Dragonsmoke Archipelago
Darkflame Amulet of Terror
Wondrous Item
Very Rare Requires Attunement
Cursed.
Description
The amulet on the dusky gray chain takes the shape of a small flame with the color and reflective surface of obsidian and hardness of diamond. The flame is the size of large coin.
Utility
You can use an action and hand to hold the amulet and point it towards a hostile creature within 120 feet. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Recharging
This amulet begins with a maximum of one charge. As you progress through the ranks outlined below, you can expand the number of charges it holds (up to three). To regain expended charges, you must meet with The Darkflame prior to embarking on a solo quest (4 encounters where the last is of increased difficulty). The Darkflame blasts you with the correlated eye ray. (!ma beholder fear -t yourpc). The round counter begins on the first round of your first encounter. If you failed, you would be frightened of one random creature for 10 rounds or until you successfully saved. You may work with the DM in a DM-led adventure to apply recharges in their games if they are willing. Simply point them to this item card and ask them to devise a way to incorporate it into their adventure.
At the conclusion of your quest (before the DM reviews your session but after you've finished your last encounter) run one of the following commands (incrementing the number based on Quest Difficult & Reputation Qualifiactions):
!cc "Darkflame Amulet" + 1
!cc reset "Darkflame Amulet"
Strengthening the Item Potency
You may increase the maximum charges your amulet holds by increasing your reputation with The Darkflame and expanding its influence across Wildcross. It will behave similar to a guild. The more reputation you have (and by extension the reputation The Darkflame has), the more powerful your item and The Darkflame becomes. You begin as a Darkflame Fearful, with 50 points of reputation applied towards The Darkflame.
Potency Milestones
Darkflame Fearful (Apprentice). 1 Charge. Hard Quest to refill one charge.
Darkflame Ember (Journeyman). 1 Charge. Medium Quest to refill one charge.
Darkflame Ray (Adept). 2 Charges. Medium Quest to refill one charge or hard quest to fill two charges.
Darkflame Commander (Expert). 3 Charges. Medium Quest to refill one charge or hard quest to fill two charges.
Darkflame Tyrant (Master/Mistress). 3 Charges. Medium Quest to refill one charge, Hard Quest to refill two charges. You gain advantage on the saving throw.
Cursed
You are obsessed with this item. As such it, it will consume an attunement slot until the curse is broken or The Darkflame has been destroyed. If it is ever separated from your person, your alignment will temporarily shift to Chaotic Evil and you will stop at nothing until it is safely back in your possession. While it's in your possession, The Darkflame knows your location while you are on the same plane of existence. The Darkflame will not be happy if you leave the plane without first notifying it.
Breaking the Curse
Once per full moon you may accept the chance to break free of The Darkflame's charm to regain your will and gain awareness of what has been happening. To do so, place your character in AVRAE initiative and then run !ma beholder charm -t yourpc. If you pass, you gain two days that can be used towards finding a cure. The number of days to break free of the curse can be found below.
6 Days. On your next full moon cycle, you have linked the source of your charm to this amulet you treasure. You can spend 250 gold and 1 week of downtime to find a priest whom can cast Remove Curse. You are now able to unattune/attune the Darkflame Amulet as you please.
12 Days. Until now, you have been unwilling to part with this amulet. If you aren't attuned to it, you keep it on your person at all times. Remember, while it's on your person, The Darkflame knows your location and can visit you. During your days of freedom, however, you've began to recognize this amulet as binding and cankerous to your soul. You can spend 250 gold and 1 week of downtime to find a priest whom can cast Remove Curse. You are now free of The Darkflame's corrupting and charming influence, but it knows the charm has been broken.
Hunted. You have broken free of the Amulet's curse and The Darkflame isn't happy about it. You are now hunted by past manifestations of yourself (that have access to the Darkflame Amulet at the highest rank you attained). Choose a monster that has a single CR rating on the Hard Encounter table. If one doesn't exist, use something close. This happens every four encounters or once a day if the amulet is on your person (downtime days count!). You must succeed on a moderate fast skill challenge (of evasive sorts) to evade the encounter.
Severance. Once three Darkflame Amulet wielders have become free of The Darkflame's influence, they can put together a group quest. This quest will result in an eventual encounter with The Darkflame and the remainder of those adventurers bound to its will. The destruction of the Darkflame destroys all eight amulets and the effects they held on their masters.
Avrae Commands
Custom Counter
Run the following to create a trackable counter on the character that is attuned to this item. As you unlock additional charges, change the "-resetto #" where # is how many charges you've unlocked.
__Apprentice to Journeyman__
!cc create "Darkflame Amulet of Terror" -min 0 -max 1 -desc "The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." -type bubble -resetto 1
__Adept__
!cc create "Darkflame Amulet of Terror" -min 0 -max 2 -desc "The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." -type bubble -resetto 1
__Expert to Master/Mistress__
!cc create "Darkflame Amulet of Terror" -min 0 -max 3 -desc "The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." -type bubble -resetto 1
CVAR (!use command)
You have three options. The first option will automatically remove a charge from your custom counter and is the most automated. The other two will require additional rolls on your part.
!use Command
Copy and paste these two codes once on your character.
!cvar terror_ray {"dc":"16", "cc": "Darkflame Amulet of Terror", "title": "[name] grabs their amulet with a free hand!", "desc": "The targeted creature must make a DC 16 Wisdom saving throwor be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "save": "wis", "effect": "Frightened||10", "effectdesc": "Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. It cannot willingly move closer to its source of fear."}
When you want to use your Darkflame Amulet of Terror on a target, simply run !use terror_ray -t target. This will force your target to save. If they fail and become frightened, it will automagically handle your counter for you.
Use the Beholder Attack
If you don't want to copy and paste the above codes, simply run the following commands when you're ready to use your amulet ray. The first will attempt to frighten the target. The second will subtract your magic item counter.
!ma beholder fear -t target
!cc "Darkflame Amulet" -1
Manual Rolls
Manually roll the monster's wisdom save against a DC 16.
Subtract your counter using:
!cc "Darkflame Amulet" -1
Weight: 1