Escape to Baldur’s Gate

DMs will require a copy of the AD&D adventure Treasure Hunt to run this scenario. You might be able to pick up a physical copy on e-bay (quite handy – for the DM’s aids), failing that you can get a watermarked .pdf at

This scenario marks the first act in an epic trilogy, following the heroes’ escapades as they journey to the city of Baldur’s Gate, becoming embroiled in all manner of intrigue and danger before culminating in the dramatic events of Murder in Baldur’s Gate. You might even guide players in developing aspects that lead into that adventure, giving their characters motivation for traveling to the city, for example:

  • You are something of a renaissance man, fascinated by engineering and the sciences and have come to the city on a pilgrimage to visit the High House of Wonders where devotees of Gond Wonderbringer are said to be pioneering a great, new age of technological marvels.
  • You lost a half-sister to the lure of the big city and reputedly, the oldest profession of them all. You have not heard from her in years but you’re sure that she’s here in Baldur’s Gate.
  • You are here to call in a favour from a fence and drug-baron named Dimetrios, known among the criminal fraternity of the sword coast as the Chessentan. You saved his kneck some time back and he owes you one – although he might not see it that way!
  • You have been plagued by visions of the dead god Bhaal, lord of murder and assassins. You can’t be sure what exactly the visions are telling you but they all seem to point to the city-port of Baldur’s Gate.

Finally, while the original scenario Treasure Hunt is a lot of fun – a great introduction for first-time players as was it’s intent – the writing is in many places confusing and sometimes, horrendously bad. DMs are encouraged to extemporise around the original text and be prepared to  paraphrase liberally during the lengthier sections.  The read-alouds provided here in some cases are intended to replace the original text.

N.B. Here Be Spoilers!: The information detailed below is for the eyes of Dungeon Masters only. Prospective players should click away now!



Escape to Baldur’s Gate –

Slaves; on board a pirate galley – bound and shackled, with no real clue as to your final destination. Dark rumours of a slave-port to the west. To add insult to injury the keys to your chains hang from a hook right by the hatch, less than six feet from your bunk – gallows humour.

Then there’s the weather. Vicious squalls, appearing out of nowhere overnight have pounded the ship for days, tossing her about like a piece of corkwood on the savage waters. The pirates have been forced to draft in most of your fellow captives to replace oarsmen lost to the storm. By this stage the only other remaining slave is a debutant and merchant’s daughter named Melissana.

Then, as you wait for some sign of life from above-deck your ears are shocked by an enormous crash – a grating, grinding and horrible shuddering of wood as the ship runs aground. Above you the sound of snapping spars and a great crash that can only be the mast coming down. You’re thrown toward the bow, but the chains hold taut, bruising your wrists. The impact shatters the bow of the galley, before tearing it away entirely as the ship comes to a halt against a huge rock. The hold fills immediately with air so cold it numbs your skin.

Now, only the low moaning of wind and the pounding of surf.


DM’s Note: Regarding the read-alouds presented here, try not to lead into them with too much exposition or improvised dialogue – many of them naturally lead into the scenario’s big scenes!

Episode 1: Sea and Storm

Melisanna’s Story: “We were staying at a small inn by the sword coast – my fiancee and I, along with our chaperone when the corsairs raided. They press-ganged every able young man in town. Danilo offered them money, a ransom for all three of us but the pirates laughed and said his coin was only good enough for one. I remember how he looked at me, apologised and then went to his purse. How fickle love is…”

Outside the Galley: You appear to have to come aground by a small cove – beneath you, grey sand and pebbles, above you, black roiling clouds. Night or day? It’s impossible to say. The rain pelts down, stinging like arrows.

In between howls of wind, snatches of music reach your ears, an old sea shanty: “Yo ho ho and a bottle of rum, a pirate’s life for me!”.

