Analects Book 1 Chapter 9: Items
Combat Items Table
Exploration Items Table
Interaction Items Table
Combat Item Entries
Acid Bang
Acid Bang | Combat Item | Wealth: 3 |
This round container is filled with rather mundane acid. The key component is a small explosive that projects the acid outward once thrown. |
(Action) Hurl |
Area Attack | |
Thrown | 1 |
Damage | 1d12 (Piercing 3) Acid |
Alchemical Fire
Alchemical Fire | Combat Item | Wealth: 2 |
This small glass jar contains a special and dangerous substance that bursts into flame upon contact with the air. |
(Action) Hurl |
Area Attack | |
Thrown | 1 |
Damage | 1d8 (Piercing 2) Fire |
Amorphous Bottle
Amorphous Bottle | Combat Item | Wealth: 2 |
This early alchemical attempt to grant ghostlike phasing to people didn't quite succeed, but it nonetheless grants some ethereal movement quality. |
(Strategy) Open |
Gain +2 Skill. |
Bead of Bolt Drinking
Bead of Bolt Drinking | Combat Item | Wealth: 1 | Treasure |
When crushed, this magic bead grants its user the temporary ability to absorb lightning energy. It then reforms after several minutes. |
(Reaction) Crush |
This Reaction can only be played against Actions that deal Lightning damage. Recover lost HP equivalent to the Lightning damage dealt by the Action and suffer no Lightning damage. |
Bead of Caustic Deflection
Bead of Caustic Deflection | Combat Item | Wealth: 1 | Treasure |
Crushed bits of this magic bead allow the holder to momentarily deflect incoming acid, splashing at nearby foes. The bead magically reforms. |
(Reaction) Crush |
This Reaction can only be played against Actions that deal Acid damage. You may redirect the incoming Acid damage as you wish among any entities within range 2 that you can see. |
Bead of Entanglement
Bead of Entanglement | Combat Item | Wealth: 2 | Treasure |
Crushing this small bead summons a mass of spectral vines that grab and hold everything nearby into place. The bead magically reforms later. |
(Action) Crush |
All entities are Grabbed. |
Bead of Flame Dancing
Bead of Flame Dancing | Combat Item | Wealth: 1 | Treasure |
This red-tinged bead can be crushed to let its user meld into flames, flinging from their surface with safety. The bead reforms magically after a time. |
(Reaction) Crush |
This Reaction can only be played against Actions that deal Fire damage. You take no Fire damage. You may Move 1. |
Bead of Ice Weaving
Bead of Ice Weaving | Combat Item | Wealth: 1 | Treasure |
Crushing this bead releases a fog that teleports ice magic, crafting it into temporary barriers. Time and concentration are needed to restore the bead. |
(Reaction) Crush |
This Reaction can only be played against Actions that deal Ice damage. You take no Ice damage. You may Block up to 3 section borders that you can see until the end of the target's next turn; they do not need to be adjacent. |
Bottled Rainbow
Bottled Rainbow | Combat Item | Wealth: 1 |
This alchemical attempt to copy the properties of the legendary Rainbow Bridge resulted in a completely different, though still useful, creation. |
(Strategy) Blessing of Color |
Gain +2 Mind. |
Fairy Dust
Fairy Dust | Combat Item | Wealth: 1 |
True fairy dust is collected from rare flowers in fae realms, though a synthetic version with similar properties has been discovered by alchemists. |
(Strategy) Sprinkle |
A target in your occupied section restores their Skill. |
Guard Tablet
Guard Tablet | Combat Item | Wealth: 1 |
Old versions of this chewable tablet had a horrible bitter taste that was so bad it wound up as distracting as the malady it was addressing. |
(Strategy) Administer |
A target in your occupied section restores their Resilience. |
Healing Herbs
Healing Herbs | Combat Item | Wealth: 1 |
While general herbalism requires training and practice, techniques for application of common healing herbs are well known in most societies. |
