Within the musty sack are a handful of bronze coins each green with age and stamped with the head of a bestial humanoid creature, a clay oil lamp surprisingly undamaged and a tarnished pewter ring seemingly stamped with a symbol of a falling tower.
A tower ring is a magical ring created in ancient times for the minions of the sorcerer Ardavos. The sorcerer was not a powerful man, but served a powerful spiritual entity called Xayzen, bringer of dreams. Calling upon Xayzen, Ardavos created several of these artifacts before himself descending into catatonia, his dreams plagued by horrors forevermore.
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Notes on Properties and Effect
Bonuses to Luck, Intelligence and Personality checks do not include Spell Checks, various cleric checks, fumbles/critical hits, or thief skills.
Bonuses to Fumble rolls are true bonuses (thus a +1 Tower Ring would lower the Fumble roll by 1).
Nightmares require the sleeper to sleep an additional 2 hours each night to become rested. Otherwise, the bearer suffers a -2 to all Action dice, initiative, Intelligence, and Personality checks, and cannot naturally heal.
A sleepless character suffers penalties as above on the first day, -1d on the second, and can only move a ½ speed (no other significant actions) on the third.
A waking nightmare incurs a -2 to all Action dice, initiative, Intelligence, and Personality checks for 1d3 turns. While experiencing waking nightmares, the victim can only move a ½ normal speed.
Project Nightmare allows the bearer to target one sentient creature with waking nightmares (as above). The victim receives a Will save (DC 10 + the bonus of the ring). This requires a full round.