Exposure: Because of the arduous nature of their experience, every Player Character begins play with one mild consequence – Cold and Hungry. For every hour that they spend in or around the wrecked galley, compel to force a defend action (Brute, Fair), against the elements taking stress upon failure.

It may also be compelled against one or more characters as they attempt to climb the low cliffs by the wrecked ship’s stern – or, if you want to inject more drama into the scenario you could compel Halfkris’ escape, either away from the wrecked galley (allowing him to re-appear and complicate matters later on), or into the aft-hold – permitting him to re-emerge and threaten the PCs’ lives using the heavy crossbow contained there-in.

Episode 2: Battle on the Hill

First Impressions of the Island: Even if the clouds were to break, it’s unlikely they would reveal anything green. The hilly badlands of the isle seem to be home to nothing but ugly brush and scrubs.

PCs can make overcome actions (Survivalist, Good) to discern north from south in relation to the isle’s topography.

Climbing the Hill: PCs can make overcome actions (Survivalist, Great) to make an informed decision as to the best route towards the sound of battle. Remember, it is Very Dim – PCs will be unable to tell if it is approaching dawn or after twilight and actions depending on good visibility will be affected consequently.

PCs looking to create an advantage and Take Cover will find point C much more favourable.

Fight in the Ravine: Below you, the earth dips into a ravine that stretches for hundreds of yards in both directions seperating this line of hills from the next ridge; and as you have suspected there is a battle raging below you.

On one side, a dozen goblins (wiry raiders with sharp faces), and to the right, a posse of six hulking orcs, holding a line between the boulders that lie at the foot of the hill. The goblins have archers stationed on the ridge, on both sides, giving them a couple of feet of elevation above the battle. All the combatants are dressed like sea-pirates.

Bouldering: Treat any rolled boulders as extras (improvised weapons that do a bonus 3 shifts of damage).


The Goblin/Orc Beach: Gently-sloping dunes, covered in reeds and spikey grasses at their highest points roll down to the sandy beach below you – the goblins/orcs could scarcely have picked a better spot to land.

The orcs: Six orc galleys are beached here, painted in fearsome tribal motifs – and surrounding the fleet, a freshly dug ditch in the sand – spiked with cheval-de-fris, cut from the scrub trees that grow on the island.

It is possible that the PCs witness the arrival of the orc sea-priestess here. See Episode 6, Timing the Finale.

The goblins: Eight small galleys with decks for oarsmen have beached here, on a sizeable headland extruding from the island’s (eastern?) coast. Overlooking the make-shift harbour to your right – a natural escarpment, made of broken cliffs and steep dunes is trailed by small parties of goblins, tending to camp. The presence of goblins is everywhere, at work by the ships, tending to fires or just sleeping. It might be impossible to determine their exact numbers.

Episode 3: Temple of the Goddess

On With the Adventure: The old man – “You know there is a goddess who watches over this island?”

Villedel knew it, and his followers who settled here. They worshipped her – and she afforded them as much protection as she could – she kept me alive all these years. I hear her sometimes, at night, in dreams, whispering to me.”

The orcs sacked the temple, maybe three days ago; heathens! But as they pillaged the sky grew angry and the goddess spoke to them in a voice of thunder; ’twas then that the storm came. The reavers turned tail and never returned. They are deathly afraid of the place! But pious youths such as yourselves, bearing no ill intention, have nothing to fear from the goddess’ wrath!”

“Come let us make shelter, that storm will never cease so long as those goblins defile the island.”

Outside the Temple: The wind blows hard at your back as you draw near the temple hill, flattening the grass in patches and tearing at the scrub. There is the temple, high above you, silhouetted against the new moon; the first indication that night-time has come.

You hike perhaps a hundred yards up the broad slope of the hill before coming level with the temple itself. The old man turns to smile at you…


The building before you as Keestake relates, was doubtless a beautiful temple in it’s day…


Once the characters have enjoyed a brief rest they may each make individual overcome actions (Brute, Fair), to remove the Cold & Hungry consequence acquired earlier. No teamwork benefits are permitted.