(Strategy) Heal |
A target in your occupied section recovers 1d6 lost HP. |
Healing Potion
Healing Potion | Combat Item | Wealth: 3 |
This concentrated restorative requires both alchemy and herbalism to properly brew, somewhat boosting its price and rarity. |
(Strategy) Heal |
A target in your occupied section recovers 2d6 lost HP. |
Jar of Curses
Jar of Curses | Combat Item | Wealth: 4 |
These brittle clay jars may be filled with desecrated materials, remains of evil spellcasters, treated bits of demon, or similarly vile, unpleasant things. |
(Action) Hurl |
Area Attack | |
Thrown | 1 |
Damage | 3d4 (Piercing 4) Unholy |
Purifying Flame
Purifying Flame | Combat Item | Wealth: 5 |
This powerful spell-in-a-satchet purifies evil-doers quite competently. Unfortunately it can similarly purify do-gooders with minimal discrimination. |
(Action) Hurl |
Area Attack | |
Thrown | 1 |
Damage | 4d4 (Piercing 5) Holy |
Smelling Salts
Smelling Salts | Combat Item | Wealth: 1 |
This powerful compound restores mental alertness and can even be used to revive those who have fainted from panic or exertion. |
(Strategy) Revive |
A target in your occupied section restores their Mind. |
Smoke Bomb
Smoke Bomb | Combat Item | Wealth: 1 |
Like most useful alchemical devices, this tool was discovered accidentally. Hundreds of years later, smoke still billows from the site of the experiment. |
(Strategy) Toss |
Entities cannot see into, out of, or through the occupied section until the start of your next turn. This effect stays in this section, even if you do not. |
Sparkle Sand
Sparkle Sand | Combat Item | Wealth: 1 |
This coarser version of the popular powder is quick and easy to apply, though it's more expensive due to excess waste. |
(Strategy) Sprinkle |
A target in your occupied section restores their Power. |
Stamina Wafer
Stamina Wafer | Combat Item | Wealth: 1 |
This ingestible alchemical concoction provides a very short-lived burst of energy. The taste isn't bad either, making it quite the popular snack. |
(Strategy) Administer |
Gain +2 Resilience. |
Strength Wafer
Strength Wafer | Combat Item | Wealth: 1 |
This tasteless wafer temporarily boosts the wearer's strength and focus. As a result it's banned from most athletic competitions. |
(Strategy) Administer |
Gain +2 Power. |
Vial of Concentrated Venom
Vial of Concentrated Venom | Combat Item | Wealth: 4 |
Undermarket alchemists take potent venom from monstrous creatures and extract the deadliest bits, increasing the bite per dose as well as the cost. |
(Strategy) Apply |
The next Damage you roll from an equipped Weapon gains +1d10 Poison. |
Vial of Deadly Venom
Vial of Deadly Venom | Combat Item | Wealth: 5 |
Only the deadliest of creatures can supply this powerful venom, making it very rare and aggressively sought-after by high-end assassins. |
(Strategy) Apply |
The next Damage you roll from an equipped Weapon gains +1d12 Poison. |
Vial of Diluted Venom
Vial of Diluted Venom | Combat Item | Wealth: 1 |
This venom, extracted from either a serpent or arachnid, is diluted with water both to stretch the supply and for the safety of the handler. |
(Strategy) Apply |
The next Damage you roll from an equipped Weapon gains +1d4 Poison. |
Vial of Potent Venom
Vial of Concentrated Venom | Combat Item | Wealth: 3 |
This powerful venom is extracted from monstrous creatures, making it more difficult to acquire and relatively expensive to purchase. |
(Strategy) Apply |
The next Damage you roll from an equipped Weapon gains +1d8 Poison. |
Vial of Standard Venom
Vial of Standard Venom | Combat Item | Wealth: 2 |
This common venom is unrefined but full strength. Relatively easy to manufacture, it's the most typical sort of poison found in the undermarkets. |
(Strategy) Apply |
The next Damage you roll from an equipped Weapon gains +1d6 Poison. |
Volatile Vial
