Lore: This artifact was forged during the “Summit of the Silver Winds,” a historical peace conference between a clan of Wind-Monks and a cabal of Lunar Druids. The negotiations were fraught with paranoia until a neutral alchemist fused the Potion of Whispering Winds with Tranquility Almond Oil. The result was a substance that enforced peace not through law, but through biology and physics. The oil calmed the blood of the warlords, while the wind-magic carried their whispered conspiracies directly to the mediator’s ear. It is now a favored tool of the “Pacifier-Spies” of Saṃsāra, agents who end wars by soothing the aggressors and stealing their battle plans in the same stroke.
Description: A slender, elegant vessel carved from blue alabaster that feels weightless in the hand. The stopper is a silver feather that must be twisted, not pulled, to open. Inside, the liquid is not oily or watery, but a “heavy gas”—a swirling, pearlescent fluid that moves like slow smoke. It glows with the pale, comforting light of a full moon but smells of a storm approaching over a field of lavender. The cruet slowly refills itself over time, drawing moisture from the air and moonlight.
Stats
- Tier: 2
- Rarity: Rare
- Weight: 0.5 lbs.
- Capacity: 5 Doses (Regenerates 1 dose every 4 hours exposed to open air).
- Skill Affinity: Insight, Perception, Medicine.
- Value: ~1,800 Gold.
Tags: Tier-2, Merged-Relic, Tool, Espionage, Healing, Social-Manipulation, Sonic-Surveillance, Calming-Agent, Regenerating-Resource, Diplomatic-Weapon, Alabaster-Vessel, Lunar-Resonance, Mind-Reading, Vapor-State, Sound-Damping, Truce-Enforcer, Atmospheric-Link, Sublimating-Fluid
Multiple Passives Magic
- Aura of the Hush: As long as the cruet is carried on the person, the wielder projects a 10-foot radius of dampening silence. The wielder gains Advantage on Stealth checks involving moving silently, as the “Tranquility” aspect suppresses the sound of their own footsteps and gear.
- The Listener’s Equilibrium: The wielder is immune to the Deafened condition and has Resistance to Thunder damage. The oil’s magic actively filters loud noises, converting them into soft, manageable whispers before they hit the wielder’s eardrum.
Multiple Active Magics
- Unction of the Loose Tongue (Action, 1 Dose): The wielder applies the oil to a creature (requires a touch attack or willing target). The target must make a Wisdom Saving Throw. On a failure, they are Charmed and Pacified (cannot attack) for 10 minutes. While in this state, the “Whispering Wind” aspect amplifies their internal monologue; the wielder can hear the target’s surface thoughts as clear whispers on the wind, effectively acting as Detect Thoughts combined with Calm Emotions.
- Vaporous Surveillance (Action, 1 Dose): The wielder pours a dose on the ground or an object. The oil evaporates instantly into an invisible, 20-foot radius cloud of scentless gas. For the next hour, the wielder can hear everything that happens within that cloud as if they were standing in the center of it, regardless of distance (up to 1 mile), provided they are on the same plane of existence. The cloud also imposes a -2 penalty to Perception checks for enemies inside it, as the “Tranquility” makes them drowsy and inattentive.
Specific Slot: Tool (Held) or Worn Item (Pouch). Can be used as a held tool for application or kept in a belt slot for passive benefits.
Item Hit Points & Magic Disruption The Cruet of the Gossamer Truce 774 possesses 40 Magical Integrity Hit Points. These points represent the structural integrity of the enchanted alabaster shell that contains the high-pressure magical gas.
- Targeting: To disable the magic, an attacker must target the “Alabaster Shell”. This requires a Called Shot with a -4 penalty due to the item’s small size.
- Defenses: The Cruet has an Armor Class (AC) of 18. It is Vulnerable to Thunder damage (sonic resonance shatters the crystal structure) and Bludgeoning damage. It is Immune to Poison and Psychic damage.
- Thresholds of Destabilization:
- 20 HP or lower (Hairline Fracture): The vessel begins to hiss as gas escapes. The Aura of the Hush dissipates immediately. The item stops regenerating doses.
- 0 HP (Rupture): The cruet shatters explosively. The remaining gas is released in a harmless, non-magical puff of lavender scent. All magic ceases, and the item becomes a pile of broken stone shards and a bent silver feather.
