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I've looked over both neonblue's and Hayden's post and I don't feel like there was anything indicating how far apart Hayden and Lucinda were. Maybe there was and I missed it. It wasn't supposed a literal whisper in your ear but it was absolutely close enough that I can say this incriminating thing without anyone hearing. I went along with Hayden hearing it in the spirt of 'yes, and' that PbtA runs on, but on the understanding that I could 'yes, and' something back. If Hayden doesn't want to go along with that, it's fine, but then I think she shouldn't've heard what Ashton said at all. ![]()
Name: Ashton
Backstory: Born to a working class family, Ashton never really expected that he would make it to college in the first place. He had other things to worry about, like making ends meet and just getting through high school in the first place and dealing with his parents who made clear how little they thought of him. Of course he dreamed of escaping, getting anywhere but his hometown seemed like a snare that would drag him down regardless of what he did. And he had so many secrets weighing him down--like how he had realized that he was gay but was determined to keep anyone from finding it. And at night the he heard the moon calling to him; he'd slip out of his house and run under the stars, leaving his human form behind and transforming into a wolf. He hadn't been bitten and as far as he could tell he was the only literal monster in his family. He thought maybe that would be his way out--he'd run into the woods and just never come out again. But it turned out he had another option. He was good at something--really good at it, in fact. He was a good enough soccer player to end up with a scholarship to the distant Summerwood University. He leapt at the chance, ready to go anywhere that wasn't his home. Summerwood was strange, but he was confident he could keep all his secrets there and finally find a place where he could really be free. I can expand on this if needed. ![]()
This is my preliminary statblock; I am open to suggestions or advice. Attributes (105 points):
ST: 12 (20)
DX: 13 (60) IQ: 11 (20) HT: 10 HP: 12
Languages (4 points):
English (Native] French (Accented) (4) Advantages (62 points):
Magery 1 (15) Talent (Outdoorsman) (10) Alternate Form (Wolf, Skinbound) (Gadget Limitation (Skin), DR 2 -10%, Not Repairable -7.5%, SM -2 -10%, Can be Stolen -10%) (15) Flight (Gadget Limitation (Flying Stick) DR 5 -15%, Size -3 -15%, Can Be Stolen, Can’t be Immediately Used -15%) (22) Disadvantages (-45 points):
Skinny (-5) Phantom Voices (-5) Supernatural Feature (No Shadow) (-10) Impulsiveness (-10) Social Stigma (Second Class Citizen: Outtimer) -5 Bad Temper -10 Quirks (-5 points):
Devil’s Mark Strange Accent No Spice Tolerance Can’t Recite the Lord’s Prayer Superstitions Skills (27 points):
Animal Handling (Equine) IQ/avg (2) 11 Bow Dex/Avg (2) 13 Brawling Dex/Easy (2) 14 Camouflage IQ/Easy (1) 12 Guns (Rifle) Dex/Easy (1) 13 Melee Weapon (Knives) Dex/easy (2) 14 Naturalist IQ/hard (4) 12 Navigation (Land) IQ/avg (2) 12 Occultism IQ/avg (4) 12 Riding (Horse) Dex/avg (1) 12 Stealth Dex/avg (2) 13 Survival Per/Avg (2) 13 Tracking Per/Avg (2) 13 Spells (2 points): Sense Foes IQ/hard (1) 10 Sense Emotion IQ/hard (1) 10 ![]()
My preliminary backstory. I will have mechanics done later but I wanted to make sure the backstory was okay: Spoiler: In Homeline, the western world was ravaged by accusations of witchcraft throughout the seventeenth and eighteenth centuries. On the world known as Coven, these fears were entirely correct; the Devil himself empowered witches across Christendom, seeking to overthrow the established order of the world. Coven most clearly diverges from Homeline in 1692, when the Salem witch trials began; in Coven, Martha Carrier and most of the people who would be accused of witchcraft in Homeline’s past instead fled New England, disappearing into the mountains of Appalachia. Surprisingly (or perhaps not, depending on your perspective), the witch trials happened regardless, with a new batch of victims targeted.