Volatile Vial | Combat Item | Wealth: 1 |
These vials are stored in specially treated leather containers capable of absorbing the brunt of the released energy in case of being struck while carried. |
(Action) Hurl |
Area Attack | |
Thrown | 1 |
Damage | 1d4 (Piercing 1) |
Exploration Item Entries
Advanced Lockpick
Advanced Lockpick | Exploration Item | Wealth: 2 |
Disposable lockpicks are cheaper and easier to carry, but they're less reliable than a good quality set of professional tools. |
(Strategy) Pick Lock |
Lockpick | 2d4 |
Basic Lockpick
Basic Lockpick | Exploration Item | Wealth: 1 |
These cheap expendable picks break easily, making them a simple but unreliable option for getting into locked places and things. |
(Strategy) Pick Lock |
Lockpick | 1d6 |
Blessed Bread
Blessed Bread | Exploration Item | Wealth: 3 |
This consecrated bread is largely tasteless, but it quickly eliminates hunger and restores stamina, making it a treasure on the road. |
(Strategy) Chew |
You or an ally in your occupied region recovers 2d6 lost EP. |
Connections
Connections | Exploration Item | Wealth: 1 |
You've invested time and coin into building a network of contacts throughout the region. |
(Strategy) Rumors and Favors |
Draw three cards. You can only play this card in civilization settings. |
Dryadfruit
Dryadfruit | Exploration Item | Wealth: 1 |
Despite its name, this flavorful fruit doesn't actually come from dryads. It is most frequently found within the forests of the fae, though. |
(Strategy) Snack |
A target in your occupied region restores their Skill. |
Expert Lockpick
Expert Lockpick | Exploration Item | Wealth: 3 |
These effective picks will get through most normal locks, but they're only designed for single-use. As a result they're economical but unreliable. |
(Strategy) Pick Lock |
Lockpick | 2d6 |
Gem of Seeing
Gem of Seeing | Exploration Item | Wealth: 1 | Treasure |
This extremely rare gemstone is infused with magic that temporarily grants supernatural senses, but it requires substantial concentration to maintain. |
(Strategy) Revelation |
You or an ally in your occupied region gains Sightless Vision until the end of the next round. |
Glitterwine
Glitterwine | Exploration Item | Wealth: 1 |
This sparkling beverage is the result of alchemy applied to brewing. It's mostly an accident and the only positive result from the combination. |
(Strategy) Sip |
A target in your occupied region restores their Mind. |
Herbal Tea
Herbal Tea | Exploration Item | Wealth: 1 |
Brewed from a mixture of traditional tea leaves and a collection of rare herbs, this tea lifts fatigue, soothes frustration, and restores alertness. |
(Strategy) Sip |
A target in your occupied region restores their Resilience. |
Lodestone
Lodestone | Exploration Item | Wealth: 1 |
The magnetic properties of these special stones are invaluable for discerning which direction you're facing when underground. |
(Strategy) Discern Direction |
Draw three cards. You can only play this card in dungeon settings. |
Meditative Incense
Meditative Incense | Exploration Item | Wealth: 2 |
A variety of incense can serve this function. Some come from alchemical labs, though the more popular forms are blessed within certain temples. |
(Strategy) Burn |
Gain +2 Mind. |
Panacea
Panacea | Exploration Item | Wealth: 1 | Treasure |
This rare potion can cure any disease recently acquired, and the carafe even refills the substance on its own after a time. |
(Strategy) Cure Disease |
You or an ally in your occupied region recovers from any one Disease acquired during this scenario. |
Potion of Competence
Potion of Competence | Exploration Item | Wealth: 2 |
The second step toward greatness is to gain enough experience to achieve a base level of competence. This concoction shortcuts that process somewhat. |
(Action) Quaff |
The next Damage roll you perform against an Obstacle gains +1d6. |
