Lore: This chaotic artifact was forged during the “Great Sleep of the Copper Hills,” a catastrophic event where a localized nightmare-plague began infecting the steam-powered machinery of a dwarven hold, causing automata to sleepwalk and attack. The solution was a desperate collaboration between three legendary figures: Thundrig Firekettle (the Dwarven Brewmaster), Madam Elara Cogsworth (the Steam Engineer), and a wandering Dream-Shaman named Kai.
They theorized that the nightmare was a form of “spiritual pressure.” To vent it, they modified a SureFlow Model K-77 Valve to regulate metaphysical flow, mounted it upon a Dreamer’s Totem to act as the conduit, and used a concentrated, volatile reduction of Explosive Fireball Ale as the purging agent. The resulting device—the 912th attempt at stabilization—successfully pressurized the nightmare into a physical form and burned it away. It is now a tool that treats reality, dreams, and fire as fluids to be regulated, pumped, or vented at will.
Description: The Regulator looks like an impossible piece of industrial-shamanic technology. The handle is the ancient, carved wood of the Dreamer’s Totem, but the feathers have been replaced with delicate copper wiring and vents. The head of the object is the heavy brass body of the SureFlow K-77 Valve, its handwheel glowing with a Coptic-Runic warning light that pulses in time with the wielder’s heartbeat. Attached to the intake port is a reinforced glass reservoir filled with a swirling, self-replenishing liquid—the “Eternal Draught”—which looks like dark stout burning with internal magma. When the valve is opened, it releases not steam, but a hissing, orange vapor that smells of roasted barley, ozone, and old memories.
Slot: Held (One-Handed Weapon / Arcane Focus / Tool)
Stats
- Tier: 3
- Rarity: Legendary
- Damage: 1d8 Bludgeoning + 1d6 Fire + 1d6 Psychic.
- Durability: High (Coptic-Reinforced).
- Skill Bonuses: +4 Engineering (Steam/Magical), +4 Insight (Dream-Interpretation), +4 Intimidation (Drunken/Manic).
- Resistances: Resistance to Fire, Psychic, and Force damage.
Tags: Tier 3, Hybrid Tool-Weapon, Industrial-Shamanic, Steam-Powered, Dream-Logic, Fire-Warded, Coptic-Runes, Alcohol-Fueled, Area Control, Mental Defense, Volatile, Regulation, Pyromantic-Vent, Psychic-Pressure, Dwarven-Shamanic, Reality-Anchor, Nightmare-Fuel, Volatile-State, Spirit-Steam, Runic-Gauge, Ancestral-Brew, Madness-Regulator
Multiple Passive Magics
- Coptic-Dream Ward: The protective runes of the K-77 Valve have merged with the spiritual shielding of the Totem. The wielder is Immune to the Sleep, Charmed, and Frightened conditions. The valve on the head “hums” a warning vibration (Resonance Diagnostic) when the wielder is targeted by mental manipulation or invisible enemies.
- The Liquid Courage Loop: The Explosive Fireball Ale reservoir constantly vents a micro-dose of stimulating vapor into the wielder’s aura. This grants the wielder Temporary Hit Points equal to their Level at the start of every combat turn, representing “numbed pain” and “drunken invulnerability.”
- Thermodynamic Spirit-Sight: The wielder sees the world through a mix of Dream Vision and Thermal Imaging. Living creatures appear as heat signatures; spirits and dream-entities appear as pressure pockets. This negates penalties for darkness or fog.
Multiple Active Magics
- Venting the Nightmare (Action – Valve Control): The wielder spins the handwheel to “Open.” The Regulator unleashes a 30-foot cone of superheated “Dream-Steam.” Creatures in the area take 5d8 Fire damage and 3d8 Psychic damage. They must succeed on a Wisdom save or succumb to Intoxicated Slumber (Stunned) for 1 round as the vapors force them into a sudden, drunken dream-state.
- The Brewmaster’s Overclock (Bonus Action – Ale Injection): The wielder forces the valve past its safety limit, injecting the raw essence of the Fireball Ale into their own system or a machine they are touching.
- Self/Ally: Gains Haste, +4 Strength, and deals extra Fire damage on hits for 3 rounds. Afterward, they suffer a level of Exhaustion (the hangover).
- Machine/Construct: The machine acts twice on its turn but takes damage as its gears overheat.
- Dream-Lock Pressure Seal (Reaction): When an enemy attempts to cast a spell or use a mental ability, the wielder can “close the valve” on the local reality pressure. The enemy must make an Intelligence save. On a failure, their ability “backfires” like a burst pipe—the spell fails, and they take Force damage equal to the spell’s level/cost.
- Ancestral Steam-Walk (Ritual/Movement): By inhaling the vapors from the valve, the wielder can step into the “Dreamtime-Steam.” They can teleport up to 60 feet to a location they can see, leaving behind a cloud of obscuring, alcoholic fog.
Item Hit Points (Disabling Magic) As a Tier 3 artifact that fuses heavy industrial brass with organic shamanic wood and volatile glass components, the 912th Regulator possesses 60 Hit Points and a Hardness/Armor Class of 22.
- Disabled State: If targeted directly and reduced to 0 Hit Points, the reinforced glass reservoir shatters, spilling the “Eternal Draught” as a caustic, burning sludge. The wooden totem handle splinters at the joint, and the Coptic warning light flickers and dies. The item becomes inert, losing all Regulator abilities and functioning only as a broken, heavy club (improvised weapon) that smells of stale beer and ozone.
Repairing the Item Repairing this chaotic fusion of technology and spirit requires a multidisciplinary approach:
- The Physical Weld: A Master Smith or Engineer must braze the brass valve body back together and re-seal the glass reservoir using High-Temp Alchemical Wax (DC 20 Check).