PCs may attempt to engineer improvised torches from the wood and materials found in the temple. Poor attempts might see results carrying negative aspects, suitable to be compelled later on.


The Goddess’ Words: “Mortal, why are you here in my temple?”

The orc raiders who came here, tribesmen of the Hak-kubra have defiled my sanctuary. Though pirates and sea-men have fought here in the past they never trespassed on what is sacred. These orcs on the other hand have stained the island.”

I am Chauntea and I have watched over this isle ere the dawn of man but at night-fall, tomorrow I will destroy it. If you are fled by then I will promise you this, that your craft will not be touched by the storm that I bring.”

Often the fate of man is cruel. I can offer you this mercy – there are artefacts on the island, they carry enchantment. You will be able to wield this magic as if you had trained, as a priest or priestess.”

Go mortal and heed my warning!”

Episode 4: Manor of the Sea-King

Daybreak: Keestake,“So, I hear you’re after the island’s holy artefacts, eh? The Sea-King had many treasures, some the rich rewards of conquest, others came as gifts and tribute. The pirates plundered much of it, when first the island was sacked but some treasures likely remain.”

There was a wand the Queen had, a simple crimson wand, made of holly-wood, and like a water-dousers stick it would tremble and come to life when’er it was near a royal treasure! Of course such things be sacrosanct and don’t belong in the greedy hands of plunderers!”

Peculiar Behaviour of the Orcs and Goblins: As mentioned in the adventure’s text – PCs may query why the raiding forces of both goblin and orc are not waging outright war upon each other. If they successfully create an advantage they can learn of The Pirates’ Code. While not necessarily unique to the Korinn Archipelago, it is none the less a fact of life that on the sea of swords that often pirates obey a sort of diplomatic code of conduct that keeps murderous quarreling to a minimum.

Queen’s Quarters: The sitting-room – This is, or perhaps was – a handsome chamber-room; reasonably spacious. Once again you spy the marks left by pillaging, deep gashes and scrapes on the oak paneling, frayed bits of carpet and mouldering wall-hangings; some of the floor-boards have even been pried up.

The bedroom – A mob of rather animated goblins has gathered on the old four-poster bed in the centre of the room. Shards of broken glass cover the floor, by the feet of a defaced mirror and in the far corner a terra-cotta bath-tub is partially hidden by a folding screen.

One of the goblins has something in his hand, an object that is causing much excitement among his fellows.

King’s Quarters: Keestake folds his hands reverentially, “These quarters were Villedel’s…”.

The antechamber, once beautiful; is in a state of decay. Setees and chairs that would have once seated visiting dignitaries or the Sea-King himself have been rent asunder.

The sitting-room – Inside the sitting-room you can’t help but notice how vicious the vandalism has been here. The walls are painted with axe-cuts and deep gouges – and at the far side, what was once a wooden writing desk is now bits of broken compartments and smashed chairs.

Keestake’s Quarters: Keestake begins to despair when he sees the destruction that has been visited on his old room. Not only has an entire set of expensive,antique furniture been vandalised but looters have gone through everything – turning over a set of drawers, an old armoire, bed, table and chairs. The old man begins to whimper loudly, hands open, extended to the heavens!

However PCs manage to deal with the old man’s sudden grief, they at least manage (with or without Keestake’s help), to unearth some wax candles and old, metal holders to aid in exploration.

Chapel: This is a small chapel or oratory devoted to Chauntea. The plastered walls and religious frescoes depict scenes from legends associated with the goddess. Both sides of the floor are lined with wooden benches. The room is, notably; unmarked.

Gallery: You guess this room was once a gallery and on the walls some picture frames still hang, wooden and inexpensive looking. The canvases they once held are noticeably absent and there are plenty of empty hooks on the walls where larger paintings once hung.

