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Court of Thieves
Description: On the moldy shores of the Wreckwater hunch the last, dilapidated remains of Nereid Dam . Even flights of bats and the teeming reptiles of the murky water refuse to linger among the crumbling gray stones of the tower that yet stands . Overgrown and abandoned, its wooden floors long rotted and fallen, the two-story tower is a husk thick with dust and ages-old debris . Yet when the wind blows across the river and through the sagging ruin, the tower creaks and groans with its own regretful song . And sometimes, some say, a voice moans over these sounds of decrepitude—a hollow, tortured sigh ever calling, “Why?”
While within the boundaries of a bussengeist haunt, no character can use a luck reroll from a luck feat (page 72) or an action point (from the eberron Campaign Setting) .
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Prerequisite: A character must be suffering from the effect of a curse or ill luck to make use of a bussengeist haunt.
Location Activation: A character must spend at least 10 minutes describing her problems, curses, or afflictions while within the boundaries of a bussengeist haunt . At the end of this declaration, she gains the benefit of the location . The character must be able to confess her own problems aloud; thus, a silenced, petrified, or otherwise muted character cannot receive its ability .
This spiritual unburdening attracts the attention of 1d4 spirits chained to the area (plus one additional spirit for each creature after the first seeking the location’s benefit) . These spirits manifest in a variety of forms, most commonly as allips, ghosts, or spectres, depending on the level of the characters who enter . The apparitions are the remnants of those whose acts doomed so many and created the bussengeist haunt . They are not malicious but seek forgiveness for their actions from any who will listen . Their terrible forms can make conversation difficult, with confrontation all too common . Characters who do manage to communicate with these spirits and hearken to their tales can convince the undead to leave them in peace .
Recharge: Any character who enters and activates a bussengeist haunt can acquire its special ability, and multiple characters can do so at the same time . A character can return to remove a later curse . Each time requires dealing with the resident spirits, however .
Special Ability (Su): A character who confesses her worries and problems to a bussengeist haunt casts them away, her magical afflictions subsumed into the existing ill will of the location . Treat this effect as if break enchantment had been cast on the character .
All who benefit from a bussengeist haunt, though, become infused with a portion of the negative emotion and foul stigma associated with this location . This dark energy applies a –1 penalty on attack rolls, saves, and checks and prevents the character from using any luck rerolls or action points for the next 7 days .
Duration: The break enchantment effect is instantaneous, while the dark energy lingers for 7 days .
Variation: A bussengeist haunt might appear in any of a number of forms . Any place that holds the psychic residue of a great tragedy might be a focal point for ill emotions, such as the boarded-over office of a neglectful regent, a wizard’s workplace housing a still-open portal to the
Elemental Plane of Fire, or a charred druidic circle .
Ability Value: 1,000 gp . ChaMPIon’s CroWn
Blood-soaked and forever reverberating with the screams of countless wild crowds, the champion’s crown is the goal of every gladiator and sporting competitor, the summit of athletic accomplishment . A steep ziggurat festooned with laurels and the weapons of past heroes, the champion’s crown dominates one end of the imperial coliseum, a distant but everpresent goal . The adulation of a crazed crowd and the invigorating soul of triumph lend this site its power .
Lore: Characters with ranks in Knowledge (local) can research the champion’s crown to learn more about it . When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs .
DC 10: The champion’s crown is the podium of victors at the coliseum .
DC 15: The champion’s crown has numerous tiers used in varying sporting events, but the pinnacle is reserved for those who have accomplished the greatest feats and who have gained the adoration of the crowd .
DC 20: The weapons of past victors adorn the champion’s crown. It is said that these weapons and the spirits of past champions guard the ziggurat against the unworthy and cheaters who attempt to ascend .
DC 25: The champion’s crown is far older than the coliseum . It was once used as an altar by some nameless cult for ceremonial battles and ritual bloodlettings .
Description: Towering over 60 feet tall, the champion’s crown is a black stone ziggurat pierced with numerous gigantic nails of rusted iron . Covering its surface are images of gory battle, and in places, grisly sacrifice . Much of this dark imagery is covered over with laurel garlands, lengths of blue cloth, and the weapons of past champions, some ages old . At 10-foot intervals, one on each side of the structure, are platforms made to honor lesser champions and lower-ranking athletes . These rostrums each correspond to specific rankings, well known by visitors .
Prerequisite: Only a creature that has fairly achieved some great victory in the coliseum, sparked the adulation of a full crowd, and climbs to its highest platform can gain the benefit of the champion’s crown . An official, priest, or master of ceremonies presiding over the coliseum determines who is worthy of such prestige .
Rarely is someone allowed to scale the champion’s crown after only one appearance . This place of honor is reserved for one who has participated in a championship and bested all comers or performed a feat of prowess never before witnessed on the coliseum floor .