- The Refueling: The reservoir must be refilled with a fresh batch of Explosive Fireball Ale (requiring Blazevine and Inferno Hops) to restart the “Liquid Courage Loop.”
- The Spiritual Re-Pressurization: A Dream-Shaman or Psychic must perform a ritual in a place of high spiritual resonance (a sacred grove or a factory built on ley lines). They must “pump” the valve while in a trance state to draw the Dreamtime back into the vacuum chamber.
- The Coptic Blessing: The runic wards on the brass casing must be re-anointed with Consecrated Oil to contain the pressure once more.
In the sprawling, chaotic economy of Saṃsāra, the 912th Regulator of the Fever-Dream Forge is a coveted item for those who walk the line between madness and genius. It is too volatile for standard trade and too useful to be destroyed. Consequently, it appears in establishments that specialize in “High-Risk/High-Reward” assets.
The Boiler-Room Apothecaries of the Deep Districts
Located in the subterranean levels of industrial megacities, these shops are often built inside decommissioned giant furnaces or boiler rooms. They cater to “Psychonaut-Engineers”—individuals who use steam tech to explore the mind.
- The Transaction: The air is thick with steam and incense. The shopkeeper, likely a Dwarf with alchemical burns or a Gnome with twitchy eyes, treats the Regulator as a piece of heavy machinery. They will demand to see the buyer’s “Pressure Certification” (proof of strong will or high Constitution) before letting them touch the valve. The sale often includes a “Liability Waiver” written in Coptic runes.
- Cost:
- 550 Platinum (5,500 Gold).
- 50 High-Grade Aether-Crystals (used for fuel).
- Trade: They will accept Tier 3 Industrial Blueprints or a Cask of Ancient Spirits in exchange.
The Spirit-Walkers’ Trading Posts (Frontier Lands)
On the edges of the civilized world, where the railroad tracks end and the Dreamtime begins, these open-air markets exist. They are run by Shamans and Nomads who understand the Totem lineage of the device.
- The Transaction: The atmosphere is solemn and quiet. The Regulator is kept wrapped in sacred cloth, not displayed. The transaction is a ritual exchange. The seller wants to know why the buyer needs to vent nightmares. If the intent is pure (healing/protection), the price is lower. If the intent is power (control/burning), the price triples.
- Cost:
- 4,500 Gold (Standard Price).
- Barter: The preferred currency is Favors or Memory Beads (tangible items representing important memories). They might ask the buyer to enter the Dreamtime and cleanse a corrupted spirit as payment.
The “Volatile Vintage” Auctions (High Society)
In the luxurious private clubs of the Fire Genasi or the Pyromancer Guilds, this item is marketed as the ultimate status symbol for a “functional alcoholic.” It is the crown jewel of the Explosive Fireball Ale legacy.
- The Transaction: The setting is opulent, with velvet ropes and crystal glasses. The Regulator is presented on a velvet pillow, with the “Eternal Draught” glowing brightly. Bidding is fierce, fueled by actual Fireball Ale. The buyer is paying for the “Liquid Courage Loop” and the Brewmaster’s Overclock—the ability to party forever and fight like a demon.
- Cost: Driven up by ego and drunkenness.
- 7,000 to 9,000 Gold (Inflationary bidding).
- 70 to 90 Rhodium.
- Note: The auction house takes a 10% cut for “Hazard Insurance” in case the buyer accidentally vents a nightmare in the showroom.
The Scrapyard Sanctuaries of the Construct-Minds
In regions dominated by Warforged or Automata who have developed sentience, these shops sell “Upgrades.” They view the Regulator not as a weapon, but as a “Soul-Patch” that allows a machine to experience dreams.
- The Transaction: The shop is a maze of gears and scrap. The merchant (a sentient automaton) communicates in clicks and steam-hisses. They value the Coptic runes and the SureFlow valve body. They sell it as a “Processor Overclocking Unit.” The buyer must prove they can maintain the mechanical integrity of the brass components.
- Cost:
- 5,000 Gold worth of Refined Scrap Metal or Mithral Ore.
- Data: They will trade the item for a Tier 3 Data-Crystal containing the schematics of a lost civilization.
The Shadow-Market of “Forbidden Physics”
Hidden in pocket dimensions or the back alleys of magic universities, these black markets sell items that violate natural laws. The Regulator is prized here because it treats Dreams as a Liquid.
- The Transaction: Secretive and paranoid. The seller speaks in whispers about “Psychic Hydro-Dynamics.” They sell the item to assassins who want to kill targets by exploding their dreams, or to thieves who want to “steam-walk” through walls.
- Cost: High, due to the illegal nature of the tech.
- 600 Platinum (6,000 Gold).
- Souls: Occasionally, a darker merchant might ask for a Trapped Nightmare (a literal jarred bad dream) as currency, which they use to fuel other dark machines.
Roleplaying the 912th Regulator of the Fever-Dream Forge requires you to act as a metaphysical engineer. You are managing a dangerous, high-pressure system where the “pipes” are made of reality and the “steam” is made of liquid nightmares and alcohol. Your combat style is erratic, loud, and visually terrifying, blending the precision of a technician with the mania of a drunken shaman.
The Industrial Foundry (Steam & Steel)
In a factory or boiler room, the Regulator looks like it belongs, but its effects twist the environment into something surreal.
- Defense (The Pressure Counter): You face an enemy Techno-Mage or a Rogue Automaton attempting to cast a lightning spell or overload a core. You react with Dream-Lock Pressure Seal.
