My theme is a month of prompts and ideas for tabletop role-playing games or prompts for fantasy writers.
Knowledge Kidnappers Quest - Object
(See letter K post for details.)Nightingale Necklace
Charisma boost when worn around the neck. (The chain magically stretches to accommodate.) The wearer gets +30 to any impassioned speech meant to convince or persuade others. Those who are the target and hear the speech get +10 strength and +7 constitution for twenty-four hours.
Songs and performances get a +27. The wearer always has a +5 to intimidate and +8 to bluff.
The necklace cannot be stolen or removed without consent. Those who try will lose the limb used in the attempt. (It vanishes, leaving a stump.) If the thief was using a tool when trying to remove it, that tool vanishes as well. If the removal attempt was magical, the thief cannot perform any magic for ten days and loses a finger (or similar appendage).
Does -70 charisma, -30 strength, and -20 dexterity, lasting 80 days (sunsets), to the wearer if used in conjunction with, or for the purpose of, direct seduction. Also, the necklace will remove itself and that wearer will never be able to touch it again.
Powerful necklace!
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