Martha Carrier rallied an army of witches, Indians and other outcasts in the forests on the outskirts of New England. With the power of witchcraft, she and her coven established what they called the Devil’s Republic in the hinterlands of New England. The colonial government raised an army in an attempt to defeat the witches but with the assistance of the Indians (and surreptitious help from French Canada) the witches managed to fend them off. Ezekiel Dubois was fourteen when the Devil came to him. The product of an illicit liaison between a French-Canadian fur trader and an English colonist, Dubois lived on the outskirts of Salem Town with his parents. Life was hard; his heritage made him suspect and his mother had a reputation for being a scold and a gossip--serious sins for the time. Sometimes he dreamed of running off and becoming a sailor or joining with the Indians. The year the devil came to him was a particularly harsh winter; the Devil promised Ezekiel enough firewood to last the year if he would only hear his offer and Ezekiel readily accepted. Soon, he joined Carrier in the woods, becoming an early citizen of her Republic of witches. The gifts the devil gave would seem insignificant to anyone from Homeline: a new dress, a pet bird, the payment of debts. But to a colonial New Englander these were luxuries just within the reach of imagination. And soon the Devil’s gifts grew; he taught them magic, as long as they would let him place his mark upon them and sign their names in his book. The Devil’s plan, they all learned, was to make all men equal and to relieve the suffering they were sentenced to on Earth. Though Carrier called herself the Queen of Hell, the government she ran was far more egalitarian and meritocratic than her title suggested. Ezekiel rose through the ranks quickly; his apprenticeship under his father to be a tracker made him a useful officer in Carrier’s armies and he took to the Devil’s gifts with natural skill. By the time he was nineteen he was nearly her right hand man (not so unusual at the time for someone so young) and was part of her own coven. But this was not to last. The English had dismissed reports of the Devil’s Republic as the result of overzealous colonists but as King William’s War ended the Crown was baffled by the continuing battles in New England. Soldiers were at last sent to assist the colony and upon finding that the Devil’s Republic was very much real began a campaign of scorched earth warfare. Abandoned by their French allies, the Republic was crushed by the English army, who burnt much of the land where they had established themselves to the ground. In the flames, Johnson prepared himself for death; but the Devil came to him in the shape of a woman dressed in men’s clothing. She took his hand and led him through the fire, through a door in the very world itself. And there she revealed the truth to him: she was not the Devil. She was from another world and she offered him an opportunity like the one the Devil had offered him five years ago--join her and live. ![]()
And my crunch is finally done: Spoiler: --------------------
Basics -------------------- Chase O’Bannon, Scion of Ran Calling: Tragedy-Haunted Surfer Nature: Bravo -------------------- Attributes -------------------- Strength (3), Dexterity (4,3), Stamina (2) Charisma (2), Manipulation (4,2), Appearance (5,2) Perception (2), Intelligence (2), Wits (3) -------------------- Abilities -------------------- Academics Animal Ken Art (Drawing) *** Athletics *** Awareness Brawl *** Command Control Craft (Automotive) *** Empathy *** Fortitude Integrity Investigation Larceny *** Marksmanship Medicine Melee *** Occult Politics Presence *** Science Stealth *** Survival Thrown *** -------------------- Birthrights -------------------- Relic (*) - Moonstone (Purview: Illusion) Relic (**) - Ran’s Net (Purviews: Death, Water) Relic (**) - Queen Anne’s Revenge (Hasta, +1 Speed, +1L Damage) -------------------- Boons -------------------- The Stolen Face (Illusion **) Death Sense (Death *) Water Control (Water **) Epic Dexterity (***) Epic Manipulation (**) Epic Appearance (**) -------------------- Knacks -------------------- Lightning Sprinter Trick Shot Roll With It Serpent’s Gaze Visage Great And Terrible Overt Order Instant Hypnosis -------------------- Virtues -------------------- Couragen **** Endurance * Expression *** Loyalty * -------------------- Misc -------------------- Legend: 4 Willpower: 7 Legend points: 16 Bonus points: 7 Legend, 8 Boons
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I've my finished backstory, I will hopefully have the stats finished later today. Spoiler: Appearance:
Normally, Chase looks like a handsome young man of seventeen years. His hair is blonde and wavy, and he wears it long though he usually ties it behind his head in a ponytail. His eyes are pale blue and his features are very soft even for his age, despite his ever present tan. He is about 5’10’’ and rather lean and wiry, though he is doing his best to gain muscle. When he switches to his more hideous form, Chase is still recognizably himself--at least, he is himself if he had drown. His skin takes on a slightly bluish sheen with great swatches of red and purple snaking their way up and down his extremities. His eyes milk over and his lips and eyelids turn bruise violet, and his hair seems to take on a life of its own as if he is partially suspended in water. Personality:
