Jump to content

PLUNDER competition!


Jeff

Recommended Posts

 

Wachaza's Lesson (now more commonly known as Crystal’s Choker)

 

The Choker” is an intricate necklace made of black lace. Several black pearls dangle from it and an enormous black diamond is embedded into the lace itself at the center of the necklace.

 

Cults:

 

Associated: Wachaza, Black Fang.

 

Hostile: Engizi, if they somehow learned the history of the item.

 

Enemy: Any sky/light cult (and many others) would probably see the item as being demonic (or at least dangerous) if they knew about the history and/or binding enchantment.

 

Knowledge:

 

Automatic (strength increase), Cult Secret (the rest), One of a Kind

 

History:

 

The lace necklace itself is an ancient, one-of-a-kind artifact from the God times. 

 

Once upon a (god) time, the great war god Wachaza became infatuated with an extremely seductive barracuda, who was actually the great sea-nymph Crystalossa. Wachaza, being a god of death uninitiated in the ways of love, did not know how to approach the nymph. The god pirated and plundered, but never found a fitting gift. It was only when he looked into his old bag of curses that he found the perfect present--an enormous black diamond--the eye of his demonic mother. He blessed the gem so that anyone who carried it would gain the strength of the sea--the greatest offering the war god could think of. Crystalossa accepted the gift with delight as she felt her strength growing to that of the sea, but the demonic energy within the diamond quickly began its work on her ungodly spirit. The next time Wachaza came to her, the nymph’s corruption had already taken its toll. He had not felt his mother’s presence in the stone, as her demonic aura was natural to him. Wachaza attempted to save the nymph by subduing her, hoping to wrestle the diamond away. His attempts failed as she ripped through his nets with ease and escaped his hold. The god chased the demon across the seas until she reached the soft waters of Engizi, the Sky River Titan. Engizi intercepted the demon and immediately trapped her with his indestructible net. Wachaza pleaded Engizi from the sea, but the river god did not hear him, and along with all of his water elementals and naiads, he pulled the net tighter and tighter until the demon-nymph was completely crushed. When Engizi unwrapped his net, Crystalossa’s black blood had stained it, and the black diamond was fused within its mesh. He unknotted and swiftly disposed of the black, diamond-encrusted netting, sending it downstream back to the sea. Wachaza kept it to remind himself and his worshippers of their dark nature and their incompatibility with love and fertility.

 

Recently, it is said that a Blackfang agent--codename “Crystal”--acquired the necklace from a Wachaza War Master during a mission to recover the Laask Artifact for a secret client. Disguised as a courtesan at some docks in Vormain, she managed to seduce and decapitate the War Master by desperately using the necklace as a garrote while her feet were submerged in seawater. The agent later brought the necklace to Pavis, where she spent much of her substantial payment getting the black diamond inscribed by a Flintnail master. The inscriptions were later enchanted by Blackfang shamen at the agent's request--as part of her reward.

 

Procedure:

 

The original item(s) and their powers are unique, but the magic point matrix and spirit spell matrixes could be reproduced on another item.

 

Powers:

 

The netting/lace of the necklace is indestructible.

 

The diamond is naturally extremely strong (virtually indestructible) and doubles the strength of the wearer as long as they are touching sea-water.

 

The diamond is cleansed of the demonic presence that once corrupted it, but it has an empty binding enchantment that has the capacity to bind any demon.

 

The Blackfang shamen also enchanted the diamond with a Magic point matrix of 12mp, and a Glue 4 spirit spell matrix.

 

Enchantment conditions cause the necklace to cast Glue 4 on itself (using the stored magic points) as soon as it wraps around a person’s throat (under SIZ 30) and dispells itself once the attuned user says a unique catchphrase. When successfully used as a garrote, the user now has the option to “glue” the necklace’s ends to each other at the tightest point possible, forcing the victim to resist the attack with their STR vs the glue’s STR of 40 each round, instead of the usual STR+DEX of the victim vs. STR+DEX of the attacker. As long as the victim has the necklace wrapped tightly around their throat, they cannot speak or cast spells.

 

Attuning to the diamond stops the Glue spell from auto-casting when the user wears the necklace themselves and permits them to dispell the Glue effect.

 

Value:

 

Wachaza cultists would pay as much (and kill as much) as they could to get this sacred item back to a temple.

Assassins who understand the properties and their usefulness would pay up to 5000L for it.

As jewelry, it is a collector’s item worth at least a few thousand lunars, as the black diamond is the largest in the known (non-Mostali) World, and the black pearls are real, although not magical.

 

  • Like 2
Link to comment
Share on other sites

Brasswheel Enhancer

A dwarf-powered personal transport device usable in major Dwarf cities

Cults

The item is not in itself a magical construct or associated with religious belief. 

