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Collected Lost Treasures:

Volume One

PANTHEON
TM

PRESS
Lead Designer
Jay Stratton

Editor-in-Chief
Jason Keeley

President
Rob Trimarco

Art
Chris L. Kimball

Copyright © 2013 Pantheon Press, LLC


All rights reserved
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Table of Contents
Introduction 4
Pax Romana 5
Vaults of the Vatican 9
Naughty or Nice 13
Fool’s Paradise 18
Serpent’s Tongue and Tiger’s Claw 20
Introduction
The Renaissance is a time of unparalleled learning and craftsmanship. From the sword smiths of Toledo
to the apothecaries of Paris, European artisans use the most current techniques and tools to perfect their
trades. The modern European with coin to spend can purchase the sharpest blades, hardest steel, and
purest medicines in history.

While the artisans of the modern world have reached the zenith of learning and science, the puissant
craft of magic has slipped through their fingers. Today, the arcane techniques of the ancients are scoffed
at as primitive superstition. But the artifacts of past civilizations were imbued with great power, and the
weight of centuries gone by has been like a crucible, purifying them and magnifying their power.

The artifacts in this collection are not like the normal equipment of Fortune’s Fool. These items may not
be purchased; a character can only discover them through game play. These artifacts have no wealth level.
Any character may use them as long as they have the required Martial Training.

Unless otherwise noted, these weapons and artifacts may be broken like any other. As long as the pieces
are not lost, they may be repaired with a full day’s work and a successful Advanced Smith draw.

As a guide to GMs, all the items are labeled ‘Minor’ or ‘Major’. A minor item may be a crucial possession
and asset to the party, but the GM can introduce it without unbalancing the campaign. Major items,
on the other hand, are powerful and often famous artifacts of history. These items are very potent and
should not be given out lightly. They are the focus of great quests!

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Pax Romana
Spanning from the Isles of Britain to the deserts of Africa and beyond, Rome was the greatest Empire
in history. The Elves who ruled the empire spread law, civilization, and culture to the far corners of the
globe. They were wise and even-handed in their rule, but when needed they called upon terrible armies
with potent weapons. Most of these weapons are long gone, but a few have survived the centuries.

Gladius of Aurelius Scaurus


Minor Item, Enchanted Short Sword

Aurelius Scaurus was headmaster of the first Roman


Gladiatorial academy. He was a sturdy fighter in his
own right, but with his short sword in hand, he never
lost a bout.

Damage Type Parry Hands Martial


9 + ½ Body Lethal 1 1 2

When attacking or parrying with this sword, the


Fortune disposition of any successful draw that is suit
Swords is treated as one step higher for the wielder.
Fortune Frowns becomes Fortune Smiles, and Fortune Smiles becomes Fortune Shines (though you do
not keep the card as a Fortune Counter). An unsuccessful draw that is suit Swords is treated as normal.
However, when The Fool is on the table, any unsuccessful attack or parry draw that is suit Swords is
treated as Fortune Weeps.

Heartfinder Pilum
Minor Item, Enchanted Light Spear

The origin and history of the Heartfinder Pilum is uncertain. The artifact was found in the ruins of
a Roman fortress in a dense Teutonic forest. It is possible the pilum was the chosen weapon of the
officer in charge of the garrison. Curiously though, the pilum was a weapon of a line soldier, not an
officer. Whatever the case, the Heartfinder Pilum is a formidable weapon. It can be used one- or two-
handed. This weapon may be thrown. Unlike a normal light spear, this weapon may not be used by Fey
spellcasters.

Damage Type Parry Hands Martial


5 + ½ Body* Lethal 1 1* 1
*If this weapon is used two-handed, increase damage by an additional ½ Body.

Any critical hit scored with the Heartfinder Pilum is much more dangerous than normal. If you score a
critical hit with this weapon, you may double draw the secondary effect Fate Test.

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Galea Equites
Minor Item, Armor

The Galea Equites was forged in Cappadocia for the great


general, Marc Antony. The Galea looks like the traditional
Roman cavalry helmet. It is a valuable piece of armor,
but is a particularly potent aid to a cavalier. Wearing the
Galea Equites counts as armor. If a character does not have
Armor & Shield Training, they must black double draw
their initiative. The Galea Equites grants a character three
abilities.
• If you are wearing Galea Equites and you are struck with
a Fortune Frowns, you may apply an additional 2 points of armor to the blow.
• While you are wearing the Galea Equites and mounted on horseback, you may double draw any use of
Horsemanship, Intimidation, or Leadership.
• While you are wearing the Galea Equites, you gain a +1 modifier to all hand-to-hand attacks from
horseback.

Sentinel of Pompeii
Minor Item, Marble Bust

This fine marble bust was believed to be the work of the dwarven sculptor Praxiteles as commissioned
by the Prelate of Pompeii. Its subject is unknown, though it does have the typical features of a classic
Roman male elf.

To use the Sentinel of Pompeii you must touch it and spend a Fate Counter or discard one Fortune as if
casting a spell. By touching the statue and making a successful Arcane Sense or Latin draw, you can see
everything that has occurred in the bust’s field of vision for the past 24 hours.

The Spearhead of Longinus


Major Item

This artifact is the head of the longspear that Longinus used to pierce the side of Christ
as he was being crucified. The centurion’s name was not actually Longinus. His real
name is unknown, but history has named him Longinus after the Lancea Longini (long
spear) he used. The spearhead has not been seen in over a century, but it is thought to
be locked in the vaults beneath the Vatican.