Repairing the Item Repairing this artifact uses a technique called “The Kintsugi of Breath.”
- Materials:
- Silver Solder: To bond the alabaster shards (Cost: ~15 Gold).
- Moon-Dust Paste: Crushed moonstone mixed with water collected during a fog, used to seal the microscopic leaks (Cost: ~50 Gold).
- Process: The repair takes 4 hours and must be performed in a draft-free environment.
- Skill Check: Requires a Jeweler’s Tools or Alchemist’s Supplies check (DC 15).
- Action: The crafter must reassemble the shards using the silver solder, then coat the interior with the Moon-Dust Paste.
- Result: A successful repair restores the item to 40 HP. However, the item is empty upon repair. It must be left under direct moonlight for 24 hours to “breath in” the first new dose of magic fluid before it can be used again.
The Cruet of the Gossamer Truce 774 is a Tier 2 artifact valued for its renewable supply of powerful enchantment and divination magic. Unlike single-use potions, this regenerating vessel is considered a strategic asset for Guilds, Noble Houses, and high-ranking spies. It is rarely found in common shops, appearing instead in venues dedicated to statecraft, high-end alchemy, or elite espionage.
Shops and Venues:
The Pavilion of Silenced Accords (Neutral Diplomatic Zone)
- Description: A pristine, white-marble structure located on a small, artificial island floating between major trade routes. The Pavilion is a zone of absolute truce where warring nations meet. The shop within is run by the “Keepers of the Peace,” an order of monks who sell tools to facilitate negotiation. The air smells of ozone and parchment. The Cruet is displayed on a velvet pillow, its vapor swirling sluggishly.
- Buying/Selling: Transactions here are formal and bureaucratic. The buyer must prove they are a registered diplomat, mediator, or guild leader. The sale is recorded in the “Ledger of Truces.” They sell the Cruet as a tool for “Conflict Resolution” and “Truth Verification.”
- Cost:2,000 – 2,200 Gold (200 – 220 Platinum).
- Premium: The price includes a guarantee that the item has not been tampered with or cursed by a rival faction.
The Vapor-Vault of the Zephyr Cabal (High-Altitude Sky-Port)
- Description: A shop built into the gondola of a permanently docked, massive airship. The walls are glass, overlooking the clouds. The proprietors are Wind-Mages who specialize in atmospheric magic. The shop is filled with bottled storms and captured whispers.
- Buying/Selling: The Cabal values the Potion of Whispering Winds component of the item. To buy it, one must be able to “catch” the price—the merchant will drop a feather from the ceiling, and the buyer must catch it before it hits the floor to prove their reflexes and affinity for air magic.
- Cost:1,600 – 1,800 Gold.
- Trade Option: They will accept a Djinn’s Essence or a Tier 2 Air Elemental Core in exchange for the item.
The Whisper-Broker’s Drop (Underground Spy Network)
- Description: There is no physical shop. The “Drop” is a location that changes weekly—a sewer grate, a dead tree, a specific park bench. The location is marked by a symbol painted in invisible ink (visible only to those with the Mind’s Eye or special lenses).
- Buying/Selling: The transaction is a “Dead Drop.” The buyer leaves the money and returns an hour later to find the item. This venue sells the Cruet specifically for its Unction of the Loose Tongue ability (mind-reading/interrogation).
- Cost:1,500 Gold (150 Platinum).
- Risk: There is a 10% chance the item is “Hot” (stolen from a noble) or that the City Watch is staking out the drop point.
The Alchemist’s Sanatorium (Healing & Mental Ward)
- Description: A luxury hospital for the wealthy who suffer from “Magical Fatigue” or “Curse-Shock.” The shop is sterile, white, and smells of lavender. They stock the Cruet as a medical device for sedating violent patients (Unction) or monitoring high-risk patients remotely (Vaporous Surveillance).
- Buying/Selling: The buyer must pose as a Healer or a concerned relative. The item is sold under the guise of “Therapeutic Equipment.”
- Cost:1,900 – 2,100 Gold.
- Note: Items bought here are pristine and well-maintained, often coming with a specialized carrying case lined with silk to protect the alabaster.
