Triskele Island II

Items of Triskele Island II: Birth of Pestilence

Old Items

All Items from the previous game, The Malignity of Triskele Island, are still purchasable in the shop residing in the Town of Commons (These items and new items will also be purchasable out at sea by bartering the daily catch/fish with Fin Fablo the Fishing Master).

Ether-Born Items

Face of God

This item was crafted by an ancient Ether-Born and is rumored to be made of the flesh of a fallen god. It grants an Ether-Born the rare privilege of buffing their HP with +50 armor. Also, since it is made of flesh it is capable of being healed unlike normal armor and is not bound to being repaired. Cost: 500 Gold

Monocle of Focus

This Monocle was crafted by the same ancient Ether-born that made the face of god and can be attached to the mask to remove the need to establish effectiveness while in a supportive position. This means that when a ether-born is equipped with the face of god and the monocle of focus and in a supportive position, then each champion is allowed to roll the maximum amount of dice provided by ether-born. Cost: 1000 Gold

Ring of Vanishing

Believed to be stolen from The High Wizard himself it allows the Ether-Born who wears this ring to teleport out of combat if they roll critical (8 - 10), but they cannot return to combat after they teleport away. Cost: 500 Gold

Robes of Wisdom

Accidentally created by a talented seamstress who stumbled upon some beautiful thread in the wilderness. She took the bundle home and was inspired to create this item. It gives the Ether-Born who wears it the ability to roll an extra D10. Cost: 1000 Gold

Staff of Vengance

This staff was magically constructed by an especially aggressive Ether-Born. It allows the Ether-Born that wields it to still engage in combat while in a supportive position. Cost: 1000 Gold

Light-Bringer Items

Book of Amplification

This book was written by an ancient and devout Light-Bringer. It explains a divine method of amplifying ones healing powers granted by the gods. Once this book is understood, then the light-bringer with the greater knowledge is able to apply the healing amount to each party member instead of only one champion. Cost: 1000 Gold

Potion of Necrosis

This potion was created by an ancient light-bringer that rejected the gods. when consumed It takes away the abilities of a Light-Bringer to heal others and removes his ability to go into support (the Light-Bringer can still heal himself through an action roll). In return the Light-Bringer is granted an aura that gives +10 to damage for the entire party and he is granted power over death and can resurrect dead party members for full health (he cannot resurrect himself), but each time he raises the dead he receives a rot counter and when the light-bringer accumulates 5 rot counters he dies. Cost: 1000 Gold

Rot Remover Potion

This potion was created to remove rot counters from the Light-bringer that has taken the path of darkness. When consumed it removes 1 rot counter. Luckily There are an abundance of these potions and the light-bringer can purchase them repeatedly. Cost: 250 Gold

Staff of Righteousness

This weapon is said to be a gift from the gods for the faithful. It allows the Light-Bringer that wields this weapon the ability to engage in combat with a +10 to damage, and the ability to go into a supportive position that grants the other Champions +2 to combat rolls. The Light-Bringer is still able to heal in a supportive position. Cost: 800 Gold

Meat-Hook Items

Poleaxe of Might

This weapon is made of an unknown material, and is somehow buoyant enough to float, but too heavy for a commoner to lift. It is said to have drifted ashore. Other than that its origins are unknown, but what is known is that it gives the Meat-Hook strong enough to wield it an additional +15 to damage in addition to their starting bonus. Cost: 800 Gold

Shield of Nullification

This Shield was unearthed with a matching sword at the base of the mountain of oblivion. it is believed to belong to a fallen champion. The sword grants a +5 damage bonus, and the shield nullifys 50% of direct damage taken by meat-hook rounded down (does not work with countered damage). Cost: 800 Gold

Shadow-Walker Items

Bow of the Eternal

A curious and unique weapon believed to come from the Shadow gods. It unfolds into a powerful compact bow and grants the Shadow-Walker brazen enough to wield it the ability to retain his sequence in combat and still counter the opponent, effectively granting him two combat rolls. Cost: 1000 Gold

Explosive Arrows

These arrows are made out of the same explosives used to mine raw material to build bricks in triskele. The arrows are highly volatile and explode on contact with a target. They grant the shadow-walker useing them +10 to damage. Cost: 500 Gold

Miscellaneous Items

Amulet of Greed

This pretty little thing holds the key to great wealth. It allows the party that keeps the amulet the opportunity to double their gold findings, but it is a gamble. Whenever the party decides to activate this amulet, then one D10 is rolled, 1 - 5 the party loses the gold they have just found, but 6 - 10 the party doubles the findings. It can only be activated with freshly found gold. Cost: 500 Gold