The item is a broad, flat spearhead stained with blood. It may be used as a weapon. It
acts as a consecrated knife with the following stats. This weapon may be thrown.

Damage Type Parry Hands Martial


8 Lethal 0 1 0

Before any attack with the spearhead, you may choose to put Death on the table. To do so, you must
discard a Fortune Counter (or discard one Fortune) as if casting a spell. This ability is instant and applies
to the next attack.

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With a successful Heart draw, the spearhead may also be used as a healing item. If the item is touched to
a target that has less than zero Hit Points (but is still alive), they are instantly restored to 1 Hit Point. Any
bleeding stops, and if they were incapacitated, they immediately recover. Using the spearhead this way
takes a major action.

The Spear Shaft of Longinus


Major Item

This artifact is the shaft of the same longspear which pierced the side of Christ as he was being crucified.
The shaft was last seen in the treasure trove of Gregor of Muscovy, but when he was deposed by the
current Tsar, Ivan IV, the shaft disappeared. Its whereabouts are currently unknown.

The shaft is a long plain looking stave made of grey ash. If used as a weapon, it acts as a consecrated staff
with the following statistics.
Damage Type Parry Hands Martial
7 + ½ Body Blunt 3 2 1

The spear shaft also grants immortality to whomever holds it. While holding the shaft, if your Hit Points
fall below your death threshold or you are killed as a result of a critical hit, your Hit Points are instead set
to zero. You do not bleed and cannot be damaged any more (even by effects that cover an area). You are
incapacitated, though you are still holding the spear shaft. The shaft can be removed from your hands
with a full round action. You will then be at zero Hit Points and you will not be bleeding, but you no
longer gain the benefits of the item.

The Spear of Longinus (the Holy Lance, the Spear of Destiny)


Major Item

Theoretically, the spear’s head and shaft could be found and joined back together. Restoring the spear
to its original form would take a full day’s work and an Advanced Smith draw. The first person to use the
spear after reforging would also have to burn 1 Fortune.

The full spear has several potent powers. First, it may be used as a weapon. It acts as a consecrated pike
with the following statistics.
Damage Type Parry Hands Martial
12 + ½ Body Lethal 1 2 1

Before any attack with the spear, you may choose to put Death on the table. When the full spear is used,
rather than the spearhead, this has no cost. This ability is instant and applies to the next attack.

The spear shaft also grants immortality to whomever holds it. While holding the spear, if your Hit Points
fall below your death threshold or you are killed as a result of a critical hit, your Hit Points are instead set
to zero. You do not bleed and cannot be damaged any more (even by effects that cover an area). You are
incapacitated, though you are still holding the spear. The spear can be removed from your hands with a
full round action. You will then be at zero Hit Points and you will not be bleeding, but you no longer gain
the benefits of the item.

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The spear may also be used to resurrect someone who has died. This may only be attempted once per
deceased target. The target must be from a player character race and the wielder must burn 1 Fortune to
attempt the resurrection. The wielder stabs the spear into the fallen body and should make a Heart draw.
This draw takes a -1 modifier for every day after the first that the target has been deceased. If the total
draw has a negative value, it may not be attempted. If successful, the target is immediately brought back
to life and consciousness with 1 Hit Point. All the target’s wounds may then heal, except the spear wound
which will never go away. The target must permanently lose Hit Points based on the wielder’s Heart draw
as follows.
Fortune Frowns: The spear wound is massive. The target’s Hit Points are permanently reduced to
one half of their current value.
Fortune Smiles: The spear wound is significant but not devastating. The target’s Hit Points are
permanently reduced to three quarters (75%) of their current value.
Fortune Shines: The spear wound is trivial. The target’s Hit Points are permanently reduced by 1.

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Vaults of the Vatican
Long ago, in the waning days of the Roman Empire, a Hebrew carpenter from Nazareth was crucified
in Judea, and the world changed. In spite of brutal opposition and suppression, the martyr’s followers
spread their beliefs and a religion was born.

In the centuries that followed, Christianity has fractured into myriad sects and denominations, but
the Roman Catholic Church remains the largest and most powerful. Over the church’s tumultuous
and bloody history, the Catholics have acquired a trove of artifacts ranging from saintly relics to arcane
weapons. Many are locked in the dusty cellars and vaults of the church, but others are hidden or lost,
waiting to be discovered.

The Chains of Peter


Minor Item, Enchanted Reach Weapons

These are the two remaining lengths of chain broken by the


angel who liberated St. Peter from prison. They are indestructible
by anything less than deific power. One of the two chains is
safeguarded in the Vatican. The location of the other is less certain.
It was carried to Jerusalem during the crusades and is now thought
to be somewhere in Persia.

The chains are two-handed reach weapons. Each chain is very heavy. Anyone using or carrying a Chain
of Peter must black double draw Initiative at the start of combat. (Because the chains are reach weapons,
the combatant may still attack at the top of the round if they take no other action.)

Damage Type Parry Hands Martial


12 + Body Blunt 0 2 2

When attacking with a Chain of Peter, Justice and Judgment are automatic Fortune Shines regardless of
your actual Fortune structure. However, if these cards are not normally a Fortune Shines for you, you do
not get to hold them as Fortune Counters.

The Lantern of St. Lucia


Minor Item, Lantern

St. Lucia is the patron saint of sight and light. Lucy was an Elven
woman of the Roman Empire who had, against Roman law, secretly
converted to Christianity. Not long after her conversion, it was
ordained that she be wed to a Pagan. When Lucy refused and revealed
her Christianity, she was put to death, but first, her vindictive
oppressors gouged out her eyes. After her death, Lucy’s eyes were
preserved by other clandestine Christians in a gilded lantern.

