Thanks. I left that stuff pretty open. Best that way to fit the outcome into the campaign, and to fit the Imp to the party.
There's an interesting side-plot there, what if it promises wealth and then discovers it can't break out? A trip to see a practitioner of the dark arts, maybe? Perhaps one of the old cult leaders still lives, or is unliving? Go to Comment
I'm not sure that I completely understand the item's power, but otherwise good. See Dragon Lord's comments.
Also, try a more interesting name. The name of the item is the first thing that really grabs the reader's interest.
Solid backstory with believable motives for the primary NPCs involved - nicely explains why such a baneful item was made
The armour itself is a nice take on the old possession / mental domination idea, providing plenty of plot potential
The madness resulting from this is a nice touch, but it might be more interesting if this didn't necessarily result in violence (why has the king's mightiest warrior suddenly started acting "odd"?)
Items (Other) (Sentient)
However, as a complete side-note, it reminds me alot of Highlander...Implander! Go to Comment