard Celautine (the first to research the strange properties of those strange stones from outer space) met, much to his surprise, exactly this fate while falling down some stairs in the tower he lived in...

  21. Eye of the Beholder

    This large white pearl has a hypnotic blue-black swirl radiating from its center to the outside of the stone. The gem is rumored to be a fossilized Beholder eye, but this rumor is only partly true; it is a fossilized tear duct from a Beholder’s eye stalk.

    Anyone who stares at the pearl for more than 15 seconds will find themselves at the mercy of one of two effects.

    Roll 1d6:

    On any result other than a 1, the PC finds himself open to a Suggestion spell that lasts up to 1d6 turns (no Save).

    Anyone under the Suggestion spell will immediately carry out any off-hand remark or suggestion as if it was a command; anything from “I wouldn’t do that if I were you” to “Go stick your head up your arse” to “Cover me!” will result in the PC attempting to carry out the literal meaning of the remark. This effect cannot be dispelled by magical means.

    On a roll of 1, the pearl emits a Finger of Death; the PC must make a Save vs. Death Ray. If the PC fails the save, he dies and is immediately reduced to a pile of ash and bone fragments. If the PC succeeds the Save, he takes 3d6+13 points of damage.

    Both of these effects are possible during combat with the animated skeleton in which the gem is housed.

  22. Only 5 more need! C'mon, people!

  23. Amber Stones of Lahrissima
    It is believed that upon defeating and imprisoning Lahrissima, the Mistress of Dormant Hatred and Familial Murder, the thirteen gemstones used to fuel her powers were extracted from her body and sold to anonymous collectors; no one knows, however, where they are now, and only a few would realise how immense power they are capable of holding. Each of these gems grant an extra spell per day (without limiting of which level the spell must be) as long as they are in the possession of a Magic-User. If such a gem is surgically installed to the body of a female spell caster, she may choose a single spell of level 3 or less and gains the ability to cast that spell 3 times per day, in addition to memorised spells. The operation, however, is not without risks; a failed Save vs. Death results in the following (roll 1d4):
    1 - The caster's body starts to rot slowly; her STR, DEX, and CON scores are drained 1 point per week permanently, unless she regularly tastes the flesh of children.
    2 - The caster's skin, nails, and teeth become amber-coloured, her fingers grow unnaturally long, and touch petrifies food and water.
    3 - The caster's menstrual blood, as if some strange ooze, escapes during the night and finds shelter somewhere away from the sunlight (abandoned well, sewers, dungeons, etc.), where it slowly grows into a Lesser Blood Elemental.
    4 - The caster dies; her body immediately rises as an Amber Wraith (it is also the standard outcome of the surgery with male patients).

    1. Posted this and three more short ones on my blog (http://ynasmidgard.blogspot.hu/2013/10/underworld-lore-magical-gems.html).

    2. So, the three short ones:

      Cyclamen Orb of Inhuman Voracity

      Skeletons enhanced with such a gem are capable of detecting life forms from 120'; they also gain an extra bite attack, dealing 1d6 damage. A living creature carrying an Orb feels insatiable hunger all the time, which ultimately results in the consumption of completely inedible materials and objects (roll a Save vs. Spells to resist such a strong urge for 1d4 days). The upside is that the character also gains the extra bite attack and the ability to detect life within 120'.

    3. Eye of Chaotic Power

      One into whose eye socket this gem of swirling colours is implanted has access to a random ability, changing each time the creature makes a successful attack or suffers the effects of one (roll 1d6):
      1 - see invisible creatures and objects
      2 - petrifying gaze (saving throw negates)
      3 - darkvision (120')
      4 - mistake friends for enemies and vice versa
      5 - gain the ability to shoot heat rays from eyes that deal 2d6 fire damage (Save vs. Wands for half damage)
      6 - confusing gaze (Save vs. Wands or as per Confuse)

    4. Seeds of the Eternal Forest

      Skeletons enhanced with these brown oval seeds are very territorial in nature and furiously defend their surroundings (+2 to-hit and damage); it also appears that their bones are covered in brownish bark (AC improved by 2), which is very much like a living tree (double damage from axes and fire). When one of these seeds touches the ground, a Guardian of the Eternal Forest grows there within 1d3 exploration turns.

  24. Ovum of Ner'ak

    This sparking agate cabochon is engraved with a cameo of Ner'ak, Reemhik goddess of desire. An ancient stone, created before craftsmen developed the ability to facet-cut precious gems, the Ovum is a supreme example of relief carving, featuring a voluptuous and seductively posed nude Ner'ak glancing backward over her shoulder.

    If a character rubs the cameo thirteen times, there is a 1 in 6 chance that Ner'ak will manifest and demand one of three things from the PC that rubbed the cameo (roll 1d3):

    1. The PC must make love to her. There is a 25% chance that this results in PC death (no save).

    2. The PC must pick another character to make love to Ner'ak. There is a 30% chance this results in PC death (Save vs. Death Ray; if successful, take 2d12 damage).

    3. The PC must immediately leave the party and become the concubine of Ner'ak's high priest/priestess. After serving 1d4 days in this role, the PC will be returned to the party.

    Submitting to any of these demands results in a permanent +7 to Charisma.

    On the un-engraved side of the stone is a message written in ancient Reemhik runes. Translated, it says "I am not worthy to kiss Her hem." This is a Reemhik euphemism for a particular sexual act. If the PC making love to Ner'ak performs this act, Ner'ak will grant the PC a reasonable boon.

    Finally, if the Ovum is placed in a bowl of goat's milk, it will imbue the milk with a powerful aphrodisiac; anyone who drinks this liquid lust will be immediately attracted to the person who gave them the drink and will act as if Charmed by that person—but will still make any and every attempt to seduce the target of their affection, too. A Cure Disease spell cast by at least a 11th level caster can remove this effect.

  25. Annnndddd....I think we are done!

    1. Badass, everyone! I am off this weekend and will do up a PDF betwixt smoking, drinking and dee-und-deeing.