GM Note: The Fate items are powerful items which can save you in certain instances. Each allow a second chance dice roll on a dire failure (except the Ally and the Wrap). Coins cover any dire fail with a single reroll, Knots and Beads in specific instances with added bonus. These will be used
automatically in more dire circumstances, not normal fail to hit, or if you know you are planning something risky you can post you touch or remember the item as a prep. If not needed, they will remain in inventory until used. The Ally bead you will need to post you are throwing or rolling toward a specific location. It will guarantee summon a powerful appropriate ally for that instance only.
LOOT Item Loot: each Crew member may choose 3 items (choosing a loaner item = 1 choice).
Except:
Gilius (who got Pet Rock/Rocky) may choose 2 items.
1 Heal Wounds bandage (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
0 Heal Potions (single use) *each = 1 choice
0 Cure Disease Potion (single use)
1 Repel Zombie Potions (repels zombies, single use) *each = 1 choice
Teas = 5 +1d6 to resist roll for duration of Mission, single use. *each = 1 choice
- 3 British Breakfast (Sleep Resist)
- 1 Orange Spice (Disease Resist)
- 1 Lemon Ginger (Cold Resist)
- 2 Mint (Fire Resist)
0 Water of Purify (Cure All, single use) *each = 1 choice
2 Holy Water (single use)
0 Spiderclimb Oil (single use, 1d4 turns; lets you climb any surface, use with gloves)
1 lockpicks (1 time use each)
? Key - 30% chance unlock any lock (1 time)
Fate Items - only 1 per person *each = 1 choice (A 1 time second chance dice roll, as specified; Ally = guaranteed summon.)
- 0 Fate Coins (single use) - reroll dice if fail
- 3 Knots of Fate (single use) -
(Count) Fool's Knot reroll+1d4 any Foolish Action;
(Aylar) Hero's Knot reroll+1d4 any Heroic Action;
(Gilius) Sage's Knot reroll+1d4 any Magic/Mental Action/Resist
- 3 Fate Prayer Beads (single use) - Bless Bead reroll+1d4 save/attack; Luck Bead reroll+1d10;
(Devin) Planular Ally Bead (GM rolled Ally)
(Durik) - Fateweave Wrapping - Weapon handle wrap = +1 to Luck Card (permanent, can only have 1 wrapping/weapon)
(Kyp) Crystal flask (purifies whatever liquid is put in it)
(Gilius) Pet Rock - Summon Stone Elemental (2+1d6 turns)
(Devin) A small empty plain pouch (conceals whatever is put inside it)
(Grog'tial) Portable Hole (single use) - fine black cloth hankerchief unfolds to make a circular hole 6'/1.83m diameter through any wall/floor
Rapier of +1 Parry
-----
Items on loan - used for single Mission only then back into the Great Cabin for someone else to use ----
(Devin/BenKii) A Chessboard = gives 2 players +1 strategy Intelligence for next Mission (play chess game together)
A heart-shaped music box = (+1d12 to resist mental attacks/influence - hallucinogens, vampirates)
(Grog'tial) A magical Handmirror = sees hidden, but mirrored "What ye seek but can not find, Use me instead, I not be blind.
A magical Lantern = cuts through *any* darkness, adjustable cold blue light surrounds user with a cold fire up to a 5' radius.
(Aylar) Book on Dancing = +1 to Dodge for one Mission
(Argy) Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
(Kyp) Book on Sword-fighting technique = +1 to Cutlass/Rapier/Saber for one Mission
(Captain Baldbeard) Book, The Mighty Monkeys™ Cricket Manual = +1 to Cudgel for one Mission
-----
Special Random Loot (found by Kyp, Argy & Durik) - each Crew member may select one, not cumulative with above loot.
Books - (minor bonus rolled as you read these)
(Count Karnstein) - Beauty Is In the Eyes of the Beholder (resistance to Beholders)
(Durik) - Spells We Are Still Trying To Make Work (resistance to spells)
(Gilius) - Surveillance Techniques That Don't Work (bonus to stealth)
(Captain BenKii) - The Great Extraplanar Hoax (resistance to extraplanar creatures, ex: elementals, fiends)
(Aylar) - Wyverns, Wyrms, Drakes and Dragons: The Differences (anything involving Dragons)
Trinkets - (minor stat bonus rolled as you have/use these - a mystery until you achieve one.)
(Argy) - A drawing of a flower that looks different when viewed from an angle.
(Belllandra) - A locket containing a picture of an unrecognizable child.
(Kyp) - An iron holy symbol devoted to an unknown god. (Looks like a warhammer)
(Captain Baldbeard) - A mechanical canary inside a gnomish lamp.
(Grog'tial) - A pair of rigged dice
(Devin) - A Wooden cube etched with lines that divide each side into 9 squares. The squares are randomly painted in six different colors.
[Galley] A Menu and a box of recipes - this is just for fun, showing the menu they found and maybe Argy or Crew can try some.
(Prices are just shown as part of the Menu, no need to spend on these!)
Menu
Tarrasque Broth
a Tarrasque broth with puréed brussel sprouts - 10 sp -
Charred Black Bear
Charred black bear smothered in a light avocado sauce - 7 sp -
Grimlock Steak
Grimlock steak smothered in a smooth sausage gravy served with a multigrain muffin - 6 sp -
Charred White-Winged Dove
Charred white-winged dove doused with a tart vodka sauce - 5 sp -
Grilled Black Beans
Grilled black beans served with baked spinach and a slice of cheddar cheese - 4 sp -
Baked Bell Peppers
Baked bell peppers sauteed in a heavy peach sauce - 2 sp -
Beers
White Plantain Cider - 4 p8
Spicy Mandarine Stout - 4 p8
Yellow Boysenberry Stout - 4 p8
Soul Stealer Ale - 4 p8
Orange Papaya Porter - 2 p8
Amber Mandarine Lager - 1 p8
Wines
Woody Plantain Dessert Wine - 1 sp
Satyr's Best Friend - 1 sp
Pirate's Rusty Red - 2 p8
Liquor
Queen's Favor - 2 sp
Blue Honeydew Gin - 1 sp
Moon Juice - 4 p8
-----
Your current
inventory can always be found in Post 4