Episode 5: Into the Catacombs

Keestake Loses His Mind: Soon after emerging from the shaft you hear the noise of your pursuers above you, echoes of steel banging against steel, clanging of heavy boots on the iron rungs. A panicked Keestake makes a dash for a lever by the wall nearby, throwing the weight of his whole body against it. “Help me; and by the gods we’ll seal the buggers in!”

With or without the PCs’ intervention Keestake if left to his own devices will eventually manage to pull the lever, though the feat leaves him exhausted.

After the trap is sprung; After a minute, the choking cloud of dust finally subsides and you’re able to breath again the dank air of this oppressive chamber. The walls are carved from bed-rock, rough-hewn and solemn looking. The rest of the chamber seems to be partitioned into three store-rooms…

5. Collapsing Trap: Spotting the trip-wire in the dim light takes a (Marksman, Good) overcome action. Avoiding the falling crates requires a (Acrobat, Great) overcome action. Failure results in a moderate physical consequence being taken.

9. Stores and Giant Rats: PCs actively searching the room will uncover, propped behind stacked crates or by some rubble at least a pair of usable blunt, work-tools, e.g. a pick-axe or heavy hammer – while they have Seen Better Days, they can still function as heavy weapons or be put to use on some other project.

11. Underground River Trap: Identifying the buckled and sagging stones laid into the floor that mark this trap requires a (Survivalist, Fair) action. PCs reacting to the sprung trap must make an (Acrobat, Good) action. The fall demands upwards of three overcome actions to the PC’s reactions, (Acrobat, Good).

13. Crossbow Trap: Overcome (Survivalist, Good) to notice the wire on the gate. Trapped PC must make a defend action against active opposition (Acrobat, Great) or take physical stress.

Episode 6: Break-In

The Crypt: You emerge into an enormous chamber – part natural cavern, part man-made crypt. There are areas where the walls and floor have clearly been smoothed by the work of masons and then there are vast tracts where the natural textures of the bed-rock become visible as you hold a light to them.

Of immediate interest to you is the three, maybe four niches along the left side of the tomb. You have reached the crypts of the Sea-King’s royal family – and perhaps rather fittingly the faint sound of rushing water reaches to your ears.

17 – 19: These crypts, each about twenty ft. across – in a very rudimentary state, were never finished as the king and queen met an untimely end at the hands of sea-reavers.

The animated bodies of the royal king and queen rise up and attack if any of their posessions are physically touched or moved by a character.

Prince Horedel’s Crypt: The prince’s mausoleum is stately looking and beautifully-finished – delicate relief carvings depict the sporting pass-times of the prince, as a young knight and like his father – a great sailor. The stone crypt has been built right into the walls of the bed-rock and there is no point of entry that you can see.

On the front of the tomb, a bronze plaque, professionally engraved reads…


-Prince Horedel’s Mausoleum-

Aspects: Gives Me The Spooks; Stone Crypt

Professions: Great (+4) Brute

Stunts: Made of Stone – The prince’s crypt can handle two severe physical consequences.

Physical Stress: ❏❏❏


21. Make an overcome action (Scholar, Good) to notice the artificial wall: You notice that a broad section of the south wall, where the stone is discoloured and particularly smooth has to be artificial – the work of stone-masons. The borders around this section also suggest that the chamber was artificially widened here.

Opening the Exit: PCs must make successful overcome action (Marksman, Great) to spot a hidden button, disguised as a simple brick at chest height by the right border of the artificial wall – You hear the squeaking and grinding of old wheels and pulleys, there’s a boom as a great weight drops somewhere, then another and the wall collapses outwards, spilling out into a hidden cove. There is a tremendous splash of sea-water followed by driving rain as the wind whips around the sea-stacks that mark the edges of the new-found bay. You’re looking out into the sea of swords and it’s almost night.

Getting at the Boat: The prince’s mausoleum has two severe physical consequence slots. Inflicting one severe consequence will open a man-size hole in the chamber but it will take another to widen it sufficiently to get the boat out.