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The Lantern of St. Lucia only gives off its radiance when held by a member of a Christ-based religion like
Catholicism, Eastern Orthodox, or Protestantism. If held by a Christian, the lantern gives off a light in a
five stride radius. While the lantern glows, it grants several abilities to the Christian who carries it.

• With a Perception draw, the bearer may know the true religion and piety of anyone who enters the
light.
• While carrying the lantern, the bearer may double draw any use of Latin.
• If any Undead or Demonic creatures attempt to enter the light, the bearer may make a Heart draw. If
successful, the creature may not enter the light.
• If any Occult follower or Witchcraft practitioner is touched by the light, the lantern bearer must
make a Heart draw modified by the Heart of the witch or occultist. If successful, the witch or occultist
is struck blind according to the success level as follows.
Fortune Frowns: The target is struck blind for 3 rounds.
Fortune Smiles: The target is struck blind until the next sunset.
Fortune Shines: The target is struck blind indefinitely. This condition may be lifted with a several
hour Latin ritual. A physician with both Advanced Apothecary and Advanced Medical may also cure
the condition with a several days treatment and a successful Medical draw.
Note: If your campaign uses the optional Piety rules from the Fool’s Companion, you may not use the
lantern if you are a Nonbeliever.

Dante’s Robes
Minor Item, Garment

This is the garment worn by the great poet Dante on his storied journey through the nine levels of Hell.
It is a long red robe marred with stains, burns, and tears. The robe currently resides in a warded cell
beneath Notre Dame in Paris.

The robe grants its wearer the following


abilities.
• The wearer takes no secondary effects
from Critical Wounds.
• If the wearer draws the Devil and it is a
Fortune Weeps, the wearer may choose
to redraw, shuffling the Devil back into
the remaining Fate Deck. If the Fool was
on the table when the Devil was drawn,
it is removed.
• The wearer may focus on a target and
make a Perception draw. If successful,
the wearer knows which of the seven deadly sins most dominates the target’s life: Lust, Gluttony,
Greed, Sloth, Wrath, Envy, or Pride. The amount of information gained is based on the success level
of the Perception draw as follows.
Fortune Frowns: Wearer knows only which sin most afflicts the target.
Fortune Smiles: Wearer knows the sin and the details of the most recent time the target engaged in
it.
Fortune Shines: Wearer knows the sin and all details of the way the target has been involved in it.

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The Seven Veils of Salome
Minor Item, Garments

King Herod of Judea promised Salome, his seductive step-


daughter, anything within his power. She demanded the
head of the imprisoned John the Baptist. Herod begged
and pleaded that she change her mind, but Salome insisted
that she be given the head of John the Baptist. After Herod
finally relented and the prophet’s decapitated head was
delivered, Salome rewarded her step-father by dancing for
him the sensual Dance of the Seven Veils.

Each veil is a fine and beautiful silken scarf of a different


color. They are delicate and sensuous to the touch. The
veils are now scattered across Europe. At least one is held
at the Vatican and another in Paris. A third resides in
Jerusalem, and Suleiman the Magnificent has a fourth in
his Persian treasure trove. The whereabouts of the other
three remain a mystery.

Only a female of a player character race may use one of the seven veils. To use the veils, they must either
be held or visibly worn. When using one of the seven veils you may double draw any use of Acrobatics,
Charm, Deception, Etiquette, Juggling, Performance, or Sleight of Hand. You may also double draw any
Gypsy spell. The veils may also be combined, so having two would grant a triple draw, three a quadruple
draw, and so on.

The Bones of St. Hubertus


Minor Item, Relics

Saint Hubertus is the Catholic patron saint of hunters,


mathematicians, and metalworkers. In the 8th century, Hubert
passed away peacefully, but while his body was being tranported to
its intended resting place in Belgium, his coffin was plundered by
graverobbers. All that now remains of the saint are five finger bones
from his right hand.

Each of the five finger bone relics grants the holder two abilities.
The bones may be combined for a cumulative effect.
• The holder may double draw any use of Apothecary,
Construction, Engineering, Fletching, Scholarship, Smith,
Survival, Tracking, and Traps.
• The holder gains +1 Wealth Level when they take possession of
the relic, but lose 2 levels if they ever lose the relic.

Three of the finger bones are accounted for and in possession of the
church: two in Rome and one in Belgium. The other two relics are
still intact, but their whereabouts are unknown.

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The Shroud of Turin (Sacra Sindone)
Major Item

This is the shroud used to wrap the body of Christ after his crucifixion at Golgotha. It is a dull linen cloth
which faintly bears the imprint of the martyr’s visage. The shroud was kept in the Cathedral of St. John
the Baptist in Turin, Italy for centuries. But in the late middle ages, Pope Benedictine ordered the shroud
moved for its protection. Its current whereabouts are known only by the highest officers of the Church.

The cloth may be used to wrap a single living being from a player character race. Once wrapped, the
shrouded being is cut off completely from time and space. They are invisible, occupy no space, and may
not move. The shrouded being cannot be targeted by any attacks. They neither bleed nor heal. They are
aware of what happens in the space around them as if they were present, but they may not communicate
(including languages like Latin and Hebrew).

A shrouded character may still use Fate Twists.


Also, a shrouded character exists outside the
providence of misfortune. This means that a
shrouded character may access cards under the
Tower with Fate Twists.

A shrouded being may be detected with a


successful Arcane Sense draw of Fortune Smiles
or greater or with a spell like Clairvoyance. Once
identified and located, the being may be released or
forced from the shroud with a successful Latin draw
that is a Fortune Smiles or better.