Value Adjustment for Tier 2: As a Tier 2 item that regenerates its own ammunition, the Cruet of the Gossamer Truce commands a high price compared to consumables.
- Base Value: 1,800 Gold.
- Silver Conversion: 18,000 Silver (Rarely used for such high sums).
- Platinum Conversion: 180 Platinum.
- Rhodium Conversion: 18 Rhodium.
- Reasoning: The base components (Tranquility Oil and Whispering Winds Potion) cost roughly ~100–150g each per dose. Since the Cruet regenerates doses indefinitely (effectively a factory for these effects), the price is set at roughly equivalent to 15–20 doses, representing a long-term investment for the user.
Below are scene-first, bite-sized roleplay beats and tactical cues for using the Cruet of the Gossamer Truce 774 for defense and offense across common Saṃsāran environments.
Royal Court (Throne Room / Council Chamber) Defense (The Bubble of Privacy)
- Perception & feel: The chamber is filled with the murmur of scheming nobles. You unstopper the feather. The noise level drops instantly around you, as if invisible heavy curtains have fallen. The air smells faintly of lavender.
- Observer: Those standing near you feel a sudden, unnatural calm. The ambient noise fades, making your voice sound rich and authoritative. They feel a subconscious urge to lower their voices.
- Roleplay lines: “Let us speak where the wind cannot carry our words.” / “Peace, my lord. The air here is too heavy for anger.”
- Tactics & beats:
- Aura of the Hush: Use the passive silence field to conduct private strategy meetings in the middle of a crowded room without being overheard.
- Unction of the Loose Tongue (Defense): If a guard or noble becomes aggressive, touch their arm with the oil. Describe their eyes glazing over as the Pacified condition takes hold, turning a combat encounter into a social one.
Offense (The Spy’s Handshake)
- Perception & feel: You shake hands with the rival spymaster, a drop of the pearlescent oil on your palm. As the oil transfers, you suddenly hear their internal monologue rushing into your ear like a drafty window: “…the assassin waits behind the curtain…”
- Observer: The rival blinks, looking confused and sleepy. They smile vacantly, suddenly very agreeable to your suggestions.
- Roleplay lines: “You seem burdened. Let me take the weight of your secrets.”
- Tactics & beats:
- Mind Reading: Use the Unction to verify the truth of a treaty before signing. If the internal whisper contradicts their spoken words, you know it is a trap.
Battlefield (Siege / Open Field) Defense (The Eye of the Storm)
- Perception & feel: Cannons are firing and lightning spells are cracking. To you, they sound like pillows hitting a mattress—dull thuds. You move through the chaos with eerie calm, immune to the sonic pressure.
- Observer: You walk through explosions without flinching. The “heavy gas” leaks from the cruet, creating a low-hanging mist around your feet that seems to slow down time.
- Roleplay lines: “The thunder has no teeth here.”
- Tactics & beats:
- Listener’s Equilibrium: Ignore the Deafened condition from a Thunderwave spell, allowing you to hear the enemy commander’s orders when your allies are stunned.
- Vaporous Surveillance (Scouting): Pour a dose on a arrow and have the Ranger shoot it behind enemy lines. The arrow releases the gas cloud on impact, allowing you to hear the enemy generals planning their next move from a mile away.
Offense (The Sedated Commander)
- Perception & feel: You sneak up on the enemy sentry. You flick the oil onto his face. He doesn’t gag; he inhales deeply, his weapon lowering as the “Tranquility” rewires his fight-or-flight response.
- Observer: The sentry slumps against the wall, eyes open but unseeing, smiling at the moon.
- Roleplay lines: “Rest now. The war is over for you.”
- Tactics & beats:
- Pacification: Use Unction to neutralize a high-damage brute without killing them. Since they cannot attack while Charmed/Pacified, you can bypass them or tie them up without rolling for combat.
Stealth Infiltration (Bank Vault / Wizard’s Tower) Defense (The Ghost Walk)
- Perception & feel: You are wearing heavy mail, but the Aura of the Hush swallows the clinking metal. You feel like you are moving underwater. The oil lubricates the very air around you.
- Observer: A shadow moves past. There is no sound of footsteps, only the faint, confusing scent of a storm that isn’t there.
- Roleplay lines: “I am the space between breaths.”