Timing the Finale: At the DM’s appointed time – if the PCs are in rude health and well-equipped, force them to fight as they attempt to open Prince Horedel’s crypt. The pursuing force is small at first – agile goblin raiders who took the lead – but there is a constant trickle of reinforcements and eventually, once the PCs get their hands on the boat, an orc sea-priestess enters (with at least one orc commando as her bodyguard):

More reinforcements pour through the passageway – the ominous shape of an orc-pack, leading them; an orc sea-priestess, tall and adorned with necklaces of sharks’ teeth and bone-white shells. She extends one hand outwards, as if feeling the air with it’s palm – her eyes roll back in her head, becoming totally white. The scream that follows echoes around the crypt chamber several times. “The main-landers! They have brought doom to the isle. Quickly, bring me their bones and we will offer their blood to the one-eyed god and secure his intervention!”

It is possible that PCs encounter the orc priestess at some earlier point, for example when investigating the orc beach (they may witness the pomp and ceremony that accompanies her arrival first-hand!), but she will always be accompanied by a retinue of bodyguards – double the typical orc patrol, with at least two commandos close by her side.


Creatures & Supporting NPCs

DM’s note:  The goddess who provides the dramatic impetus to escape the isle is concretely defined as being Chauntea, the Great Mother. The island of Villedel is after all, part of the great Moonshaes archipelago and of particular interest is the fact that this marks not only the first appearance of the island chain in published gaming but also, consequently the sword coast region itself (although N4 Treasure Hunt was not officially launched as a Forgotten Realms adventure – it pre-dates the launch of the first campaign set by about a year).

Keestake is a major character but don’t neglect Melisanna whose ties to the Moonshaes and cultured background could see her playing a pivotal role in the unfolding drama or as is more likely, in the scenario’s aftermath – helping explain the PCs’ eventual safe passage to Baldur’s Gate. She may become a stalwart companion, or even a love interest – who knows? DMs can also have a lot of fun with Hafkris – helping keep the pirate theme alive and well during play.

Supporting NPCs all have one mild consequence along with their stress tracks

As for the creatures, DMs are advised to read the Monster Consequences section of the Freeport Companion before play begins.


Aspects: Former Attendant to the Sea-King; Rambling On…; We Must Get to the Catacombs!

Professions: Good (+3) Rogue; Fair (+2) Acrobat, Mystic, Survivalist; Average (+1) Marksman

Melee Attack: Hidden Dagger (+3 Rogue) slashing dmg

Physical Defence: Fair (+2 Acrobat)

Physical Stress: ❏❏
Mental Stress: ❏❏❏


Aspects: Light Armour; Ruthless Slaver; So My Mama Was An Orc, What’s It To You?; Yo-Ho-Ho and a Bottle of Rum…

Professions: Good (+3) Brute; Rogue; Fair (+2) Acrobat, Marksman, Survivalist; Average (+1) Mystic

Melee Attack: Dagger, Cutlass (+3 Rogue) slashing dmg

Missile Attack: Heavy Crossbow* (+2 Marksman) +1 piercing dmg

Physical Defence: Fair (+2 Acrobat)

Physical Stress: ❏❏❏❏
Mental Stress: ❏❏❏

*After reaching the stern-hold. The heavy crossbow has the aspect Large and Unwieldly, and takes one action to reload – it can be fired against any opponent up to two zones away. Bolts may be in limited supply on the island, if DMs wish to compel.


Aspects: “It’s Getting Cold…”; Jilted Debutant; Naval Merchant’s Daughter

Professions: Good (+3) Aristocrat; Fair (+2) Scholar; Average (+1) Acrobat

Physical Stress: ❏❏
Mental Stress: ❏❏❏

-Giant Rat-

Aspects: A Rat’s A Rat; Big, Overgrown Rodent; Scared of Fire

Professions: Fair (+2) Acrobat, Marksman, Rogue; Terrible (-2) Mystic

Stunts: Darkvision – The giant rat can see in the darkest of caverns, without a source of artificial light. Opponents may not invoke darkness-related situation aspects against it.

