Thursday, January 21, 2016

d8 New Mystical Treasures for Symbaroum

There is some great stuff in Adventure Pack 1 for Symbaroum, available here, and I can use that as a guide to create new ideas. Starting with more mystical treasures:

  1. A swath of cloth, its coloring a faded, burnt umber of a fallen leaf of autumn left too long in the sun, that when worn, perhaps as a scarf or sash, disguises the wearer's shadow with one the color of the fabric. Once donned, the owner of the cloth becomes colorblind, seeing the world only in sepia tones.
  2. A seed pod the size of a fist and the color of burning embers that when pried open explodes into a maelstrom of flames, dealing 1d12 damage to anything within several paces, including the one who opened it. Any living thing that survives the blast will manifest another seed pod in their body cavity that may erupt if they are killed with the same effects.
  3. A gnarled nub of charcoal that can create an opening no more than a few paces deep on or through any solid surface it is used to draw one upon. May only be used 1d4 more times until there is not enough left. The fingers, or tips of gloves if worn, of the inscriber are permanently stained black after a single use.
  4. A weathered bronze phurba inscribed with cuniform the length of its blade that lies dormant until its hilt is grasped. The wielder must make a Resolute test or suffer 1d4 damage as the idol on the pommel animates and bites the hand holding it. Success allows you to wield it as a short or throwing weapon that deals an additional damage equal to the target's total corruption.
  5. A half-burned candle the color of iron and rust that when lit in a closed chamber holds all of the portals fast as if they were barred from the inside, and none can enter nor leave. When discovered, the candle will last a total of 1d12 more hours when found.
  6. A thin needle carved of bone and stained crimson that if used to let blood from a living creature, dealing 1d6 damage, will remove any effects of poison or disease from that creature. If the needle is used on another, the user regains toughness equal to the damage dealt to cure the target.
  7. A roughly worked bowl of petrified oak which if filled with water transforms it into a hearty stew that is enough to sustain one living being for one day. Once consuming the stew from this bowl, a creature cannot be sustained by any other type of food or drink unless they pass a [Resolute  -5] test. Once this test is passed they can consume other food and drink as normal.
  8. A nacreous block of soapstone that can envenom any weapon treated by it with a weak poison. Each time the block is used, the one using it takes 1d4 damage just from holding the vile substance.

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