·       Associated: Brass wheel enhancers are made and used by followers of the Way of Mostal (dwarves). They are a source of quiet satisfaction in enabling dwarves to quickly transit long distances in the event of invasion or natural catastrophe. Dwarves who demonstrate particular aptitude for balance and endurance by most efficiently operating their enhancers are recognised and appreciated for their skills. Most major Dwarf cities conduct a ceremonial enhancer circuit of their peripheral communication conduits during the first week of Sacred time

·       Enemy: Trolls, particularly Karrg's sons and Zorrak Zorrani will attack any user of a Brasswheel Enhancer assuming them to be tasty dwarves. 

·       Friendly: None

·       Hostile: Barbarian cults regard the items as suspiciously sorcerous devices and are likely to destroy them for scrap metal

 

Knowledge

·       Cult Secret: The devices are only of practical use on level surfaces or dwarf  rack-and pinion tracks, and are never seen outside of major dwarf habitations. Dwarves are no more secretive about Brasswheel enhancers than they are about any other aspect of their mundane life (they are never mentioned to outsiders).

History

Brasswheel enhancers have been known in Greatway at least since the first age. Decamony leaders maintain that they are solely inspired by Mostali ingenuity

Procedure

Copper dwarves produce Brasswheel enhancers in quantity, natural wear and tear requires that they be recycled after a century or so. Learning to ride these pedal powered death-traps one is a matter of trial and error and is a rite of passage for dwarf youngsters. 

Powers

The items, greatly increase the speed at which a dwarf can get from A to B (typically movement rate 18). Most units are fitted with three speed epicyclic gears and at least one set of rack and pinion cogs for steep inclines. Some have lower gears ad additional cogs for engaging with overhead racks on cavern ceilings, or vertical racks. Those wishing to optimise on-the-flat speed strip down their rack and pinion sets to reduce weight, but because of the topology of dwarf settlements most have between 1 and 6 cog sets. Some '4x4' devices come with an additional hand crank as well at the normal foot pedals.

Value

In a Dwarf city a Brasswheel enhancer is worth between 300 and 600 L depending upon materials, design and condition, elsewhere it may be wort around 50L in scrap metal to redsmiths.

BrasswheelEnhancer2.png

Edited by Byll
correcting spell checker introduced error, added the hand crank throwaway comment
  • Like 6
Link to comment
Share on other sites

2 hours ago, Byll said:

Brasswheel Enhancer

 

[...]

BrasswheelEnhancer2.png

If you coat them with gold, you might be mistaken for a Gold Wheel Dancer?

Edited by Joerg
  • Haha 2

Telling how it is excessive verbis

 

Link to comment
Share on other sites

4 hours ago, Joerg said:

If you coat them with gold, you might be mistaken for a Gold Wheel Dancer?

 

6 hours ago, Byll said:

Decamony leaders maintain that they are solely inspired by Mostali ingenuity

Any resemblance to other life forms Extant or extinct is purely coincidental 😀

 

BrasswheelEnhancer3.png

Link to comment
Share on other sites

Mug of Contest

A Mug of Contest, also called Thirst Killer, is a wooden mug of about 24 oz (±700ml). The inside is commonly made of oak which is covered by pine on the outside. The mug features carvings of Orlanth’s runes while the handle is often highly decorated with cats, hops, barley and Fertility runes. Bellow the mug are found two tiny Eurmal runes.

Cults

·       Associated: Orlanth, Eurmal

·       Enemy: None

·       Friendly: Storm and Earth pantheons.

·       Hostile: None

Knowledge

·       Common: It’s well known among the orlanthis, even those afar from Sartar, for it is related to a “famous no-deed” of Orlanth.

·       Few: Only a limited and small number of these items exist.

History

Once, Orlanth wanted to start a drink contest with his beloved tribe’s members. But no-one wanted to face him on that field for Orlanth is mighty and renowned for his drinking capabilities.
Only one hand rose up that time, that of his burden-a-buddy Eurmal. The Trickster knew he couldn’t beat the King at his own contest, so he used his magic to enchant Orlanth’s mug and gave it the capability to automatically refill itself as long as his wearer was conscious.
Eventually, Eurmal passed away quite soon and lost the contest. But the King’s mug keeps refilling and Orlanth couldn’t dare not to finish his drink! He ended up well drunk and passed away too.
Eurmal thought it would teach the mighty god a lesson, but this one found it marvelous et used it often since then.

Procedure

The material from which the mug is created does not matter but Orlanth’s runes must be clearly visible. It must then be enchanted by an initiate from Eurmal by spending 1 POW and a drink contest must take place during the ritual. If the ritual of enchantment succeeds, a disorder and illusion runes will appear below the mug.

Powers

A Mug of Contest must be attuned before using it.

For attunement purposes, the Mug is considered to have 15 POW and an Orlanth or Eurmal follower will automatically succeed. Failure do nothing, except losing time.
The Mug of Contest to not count in any attunement limit or whatever.

