2024-01-08

What is the pickled head of that wizard good for? (d12)

  1. His treacherous apprentice will pay a handsome price for its return - he belittled and ignored her, and she will gloat over the results of his hubris.
  2. It's leaking uncontrolled arcana, a remnant of his catastrophic end. Dangerous to carry around, but you could probably use it as a bomb or something. Every time a spell is cast within 30 feet of the head, roll a d20 against the spell's level +1, or SL+3 if it's targeting the head, the person carrying the head, or cast by the person carrying the head. If you roll under (d6): 1 the spell is negated, 2 the spell is cast 2 levels higher, 3 caster takes 1d10 per SL force damage, 4 everyone within 30 feet takes 1d6 per SL force damage, 5 spell is redirected at a new target of the original target's choice, 6 spell is replaced by a random spell of the same level. If you roll over, the head returns to life, screams for a few seconds, then dies again.
  3. The head is alive and talking. It can act as your familiar, and tells you to conduct secret and dangerous rituals. (Knows ritual forms of 4 spells of level 1d6+1)
  4. Its former owner is wanted for crimes against magic in another country. They will pay a large bounty for proof of his death, but they will also ask a lot of pointed questions about where you got it. If they suspect you may have learned anything of his work, you will be imprisoned.
  5. The head can be used as a spellcasting focus. It can replace consumed or costly components, but degrades when it does so; once it's replaced 1,500 gp of components, it's too spent to be useful.
  6. It's absolutely delicious. It's like mummy crossed with ceviche. Adventurous culinarians will pay out the nose for a nibble of nose, but it's forbidden by all known laws, gods, and ethics.
  7. The head knows a lot of embarrassing secrets about the wizard's former associates, many of whom have gone on to positions of great power. If you want to hear about the fearsome warlord's frilly panties, the bishop's crippling gambling addiction, or how the king's vizier plagiarized her thesis, he'll tell you. If you don't want to hear it, he'll tell you anyway. (When you meet someone, roll a d20 - if under their level, the wizard knew them, and has some bit of gossip.)
  8. It's cursed! And pronounces curses on anyone it sees. Use your favorite curse table, or simply take -1d6 on a particular saving throw until the curse is broken.
  9. It's work is unfinished - the ritual was merely interrupted, you see, and if you could simply aid me with these small requests, I shall bring it to completion and conclude my ascent into lichdom! Be wise, adventurer, for it is no small thing to have a lich in your debt - nor to spurn one and make an enemy. For mark my words, I shall complete my ritual, with your help or no, and I shall well remember my friends and my enemies...
  10. It's the crux of a powerful ritual sealing away a great evil. If it's destroyed, a CR 17 bull demon will be awakened in the labyrinthine bowels of an unsuspecting city. 1d8: 1-3 the nearest city, 4-5 the biggest city on the continent, 6-7 the other side of the world, 8 on another plane of existence.
  11. It can control golems, statues, undead, etc, that it's touching. It's currently being carried around by the skeleton of its former body, but is looking for something more dignified... and powerful.
  12. It gets prophetic visions at random times. They're terrifying to witness - its eyes roll up, every source of light is snuffed out, whirlwinds are conjured up, and beams of light shoot out of its mouth. Usually, it's tormented by visions of calamities and apocalypses from d6: 1 the ancient past, 2 the distant future, 3 an alternate reality, 4 another plane of existence, 5-6 somewhere & somewhen actually useful. It's been driven mad by its visions, and by its inability to share them or prevent them from happening - it's missing a tongue.