- Roleplay: You don’t cast a shield. You slam your hand onto the brass handwheel of the Regulator and violently spin it clockwise to “Shut.” You shout, “Pressure spike detected in the local weave! Isolating the circuit!” As the enemy tries to release their spell, the Coptic runes on your weapon flare red. The enemy’s spell backfires with the sound of a bursting pipe, blowing them backward with their own magical force while you check the gauges calmly.
- Offense (The Overclock Injection): You are fighting alongside a friendly Warforged or Golem that is losing the fight. You use The Brewmaster’s Overclock.
- Roleplay: You jam the copper-wired tip of the Totem handle into the exhaust port of your ally. You crank the valve open, injecting the glowing orange “Eternal Draught” directly into their system. “Drinking on the job is mandatory!” you yell. The construct roars, its eyes turning the color of burning magma as it moves with supernatural speed (Haste), its metal skin heating up to sear enemies on contact.
The Haunted Wilderness (Spirit & Mind)
Here, the item’s shamanic roots take over. You are a ghost-buster using industrial equipment.
- Defense (The Psychic Barometer): The party enters a grove corrupted by fear magic or a Banshee’s wail. The Coptic-Dream Ward activates.
- Roleplay: While the rest of the party starts to tremble or hallucinate, you stand firm. The Regulator is humming a low, dissonant vibration that rattles your teeth—the Resonance Diagnostic warning you of mental intrusion. You check the glass reservoir; the liquid inside is bubbling furiously. “Atmospheric toxicity is spiritual, not physical,” you announce. You breathe in the venting vapors from the Liquid Courage Loop, and your eyes glaze over with a protective, drunken stupor that makes you immune to the fear.
- Offense (Venting the Nightmare): You are surrounded by fey creatures or spirits that are resistant to physical steel. You use Venting the Nightmare.
- Roleplay: You hold the Regulator like a heavy flamethrower. “Let’s see how you like my bad dreams!” you scream. You spin the valve to “Purge.” A cone of orange, screaming vapor erupts from the nozzle. It’s not just fire; it’s a physical manifestation of anxiety and heat. The spirits caught in the blast don’t just burn; they reel back, swiping at invisible phantoms, intoxicated by the concentrated nightmare-steam.
The Tavern Brawl or Social Intrigue (Flesh & Vice)
In a city or tavern, the Regulator is a tool of chaos and domination.
- Defense (The Drunken Juggernaut): A bar fight breaks out, or an assassin tries to knife you in a crowd. The Liquid Courage Loop is fully active.
- Roleplay: You take a hit—a bottle to the head or a dagger to the ribs. Instead of crying out, you laugh manically. The micro-doses of Explosive Fireball Ale venting into your aura grant you Temporary HP, numbing the pain instantly. You look at the attacker with bloodshot, glowing eyes. “I’ve had hangovers that hurt more than you,” you growl, the Coptic warning light on your weapon pulsing in time with your elevated heart rate.
- Offense (Ancestral Steam-Walk): You need to catch a fleeing thief or get behind a heavy guard line. You use the Ancestral Steam-Walk.
- Roleplay: You place the valve’s exhaust port directly against your mouth and inhale a massive lungful of the orange steam. Your physical form dissolves into a cloud of smelling salts, ozone, and roasted barley. You streak across the room as a blur of orange fog, rematerializing instantly behind the target. You are solid again, smelling of smoke, and you smash the brass valve body into them before they realize you moved.
The Abstract Realm (Dreams or Astral Plane)
When fighting in a dreamscape, the Regulator is the ultimate weapon, as it treats the environment as fuel.
- Defense (Reality Anchoring): The environment shifts; the floor turns to lava, or gravity reverses.
- Roleplay: You treat the reality shift like a plumbing issue. You tighten the valve, treating the “Dream-Logic” as fluid pressure. The area around you stabilizes. The lava flows around your boots, and gravity remains normal for you because you have “regulated” the local physics to match the waking world.
- Offense (Psychic Hydro-Dynamics): You are fighting a Nightmare Monster.
- Roleplay: You don’t just attack it; you try to drain it. You describe striking the monster with the Totem end, and instead of blood, it bleeds “steam.” The Regulator sucks this steam into its glass reservoir, converting the monster’s essence into fuel. You then fire that fuel back at it as a concentrated beam of Fire/Psychic damage, literally burning the monster with its own essence. “Recycling!” you shout over the roar of the valve.

Perception of Activation:
Sight
- User’s Perspective: When you grip the wooden totem handle, the Coptic runes on the brass valve flare into life, glowing a deep, cautionary amber that pulses in perfect sync with your own heartbeat. You see the “Eternal Draught” in the glass reservoir begin to churn violently, transforming from dark liquid into swirling, magma-like luminance. When you crack the valve open, the world distorts through a heat haze of orange vapor—but through this haze, you see the “wires” of reality. Enemies appear as overheating engines (bright red), while spirits or magical constructs appear as blueprints of blue light.
- Observer’s Perspective: To an onlooker, the weapon looks dangerously unstable. The glass reservoir glows bright enough to illuminate a dark room, casting spinning shadows. When the valve is opened, jets of orange steam hiss from the copper vents where the feathers used to be. This vapor doesn’t dissipate normally; it lingers, forming vague, shifting shapes (faces, hands, gears) before vanishing.
- Positives: The visual distortion helps mask the exact position of the wielder, granting a slight blur effect. The glowing runes serve as a bio-feedback monitor, letting the user visually see their own stress levels.
- Negatives: The pulsing light is a dead giveaway in stealth, acting like a beacon. The orange vapor can obstruct the user’s fine detail vision, making reading or deciphering text difficult while active.