Keen SmellThe giant rat enjoys a +2 whenever an overcome action is called for dependent on scent (this could apply to passive opposition aswell).

Melee Attack: Bite (+2 Rogue) piercing dmg
Physical Defence: Fair (+2 Acrobat)

Physical Stress: ❏❏
Mental Stress: The giant rat is taken out by a single hit


Aspects: A Sucker For Bone Marrow; Cunning Hunter; Deranged Corpse Eater

Professions: Fair (+2) Acrobat, Marksman, Rogue; Average (+1) Warrior

Stunts: Raking Claws – Ghouls can attack up to two nearby creatures as one target during an exchange without having to divide any shifts.

Special Immunity – Ghouls are considered to be immune to the magical aspects Charmed and Slowed or anything similar.

Touch of the Undead – Whenever the ghoul succeeds with style on any attack action the victim also acquires the aspect Paralyzed which lasts until the end of the following scene or until healed by magic from the School of Transmutation. Elves are immune to this effect.

Melee Attack: Fangs and Nails (+1 Warrior) piercing and slashing dmg
Physical Defence: Fangs and Nails! (+2 Acrobat)

Physical Stress: ❏❏
Mental Stress: ❏❏

-Hak-Kubra Reaver-

Aspects: Greedy Corsair; Grey-Skinned Orc; None Too Bright

Professions: Good (+3) Brute; Fair (+2) Acrobat, Survivalist, Warrior; Average (+1) Marksman, Mystic

Stunts: Darkvision – Orcs can see in the darkest of caverns, without a source of artificial light. Opponents may not invoke darkness-related situation aspects against them.

Waaarrgh! – When an orc begins an exchange one zone away from their intended target they get a +2 to their initial melee attack.

Melee Attack: Bardiche (+2 Warrior) +1 piercing dmg, Scimitar (+2 Warrior) +1 slashing dmg
Physical Defence: Fair (+2 Acrobat)

Physical Stress: ❏❏❏ +1 mild consequence
Mental Stress: ❏❏

N.B. Hak-Kubra Commandos wear Light Armour (padded pirate’s doublet or vest), and typically carry bardiches. Some orc sentries may employ spears as thrown weapons (Marksman +1) +1 piercing dmg).

-Orc Sea-Priestess-

Aspects: Guided by Gruumsh; I Believe in Magic; Voodoo Priestess of the High Seas

Professions: Good (+3) Mystic; Fair (+2) Acrobat, Brute, Survivalist, Warrior

Stunts: Darkvision – Orcs can see in the darkest of caverns, without a source of artificial light. Opponents may not invoke darkness-related situation aspects against them.

Voodoo Priestess (Mystic) The orc can cast the following spells: Arcane Sight, Alter Surface, Evil Eye.

Elemental Arsenal (Mystic) – The orc can fire magic missiles that inflict +1 lightning dmg (see the Magical Stunts section).

Melee Attack: Raking Nails (+2 Brute) slashing dmg
Physical Defence: Fair (+2 Acrobat)

Physical Stress: ❏❏❏
Mental Stress: ❏❏❏ +1 mild consequence

-Sithisila Goblin-

Aspects: Cannon Fodder; Greedy Corsair; Low-Rent Mercenary

Professions: Fair (+2) Acrobat, Rogue; Average (+1) Marksman, Mystic; Terrible (-2) Brute

Stunts: Darkvision – Goblins can see in the darkest of caverns, without a source of artificial light. Opponents may not invoke darkness-related situation aspects against them.

Nimble Escape (Rogue) – As a bonus action on it’s exchange, a goblin may create an advantage to escape a conflict or claim a +2 to remove any aspect that is preventing it from physically escaping a zone.