- Tactics & beats:
- Aura of the Hush: Grant yourself Advantage on Stealth to bypass acoustic traps (like squeaky floorboards or magical alarms triggered by sound).
Offense (The Remote Bug)
- Perception & feel: You pour a dose onto a coin and slide it under the locked door. You close your eyes. Your hearing shifts; you can hear the tumblers of the lock clicking, the breathing of the guards inside, and the scratch of a quill on paper.
- Observer: The coin dissolves into invisible gas on the other side of the door. The guards inside yawn, feeling sudden lethargy (Perception penalty).
- Roleplay lines: “The wind goes where I cannot.”
- Tactics & beats:
- Vaporous Surveillance: Identify exactly how many enemies are in the room and where they are standing based on their breathing patterns before kicking down the door.
Perception of Activation: User’s Perspective (The Avatar):
- Sight: The alabaster vessel glows softly. When opened, the fluid creeps out like dry ice, shimmering with pearlescent swirls.
- Sound: Unstopping the cruet sounds like a deep exhale. The world’s volume knob turns down to 50%. You hear voices with crystal clarity, stripped of background noise.
- Touch: The cruet feels lighter than air, threatening to float away if not gripped. The oil feels dry and powdery, not wet.
- Smell: A complex, shifting scent of ozone, lavender, and old parchment.
- Taste: The air around the cruet tastes like mint and static electricity.
- Extra-Sensory: A sense of Detached Empathy. You feel the emotions of those around you, but muffled, as if watching a play from behind glass.
Observer’s Perspective:
- Sight: The wielder is surrounded by a faint, blurring heat-haze (the gas). Their movements seem fluid and slow.
- Sound: Voices near the wielder sound “flat,” lacking echo or reverb.
- Touch: The gas feels cool and tingling, like mist.
- Smell: A sleepy, heavy scent that makes eyelids droop.
- Extra-Sensory: A compulsion to be honest. Lying feels physically difficult in the presence of the cruet.
Failures & Recoveries (How to Play Mistakes):
- Resisted Unction: “The mind is too jagged.” The target shakes their head, sneezing violently as the oil fails to sedate them. They are now alert and angry.
- Wind Shift: “The surveillance drifted.” A magical wind blows your gas cloud away, breaking the audio link. You hear only static and wind shear.
- Out of Doses: The cruet feels heavy and dull stone. You must wait for the moon to refill it.
Team Synergies:
- With a Rogue: “Silence the path.” Walk next to the Rogue to extend your Aura of the Hush to them, allowing the heavy-armor Paladin (you) and the Rogue to sneak together.
- With an Enchanter: “Lower their defenses.” Use the Vaporous Surveillance cloud to impose the -2 Perception penalty on enemies, making them more susceptible to the Enchanter’s Hypnotic Pattern or Sleep spell.
- With a Face: “The Truth-Teller.” The Face engages the target in conversation while you apply the Unction, turning a negotiation into an interrogation where the target doesn’t realize they are confessing.

Perception of Activation:
User’s Perspective (The Avatar):
- Sight: As you twist the silver feather stopper, a dense, pearlescent vapor spills over the lip of the alabaster cruet. It does not rise like smoke; it pours down like liquid mercury made of cloud, pooling around your feet and swirling with internal moonlight. The world around you seems to sharpen in contrast, as if the visual spectrum is compensating for the loss of audio.
- Sound: The moment the seal breaks, the ambient roar of the world (wind, battle, traffic) is severed. It is replaced by a crystalline silence, layered with the specific, directional whispers of the targets you are focusing on. You hear distant voices as if they are speaking directly into your ear canal, stripped of echo or reverb.
- Touch: The cruet vibrates with a high-frequency resonance that numbs your fingertips. The gas feels impossibly cold and dry, like passing your hand through a winter cloud. When the Aura of the Hush activates, you feel a change in air pressure against your eardrums, similar to the sensation of descending in an elevator.
- Smell: A sudden, overpowering scent of fresh lavender fields hit by a summer thunderstorm floods your nose. It is a sharp, clean smell of ozone mixed with floral sedation.
- Taste: The air tastes “charged,” like licking a battery, followed by the cool, minty aftertaste of inhaling pure oxygen.