Potion of Effort
Potion of Effort | Exploration Item | Wealth: 1 |
The first step toward greatness is putting in the effort needed to reach your goals. This concoction provides the energy and motivation to do so. |
(Action) Quaff |
The next Damage roll you perform against an Obstacle gains +1d4. |
Potion of Prowess
Potion of Prowess | Exploration Item | Wealth: 5 |
The final step toward greatness is applying your mastery to the proper circumstance and situation. This potion grants such applied mastery. |
(Action) Quaff |
The next Damage roll you perform against an Obstacle gains +1d12. |
Potion of Skill
Potion of Skill | Exploration Item | Wealth: 3 |
The third step toward greatness is improving your techniques through trial and error. This potion functions essentially as bottled knowledge. |
(Action) Quaff |
The next Damage roll you perform against an Obstacle gains +1d8. |
Potion of Talent
Potion of Talent | Exploration Item | Wealth: 4 |
The fourth step toward greatness is making your efforts so instinctive that you habitually perform well. This potion creates such efficiency of action. |
(Action) Quaff |
The next Damage roll you perform against an Obstacle gains +1d10. |
Prism Stone
Prism Stone | Exploration Item | Wealth: 2 |
Adventurers use these shining bits of crystal to mark the way through treacherous places. The magics are similar to that of the Fairy Fire spell. |
(Action) Guide the Way |
A target Obstacle suffers -2 Power and -2 Resilience. The target cannot play a Reaction against this Action. |
Sparkle Powder
Sparkle Powder | Exploration Item | Wealth: 1 |
This popular refined substance, created from a combination of the alchemical and herbalist disciplines, reverses certain curses and afflictions. |
(Strategy) Sprinkle |
A target in your occupied region restores their Power. |
Survival Pack
Survival Pack | Exploration Item | Wealth: 1 |
To survive out in the wilderness, you need supplies. Foraging is risky and takes time; best to bring the proper tools and essentials with you. |
(Strategy) Browse |
Draw three cards. You can only play this card in wilderness settings. |
Sylph Water
Sylph Water | Exploration Item | Wealth: 2 |
Drawn from the springs of faery realms, this sparkling liquid grants an instinctive awareness of nearby dangers. |
(Strategy) Sip |
Gain +2 Resilience. |
Talespinner's Ink
Talespinner's Ink | Exploration Item | Wealth: 1 | Treasure |
While writing tales with this magic ink doesn't grant the author precise control over the future, it does confer the ability to generate high drama. |
(Strategy) Weave Tales |
You and your allies gain +2 Power and suffer -2 Resilience. |
Trail Rations
Trail Rations | Exploration Item | Wealth: 1 |
Crusty bread, nuts, and dried meats and fruits are the common cheap trail rations widely available. |
(Strategy) Dry Snacks |
A target in your occupied region recovers 1d6 lost EP. |
Trainee Incense
Trainee Incense | Exploration Item | Wealth: 2 |
The aroma of this special incense promotes alertness when performing tasks. It's commonly used during training and by guards on long watch. |
(Strategy) Burn |
Gain +2 Power. |
Triffid Nectar
Triffid Nectar | Exploration Item | Wealth: 2 |
This pungent yet sweet nectar is rather hazardous to collect, making it a valuable delicacy when used for culinary purposes. |
(Strategy) Taste |
Gain +2 Skill. |
Vaccine
Vaccine | Exploration Item | Wealth: 1 | Treasure |
The alchemy and magics that power this rechargeable substance protect from any disease, but their effects are also short-lived and limited. |
(Strategy) Prevent Disease |
You or an ally in your occupied region is immune to the next Disease effect applied this scenario. |
Interaction Item Entries
Alchemic Soda
Alchemic Soda | Interaction Item | Wealth: 1 |