Melee Attack: Curved Short Sword (+2 Rogue) slashing dmg
Ranged Attack: Short Bow (+1 Marksman) piercing dmg
Physical Defence: Fair (+2 Acrobat)

Physical Stress: The Sithisila Goblin is taken out by a single hit
Mental Stress: ❏❏

N.B. Whenever possible, these goblin buccaneers will fight as mobs (see the rules on NPCs in Running The Game); however, take a leaf out of Ryan Macklin’s rules on teamwork (see his blog), and cap the bonus at the level of the relevant profession – so the lead goblin in a mob attacks with a maximum +2 bonus (Rogue).

-Zombie Sea-King-

Aspects: Accidental Zombie; Medium Armour; Ugh…, Moan… Zombie!

Professions: Good (+3) Warrior; Fair (+2) Brute; Terrible (-2) Acrobat

Stunts: Zombies Never Die… (Brute) Whenever the zombie takes a physical consequence it immediately gains a boost.

Melee Attack: Royal Mace (+3 Warrior) +1 bludgeoning dmg
Physical Defence: Can No Longer Feel The Crown Jewels! (Brute +2)

Physical Stress: ❏❏❏
Mental Stress: ❏❏

-Zombie Queen-

Aspects: Accidental Zombie; Ugh…, Moan… Zombie!

Professions: Fair (+2) Brute; Terrible (-2) Acrobat

Stunts: Zombies Never Die… (Brute) Whenever the zombie takes a physical consequence it immediately gains a boost.

Melee Attack: Undead Strength (+2 Brute) bludgeoning, slashing dmg
Physical Defence: Undead Strength (Brute +2)

Physical Stress: ❏❏❏
Mental Stress: ❏❏


Treasures of the Sea-King

The manor holds a number of treasures. Here are some write-ups that make them compatible with Fate.

Magical items have remarkable properties and some must be attuned to. If a PC has an aspect suggesting proficiency in magic – then even handling the item is enough to give them the sense that they have something extraordinary in their possession. Casting the Identify spell then reveals its properties. Alternatively, the PC may create an advantage to learn the true nature of the item. If this fails then they must wait until one scene has lapsed and try again, fail again and the PC must wait one whole session, failing further – a whole scenario must be completed before another attempt can be made. The nature of the item may decide which profession is relevant in this situation, e.g. ancient magical inscriptions may need to be deciphered using Scholar before an item’s magic becomes usable.

DMs may waive this requirement in instances where an item seems a natural fit for a character, e.g. a warrior who picks up that enchanted sword – it feels just right for her (and in this scenario – seeing as the PCs enjoy The Goddess’ Favour, DMs should be waiving that requirement throughout!).

As a rule of thumb, a creature can be attuned to no more than three magic items at any time – DMs may permit exceptions for main NPCs.

Javelin of Lightning: At the user’s discretion the javelin may be used as an attack equivalent to the Chain Lightning spell (assume the user is at least a Fair quality mage). The javelin is consumed in the process. Otherwise it’s a normal ranged weapon – attack creature in current or adjacent zone, (Marksman), piercing dmg.

Magical Scroll (Hold Person): You may cast this spell on one humanoid that you can see in your current or adjacent zone – attack action: caster’s spell-casting profession vs. Mystic, if successful the target becomes Paralysed until the end of the scene (he may still use a Mystic action to free himself on successive exchanges). Also, the caster acquires the aspect Concentrating Intently for the duration of the spell.

Magical Dagger, +1 vs. creatures larger than man-sized: The Sea-King’s dagger grants two free boosts on attack actions per session.

Potion of Super-Heroism: The potion grants a +1 to the user’s Brute score along with the aspect Super-Natural Strength with two free invocations. These effects last for the duration of the scene.

Wand of Magic Detection: See the Detect Magic spell in the Freeport Companion. N.B: the wand is old and Slowly Losing it’s Charge.