Playing Cards of the Dragon Age
Requires Dragon Age II Playing Cards as a physical prop.
Once Per Day: Shuffle the deck and draw a single card. If the card has a picture on it, gain a +2 to all tests against the pictured race until the following sunrise. The exceptions are the Jokers, which cause a -1 to all tests, general unease, and mild nausea.
Concept stolen from The Wise Man's Fear by Patrick Rothfuss
This device, which looks like a black lantern, but has no capacity to hold a flame, contains eight magical spring traps, which counter the kinetic energy of any arrow that flies within ten yards of them.
After springing, each trap must be reset manually by use of a hexagonal key and good amount of force.
Resetting the Arrow Catch requires a single TN 15 Strength (Might) test, taking 2 minutes per trap.
Regardless of success or failure, a 1 on the Dragon Die breaks one of the traps, reducing the number of arrows the Arrow Catch can block by one.
Note: This stops all arrows, not just enemy arrows.
The deck of cards is going to come with a list of notes compiled by the previous owners that tell the party how the thing works. I can't reproduce all the different handwriting of the notes here, but this is what the note says:
Only first draw of the day works
Must shuffle before drawing
Face card or Ace: Pocket til morning
Better interactions with
pictured race until sunrise
darkspawn and wraith untested ("darkspawn" is crossed out on the note)
Rock Wraith = undead?
Elfie wrote:Also, the larger range provides a bit of a downside. Since it stops ALL moving arrows in range, if your group contains ranged combatants, they have to move away from the Arrow Catch before they can fire their own arrows.
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