Then, the adventurer must spend 1 magic point anytime he wishes the Mug to refill. It is possible to user crystals, allied spirit and matrix to power it.

There is a cumulative chance of 10% that the drinker become addicted to it, he will then have to refill and drink it until passed out (should it be from CON test failure or by falling to 0 magic points).

Value

A Mug of Contest worth at least 300L, considered it is made of wood and quite well crafted.
The value can quickly increase with the material, the craftsmanship but also his age and his previous ownership as this is a common object to have for chiefs (clan, tribe, etc.).

If a troll ever gets his hands on it and finds out the Mug’s inner powers, he will surely fiercely defend it! A good bargain may me done here.

Edited by RustK
  • Like 2
Link to comment
Share on other sites

Broyan’s Crimson Cloak of Whispers

This pale beige (note that it isn't actually crimson at all) deeply hooded cloak is made from the stitched-together skins of several soulless victims of the Crimson Bat.  The hood of the cloak is made from the skin taken from the entire head of a priest of the Crimson Bat.  The wearer essentially inserts their head inside the complete skin of the priest, looking out through the spaces in the skin where the priest’s eyes would have been.  

Cults

This section lists the relation of the item (and its possessor) with various cults. 

·       Associated: Lhankor Mhy.  The formula for creating this item was originally devised by a somewhat warped member of the Lhankor Mhy priesthood.

·       Enemy: Cult of the Crimson Bat.

·       Friendly: None – this item is generally considered disgusting by almost all cults (except possibly Chaos and Darkness cults who appreciate the practicality of it).

·       Hostile: All lunar cults.

Knowledge

Automatic, Cult Secret, One of a Kind.

History

Historians have written many pages on the defeat of the Crimson Bat by King Broyan.  What none of them have been able to accurately state is how he actually achieved this near impossible feat.

The secret, known only to him and a nameless priest of Lhankor Mhy is in the cloak that he wore on the day of his epic encounter.

When Broyan heard that the bat was heading to his city, he despaired and begged the local Lhankor Mhy temple for advice and aid to save his people.  The high priest was unable to help and was one of the first to bravely lead his faithful out of the city before the bat arrived.  However, one slightly insane priest remained behind.  He had been collecting the bodies of victims of the bat, along with every eye witness account that could be found (a tiny number, given the efficiency of the bat), including some from members of the Crimson Bat cult that had fled when it became apparent that they would soon be on the menu themselves.

He had noticed that priests of the cult seems to have some immunities to the Bat’s attention and powers and theorized that this could be used as a defensive measure.

Broyan offered him anything he wanted if he could create a viable defense against the bat.  The priest toiled for 10 days and 10 nights, harvesting what he needed from his own collection and the city around him.  He set Broyan the task of obtaining the undamaged body of a priest of the Crimson Bat.  History does not say how Broyan obtained such a body, but he did and the cloak was created.

Procedure

Only the initial stages of the process are generally understood:

1.     Catch and skin a priest of the Crimson Bat cult.  Ensure that the skin for the entire head is removed in one piece.

2.     Skin the bodies of at least 12 humans that have had their souls devoured by the Crimson Bat.

3.     Use a combination of non-detection sorcery and spirit magics to suppresse the senses.

4.     Bind all of this together with a Divine Intervention to Lhankhor Mhy.

There are no doubt a number of other steps and processes but these have not been recorded.

Powers

The cloak makes the wearer invisible to all the senses of the Crimson Bat but note that this only affects the Crimson Bat itself, not any of its entourage.    The wearer is also considered a Rune Priest of the cult when targeted by any of the Bat’s powers or abilities.  Unfortunately, the spirit of the priest constantly whispers unpleasant threats in the ear of the wearer (-25% to the user’s Perception and Magic skill checks).  As in life, so in death – the spirit of the priest still harvests POW for the bat and the wearer must feed the cloak 2 MPs for every hour that the cloak is worn.

Value

If you are intending to go up against the Crimson Bat, this item would be priceless.  The Lunar Empire is currently offering a 100,000L bounty for anyone who brings them the cloak.  Many entrepreneurial types have been executed for delivering fake copies of the cloak.  There is even a minor industry of unethical sorcerers creating cloaks of invisibility that match the known appearance of the cloak.  These individuals bank on the potential purchaser misunderstanding what the cloak does and often sell their cloaks for 10,000L each.

 

  • Like 2
Link to comment
Share on other sites

1 hour ago, Jerry said:

2.     Skin the bodies of at least 12 humans that have had their souls devoured by the Crimson Bat.

Tricky, I always assumed that all or most of the body is eaten along with the soul. Although the imagery of a pile of hideous withered husks being left behind is rather appealing. I mean, is rather disgusting. Yes, disgusting is what I meant.

