Wednesday, April 18, 2012

Pawn of Prophecy

“Don’t take anything. It’s almost all cursed, and we don’t have time to figure out what isn’t” Feris reminded his friends. The adventurers crept cautiously around piles of treasure. Everything from stacks of coins and gems, boxes full of jewels, statues, rich fabrics, and more. Up ahead the gremlin sat tossing coins into the air and letting them rain down on its head, apparently unaware of the party’s approach. Nimble held the net ready to toss at the creature.

“I’ll distract him, you get him” Rathgar whispered before shifting off to the side.

Allianora held her mace ready, with an unusual gleeful expression. The fact that half of her hair was missing probably had something to do with it, Feris decided.

Rathgar made his move, in this case by knocking over a large pile of hand bells. The gremlin leapt to its feet, looking at the ringing crash. Nimble tossed the net, and the creature was quickly entangled.

“Yes!” Allianora said, rushing up the the creature, the mace held ready to subdue it.

Feris looked over to Rathgar, who was holding something small in his hand. “What’s that?”

“There was a chess board in that pile, and this guy rolled against my foot. I think... I think it’s lucky.”


Pawn of Prophecy

The Pawn of Prophecy appears to be a normal, if expensive chessman, carved of ivory on an ebony base. Anyone possessing the Pawn will automatically understand the boon that it can grant. As the user wishes it can grant a natural +1 to any roll. This may be used an unlimited number of times per day.

What the user does not automatically know is that for every use, it will incur a -1 penalty to the next roll of the DM’s choosing. If the player uses the pawn 5 times, the DM may combine the penalty into a single roll.

1 comment:

  1. That is awesome. Especially the part about what the player doesn't automatically know.

    ReplyDelete