Episode 10 of Discern Realities is here!

Episode 10 of Discern Realities is here!

Episode 10 of Discern Realities is here! If you wish to participate in the magic item contest we announce on this episode, please put the text of your original item in the comments of this post. 

Here are the time codes: 

Magic Item Contest (00:25)

What Happened Here Recently? (01:20)

Playing to find out what happens. 

What Should I Be On the Lookout For? (06:36)

Tim B.’s Play by Post materials. 

What Here is Not What it Appears to Be? (11:27)

Weapon tags. 

What Here is Useful or Valuable to Me? (18:18)

Noble sacrifice set piece. 

What is About to Happen? (26:12)

The ongoing adventures of Ramshackle Crow. 

http://discernrealities.libsyn.com/episode-10

52 thoughts on “Episode 10 of Discern Realities is here!”

  1. Thanks for the shout out, David LaFreniere and Jason Cordova! And my last name is Ukrainian and difficult to pronounce, so consider that a dodged bullet. 🙂

  2. Thanks for the shout out, David LaFreniere and Jason Cordova! And my last name is Ukrainian and difficult to pronounce, so consider that a dodged bullet. 🙂

  3. The Shard of Shalott:

    This is a piece of a mirror about six inches by two inches.  

    If you gaze deep into the shard, you see your greatest desire in the shard (your true love’s face, a great weapon, a source of happiness, great wealth, etc.).

    Roll +CHA as the shard cracks into two pieces.

    -On a 10+, The GM will describe a path to obtaining your greatest desire.

    -On a 7-9,  Tell the GM your greatest desire, and why it  will  forever be out of your reach.

  4. The Shard of Shalott:

    This is a piece of a mirror about six inches by two inches.  

    If you gaze deep into the shard, you see your greatest desire in the shard (your true love’s face, a great weapon, a source of happiness, great wealth, etc.).

    Roll +CHA as the shard cracks into two pieces.

    -On a 10+, The GM will describe a path to obtaining your greatest desire.

    -On a 7-9,  Tell the GM your greatest desire, and why it  will  forever be out of your reach.

  5. Splinter of the Übelstone

    A foul looking green splinter encased in leaden strings.

    When you rub the splinter while talking to a person, roll + WIS

    On a 10 + hold 3

    On a 7 – 9 hold 2

    – The splinter reveals a compromising truth about them

    – You don´t reveal a compromising truth to the splinter

    – The splinter tells you if they are lying

    – The splinter tells you what they are thinking right now

    On a 6- you have to tell the person you are talking to one of your evil deeds. You can mention it casually or mockingly or you can boast about it but you have to tell it or the splinter tells it instead.

  6. Splinter of the Übelstone

    A foul looking green splinter encased in leaden strings.

    When you rub the splinter while talking to a person, roll + WIS

    On a 10 + hold 3

    On a 7 – 9 hold 2

    – The splinter reveals a compromising truth about them

    – You don´t reveal a compromising truth to the splinter

    – The splinter tells you if they are lying

    – The splinter tells you what they are thinking right now

    On a 6- you have to tell the person you are talking to one of your evil deeds. You can mention it casually or mockingly or you can boast about it but you have to tell it or the splinter tells it instead.

  7. Awesome episode – my favourite yet and inspired me to join the Gauntlet group. Every segment was super interesting! Will try to come up with a magic item for the competition.

  8. Awesome episode – my favourite yet and inspired me to join the Gauntlet group. Every segment was super interesting! Will try to come up with a magic item for the competition.

  9. The Mirrored Egg:

    When you drip serpent venom onto the egg, Roll+CON.

    On a 10+, the egg absorbs light to create a short lived magical darkness, allowing only you to see. (GM decides the area of effect)

    On a 7-9, the egg absorbs all nearby light but does not grant you magical sight.

    On a 6-, you are transfixed by a mystical vision in the blazing, unearthly glow of the egg as it gathers light into itself. You are blinded until you crack the egg.

  10. The Mirrored Egg:

    When you drip serpent venom onto the egg, Roll+CON.

    On a 10+, the egg absorbs light to create a short lived magical darkness, allowing only you to see. (GM decides the area of effect)

    On a 7-9, the egg absorbs all nearby light but does not grant you magical sight.