  • Like 1
Link to comment
Share on other sites

Mondrud’s thumb

The thumb looks like the flesh transformed itself into diamond and is severed at the very end, near the place it should join the hand. Runes of Stasis and Mastery are engraved into it and layered with quicksilver.
The thumb is kept safe in a hand sized perfect sphere made of undamageable tin. No opening is visible.

Cults

·       Associated: Mostal

·       Enemy: Elves

·       Friendly: None

·       Hostile: Trolls

 

Knowledge

This section will list one or more words or phrases which have specifically defined meanings relating to the public knowledge of the item.

·       Cult Secret: Only dwarves, specially Quicksilver’s ones know what it is and how to use it.

·       One of a Kind: The other thumb of Mondrud is lost.

History

During Godtime, Mondrud was one of the best Quicksilvers and his transmutation skills were so high that he could turn flesh into diamond. Totally dedicated to his work, even during his “free-time”, he tested the ritual on himself and succeeded by transmuting his thumb into diamond.

Then the Great Darkness came and Chaos was really close. Mondrud knew his end was coming and he decided that his skills should not be lost for it represented so much for his people. He tested his second great discovery which he called the Transfer Alchemy: He severed his diamond thumb and relocated all his skills into it, hoping than it might serve his successors.

Then Mondrud put his thumb into an already enchanted sphere and sent it far away, where it ultimately ended lost. Later, Mondrud was lost during a momentless snap of the void.

Procedure

Obviously, only a Quicksilver dwarf will be able to have sufficient knowledge to recognize and understand what that sphere holds and how to use it. Then, with a lot of practice, he could be able to reproduce the Transfer Alchemy ritual or the Turn Flesh To Diamond sorcery spell.

Powers

The items, powers and uses are explained along with details on who can or cannot make use of them.

By replacing his thumb by this one, a Quicksilver dwarf will increase his skills and knowledge in such a way that he will come close to a Diamondwarf.

Value

Dwarves opposed to any form of mercantilism will kill to get this back. But they are likely not aware of what it is, so they might let it go for a few ingots.
Those who commonly practice mercantilism would be pleased to analyze the sphere and will highly reward any adventurer who brings them that relic. They might even gave them some iron, cast sorcery spells on their stuff or even let one of their Makers of Iron make them an iron weapon of their choice if they provide the material.

Link to comment
Share on other sites

15 minutes ago, PhilHibbs said:

Tricky, I always assumed that all or most of the body is eaten along with the soul. Although the imagery of a pile of hideous withered husks being left behind is rather appealing. I mean, is rather disgusting. Yes, disgusting is what I meant.

Tricky it might be, but it's easier than going toe to toe with the bat without the cloak :)

Link to comment
Share on other sites

Pocharngo’s Berries
Description
A mushroom patch with the mushrooms rumored to give the eater magic, or kill him. These appear to be one of the fabled Eurmal’s crumbs. (POW rolled as a % secretly rolled by the GM, reveals it looks a little different than the Eurmal’s Crumbs they’ve heard about… buy hey, it’s all rumor anyway.) Anyone eating a piece or even licking it, roll 1D10 with the below results. The mushrooms will detect as chaos if a successful detect chaos is done.

Cults
Associated: Pocharngo. They will recognize the mushroom’s for what they are. Everyone else will believe them to a Eurmal’s Crumb.
Knowledge: Automatic, everyone has heard of Eurmal’s Crumbs if they can roll under POWx5. (unless POW as a % is rolled in which case they notice it looks a little different).
Enemy: All anti-chaos cults (although, they must recognize it first).

Procedure
A Rune Priest of Pocharngo can eat one of Eurmal’s Crumbs and cause a patch of Pocharnge’s Berries to grow that will appear as a patch of Eurmal’s Crumbs. When the Rune Priest defecates next and sacrifices 5 magic points, a patch of Pocharngo’s Berries will sprout and grow over the dung. The intent is to spread change.

Powers
1 – 2:  Gain Chaotic Feature, roll on Chaotic Feature table, page 89 of Bestiary
3:  Gain 1 INT (or PC’s choice, roll 1d6: 1-2 gain 1 INT, 3-4 gain 2 INT, 5-6 lose 1 INT).
4:  Gain Gorp Resilience. Anytime you’re successfully attacked by a gorp, roll 1d10. Subtract this from the gorp’s acid damage.
5:  Roll 1d20, that hit location deforms and doubles in size. Double the hit points to that location and normal size armor/clothes does not fit. (Example, a 4 point Arm becomes an 8 point Arm.)
6:  Next time you have intercourse, your partner (male or female) will give birth to a gorp in 1 season. They will suffer damage as described in 7 below.
7:  You will give birth to a gorp in 1 season. If will forcefully birth itself out of your mouth (head 1-3) or urinary/anal tract (abdomen 4-6). Roll 1d6 to determine location. That location will take 1d6 damage upon birth. If that location goes to 0, the victim dies.
8:  Roll 1d20 and determine hit location. If an arm or leg is rolled, when the PC wakes up after a night’s sleep, that limb will have withered and fallen off. This cannot be healed. If the abdomen, chest or head is rolled, roll 1d6. That’s how many hit points that location permanently loses, it cannot be healed. If brought to zero, the PC dies. This location now appears malformed. (A successful divine intervention can reverse the effects).
9- 10:  Gain Chaotic Feature, roll on Thed’s Curse table, page 95 of Bestiary.

