“Yet another ring, Gnybaro?” Chalk asked, surprised.
“Apparently,” the thief replied, “and another dubious looking ring at that.”
“Valance, know anything about this one?” Chalk inquired of the priest of the Spider God.
Valance took the strange ring. It was of some strange metal, with a stylized skull symbol on its face.
“In the temple of the Spider God we were taught a lot about magic items, rings like this were no exception. It is a villainous artifact, to be sure, made by a group of dwarfs who dedicated their souls to an infernal overlord. You could wear it, Chalk, but it would make you a necromancer in time,” the priest said.
“Not interested,” Chalk said, “Koram, what do you think we should do with it?”
The fighter eyed the ring.
“If it causes more problems than it is worth, why don’t we leave it somewhere for Stork and Vistis to find? Let those two fight over it,” Koram replied.
“Great idea!” Valance said, plucking the ring from Koram’s hand and setting it in a nearby wall, trying to make it look as if he were attempting to conceal the ring.
“They will come stumbling along behind us soon enough, they always seem to,” Valance said with a sinister grin, “let them stumble upon that vicious little bit of jewelry.”
The Ring of the Necromancer is believed to have originated in the forges of the Damned Dwarves of Mount Deskellos when these fiends were in the employ of the necromancer Jastor Xule. Granting the wearer powers over and aiding the undead, this ring also takes a toll from the living. Although there are rumors of several of these being made, there is only ever one encountered at a time, although the wide variety of necromancers who have worn this ring suggests that if there is only one of these items, it certainly changes hands quite often.
Benefit: The wearer of the Ring of the Necromancer enjoys many benefits if they are interested in and keep company with, the undead. Each day the ring is worn the wearer may roll 1d6 and consult the chart below:
1-2 Skeleton, armed with sword and shield 8 hit points, turned as a 2HD undead creature
3-4 Ghoul, claws and bite (3 attacks) do 1d6 damage, 20 hit points, turned as a 4HD undead creature
5-6 Skeleton Mage, claw attack does 1d8 damage, casts fireball (4 per day) for 1d8 damage, 25 hit points, turned as a 5HD undead creature
Note: Due to the strange nature of magic and necromancy in particular, it is not unknown for other undead creatures, like wraiths, spectres or vampires to appear, although this is much rarer than the above creatures.
These summoned undead come from a variety of places and accrue, a necromancer may have an army of this to mix in with regular undead for an added surprise. However, there is a price to pay for this boon. Every 30 hit points worth of these magically summoned undead will require 3 hit points worth of vitality from the living per day. Any living minion(s) of the necromancer will do to sacrifice this life essence, if the necromancer is surrounded by the undead then he must find this from somewhere, himself if no other living creature is around.
Usable by: Anyone who can control the undead and keep up with the requirements of the ring.