AD&D Johydees Mask book of artifacts

DND Artifacts – Johydee’s Mask: The Legendary Artifact of Deception and Protection

BOOK OF ARTIFACTS

ARTIFACTS INDEX

Introduction: What is Johydee’s Mask?

Johydee’s Mask is a powerful and ancient artifact that can alter the appearance and abilities of the wearer. It is one of the three masks created by the hero-goddess Johydee, who was a master of espionage and intrigue. The mask is made of metal and leather, and has nine gems embedded on its surface. Each gem corresponds to a different face that the mask can assume, granting the wearer various benefits and drawbacks. The mask is also enchanted with protective magic, making it resistant to damage and detection. The mask is a highly sought-after item by adventurers, spies, thieves, and anyone who values deception and protection. However, the mask also has a dark side, as it can corrupt the mind of the wearer and influence their actions. The mask has a long and mysterious history, involving many legends and secrets. In this article, we will explore the origins, features, and stories of Johydee’s Mask, one of the most fascinating artifacts in the Book of Artifacts (AD&D 2e).

Description: How does Johydee’s Mask look like?

Johydee’s Mask is a remarkable piece of craftsmanship, combining metal and leather in a seamless way. The mask covers the entire face of the wearer, leaving only the eyes and mouth visible. The mask has a neutral expression, but it can change depending on the gem that is activated. The mask has nine gems of different colors and shapes, each representing a different face that the mask can assume. The gems are arranged in a circular pattern on the forehead of the mask, forming a star-like design. The gems are as follows:

  • A red ruby in the shape of a triangle, pointing upwards. This gem grants the wearer the face of a warrior, enhancing their strength, courage, and combat skills.
  • A blue sapphire in the shape of a square. This gem grants the wearer the face of a scholar, enhancing their intelligence, memory, and arcane knowledge.
  • A green emerald in the shape of a pentagon. This gem grants the wearer the face of a druid, enhancing their affinity with nature, animals, and healing magic.
  • A yellow topaz in the shape of a hexagon. This gem grants the wearer the face of a merchant, enhancing their charisma, persuasion, and bargaining skills.
  • A purple amethyst in the shape of a heptagon. This gem grants the wearer the face of a bard, enhancing their creativity, musical talent, and storytelling ability.
  • A orange amber in the shape of an octagon. This gem grants the wearer the face of a thief, enhancing their stealth, agility, and lockpicking skills.
  • A white pearl in the shape of a circle. This gem grants the wearer the face of a priest, enhancing their faith, piety, and divine magic.
  • A black onyx in the shape of an oval. This gem grants the wearer the face of a necromancer, enhancing their power over death, undead, and dark magic.
  • A pink quartz in the shape of a heart. This gem grants the wearer the face of a lover, enhancing their beauty, charm, and seduction skills.

The mask is also adorned with intricate patterns and symbols that relate to Johydee’s life and achievements. The mask is made of durable materials that can withstand damage and wear. The mask also has a subtle glow that makes it difficult to detect by magical means. The mask is a unique and priceless artifact that can transform the wearer into anyone they wish to be.

History: When and how was Johydee’s Mask created?

Johydee’s Mask is a legendary artifact that was created by a retired illusionist to help a high priestess named Johydee liberate a village from a band of thieves. The mask has a long and mysterious history, involving many legends and secrets. Here is a timeline of the main events related to the mask:

  • Before 0 AC: The Seven Kingdoms are formed by the descendants of the ancient empire of Nerath. The kingdoms are constantly at war with each other, as well as with the barbarian tribes and monstrous races that inhabit the lands beyond their borders. Trade and commerce are risky and dangerous, but also profitable for those who dare to venture into the frontier regions.
  • 0 AC: The Calendar of the Seven Kingdoms is established, marking the end of the Age of Chaos and the beginning of the Age of Kings.
  • Around 100 AC: In a frontier region on the border of the Seven Kingdoms, a well-organized band of thieves takes up residence to plunder the trade routes to the east. To prevent word from reaching the viscount, the thieves threaten the local villagers. Anyone defying the guild is found dead or disappeared altogether. All seems hopeless until Johydee, a high priestess, comes to tend the spiritual needs of the village. Serving a goddess of truth and justice, she is horrified by the great injustices the villagers have been forced to endure, and sets about freeing them from this tyranny.
  • Around 101 AC: Johydee hears of an old hermit, said to have once been a great illusionist, living in the hills nearby. She journeys to him and convinces the hermit to help save the villagers. For a full month he labors, finally delivering a mask to the high priestess. The mask is made of metal and leather, and has nine gems embedded on its surface. Each gem corresponds to a different face that the mask can assume, granting the wearer various benefits and drawbacks. The mask is also enchanted with protective magic, making it resistant to damage and detection.
  • Around 102 AC: After great prayer, Johydee puts on the mask, assuming the guise of the leader of the band of thieves. She infiltrates them and discovers that two rival factions exist. Playing upon their ingrained suspicions, Johydee rekindles the old hatreds. Soon the thieves are fighting among themselves and disbanded, leaving the village in peace. Johydee and the mask disappear afterwards.
  • Unknown date: The mask is passed down from one owner to another, sometimes by inheritance, sometimes by theft, sometimes by discovery. The mask changes hands many times, leaving behind a trail of stories and rumors. Some say that the mask grants great power and fortune to those who wear it, while others say that it brings madness and doom. Some say that the mask is loyal to Johydee’s spirit, while others say that it has a will of its own. Some say that the mask can only be worn by those who are worthy, while others say that anyone can use it. The truth is unknown.