    On a 6-, you are transfixed by a mystical vision in the blazing, unearthly glow of the egg as it gathers light into itself. You are blinded until you crack the egg.

  11. I’m a little tipsy, so this is rough and no doubt exploitable by both the players and GM, but hopefully in an good way.

    The Pearl of Sanctuary

    When you grasp the pearl and focus upon a target, Roll + WIS.

    On a 10+…

    The target is enveloped in a bubble that can withstand all but the most determined and forceful of assaults. The bubble is conjured with the properties desired by the caster, declared at the time of casting.

    On a 7-9…

    As per the 10+ result, but the GM selects two properties of the bubble from the following:

    • The bubble lasts for an unfortunately long or short amount of time.

    • The bubble is opaque and soundproof, or is transparent and transmits sound.

    • The bubble is lighter than air, causing it to rise upwards.

    • The bubble contains a limited amount of air.

    • Something else is enveloped in the bubble along with the target.

  12. I’m a little tipsy, so this is rough and no doubt exploitable by both the players and GM, but hopefully in an good way.

    The Pearl of Sanctuary

    When you grasp the pearl and focus upon a target, Roll + WIS.

    On a 10+…

    The target is enveloped in a bubble that can withstand all but the most determined and forceful of assaults. The bubble is conjured with the properties desired by the caster, declared at the time of casting.

    On a 7-9…

    As per the 10+ result, but the GM selects two properties of the bubble from the following:

    • The bubble lasts for an unfortunately long or short amount of time.

    • The bubble is opaque and soundproof, or is transparent and transmits sound.

    • The bubble is lighter than air, causing it to rise upwards.

    • The bubble contains a limited amount of air.

    • Something else is enveloped in the bubble along with the target.

  13. The Ebony Whistle of Summons. 

    Long ago prisoners would be forced to swear upon this device.  They could then be released with the certainty that they could never escape the law again.

    This whistle holds an unknown number of summons.  blowing the whistle will cause one of these creatures to appear from wherever it happens to reside.  describe this creature and what he is guilty of.  roll a d6, the whistle appears to be empty after a roll of 1.  

  14. The Ebony Whistle of Summons. 

    Long ago prisoners would be forced to swear upon this device.  They could then be released with the certainty that they could never escape the law again.

    This whistle holds an unknown number of summons.  blowing the whistle will cause one of these creatures to appear from wherever it happens to reside.  describe this creature and what he is guilty of.  roll a d6, the whistle appears to be empty after a roll of 1.  

  15. Occum’s Razor

    Straight razor (hand, devious, magical, intelligent, 1 weight)

    When you use Occum’s Razor to spill blood upon a written question, roll+DEX. On a hit, the spilled blood forms the answer to one written question. On a 10+, choose 3 from the list below. On a 7-9, choose 1 from the list. 

    * it doesn’t leave a scar

    * you can stop the bleeding

    * you can resist the razor’s demand to spill more blood

    * the subject of your question doesn’t find out about you

    For 6- rolls, think really nasty. This is a very devious and dangerous magic item. Here’s an example of how a hard move might go…

    “You had no idea how sharp this razor was, and you sliced clean through your wrist, severing your hand. There’s too much blood — it saturates the question and can’t spell out an answer. But that’s the least of your concerns… how are you going to stop that spurting stump that use to be your hand?”

    To be clear, Occum’s Razor works on any written question regardless of media — parchment, stone, skin — whatever the question is written on. If blood can be spilled onto the written question, Occum’s Razor will imbue the blood with power to form a written answer. The spilled blood moves in such a way to spell out the answer in written form.

  16. Occum’s Razor

    Straight razor (hand, devious, magical, intelligent, 1 weight)

    When you use Occum’s Razor to spill blood upon a written question, roll+DEX. On a hit, the spilled blood forms the answer to one written question. On a 10+, choose 3 from the list below. On a 7-9, choose 1 from the list. 

    * it doesn’t leave a scar

    * you can stop the bleeding

    * you can resist the razor’s demand to spill more blood

    * the subject of your question doesn’t find out about you

    For 6- rolls, think really nasty. This is a very devious and dangerous magic item. Here’s an example of how a hard move might go…

    “You had no idea how sharp this razor was, and you sliced clean through your wrist, severing your hand. There’s too much blood — it saturates the question and can’t spell out an answer. But that’s the least of your concerns… how are you going to stop that spurting stump that use to be your hand?”