Sound
- User’s Perspective: You hear a dual-layered soundscape. Underlying everything is the rhythmic, mechanical chug-hiss-chug of a steam engine, but overlaid on top are the Dream Whispers—thousands of overlapping voices muttering secrets, prayers, and nightmares. When you fire the Dream-Steam, it sounds like a kettle screaming, but the scream shifts into a manic, dwarven war-cry.
- Observer’s Perspective: A high-pitched, pressurized whining sound, like a boiler about to explode, mixed with the faint, unsettling sound of a crowded tavern party happening far away (clinking glasses, distant laughter).
- Positives: The cacophony is terrifying to enemies, acting as a sonic intimidation tactic.
- Negatives: The constant “whispering” makes it nearly impossible for the user to hear subtle environmental cues like footsteps or tumblers clicking in a lock.
Touch
- User’s Perspective: The wooden handle feels warm and alive, vibrating like a purring cat. The brass valve, however, radiates intense industrial heat. As the Liquid Courage Loop engages, your body goes pleasantly numb, starting at the fingertips and washing over your chest. You feel a “phantom pressure” in your lungs, as if you are holding your breath underwater, which is released only when you vent the steam.
- Observer’s Perspective: The air around the wielder feels hot and humid, like stepping into a sauna. If touched, the brass components act like a branding iron (Fire damage).
- Positives: The physical numbness allows the user to ignore pain and fatigue (ignoring wound penalties). The heat keeps the user warm in freezing environments.
- Negatives: The “numbness” can lead to overconfidence; you might not realize you are critically injured because you simply can’t feel the wound. The handle vibrations can cause hand tremors after prolonged use.
Smell
- User’s Perspective: A potent, intoxicating bouquet. You smell the rich, malty scent of roasted barley and dark stout, cut through with the sharp, electric tang of ozone and the sulfur of black powder. It smells like a brewery that was struck by lightning.
- Observer’s Perspective: Strong alcohol fumes mixed with burning copper. It smells like a dangerous chemical fire in a distillery.
- Positives: The strong scent masks the smell of fear (sweat) or death (rot).
- Negatives: The smell is distinct and lingers on clothing. Tracking the wielder by scent is incredibly easy for hounds or beasts.
Taste
- User’s Perspective: The air you breathe tastes of heavy, dark beer and ash. It coats the back of your throat with a spicy, burning sensation, like swallowing a shot of high-proof liquor that never goes down, keeping you in a state of perpetual “almost-drunk” alertness.
- Observer’s Perspective: N/A.
- Positives: N/A.
- Negatives: The constant taste of alcohol can be distracting and creates a phantom thirst that water cannot quench.
Extra-Sensory Perceptions
- The Pressure of Reality (Spiritual/Physical)
- User’s Perspective: You feel the “weight” of the immediate future building up inside the valve. When an enemy prepares a spell, you feel it as a pressure spike in your ears (like diving deep underwater). You instinctively know you need to “vent” this pressure or explode. This effectively warns you of magical buildups before they happen.
- Observer’s Perspective: Magically sensitive observers feel a sickening “lurch” in the Weave or the Dreamtime whenever the Regulator is activated, as if someone just punched a hole in the local reality.
- Positives: Acts as a danger sense for magical ambushes or powerful spellcasting.
- Negatives: High-magic environments (wizard towers, ley lines) cause the user to feel constantly bloated and pressurized, leading to headaches and irritability.
- The Manic Clarity (Mental)
- User’s Perspective: Your mind races. The Dreamer’s Totem connects you to the collective unconscious, but the Regulator forces it through a filter of Dwarven logic. You see connections between unrelated things (e.g., “That guard’s fear is the same frequency as this steam pipe; if I break the pipe, he breaks too”). It is a state of genius-level improvisation fueled by madness.
- Observer’s Perspective: The user appears erratic, twitchy, and possibly insane, muttering to the weapon and laughing at jokes only they can hear.
- Positives: Grants advantage on creative problem solving and improvisation.
- Negatives: Disadvantage on tasks requiring patience, silence, or diplomacy. The user struggles to distinguish between “brilliant ideas” and “suicidal ones.”
Recipe: Protocol of the 912th Ignition
Items Merged
- SureFlow Elemental Steam Valve Model K-77 (Tier 1) – Provides the heavy brass regulatory body, the Coptic containment runes, and the mechanical interface.
- Dreamers Totem (Tier 1) – Provides the shamanic wooden handle, the spiritual conduit to the Dreamtime, and the psychic resonance.
- Explosive Fireball Ale (Tier 1) – Provides the volatile “Eternal Draught” fuel source, the pyromantic energy, and the liquid courage buff.
Additional Materials Needed
- Vial of Vitrified Nightmare (1 oz): A physical manifestation of a bad dream, captured in glass. This acts as the catalyst that keeps the Ale boiling without heat.
- Spool of Spirit-Conductive Copper: Fine copper wire treated with holy water, used to replace the Totem’s feathers and connect the wood to the brass.
- Gasket of the Ethereal Plane: A seal made from the hide of a Phase Spider or similar shifting creature, ensuring the valve doesn’t leak “reality” when closed.
- Flux of the Drunken Master: A paste made from ground Blazevine and gold dust, used to weld the organic wood to the industrial metal.
Tools Required
- Alchemical Reflux Still: To concentrate the Explosive Fireball Ale into a hyper-potent syrup.
- Arcane Wrench: A wrench inscribed with binding runes, used to tighten physical bolts against metaphysical pressure.
- Totemic Loom: Small hand-tools used to weave the copper wiring into the Totem’s spiritual pathways.
- Coptic Chisel: To modify the existing runes on the K-77 valve to accept spiritual pressure instead of steam pressure.