Unlike Eurmal’s Crumbs, these can be taken multiple times for multiple results. But, there is a chance of turning into a gorp if more than one mushroom is taken. For the 2nd mushroom eaten, roll d100. If POW x 2 or less is rolled, the eater will turn into a gorp. Third mushroom, POW x 3, etc. Those turning into a gorp maintain their INT and POW and they will have a MOV of 4 and Chaos rune at 60%, unless they already have the Chaos rune in which case +10% to the Chaos rune. 

Value
Varies. Those thinking it’s a Eurmal’s Crumb may pay up to 200- 500, depending how much they will chance hoping to gain something beneficial by eating it. Anyone recognizing the mushroom as chaos will not pay anything and will attempt to destroy it or alert the authorities… unless you are chaos. In which case you may want to buy it, or steal it, then put it in someone’s stew, or…
 

  • Like 6
Link to comment
Share on other sites

  • 3 weeks later...

SPIRIT DEN

Description. A Spirit Den is generally an enchanted place or object where an animal spirit is voluntarily bound but with the freedom to roam within its POW in meters from the binding enchantment

Cults

Associated. Daka Fal, Waha, all shamanic cults.  

Knowledge  Automatic.

Procedure. A shaman can bargain with an animal spirit to voluntarily be bound to a place or object if in return it is allowed to range freely within its Power in meters.  These spirits can be more easily persuaded if the area of the enchantment is desirable to its species.  ie fish spirits in water.  Beavers near dams.  

Powers. The Spirit Den serves as a local source of power for those who are allowed to draw upon the animal spirits magic points and for spirit magic known by the animal spirit.  These are essential spirits a shaman maintains for his community.  

Value. Priceless to the shamans community.

  • Like 4
  • Thanks 1
Link to comment
Share on other sites

1 hour ago, Pentallion said:

SPIRIT DEN

Description. A Spirit Den is generally an enchanted place or object where an animal spirit is voluntarily bound but with the freedom to roam within its POW in meters from the binding enchantment

Cults

Associated. Daka Fal, Waha, all shamanic cults.  

Knowledge  Automatic.

Procedure. A shaman can bargain with an animal spirit to voluntarily be bound to a place or object if in return it is allowed to range freely within its Power in meters.  These spirits can be more easily persuaded if the area of the enchantment is desirable to its species.  ie fish spirits in water.  Beavers near dams.  

Powers. The Spirit Den serves as a local source of power for those who are allowed to draw upon the animal spirits magic points and for spirit magic known by the animal spirit.  These are essential spirits a shaman maintains for his community.  

Value. Priceless to the shamans community.

Oh, very nice! Borrowing that for NPCs everywhere from now on.

  • Like 2
Link to comment
Share on other sites

  • MOB unpinned this topic

The Iron Quill

i.e. Quill of the Master Scribe, The Wyrm's Tooth

Description:

This magical artifact appears at first glance to be nothing more than a fancy writing quill crafted from an iron-gray feather of unknown origin, attached to an iron nib bearing the Truth rune. If examined closely, the tip will be found to be moist with a small amount of octopus ink, which never dries out no matter what the circumstances.

Cults:

Associated: Lhankor Mhy
Friendly: Lightbringers

Knowledge: Cult secret.

History:

The Iron Quill was created during the Second Age by Balzurian Dragonfriend, a Sage of Lhankor Mhy who was fascinated by Wyrms, Dragonewts, and all things Draconic. Crafted from the wing feather of a most unusual wyrm, Balzurian Quill (as he was later known) took the quill with him on several Heroquests and imbued it with special powers. After his death, the artifact passed down from one Sage of Lhankor Mhy to another, and was later lost to history.

Powers:

  • In the hands of anyone who is not an initiate of Lhankor Mhy, the object is a magical writing quill that never runs out of ink, and produces a high quality octopus ink suitable for writing on paper or parchment.
  • In the hands of an initiate of Lhankor Mhy, the artifact grants a +20% bonus to Craft (calligraphy) and to any Read/Write skill known by the initiate as long as it is in their grasp.
  • In the hands of a Sage of Lhankor Mhy, the above bonuses double to 40% and they acquire the skill Read/Write Auld Wyrmish at a base of 30%.
  • If an initiate of Lhankor Mhy knows the command word, the Iron Quill transforms into an iron dagger with a matrix for Bladesharp-6. The blade will turn back into a writing instrument at the end of the melee.