Backstory:
In truth, Chase’s father had drowned at sea attempting during the rescue--but he had caught the eye of Ran, the giantess goddess of the ocean. She allowed him to spend a night in her chambers before dutifully giving his soul to the valkyrie that sought to claim him because of his heroic act. Her child by the union was Chase, who Ran left at an Adoption Services office in Brisbane. He was dutifully adopted by a religious family, the O’Bannons, who took him to their home in a small suburb of Brisbane. They decided not to tell Chase that he was adopted, judging that it would be best if he thought they were his real parents. Though they never physically hurt him, Chase’s adopted family was intensely emotionally abusive. They were both devout Christians and as Chase grew his interests increasingly bothered them--he was more interested in drawing and daydreaming than religion and sports. The only hobby that he had that his parents tolerated was his surfing--though only barely, as his father felt that it was the sport of layabouts and good-for-nothings. Chase could spend the whole day on the water though, and as he grew older he did so more and more, increasingly cutting class to do so, which would send his parents into a rage. Eventually, his father forbid him from going to the beach, and insisted that Chase spend his afternoons at his auto repair shop. Chase did his best to get out of having to do this whenever he could--he had a knack for disappearing whenever he needed to, as it turned out. And that was not the end of Chase’s home troubles. As he grew older he started to realize that he was gay--but he was smart enough to know not to tell his parents, since his father often complained of homosexuals ruining the country. His parents suspected that it was a possibility, however, and often warned him of the dangers--and when they found some of the drawings in his sketchbook they ransacked his ruin and forbid him from buying anymore paper--a rule he did his best to circumvent whenever possible, of course. His whole life, Chase has been haunted by dreams--of beautiful women beneath the waves, of monsters made of fire and hatred, of ghostly hands smothering him in his bed--and as he got older these dreams seemed to start leaking into real life. His music teacher had blue skin and left a trail of water wherever she walked that no one seemed to notice. Little creatures made of mud were living under his neighbor’s garden. And the graveyard he walked by on the way home from school was increasingly populated with ghosts that he did his absolute best to ignore despite their best efforts to get his attention. The only time that he told anyone was once, when he told a boy who he thought was his friend. The boy told his parents, who told Chase’s parents--they nearly sent him to a psychiatric hospital until he was able to convince them that it had all been a lie, which still earned him a verbal thrashing that left him emotionally devastated. But Chase’s greatest dream has been to escape. To escape his parents, to get as far away from them as he possibly could. He dreamed of going to the States and becoming a movie star--they seemed to love their Australians in Hollywood and in California he was sure he’d never meet someone who hated him for being gay ever again. As his eighteenth birthday approaches, Chase is almost ready to put his into action. He’s saved up a bit of money and has looked into contacts that could him to the States with relative ease--he’s ready to go, and trying his best to ignore the fact that his dreams continue to grow stronger every night. ![]()
I am really interested in playing this adventure path; I was in a game that did the first couple of encounters before dying. I have two characters already written up but I'd be more than happy to write up another. Alternatively, any campaign where I can be an evil alignment would work. ![]()
I would really like to play in a Hell's Vengeance game; I was in one that died after the first few encounters. I have two characters written up and ready: Bledyn Alecroft and Amatsu Mi, and I'd be more than willing to write up someone entirely new if necessary. ![]()
Here is my preliminary concept; let me know what you think. Background: Born in rural Elkin, West Virginia, Hunter McBannon always dreamed of escaping--somewhere, anywhere, as long as it was outside of the nowhere town he had spent his whole life living in a trailer park with his mother and two older brothers. Both of his siblings had gotten stuck in town, and Hunter figured that would be his eventual fate as well. It might have been, except that Hunter was pretty good at soccer--really good, in fact, and his junior year his high school team won the state championship--Hunter realized pretty quickly that soccer could be his way out of town.
