10 thoughts on “Episode 32 of Discern Realities is here!”

  1. Here they are! Took forever to find them on my laptop lol

    Fathomless Flask

    An ornate flask made of a strange golden metal, it is engraved with swirling water and ocean creatures. An endless amount of fresh, drinkable water will pour from it, but only at a trickling pace.

    Diving Pearl

    A lustrous blue tinged pearl. When placed into water, bubbles rush off of it’s surface. When placed in a person’s mouth, it will allow them to breath air from the pearl indefinitely. It is said a sea goddess made these kinds of pearls so that her most faithful mermaids could bring lovers from the surface world down into their domain. Caution should be taken when using them, as it is rumored that if you swallow the pearl you will be transformed into a merfolk for an uncertain amount of time. Perhaps permanently.

    Tears of the Goddess

    A small amount of crystal blue liquid sits inside of this crystalline, teardrop-shaped amulet. A strange golden metal makes up the frame and thin chain of the necklace. Whenever divine magic is cast in it’s presence, it radiates a small amount of light. If you are wearing the amulet, you gain a boon to your divine spellcasting. When you cast a spell while wearing the Tears of the Goddess, if you roll a 6-, you may spend 1 tear to negate the failure and treat the roll as a 7-9. Additionally, you may use 1 tear to use the Empower Magic move without taking an option from the 7-9 list. The amulet contains 3 tears and once consumed the necklace loses its magical properties, unless of course you can find a crying goddess who doesn’t mind you using her tears.

    Water’s Edge

    A blue-tinged steel makes up the blade of this sword, with an odd, golden metal composing the hilt, guard and pommel. There is an engraved water motif all along the length of the weapon. Moisture seems to cling to the surface of the blade, but no rust exists on its flawless surface. When the blade is pulled from its sheath, all open flames nearby are extinguished. It can kill fire elementals outright and, if broken, can repair itself if submerged in water overnight.

    Tidecaller

    A fantastic looking conch shell with sapphires set into its surface. There is a seal skin grip near one end of the shell near a small opening. The other end of the shell has a large opening which has the subtle sound of the sea echoing inside. When you blow into the Tidecaller, Roll+CHA. A large water elemental is summoned from the conch. It will do your bidding before evaporating back into the shell. On a 10+, gain 3 hold. On a 7-9 gain 2 hold. On a 6- gain 1 hold in addition to whatever the GM says. You may use your hold to command the elemental to perform the following moves before it disappears back into the shell. Spend 1 hold for each move:

    ⦁ Attack an enemy, dealing 1d10 damage, ignoring armor. (Near, forceful)

    ⦁ Extinguish a nearby flame.

    ⦁ Transport someone or something across, or through, a body of water.

    ⦁ Provide clean, drinkable water for a small group of people.

    After being used, the water elemental must rest until the next day to restore its watery form and powers.

    Seastrider Boots

    These boots are seal skin and adorned with small shells and other undersea trinkets hanging from leather threading. The sides of the boots have a subtle manta ray embroidered with blue thread. When placed near a watery surface, the manta embroidery glows softly. Anyone wearing the boots can move freely in water as if they were moving on land. Also, when the heels are clicked together, a spectral manta ray appears beneath the wearer. It can take the wearer anywhere within the body of water it was summoned and is as fast as any sailing ship, but only the boots can make physical contact with the manta. A warning to wearers, the boots do not let you breath underwater! You’ll have to work that problem out on your own.

  2. Here they are! Took forever to find them on my laptop lol

    Fathomless Flask

    An ornate flask made of a strange golden metal, it is engraved with swirling water and ocean creatures. An endless amount of fresh, drinkable water will pour from it, but only at a trickling pace.

    Diving Pearl

    A lustrous blue tinged pearl. When placed into water, bubbles rush off of it’s surface. When placed in a person’s mouth, it will allow them to breath air from the pearl indefinitely. It is said a sea goddess made these kinds of pearls so that her most faithful mermaids could bring lovers from the surface world down into their domain. Caution should be taken when using them, as it is rumored that if you swallow the pearl you will be transformed into a merfolk for an uncertain amount of time. Perhaps permanently.

    Tears of the Goddess

    A small amount of crystal blue liquid sits inside of this crystalline, teardrop-shaped amulet. A strange golden metal makes up the frame and thin chain of the necklace. Whenever divine magic is cast in it’s presence, it radiates a small amount of light. If you are wearing the amulet, you gain a boon to your divine spellcasting. When you cast a spell while wearing the Tears of the Goddess, if you roll a 6-, you may spend 1 tear to negate the failure and treat the roll as a 7-9. Additionally, you may use 1 tear to use the Empower Magic move without taking an option from the 7-9 list. The amulet contains 3 tears and once consumed the necklace loses its magical properties, unless of course you can find a crying goddess who doesn’t mind you using her tears.

    Water’s Edge

    A blue-tinged steel makes up the blade of this sword, with an odd, golden metal composing the hilt, guard and pommel. There is an engraved water motif all along the length of the weapon. Moisture seems to cling to the surface of the blade, but no rust exists on its flawless surface. When the blade is pulled from its sheath, all open flames nearby are extinguished. It can kill fire elementals outright and, if broken, can repair itself if submerged in water overnight.

    Tidecaller

    A fantastic looking conch shell with sapphires set into its surface. There is a seal skin grip near one end of the shell near a small opening. The other end of the shell has a large opening which has the subtle sound of the sea echoing inside. When you blow into the Tidecaller, Roll+CHA. A large water elemental is summoned from the conch. It will do your bidding before evaporating back into the shell. On a 10+, gain 3 hold. On a 7-9 gain 2 hold. On a 6- gain 1 hold in addition to whatever the GM says. You may use your hold to command the elemental to perform the following moves before it disappears back into the shell. Spend 1 hold for each move:

    ⦁ Attack an enemy, dealing 1d10 damage, ignoring armor. (Near, forceful)

    ⦁ Extinguish a nearby flame.

    ⦁ Transport someone or something across, or through, a body of water.

    ⦁ Provide clean, drinkable water for a small group of people.

    After being used, the water elemental must rest until the next day to restore its watery form and powers.

    Seastrider Boots

    These boots are seal skin and adorned with small shells and other undersea trinkets hanging from leather threading. The sides of the boots have a subtle manta ray embroidered with blue thread. When placed near a watery surface, the manta embroidery glows softly. Anyone wearing the boots can move freely in water as if they were moving on land. Also, when the heels are clicked together, a spectral manta ray appears beneath the wearer. It can take the wearer anywhere within the body of water it was summoned and is as fast as any sailing ship, but only the boots can make physical contact with the manta. A warning to wearers, the boots do not let you breath underwater! You’ll have to work that problem out on your own.

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