-Nate
Apostles Cannons
These
twelve cannon are each inscribed with the name of one of the
Apostles, just like is sometimes done with prepared rounds for
muskets and pistols. They also boast elaborate scrollwork and
engraving. These cannon were forged at the behest of King Philip of
Spain, for use in the war in Flanders. Rumor has it that, in the
aftermath of that conflict, they were transferred from field
carriages to ones appropriate for use aboard ships.
In
game terms, the Apostles cannons function just like the prepared
rounds, as +1 holy
ammunition, except
that they can be used over and over again, although they must remain
together as a set. Note, however, that this makes the untrustworthy
Judas cannon a calculated risk if used in battle.
Executioner's
Sword
While not as well known as those who came after them, Klaus
Störtebeker and his crew
of mercenaries, the Vitalienbrüder,
were some of the first pirates to achieve notoriety in Europe. They
were initially hired to run food supplies through a blockade of
Stockholm. Following that battle they became out-and-out pirates,
operating out of Gotland and other locations. Eventually, of course,
Störtebeker
and his fellows were captured.
At their execution, the pirate
captain struck a deal with his captors; they would spare all of the
men past whom he could walk after being beheaded. Much to their
surprise, his body, minus a head, managed to stand up and walk past
eleven men—and only fell because the executioner tripped it. Going
back on their word, the authorities still had those men killed. When
they asked the executioner if he was growing tired, he responded that
he still had strength enough to dispatch all of them, as well, and so
they killed him, too.
In game terms, the executioner's
sword functions as an anarchic
greatsword +1.
Lucky
Charms
The
Skull & Bones
core rulebook details a good fortune, Magic, that lets characters
start out with some kind of trinket that has actual in-game effects.
Detailed here are a number of possibilities for such items. Moreover,
there are some suggestions for how these kinds of lucky charms can
develop their powers through the course of game play.
Holy
symbols—These could include a crucifix, rosary or the like.
Possible powers include allowing the bearer to cast bane,
bless, divine favor or protection from good or evil
once per day. If a campaign features the undead or similar creatures,
this might also include a supply of holy water.
Fetishes—In
many ways, these items are just like the holy symbols, mentioned
above. For possible examples of such items and the powers they might
have, refer to the appendix for the adventure “The Message.”
Signature
clothing or accessory—This might be a favorite hat, a colorful
sash, a coin that is always carried and often manipulated, or similar
items. Powers for it might include providing a +1 dodge to AC for
three rounds a day, or a +2 bonus to skill checks with the same
frequency.
A
lady's (or gentleman's) favor—Most commonly, this is a handkerchief
or similar small token, given by a loved one to another who is
departing on some kind of journey. Possible powers include providing
the benefits of the virtue spell, or rerolling a die as per the
granted power for the luck domain.
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