There are two ways a being may be placed in the


Shroud of Turin. First, a willing being may simply
wrap themselves in the shroud. This takes a full
round. A being that enters the shroud voluntarily
may exit at any time instantly.

Second, an unwilling target may be wrapped in the


shroud despite their desires. To do this, the target
must be physically restrained and wrapped. Then
a Latin speaker must make a successful Latin draw
to contain the target. The time of the unwilling
target’s incarceration is determined by the speaker’s
successful Latin draw as follows.
Fortune Frowns: The target may make a Heart draw once a day at sunrise. If successful, the target is
released with the shroud in their possession.
Fortune Smiles: The target may make a Heart draw once a week at sunrise on Sunday. If successful,
the target is released with the shroud in their possession.
Fortune Shines: The target may make a Heart draw once a year at sunrise on Easter morning. If
successful, the target is released with the shroud in their possession.

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Naughty or Nice
At the top of the world, in the icy realm of the Arctic, dwells an ancient giant. The reclusive immortal
is known by many names. To Eastern Europeans, he is ‘Kristoff Kringel,’ while the English call
him ‘Nicholas’. The Dutch have labeled him ‘Sinterklaas,’ the Germanic people have retitled him
‘Kristmasvater,’ and the Scandinavians who live closest to his frozen home simply call him ‘Claus.’

Conflicting tales of Claus abound, but legends agree on a few points. He is a creature of great arcane
power and craftsmanship. Somewhere in the snowdrifts of his realm, he has built a secret workshop.
Behind the doors of this workshop, a cadre of dwarf and elf artisans toil in the ceaseless Arctic nights,
creating potent treasures to satisfy their master’s greed.

Claus hoards these ‘presents’ in frozen chambers beneath his frigid dwelling where they are guarded by
his dark minion, the Krampus. In spite of this vigilance, a few of Kringle’s treasures have slipped though
his clutching fingers and found their way to the balmy soil of Europe.

List Scrap
Minor Item, Scrap of Parchment

Late in the dark ages, a lone dwarf escaped from Claus’s workshop. In a feat of
will and strength, he crossed countless miles of snow and ice until providence
led him out of the Arctic to the village of Murmansk in western Russia.

Sadly, the hearty traveler died of hypothermia within the day, but the town
doctor found a scrap of parchment clutched in his hand. The paper was covered
in an ancient scrawl and seemed to be a portion of two lists, side by side. The
list meant nothing to the Murmansk townsfolk, but eventually, the parchment
found its way south to the city of Prague where it was studied by learned monks.

The scrap is a portion of two much larger lists. It cannot burned or be torn. There are columns of names
in an ancient tongue on the left and right sides. There is also room on the scrap to add names to either
list. (The amount of space remaining is determined by the GM.)

To use the scrap you must be literate and have at least one advanced language, such as Latin or Hebrew.
You may not use the scrap to target an elf. Adding a name to the list requires 3 full rounds. (It takes one
round to add the name. Then you must check the list twice.) You must know the name of your intended
target. You must then use some of your own blood to add your target’s name to the list, permanently
reducing your total Hit Points by 1. You may add a name to only one side or the other, not both.

You must then make a draw of your advanced language. If successful, you have defined your target as
either ‘Naughty’ or ‘Nice’ depending on whether the target’s name has been added to the left or right
side, respectively.

This has two effects. First, the target’s personality begins to change, gradually becoming either more
‘Naughty’ or ‘Nice’ depending on which side their name was written. The pace of this personality shift
varies from target to target, but it is slow enough to appear almost natural.

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The second effect is instantaneous and purely mechanical. If your target’s name was added to the
right (nice) side, regardless of their normal Fortune structure, during the day Justice, Judgment, and
Temperance become Fortune Shines. But at night Justice, Judgment, and Temperance become Fortune
Weeps. If your target’s name was added to the left (naughty) side, regardless of their Fortune structure,
at night the Devil becomes a Fortune Shines and the suit of Pentacles becomes a Fortune Smiles. But
during the day, the Devil becomes Fortune Weeps and the suit of Pentacles becomes a Fortune Frowns.

Though difficult, it is possible to expunge a name from the list. Doing so requires a day-long ritual in a
consecrated place and a black double Latin draw.

Krampus Sacks
Minor Item, Large Sacks

Over the centuries, Claus’s treasure trove has grown massive. He keeps
his prizes in a labyrinthine series of vaults beneath his workshop. To
curate his collection, Claus has a cruel minion called the Krampus.
The goat-faced Krampus and his kidnapped troop of children clean,
catalogue, and care for every piece of the giant’s treasure.

The Krampus sacks are large red bags created to let Claus reach his
treasure trove wherever he might be. The bags function like astral
doorways to the frozen storehouses of the Krampus. No one knows how
many bags have been stitched, but a handful have been lost or stolen and made their way to Europe.

A Krampus sack may be used to store and retrieve any item or being that can fit through the bag’s
mouth. Because the items placed in the bag are actually logged and stored by the Krampus in the North
Pole, the bag has limitless capacity and is practically weightless. The bag’s opening is wide enough to
accommodate any normal hand-held item or a PC-sized being.

You may place an item in a sack with no draw. This usually takes a minor action but could take longer
if the item is large, awkwardly shaped, or fighting back. Retrieving an item from a Krampus sack takes
a minor action (like drawing a weapon). To retrieve an item, you must make a Heart draw. If you are
attempting to retrieve an item or being that you know has been stored in Claus’s arctic storehouses, but
that was not placed there by you, this is a black double draw.

