Each stop in your journey has a treasure to collect. These are the treasures you collect and the skills they help you with if you succeed at your stops.
There are two ways to succeed:
If you are following the story and rolling for your successes, a win will grant you the treasure.
If you are choosing NOT to follow the story, you can count the treasure collected once you have completed the prompt.
*Gaining Advantage on a roll means you are allowed to roll TWICE and take the higher of your rolls.
+1 Wit
This necklace gives the wearer the ability to briefly control gravity once per day.
+1 Luck
The mirror can be asked once a day, "What am I not seeing?" and it will show a brief vision of a hidden truth.
+1 Stealth
Flipping the hourglass rewinds the last 6 seconds, undoing an action, attack, or failed check. The user remembers what happened, but no one else does.
+1 Stealth +1 Luck
The spirit, feeling indebted to you, remembers the seas from its lifetime and can provide clues about routes, monsters, hidden islands, or lost treasure.
+1 Vigor +1 Wit
Drips with a paralyzing poison that never seems to run out.
+1 Vigor +1 Stealth
Gives the owner the ability to breathe underwater for several hours and swim three times as fast as normal.
+1 Wit +1 Luck
Before making a roll, declare that you're being reckless. On a success, you get +2 to your roll. On a failure, it is -2.
+1 Vigor +1 Luck
If the wearer is in an ocean, they can summon a spectral sea serpent beneath themselves, which they can ride safely through the water.
+1 Stealth -1 Wit
While wearing this, the wearer gains advantage* on stealth checks. Unfortunetly though, you become so focused on not being seen, you stop paying attention to everything else.
+1 Wit -1 Vigor
Gain advantage* on wit checks while wearing these. They are great for revealing hidden writings, traps, and items. However, you become frail and distracted while wearing them because you are too focused on all the fun secret things.
+1 Luck -1 Stealth
If a person chooses to drink a sip of this, they gain advantage* on luck checks. It is as if reality itself has decided to give them another chance. Sadly though, it comes with a side effect of uncontrollable sneezing, making hiding impossible.
+1 Vigor -1 Luck
While holding this, gain advantage* on vigor checks. Holding this not only makes you immovable by outside forces, but also will temporarily trap a target of your choice. Unfortunately, it does seem to steal your luck, as if it has a karma check.
+1 Stealth
The wearer can see through illusions, disguises, invisibility, and magical deception.
+1 Vigor
When punching someone, the ring will take the opportunity to also take a bite of them.
+1 Vigor
Slicking this on a weapon will cause anyone hit with it to become struck with fear, facing their worst nightmares in their mind.
+1 Luck
Allows the owner to flip it to change the outcome of a skill check. The new result must be accepted. Can only be used once.
+1 Wit
The wearer can call a nearby sea creature to their aid. What answers depends on the waters they're in.
+1 Wit
The wearer can ask one of the souls a question about a person, place, creature, or object they've encountered. The answer is truthful but limited to what that soul knows.