Appearance of Item: The Orb of Verdant Mysteries is a hand-sized sphere, intricately crafted from a translucent emerald material. The orb glows softly and contains a swirling mist of vibrant greens and golds that form ephemeral shapes and symbols. It’s encased in a stand of twisted vines that have turned to bronze through an alchemical process, allowing for easier storage and handling.

Appearance of Minion #37: Once summoned, Minion #37 takes the form of a tall and lithe woodland creature covered in a blend of moss and leaves, resembling a satyr or dryad. Its eyes are a brilliant shade of green, matching the orb from which it was summoned. Small alchemical vials hang from a bandolier across its chest, and it wields a staff crowned with a cluster of glowing alchemical crystals.
Stat Modifiers:
- Strength: +2
- Dexterity: +4
- Constitution: +1
- Intelligence: +3
- Wisdom: +3
- Charisma: +1
Skills:
- Alchemy: Expert level
- Nature: High proficiency
- Perception: Moderate proficiency
Size: Medium
Speed: 30 feet
Armor: Woven Armor of Natural Elements, AC equivalent to summoner’s armor class.
Gear:
- Alchemical bandolier containing various vials and reagents.
- Scroll pouches containing recipes for alchemical mixtures.
- Herb pouch for gathering and storing ingredients.
Weapons: Staff of Verdant Channeling: Equivalent to summoner’s primary weapon in damage and properties.
Tools: Alchemist’s tools: High-quality instruments for alchemical practices.
Tags: Alchemical, Summoned, Nature-oriented
Behavior: Minion #37 is extremely resourceful and intelligent. It assesses the situation quickly and understands the optimal use of its alchemical supplies. It can act both defensively and offensively, concocting alchemical mixtures to heal or to harm. Its presence is serene yet focused, and it seems to emit a calming aura, an emanation of the peaceful realms from which it originates.
Magics They Can Use:
- Alchemical Barrier: The minion can mix a quick-setting liquid wall that serves as temporary cover.
- Alchemical Bomb: Throws an explosive vial that causes elemental damage within a radius.
- Healing Salve: Quickly crafts a healing paste to restore hit points to allies.
- Essence of Quickening: Prepares an elixir that temporarily increases the speed and agility of those who consume it.
- Nature’s Wrath: Channels the energies of its home realm through its staff, launching an elemental attack based on natural forces.
Roleplay Emphasis on Alchemical: Minion #37 often mutters incantations and formulas under its breath, clearly reveling in the art and science of alchemy. The creature appears contemplative as it chooses which alchemical reaction to employ, considering the ethical implications and potential consequences. The minion would never waste a drop of its precious reagents, displaying a strong sense of responsibility towards the resources of its home realm. Those who summon this minion will find that its extensive alchemical abilities not only offer diverse tactical options but also spark intriguing discussions about the philosophy and ethics of alchemy, the transformative powers of nature, and the equilibrium between magical realms. The bond between summoner and Minion #37 can deepen as they collaborate in the alchemical arts, each enriching the other’s understanding of this ancient practice.

Perception of Activation:
- Sight:
- What’s Perceived: A bright flash of emerald green light emanates from the orb.
- Description: The flash illuminates the area in a dazzling spectacle, momentarily overshadowing all other sources of light.
- Positives: Provides visual confirmation that the item is successfully activated.
- Negatives: The flash could temporarily blind or distract both the summoner and nearby allies, or alert adversaries to the summoner’s position.
- Sound:
- What’s Perceived: A deep, harmonious chime.
- Description: The chime resonates through the air, intertwining with the sounds of nature.
- Positives: Provides auditory confirmation of successful activation. The sound also has a calming, grounding effect.
- Negatives: Can be heard by nearby entities, potentially revealing the summoner’s location.
- Smell:
- What’s Perceived: The scent of fresh foliage and rich earth.
- Description: A mix of floral and woody aromas fills the air, as though one is standing in the heart of a lush forest.
- Positives: Invokes a sense of connection with nature, calming nerves and heightening focus.
- Negatives: The strong scent could be overwhelming for some or cause discomfort in confined spaces.
- Touch:
- What’s Perceived: A gentle pulse of warmth emanates from the orb.
- Description: The warmth spreads through the summoner’s hand and into their body, akin to sunlight filtering through a canopy of leaves.
- Positives: A tactile assurance of activation, and the warmth can be invigorating.
- Negatives: The warmth could cause minor discomfort if held for an extended period.
- Taste:
- What’s Perceived: A fleeting taste of sweet nectar.
- Description: A brief, sugary note dances across the tongue, reminiscent of honeysuckle or fresh fruit.
- Positives: Enhances the sensory experience and could provide a brief moment of pleasure.
- Negatives: Unexpected or unwanted for those not accustomed to the sensation, could be distracting.
