D10 Curios from the Wunderkammer of Rudolf II
I've been on a big 17th century history kick lately and have been percolating ideas for a (17th C. Minimalist/WFRP/LoTFP) campaign where the player characters are tasked with tracking down magical curios for Rudolf II's Wunderkammer in the Prague Castle (or alternately, recovering looted artifacts after the collection was plundered by Swedish troops in the closing days of the 30 Years War). Possibly as some sort of clandestine battle on behalf of (or against) the Rosicrucian Brotherhood, like a baroque SCP foundation.1
Here are d10 artifacts from the Vienna Kunsthistorisches Museum collection re-imagined as magic items.
1. The Allegory of Transience
Those in the presence of this figurine age at triple the normal rate. However, they also heal thrice as quickly, recover from illness thrice as quickly, etc.
Utter the words 'sic transit gloria mundi' while sacrificing something of value to pause this effect for 1d6 weeks.
2. Caravel Automaton
Wind this up, place a thaler on the poop deck, and release it into the sea (or into a waterway that connects to the sea) and it will return in 2d20 days with its hold (approximately 1 pint) full of one of the following (d12):
- Cinnamon
- Black pepper
- Cardamom
- Cloves
- Star anise
- Ginger
- Turmeric
- Saffron
- Cassia
- Tobacco
- Cumin
- Mace
3. Diana & Centaur Clock
To activate, place a hair or blood from someone you want to track down and kill inside a small compartment in the base. This will cause the silver figures to grow to life-size.
Until the next new moon, they will collude to track down the source of the blood/hair: anytime the quarry is touched by moonlight Diana will whisper the general location to the centaur, who will then gallop after it night and day with up to three humans on his back. When closer, the bloodhound will track the target's scent. Upon reaching the quarry, the centaur will loose a single arrow (as a 10th level fighter with a +3 bow) and then the three figures will immediately shrink and return to the base of the clock.
4. Cittern Player Automaton
Waddles around quietly playing 'Flow my Tears' by Thomas Dowland on repeat. A tiny clockwork device hidden in the folds of her dress transcribes anything said in her presence onto fingernail-sized rolls of paper.
5. Vienna Model Book
Take on the appearance of a card by burning it and speaking the name of the depicted person or beast in Enochian. For each day spent in the new form after the first, there is a 1-in-6 chance than the change becomes permanent and the user's original visage appears as a new tile in the collection.
6. Adder's Tongue Candlestick
This can be used to detect poison by placing a lit candle in the holder and dipping one of the nine tongues into food or drink. If poison is detected, the candle flame will turn green. Wax drippings from the candle can be used to neutralize the detected poison, but doing so causes one of the tongues to withdraw.
7. Draconic Drinking Horn
Quaffing a draught from this horn bestows the power of one of its figures at the cost of immediate and thorough inebriation for 1d6 hours (effects end when sober):
- Beer: the rider (immediately tame any animal)
- Ale: the dragon's tail (gain a system-appropriate enhancement to one's grappling abilities)
- Wine: the turtle (armored as though in a cavalier's breastplate and helmet)
- Cider: the dragon's feet (grow talons, treat as a cavalry sabre for combat purposes)
- Gin: the dragon's wings (gain the power of flight; must make system appropriate saves or DEX checks to avoid crashing due to inebriation)
- Brandy: the dragon's head (one use of fire breath in a 20' cone, as a dragon with HD = your level)
8. Rhinoceros Goblet
This is an appropriate receptacle in which to banish demons. Demons so ensnared are able to speak through the goblet's mouthpiece and produce ambient effects according to their natures but cannot actively work any magic unless released.
Roll a d6 to see which demon is currently entrapped when acquired:
- Marquis Oriax offers horoscope readings and once per session can allow his captors to see the results of a die roll before committing to it. In exchange for freedom he will permanently change one's form.
- Marquis Leraje causes anyone wounded by an arrow in his vicinity to save vs. Poisons (or similar) or become infected with gangrene. In exchange for freedom he will either summon a devoted lover or banish one that has grown tiresome.
- Prince Vassago is a relatively affable demon. He will offer clues to the location of a lost or hidden item, but will only provide precise directions upon release.
- Duke Dantalian can read the thoughts of NPCs, but will only provide a vague hint as to their intentions. In exchange for freedom he offers teleportation to any named location. Gets extremely angry and uncooperative when his name is pronounced as 'Dandelion' or similar.
- Duke Vapula is an expert in natural philosophy and can offer cogent explanations of strange phenomena and assistance activating curios and mechanical devices. In exchange for freedom he offers help designing a mechanical construct (e.g. crude flying machine, diving bell, clockwork chess player, astronomical clock, etc.).
- President Malphas speaks with a hoarse voice and is an expert architect and engineer. His advice decreases construction costs by 10% and provides system-appropriate advantages to siege warfare. If released he will either construct a modestly-sized tower or manor house or tear down an equivalent structure.
9. Püsterich
Prime this whimsical bronze figurine by filling it with holy water and stopping up the hole with a gem worth at least 150 thalers, then burying it in coals overnight. If done correctly, the gem and hole will have vanished when it is dug up. By holding it at arms length and chanting 'Püsterich, Püsterich, mit Atemdampf beschütze mich!', it can be made to spew caustic steam from its mouth in a 20' cone dealing damage equivalent to a musket (double to unholy enemies).
10. Statuette of King David
When this marble statuette is immersed in a basin of clear water during a full moon, it will begin to (soundlessly) stum a pattern of notes. The next time this chord is played on a real harp, all hearers must save vs. enchantment or be driven into a debilitating state of religious ecstasy lasting up to an hour (1d6x10 minutes). Each pattern only has this effect once; the next time the statue is immersed it will play a different pattern.
Or better yet, as part of the clandestine battle between the Turn & Taxis postal monopoly and the shadowy Trystero organization.↩