6 Magic Nails
I'm working on a follow-up to my torch post, but it has exploded a bit and I need to make some smaller posts so I stop racking up penance.
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Magic nails are a mainstay of Brigand wise women, the only members of the community allowed to run a forge.
- A three inch gold spike marked with the runes for "Hospitality". Wrap it in your hair and surruptitiously pin it to a watchman's robe for favourable treatment by the law.
- An inch-long platinum spike whose head is marked with a closed eye. Drive it into the forehead of the recently deceased to absolve them of sins before their god.
- A six inch long iron spike with a prayer to the earth and air spirits. Drive it into a wall you plan to climb. As long as you take necessary precautions, you will not fall.
- An electrum nail formed in a spiral. Pierce through your hand as you enter the ocean. In 1d6 hours, an ancient, titanic blue velvet crab arrives (HD 20, AC 0, MV 60, Attack as Titanic Claw). It will willingly carry you on its back for one trip across the ocean, swimming at its normal pace.
- A glass nail with four sides each marked with the initial of an element. Worn on a string around the neck, this grants +1 to saving throws against elemental damage. Once per day it can be rolled like a die to gain +2 protection against one random element instead.
- A thin tin nail with the first rune of "Fix" stamped on its head, coated in a sticky red residue. Hammered into a broken object, that object functions as if it were whole. Each dawn there is a 1-in-6 chance the object ceases function.
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Reading: Werebeasts of Hel by Asa Drake
Listening: Starship Velociraptor by Galactikraken