- Extra-Sensory Perceptions:
- Empathy:
- What’s Perceived: Emotional resonance with the summoned entity.
- Description: A profound sense of connectivity and mutual understanding with Minion #37.
- Positives: Enhances cooperation and effectiveness in action.
- Negatives: Strong emotional ties could cloud judgment or decision-making.
- Magical Awareness:
- What’s Perceived: A surge of magical energies.
- Description: A tangible sensation of the ambient magic levels rising, as though a veil between realms has momentarily thinned.
- Positives: Serves as an extra layer of confirmation that the summoning was successful.
- Negatives: The sensation could be startling or disorienting, especially for those sensitive to magical fluctuations.
- Temporal Distortion:
- What’s Perceived: A brief feeling of time slowing down.
- Description: As the summoning process completes, the summoner experiences a fleeting moment where time seems to dilate.
- Positives: Provides an additional moment to strategize or act.
- Negatives: The sensation may be disorienting and could cause a brief loss of focus.
- Empathy:
By incorporating multiple senses and extra-sensory perceptions, the activation of the Orb of Verdant Mysteries provides a rich, immersive experience. These sensations not only confirm the successful summoning of Minion #37 but also have the potential to strengthen the emotional and magical bond between summoner and summoned. However, these perceptions do come with their own sets of challenges and risks, which the summoner must navigate skillfully to maximize the benefits of using this powerful item.
Crafting Recipe: The Orb of Verdant Mysteries
- Materials Needed:
- Emerald Essence Crystal: A high-quality crystal imbued with nature magic. (1 unit)
- Enchanter’s Bronze: A special bronze alloy known for its magic-conducting properties. (1 pound)
- Verdant Mist: A vial of ethereal mist collected from an enchanted forest. (1 vial)
- Elder Vine: Vines from an ancient tree or plant, preferably magically infused. (3 feet)
- Alchemical Reagents: Various herbs, elemental salts, and arcane catalysts for the enchantment process. (Assorted)
- Enchantment Ink: Specially prepared ink for inscribing magical runes. (1 small jar)
- Tools Required:
- Arcane Forge: To meld and shape Enchanter’s Bronze.
- Enchanter’s Quill: For inscribing runes with Enchantment Ink.
- Alchemist’s Tools: Mortar and pestle, vials, and other alchemical instruments.
- Elemental Furnace: A furnace capable of generating both elemental heat and cold.
- Gem Cutter: For shaping and refining the Emerald Essence Crystal.
- Skill Requirements:
- Expertise in Alchemy: For preparing alchemical reagents and handling Verdant Mist.
- Advanced Metalworking: To shape and meld Enchanter’s Bronze.
- Enchanting: For imbuing the item with magical properties.
- Nature Magic: To handle and incorporate the Verdant Mist and Elder Vine effectively.
- Gem Crafting: To properly shape the Emerald Essence Crystal.
- Crafting Steps:
- Shape the Orb: Use the Gem Cutter to shape the Emerald Essence Crystal into a perfect sphere. The sphere should be hand-sized for optimal magical conductivity.
- Prepare the Bronze Stand: Utilize the Arcane Forge to meld the Enchanter’s Bronze into a stand designed to look like twisted vines. Once shaped, set it aside to cool.
- Alchemical Fusion: Utilize Alchemist’s Tools to mix the Verdant Mist with selected alchemical reagents in a precise ratio to create an enchanted elixir.
- Imbue the Crystal: Gently pour the enchanted elixir onto the Emerald Essence Crystal. Use Nature Magic to help the crystal absorb the elixir fully.
- Rune Inscription: Use the Enchanter’s Quill and Enchantment Ink to inscribe the necessary runes onto the surface of the now-enchanted crystal. This serves to anchor the magical energies within.
- Vine Integration: Take the Elder Vine and weave it through the cooled Enchanter’s Bronze stand. Use Nature Magic to encourage the vine to meld with the metal, creating a unified stand.
- Final Assembly: Carefully place the inscribed and imbued Emerald Essence Crystal into the stand. Use Enchanting skills to link the two, forming a complete Orb of Verdant Mysteries.
- Elemental Furnace Activation: Place the fully assembled Orb into the Elemental Furnace. Subject it to cycles of elemental heat and cold to lock in the enchantments and finalize the item.
- Quality Assurance: After removing the Orb from the furnace, test its summoning capabilities and magical attributes to ensure the crafting was successful. Make any necessary adjustments.
- Final Blessing: Optionally, a final blessing or ritual may be performed to bestow additional protective or enhancing qualities on the Orb.
Once all steps are meticulously followed and successfully completed, you will have crafted an Orb of Verdant Mysteries, ready for summoning Minion #37.