If your Heart draw is successful, you are able to retrieve the item. In actuality, the Krampus in the vaults
of the Sinterklaas responds to the strength of your spirit and places the item in your hand. If this draw
is a normal failure, you cannot retrieve the item. You may try again in subsequent rounds, but with each
additional attempt you take a cumulative -1 to your Heart draw. If this draw is a Fortune Weeps, you have
angered the Krampus! You must make a Fate Test with results as follows.
Fortune Shines: The Krampus takes a single swipe at your arm with its switch. You have a regular
Dodge draw against this attack.
Fortune Smiles: The Krampus takes a single swipe at your arm with its switch. You must black
double draw a single Dodge against this attack.
Fortune Frowns: The Krampus seizes your arm with its tongue and attempts to drag you into his icy
cellars. You must make a Body draw as follows.
• If successful, you pull free of the Krampus.
• If your Body draw is an unsuccessful Fortune Smiles, you will be drawn through in 2 rounds. You
and your comrades have two actions to help you escape the Krampus’s grasp.

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• If your Body draw is an unsuccessful Fortune Frowns, you will be drawn through at the end of the
round, but may still take a single attempt to escape as if you were breaking a grapple.
• If your Body draw is a Fortune Weeps, you are instantly pulled through.
Fortune Weeps: The Krampus bursts out through the bag’s opening and attacks the party! See the
Krampus’s stats below.

The Krampus
The Krampus is a minion who serves the Sinterklaas giant of the North Pole.
The Krampus is goatlike in appearance with hooves and horns and is slightly
smaller than an average human male.

The Krampus has the following special abilities.


• The Krampus is immune to cold damage, but does take damage from fire.
• The Krampus is an immortal, living creature. It may not be targeted with
Latin or Hebrew, but it does sleep and feel pain.
• The Krampus takes no damage from normal weapons, but takes full
damage from weapons that are ancient, consecrated, or enchanted.
• The Krampus only suffers the hit point portion of critical wounds.
• When the Krampus reaches 0 Hit Points, it is exorcised for a day. At
the next sunset, the Krampus will manifest again in the service of the
Sinterklaas.
• The Krampus regenerates all Hit Points at sunrise.

Hit Points Movement PC Attack PC Spell


25 10 -3 -5

The Krampus has two modes of attack. The Krampus may simultaneously attack with both his switch and his
tongue, or he may attack a grappled target with only his maul attack.

The Krampus carries a light switch which functions as an enchanted melee weapon. The switch may not be used
while grappled. The switch is only effective in the hands of the Krampus.
Weapon PC Defense Smiles Frowns Weeps
Switch (B) -3 3 6 9
Any being that can feel pain that is hit by the switch must immediately make a Heart draw. If this draw is a failure,
the target loses their next major action due to severe pain.

The Krampus also has a long, prehensile tongue. This tongue acts as a reach weapon. This tongue may only be used
to pull targets into a grapple with the Krampus.
Weapon PC Defense Smiles Frowns Weeps
Tongue -3 0 0 0
If the Krampus succeeds in a Tongue attack, the round ends with Krampus and its target grappled.

Finally, the Krampus has a maul attack that is not considered enchanted, and can only be used while grappled.
Weapon PC Defense Smiles Frowns Weeps
Black Double
Maul (L) 6 12 18
Draw

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The Nicholas Wreath
Minor Item, Holy Wreath

Two centuries ago, Angus Tierney, a renowned dwarven craftsman, was kidnapped from his home in the
Orkney Islands. Angus was never seen again, but his eldest son, Rory, told the story of that night.

Twas a cold night. I was shiverin’ in me bed. Sudden, I hear a scuffle comin’ from the larder. I grab
up me robe, and run out to see a little wee man dressed in red wearin’ a holly ring round his head.
He looked a bit like a dwarf hisself, but smaller still, and lo and behold, he’s got me dad knocked
senseless and is stuffin’ him into a sack.
I didn’t know what to make of it, but I figured to put an end to it. Now this fellow was no taller
than me waist, so I step forward to fight, and he struck me such a blow to my leg that I thought it
must be broken. Thrown across the room I was and landed agin the door!
Now we Tierneys always keep an axe alongside the front door, so while this rosy cheeked little
bastard was finishin’ stuffin’ me dad into his bag, I grab the axe and block the door.
Now this next part, I do swear on whatever you’d have me. The wee fellow gives me a hard look.
Then he grabs up the sack with me dad inside, and scampers for the fireplace. Before I could catch
two breaths, he disappears up our chimney, tuggin’ the bag behind him! I was stunned, you know.
Twas a chimney smaller than me waist.
Quick as my bad leg could manage, I hobbled outside. On our very roof, I see a tiny sled hitched
up to a mess of little game beasts. The wee man hops in the sled and starts drivin’ his team up into
the air! Sounds mad, I know, but I tell you, they was flyin’ up into the air!
Well, you know, I’m a fair arm with a stone. So I grab one up and hurl it as hard and far as I
can, and it struck the little fella clean on the noggin! I don’t think it hurt him, but it knocked that
wreath right off his head, and I watch as it falls down into a snow drift. When I look back up, it
was like all of a sudden I could see clear. That flyin’ wagon was huge and that wee fella was nothin’
short of a giant! Them game beasts was regular size. Steamin’ and snortin’ like mad they was to
tug the weight of it all through the sky!
I never saw me dad again. I still miss him, though we’ve gotten on best we can without him. I
brought back the wreath and kept it, so I’d never forget that night.

