The name Hariq al-Naar is likely a pseudonym. Many sorcerers have claimed to be the famous trickster and fire aficionado, but none could quite manage to match all of the pyromancer’s accomplishments. Whomever al-Naar truly is or was, their name lives on amongst the people of the Southlands through the myriad inventions and magical devices that bear the creator’s mark.
Often clever, sometimes genius, and universally hated by those they are deployed against, the so-called Toys of Hariq al-Naar continue to turn up in brawls, vendettas, and feuds. Designed and deployed according to a sick (if imaginative) sense of humor, these items are sometimes useful despite themselves. Their main purpose, however, is to cause frustration (and sometimes serious physical pain) to anyone who uses them—especially if the user is unaware of the item’s nature before trying to use it. A person who can find the formula necessary to create one of these items may well make a few gold coins from it but is unlikely to make any friends.
A few examples of the Toys are presented below.
Amulet of Flammability (harq qalada)
A practical joke that leaves the subject cursed and susceptible to exactly the kind of damage Hariq al-Naar is famous for dealing, the amulets of flammability seem for all intents like amulets of cold resistance—until the wearer takes fire damage, anyway, at which point the talisman’s curse becomes obvious.
Amulet of Flammability
Wondrous item, rare (requires attunement)
While wearing this amulet, you have resistance to cold damage.
Curse. This amulet is cursed, a fact that is revealed only when an identify spell is cast on the amulet or you attune to it. Attuning to the amulet curses you until you are targeted by the remove curse spell or similar magic. Removing the amulet fails to end the curse. While cursed, you have vulnerability to fire damage.
Bag of Incineration
Clearly a madman’s take on creating an artificial bag of devouring, Hariq al-Naar’s bag of incineration uses a conduit to the Plane of Fire to blast extreme heat at anything placed within.
Bag of Incineration
Wondrous item, very rare
This bag superficially resembles a bag of holding, but its interior is a blast furnace which subjects any object placed within it to extreme heat.
The interior of the bag is a normal temperature as long as the bag remains open. Once closed, the interior temperature of the bag increases. Animal or vegetable matter placed wholly in the bag is incinerated and lost forever once the bag is closed. Any creature that starts its turn inside the closed bag is likewise incinerated and its body destroyed unless it is immune to fire damage. Inanimate objects stored in the bag are destroyed by the intense heat if they remain within the closed bag for more than 24 hours. The bag can hold up to 1 cubic foot of such material.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Plane of Fire.
Burning Scroll
Another practical joke suited to a deranged flame wizard’s sense of humor, these scrolls hold an unpleasant surprise for any character who tries to use them and a potentially deadly surprise for any character whose survival relies on the magic the scroll seems to contain.
Burning Scroll
Scroll, uncommon
This scroll appears to be an ordinary magical scroll or spell scroll of a type you can use. However, once you finish reading it, instead of the expected effect, the scroll bursts into flames. You must make a DC 15 Dexterity saving throw. You take 8d6 fire damage on a failed save or half as much damage on a successful one.
The scroll’s true nature is revealed by an identify spell or similar effect.
Fire Doll (damiyat tanfajir)
Among the pyromancer’s most despised creations is the fire doll. Created to be a walking trap, these miniscule humanoid constructs harangue and harass their targets with irritating but not truly dangerous bites. Their true threat is in their destruction, however, as they shower all nearby creatures with a potent mix of alchemist’s fire.
Fire Doll
Tiny construct, neutral
Armor Class 13 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA | |||||
4 (−3) | 15 (+2) | 11 (+0) | 10 (+0) | 11 (+0) | 7 (−2) |
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP)
Explosive burst. When the fire doll drops to 0 hit points, it explodes in a burst of sticky, adhesive flaming goo. Each creature within 10 feet of it must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Ring of Fire Attraction
Another subtle “gift” for those al-Naar wished to make more susceptible to his spells, rings of fire attraction force their wearer to become the target of any fire magic in their vicinity.
Ring of fire attraction
Ring, rare
Whenever a creature within 60 feet of you is the target of a spell that deals fire damage, you become the target of that spell for as long as you are wearing this ring.
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