    To be clear, Occum’s Razor works on any written question regardless of media — parchment, stone, skin — whatever the question is written on. If blood can be spilled onto the written question, Occum’s Razor will imbue the blood with power to form a written answer. The spilled blood moves in such a way to spell out the answer in written form.

  17. Ghost Horse

    This gaunt, white horse is wrapped and draped with dangling chains.  You find the horse chained to a dungeon wall.  When you free the horse from the dungeon, it stamps it’s hoof three times, and will follow you.  It follows at a discreet distance, perhaps hidden in shadows, or invisible, but close enough for you to hear it’s rattling chains, and for animals and superstitious peasants to be unnerved by it’s presence.  The horse can follow you anywhere, over water, into dungeons, through locked doors, etc.  As the horse is an animal, a druid could speak with it.

    When you call the ghost horse, it comes to you.  When you mount the ghost horse, it will carry you wherever you wish to go.  The horse flies faster than any mortal creature, and can carry you through walls or other obstacles. While you ride the ghost horse, you are insubstantial, and cannot physically interact with the world around you.  When you dismount, the horse stamps it’s hoof twice.  The horse will carry one rider at a time, any distance, for a total of three trips.  Once the horse has carried you three times, it goes beyond the Black Gate to its own final rest.

    The ghost horse can even carry you across the Black Gate.  If you call the ghost horse from beyond the Black Gate, it will come to you, and carry you back to the mortal world.  If you ride the ghost horse from the mortal world into the land of the dead, it can take you directly to the soul you seek.  Since the ghost horse only carries one rider at a time, you cannot bring someone back with you, but you could stay behind in their place.   

    http://56.media.tumblr.com/a723ed0eeb61cdf51a785acd7eae4e8b/tumblr_o1y23tCWLo1th1v1zo1_500.jpg

  18. Ghost Horse

    This gaunt, white horse is wrapped and draped with dangling chains.  You find the horse chained to a dungeon wall.  When you free the horse from the dungeon, it stamps it’s hoof three times, and will follow you.  It follows at a discreet distance, perhaps hidden in shadows, or invisible, but close enough for you to hear it’s rattling chains, and for animals and superstitious peasants to be unnerved by it’s presence.  The horse can follow you anywhere, over water, into dungeons, through locked doors, etc.  As the horse is an animal, a druid could speak with it.

    When you call the ghost horse, it comes to you.  When you mount the ghost horse, it will carry you wherever you wish to go.  The horse flies faster than any mortal creature, and can carry you through walls or other obstacles. While you ride the ghost horse, you are insubstantial, and cannot physically interact with the world around you.  When you dismount, the horse stamps it’s hoof twice.  The horse will carry one rider at a time, any distance, for a total of three trips.  Once the horse has carried you three times, it goes beyond the Black Gate to its own final rest.

    The ghost horse can even carry you across the Black Gate.  If you call the ghost horse from beyond the Black Gate, it will come to you, and carry you back to the mortal world.  If you ride the ghost horse from the mortal world into the land of the dead, it can take you directly to the soul you seek.  Since the ghost horse only carries one rider at a time, you cannot bring someone back with you, but you could stay behind in their place.   

    http://56.media.tumblr.com/a723ed0eeb61cdf51a785acd7eae4e8b/tumblr_o1y23tCWLo1th1v1zo1_500.jpg

  19. Not a submission, but just something that crossed my mind: I’d love to hear you two talk about some of the alternate class playbooks! Namely, the mage, the priest, etc. I know they’ve been mentioned on The Gauntlet, but I don’t think you’ve ever gone really in depth on them.

    Anyway, keep up the great work :3

  20. Not a submission, but just something that crossed my mind: I’d love to hear you two talk about some of the alternate class playbooks! Namely, the mage, the priest, etc. I know they’ve been mentioned on The Gauntlet, but I don’t think you’ve ever gone really in depth on them.

    Anyway, keep up the great work :3

  21. Formatted version here:  goo.gl/KmejdY

    The Twisted Spear

    reach, 2 piercing, magical, 2-handed, 1 weight

    A knobby length of wood, pale as death and hard as steel, tapering to a needle point. The shaft is scored and notched, the tip stained with blood and soot.  