So when Hunter got an athletic scholarship to attend a university in far off New Hampshire, he jumped at the chance, even though Romney wasn’t the big city he had always dreamed of. Regardless, anywhere was better than Elkin, and he adapted pretty easily to life at college so far from home, even though he had to balance being on the soccer team, working, and going to class full time. Hunter picked his major pretty soon after arriving at college--art. It was something that he had always had his heart set on--whenever he had a little extra money back in Elkin he had always bought paper and occasionally paint, and now he had an opportunity to really do something with it. Aspirations: Short Term: Decide what to paint for his final project/Come out to someone
Worst Thing He’s Ever Done: Back in Elkin, he once helped his brothers rob one of the nicer houses. They told him that they were getting back something that they were owed in the first place but Hunter knew that wasn’t what they were doing--but money had been tight so he went along with it anyways. They didn’t get caught, though the police did show up at their trailer--the McBannon clan always did have a little bit of a reputation in town, after all, but Hunter wasn’t known to be a criminal and he convinced the cops that they had all been at home that night. Worst Thing He Can Imagine Doing: Hunter can imagine lying about pretty much anything if it was necessary. It’s not really wrong as long as you’re just doing it to protect yourself--as long as you aren’t lying to hurt somebody else, it’s okay, which is admittedly a pretty thin distinction that Hunter tries not to think about too much. Worst Thing He Can Imagine Someone Else Doing: To Hunter, this seems like a pretty obvious one: murder, for any reason, is about the worse thing one can do. Anything else, a person can go on living--but once you’re dead, you’re dead, after all. What He Has Forgotten: Hunter thinks he’s never met his father, but that isn’t actually so. Three times he has a particularly vivid dream of a man in a black suit, soaking wet and blood pouring out from his neck. His mother didn’t keep any pictures of his father around so he’s never recognized the man in this dream--he’s always at his window or at the door, tapping at the glass and holding his neck, trying to say something but unable to do so. What’s the Most Traumatic Thing to Happen to Him: When Hunter was about thirteen his mother decided that it was time for him to be born again, just like she had been and his brothers had been, since she was worried that maybe he was starting to go down the wrong path, whatever that meant. So she drove him down to church--it wasn’t one of the ones in town, it was up in the hills somewhere, down a back road--and took him to be baptized. Hunter had never seen any of the other churchgoers before--he didn’t recognize anybody there except for his mother--and the pastor who took him into the water was the strangest looking man that Hunter had ever seen. And when he held him under the water, Hunter thought for sure that he was going to die--he held him under there for far longer than he should’ve, and Hunter eventually blacked out. When he came to, he was in his mom’s car, being driven back home--she didn’t take him to the hospital or tell him what had happened, but he was fine after that, and she stopped bothering him about going to church. How Does He Know Ricky Thompson: Hunter was a couple years below Ricky; they met in an International Relations course that Hunter took as an elective. They became fast friends--and pretty soon, more than friends, though Hunter insisted on keeping it a secret--he was pretty far away from Elkin, but you never know how quickly word can travel nowadays. The day that Ricky disappeared he and Hunter had planned to meet up at a local club--and Ricky never showed up. When the police began investigating Ricky’s disappearance, he was questioned, but he was never a person of interest and he didn’t admit to their relationship. ![]()
Hey everybody; I am starting a new job this week, which means I am going to have significantly less free time in the future. And unfortunately, that means I don't think that I am going to have the time to continue running this game anymore. I really sorry, and I did enjoy it while it lasted, and I wish you all the best in whatever games you find in the future. Again, I'm really sorry about this, and I hope you did get some enjoyment out of it while it lasted. ![]()
"I suppose that 20 gold a head is a bit excessive. As long as you don't damage any of the books! If you do, I'll charge full price to replace it!" says the schoolmaster to Mathias. "But fine. 10 gold pieces for each of you. That will more than enough cover the trouble of allowing you all to peruse my library." ------------- "Thank you," says Kendra, as she listens to Ilystria's story. "My father was not a particularly religious man--but he had a good heart. I hope--I know, that wherever he is now, his spirit is in a better place." Try as they might, Ilystria and Kendra are able to find no trace of the key to the locked book. ------------- With their work at the library concluded, Mathias, Romulus, and Nasrin head towards the town square. Night has fallen, and the streets are mostly empty. The party checks the messageboards, but there does not appear to be any work currently available, or anything else of interest. Back at the Lorrimor Place, the party rests; the night is unremarkable, and they are awoken by Kendra in the morning once again. ![]()