Skill Requirements
- Engineering (Steam/Industrial): Tier 2 Proficiency. To modify the valve mechanism without breaking the seal.
- Alchemy (Distillation): Tier 2 Proficiency. To reduce the ale without causing an explosion.
- Mysticism/Occult (Shamanic): Tier 2 Proficiency. To bind the Dreamtime energies to a mechanical device.
- Constitution Check: The crafter must be able to inhale the vapors during creation without passing out.
Crafting Steps
- The Reduction of the Draught: Pour the barrel of Explosive Fireball Ale into the Alchemical Reflux Still. Boil it down for three days until it reduces to a single pint of glowing, orange, syrup-like liquid. Warning: The fumes will induce hallucinations of fire-breathing dwarves.
- The Rewiring of the Spirit: Take the Dreamers Totem. Carefully pluck out the feathers. Using the Totemic Loom, thread the Spirit-Conductive Copper into the holes, weaving them into a “circuit” that mimics the original feather patterns. This converts the Totem from a passive receiver into an active conductor.
- The Modification of the Valve: Secure the SureFlow K-77 Valve in a vice. Use the Coptic Chisel to alter the “Heat Dissipation” runes into “Psychic Dissipation” runes. Coat the intake port with Flux of the Drunken Master.
- The Fusion: Press the copper-wired head of the Totem into the intake port of the Valve. Apply heat. The Flux will melt, fusing the wood and brass into a single, unnatural union. Install the Gasket of the Ethereal Plane at the joint.
- The Injection: Attach the reinforced glass reservoir to the valve. Pour the concentrated Ale syrup inside. Finally, drop the Vial of Vitrified Nightmare into the liquid.
- The First Breath: The liquid will instantly begin to boil and glow as it reacts with the Nightmare. The pressure gauge will spike. The crafter must immediately grab the handwheel with the Arcane Wrench and force it shut, locking the pressure inside. The Coptic warning light should flicker to life, pulsing with the crafter’s own heartbeat. The Regulator is now active.
Nine-Hundred-Twelve Screams and Brass Mouth
Saga of the Machine That Drank the Bad Sleep
Hear, you who have eyes for the reading. This is the truth of the time when the Copper Hills closed their eyes but did not stop moving.
In the year of the Great Sleep, the Iron-Men (automata) caught a sickness. It was not rust. It was a sickness of the ghost. The Iron-Men slept, but their legs walked. They dreamt of killing, and so their hands killed. The smoke from their heads was black with fear. The Dwarves cried, “Our children are eating us!”
Then came the Three-Who-Fix. First was Fire-Kettle, the dwarf who brews the Mad-Water (Explosive Ale). He said, “The stomach is cold. We must burn it.” Second was Cog-Mother, the woman who speaks to the gears. She brought the Circle-Door of Seventy-Seven Blessings (the Valve). She said, “The pressure is too high. We must open the throat.” Third was Dream-Eater, the shaman who walks without feet. He brought the Stick of Ancestors (the Totem). He said, “The spirit is tangled. We must comb it.”
They stood by the Fever-Forge. It was hot like the sun, but cold like the grave. They tried to fix the Iron-Men. One time. Two times. The Iron-Men exploded. Fifty times. The Dream-Eater screamed and forgot his name. Nine hundred times. The Cog-Mother wept oil. The Fire-Kettle drank his own Mad-Water to stop shaking.
They saw the problem. The Bad Sleep (Nightmare) was heavy. It was like mud inside the pipes. It would not move. Fire-Kettle said, “Fire makes the mud run.” Dream-Eater said, “The Stick makes the road.” Cog-Mother said, “The Circle-Door controls the running.”
So they did the Forbidden Thing. They broke the Stick of Ancestors. They pulled the feathers and put in the red-snakes (copper wires). They took the Circle-Door and welded it to the Stick. The metal bit the wood. The wood screamed. They filled the glass belly with the Mad-Water. They dropped in the Seed of the Bad Sleep.
Number Nine-Hundred-and-Twelve. The machine woke up. It did not have a soul of iron. It had a soul of fire and drunk-ghosts. It shook. It hummed the song of the dead fathers and the song of the factory whistle. The Cog-Mother spun the Circle-Door. Hiss-Scream. Out came the Orange Smoke. It smelled like bread burning. It smelled like the sky tearing. The smoke touched the sleeping Iron-Men. The Bad Sleep inside them caught fire. They woke up. They were dizzy. They fell down. But they did not kill.
The Three-Who-Fix breathed. But the Regulator was not done. It pulsed like a heart that runs too fast. It demanded more Mad-Water. It demanded more Bad Sleep to burn. It sits now on the shelf of the brave. It is a tool for the hand that shakes. It fixes the world by making the world drunk on fire.
Moral of the Story To wake the sleeper who dreams of death, you cannot use a gentle hand; sometimes you must pour fire into the ear and open the door to let the scream out.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Regulator of Delirium Type: Mythos Artifact / Hyper-Metric Device Era: Gaslight, Modern, or Dreamlands
Description: An incomprehensible amalgamation of industrial brass, shamanic wood, and a glass reservoir boiling with a glowing, magma-like fluid. It hums with a mechanical rhythm that matches the holder’s heartbeat.
Powers:
- Thermodynamic Spirit-Sight (Passive): The wielder can perceive entities from other planes (e.g., Ghosts, Hounds of Tindalos, Dreamlands creatures) as thermal distortions. This grants a Bonus Die to Spot Hidden checks against such entities but costs 0/1 Sanity per scene due to the disturbing nature of the vision.