    The Spear is a potent weapon against spirits and demons. They cannot bear its touch and its presence makes them deeply ill at ease.

    When you wield the Twisted Spear as a weapon, you ignore magical protections and can harm spirits, ghosts, demons and insubstantial creatures.

    When you first plunge the Spear into a spirit or a demon, you mind reels with strange visions. You come to knowing the tasks below. 

    When you complete a task, mark it off.

     □ Impale a foul spirit with the Spear, and keep it skewered until it burns away to nothing.

     □ Visit the elder tree from which the Spear was carved, and water its roots with your blood

     □   Face the Pale Hunter and survive the encounter.

     □   Spend a fortnight in the wild, eating nothing, naked and unarmed except for the Spear 

     □   Pierce your own hand with the Spear, giving it a shard of your soul and reducing your max HP by 1d4+1.  

    When you have marked 3 tasks as complete, you unlock the mysteries of the Twisted Spear. Choose one of the moves on the reverse; you can use that move as long as you wield the Spear. 

    Each time you mark an additional task as complete, gain another move from the reverse. 

    □ WHISPERS

    When you grip the shaft of the Twisted Spear, you can hear the voices of spirits nearby. When you ask the GM “What spirits are active here?” you will always get an honest answer.

    □ PROMISE OF DOOM 

    When you hold the Twisted Spear and speak aloud an oath to destroy a spirit, ghost, or demon, you do +2d4 damage against them and -4 damage to everything else. This lasts until you destroy them. If you forsake your oath, mark a consequence and cross off this move. 

    □ ROOTS OF THE ELDER TREE  

    When you stand with your feet firmly on the ground and strike a foul spirit, ghost, or demon, you can mark a consequence to send your target coursing through you and into the depths of the earth, where it is bound fast.

    □ DARKNESS LINGERS  

    When you strike down a spirit, ghost, or demon, ask the GM for one of its moves and write it down; it is held in the Twisted Spear. When you use the stolen move, roll +CON. On a 7+, you do it, just like that. But on a 7-9, choose 1:

     – The move is lost, bleeding away from the Spear

     – Mark a consequence  

    CONSEQUENCES

    □ Deep beneath the elder tree from which the Spear was carved, something dark and terrible shifts and strains at the roots that bind it.

    □ From now on, the first time you Make Camp each session, roll +WIS. On a 10+, you dreams are unpleasant and claustrophobic but your sleep is restful. On a 7-9, you dream of that which is bound by the elder tree from which the Spear was carved. Take -1 forward, but ask the GM what you learn. On a 6 or less, the thing bound by the tree sees you, too. You awake, unrested, and will get no rest this night.

    □ You are overwhelmed by a vision of the thing bound by the Spear’s tree, its past and its terrible desires.

    □ The elder tree from which the Spear was carved shudders and cracks, still whole but wounded and weakened.

     □ A lesser evil escapes from the roots of the tree. Ask the GM what is now loose in the world.

    □ The tree grows sick and weak, losing its leaves and sprouting only a few in spring.

    □ Some natural thing is tainted by the dark power beneath the tree, and goes forth to wreak evil.

    □ The tree dies. Its prisoners escape.

  22. Formatted version here:  goo.gl/KmejdY

    The Twisted Spear

    reach, 2 piercing, magical, 2-handed, 1 weight

    A knobby length of wood, pale as death and hard as steel, tapering to a needle point. The shaft is scored and notched, the tip stained with blood and soot.  

    The Spear is a potent weapon against spirits and demons. They cannot bear its touch and its presence makes them deeply ill at ease.

    When you wield the Twisted Spear as a weapon, you ignore magical protections and can harm spirits, ghosts, demons and insubstantial creatures.

    When you first plunge the Spear into a spirit or a demon, you mind reels with strange visions. You come to knowing the tasks below. 

    When you complete a task, mark it off.

     □ Impale a foul spirit with the Spear, and keep it skewered until it burns away to nothing.

     □ Visit the elder tree from which the Spear was carved, and water its roots with your blood

     □   Face the Pale Hunter and survive the encounter.

     □   Spend a fortnight in the wild, eating nothing, naked and unarmed except for the Spear 

     □   Pierce your own hand with the Spear, giving it a shard of your soul and reducing your max HP by 1d4+1.  

