Dead Man's Compass
Name : Dead Man's Compass
Encum : 1
Price : -
Rarity : -
Special :
This artifact is rumored to be the work of necromancers, though its origins are unknown, and arcanists have been known to use it. Set within a gilded frame is a glass dome, beneath which swirls a dark, viscous liquid. The bones of a Human hand float upon the liquid. They are bleached white, save for the final joint of the first finger, which is dyed scarlet. Should someone succeed in activating the device, they may ask it to indicate a desired destination, or where something or someone may be found. The bones will then slowly form a hand that points in the right direction.
When your character makes a Knowledge (Geography), Perception, or Vigilance check to chart a course, find a location, avoid becoming lost, or otherwise navigate, they may choose to use the Dead Man’s Compass as an incidental after rolling the check but before determining the results; your character suffers a number of wounds and adds an equal number of s to the check. If these wounds cause the character to exceed their wound threshold, add +50 to the resulting Critical Injury roll.
Encum : 1
Price : -
Rarity : -
Special :
This artifact is rumored to be the work of necromancers, though its origins are unknown, and arcanists have been known to use it. Set within a gilded frame is a glass dome, beneath which swirls a dark, viscous liquid. The bones of a Human hand float upon the liquid. They are bleached white, save for the final joint of the first finger, which is dyed scarlet. Should someone succeed in activating the device, they may ask it to indicate a desired destination, or where something or someone may be found. The bones will then slowly form a hand that points in the right direction.
When your character makes a Knowledge (Geography), Perception, or Vigilance check to chart a course, find a location, avoid becoming lost, or otherwise navigate, they may choose to use the Dead Man’s Compass as an incidental after rolling the check but before determining the results; your character suffers a number of wounds and adds an equal number of s to the check. If these wounds cause the character to exceed their wound threshold, add +50 to the resulting Critical Injury roll.
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