- Venting the Nightmare (Active): Costs 1d6 Sanity and 5 Magic Points. The user opens the valve, releasing a cloud of orange vapor. All living targets within 10 yards must make a Hard POW roll. Failure results in immediate unconsciousness for 1d3 rounds as their minds are flooded with intoxicated dream-logic. Success causes them to be stunned for 1 round.
- Liquid Courage Loop (Active): The user can inject a micro-dose of the fluid. They gain +20% to Fighting (Brawl) and immunity to Sanity loss from viewing monsters for 1 hour. However, when the effect wears off, they suffer 1d6 damage and a Penalty Die on all skills for 1d4 hours (The Hangover).
Sanity Cost:
- To Attune: 1d6 Sanity points.
- Side Effect: Prolonged use leads to the Mania: Dipsomania (uncontrollable craving for alcohol) or Oneiric Delusion (inability to distinguish dreams from reality).
Blades in the Dark
Unique Name: The Spark-Wright’s Fever-Dream Item Type: Spark-craft / Arcane Implant (Tier III) Load: 2 (Heavy, Volatile)
Description: A brass valve fused to a spirit-totem, fueled by volatile alchemical spirits. It hisses constantly.
Effect:
- Vent Nightmare (Combat): You can unleash a blast of psychic steam. This acts as a Weapon with Potency against spirits, ghosts, and hull-minds. It forces them to manifest or disrupts their form. Against humans, it intoxicates and stuns them (Scale or Potency effect depending on range).
- Liquid Courage (Special): You may mark the item’s load box to ignore all Harm penalties for the duration of a score. At the end of the score, you take Level 2 Harm (“Spirit-Hangover”) automatically.
- Dream-Lock (Defense): When you resist a supernatural or mental consequence (fear, possession, mind control), you can roll +1d. The Regulator vents pressure to stabilize your mind.
Drawback:
- Volatile: If you roll a Critical Failure (1-3 on a desperate roll), the reservoir ruptures. You take Level 3 Harm (“Psychic Burns”) and the item is wrecked until repaired with a Tinker downtime activity.
- Noisy: The item emits a rhythmic thumping and hissing sound, making stealth impossible while it is active.
Dungeons & Dragons (5th Edition / 2024 Revised Rules)
Unique Name: 912th Regulator of the Fever-Dream Forge Wondrous Item, Legendary (Requires Attunement)
Description: A bizarre device featuring a brass valve, a wooden totem handle, and a glass reservoir of glowing orange liquid. It acts as a magical focus and a mace.
Properties:
- Weapon: Functions as a +2 Mace. On a hit, it deals an extra 1d6 Fire damage.
- Coptic-Dream Ward: You are Immune to the Charmed and Frightened conditions. You have Resistance to Psychic damage.
- Liquid Courage Loop: At the start of each of your turns, you gain Temporary Hit Points equal to your Proficiency Bonus.
Active Abilities (Charges: 5, Regains 1d4+1 at Dawn):
- Venting the Nightmare (2 Charges): As an action, you release a 30-foot cone of orange vapor. Each creature in that area must make a DC 17 Wisdom saving throw. On a failure, a creature takes 5d8 Fire damage and 3d8 Psychic damage and is Stunned until the end of your next turn. On a success, they take half damage and are not stunned.
- Brewmaster’s Overclock (1 Charge): As a bonus action, you inject the ale into yourself or a construct you touch. The target gains the effects of the Haste spell for 3 rounds. When the effect ends, the target gains one level of Exhaustion.
- Dream-Lock Pressure Seal (Reaction): Trigger: A creature you can see casts a spell or uses a psionic ability. Effect: You expend 1 charge to force the creature to make a DC 17 Intelligence saving throw. On a failure, the spell/ability fails, and the creature takes Force damage equal to 5 x the spell’s level (or 10 damage for non-spell abilities).
Curse: While attuned, you have Disadvantage on Stealth checks due to the item’s light and sound. You also develop a mild addiction to alcohol; if you do not consume ale daily, your Constitution score is reduced by 2 until you do.
Knave (2nd Edition)
Unique Name: The Nightmare-Vent Slot: 2 (Weapon – Heavy) Durability: 5 Quality: Legendary
Description: A brass valve on a totem stick, filled with glowing beer.
Traits:
- Weapon: Deals 1d8 damage (Blunt/Fire).
- Passive: The wielder cannot be frightened or put to sleep magically.
- Passive: The wielder glows with orange light (candle radius).
Actions (Costs 1 Durability Point per use):
- Purge: Blast a cone of steam. All targets in front of you take 1d8 damage and fall down drunk (save vs. Constitution to stay standing).
- Overclock: Touch a machine or ally. They take two actions next turn, but take 1d4 damage afterward.
- Steam-Walk: Teleport to a spot you can see nearby (up to 60ft). You arrive in a cloud of smelly fog.
- Pressure Seal: Negate one enemy magic spell cast at you. The caster takes 1d6 damage as their spell backfires.
Breakage: If Durability reaches 0, the glass shatters. The ale burns the wielder for 1d8 damage, and the item becomes a broken club. Repair requires rare glass and dwarven spirits.
Fate (Fate Condensed / Core)
Name: The 912th Regulator of the Fever-Dream Forge Type: Arcane Artifact (Extra) Permissions: Requires an Aspect related to Engineering, Shamanism, or Madness (e.g., “Engineer of the Esoteric” or “Drunken Dream-Walker”). Cost: 4 Refresh (Legendary Artifact)
Description: An impossible fusion of a brass steam valve, a wooden spirit totem, and a glass reservoir of volatile, glowing ale. It regulates reality as if it were a pressurized engine.