    When you have marked 3 tasks as complete, you unlock the mysteries of the Twisted Spear. Choose one of the moves on the reverse; you can use that move as long as you wield the Spear. 

    Each time you mark an additional task as complete, gain another move from the reverse. 

    □ WHISPERS

    When you grip the shaft of the Twisted Spear, you can hear the voices of spirits nearby. When you ask the GM “What spirits are active here?” you will always get an honest answer.

    □ PROMISE OF DOOM 

    When you hold the Twisted Spear and speak aloud an oath to destroy a spirit, ghost, or demon, you do +2d4 damage against them and -4 damage to everything else. This lasts until you destroy them. If you forsake your oath, mark a consequence and cross off this move. 

    □ ROOTS OF THE ELDER TREE  

    When you stand with your feet firmly on the ground and strike a foul spirit, ghost, or demon, you can mark a consequence to send your target coursing through you and into the depths of the earth, where it is bound fast.

    □ DARKNESS LINGERS  

    When you strike down a spirit, ghost, or demon, ask the GM for one of its moves and write it down; it is held in the Twisted Spear. When you use the stolen move, roll +CON. On a 7+, you do it, just like that. But on a 7-9, choose 1:

     – The move is lost, bleeding away from the Spear

     – Mark a consequence  

    CONSEQUENCES

    □ Deep beneath the elder tree from which the Spear was carved, something dark and terrible shifts and strains at the roots that bind it.

    □ From now on, the first time you Make Camp each session, roll +WIS. On a 10+, you dreams are unpleasant and claustrophobic but your sleep is restful. On a 7-9, you dream of that which is bound by the elder tree from which the Spear was carved. Take -1 forward, but ask the GM what you learn. On a 6 or less, the thing bound by the tree sees you, too. You awake, unrested, and will get no rest this night.

    □ You are overwhelmed by a vision of the thing bound by the Spear’s tree, its past and its terrible desires.

    □ The elder tree from which the Spear was carved shudders and cracks, still whole but wounded and weakened.

     □ A lesser evil escapes from the roots of the tree. Ask the GM what is now loose in the world.

    □ The tree grows sick and weak, losing its leaves and sprouting only a few in spring.

    □ Some natural thing is tainted by the dark power beneath the tree, and goes forth to wreak evil.

    □ The tree dies. Its prisoners escape.

  23. The Almandine Heart

    This strangely warm, fist-sized gemstone was crafted by two powerful sorcerers who gave up a decades-long rivalry when they finally discovered they were in love. Their first collaboration was the creation of this artifact, created both to show the rewards and risks of an open heart.

    When you touch lips with your true love while holding the Almandine Heart for the first time, roll+CHA if they feel any affection for you. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1 for 1, at any time to:

    –Have them appear at your side, with or without logical explanation.

    –Ensure no danger will come to them as long as you remain within arm’s reach of them or until the next sunrise, whichever comes first.

    –Take +1 forward to any move that protects or comforts them.

    –Look into their eyes and recover all of your HP and up to one debility. 

    After you spend your last hold, the Almandine Heart fades away like a youthful memory.

    On a miss, they see the ugliness hidden in your heart. Explain what that is and how they can never truly love you. Then, the Almandine Heart will be yours, a constant reminder of what you’ve lost, until your dying day.

  24. The Almandine Heart

    This strangely warm, fist-sized gemstone was crafted by two powerful sorcerers who gave up a decades-long rivalry when they finally discovered they were in love. Their first collaboration was the creation of this artifact, created both to show the rewards and risks of an open heart.

    When you touch lips with your true love while holding the Almandine Heart for the first time, roll+CHA if they feel any affection for you. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1 for 1, at any time to:

    –Have them appear at your side, with or without logical explanation.

    –Ensure no danger will come to them as long as you remain within arm’s reach of them or until the next sunrise, whichever comes first.

    –Take +1 forward to any move that protects or comforts them.

    –Look into their eyes and recover all of your HP and up to one debility. 

    After you spend your last hold, the Almandine Heart fades away like a youthful memory.

    On a miss, they see the ugliness hidden in your heart. Explain what that is and how they can never truly love you. Then, the Almandine Heart will be yours, a constant reminder of what you’ve lost, until your dying day.