This tasty beverage was designed to cure certain maladies, but the flavor and fizzy nature made it a big hit among merchants as a treat. |
(Strategy) Drink |
Gain +2 Power. |
Blackmail Material
Blackmail Material | Interaction Item | Wealth: 2 |
It is irrelevant if the material is truthful. All you need is something that could convince others in order to make a proper threat. |
(Action) Suggest Compromise [Persuasive] |
If you fail the opposed roll, take 2d4 damage. |
Argue | 3d4 |
Special | Advance the Debate Counter one notch toward victory. |
Cheap Bribe
Cheap Bribe | Interaction Item | Wealth: 1 |
Being frugal with a bribe is risky and generally only works on the greedy or desperate. |
(Action) Bribery [Charming] |
You may add enhancement dice from your Augment to this Action. |
Argue | 1d6 |
Damage | 1d4 |
Special | The target suffers -1 Power, -1 Mind, and -1 Skill. |
Coffee
Coffee | Interaction Item | Wealth: 1 |
In some cultures the coffee vendor is a noble profession, celebrated as a local hero upon delivery of the wondrous black nectar. |
(Strategy) Sip |
Draw 2 cards. |
Common Bribe
Common Bribe | Interaction Item | Wealth: 2 |
There are few problems that can't be fixed by flipping enough coin. |
(Action) Bribery [Charming] |
You may add enhancement dice from your Augment to this Action. |
Argue | 1d8 |
Damage | 1d6 |
Special | The target suffers -2 Power, -2 Mind, and -2 Skill. |
Docility Whistle
Docility Whistle | Interaction Item | Wealth: 1 | Treasure |
One of the rare cursed whistles, this one imposes a sense of calm agreeableness to both the user and its intended target. |
(Action) Whistle [Comical] |
You and an enemy in your occupied position suffer an amount of damage of your choice up to your current WP. The target may roll Defense against this damage. Advance the Debate Counter one notch toward defeat. |
Drama Whistle
Drama Whistle | Interaction Item | Wealth: 1 | Treasure |
Most infamous of the cursed whistles, this small instrument has been responsible for escalated conflict, rapid engagements, and much more. |
(Action) Whistle |
Until the start of your next turn, all movements of the Debate Counter are doubled (in either direction), and the Debate Counter cannot advance to the minimum or maximum position. You cannot play this Strategy if the Round Limit will be reached at the end of this round. This Action is non-hostile. |
Evidence
Evidence | Interaction Item | Wealth: 2 |
Common sleuthing gear includes alchemical lenses, several types of enchanted dust and dusting tools, and magic shells that can play back sounds. |
(Strategy) Present Case |
During your Action Phase on this turn, you can play both an Action from equipped Expertise as well as an Action card from your hand. Suffer -1 Skill. |
Expensive Bribe
Expensive Bribe | Interaction Item | Wealth: 4 |
Everyone has a price. The question is whether that price is worth paying. |
(Action) Bribery [Charming] |
You may add enhancement dice from your Augment to this Action. |
Argue | 1d12 |
Damage | 1d10 |
Special | The target suffers -4 Power, -4 Mind, and -4 Skill. |
Flask of Ale
Flask of Ale | Interaction Item | Wealth: 1 |
This cheap social lubricant comes in many varieties, though it's rare to see more than a few available at a time in any one place. Each locale has its specialty. |
(Strategy) Quaff |
Recover 2d4 lost WP. Suffer -1 Mind. |
Flask of Fairy Wine
Flask of Fairy Wine | Interaction Item | Wealth: 3 |
Scholars rigorously debate whether this drink was in fact invented by the fae. Regardless, its potency is quite high despite its delicate sweet flavor. |
(Strategy) Quaff |
Recover 1d20 lost WP. Suffer -1 Mind. |
Forged Documents
Forged Documents | Interaction Item | Wealth: 1 |
The trickiest part of the forgery process is replicating the official seal. The easiest way to do this is purchase stolen seals from the black market. |
(Action) Profess Authenticity [Persuasive] |
