Silverhorn

first you wanna kill me, then you wanna kiss me… blow!

The Silverhorn is an instrument famous for its powers of aiding negotiation. When blown, the horn emits an enchantment that encourages compromise. Those within earshot (including the blower) must make a DC 25 Will save or end up under the enchantment that finds middle ground between a buyer and a seller, or between multiple parties in a political negotiation.

A strategy employed by previous owners of the Silverhorn is to ask a ridiculous price for an item up for sale, then blow the horn, waiting for the best offer to come in. Of course, the Silverhorn does not guarantee that the average of the prices be affordable to the buyer, nor does it necessarily compel them to make a purchase.

The Silverhorn itself is tarnished from years of use, but is just as potent as when it was wrought a hundred years ago by a dwarf high in the mountains, one who participated in the conquest of a dragon. This is how he spent his horde, in the hopes of taking the other dwarves’ shares slowly, one financial transaction at a time. Whether or not he was successful is lost to the winds like so many story endings.


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The Visage of Scahrossar

According to legend, this black leather Mask was a gift from Scahrossar, goddess of pain, to a legendary priest of Oldimara, her brother, the god of trickery. The turmoil surrounding the events that transpired are chronicled in the bard’s song “Blood Tears of Hernisia”.

The Visage’s surface matches the contours of a face, and is adorned with delicate inlays of silver and steel, but there are no holes for the eyes, nose or mouth. On the interior side, there are two one inch iron spikes where the eye holes would be. Black silk ribbons hang from the sides and can be tied together to secure it to the head. Because of the lack of mouth opening, the wearer’s voice is somewhat muffled and breathy. In spite of this those dealing with the wearer find them shudderingly fascinating and compelling.

In order to use this item one must put it on, piercing one’s own eyes with the iron spikes. This process inflicts 1d4 points of damage and results in permanent blindness. This blindness can be magically cured if the Mask is removed, but donning it will once again result in blindness. Unless exceptionally strong-willed the wearer has no desire to remove the Mask at any rate (DC 28 Will save).

This Mask radiates moderate evil.

As long as the wearer has the mask on they gain the following benefits:
– Blindsense to a range of 45′
– True Seeing: the ability to pierce illusions and disguises within the blindsense. This does not confer actual sight.
– +5 enhancement bonus to Charisma
– Suggestion 3/day (DC 20 Will save to resist)
– +5 profane bonus to search and spot

Strong divination, transmutation and enchantment [evil]; CL 18.


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