Aspect: “The Machine That Drinks Nightmares” (Invoke for intimidation, resisting mental influence, engineering feats, or pyromancy. Compel for the device to overheat, the user to become intoxicated, or for the “Dream Whispers” to cause distraction.)
Stunts & Mechanics:
- Venting the Nightmare (Attack): You can use Shoot or Will to make a Zone Attack (Fire/Psychic). If you succeed with Style, you place the situation aspect “Drunken Stupor” on the targets with a free invoke.
- The Liquid Courage Loop (Defense): At the start of every exchange, you gain a +1 bonus to Physical and Mental Defense as the ale numbs your pain and fear. You are immune to aspects related to Fear or Sleep.
- Dream-Lock Pressure Seal (Counter): When an opponent in your zone attempts to Create an Advantage or Attack using magic or mental influence, you can spend a Fate Point to interrupt them. Roll Crafts or Will against their skill roll. If you succeed, their action fails, and they take 1 shift of stress as the pressure backfires.
- Ancestral Steam-Walk (Movement): You can move up to two zones instantly by venting steam and stepping through the Dreamtime, ignoring obstacles and barriers. This movement creates the situation aspect “Obscuring Alcohol Fog” in your starting zone.
Numenera & Cypher System
Name: The Nightmare-Regulator Type: Artifact Level: 8 Form: A brass valve fused to a wooden totem handle, with a reservoir of glowing orange fluid.
Effect:
- Weapon: Functions as a Medium Weapon (4 damage). On a hit, the user can choose to deal Fire damage or Intellect damage.
- Defense (Passive): The user has an Asset on all Intellect defense tasks against fear, charm, or mental manipulation.
- Vent (Active): Costs 5 Intellect. The user releases a cone of orange vapor (Short Range). All creatures in the area take 8 points of Ambient Damage (Fire/Psychic mix) and lose their next turn due to disorientation.
- Overclock (Active): Costs 3 Might. The user injects the fluid into themselves or a machine. The target eases all Speed and Might tasks by two steps for one minute but moves one step down the Damage Track afterward due to exhaustion.
- Reality Seal (Reaction): Costs 4 Speed. When the user is targeted by an esoteric ability or Cypher, they can attempt to “close the valve” on the effect. Make a Speed defense roll against the level of the incoming effect. On success, the effect is negated.
Depletion: 1 in 1d20. On depletion, the glass reservoir shatters, and the user takes 5 Ambient damage.
Pathfinder (2nd Edition Remaster)
Name: 912th Regulator of the Fever-Dream Forge Item Level: 19 Price: 42,000 gp Usage: Held in 1 hand; Bulk: 1 Traits: Artifact, Magical, Fire, Mental, Steam, Dwarf, Unique.
Description: A jagged mace-like tool made of brass and shamanic wood. It functions as a +3 Major Striking Flaming Impact Mace.
Activation:
- Passive (Liquid Courage Loop): At the start of each of your turns, you gain 15 Temporary Hit Points. You are Immune to the Frightened, Sleep, and Charmed conditions.
- Passive (Thermodynamic Sight): You gain See the Unseen. You can see invisible creatures and spirits as heat signatures.
- Activate — Venting the Nightmare [two-actions] (Evocation, Fire, Mental): You open the valve. You deal 8d6 Fire damage and 8d6 Mental damage in a 30-foot cone (Basic Will Save DC 41). Creatures that fail the save are Stunned 1 (or Stunned 3 on a Critical Failure). Frequency: Once per hour.
- Activate — Brewmaster’s Overclock [one-action] (Transmutation): You inject the ale into yourself. You become Quickened for 1 minute (you can use the extra action to Strike or Stride). When this effect ends, you become Drained 2. Frequency: Once per day.
- Activate — Dream-Lock Pressure Seal [reaction] (Abjuration): Trigger: A creature within 60 feet casts a spell or uses a mental ability. Effect: You attempt to Counteract the effect (Counteract Modifier +33). If you successfully counteract it, the caster takes 5d10 Force damage as the pressure backfires.
- Activate — Ancestral Steam-Walk [two-actions] (Conjuration, Teleportation): You turn into orange steam and teleport to a space you can see within 60 feet.
Savage Worlds (Adventure Edition)
Name: The 912th Regulator Rank: Legendary Type: Relic (Tier 3) Weight: 6 lbs
Description: A heavy industrial-shamanic tool that hisses with orange steam.
Notes:
- Weapon: Str+d8 (Magic/Fire). AP 4.
- Coptic-Dream Ward: The wielder gains +4 to resist all Fear, Intimidation, and Puppet powers.
- Liquid Courage: The wielder ignores up to 2 points of Wound penalties.
- Powers (25 PP, Recharges 1/30 minutes):
- Burst (2 PP): “Venting the Nightmare.” Trapping: Cone of Orange Steam. Damage 4d6 (Fire/Psychic). Special: Targets shaken by this power must make a Vigor roll or fall prone (intoxicated).
- Speed (4 PP): “Brewmaster’s Overclock.” Trapping: Injection. target gains Quickness.
- Dispel (3 PP): “Pressure Seal.” Range: Smarts. Trapping: Closing the valve.
- Teleport (3 PP): “Steam-Walk.” Range: Smarts. Trapping: Dissolving into fog.
- Detect/Conceal Arcana (2 PP): “Thermodynamic Sight.”
- Taint (Volatile Mind): The wielder gains the Delusional (Minor) Hindrance, believing they are an engine that needs fuel (alcohol) to function. They also suffer from the Mean Hindrance as the constant whispering makes them irritable.