The Nicholas Wreath hung above the hearth in the Tierney family home until Rory’s recent passing.
During the funeral, the wreath was stolen and its whereabouts are unknown, though presumably it is still
somewhere in the British Isles.

The Nicholas Wreath is a green wreath of holly with bright red berries. It takes a major action to place
the wreath on your head. Once the wreath is on, you must make a Heart draw. If this draw is a failure,
nothing happens and you must burn one Fortune.

If the draw is successful, you do NOT burn a Fortune and you may instantly shrink to any size you choose
but no smaller than one quarter your normal size. You may choose whether or not any inanimate objects
on your person shrink as well or not. This includes arcane and consecrated items. In addition, you may
elect to alter your size at will while wearing the wreath as long as you stay significantly smaller than your
normal size.

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While shrunk, you are very small and can pass through tight spaces.
Escape Artist draws become virtually automatic or are only necessary in
the most extreme circumstances. Your statistics do not change with the
following exceptions.
• You double draw any logical use of Dodge or Stealth
• Your Movement rate is halved and you must black double draw any
logical use of Movement (at its normal value).
• You take a -3 modifier to all your attacks and your attacks deal half
damage.
• In addition to half damage, you must black double draw the Fate Test
for secondary effects of any critical wounds you deal.

The effects of the wreath may be averted temporarily with an advanced


language like Latin, but only as long as the speaker has the wreath wearer
in earshot. The wreath may be removed with a minor action. While
wearing the wreath, you cannot heal or gain Fortune Counters.

The Donnerblitz Harness


Major Item

The Donnerblitz Harness is a rig and reins to hitch up to 8 steeds to a wagon or sleigh. It was found
high in the Alps by a pair of French climbers. Curiously, the spot where the harness was found was
unreachable by roads or serviceable paths. It was as if the thing had fallen out of the sky. Admiring the
object’s craftsmanship, the Frenchmen ignored the mystery and carried the harness home.

The French climbers were also responsible for the harness’ name. Each of the eight bridles had a brass
nameplate, but they were too rusted to read. Only the 7th and 8th plates were legible. The 7th plate said
“Donner” and the first half of the 8th could be made out as ‘Blitz’. Knowing the name was incomplete,
the French climbers started calling the thing the Donnerblitz Harness.

A few days later, the Frenchmen cleaned up the harness, hitched it to their team, and set off for town.
When their team got up to speed, the climbers got the surprise of their lives. The wagon lifted up off the
ground and began to climb into the sky! They quickly lost control, but managed to crash land with only
minor injuries.

The harness was originally rigged for reindeer, but it can be resized to fit up to 8 horses. To use the
harness, you must make a Driver draw. For every steed less than 8 in the harness, this draw takes a
cumulative -1 penalty.

If successful, when your team reaches a full gallop, they and your coach begin to lift off the ground. You
can then guide your team and wagon through the sky in flight. The greater your success level, the greater
speed and maneuverability you can achieve. You may continue to keep your team aloft for as long as your
steeds can keep up their pace. With 8 good steeds, you can stay airborne for hours, though doing so will
exhaust or even kill the animals.

If your Driver draw is a normal failure, you drive your team as normal, but they do not achieve flight. If
your draw is a Fortune Weeps, your team becomes airborne and you lose control! You must then make
another Driver draw to attempt to crash land as safely as possible. At the discretion of the GM, this can
result in damage, injury, or even death depending on the level of failure.

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Fool’s Paradise
In the Fantasy Renaissance, Fortune does not smile on the arcane arts. Magic is disappearing, and those
that use it invite misfortune, but it was not always so.

In ancient times, shaman, gypsies, and druids actually used their


arcane rituals to court Fortune’s favor. The artifacts in this special
installment of Lost Treasures come from that bygone era. Unlike
most magic items, these charms and tokens can actually enhance
your character’s luck. But fate is capricious! Good fortune may
be granted in a heartbeat, but it may be snatched away just as
quickly.

Like Fate Twists, these charms all have meta abilities. Your
character has no idea of the mechanical impact of the charm; they
just have a general sense that the charm makes them luckier. If a
character acquires one of these charms, the player should be fully
educated on their effects and use.

Rabbit’s Foot
Minor Item, Talisman of Good Fortune

In primitive times, a foot cut from a rabbit in a particular time


and place could bring good luck to the carrier. This tradition is seen in many ancient cultures but was
particularly prominent in Eastern Europe and the British Isles. Dozens of these charms still exist and
have their potency, but they are hard to find.

The Rabbit’s Foot may be used one time per play session and is only effective while your character
is holding it in one hand. The moment your character draws their Rabbit’s Foot, the Tower must
immediately be placed on the table if it is not there already. While your character is holding the Rabbit’s
Foot, you may ignore the result of one single draw and draw again. You must use the charm immediately
after the draw. The draw is taken over in its entirety. If the draw were a double, two new cards are pulled.
You may apply the Rabbit’s Foot to any one draw per play session—it does not have to be your character’s
draw.

Wishbone
Minor Item, Avian Bone

These bones were harvested from a rare wild game hen of the Caucuses
Mountains. The bones were dried and ritualistically prepared to grant great
fortune to the user. Because the bones may only be used once, very few of these
relics remain. The game hen is thought now to be extinct, but it is possible a few
have survived in the remote reaches of the Caucuses.