Armor

This item cannot be bought, but it can be found, or scavenged, and grants the wearer a 50 armor bonus that buffs the wearers HP. Once the armor buff is zeroed through combat, then the armor must be taken to the armory in the town of commons to be repaired, or it can be changed out with different armor that has been found rather than being repaired. Cost of repair: 50 Gold

Bag of Vastness

These bags were made by an ambitious ether-born hoping to make a fortune from selling them at a bargain price on consignment. Each Champion can purchase one of these nifty magically enhanced bags that allow them to essentially hold infinite items (otherwise the players are limited to holding 3 items). It can be used as a satchel, backpack, a briefcase, or simply a fanny pack. It is quite versatile, fashionable, and it will carry an infinite inventory. Cost: 200 Gold

Eye of Truth

It is said to have been carved out from the corpse of a fallen god. It can only be found through a special encounter. When the eye of truth is consulted, then a vision is given to the Champion that gazes into the eye to help guide their path.

Tool Kit

This item is an old worn out tool kit taken from the armory in the town of commons. Still, it is very useful and can be purchased by any champion that wishes to use his own hands to repair armor for the party. It may be a little pricey, but it will pay for itself overtime and will make the purchaser a great asset to the party. Cost: 500 Gold

New Items

All new items are only purchasable out at sea, except for items designated for Flesh-Eater, they are purchasable anywhere items are sold (The Shop in the Town of Commons, or from Fin Fablo out at sea).

Ether-Born Items

Shimmering Cloak

The scales of the rare Iridescent Fish are delicately woven together with strong fishing line to create a beautiful cloak. It allows the Ether-Born who wears it to cast Bubble Breath, which can be performed to grant targets the ability to temporarily breath under water as a bubble forms around the targets head and grants access to air for them to breath as long as the Ether-Born is wearing the Shimmering Cloak. It also allows the targets to be unaffected by the water element, so they, nor their items are slowed by water.

Flesh-Eater Items

Alchemy of Flesh

A book written by the first Flesh-Eater to emerge from the Triskele Graveyard. It dictates how to create Trinkets and Tinctures from the flesh, bones, and organs of the deceased. Cost: 2000 Gold on Triskele Island, and Fish equivalent out at sea.

Gnashing Rope Dart

With a long rope attached to a ball of sharpened and serrated teeth, this item was constructed by a Flesh-Eater that desired to attack from range. If a Flesh-Eater is equipped with this item and rolls a critical Combat Roll (8-10), then this item inflicts +10 bleeding damage which is permanently applied until the opponent is healed, or combat ends. It is non-stackable and can only be activated once for each enemy. Cost: 800 Gold on Triskele Island, and Fish equivalent out at sea.

Pitchfork of Strength

This item was once used by an abnormally strong farmer on Triskele Island. It is unclear where he acquired this item, but upon his death, it was discovered that whoever wields this pitchfork that their arms muscularity becomes visibly amplified which results in +10 HP and +10 damage. Cost: 500 Gold on Triskele Island, and Fish equivalent out at sea.

Renderer of Flesh

Believed to be an item stolen from the afterlife. This scythe allows a Flesh-Eater that rolls a critical Combat Roll (8-10) the ability to take a pound of flesh from a live opponent and consume it as an action to acquire one of the enemy's skills or abilities. Cost: 1000 Gold on Triskele Island, and Fish equivalent out at sea.

Light-Bringer Items

Bone Quiver

A peculiar item made by a deceased Light-Bringer that took the path of darkness. It is a large bundle of various radius, ulna, and humerus bones bound together by some intricate knot work with an attached sling. When the Light-Bringer shoulders this item and wears the Ring of Necrotic Upheaval, then for each risen skeleton they are granted +5 to damage as the skeletons now wield bows and arrows. Roll one D10 for the skeletons damage.

Replication of the Holy Will

This crown of thorns is of an unknown origin and was found in a thistle patch on Triskele Island. It was later discovered that whenever a Light-Bringer wears this item and rolls a critical (8-10) for an Action Roll that a duplicate of the Champion is created and grants the Light-Bringer two turns until the duplicate is eliminated. This duplicate has Cannon Fodder for 80HP, all of the Light-Bringers abilities, but it can only be summoned once per combat and can't be healed or saved when its HP is zeroed.