Value:

Since this artifact is unique, it will never be for sale. Anyone finding the Iron Quill will be able to name their price at any temple of Lhankor Mhy.

Edited by Godhi
formatting
Link to comment
Share on other sites

On 9/13/2019 at 5:54 AM, Godhi said:

The Iron Quill

i.e. Quill of the Master Scribe, The Wyrm's Tooth

Description:

This magical artifact appears at first glance to be nothing more than a fancy writing quill crafted from an iron-gray feather of unknown origin, attached to an iron nib bearing the Truth rune. If examined closely, the tip will be found to be moist with a small amount of octopus ink, which never dries out no matter what the circumstances.

Cults:

Associated: Lhankor Mhy
Friendly: Lightbringers

Knowledge: Cult secret.

etc

Very nice! What my "Sian's Quill" wants to be when it grows up. Since it's a cult secret, the Humakt  who made hers won't know about this, but I bet she's looking at it and thinking "oh, the irony".

Link to comment
Share on other sites

Cursed Hoard

Cursed treasure hoards are collections of valuable treasures or coins that have had a powerful curse laid upon them, usually by a former owner. Those coming into possession with the whole or a substantial portion of the hoard risk falling victim to the curse in a variety of ways.

Cults

Such hoards often have no direct connection to a cult, being by their nature selfish in origin, although treasures that have been stolen from cults will sometimes be cursed.

     Hostile: Issaries. The god of Fair Exchange dislikes such impediments to commerce.

Knowledge

Rumours of such hoards are Automatic, knowledge of a specific hoard will be Few.

Procedure

The simplest way that hoards become cursed is when the owner, typically at the point where they believe that they are about to lose their hoard and/or about to die, calls for Divine Intervention to lay a curse upon it. This may be on their death bed, or when an attacker is attempting to relieve them of their hoard and/or their life, or after it has been stolen.

Powers

If the hoard remains intact, then the power of the curse is at its full strength. If it is divided up, the number of portions that it can be divided into whilst still remaining much of its potency is the number of points of POW expended in the Divine Intervention. So a cursed hoard that consumed 5 points of POW is still formidable when a fifth or more of the hoard is present.

Anyone coming into possession of the hoard gains a Passion (Hoard) at a rating of 10% per point of POW in the curse. This may be resisted by making an opposed roll of another appropriate Passion, e.g. Honour, or Devotion to a deity that promotes honourable, ascetic, or conciliatory behaviour such as Issaries, Humakt, Yelmalio, or Ernalda. If the hoard possessed is only a “substantial portion” as described above, then the Passion (Hoard) rating is reduced by 10%. Smaller fragments of the hoard down to a single coin can still be affected but at a rating of only 1% per point of POW.

If the possessor is about to lose possession of any of the hoard, they must roll against this passion. If the roll is under the rating, then they will feel a strong urge not to part with it, and if they try to resist the urge, they must succeed in an opposed roll of POWx5 against the Passion. Other characters may augment the POWx5 roll if they have become aware of the strange effect that the treasure is having.

Other people who become aware of the hoard may fall victim to the curse. If they see the whole hoard then they are subject to the same mechanic and gain the same passion, which will drive them to possess the hoard, whereas merchant being tendered a single coin will only be subject to the 1% per point passion.

If the possessor or anyone else affected by the passion hears rumours of other parts of the original hoard, then they will be driven to seek out more knowledge and potentially attempt to acquire them.

The passion can only be removed by disposing of the hoard entirely and making a successful POWx5 roll against the passion. If this fails, it can be re-attempted once per season.

The curse on a hoard often carries other consequences such as bad luck, an unattractive sneering demeanour, or inhibiting a specific Rune or Passion. These act as an opposed roll against the use of specific ability rolls or luck rolls. Such an additional curse may be laid on by a second Divine Intervention, with its own rating, possibly by a subsequent possessor.

Value

The hoard can be of any value – a chest of gold coins, a beautiful amulet made from a dragon’s eye (cursed by the dragon, perhaps), a single ancient gold coin, or even an ugly old leather hat made from witch skin.


 

Edited by PhilHibbs
  • Like 1
Link to comment
Share on other sites

59 minutes ago, PhilHibbs said:

Cursed treasure hoards are collections of valuable treasures or coins that have had a powerful curse laid upon them, usually by a former owner. Those coming into possession with the whole or a substantial portion of the hoard risk falling victim to the curse in a variety of ways.

 

Anybody we know binging on Pirates of the Caribbean before sitting at a keyboard?
very nice!

Edited by Bill the barbarian

... remember, with a TARDIS, one is never late for breakfast!