- Extra-Sensory Perceptions:
- The Diplomat’s Detachment: You feel a sudden emotional distance from the conflict. Anger and fear seem irrational and far away. You view the battlefield or negotiation table as a chessboard, devoid of passion.
- The Truth-Current: When the gas touches a target, you feel a “tug” in your chest whenever they speak. If they lie, the tug feels jagged and dissonant; if they speak truth, the tug feels smooth and harmonic.
Observer’s Perspective:
- Sight: The wielder is partially obscured by a shimmering heat-haze, though the air is cold. The light from the cruet casts long, soft shadows that seem to move slower than the objects casting them. The wielder’s movements appear fluid and graceful, lacking sudden jerks.
- Sound: Voices near the wielder sound “flat” and deadened, as if speaking in a room lined with heavy velvet. Shouting becomes physically difficult, as the air refuses to carry the volume.
- Touch: A wave of cool, heavy mist washes over the skin, leaving a tingling sensation that relaxes tense muscles involuntarily.
- Smell: A sleepy, heavy perfume of lavender that makes eyelids droop and aggression fade.
- Extra-Sensory Perceptions:
- The Heavy Tongue: Observers feel a physical weight on their tongue when they try to lie or shout. It feels easier to remain silent or speak softly than to exert the will required to break the peace.
Positives:
- Absolute Clarity: The filtering of background noise allows for perfect concentration. The wielder can pick out a single key jingling in a crowded market.
- Social Armor: The calming aura acts as a shield against intimidation; it is impossible to be bullied when you cannot feel the aggressor’s rage.
- Stealth Mastery: The silence is total. The wielder can sprint in full plate armor without making a sound, as the aura dampens the vibrations before they become noise.
Negatives:
- Sensory Deprivation: The silence can be disorienting. The wielder loses the ability to judge distance by ear (e.g., hearing footsteps behind them), forcing them to rely entirely on sight and the cruet’s magic.
- Emotional Lethargy: The “Tranquility” aspect is potent. The wielder may find it difficult to summon the “Rage” or “Adrenaline” needed for explosive combat feats immediately after using the item.
- Addictive Peace: The sensation of the “Hush” is euphoric. The wielder may become reluctant to stopper the bottle, preferring the quiet world of the gas to the noisy, chaotic reality of Saṃsāra.
Crafting Recipe: The Distillation of Silenced Accords
Items Merged:
- Tranquility Almond Oil (Tier 1 Consumable)
- Potion of Whispering Winds (Tier 1 Consumable)
Additional Materials Needed:
- 1 Block of Blue Alabaster: Mined from the floating islands of the Stratosphere; porous enough to “breathe” moonlight but dense enough to hold magic.
- 3 Ounces of Lunar Quicksilver: Mercury exposed to the night sky for a full cycle, used to bind the oil and air essence into a semi-liquid state.
- Ash of a Broken Treaty: Burnt parchment from a peace agreement that failed; this provides the metaphysical “need” for the object to enforce truce.
- Wax from a Hive of Silent Bees: To coat the stopper, ensuring the gas only escapes when intended.
Tools Required:
- Gem-Carver’s Lathe: A precision tool, preferably steam-assisted, to hollow out the alabaster without cracking the shell.
- Alembic of Sublimation: A glass distilling apparatus capable of turning liquid into “heavy gas.”
- Silversmith’s Anvil: To forge the feather stopper.
- A Soundproof Chamber: The crafting must be done in absolute silence to prevent the Potion of Whispering Winds from capturing stray noises during the fusion.
Skill Requirements:
- Master Alchemy: To emulsify an oil and a potion into a stable gas.
- Expert Lapidary: To carve the vessel.
- Intermediate Silversmithing: To craft the hermetic seal.
- Insight (Diplomacy): The crafter must hold the intent of “Peace through Superior Knowledge” in their mind during the sublimation.
Crafting Steps:
- The Hollowing (Vessel Creation): Using the Gem-Carver’s Lathe, turn the block of Blue Alabaster into a slender vessel. You must hollow it out until the walls are paper-thin, allowing light to pass through but trapping the gas. Carve the throat of the bottle with spiraling runes that dictate the flow of air.