Ilystria can tell that the thought of speaking with the dead has upset Kendra, the woman allows her facade of happiness to crack as she speaks to the fey. "I am sorry. It's just--with my father having passed away so soon--I wish that I could speak to him again. But this way--I do not know if I could bare it," she says, trying to force a smile and failing. "It was," says Kendra, examining the mark on the box. "Father was fond of his secrets--I'm afraid I haven't seen the symbol elsewhere. If only we had the key to the book--I will look for it, but I'm not sure where he might've been keeping it." ![]()
"Harrowstone? No. I have no interest in that sort of rabblish folklore. This is a school of serious arcane study," he says, frowning at Nasrin's question. "If you're looking for local records to pour over, I'd go to the townhall, but they don't let just anyone in. They are not nearly so open to visitors as I am." Mathias gains a +2 circumstance bonus since he has ranks in Knowledge: Local Nasrin Knowledge History: 1d20 + 4 ⇒ (6) + 4 = 10
Despite their best efforts, Nasrin and Romulus are unable to find anything remotely connected to Harrowstone--the constant hovering presence of the schoolmaster doing them no favors, as he tsks tsks at every book they pick out to look over, occasionally overdramatically rolling his eyes, taking the book from their hands and picking out a new one. Romulus has trouble finding any books even written in Common in the first place. Mathias, however, is more successful. In an alcove nestled towards the back of the library, he finds a shelf of dusty, unmarked books--they appear to be a series of narrative accounts written around the year that the fire destroyed Harrowstone. They detail the time leading up to the fire and the events surrounding it, though they don't go into anything to specific, as the books are mostly concerning other circumstances of life in Ravengro at the time. According to the books, most of the criminals that were sent to Harrowstone spent only a few months there, for the prison was primarily a spot used for execution. The fire that destroyed the prison happened during a riot--the prison guards lost their lives attempting to prevent the prisoners from escaping. The author of the book does not mention any specific prisoners who were residing in the prison at the time, but she does mention something about "recent arrivals" that were causing quite a bit of gossip in town at the time. ![]()
The Schoolhouse:
The schoolhouse, which also functions as a magic item shop called the Unfurling Scroll, is tucked away in the northern edge of town. It is a rather unassuming building, though a bit larger than the other stores, perhaps because of its dual function.
Inside, there is an older man with a long beard--he looks rather like the stereotypical image of a wizard, in a long black robe and pointed hat. He is rearranging the books on a shelf, though it does not appear to be in any particular order; you can hear the sound of a few children in the back laughing about something--each time they do, he shouts "silence" back in their general direction. When he is asked for access to the library, he makes a rather exaggerated harumphing noise. "This is a school, not a public library. I don't let anyone just come in and out willy nilly. It's disruptive to the students and my books are valuable. Can't just have every bit of riff raff trouncing in here--you might damage the books," he says, grimacing as he lowers his glasses to get a better look at the party. "I suppose, were you willing to pay a fee of...20 gold coins a head for each of you, I could let you use the library. Just for the afternoon, and I'd have to monitor you all, of course. But 20 coins would cover any damage you would be likely to do, I think." The Lorrimor Place: Kendra is in the parlor, reading a book, when Ilystria returns. She greets her, and when she is shown the board her face immediately lights up with interest.
"Yes, I have heard of these boards before. When someone dies, there spirit does not always pass on to the next life--but they sometimes they are not strong enough to come back as ghosts. They can manifest in all sorts of strange ways--I've heard that orbs of light are the most common. But when one of these spirits is nearby, the board can be used to communicate with it," she says, as she holds the planchette up to her eye and gazes through it. "Do you wish to give it a try? We could see if there are any spirits nearby who want to speak to us," she says--though she is trying to keep her voice high, you can tell the thought of using the board ways heavily on her, as her face does not reflect the tone of her voice. ![]()