Link to comment
Share on other sites

A slightly updated item from the last Plunder! submissions:

Kale's Token

A bronze token, about 3 cm across. The token is shaped like a movement rune, surrounded by a ring. The outer side of the ring is engraved with a hymn of praise to Heler, in his role as god of loyalty and friendship. The font is tiny, and difficult to read. The inner side is engraved with an equally tiny hymn in praise of Mastakos.

Cults

Associated: Mastakos, 

Friendly: Helar, Kolat 

Knowledge

One of a Kind. There is a record of the item, and the crafting of the item, in the Lhankor Mhy temple in Jansholm. Other than that, the item is little known.

History

Kale, an adventuring shaman who followed Kolat, realized at one point that one of his companions had, without being asked, been present to watch over his body, and to help take care of him while he was learning to be a shaman. He realized that they had always been present to watch over him, and he had hardly noticed. The opportunity to rectify this came when on heroquest, and he was able to bargain with the god of travel. He asked his god, and Mastakos, for the ability to be summoned by his friend. The gods refused initially, but Heler stepped in, and persuaded them to support the shaman. Once created, and used, the token remained, and possessed the power to be 'recharged' by someone who understood its powers and purpose. 

Kale died fighting the Kingdom of Jab in 1623. He is believed to have been carrying the token at that time. The most likely location to find the token is the contested lands on the borders of the Kingdom of Jab.

Procedure

Made on heroquest.

Powers

Kale’s token allows an individual to summon a loyal friend or follower to them. The summoned individual has a couple of seconds to grab personal items, and then teleports to the summoner. The token only works if the summoned has over a 50% loyalty to the summoner. The token may only be used once by any given person. It can be recharged by a new owner. 

Charging the token requires the person to be summoned (the "summoned") to perform a series of simple ceremonies at shrines of Kolat, Mastakos, and Helar. These ceremonies take a total of a week. The person who will receive the token is identified at this time. The summoner must succeed in a Loyalty check to successfully complete the ceremony.

In theory, the token could be charged from loyalty to a clan, or a temple. In this case, the token would have to be activated by the clan head, or high priest of the temple.

In a game setting, this is a "use don't abuse" item. It is intended to allow one character to come to the aid of another, regardless of distance between them. The Gamemaster is encouraged to have the token fail if it is used cynically, to make money, steal, or in a calculated way to bypass security. The token, after all, is based on movement, but is allowed to work because of loyalty.

Death does not break the bond between summoned and summoner. Should the summoned die, and then be called, their spirit will appear to aid the summoner. Treat the summoned as an ancestor spirit, with appropriate skills and abilities.

If the summoner ever willfully and knowingly discards the token, that will break the enchantment. The summoned will feel great pain (broken loyalty hurts!) but the bond between summoner and summoned is broken.

Value

Nominally worth about 1,500 L.

Link to comment
Share on other sites

  • 2 months later...

Blessed Water-Skin

i.e. Eiritha's Blessing, Heler's Friendship, Traveler's Water-Skin.

Description:

A large water-skin made from tanned leather, sometimes contained within an attractive fur pouch and decorated with beads, feathers, and polished stones, the latter of which are always associated with the element of Water. The bag is inscribed with the Water and Fertility runes, and sloshes as though filled with water.

Cults:

Associated: Daka Fal, Eiritha, River Gods, Storm Bull.

Friendly: Ernalda, Heler, Orlanth.

Knowledge: Common.

History:

Grandfather Mortal is believed to have made the first enchanted water-skin during the God-Time so his people could have fresh water during long journeys across the plains of Prax. Shamans during the First Age learned this secret from him on the Spirit Plane, and since that time have crafted enchanted water-skins  for the people of Prax, especially in the Wastes and the Long Dry, where water is scarce.

Procedure:

To make a Blessed Water Skin, a shaman of Daka Fal must travel to the Spirit Plane and negotiate with a small Water Elemental (Undine), then with its permission bind the spirit into a specially consecrated water-skin which has been decorated according to the proper rituals, inscribed with the runes for Water and Fertility, and enchanted with a Bind Elemental spell.

Powers:

The Blessed Water-Skin produces up to a cubic meter (10 liters) of pure spring water every day. Unless completely drained of water, the water-skin never runs out, and magically returns to full capacity each day at noon. 

Value:

Most inhabitants of Prax will not part with a Blessed Water-Skin no matter how much money they are offered, especially since such magical treasures are often the property of a clan or tribe and are passed down from one generation to the next. 

 

 

  • Like 3
Link to comment
Share on other sites

3 hours ago, Godhi said:

The Blessed Water-Skin produces up to a cubic meter (10 liters) of pure spring water every day. Unless completely drained of water, the water-skin never runs out, and magically returns to full capacity each day at noon.

1 Cubic meter is 1000 Liters. Apart this, nice. I want one.

Link to comment
Share on other sites

Moon Heart

A moon heart is a blue or pearl colored crystal copy of a human heart, though some non-humans can use them as well. It feels much heavier than an actual heart and is slightly larger in size than one might expect.