Ring of Necrotic Upheaval

This ring was created by an ancient Light-Bringer that took the path of darkness. It allows the Light-Bringer that has consumed the Potion of Necrosis to also raise three skeletons out of any surrounding substrate. These skeletons provide Cannon Fodder for the Light-Bringer in the form of 60 HP. Skeletons can only be summoned when none are risen and as an Action Roll for a critical (8-10).

Meat-Hook Items

Armor of Aspiration

Imbued with the essence of excellent craftsmanship this suit of armor is almost unbreakable. Through a lifetime of effort and utilizing an unknown method this armor is capable of self-repair whenever a Meat-Hook archetype rolls a critical (8-10) for a combat roll, effectively improving the survivability of all who wear it.

Shadow-Walker Items

Boots of Swiftness

These boots were invented by a merchant that desired to travel quicker between towns. He knew that the faster he arrived, then the more he could sell. The value of these boots was recognized by Shadow-Walkers and many of them began to implement them in combat paired with the Venomous Dagger to close the distance to their enemies as quickly as possible. As a result the Shadow-Walker that wears these boots gets a +2 to their individual movement rolls (While equipped with these boots, the Shadow-Walkers Movement Roll only applies to himself).

Venomous Dagger

Created by an especially cutthroat Shadow-Walker with the desire to get in close to his enemies. This dagger has a living venom sack implanted inside of its handle which provides continuous venom to the porous blade. For this blade to trigger an effect the Shadow-Walker must roll a separate cumulative Movement Roll for each attack with the dagger, once a Movement Roll is achieved, then roll for normal damage plus a stackable 5 poison damage up to 20. Poison damage, once activated, should be automatically applied to the Shadow-Walkers total inflicted damage.

Alchemy of Flesh

This is the text written in the blood of the first Flesh-Eater to have risen from the dirt of the Triskele Graveyard. With this tome a Flesh-Eater will be capable of creating Trinkets and Tinctures from the parts of the deceased. These constructed items can benefit any Champion that partakes or possesses any of these powerful Trinkets and Tinctures.

Each Champion is limited to one Trinket or Tincture at a time (unless otherwise stated).

Trinkets and Tinctures

Bone Powder

The original Flesh-Eater, in a particularly ambitious undertaking, created a method of grinding the bones of a deceased Meat-Hook in order to create a bone hardening elixir. This is a Tincture made from the ground up bones of a corpse of a Meat-Hook. It is a single use, cannot be stacked, but its effects are long lasting. Upon consumption of this Tincture, the Champion that has partaken gets a permanent +10 HP.

Elemental Blessing

After unearthing the body of many Ether-Borns the original Flesh-Eater was able to extract the essence of the Ether-Borns’ natural power and imbue it into this tightly woven knot of the deceased Ether-Borns’ hair. This item is a Trinket and can only be created with the corpse of an Ether-Born with the affinity to the desired element after unearthing the body and performing the proper ceremony. Once the Champion is in possession of the knot of hair, then the Champion receives an elemental bonus to his attacks granting the Champion +5 to damage.

Liminal Tether

Somehow the original Flesh-Eater was able to trap the power of a Light-Bringer that had taken the path of darkness into a fragile vessel to provide a second chance to those daring enough to taste death. This is a Trinket that shatters upon death. It is made from the corpse of a Light-Bringer that has taken the path of darkness by consuming the Potion of Necrosis. Once a Champion’s HP is zeroed and they are in possession of this Trinket, then they rise from the dead for full HP and are able to continue in their combat sequence. This Trinket is one time use, but can be remade by the Flesh-Eater.

Monstrous Pact

Upon hearing rumors of a substance that when consumed turned the former king of Triskele Island into a monster. The original Flesh-Eater illegally unearthed the former king’s corpse and extracted a residue from his decomposing remains. With this material he was able to recreate the potion originally ingested by King Christopher Lark to turn him into an otherworldly monster. This item is a Tincture and can only be ingested once per combat. When drank it painfully and completely alters the appearance of the Champion who consumed it into a monster with an overfilled jaw of fangs, sharp claws, spiky horns, and rotting flesh. To make this Tincture the Flesh-Eater can use any corpse and perform the proper ceremony. This Tincture is one time use, but can be remade by the Flesh-Eater. The Champion that drinks the Monstrous Pact loses all original skills and abilities, then changes into a monster with 200 HP and gets +10 to damage, the monster cannot be healed, does not get to take an action, and once the monster’s HP is zeroed, or combat ends, then the Champion rematerializes from the corpse of the monster with 1 HP and is Stunned for the next turn.