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It takes a full round to break a wishbone and it must be broken between two people. The wishbone may
only be used once. After it is broken you should make a Fate Test to determine the results.
Fortune Shines: You get the lucky end. Your Fate Pool is immediately recharged. In addition,
you can name a single Fate Twist. You have access to this Fate Twist for the rest of the current play
session.
Fortune Smiles: You get the lucky end. Your Fate Pool is immediately recharged.
Fortune Frowns: Your breaking partner gets the lucky end. Their Fate Pool is immediately
recharged. If the other breaker is not a player character, the good fortune is lost.
Fortune Weeps: The bone splits up the middle. No one benefits and the bone is wasted.

Celtic Clover
Minor Item, Dried Four-Leaf Clover

In the druidic legends of the British Isles, a clover of four leaves, plucked
in the light of the full moon the night of the spring solstice, properly dried
and preserved, becomes a potent charm of fortune. A handful of Gaelic
priests are still versed in this tradition and a clover or two are discovered
every year.

You can carry the charm anywhere on your person. One time per play
session, you may take one card from underneath the Tower and shuffle it
into the Fate deck.

The Monkey’s Paw


Major Item

The Monkey’s Paw is a unique talisman from the dark continent of Africa. It is a dried and preserved
forepaw of a monkey hanging on a leather strap. It may be worn around the neck or carried in a pouch.
The Monkey’s Paw is a puissant and brutal charm. For a time, it gives incredible good fortune to its
owner, but then it drains the fortune from them like a leech.

When you pick up the Monkey’s Paw, you immediately take


possession of it. The paw is then yours until you have used
it three times or you are dead. Once you have used it three
times, it may be discarded or given to someone else. If it is
taken from its owner before being used three times, it will
always find its way back.

The Paw grants one powerful ability. After any draw, you may specify any card in the Fate Deck that is
not under the Tower. The GM must find this card and immediately substitute it for the current draw. The
card that should have been the current draw is shuffled back into the Fate Deck. This new card becomes
the result of the draw. This is true even if the draw is black double, triple, or more.

You may use the Paw this way three times. The first time you use it, there is no cost. The second time you
use it, you must burn 1 Fortune. The third time you use the Paw, you must change one entire suit from
Fortune Smiles to Fortune Frowns. You can keep the Paw without using it with no ill effects, but once you
use the Paw the first time it begins to sap your luck. After you have used it once, at the end of any session
in which you did NOT use the Paw you must burn 1 Fortune.

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Serpent’s Tongue and Tiger’s Claw
For a warrior, nothing is higher than a war against evil.
- Bhagavad Gita 2.31

In Hindustan, the gods take physical form and walk among men, and magic still touches the people. It
is no wonder then, that it is also a land rich with arcane treasures. Many are in the troves of Mughals and
potentates, but some are still waiting to be found. The jungles and deserts of Hindustan conceal temples
and ruins which hold great prizes for those daring enough to seek them out.

Koh-i-Noor and Darya-ye-Noor


Major Items
Meaning ‘Mountain of Light’ and ‘Ocean of Light’ respectively, these
are the largest diamonds ever discovered. The origin of the twin stones
is unknown. Some say they were the eyes of a mighty serpent that froze
in the Himalayas. Others believe that the diamonds are lures created
by Asuric spirits to catch men’s souls. Whatever the case, they are
potent, indestructible artifacts, and their worth is beyond all measure.
At present, Darya-ye-Noor is in possession of the Emperor Shah Jahan.
The whereabouts of Koh-i-Noor are unknown, though many suspect it
has found its way into the hands of the East India Company.

If a PC possesses either of the two stones, they are automatically considered Absurdly Rich, and every
other member of the PC party functions at +1 Wealth Level. In addition, the PC possessing the stone may
double draw any use of Merchant, Charm, Leadership, or Etiquette.

Each stone also has its own particular ability. Koh-i-Noor gives a powerful boost to arcane power. When
a PC is in possession of Koh-i-Noor, any draw that PC makes to cast a spell counts as though they
had played a Fortune Counter before the draw. This means that all Minor Arcana face cards become
automatic successes.

Darya-ye-Noor, on the other hand, gives a potent advantage to melee attacks. When a PC is in possession
of Darya-ye-Noor, any melee attack draw that PC makes counts as though they had played a Fortune
Counter before the draw. This means that all Minor Arcana face cards become automatic successes.

It is impossible to pick up one of the stones without taking possession of it. Once a PC possesses the
stone, they must carry it on their person at all times without exception. If they lose the stone or fail to
have it on their person, all Wealth Levels return to normal, all bonuses are lost, and the character is
tormented with the desire to regain the stone. The PC cannot collect Fortune Counters until they again
possess it.

If any PC has either stone, the party’s fortune darkens. Once per adventure, the GM may take the Tower
and shuffle it into the top 5 cards of the deck. This may not be done once the Tower is on the table. If
both stones are in the possession of PCs, the GM may do this once for each stone.

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Tongue of Aghasura
Minor Item, Enchanted Basic Blade
Many believe the Tongue of Aghasura is the actual forked tongue from the mouth of the Asura serpent
slain by Krishna. While this is probably not true, the blade is a deadly enchanted weapon that can attack
two targets simultaneously. It is believed the blade is currently somewhere among the Pashtun tribes.

Damage Type Parry Hands Martial


11 Lethal 1 1 3

Like other Chuttuvals, the Tongue of Aghasura is a very long, thin blade that is used like a whip. Unlike
a normal Chuttuval though, the Tongue of Aghasura is a forked blade and may make two attacks each
round. These attacks may be on the same target or on different targets as long as they are within reach.
This is a reach weapon. This weapon resolves blunders like a firearm.

Kaumodoki
Minor Item, Enchanted Heavy Mace
Kaumodoki is the name of the mace Vishnu carries in his lower right
hand. During a battle with Narakasura, Vishnu lost this mace. It fell into
the rushing Ganges and the god did not bother to retrieve it. Vishnu has
long since replaced his mace, but its predecessor is now somewhere in
Hindustan.