Shadowrun (6th Edition / Sixth World)
Name: The 912th Regulator (Unique Weapon Focus / Alchemical Focus) Type: Exotic Melee Weapon / Magical Focus (Force 9) Availability: 28F (Unique/Forbidden) Cost: N/A (Estimated Street Value: 500,000¥+) Concealability: 0 (It is large, glowing, and hisses)
Description: An industrial amalgamation of an Awakened totem, a heavy-duty pressure valve, and a canister of volatile alchemical fluid (“Hellfire-Stout”). It straddles the line between Shamanic and Hermetic paradigms.
Weapon Stats:
- Skill: Exotic Weapons (The Regulator) or Clubs
- Damage Value (DV): (STR + 4)P + 2 Fire
- Attack Rating (AR): 11 / 9 / 6 / – / –
- Special: Reach 1, Elemental (Fire)
Magical Abilities:
- Passive (Liquid Courage Loop): The wielder gains High Pain Tolerance (Rating 3) while holding the item. They act as if they have taken a dose of Kamikaze (without the immediate crash, though the crash occurs if they release the weapon for more than a minute).
- Active (Venting the Nightmare): Major Action. The user releases a cone of spiritual vapor. Treat as a Manaball (Force 9) that deals Stun damage. Additionally, targets must resist Toxin (Power 9, disorientation/nausea) as the vapors intoxicate them.
- Active (Pressure Seal): Interrupt Action (3 Edge). When a spell targets the wielder, they make an Opposed Magic + Willpower test against the caster. Net hits generated by the wielder reflect the spell back at the caster as raw Physical damage (drain feedback).
- Active (Steam-Walk): Complex Action. The wielder dissolves into a gaseous form (Mist) for movement only, traveling up to (Magic x 2) meters before solidifying.
Starfinder (2nd Edition Playtest)
Name: Regulator of the Fever-Dream Item Level: 19 Price: 140,000 Credits Usage: Held in 1 hand; Bulk: 1 Traits: Artifact, Magical, Hybrid, Fire, Analog, Mind-Affecting
Description: A bizarre fusion of analog steam tech and mystic shamanism.
Weapon Stats:
- Type: Advanced Melee Weapon
- Damage: 8d10 Bludgeoning + 6d6 Fire
- Critical: Burn 5d6
- Special Properties: Analog, Powered (Capacity 50 charges/liquid fuel), Sunder.
Activation:
- Passive (Drunken Haze): You gain Resistance 20 to Psychic damage and Immunity to the Frightened condition.
- Activate — Vent Nightmare (Two-Actions, Interact): You unleash a 30-foot cone of orange gas. Creatures in the area take 10d8 Fire damage and 5d8 Mental damage (Basic Will Save DC 42). Creatures who fail the save are Confused for 1 round.
- Activate — Overclock (One-Action): You inject the fuel into your suit or body. You gain the Hasted condition for 1 minute. After this effect ends, you are Fatigued.
- Activate — Pressure Seal (Reaction; Trigger: A creature casts a spell within 30 feet): You attempt to Counteract the spell (Modifier +32). If successful, the spell fizzles and the caster takes 8d6 Force damage from the feedback.
Traveller (Mongoose 2nd Edition)
Name: Psionic-Steam Regulator (Model 912) TL: 15 (Ancients / Experimental Psi-Tech) Weight: 4.0 kg Cost: MCr 80 (Illegal/Psi-Restricted)
Description: A device that uses pressurized psionic-reactive gas to manipulate reality. It looks like a steam valve welded to a primitive totem.
Game Mechanics:
- Weapon: Acts as a heavy cudgel. Damage: 4D. Traits: Smashing.
- Trait (Psi-Dampener): The user is immune to Fear and Telepathic manipulation while holding the device.
- Function (Vent Nightmare): Range 20m (Cone). Requires Psionics (Telepathy 3) or Science (Sophontology). All targets in the cone suffer a “Psionic Assault” (Damage 6D). Targets must make an INT check (10+) or become unconscious due to sensory overload.
- Function (Steam-Teleport): The user can teleport up to 50m. Cost: 4 Psionic Strength points. The user arrives in a cloud of hot vapor (-2 DM to be hit for 1 round).
- Drawback: The device relies on a liquid fuel source (“Eternal Draught”). If it runs dry, it must be refilled with a refined alcohol-psionic compound (Cost: Cr 5000 per refill).
Warhammer Fantasy Roleplay (4th Edition)
Name: The Brewer’s Doom-Engine Type: Unique Magical Weapon (One-Handed) Encumbrance: 2 Availability: Exotic (Unique) Qualities: Damaging, Impact, Pummel, Magical
Description: A dwarf-forged valve fused to a savage totem, dripping with glowing ale. It reeks of ozone and spirits.
Weapon Stats:
- Group: Brawling / Engineering
- Damage: SB + 6
- Qualities: Blast (on Vent), Distract.
Rules:
- Liquid Courage: The wielder gains the Fearless Talent and automatically passes all Cool Tests. However, they suffer -10 Dexterity and -10 Intelligence as they are perpetually tipsy.
- Vent the Nightmare (Active): Action. The wielder unleashes a cone of steam (Breath Weapon rules). Damage is Willpower Bonus + 8 (Fire/Magic). Victims must pass a Hard (-20) Willpower Test or gain the Stunned Condition as terrifying visions flood their minds.
- The Pressure Seal (Reaction): When targeted by a spell, the wielder may oppose the casting roll with an Engineering or Channelling Test. If successful, the spell is nullified, and the caster suffers 1d10 Wounds (ignoring armor) from magical feedback.
- Overclock: The wielder may take 1d10 Wounds (ignoring TB/Armor) to gain +20 Strength and +2 Attacks for 3 rounds. Afterward, they gain the Fatigued Condition.
