Travel Gear
This is a collection of enchanted items that the Covenant can issue to groups which are traveling and on expedition through the wilderness. The enchanted items are rarely given to groups consisting of just Grogs, being reserved for when a more important person such as a Magus and their support personnel is out and about.
In addition to the enchanted items, the Covenant keeps a stockpile of mundane equipment of the varies types for outfitting expeditions. These range from tents and bedrolls to equipment needed to setup a field kitchen, for environments ranging from the frozen north to the scorching deserts of Africa. Since the Covenant recently engaged in a few decades conducting field research and spent freely, much of it is good quality (Superior).
Camping & Base Camp
These are items primarily used in setting up a camp site, whether over night or a long term base camp for an expedition.
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Traveler's Wilderness Refuge x2
MuAn, Level 20, P/C/I, Base 5 "Very Unnatural Change", RDT 1, Size 1, MC +5, 1/day +0
This is a bundle made from an oiled leather cover stuffed with felt and bone slices. Similar to 'Cloak of Wilderness Refuge' (MoH, p 142), it trades off the ease of carry in its non-activated form for a more functional activated form. When the command word is given, the bundle will open up and shift into a large felt wall tent, 10 paces to the side, with oiled leather top cover and bone poles. It will comfortably house ten men with their gear and twenty for just sleeping. -
Traveler's Nighttime Comfort x2
MuTe(Ig), Level 30, T/C/P, Base 3 "Stone to Earth", RDT 3, Requisite 1, Stone 1, Size 1, MC +5, 1/day +0
A large felt ground cloth that is sized to fit within an expanded 'Traveler's Wilderness Refuge'. Similar to 'Travelers Cloak' (MoH, p 32), this alters the first few inches of ground under it when activated to be soft and warm to the touch. The effect is powerful enough that it will function even on solid stone. -
Disk of Ready Heat x3
CrIg, Level 20, P/C/P, Base 4 "Create Heat", RDT 2, MC +5, 24/day +5
A black iron disk, the size of a mans two hand spread, with folding legs and wood covered handle with brass end cap. When open and activated, the disk will become hot enough to boil water (our group uses ~250 F). In addition to its use for simple cooking, it makes a very effective heater and will ignite tinder. -
Flame Without Striking (though we normally call it the magic tinderbox)
CrIg, Level 20, T/M/I, Base 5 "Ignite Flammable", RDT 1, U/day +10
A small brass block, with a piece of basalt inset on one face. When the basalt is touched to an object and the command spoken, the object will catch fire as long as it is something that is at least slightly flammable (leather, damp wood, etc).
Adverse Weather & Conditions
Part of the Covenants stockpile is a collection of clothing designed to protect the wearer in extremely hot or cold environments. Some of the enchanted items expand this to cover operating in locations which there is no readily available equipment for.
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Traveler's Sheltering Cloak x11
ReAu(Ig), Level 19, P/S/I, Base 4 "Ward against precipitation", RDT 2, Requisite 1, Constant +4
These are simple and sturdy hooded travelers cloaks made from fine wool (Excellent +1). The cloak is immune to precipitation as the spell 'Ward Against Rain' (AM5, p 128) and prevents heat from moving through it. Since the effect is on the cloak rather than the wearer, to take full advantage of it the cloak must be kept closed with the hood up.
[Design Notes: The Rego effect is ReIg Base 3~4 "Control Direction of Spread" and only affecting heat (it was borderline between natural and slightly unnatural). This provides great insulation, which can protect the wearer from hot and cold environmental damage. It is ineffective against rapid damage, such as flame, though the cloak itself is unlikely to catch fire.] -
Brooch of Watery Breath x3
MuAq(Au), Level 20, T/C/P, Base 4 "Liquid to Gas", RDT 3, Requisite 0, MC +5, 1/day +0
A copper brooch with jade setting, these produce an effect as the spell 'Lungs of the Fish' (AM5, p 122) upon the wearer. These allow exploring areas under water, though a more powerful version with more uses per day is advantageous for safety. -
Bottle of Fresh Breezes x3
CrAu, Level 9, T/C/I, Base 1 "Create Breeze", RDT 2, Unnatural 1, MC +5, 2/day +1
A small brass flask with a chain linked stopper, bearing Creo and Auram runes. When opened they create a breeze that swirls out around the bottle, filling the area with fresh air. These are very useful when exploring deep caves or other locations in which the air is of poor quality.
Light & Senses
Part of this group is made up of items already stated. Eight 'Magic Lantern' and a 'Lens of the Eagles' have been set aside specifically to equip expeditions.