If you fail the opposed roll, take 1d4 damage. |
Argue | 1d10 |
Special | Advance the Debate Counter one notch toward victory. |
Garlic
Garlic | Interaction Item | Wealth: 1 |
This pungent plant provides protection against supernatural enthrallment as well as the more mundane form. |
(Strategy) Nibble |
A target in your occupied position restores their Mind. |
Idea Whistle
Idea Whistle | Interaction Item | Wealth: 1 | Treasure |
One of the rare cursed whistles, this one causes an extreme rush of social inspiration, but short-term memory takes a massive hit. |
(Action) Whistle |
Until the end of your next turn, entities that draw cards draw 3 cards at the start of their turns rather than 1, but their Hand Limits are reduced to 1. These effects override any from Mind levels and other effects. This Action is non-hostile. |
Mint Candy
Mint Candy | Interaction Item | Wealth: 1 |
Precious mints convey both fresher breath and a sharper mind, making them a valuable part of the diplomat's kit. |
(Strategy) Chew |
A target in your occupied position restores their Resilience. |
Mojo Berries
Mojo Berries | Interaction Item | Wealth: 1 |
These berries are widely believed to confer success at romantic endeavors. They do alleviate social anxieties, so that's not too far from the truth. |
(Strategy) Eat |
You or an ally in your occupied position restores their Skill. |
Peace Leaf
Peace Leaf | Interaction Item | Wealth: 2 |
After famously helping to avert a ruinous civil war, use of this plant became a part of diplomatic rituals within the Kingdom of Ilenia. |
(Action) Smoke |
Gain +2 Resilience. |
Perfume
Perfume | Interaction Item | Wealth: 2 |
Popular tales hold that alchemy was discovered by a perfumer who happened upon compounds that provided more than pleasant aromas alone. |
(Strategy) Apply |
Gain +2 Skill. |
Prayer Offering
Prayer Offering | Interaction Item | Wealth: 2 |
Each diety has a suite of preferred offerings to select from. Very few dieties accept no physical offerings at all. |
(Strategy) Offering |
Gain +2 Mind. |
Quality Bribe
Quality Bribe | Interaction Item | Wealth: 3 |
Bribes are most effective with the right information. What works on one may offend another. That information, too, tends to come at a price. |
(Action) Bribery [Charming] |
You may add enhancement dice from your Augment to this Action. |
Argue | 1d10 |
Damage | 1d8 |
Special | The target suffers -3 Power, -3 Mind, and -3 Skill. |
Royal Seal
Royal Seal | Interaction Item | Wealth: 3 |
Such seals are incredibly difficult to come by. Is this a stolen or copied seal? Or did you earn this through legitimate means? |
(Action) Royal Command [Persuasive] |
If you fail the opposed roll, take 3d4 damage. |
Argue | 3d6 |
Special | Advance the Debate Counter one notch toward victory. |
Secret Message
Secret Message | Interaction Item | Wealth: 1 |
There exist many ways to covertly send messages to nearby allies. A popular one involves breaking a small shell in a pocket to grant temporary telepathy. |
(Strategy) Relay Message |
You cannot play an Action this turn. During your Action Phase, choose an ally. That ally may immediately play an Action from your equipped Gear or from your hand, even if the ally lacks Training or Abilities to play the Action. |
Sparkle Tonic
Sparkle Tonic | Interaction Item | Wealth: 1 |
Derived from an herbal and alchemical powder made into a drink, this terrible-tasting tonic gives a short boost to linguistic wit and social alertness. |
(Strategy) Gulp |
A target in your occupied position restores their Power. |
Tincture of Clear Thought
Tincture of Clear Thought | Interaction Item | Wealth: 1 | Treasure |
This alchemical concoction requires very rare ingredients. As such it's rarely found in stores, instead made to order when ingredients are supplied. |
(Strategy) Use |
Discard your hand. Draw 5 cards. |