Johydee's Mask
Johydee's Mask is a full-face mask made of an unknown opaque material shaded gray.
History
In a frontier region on the border of the Seven Kingdoms, a well-organized band of thieves took up residence to plunder the trade routes to the east. To prevent word from reaching the viscount, the thieves threatened the local villagers. Anyone defying the guild was found dead or disappeared altogether.
All seemed hopeless until Johydee, a high priestess, came to tend the spiritual needs of the village. Serving a goddess of truth and justice, she was horrified by the great injustices the villagers had been forced to endure, and set about freeing them from this tyranny. Johydee heard of an old hermit, said to have once been a great illusionist, living in the hills nearby. She journeyed to him and convinced the hermit to help save the villagers. For a full month he labored, finally delivering a mask to the high priestess.
After great prayer, Johydee put on the mask, assuming the guise of the leader of the band of thieves. She infiltrated them and discovered that two rival factions existed. Playing upon their ingrained suspicions, Johydee rekindled the old hatreds. Soon the thieves were fighting among themselves and disbanded, leaving the village in peace. Johydee and the mask disappeared afterwards.
Campaign Use
Johydee's Mask is another nice artifact for lower level campaigns. While of particular interest to thieves, it can be used by any character class. One possible alternative to simply allowing the PCs to use the mask might have the party hired to locate a group responsible for a rash of recent thefts. In reality, the thefts have been perpetrated by a singular, very powerful master thief using the mask. At the end of the adventure the mask can allow the thief to elude the party and finally disappear without trace.
Powers
Constant. The wearer of the mask is totally immune to all forms of gaze attacks (from basilisk, catoblepas, medusa, etc.).
Invoked. The PC can assume the guise of a humanoid being, from gnome to hill giant size, by concentrating for one full round. If the PC 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 descrepancies. 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. 1 from Table 27: Movement, 1 from Table 21: Enchantment/Charm
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.
Suggested Means of Destruction
- The Mask must be eaten by a mimic.
- It must be worn by one with no mind.
- It must be merged with its reflection.


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