Chronicle of Verdant Orb’s Enigmatic Origin
In days far yonder, from time misty and blurred, a tale for Orb of Verdant Mysteries, told in hushed whispers, echo in air. Orb, a relic enigmatic, born from fusion—nature and alchemy in matrimony ethereal. Tale, a curious weaving of ambitions, both divine and earthly, a dance between control and chaos.
Mage, they name Althir, hermit draped in riddles, his life’s aim a puzzle for wisdom to decipher. In abode secluded among thickets and dales, Althir sought secret to control Minions ethereal. Spires of his abode, a monument to hunger of intellect, crammed with tomes dusty, scrolls brittle, and talismans obscure.
But one vellum, ancient and tattered, spoke with voice spectral. It beckoned Althir with fingers of whispers and gaze invisible. A manuscript enshrouded in enigma. Tale say, it was revelation divine, imbued with tongue forgotten, foretelling creation of Orb, a conduit to call minions galore, yet obedient, each mimicking Althir’s essence, each a mirror of his potency.
Ritual intricate and laden with riddles, Althir commence to perform. Embers magical fused with water arcane, crystal from deepest caves bathed in mist of forest primeval, a potion concocted with herbs unseen, known only to deities of green. Upon the night when twin moons in sky kissed, Orb was cast into existence. Radiant it was, mirroring cosmos itself, yet locked within it, a power volatile.
And so, Minions beckoned forth. Yet, with each summoning, a drain noticed. Orb not just mirror of mage’s essence, but tether to his soul’s core. Althir grew frail; minions stronger and increasingly rebellious, as if they sensed his dwindling force. No spell could sever the tie, for Orb a creation born from his spirit’s fabric.
Finally, Althir knew, a choice, most grievous. Seal Orb in vault hidden, with wards magical, let it become relic forgotten or risk it fall in hands sinister, an instrument of potential ruin. With heart heavy, Althir chose former, locking away his ambition and creation, at same moment, severing a part of his essence.
Moral of the Story: Quest for power, oft entwined with peril unseen. Orb, a testament to this lore, an allure ensnaring but equally destructive. Caution urged for those who seek to wield powers concealed in nature’s enigma and alchemy’s shroud. It reminds, every creation, born from hubris or genuine quest, carries reflection of its maker, for good or ill, and so, tread carefully on path to dominion magical.
Suggested conversion to other systems:
Call of Cthulhu
Orb of Verdant Mysteries
- Artifact, Unique
- Effects: Once per day, allows the summoning of a minion (Mythos Entity) whose stats are tied to the user’s POW. Lasts for a number of rounds equal to the user’s POW divided by 5.
- Sanity Loss: 1D4/1D10
- Activation: Use Magic ritual, costs 5 Magic Points.
Dungeons & Dragons 5e
Orb of Verdant Mysteries
- Wondrous Item, artifact (requires attunement by a spellcaster)
- Attributes: Int +2, Wis +2
- Abilities: Once per long rest, you can summon a minion with stats equivalent to your own. The minion lasts for a number of rounds equal to your level divided by 3.
- Activation: Bonus Action
- Attunement: Short Rest
Knave
Orb of Verdant Mysteries
- Unique Item
- Bonus: +2 to Alchemy rolls
- Effect: Once per day, summon a minion. Its stats are equivalent to the wielder’s stats. Lasts for a number of rounds equal to the wielder’s level.
- Activation: Immediate
Numenera & Cypher System
Orb of Verdant Mysteries
- Artifact
- Level: 1d6+4
- Effect: Summons a creature whose level is equal to the artifact’s level. Lasts for 10 minutes or until dismissed.
- Depletion: 1 in 1d20
- Activation: Action to initiate
Pathfinder 2e
Orb of Verdant Mysteries
- Artifact, Unique
- Traits: Magical, Alchemical, Summon
- Effects: Once per day, summon a minion with stats tied to your highest ability score. Duration is 3 rounds +1 per level.
- Activation: Two-Action Activation
Savage Worlds
Orb of Verdant Mysteries
- Unique Item
- Attributes: +2 to Alchemy rolls
- Special Rules: Once per session, summon a minion with equivalent traits. Lasts for 3 rounds.
- Activation: Action
Shadowrun
Orb of Verdant Mysteries
- Unique Magical Item
- Force: 6
- Effect: Summon a spirit with Force equal to the item’s Force rating. Lasts for (Summoner’s Magic Attribute) Combat Turns.
- Activation: Complex Action
- Drain: 2
Starfinder
Orb of Verdant Mysteries
- Artifact, Unique
- Effects: Once per day, summon a minion with stats equivalent to your highest ability score for a number of rounds equal to your level.
- Activation: Standard Action
Warhammer
Orb of Verdant Mysteries
- Arcane Item, Unique
- Attributes: +20 to Alchemy rolls
- Ability: Once per battle, summon a minion with Wounds equivalent to the wielder. Lasts for a number of rounds equal to the wielder’s level.
- Activation: Half Action
