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May 1, 2025

The Dummy and the Mask

A weird, magic walkie-talkie

Heya folks!

Today I'm sharing a magic item that I created for a DCC campaign that I ran a few years ago. One of the PCs had established a business within the city of Punjar and really wanted to communicate with his employees from long distances. I wasn't about to add in any D&D style sending stones. Those make magic too mundane. So I made a creepy doll that you can talk through. Enjoy and feel free to use it in your games!

An inspiration source

The dummy and the mask – a ventriloquist dummy and a separate wooden mask. While the dummy is carved and detailed, the mask is a smooth natural wood. When the mask is worn, the wearer must roll 1d20 + Per mod + CL. Making this check does 1 point of temporary Personality damage, which heals 1 hour after the mask is removed.

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  • On a natural 1, the first time this occurs the wearer takes 1 point of permanent Personality damage. The second and on all subsequent times this occurs, the wearer takes 1d3 points of Personality damage. The third time this occurs, the mask becomes bound to the wearer's face and is considered a major curse. Each day that the mask is bound to a creature face, the creature takes 1d3 Personality damage that cannot be recovered while the mask remains on. If the creature’s Personality score becomes 0, then the creature becomes a ventriloquist dummy with the mask now paired to them. The old dummy is animated to life and the Judge should refer to the breathe life spell for suggested statistics and stories of evil puppets for further inspiration.

  • On a 2-5, the wearer of the mask may see, hear, and speak through the dummy as long as it is within 100 miles of the mask. This lasts for 1 minute. While this effect is active, the wearer may make a DC 10 Personality check to alternate control between their actual body and the dummy’s body.

  • On a 6-10 the wearer of the mask may see, hear, and speak through the dummy as long as it is within 100 miles of the mask. This lasts for 10 minutes. While this effect is active, the wearer may make a DC 10 Personality check to alternate control between their actual body and the dummy’s body.

  • On an 11-15, the wearer and of the mask gains full control of the dummy’s body and may see, hear, and speak through the dummy as long as it is within 1000 miles of the mask. This lasts for 10 minutes. While this effect is active, the wearer may make a DC 10 Personality check to alternate control between their actual body and the dummy’s body.

  • On a 16-20, the wearer and of the mask gains full control of the dummy’s body and may see, hear, and speak through the dummy as long as it is on the same plane of existence as the mask. This lasts for 10 minutes. While this effect is active, the wearer may make a DC 10 Personality check to alternate control between their actual body and the dummy’s body.

  • On a 21+, the wearer and of the mask gains full control of the dummy’s body and may see, hear, and speak through the dummy even if they are on different planes of existence. This lasts for 1 hour. While this effect is active, the wearer may make a DC 10 Personality check to alternate control between their actual body and the dummy’s body.

The other source of inspiration

What weird DCC magic items have you created for your games?

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