If a player(s) approaches the “hanging tree” at midnight roll +Wisdom;
On a 10+;
The voice of a dead loved one(s) calls down and blesses the character(s). All the adventurer(s) hit points are restored, curses lifted, illnesses cured, etc.
On a roll of 7-9:
The voice of a murdered victim calls out warning the party or player of danger. The player(s) may ask the ghost three questions; which the Keeper must answer.
On a 6 or less:
The ghost of a murderer laughs and tells the player(s) “I’ll be seeing you real soon…”
The haunted tree will never speak to a adventurer more than once.
It’s almost always possible to turn neat CC class moves into nifty magical items. For example:
It’s almost always possible to turn neat CC class moves into nifty magical items. For example:
Revised as per Tavern patrons input 1.1
Icon of Life ( All classes but Cleric): You may turn undead as if you were a cleric. (1 Weight)
Blessed Salt (Three Uses, Cleric & Paladin Only): You may create a magical circle inscribed with salt that the undead will be unable to enter.
Astral Oil (5 Uses, lasts until party next makes camp)when coated on weapons You may attack incorporeal creatures as if they had a solid form.
Blessed Oil: (5 Uses, lasts until party next makes camp)All attacks against corporeal undead do double damage.
Potion of the Tomb Wariness: When worn you’re never caught by surprise in ruins, dungeons, tombs, crypts or catacombs. When an enemy or trap would get the drop on you, you get to act first. The potion is active until you next make camp.
Potion of True Vision: When drunk you gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions until you next make camp.
Ring of True Life: You are immune to any “special attacks” or abilities beyond physical simple harm that an undead creature may cause. You can never be changed into or arise after death as such a creature.
Amulet of Hecate: If you take your last breath and either miss or refuse Death’s bargain, you can still come back to life; but may only use this once and after which the amulet vanishes.
An ancient quiver of alabaster, ringed with rusted over iron. The arrows within this quiver have existed since ghost themselves. Found only in the tombs of ancient Nobles and Emperors, terracotta soldiers stand guard to protect their masters from any would be necromancers or revenants who would dare disturb their eternal rest. The quiver’s headless arrows are fashioned and feathered with petrified wood. Though ineffective against the living, an arrow from these quivers can strike down even the mightiest of the Night’s monsters.
1 Weight
3 Ammo
-1 damage
Ghostbane
Gain tag “Ignore armor” and +1 damage against undead targets. Carving the name of the undead on the arrow’s shaft will cause it to instantly kill the target, or deal double damage to particularly strong individuals.
*Just a fun history fact: The Chinese believed that stone weapons and armor were the only thing that could affect a ghost, hence why the first Emperor made The Terracotta Army. To be his army in the afterlife.
A large spool of finest spider silk, untouched by the ravages of time and the inferno that roared through these…
A large spool of finest spider silk, untouched by the ravages of time and the inferno that roared through these ruins. Clearly something special, likely meant by these ancient spider-farmers for sale or use in some wondrous creation.
The thread itself is nigh unbreakable, hard to cut, and a bit elastic (though not sticky… how would you unspool it?). I’m sure you could come up with all sorts of clever uses for it.
For a mere pittance (say, 500 coin, less your Charisma), you could commission a master artisan to weave it into a stylish, form-fitting garment (worn, 0 weight) that grants 2 Armor against attacks that cut or stab and ignores the piercing tag. Oh, and did I mention that it will never burn?
Pale Death beats equally at the poor man’s gate, and at the palaces of kings.
This deadly black drink has changed the course of history countless times. None know exactly how to acquire it, as the few assassins that have used it refused to reveal where they got it. Rumor though, is that it can only be given to one by its creator.
0 Weight
1 Use
Whom the Bell Tolls
Wither it be from a heart attack, alcohol poisoning or during a heroic charge into battle. Any who become afflicted by this deadly poison will die with 24 hours.
Players do not roll last breath if they are afflicted.
This Brass Cloak Pin is adorned with a sky blue Zircon. A magic cloak, resembling the foliage around it forms with the change of every season, perfectly measured to fit the wearer at the time. Despite being made of leaves, branches, and flora, this cloak is capable of stopping attacks even steel armor would struggle against. Should the cloak be set to flames it will manifest itself anew at the start of the next season, so long as someone wears the pin.
0 Weight
2 Armor
Nature’s Mirror
At the start of a new season, the pin will form a new cloak, its appearance a reflection of the plants and foliage around it.
A finger-length multifaceted spike of translucent cerulean crystal. Apocryphal texts say they are the frozen tears of Angels, fallen to earth as the Heavenly Hosts wept over the destruction of the Seraphgate. Those who bear a Tear in their flesh are granted a trickle of divine power and visions of Paradise.
When you drive a Crystalline Tear into your skull, your soul is permanently affixed to your physical body. You is flesh inviolate and Death can not claim you. If the Tear is ever removed, you become mortal once more.
When you begin a session with one or more Crystalline Tears in your skull, the GM will give you a vision of The Paradise Yet To Come, then roll+WIS. On a 7+, you mark XP at the end of the session if you worked towards making your vision a reality. On a 10+, you take +1 ongoing when acting to make your vision a reality.
When you drive the six hundred and sixty sixth Crystalline Tear into your skull, you shed your mortal coil in a terrible blaze of radiance and ascend to the Celestial Realm.
This scintillating Orb feels warm to the touch, and produces charges of multi-colored light as it is handled. When you roll 9 or less on a Cast a Spell move while holding the Orb, you can attempt to invoke its power to salvage the spell. Give the Orb +1 Stress, and then roll +Stress. On a 10+, the Orb releases its Stress in a magical burst, and the GM will describe what happens. On a 9 or lower, you can roll you Cast a Spell move again. The Orb’s Stress resets to 0 naturally when you sleep for the night. 1 Weight, Dangerous.
Crossbow of the Bond—> an heavy and figured crossbow, incapable of shooting common darts.
Crossbow of the Bond—> an heavy and figured crossbow, incapable of shooting common darts. When you aim a sentient creature, hardly focus on yourself and roll+WIS: a little aery dart will be thrown against the target. On a 10+, grab 3. On a 7-9, grab 2 but the target will know he was shot. On 6-, still grab 1 in addiction of what the GM will say.
You can spend the holds, 1-for-1, to:
-establish a telepathic bond with the target which lasts 1 hour, wherever the target is.
-do d4 telepathic damage (ignore armor)
-visualize a memory or a precious secret of the target.
Using the crossbow against another target means rinunce to eventual holds left with the previous target; moreover, if it’s used against a target aimed in the past, he will know he was shot regardless the result of the roll.