This is a brief summary of the history of Johydee’s Mask, one of the most fascinating artifacts in the Book of Artifacts (AD&D 2e).

Owners: Who has possessed Johydee’s Mask over time?

The mask has been passed down from one owner to another, sometimes by inheritance, sometimes by theft, sometimes by discovery. The mask has changed hands many times, leaving behind a trail of stories and rumors. Here is a timeline of some of the known or rumored owners of the mask:

  • Around 101 AC: The mask is created by a retired illusionist for Johydee, a high priestess of a goddess of truth and justice. Johydee uses the mask to infiltrate and disband a band of thieves that terrorized a frontier village on the border of the Seven Kingdoms.
  • Unknown date: Johydee and the mask disappear after liberating the village. Some say that she ascended to godhood, while others say that she died or went into hiding.
  • Unknown date: The mask is found by a wandering bard, who uses it to impersonate famous people and entertain crowds. He also uses it to seduce women and rob them of their valuables. He is eventually caught and executed by an angry mob.
  • Unknown date: The mask is stolen from the bard’s corpse by a thief, who uses it to escape from the law and infiltrate various organizations. He also uses it to spy for powerful patrons, who pay him handsomely for his services. He becomes known as the Thief-Prince, and is feared and respected by many.
  • Unknown date: The mask is taken from the thief by a necromancer, who uses it to disguise himself as a priest and gain access to holy places. He also uses it to experiment with death and dark magic, creating undead and abominations. He becomes known as the Black Priest, and is hated and hunted by many.
  • Unknown date: The mask is destroyed by a paladin, who tracks down the necromancer and slays him in combat. The paladin smashes the mask with his holy sword, hoping to end its evil influence. However, he unknowingly releases the spirit of Johydee, who possesses him and flees.
  • Unknown date: The mask is reformed by Johydee’s spirit, who uses the paladin’s body to travel across the world. She also uses the mask to assume different identities and help those in need. She becomes known as the Hidden Empress, and is loved and revered by many.
  • Unknown date: The mask is lost by Johydee’s spirit, who leaves the paladin’s body after fulfilling her divine mission. She also leaves behind a prophecy that foretells the return of the mask in a time of great peril. The prophecy states that only those who are worthy can wield the mask, and that they must use it for good or face its wrath.
  • Unknown date: The mask is found by an adventurer, who uses it to explore ancient ruins and hidden secrets. He also uses it to fight against evil forces and protect innocent lives. He becomes known as the Masked Hero, and is admired and honored by many.

Powers and Curse: What can Johydee’s Mask do and what are the risks?

Johydee’s Mask is a powerful and ancient artifact that can alter the appearance and abilities of the wearer. It is one of the three masks created by the hero-goddess Johydee, who was a master of espionage and intrigue. The mask has four types of powers: constant, invoked, random, and curse. Here is a summary of each power:

  • Constant: The wearer of the mask is totally immune to all forms of gaze attacks (from basilisk, catoblepas, medusa, etc.). This means that the wearer cannot be harmed or affected by any creature or effect that relies on eye contact or sight.
  • Invoked: The wearer can assume the guise of a humanoid being, from gnome to hill giant size, by concentrating for one full round. If the wearer has seen or heard the subject, the disguise is complete, including voice, mannerisms, clothing, and equipment. It is 100% accurate to casual acquaintances, but there is a 5% chance per hour that close friends and family will detect discrepancies. This power can be used once per day but the disguise itself can be held for no longer than 12 hours, after which it fails and the wearer’s visage returns.
  • Random: The mask also grants two random powers from different tables in the Book of Artifacts (AD&D 2e). One power is from Table 27: Movement, which affects the wearer’s speed, agility, or mobility. The other power is from Table 21: Enchantment/Charm, which affects the wearer’s personality, emotions, or social skills. These powers are determined by rolling dice or using a random number generator. They last for as long as the mask is worn or until they are replaced by new random powers.
  • Curse: The mask has a dark side, as it can corrupt the mind of the wearer and influence their actions. There is a 2% cumulative chance per hour spent in impersonation that the wearer comes to believe that the identity of the subject is actually the wearer’s own. Only a wish spell can restore the wearer to normal.

