Rewards

Artifacts

  • Flexlight
    This 3-foot-long metal probe has a tiny lens on one end and a pair of goggles on the other end. The probe may be twisted in a prehensile, snake-like way either manually or by aid of a small knob on the side of the goggles. It has limited zoom capability, but is mostly usable for peering around corners or through very narrow spaces. It has a small, weak reading light on the extreme end, just under the lens.
    Depletion Roll: 1d100

Ciphers:

  • Antivenom (Lvl3)
    This JorasCo™ emergency patch is made up of flecks of bleached basilisk fang mixed in with a heating element in the shape of a dwarven rune of purity. Given that the purpose is to literally brand the outer layer of skin with an instant-action rune keyed to poisons, the process is agonizing but extremely effective.
    • Held by:
  • Datasphere Siphon
    This House Medani crystal set in a headband has a tap into the akashic memory contributed to by all dreaming mortals, more technically known now as the Datasphere. The wearer may learn the answer to one simple question.
    • Held by:
  • Catholicon (Lvl 4)
    An invention of JorasCo™ made out of the concentrated essence of bread mold infused with necromancy, this pill can cure the body of most typical diseases.
    • Held by:
  • Instant Servant (Lvl 2) USED
    This GolemGuild™ collapsible golem can be activated and given simple instructions to carry out. The approximate size of a suitcase before unfolding, it can travel within long range of its user, performing any menial tasks needed. It has enough charge for 2 hours.
    • Held by:
  • Mentats (Intellect Enhancement) (Lvl3)
    House Thuranni’s proprietary stimulant blend, this pill adds 1 to Intellect Edge for an hour.
    • Held by:
  • Party Time Mentats (Stim) Lvl 1
    The Ministry of Morale developed this euphoric stimulant based off of the Mentat formula. It is extremely addictive, but the pink candy lowers the difficulty of the next action taken by three steps.
    • Held by:
  • Stimpacks (Rejuvenator) (Lvl4) x3
    An JorasCo™ injector containing standard potions of Cure Light Wounds. This variety heals 4 points in a character’s pool in this order: Might, Speed, Intellect. This cipher does not count toward held cipher limits.
    • Held by:
  • Buffout (Sheen) (Lvl1)
    Nobody knows what’s in this Kundarak-Tec pill, but it seems to give natural armor for an entire week. +1 armor, lowers Might defense difficulty by two steps, but recovery rolls suffer a -1 penalty.
    • Held by:
  • Jet (Speed Boost) (Lvl4)
    House Thuranni’s premier stimulant, it gives 1 Speed edge for one hour. Side effects include visual distortions, a pleasant tingling, short-term memory gaps, and excessive sweating.
    • Held by: Slag
  • Solid Light Gloves
    These gloves, surrounded by a thin sheen of glowing force, give armor 12 vs handling dangerous substances.
    • Held by:
  • Disintegrator Gel (Lvl4 – Stone)
    The Acme® Disintegrator Gel is your best choice for solvent! Within this plastic tube rests an opaque green gel that dissolves up to 8 inches of stone or concrete. Do not breathe fumes. Avoid contact by skin. Not recommended for use on petrification patients. Acme® is not liable for any damage to your home, property, or person resulting from misuse or use of this product.
    • Held by:
  • Sniper Scope (Lvl3)
    This is one half of a Blood Bowl mask with a chintzy mass-market, one-use enchanted telescope strapped to it with metal dowels and rubber bands. Once activated, it will auto-zoom on targets for you for one hour. Ranged attacks during this time are 1 step easier.
    • Held by: Sharnet
  • Rad-Away x1
    This bag of foul-tasting orange fluid can be ingested in an emergency, although the intravenous needle included is the more effective option. It reduces magical radiation within a person. This cipher does not count toward held cipher limits.
    • Held by:
  • Rad-X x1
    This simple pill makes the body resistant to all sources of magical radiation for one hour. It does not affect Taint exposure. This cipher does not count toward held cipher limits.
    • Held by:

Oddities:

  • Small jar that produces 1 oz red paint every sunrise
    • Held by:
  • Ring that reduces the wearer’s sense of touch
    • Held by:
  • Six inch wand of glass that can be bent and even tied in a knot
    • Held by:
  • Eye lenses that glow in the dark
    • Held by:
  • Glass panel that shows the surrounding area from a high vantage, but is always completely wrong
    • Held by:
  • Clear synth glove with an arrow within that always points toward the sun.
    • Held by:

Rewards

Fallout: Eberron jared_collins_180