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Magic of Thorn's Mystara: The Elven Artifacts: Mask of the Dreaming Night

by Robert J. Nuttman, Jr.

Physical Description: Each of the twelve masks are of the same basic construction: A full facemask carved of dark wood, polished to an almost mirrorlike finish. The features, inlaid into the mask in thin strands of sliver, resemble an elven face of indeterminate sex and neutral expression. The eye slits are covered with mismatched razor-thin sheets of dragonstone, the right eye blue, and the left green. A flick of a switch made to look like an earring stud on the mask's earpiece drops an additional sliver of black dragonstone over the eyelets.

Use and Powers:
The black dragonstone allows darkvision to a range of 90’ — the wearer can see in natural darkness as if it were daytime, and in magical darkness as if it were twilight. Continual darkness can be pierced, but the masks’ range is cut to a mere 30’. The stones are not attuned to the true seeing effect of a breathmask.

A character wearing a Mask is able to safely gaze upon Andahar Onyx, and can only be drawn into the stone’s reflection by physical contact. Likewise, sleeping while reflected in the stone does not entrap the wearer of one of the Masks (see below).

While gazing upon Andahar Onyx, the wearer of the Mask can clearly see those within the Reflection, rather than the usual watery, distorted images. Expending a charge allows the wearer to communicate with any willing Reflection within 30’ of the Facet for 3 turns. The wearer can hear the responses as if the Reflection were standing within arm’s reach.

From the Other Side, those wearing a Mask of Night are able to see — and use — the Facets that allow crossing between the Reflection and the Prime. (see below)

Sleeping before a sheet of Andahar Onyx while wearing one of the Masks enables the PC to dreamwalk into the Reflection. The wearer can use two charges to cross back over, or a single charge if within 5' of a Facet. For an additional two charges (one if within arm's reach of a Facet) the wearer can bring over another person, up to two at once between each moonrise.

While wearing a Mask under the light of the full moon, the wearer is able to navigate the maze of stone, illuminating the the shortest route between each Tree of Life, or to another location the wearer can clearly picture in his or her mind’s eye. This power lasts an entire night, and costs 3 charges.

Each Mask holds twelve charges, which restore themselves if the Mask remains unused between one moonrise and the next. The Mask regains one to four charges depending on the phase of the moon, up to its full allotment. Thus, if a Mask had been depleted of three charges and left unused during one night of the full moon, it would regain those three charges, the fourth “extra” charge being lost.

Each of the elven clans has modified Illsundal's base design.

Mask of Chossum
Mask of the Merchant
allows use of
Evaluate
Detect Ambush
Detect Lie
Resist Magic spells from the Darokin Gazetteer, costing one charge per spell level.

Grants (or bestows a +3 bonus to) Bargaining skill

Charisma-based skills otherwise function at +2

Elves of this clan wearing the mask temporarily gain 2 levels. Additional hit points are lost first from those temporarily granted by the mask.

 
Mask of Erendyl
Mask of the Crafter
Three charges allows the wearer to animate any carving crafted by one of the clan for 3d10 turns. Spending additional charges extends the animation effect for another 2d6 turns per charge.

If the user already has the Bargaining skill, they gain a +3 bonus to its use while wearing the mask. If they do not have the skill, the mask grants its use (at no bonus) while being worn.

Items created with the use of Craftsman skill while wearing the mask always fetch 150% of their market value if sold.

Elves of this clan wearing the mask temporarily gain 2 levels. Additional hit points are lost first from those temporarily granted by the mask.

 
Mask of Feadil
Mask of the Forest Lord
For three charges, the mask can bestow the same effect as a Potion of Heroism (X48, E 61 RC 233) even if the user is an elf.

For three charges, the mask can temporarily (2d4 rounds) emulate the effects of a Tree of Life (Turn Undead aura; use of the curative abilities (blindness, disease, neutralize poison, cure serious wounds, identify) drains 2 charges each. This effect can only be used once per month, and only when the mask is fully charged.

While being worn, the user has access to the Knowledge of Tree of Life skill.

 
Mask of Grunalf
Mask of the Silent Hunter
Grants the use of Hiding skill, or use at +3 if the wearer already has the skill. Thieves double their Hide in Shadows and Move Silently skill percentages.

While wearing the mask, the user can make use of the Tracking skill (or gains a +3 bonus to rolls if s/he already has the skill)

Elves of this clan wearing the mask temporarily gain 2 levels. Additional hit points are lost first from those temporarily granted by the mask.

 
Mask of the Long Runner
Mask of the Learned Sage
Grants the user the use of Knowledge of Magical Lore, or grants a +3 bonus to rolls if the wearer already has the skill.

For one charge, the mask can be used to identify magic items of elven make.

The user can attempt to control the magics of Glowtree, Shadowdown or Stalkbrow sites, expending charges to increase the chance of success.

Elves of this clan wearing the mask temporarily gain 2 levels. Additional hit points are lost first from those temporarily granted by the mask. Elves temporarily gain one additional spell per level.

 
Mask of Mealidil
Mask of the WaySinger
Grants the user Knowledge of Elven Cultures (or +3 if the user already has that skill)

Grants (or adds +3) to the use of Singing, particularly the Song of Ways.

The Song can be used to perform the following spells, at the cost of a certain number of charges:
Purify Food and Water (1)
Know Alignment (2)
Speak with Animals (2)
Locate Object (3)
Speak with Plants (4)
Truesight (5)

 
Mask of Red Arrow
Mask of the Forest Guardian
For three charges, the mask will make arrows fired by the wearer magical for 3d6 rounds. These are “+0” but will affect creatures only able to be struck by magical weapons. Additional effects can be called upon for charges each:
+1 (1)
+2 (3)
+3 (6)
Biting (2)
Charming (2)
Curing (2)
Disarming (2)
Dispelling (3)
Penetrating (2)
Screaming (3)
Slaying (6)
Stunning (3)
Wounding (3)
Grants the user use of (or a +3 bonus to) Military Tactics

Elves of this clan wearing the mask temporarily gain 2 levels. Additional hit points are lost first from those temporarily granted by the mask. Elves fight at an additional level higher.