Nullified Impact

A peculiar ring made of embalmed flesh, that has been imbued with the ability to nullify a direct hit effect once per combat. This is classified as a Trinket and is made from the corpse of a Meat-Hook. All the Champion must do is wear the ring and decide when to nullify a direct hit effect. Once activated a golden aura wraps around the Champion and nullifies the direct hit causing it to have no effect.

Shaman's Subdermal

The original Flesh-Eater hypothesized that with the proper procedure someone in possession of a Goblin Shaman’s finger could subdermally implant this appendage into a Champion to grant the use of two trinkets or tinctures at a time. It is unclear how he came up with this idea as it is believed all the Goblins had been eliminated from Triskele Island before the emergence of the Flesh-Eater archetype. This item is a Trinket and only one finger can be implanted for each Champion. Once the Flesh-Eater performs the proper ceremony with any corpse and a Goblin Shaman’s finger, then he can surgically implant the finger under the skin of the Champion. Once the finger is implanted, then the Champion is able to use two items from the Alchemy of Flesh.

Snake Oil Antidote

This is a flushing antidote to any Tincture consumed. If a Champion wishes to remove an effect from a Tincture, then all they must do is consume the Snake Oil Antidote. This antidote is created along with each Tincture created and should be given to the Champion along with the desired Tincture. The Snake Oil Antidote does not mitigate for the after effects of Monstrous Pact.

Venomous Vile

While continuously applying a bandage soaked in venom to a self-inflicted wound, the original Flesh-Eater was able to generate a venomous aura that made his attacks extra punishing. Most true Flesh-Eaters engage in venom exposure, so to craft this Tincture, they only need to engage in some minor bloodletting and use a corpse to perform the necessary ceremony. Once this Tincture is consumed by a Champion, then they receive the same venomous aura discovered by the original Flesh-Eater and get +5 poison damage. This poison damage is not stackable (unless otherwise stated) and is only applied once upon a successful attack, but it continues to inflict 5 poison damage each turn until combat is completed.

Vision of Wax

After experimenting on multiple fresh Shadow-Walker corpses the original Flesh-Eater was able to identify an advantageous substance located within the eyes of Shadow-Walkers. After some time, he was able to extract this liquid from the newly deceased eyes and turn it into an eye drop for any Champion to become more perceptive. This is a Tincture and requires a fresh Shadow-Walker corpse and the proper ceremony to extract the liquid. When the Champion applies the eye drops, then they receive +1 to all rolls for the current combat sequence. One time use, but can be remade and reapplied.

Fishing Items

While on board the Bountiful Harvest these Fishing Items will be available to purchase through the fish bartering system. All of these items will somehow boost, or benefit, the Champion as he goes about his daily activities while trying to catch fish to purchase new items and equipment (see Fish in Monsters and NPCs, and Currency Out at Sea in Other Game Activities for further clarification). Fishing items effects can be combined as long as it is allowed by the Weaver.

Items

Anglers Light

A candle lit lantern that allows the Champion the opportunity to go out and night fish before turning in for sleep, granting two opportunities to catch fish. It has a long rope attached to the lantern that allows it to be lowered down near the water to attract fish and, when used at night, it also grants the Champion +1 to all rolls dealing with fishing.

Blessed Bate

Grants +5 to all rolls dealing directly with fishing for one fishing sequence. (This does not apply to Harpooners Fate).

Chummer's Gift

Permanently grants all Champions +1 to all rolls dealing with fishing.

Harpooners Fate

For one fishing sequence, this item grants access to a harpoon gun that shoots a net into the water and improves the chance of catching an Iridescent Fish by 50%. When used the rolls correspond as follows: 1-5 = one Gold Fish, and 6-10 = one Iridescent Fish.

Net of Bounty

Doubles the number of fish caught by the Champion using it.

Ol' Salty Noggin'

A blessed, or maybe cursed, sun bleached skull of an old famous fisherman. He was always quite successful, but he always seemed to get in trouble. This skull once purchased can be passed around to use and grants an additional dice to be used while fishing, but each time it is used there is an increased chance of Sea Pirates attacking the Bountiful Harvest. (See "Out at Sea" in the Weavers Story Guide for further clarification).

Rod of Transmutation

Grants one increase in fish rarity per catch for whichever Champion using this item.