  25. The Key Ring of Rikund Waymaker

    This is a black, metal key ring with three brass keys on it. When a key is put into any lock and turned, roll.

    10+ All three

    7-9 Choose two

    – A secret of great importance is revealed to you.

    – The lock is opened.

    – The Key does not disappear.

  26. The Key Ring of Rikund Waymaker

    This is a black, metal key ring with three brass keys on it. When a key is put into any lock and turned, roll.

    10+ All three

    7-9 Choose two

    – A secret of great importance is revealed to you.

    – The lock is opened.

    – The Key does not disappear.

  27. The Marvelous Scabbard of Bran Baereddyn

    This a rather plain looking scabbard with a simple knotwork motif near the top. It will change to fit any sword.

    If the wearer has fulfilled their alignment since they last rested it becomes activated. Each time the weapon is drawn, the wielder may choose a single enhancement. As soon as the weapon is returned to the scabbard, it looses the enhancement. This way the owner of the scabbard can have a weapon that is forceful or serrated or sharp etc…depending on their need.

  28. The Marvelous Scabbard of Bran Baereddyn

    This a rather plain looking scabbard with a simple knotwork motif near the top. It will change to fit any sword.

    If the wearer has fulfilled their alignment since they last rested it becomes activated. Each time the weapon is drawn, the wielder may choose a single enhancement. As soon as the weapon is returned to the scabbard, it looses the enhancement. This way the owner of the scabbard can have a weapon that is forceful or serrated or sharp etc…depending on their need.

  29. Daniel Fowler I mean, the point is really just to get people involved with the show, generate some cool items, that sort of thing. It’s not some high-stakes thing. I’d rather have more than less. 

  30. Daniel Fowler I mean, the point is really just to get people involved with the show, generate some cool items, that sort of thing. It’s not some high-stakes thing. I’d rather have more than less. 

  31. The Armor of Innokeon

    Many have searched for this strange artifact and failed to discover it’s secret. Those looking for a suit of armor, overlooked the small, black perfume bottle with three dull blue stones never realizing what it was.

    When you pull the stopper free from the bottle and smell the perfume, you immediately lose consciousness and cannot be roused for several hours. When you wake up you are encased in an exoskeleton. You no longer have the bottle but can see two blue stones and one green stone on the back of the hand you were holding it in. In addition to the protection the armor gives you, it seems to have muscles of its own that work in tandem with yours. It has armor 2 weight 0 as well as roll:

    10+ – all three

    7-9 – pick one

    • You have +1 ongoing to Hack & Slash and Defy Danger.

    • All of your attacks are forcefull and you are very difficult to displace or knock over.

    • You can jump great distances and run up or across walls.

    You are one with the armor for one full day or until the GM says you pass out and it goes away and you wake up clutching the bottle. Each time the armor is used one of the blue stones turns green. When all the stones are green the bottle is expended and the armor cannot be used again.

    * Give the player the opportunity to describe the armor. Think of the dull black of a cricket or the iridescent green of a dragonfly.

  32. The Armor of Innokeon

    Many have searched for this strange artifact and failed to discover it’s secret. Those looking for a suit of armor, overlooked the small, black perfume bottle with three dull blue stones never realizing what it was.

    When you pull the stopper free from the bottle and smell the perfume, you immediately lose consciousness and cannot be roused for several hours. When you wake up you are encased in an exoskeleton. You no longer have the bottle but can see two blue stones and one green stone on the back of the hand you were holding it in. In addition to the protection the armor gives you, it seems to have muscles of its own that work in tandem with yours. It has armor 2 weight 0 as well as roll:

    10+ – all three

    7-9 – pick one

    • You have +1 ongoing to Hack & Slash and Defy Danger.

    • All of your attacks are forcefull and you are very difficult to displace or knock over.

    • You can jump great distances and run up or across walls.

    You are one with the armor for one full day or until the GM says you pass out and it goes away and you wake up clutching the bottle. Each time the armor is used one of the blue stones turns green. When all the stones are green the bottle is expended and the armor cannot be used again.

    * Give the player the opportunity to describe the armor. Think of the dull black of a cricket or the iridescent green of a dragonfly.