Powers and Curse: How does Johydee’s Mask work in other D&D editions?

Johydee’s Mask is a powerful and ancient artifact that can alter the appearance and abilities of the wearer. It is one of the three masks created by the hero-goddess Johydee, who was a master of espionage and intrigue. The mask has four types of powers: constant, invoked, random, and curse. However, these powers vary depending on the edition of D&D that is used. Here is a summary of how the mask works in other D&D editions:

  • D&D 3.0: The mask is described in the Arms and Equipment Guide, a sourcebook that provides new items and rules for D&D 3.0. The mask has the following powers:
    • Constant: The wearer is immune to all gaze attacks, as well as any effect that requires eye contact or sight.
    • Invoked: The wearer can use disguise self at will, as the spell, to change their appearance to any humanoid form. The disguise lasts for 10 minutes per level of the wearer.
    • Random: The mask grants two random powers from different tables in the Book of Artifacts (AD&D 2e). One power is from Table 27: Movement, which affects the wearer’s speed, agility, or mobility. The other power is from Table 21: Enchantment/Charm, which affects the wearer’s personality, emotions, or social skills. These powers are determined by rolling dice or using a random number generator. They last for as long as the mask is worn or until they are replaced by new random powers.
    • Curse: There is a 2% cumulative chance per hour spent in impersonation that the wearer comes to believe that the identity of the subject is actually the wearer’s own. Only a wish spell can restore the wearer to normal.
  • D&D 4e: The mask is not officially described in any sourcebook for D&D 4e, but it can be adapted using the rules for artifacts in the Dungeon Master’s Guide. The mask has the following powers:
    • Constant: The wearer gains a +5 bonus to Bluff checks and is immune to gaze attacks and effects that target sight.
    • Invoked: The wearer can use an at-will power to change their appearance to any humanoid form, as the changeling racial power change shape. The disguise lasts until the wearer uses this power again or removes the mask.
    • Random: The mask grants two random powers from different tables in the Book of Artifacts (AD&D 2e). One power is from Table 27: Movement, which affects the wearer’s speed, agility, or mobility. The other power is from Table 21: Enchantment/Charm, which affects the wearer’s personality, emotions, or social skills. These powers are determined by rolling dice or using a random number generator. They last for as long as the mask is worn or until they are replaced by new random powers.
    • Curse: There is a 2% cumulative chance per hour spent in impersonation that the wearer comes to believe that the identity of the subject is actually the wearer’s own. Only a ritual of restoration can restore the wearer to normal.
  • D&D 5e: The mask is not officially described in any sourcebook for D&D 5e, but it can be adapted using the rules for artifacts in the Dungeon Master’s Guide. The mask has the following powers:
    • Constant: The wearer has advantage on Charisma (Deception) checks and is immune to gaze attacks and effects that target sight.
    • Invoked: The wearer can use an action to change their appearance to any humanoid form, as the alter self spell. The disguise lasts until the wearer uses this action again or removes the mask.
    • Random: The mask grants two random powers from different tables in the Book of Artifacts (AD&D 2e). One power is from Table 27: Movement, which affects the wearer’s speed, agility, or mobility. The other power is from Table 21: Enchantment/Charm, which affects the wearer’s personality, emotions, or social skills. These powers are determined by rolling dice or using a random number generator. They last for as long as the mask is worn or until they are replaced by new random powers.
    • Curse: There is a 2% cumulative chance per hour spent in impersonation that the wearer comes to believe that the identity of the subject is actually the wearer’s own. Only a greater restoration spell can restore the wearer to normal.

Destruction: How can Johydee’s Mask be destroyed?

Johydee’s Mask is a powerful and ancient artifact that can alter the appearance and abilities of the wearer. It is one of the three masks created by the hero-goddess Johydee, who was a master of espionage and intrigue. The mask is very resistant to damage and detection, and has a will of its own. Therefore, destroying it is not an easy task. According to the Book of Artifacts (AD&D 2e), there are three possible ways to destroy the mask:

  • The mask must be eaten by a mimic, a creature that can shape itself into any object. The mimic’s digestive juices will dissolve the mask and its magic. However, finding a mimic and convincing it to eat the mask may be difficult, as mimics are rare and cunning.
  • The mask must be worn by one with no mind, such as an undead, a construct, or a vegetable. The mask’s power will have no effect on such a wearer, and the mask will lose its purpose and identity. However, placing the mask on such a wearer may be dangerous, as the mask may resist or lash out.
  • The mask must be merged with its reflection, such as in a mirror, a pool of water, or a sheet of ice. The mask’s image will become reality, and the mask will become an image. However, creating such a reflection may be tricky, as the mask may distort or avoid it.

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