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SECRET SANTICORE: 30 Magical Keys!

http://wrathofz ombie.wordpress.com/2012/12/18/secret- santicore- 30- magical- keys/

December 18, 2012

Where there is pain and suffering There is the Santicore


OH GREAT POWERFUL AND AMAZING SANTICORE! PLEASE
GRANT ME:
1d? Magical Keys (preferably, 4, 6, 8, 10, 12, or 20 but, I would
take more, or a table for a weird die like a 24 30 would be like
mana from heaven).
If any of them involved the following themes, that would be extra
awesome!
An Unnaturally Long Winter
A Great Old Wyrm of a White Dragon
Body-Snatching Were-Rats
Runes
And, at least one should be an ancient artifact of great power.
Jonas M. really delivered with 30 kick ass keys!

It was I who allowed the


Alliance to know the location
of the shield generator

30 Magical Keys
Sir, I here present catalogue of the 30 lost magical keys as researched by your most humble and
obedient servant and sage of renown sarbat the Learned.
1. Wolfshead
This silver key decorated with wolfs head motif hangs on belt of oldest dwarven king who is
guarded by fanatic berserker guard thousand strong and dozen ancestral spirits. It unlocks a chain
binding an entity that if unleashed would threaten to devour the sun. Wolfshead key is a terrible
burden to bear and it gnaws on very soul of its owner through bitter centuries of dwarven life.
2. Tail of the White Worm
Scale of a great old wyrm of the north carved with rune of hunt, its holder always knows where
the dragon is and if concentrating for a minute its holder can see through the dragons eyes for as
long as she can hold breath, though side-effect is that the dragon can of that moment forward
see through her eyes and even use certain powers of its terrible gaze that only require it to see
its victim. Woe to those who open themselves to the dragon.
3. Blue Chalk
Prince of Rats and his seven sons own each a piece of blue chalk stolen out vaults of gods. Piece
of chalk can be used to trace a shape of door and a secret rune of opening to any wall and she
who draws the door can step through it like there would be no wall at all.
4. First Key of Spring
First key of spring is ancient bronze dagger that must be used before others to unlock a heart of

white stag on altar of stone. This bronze dagger shines with blue flame if any evil creature
approaches to 50 feet of the wielder.
5. Second Key of Spring
Second key of spring is sacrificial pyre made out of wood collected of branches of the World Tree
that lightning has severed and the sacrificial stag must be placed on it. These branches are
connected to World Tree, a druid can use them to move through any tree to any other tree in the
world on nights of full moon.
6. Third Key of Spring
Third key of spring is a fire that has been kept burning continually in hidden temple of the Sun deep
beneath dark earth since dawn of time, it is an actual piece of the Sun the Sun God left in to dark
realms in his journey through the Underworld. This primordial flame can be used to light fires that
burn absolutely anything to ash even such things that do not burn, a priest of Sun God can use
this flame safely to move through to any other fire.
7. Fourth Key of Spring
Fourth key of spring is ancient elven vial filled with drops of water out of first rain in creation that is
sprinkled to ashes of the sacrificial fire prepared by others keys, it ends any winter and restarts
turning of seasons and the white stag is reborn out of ashes. A drop of these waters can restore
life to anything else burned to ashes.
8. Tongue of Frost
This wand-like magically preserved object looks like bifurcated serpent tongue of great proportion
and has been enchanted to hardness and rigidy of an steel bar. It is very cold to touch and can not
be handled comfortably without thick gloves. If a secret command word lost to history of man is
known and spoken in draconic by she who holds the wand gains access to spells and breath
weapon abilities of white dragon in age category of great old wyrm. When powers are used a mute
great old wyrm awakens out of deep slumber under polar glacier on top of the world and
immediately starts its long journey south to get hold of its tongue and powers. According to
legend its tongue was originally snatched out of its mouth by Prince of All rats. After any power
is used the dragon knows where the wand is and wands powers cease to function when it gets in
one mile radius of it. If the dragon gets hold of the wand it can by simply pressing the wand back to
its mouth restore its tongue, speech and powers taken from it, it will then utter words that darken
the sky blotting out sun and plunge the world in to winter that can only be ended by Four Keys of
Spring.
9. Key of Life
To bring one back from the dead a journey to underworld is needed. This black iron key when used
on any locked door opens a gateway to Underworld. If one dares to walk down the gray dusty
stairs spiraling down in to darkness she may fetch anyone lost to death, there is a risk of not
coming back and another risk of somebody or something else slipping to world of living while the
gateway is open.
10. Key of Ice
This magical rune of power has been taught only to disclipes of the White Wyrm, by etching to it
surface of any icy obstruction like wall of glacier or ice over frozen lake it enables passing through
the ice as it cracks open as far as the rune scriber wishes.

