The ruins of the cyclopean city spread out into the distance as far as you can see. The non-Euclidean architecture gives you a headache if you focus on any single building for too long. In front of an impossibly large obelisk, you spot Valcav sitting down and gazing into a book opened in his lap. He shuts the book and stands up when he sees you approaching. “Hail friends! Have you come to the Nameless City seeking its forbidden treasures? He gestures to the alien stonework all around you. “It’s yours for the taking. But before you risk madness and worth poking around this long-dead city from a bygone age, why not take a look at what I have for sale first?”
Talisman of Ulthar
These amulets are popular among druids and hidden cults that worship cats. The amber cat’s eye gem is set in a silver medallion on a thin chain.
A talisman of ulthar gives its wearer great power over cats. Once per day while grasping the talisman they can focus it and curse a single target within 30 feet. The target of the curse is entitled to a DC 16 Will save to resist its effects. On a failed save all catlike creatures of the animal or magical beast type become hostile to the cursed target. At the GM’s discretion, catlike creatures of greater intelligence may become unfriendly rather than hostile. This curse has a permanent duration and the talisman can only have one active curse at any time. If the target dies or has the curse removed then the talisman’s wearer is free to curse someone else. This curse can be removed with break enchantment, limited wish, miracle, or wish spell. If the target of the curse has ever harmed a cat or catlike creature however the curse becomes more potent and can only be removed with miracle, or wish.
Once per week, the wearer can also summon a dire tiger from the amulet to serve them. The wearer can communicate and give orders to the tiger telepathically as long as they wear the talisman. The tiger remains for up to one hour or until killed. If the tiger is killed it cannot be summoned again until one month has passed.
Wondrous item, rare
This amulet marks you as a friend to cats everywhere and comes with great power. Once per day you can curse a target you can see within 30 feet, marking them as abhorrent to cats. This curse is permanent unless the target succeeds on a DC 16 Wisdom saving throw. All cats and catlike creatures are considered hostile to the cursed target and will likely attack them on sight. You can also use the talisman to conjure forth a saber-toothed tiger. You can command massive cat with your thoughts as long as you keep the amulet on. The tiger remains for up to one hour or until killed. If your summoned tiger dies in battle you must wait one month before you can summon it again.
The Xanthous Ballad
According to whispered rumors, this piece of music comes from the infamous play “The King In Yellow”. This ancient and yellowed parchment is covered in looping handwriting almost too faded to see.
Aura strong enchantment Price 65,600 gp; Slot none; CL 15th; Weight 1lb.;
Anyone wishing to use this item must be able to speak Aklo. This antique scroll appears as gibberish to anyone unable to do so. Those who can speak it, recognize the hastily scrawled lines as sheet music with one day of careful study. The music is chaotic and discordant making it impossible to memorize or copy. Different parts for different instruments seem to be written over each other.
The magic of the music is activated by succeeding on a DC 30 Performance keyboard, percussion, string, wind instrument or singing check. The ballad lasts for 10 minutes of continuous playing and anyone within earshot, aside from the performer(s), must make a DC 18 Will save. Success indicates they are able to resist the effects of the ballad while failure means they fall under the influence of the performer. The performer chooses a single effect from the confusion spell. All those who failed the will save suffer the chosen effect for one hour. They can be freed from their confusion early with a break enchantment, limited wish, miracle, remove curse, or wish spell.
If the performer rolls a 1 on their performance skill check, the magic of the ballad lashes back at them. They are affected by an insanity spell with no saving throw.
Wondrous item, very rare (requires attunement)
This faded scroll is actually sheet music written in a barely decipherable form of Deep Speech. You must spend an entire day scrutinizing the scroll in order to attune yourself to. The musical notes appear haphazardly around the parchment, and you must keep it on hand if you wish to play the ballad. By succeeding on a DC 30 Charisma (Performance) check you can beguile a crowd of listeners with the mysterious song. Anyone within earshot of your performance is entitled to a DC 18 Wisdom saving throw. Failure indicates that the song has wormed its way into their mind. You can choose a behavior from the confusion spell. For the next hour, anyone who failed the saving throw is subjected to that single behavior. Anyone affected can be freed from the ballad’s influence by having a dispel evil and good, remove curse, or wish spell cast on them.
The ballad is not without its risks, however. If you roll a 1 on your Charisma (Performance Check) roll you are affected by the confusion spell with an unlimited duration.
Scepter of the Black Pharaoh
These scepters are pale imitations of those made by Nyarlathotep himself. The smooth metal shaft is inscribed with intricate runes. The rod is capped by two glass prongs that occasionally arc with electricity
By holding the scepter aloft the user can make their voice heard at double the normal distance. Once per day by speaking to a crowd for 1 minute the user can enthrall them per the spell with some differences. The user’s voice is so convincing that unfriendly races or religions do not gain the +4 bonus on their saving throw and targets do not retain awareness of their surroundings. This effect lasts for up to 1 hour and 2d6 rounds afterward. If you talk for the full hour you can implant a single suggestion to your listeners as per the mass suggestion spell.
Twice per day the user can summon four spheres of lightning to function similarly to the ball lightning spell. The spheres remain for up to 1 minute and can be directed as a swift action. The scepter can summon a maximum of four spheres at a time.
Rod, very rare (requires attunement)
This rod projects and alters your voice allowing you to keep the attention of a crowd. Those who listen to you speak are enthralled as per the spell for up to 1 hour. During this time you can weave extra magic into your words and implant a single magical suggestion into the minds of anyone enthralled by you.
Twice per day, you can also attack with the scepter by summoning a sphere of electricity. This works similar to a flaming sphere, except the sphere deals 4d6 points of lightning damage.