Kaumodoki is a massive golden mace. Vishnu used the mace one-


handed, but a PC must use it two handed and must have at least a Body
of 7. If anyone with a Body lower than 7 attempts to use Kaumodoki,
they function as non-proficient in the weapon.

Damage Type Parry Hands Martial


10+Body Blunt 0 2 0

Kaumodoki gives combat bonuses depending on the poverty of the


wielder as follows.
Wealth Level Hit Parry Base Damage
Absurdly Rich -2 +0 +0
Rich -1 +0 +0
Wealthy +0 +0 +0
Middle Class +1 +0 +1
Poor +2 +1 +½ Heart
Destitute +3 +2 +Heart

Gajasuran Ring
Minor Item, Pachyderm Tusk Ring
The Gajasuran Ring was forged centuries ago as a peace offering to the great dwarven warlord Tamerlane.
The ring was to be placed on the tusk of one his prized pachyderms. The gift worked for a time, and
Tamerlane withdrew to Mongolia. Eventually, though, the warlord’s greed became too great and he again
invaded Hindustan. It is said that his elephant wore the Gajasuran Ring even as his army sacked Delhi.
The ring is now worn by Temujin, the mightiest of all Shah Jahan’s royal bulls.

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The Gajasuran Ring may be placed on any tusked elephant. It has the following effects.
• Trample attack draws gains a +2 modifier.
• The elephant’s base damage to trample or ram is +5.
• Any Mahout draw to control or ram with the elephant that results in a Fortune Smiles may be
redrawn if the mahout wishes, but the second draw must be kept. This is true whether the draw is a
success or a failure.

Lash of Kali
Minor Item, Enchanted Rumal
The Lash of Kali is an enchanted rumal that has
a long history in the hands of the Thuggee. There
are two conflicting stories about the origin of the
item’s name. Some say that the rumal was once
used by Kali like a lash to punish a priest that had
disappointed her. Others say that the fabric of
the headscarf is sewn with one of the goddess’s
eyelashes. The Lash was last known to be in Thuggee
hands somewhere in the south, but it is rumored to
have been lost since then.

The Lash of Kali has several abilities.


• It acts as Thuggee components anytime it is on your person. You need not have it in hand.
• It gives a +3 bonus to any draw to cast a Thuggee spell.
• It functions as a normal garrotte with +2 base damage.

Sher Claw
Minor Item, Enchanted Clawed Glove
Sher Claw is a primitive glove with long curved tiger claws sewn onto it. The glove is an ancient and
unique item. The claws themselves are indestructible, but the glove may be damaged and mended.
The glove is an enchanted weapon with statistics as follows. This weapon gets a +2 attack bonus while
grappled.

Damage Type Parry Hands Martial


10* Lethal 0 1 1
*Before attacking with Sher Claw, you must choose a ×0, ×1, or ×2 mulitiplier to your Body to add to the
weapon’s base damage. This choice takes no time or action.

Sher Claw ignores all armor. If you score a Critical Hit with Sher Claw, the second draw to determine the
Critical Effect is a double draw.

Sher Claw can drive the wearer mad with bloodlust. If you hit a living target with Sher Claw and deal a
critical hit or kill the target, you must make a Heart draw to maintain your sanity. The difficulty of the
Heart draw is based on the choice you made before the attack.
Base Damage Heart Draw
10 + (Body × 0) +3
10 + (Body × 1) Normal
10 + (Body × 2) Black Double

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If your Heart Draw is a success, there is no effect. If you fail the Heart Draw, you fall into a mad bloodlust
and must move to and attack the next closest living being whether friend or foe. You must continue to
attack with Sher Claw at full strength (with a ×2 mulitiplier to your Body added to the base damage)
until that being is also dead, then you get a new black double Heart draw to recover. If this draw fails, you
attack the next closest target and so on. The rage ends when there are no more living beings in sight or
when you are incapacitated. The rage may also be broken with Latin or Hebrew as if it were a spell at a -3
draw.

The Legend of Sher Ali


Long ago, the land of Bangladesh was guarded by a wise and noble tiger named Sher Ali. His
fangs were sharp and his claws were long, but he was a friend to the people. One spring, the
rains were very great, and the land became heavy with water, and the cunning old crocodile said,
“The land is heavy with water! Now I can swim where Sher Ali cannot see me. I think I will swim
into the big village and eat the children.” So he snuck into the Chittagong and ate all the village
children and slipped away unseen.
When the sun rose the next day, the villagers woke and found their children gone. First they
went downriver and found the cunning old crocodile. But when the villagers told the crocodile
that their children were missing, he cried and cried and said it was not he who had taken them.
He cried so much, the villagers were sure he could not have taken the children.
Next the villagers marched into the grasslands and found the tiger. Sher Ali was very sad but
did not cry. Instead he said, “I am sorry you have lost your little ones, but it was not I who took
them. I do not like to eat children but prefer goats and buffalo and deer.”
But the villagers did not believe Sher Ali. They rushed at him with their pitchforks and axes,
and he was so sad that he did not fight back, and they tore the great tiger to pieces. When they
opened his stomach out fell several goats and a buffalo and a great many deer, but not one child.
Then the villagers knew they had made a mistake. So they took Sher Ali’s paw and made of it a
totem as a reminder that our enemies are not always who we think they are.
And the cunning old crocodile laughed and laughed. He is still laughing to this day, and he
waits for the rains to come again.

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