11. Rabbits Foot Key


This simple skeleton key is part of old and dusty set of thieves tools, it has rabbits foot attached
to it by chain. Possessing the key gives the owner forewarning if he has not succeeded in
disarming a trap. The rabbits foot is irrelevant and just something its first owner Magnus the
Gnome attached to it on a fancy.
12. Trusty Key
This enchanted key comes paired with a lock and and can not be picked by mundane means, once
locked it can only be opened by the enchanted key or magic.
13. Secret Tunnel Access Keys
These magical keys of the rat people come in many shapes and sizes what they do is grant access
to rat holes and tunnels. Using one changes the key holder to size of ordinary rat when entering
and running around in rat holes, not anywhere else. Every were-rat thief knows what markings of
the rats outside their holes mean, what might look like teeth marks to others are actually old runes
of the rats that convoy information like Bevare cats!, Food cellar well stocked., Wizard with
aggressive familiar. etc.
14. Master Skeleton Key
This simple iron key has been stolen from the gods, using it and even possessing this artifact risks
divine wrath. It can open any lock and by-pass every magical ward. Those with sufficient esoteric
knowledge can use it place of other magical keys and do things that will certainly get attention of
at least divine servants or petty deities.
15. Keys to Pearly Gates
It is believed that when a dead sinner is buried with these keys she might slip in to heavens
undetected. Most of such keys are only items manufactured according to folksy superstition but
actual keys do exist and might enable a master thief to pull off a one final crime of audacious
nature or even better if one has access to recurrection magic to do it and return to tell the tale like
Jisakar the Bold has according to his boasts done, stealing peaches of immortality and wooing
angels.
16. Master Key of Escape
This simple copper key is engraved with seven runes and glyph of the rat, it can never be detected
by bare eyes, even if owner would be naked and key would be hanging from his neck. Merely
having it in ones possession gives the keys owner ability to open any chains that hold him.
17. Key to Happiness
This plain and worn looking key is sometimes found on accident and carries a great boon, if its
finder chooses her adventuring days are forever owner as she abandons the violence and risk of
terrible death on some dank corridor to more fulfilling life somewhere else. This is an actual magic
item not a metaphor on dungeoneering lifestyle, some dungeon crawlers are actually immune to
promise the key holds.
18. Stoneroad Keys
Amulet shaped like miniature millstone with dwarven runes is key to stoneroads. Stoneroads are

enchanted pathways through mountains that go through solid rock, those equipped with the
amulets can walk these paths like there would be an actual tunnels, stoneroads are in bad shape
and encounters with xorn and earth elementals are possible.
19. Quivering Key
This key of tarnished silver trembles when magic is near, it may be used to break magical wards but
like the keys owner would be wizard of comparable power but the key will snap and lose its
enchantment in process.
20. Key to Success
This golden key when spun points half the time to biggest amount of gold in hundred yard radius,
half the time it points to direction of the most dangerous monster. Its special power can used
three times a day and with proper command words its owner can choose what it want to find with
it.
21. Wardrope Key
This plain iron key opens through any lockable container to extra-dimensional space through
which any non-magical clothes desired can be pulled. Unknown wizard who built the extradimensional pocket universe of the closet unfortunately was shoddy craftsman among many
other things and left its back open so it actually opens to rather strange alternate world of evil
witches, wise children and talking lions where time flows differently, going to the closet is illadviced.
22. Bone Key
This necromantic item can be pushed to ear of the dead to unlock their jaws, it will force the dead
person to answer one question. These keys can only be used on moonless nights and in open air
and there chanse equal to the actual dead person answering that minor demon answers the
question.
23. Ratstooth
This weird filthy bone key has teeth that are actual keys of several rats, it is unknown how many
of these vile magic items actually exist. Owner of one can once per night use it to touch a sleeping
victim and polymorph him or her to rat and then assume his or her form.
24. True Form Key
Touch with electrum true form key unlocks original shape of person, animal or object that has
been polymorphed or shapechanged to another. Touching a lycanthrope with one immediately
triggers a transformation to either man or beast shape.
25. Twin Keys
These magically connected simple copper keys can be used to link spaces over vast distances,
even through space and time. When a door is opened with one (it fits any lock) it does not open to
space beyond it but to any door opened with the second key at the moment it is opened.
26. Windup Key
This simple golden key can be attached to any statue or carved image of people or animals and
after winding it up it will animate as golem to do the key owners bidding. Time the statue remains

animate depends on the enchantment left on the key and there is usual chanse of golem going
berserk.
27. Storage Key
This simple carved wooden key is tied by enchantment to one particular wooden chest, using it to
open any other storage container opens access to the original wooden chest. This connection
can not be severed by any distance.
28. Key of Time
This four-dimensional apparently cubical crystal object shows through its multifaceted inner
surfaces at random runic alphabets that seer can use to peer to future. Key of time can be used by
archwizard to travel through time with no limitations though there is a heavy price, wizard will
become unlocked in time and he will age in reverse and remember things that have not happened
yet (or might happen) and his memories of past are on uncertain ground like future once was, he
will in effect travel through time to directly opposite way to everyone else.
29. Key of Thought
This black feather unlocks understanding not avaible to mere mortals, when placed behind ear will
give its owner truthful answer on likely outcomes of any course of action.
30. Key of Memory
This black feather is key to collective memory, when placed behind ear its owner can remember
any one thing that any living being still remembers. Crafty wizard can use it to other direction too
and replace one memory of one event with false one of his own making and that will be what
everyone remembers. Those abusing this power risk a horrible death by being pecked to death by
two unstoppable magical ravens.

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