The Skull of Sir Sylvestre

The Skull of Sir Sylvestre

The Skull of Sir Sylvestre

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The boisterous talking skull of an ancient explorer, discovered among a monster’s treasure hoard. Through some fluke of fate, it would seem that death passed over Sylvestre after his decapitation (though he’s decidedly cagey about what cost him his head) and left his spirit clinging to his skull. Countless famed adventurers have used Sylvestre’s skull to guide their journeys over the ages, and his accumulated knowledge of the world’s most obscure reaches is unrivaled in nearly all regards. He’s been almost everywhere at least once.

Sylvestre knows the best route to anywhere you may want to go, and he’s more than willing to impart his centuries of travelling experience to the explorers of the modern age – but only those who prove themselves to be pleasant company. When you are the trailblazer on a perilous journey and work with Sir Sylvestre to plan the trip, roll +CHA instead of +WIS. On a +10, in addition to reducing the time it takes to get there, Sylvestre recalls a useful and valuable fact about where you’re going. On a miss, you make an awful impression on Sylvestre. Tell the GM what started the argument that derailed your trip, and in addition to whatever consequences result from the failed journey take a -1 ongoing to moves made with the skull until the two of you make up.

I need inspiration…

I need inspiration…

I need inspiration…

Sometime ago in my campaign, the Thief was almost killed but succeeded on their Last Breath roll – with a price. They saw a vision of an avatar of their god, instructing them on a mission to repay the debt. This quest is going to end in the next couple of sessions.

The Thief is also in the possession of a intelligent, somewhat cursed crown, a key item for the current adventure. After the events of this adventure are concluded – at which point the Thief’s divine mission will also be completed – I want to give them a useful magical item. As we treated the crown as a treasure already, and I think it is appropriate for the Thief to get something after having to leave the crown.

So as the Thief worship the god of humans, a god of fire and war, and the campaign had a strong fiery theme surrounding this god’s followers, I thought about giving the Thief an Ember Heart – which may literally replace their heart. It is also a symbol of the second life the character got from their deity.

Problem is, I have no idea what power or unique move to give this magical gift…

Your help will be appreciated.

“Enchanted Lantern” of Smoke

“Enchanted Lantern” of Smoke

“Enchanted Lantern” of Smoke

When you draw a cloud of smoke from the enchanted lantern, roll+Wis.

On 10+, hold 3; On 7-9, hold 1. Spend your hold one for one to:

• You and your friends escape under cover of the smog.

• Your enemies are disoriented and open for attack. Take +1 forward against them

• One of your enemies takes 1d6 choking damage. (If applicable)

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr…

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr…

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr revelry. On one of the tables they had there was an assortment of various enchanted beverages.

Golden Drink aka “Party On”

Liquid luck; the next time you roll any die for anything, reroll and take the preferred result.

Black Drink aka “Totally Killer”

Rage; +1d4 damage forward, +2d4 if you immediately attack whatever is closest to you.

Green Drink aka “The Strong Stuff”

I can’t feel my face; you still take damage, but you can’t tell that you are.

Blue Drink aka “It’ll blow your mind”

Out of body experience; no real mechanical effect, just allows you to see the situation from any angle as your mind leaves your body.

Pink Drink aka “You’re gonna love this”

Just an aphrodisiac/love potion really, although it works on any sex or race.

Most of these were described by my players as they drink them. I asked them what the satyrs drinking each drink were saying, and made an effect based off of it.

I’m trying to come up with a recipe for a Cloak of Disguise similar to that of Michael in Howl’s Moving Castle for…

I’m trying to come up with a recipe for a Cloak of Disguise similar to that of Michael in Howl’s Moving Castle for…

I’m trying to come up with a recipe for a Cloak of Disguise similar to that of Michael in Howl’s Moving Castle for my Witch character to be able to craft/enchant using her Thaumaturgy. For the Playbook I’m using when creating items/magical effects it requires the info:

What You’ll Need

How Long It’ll Take

How Long It Will Last

Restrictions And Limitations

Obviously she’ll need a cloak but I’m wondering if/leaning toward it needing to be a special material. She has a connection to The Shroud (think The Veil from Dragon Age kind of) as a Spirit there has helped her establish her link to The Source so that she can use magic at a high level, but she owes them a debt. They’ve taken her eye and sent a “Shade” into the game’s plain to function as her familiar, Malphas, and to keep tabs on her. I’m thinking she’ll need locks of hair from people no longer “using” their faces [aka corpses] or people that expressly give her permission as materials/components for the Enchantment?

Do you guys have any ideas? Suggestions?

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble…

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble…

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble on some REALLY interesting things that I just HAVE to work into a session!

Originally shared by Ronald L

Incredible craftsmanship in old boxwood carvings.

http://themindcircle.com/16th-century-boxwood-carvings/?utm_content=buffer987ed&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

12 days special!

12 days special!

12 days special!

The three Kings brought the Blessed Infant Gold, Myrrh and Incense.

But there are other Gifts that slipped away in history textbooks.

Myrr of the Eternal Age.

When you instruct someone about how to hold of myrrh in their mouth and they do so, they can’t feel pain or fatigue.

When you use your arts to embalm a corpse with all your Myrrh, they come back to life as the Myrrh replace their lost spirit.

A person resurrected with the Myrrh is immortal, but if burned with fire or washed with water, they must Defy Danger not to die, no Last Breath roll allowed – their soul is already gone.

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The Beer that Saved Mankind from Lions

When someone ingests a sip of the Beer, they will sleep deeply, and will not wake up until the sun rises. This holds even for divine or undead beings.

When you drink all the Beer, mark 1-3 debilities and ask that many questions to the MC: they will be answered in detail. The questions can not inquire about the Blessed Infant, but you can ask about anything else.

So let’s say in your adventures you help save a race of extra-dimensional beings from being annihilated and, in…

So let’s say in your adventures you help save a race of extra-dimensional beings from being annihilated and, in…

So let’s say in your adventures you help save a race of extra-dimensional beings from being annihilated and, in return, they gift you with a strange ring that doesn’t appear to be wholly in this plane. To give some context, their world is one that responds to thought and emotion much more strongly than our own, to the point that it works almost like a shared dream.

Thing is, nobody is sure what this ring actually does, but everybody who’s magically inspected the thing has stated that it’s a ridiculously powerful and dangerous artifact. So much so that it’s attracting the attention of dangerous enemies.

Any ideas what this thing actually does?

Ring of “Water Walking”

Ring of “Water Walking”

Ring of “Water Walking”

This ring is often made of coral or bluish metal decorated with motifs depicting rolling waves of water.

The wearer can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface; protected by a magical shield. The ring’s owner can walk, run, charge, or otherwise move across the surface as if it were normal ground.

The Hart’s Tine

The Hart’s Tine

The Hart’s Tine

A single prong of what appears to be well worn deer antler. Long as a dagger and thick as your two fingers, the horn fits easily and comfortably in your fist.

When you drive the Hart’s Tine into the eye of an enemy, they are irrevocably slain. Then roll +nothing. On a 10+, choose one, and on a 7-9, choose two.

– You also die, your soul utterly destroyed;

– Your foe’s death begins the End of Days;

– The Hart’s Tine is irrevocably shattered, it’s magic forever lost.

On a miss, all three.