Cults

Associated: Lhankor Mhy

Friendly: The Invisible God; (Red Goddess?)

Enemy: Kyger Litor & all the other Gods of the Uz

Hostile: Orlanth; Cults that hate or forbid sorcery

Knowledge

Among sorcerers and the Uz, the hearts are well known. Currently there are two blue and two pearl hearts in the possession of individuals. It is rumored that there are red hearts as well, where the moon dust is a gift from the Red Goddess herself, but this is unconfirmed. 

History

Legend tells us that a sorcerer by the name of Shien Two-Tongues found a tablet with the ritual instructions written into the hardened clay, Shien, who was no friend of trolls, took this as a sign and made the first Moon Heart. In time the Uz hunted Shien down and shattered her heart, but not before she taught the sorcery to her apprentices. It is always written on clay tablets because the it is said that the magic of the ritual is too heavy for any kind of parchment or other material.

Procedure

To begin with a character must be a sorcerer and have mastered the Darkness, Air, Water, and Death runes. The Moon run may be substituted for any of these. Once these are mastered and a copy of tablet is found, the sorcerer needs a shallow cave on a clear sky. In addition, a bowl of moon dust is needed and the head of a troll killed less than an hour before. The moon dust is placed into the mouth of the troll and the mouth is sewn shut. Once night falls and a moon is in view,, with some of the moonlight touching the troll head, the sorcerer casts Create Moon Heart, expending 1 point of POW and 2d6 MP. Assuming all goes well, in the morning the head is placed on an iron plate and left out in the sun until the next evening.  Then the head is cracked open to reveal a Moon Heart.

To use the item, the person wishing to implant it in their chest must sacrifice 1 point of POW and succeed in a CONx5 roll. Failure means the Moon Heart has rejected you and you must wait 2d4 days to try again. Critical failure means instant death as the Moon Heart devours your heart. Success means the user's heart is destroyed and the Moon Heart becomes their new organ. 

One must be a sorcerer to make a Moon Heart, but anyone can possess and use it.

Power

Possession of a Moon Heart is a bit of a mixed bag. The abilities it grants are:

  • For 1MP, the character can create a small moon above their head that acts as a torch. This lasts one hour.
  • For 2MP the character can avoid sleep and feel refreshed, allowing them to remain awake for a full day. The character does not dream that day (obviously).
  • The Moon Heart provides 1 point of armor for the Chest region of the character
  • If the character is poisoned or drugged or diseased, they can cleanse themselves of these effects before rolling on the resistance table by spending MP equal to the POT of the Poison, Drug, or Disease

However, there are a few downsides as well.

  • If using the heart to stay awake, the character must get actual sleep 1 day in every 4 or they risk the Moon Heart taking over their sleep cycle. If the Moon Heart is used in this fashion four days in a row without normal sleep, the character must succeed in a POW x 5 roll or the Moon Heart will keep them awake all the time, spending 2MP at sunset without the character's permission. Lack of dreaming will eventually have a debilitating effect on the character, driving them mad.
  • A troll or trollkin will instantly know that the character possesses a Moon Heart. They will at best have nothing to do with the character and more likely attack them on sight.
  • If a character has a Moon Heart inside of them and is ever Impaled (special) in the Chest region, they must succeed in a CONx3 check or the heart shatters and they die instantly.

If a character with a Moon Heart dies of other means than impalement to the chest, the Moon Heart works its way out of the body in a few, bloody, minutes and sits there waiting for someone to pick it up.

Value

Possession of a Moon Heart is desirable for some, but the opportunity cost may be high for others. Possessing one of the clay tablets with the spell on it is another thing entirely. Prices range into the thousands of Lunars. 

Its 2300hrs, do you know where your super dreadnoughts are?

http://reigndragonpressblog.blogspot.com/

Link to comment
Share on other sites

8 hours ago, Godhi said:

The Blessed Water-Skin produces up to a cubic meter (10 liters) of pure spring water every day. Unless completely drained of water, the water-skin never runs out, and magically returns to full capacity each day at noon. 

We had some Never-Empty Bottles in a RQ Glorantha game. They produced piss-poor, weak, bad-tasting beer and took a Magic Point to refill. They kept us going through several deserts, to the GM's annoyance.

 

Edited by soltakss

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

Link to comment
Share on other sites

  • 8 months later...
9 hours ago, Scottisholly07 said:

How do I sign up... 

It's been a long time (Only a year? Really? Seems like a lifetime...), but I don't think any deadline was placed on submissions. I guess if you have an idea then go ahead and post it, people can use it even if it's too late to enter "The Competition", whatever that is or was... maybe it's an ongoing forever thing like The Game? (Damn, I just lost The Game).

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...