Grimburrow examines each of the items in turn, not remarking on any of them--until he reaches the wooden case marked with the scarab and the eye. "This symbol--I have seen it before. The Esoteric Order of the Palantine Eye. Very interesting. It does assuage my fears about who might have been using our crypt--at least somewhat," he says, before opening up the case. Inside is a plain wooden board marked with the letters of the alphabet and a bronze planchette, as well as four strange looking jars mounted with the image of a skull opening its mouth. "Yes, this would be their doing. A spirit board--it can be used to communicate with the unquiet dead. And these are haunt siphons--they can capture unruly spirits, if used properly. This does not explain what Menxyr's symbol was doing in the crypt--but it reassures me as to the caches' purpose, at least," he says, handing the items back to the party. "I assume that since none of you claimed rightful ownership of these items from the beginning that none of you are members of the Order--though, they are a secretive lot. Perhaps one of you has secrets yet to be told," he says. "Under normal circumstances, I would have to claim these items as being rightful property of the church. But it seems they are not truly mine to claim. I thank you for allowing me to see them regardless." You probably have enough time to do one more thing before dusk; where do you want to go now? ![]()
"I cannot say. It is a possibility, I must admit. If the Way is truly involved in Harrowstone--I shudder to think what forces they may have called upon." "As for the cache--anything in the Restlands belongs to the church. I understand that you all were led there by Lorrimor but I need to at least see what was left there before I agree to let you all have access to it." ![]()
Father Grimburrow examines the scroll, his brow furrowed as he reads. "I do not recognize the handwriting--which is probably a blessing. I imagine whoever left the unholy symbol wrote the note as well--the followers of Menxyr have a rather--romantic view of undeath. Though why they would leave such a note among a cache of tools for fighting the undead is a mystery to me. This is all rather worrisome." "I am the only one with access to the key. We maintain the tomb for ritual purposes--we rarely ever have need to enter it. Very strange," he says. He looks to Katrionna; she bows her head and scurries through the transept and does not return. "Could I see the items that you found? If I could examine them perhaps we could get a little closer to solving the mystery of why they were there in the first place." ![]()
"The Coffin Groom," whispers Katrionna, glancing over the side of the sarcophagus. "This--I can't believe we didn't know any of this was here. And the unholy symbol of Menxyr--we'll have to take all of this to Father Grimburrow. He'll know what to do." She gingerly reaches into tomb, grasping the skull with both hands, and whispers to the skull: "Pharasma judge the blasphemers. Pharasma judge those who escape the grave. Pharasma protect us from the unquiet dead. Pharasma watch over us all." "I, uhh, hope this isn't a portent. Are you ready to go back to the temple? Grimburrow needs to hear about this." The Scroll's Contents: For you, my love. I hope that we will meet again, the blessing of life everlasting granted to us both. Can you ever forgive me for what I have done? ![]()
Romulus's earthbreaker hits the centipede right in the center of its body, smashing it flat. The centipede's arms wriggle for a moment, and then it is still. Combat over! "What's going on," calls out Katrionna from the back of the tomb as she shuffles towards the party. "Did you, uhh, find something?" She notices the dismembered centipedes and shivers a bit. "Oh! Guess you did. I, uhh, guess it could've been worse, right?” Within the sarcophagus is an incredible store of sacred implements. There are about a thirty arrows--about half of which shine silver in the light or are marked with images of broken bones and torn veils--two of them are even stranger, somehow translucent under the light of Nasrin’s magic. Six sun rods are scattered among the arrows, and there are about thirteen different flasks of liquids of various colors--six of them are clear, and are marked with the sign of the whippoorwill, a holy symbol of Pharasma--undoubtedly they are holy water. Five of them contain a light blue liquid, and two are made of dark green glass. Four scrolls are tucked into the back of the sarcophagus, sitting on a thin darkwood case marked with the same scarab symbol on one of the books that Lorrimor gave you. And this tomb, it seems, was not completely devoid of bodies, for in the sarcophagus, nestled in the center of trove of artifacts, is a single skull peering out at the party. It has no jawbone, and it is cracked all along the length of its eyes--but most strange is the veil of translucent white fabric covering it, not thick enough to hide what it is but instead to make it seem slightly ethereal. Knowledge: Religion 20:
A skull in a wedding veil is a symbol of the demon lord Menxyr, known as the Coffin Groom--the patron of grave robbers and those who desecrate the dead Perception 15:
There is a furled up length of paper tucked into one of the eyes of the skull Detect Magic:
Almost everything in the sarcophagus has a faint magical aura. The only exceptions are about a dozen of the arrows and the skull Spellcraft 16:
The light blue flasks are potions of cure light wounds Spellcraft 16:
The two scrolls inscribed with a blindfolded skull contain hide from undead Spellcraft 16:
The scroll marked with a whippoorwill is a scroll of protection from evil Spellcraft 16:
The scroll marked with a single open eye contains Detect Undead Spellcraft 18:
The dark green flasks are potions of lesser restoration Spellcraft 18:
The shining arrows have a +1 enchantment bonus Spellcraft 20:
The arrows marked with images of shattered bones are +1 undead bane arrows Spellcraft 20: The strangely translucent arrows are +1 ghost touch arrows
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