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The Light Rod x2
CrIg, Level 20, P/C/I, Base 4 "Create Light", RDT 1, MC +5, U/day +10
A slim bronze rod with a globe of quartz on the end. When activated, the quartz will glow with light from the dim glow of a single candle to as bright as a cloudy day. While a more powerful effect, these have the advantage of being physically smaller, brighter, and with finer control than a 'Magic Lantern'. They can also be turned completely off, where as a 'Magic Lantern' will generally have some small amount of light spill out even if its shudders are fully closed. -
The Eternal Torch x5
CrIg, Level 20, T/C/I, Base 4 "Create Fire (Damage +5)", RDT 2, MC +5, 24/day +5
A sturdy torch made of woven wood, with a brass cup on the end. When activated a flame of the size found on a normal torch will project from the brass cup. While less bright and without the fine control of 'The Light Rod', it is actual fire which can be used to set things alight or as a weapon. These items were found during an expedition into an abandoned Covenant and we do not have the Labtext for them. -
The Gem of Auras
In(Cr)Vi(Im), Level 29, T/S/I, Base 2 "Detect Aura Power", RDT 3, Complexity 3, Requisite 1, Constant +4
A silver banded clear quartz stone, about an inch in size. When inside of an Aura, the quartz will glow with a soft light. The intensity and color of the light can be used to determine the type and strength of the Aura (shades of Blue for Magic, Green for Faerie, Red for Infernal, and Gold for Divine).[Design Notes: Our group used a level of Complexity for each additional type of Aura. Some groups might instead rather individual items/effects for each type. This would reduce the level of each to 9, since it removes the Complexity and the Requisite becomes Cosmetic.]
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The Vis Hunters Bell
In(Cr)Vi(Im), Level 20, V/M/G, Base 1 "Detect Vis", RDT 4, Requisite 1, U/day +10
A fancy brass hand bell without clapper, on a wooden handle stained by Ink of Hermes. When it is rung against a hard surface, all Vis within the range of sound (about 15 paces for a normal ring) will take on a glowing pulsing appearance while the sound last. A single ring will last for a few seconds (roughly a round). While normally stored within The Vault and used during the collection of Vis, this is the item taken on expeditions hunting new Vis sources because it allows multiple people to be involved in the search.
Carrying Loads & Movement
These items are for carrying supplies and allowing faster movement. Already stated items include two 'The Enchanted Porter', used for handling heavy objects.
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The Chest of Weightlessness x2
PeAn(HeTe), Level 39, T/S/G, Base 4 "Destroy Weight", RDT 5, Requisite 2, Constant +4
A sturdy wooden chest with brass banding and lock, capable of holding roughly 1 cubic pace of material. Anything within it covered by its Forms is weightless, while the chest itself only weighs about a pound. Normally these are used for carrying heavy equipment, though they can also be used for heavy loot. -
The Motivated Wagon x2
ReHe, Level 20, P/C/I, Base 3 "Control", RDT 1, Size 2, Speed 1, MC +5, 1/day +0
This pair of strange wagons are stored in the same warehouse of the Consortium as the "Old Style" Landen Portal. A small piece of amber in a brass setting is located before the front bench seat. The wagon may be controlled while touching the amber and concentrating.When activated the wagon will move on the ground under its own power, with a maximum speed of a galloping horse (~40 mph/~64 kph). It will continue the last instruction until commanded differently or the effect expires at sunrise/sunset without a user concentrating to maintain it. Complex maneuvers might require a Per + Finesse roll.
The wagons can move with a maximum Load of 500. Despite its load capacity, the most people it can carry comfortably is 3 on the bench seat and 4~5 in the bed (any more and they would be cramped, to a maximum of 20 if stacked like cord wood).
Stealth
Only one type of enchanted device is normally used for stealth by expeditions. Issued to any Grogs performing scouting duty, it makes them virtually unnoticeable by beings without MR.
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The Insignificant Pendent x4
MuIm, Level 20, T/C/I, Base 3 "Sight, Sound, & Smell", RDT 2, MC +5, 24/day +5
A small opal pendent on a leather cord, when it is activated it will change the sight, sound, and smell species of its wearer to be anamorphic in nature. See HoH:S, p 65 for details of anamorphic illusions. A similar item is in MoH, p 93.Everything viewing the wearer while the effect is active will see them as mundane and insignificant, as long as they take no actions which would draw undo attention to themselves. Actions which break the effect for a single subject do not break it for others. If the wearer moves outside of the sensory range of someone it is broken for then it will reestablish itself if later they return to sensory range.
To consciously detect the wearer while the effect is active requires a Stress Die Roll + viewer's Per + viewer's Alertness - 9 against an Ease Factor of Stress Die Roll + viewer's dominant active Personality Trait + wearer's Per + wearer's Finesse. If they succeed by 0~2, they know something is not quite right though it seems mundane in nature. If they succeed by 3+, they see through the effect as the supernatural thing it is.
This effect has advantages over invisibility, such as the user being able to still see themselves and people not accidentally walking into them (they subconsciously know the wearer is there, just not important enough to consciously notice). It will defeat most non-magical means to detect an invisible subject, since most results which would reveal the wearer are ignored if the searcher does not roll high enough on their Alertness roll. It will also defeat animals which rely on their sense of smell.
Only two post left to go, the one covering 'Ships Items' and the one for 'Odds & Ends'. We are up to 109 different types of Enchanted Items, with the total number in the hundreds.