  33. Taymorean twin daggers

    These two daggers have similar hilts and handles, and their pommels display the symbol of an ancient goddess of shadow and darkness. The blades are quite dissimilar however, one is of thick damascus steel and the other of brown flint worked into a razorsharp serrated edge. Tales are told of ancient Taymora, an empire of nosferatu priestessess and lich lords, that sucumbed to a series of cataclysmic disasters two or three milenia past. These daggers, and others of their kind, are said to have been made in ancient Taymora.

    1 Weight, Close, Serrated edges, +2 dmg when you attack with both daggers.

    Thrown – Reach. When you throw one of the daggers it will always come back to you if you hold the other dagger. The dagger you throw will fly back to you through the air, and you can grab it safely.

    When you hold both daggers and drag the flint blade over groves in the damascus blade, sparks fly and roll+int. 10+ You are teleported opp to 10 meters away to a spot you can see. You are not confused by the experience and you are ready for action. 7-9 You are teleported, but you have no control over direction, your facing or wether your feet are up or down. You are probably not teleported more than 10 meters away, the gm decides where you end up. You have – 1 forward. 6- Something bad happens. You don´t know where you are, you are teleported into something, far above the ground or something wierd happenes. It´s going to be really painfull or you are in bad trouble.

  34. Taymorean twin daggers

    These two daggers have similar hilts and handles, and their pommels display the symbol of an ancient goddess of shadow and darkness. The blades are quite dissimilar however, one is of thick damascus steel and the other of brown flint worked into a razorsharp serrated edge. Tales are told of ancient Taymora, an empire of nosferatu priestessess and lich lords, that sucumbed to a series of cataclysmic disasters two or three milenia past. These daggers, and others of their kind, are said to have been made in ancient Taymora.

    1 Weight, Close, Serrated edges, +2 dmg when you attack with both daggers.

    Thrown – Reach. When you throw one of the daggers it will always come back to you if you hold the other dagger. The dagger you throw will fly back to you through the air, and you can grab it safely.

    When you hold both daggers and drag the flint blade over groves in the damascus blade, sparks fly and roll+int. 10+ You are teleported opp to 10 meters away to a spot you can see. You are not confused by the experience and you are ready for action. 7-9 You are teleported, but you have no control over direction, your facing or wether your feet are up or down. You are probably not teleported more than 10 meters away, the gm decides where you end up. You have – 1 forward. 6- Something bad happens. You don´t know where you are, you are teleported into something, far above the ground or something wierd happenes. It´s going to be really painfull or you are in bad trouble.

  35. Horn of Blasting

    Weight 1

    The horn is made from a huge horn of a mountain goat. The thick, powerful horn curves in on itself in a loop. The mouthpiece and the rim each have artistic brass fittings.

    When you fill your lungs and blow the horn with all your might it emits an earsplittingly loud, thunderous noise. Roll+con. Everybody right in front of you up to about 10 meters are struck temporarily deaf, and everybody within about 10 km radius will hear the sound. In addition on 10+ chose 3, on 7-9 chose 2. On 6- something is blown to bits and cause trouble for you, or the last two points on the list below happen, it´s up to the gm.

    • Everybody in front of you out to ca 30 meters are blown to the ground.

    • The three closest persons in front of you take 1d6 dmg.

    • You destroy something that you are trying to destroy. A tree is splintered, a wagon is crushed or a wall is blown out or something similar.

    • You do not attract attention from something you do not want attention from.

    • You do not destroy something you do not wish to destroy.

  36. Horn of Blasting

    Weight 1

    The horn is made from a huge horn of a mountain goat. The thick, powerful horn curves in on itself in a loop. The mouthpiece and the rim each have artistic brass fittings.

    When you fill your lungs and blow the horn with all your might it emits an earsplittingly loud, thunderous noise. Roll+con. Everybody right in front of you up to about 10 meters are struck temporarily deaf, and everybody within about 10 km radius will hear the sound. In addition on 10+ chose 3, on 7-9 chose 2. On 6- something is blown to bits and cause trouble for you, or the last two points on the list below happen, it´s up to the gm.

    • Everybody in front of you out to ca 30 meters are blown to the ground.

    • The three closest persons in front of you take 1d6 dmg.

    • You destroy something that you are trying to destroy. A tree is splintered, a wagon is crushed or a wall is blown out or something similar.

    • You do not attract attention from something you do not want attention from.

    • You do not destroy something you do not wish to destroy.

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