- The Emulsion of Secrets (Mixing): In the Alembic, combine the Tranquility Almond Oil and the Potion of Whispering Winds. They will naturally repel each other (oil and water). Add the Lunar Quicksilver and the Ash of a Broken Treaty. Apply gentle heat. The mixture will violently boil, turning from blue and gold into a uniform, pearlescent grey.
- The Sublimation (State Change): Seal the Alembic. Increase the heat. The liquid will vaporize but refuse to rise, becoming a heavy, rolling fog on the bottom of the flask. This is the “Gossamer Fluid.” It is no longer liquid, nor fully air; it is physical silence.
- The Feather Seal (Stopper): Forge the silver stopper in the shape of a feather (honoring the Wind-Monk Lyrandar). Dip the threads of the screw-top into the Wax of Silent Bees. This ensures that even when the gas expands, it cannot leak.
- The Decanting (Final Binding): In the Soundproof Chamber, pour the heavy gas from the Alembic into the Alabaster Cruet. As the gas enters the stone, the Alabaster will glow with a permanent pale light. Screw the feather stopper in tight. The Cruet of the Gossamer Truce 774 is now complete and will immediately begin drawing moisture from the air to replenish its first dose.
Shut-Mouth and Open-Ear
(Rubbing taken from the Pillar of the High-Negotiation in the Clouds)
Hear the reading of the Time-of-Loud-Knives.
In the years before the maps were drawn, there were two tribes who hated the silence. There were the Men-of-the-High-Wind. They lived on the peaks. They shouted to the storm. Their words were fast and sharp like arrows. There were the Keepers-of-the-Moon-Root. They lived in the deep valleys. They whispered to the night. Their words were slow and heavy like oil.
The War-of-No-End was between them. The Wind blew down the trees. The Trees blocked the path of the Wind. The Red-Water [blood] flowed until the rivers tasted of copper.
Came then the Mixer-of-Fluids [The Alchemist]. He was a man of the Middle-Place. He did not like the noise of the dying. He called the Chiefs to the Table of Stone. He said, “Come. We will speak the words of stopping.”
The Chiefs came. But they brought their iron teeth [swords]. They brought their anger. The Wind-Chief screamed: “You are roots that rot!” The Moon-Chief hissed: “You are air that bites!” The noise was a wall. No one heard. The Table of Stone shook with their hate. They raised their hands to make the Red-Water flow again.
The Mixer-of-Fluids was sad. He saw that the ear was closed because the mouth was too wide. He took the Oil-of-the-Moon-Sleep [Tranquility Oil]. It smelled of the purple flower. It knew how to make the heart slow. He took the Water-of-the-Far-Voice [Whispering Winds]. It tasted of the sky. It knew how to carry the secret. He put them in the Bottle-of-Blue-Stone [Alabaster]. He shook the stone. The Oil and the Water fought. They bubbled. They became the Heavy-Smoke.
The Mixer pulled the Silver-Feather-Plug. Hiss. The Heavy-Smoke did not go up. It went down. It covered the Table of Stone. It flowed over the hands of the Chiefs. It touched their faces.
Suddenly, the room was quiet. The Wind-Chief opened his mouth to scream, but the anger was gone. His tongue felt soft. He felt the peace of a sleeping baby. He sat down. The Moon-Chief raised his knife, but his arm felt heavy with lavender. He dropped the knife. He smiled the smile of the dreamer.
The Mixer-of-Fluids sat in the smoke. He closed his eyes. The smoke did not just bring quiet. The smoke brought the True-Sound. The Mixer heard the wind inside the heads of the Chiefs. He heard the Wind-Chief think: “I am afraid my children will starve.” He heard the Moon-Chief think: “I am tired of the cold.”
The Mixer spoke. He did not shout. He whispered. “The Wind fears the hunger. The Root fears the cold. The Root has food. The Wind has fire-wood. Trade, and be whole.”
The Chiefs looked at him. They were afraid, for he spoke the secrets of their bellies. But they were too calm to fight. The Heavy-Smoke held them in the Gossamer-Net. They signed the paper. They drank the wine. The War-of-No-End stopped, because the Hate fell asleep and the Truth woke up.
The Mixer sealed the Bottle-of-Blue-Stone. He kept it. He knew that men are loud, and sometimes, the only way to make them listen is to force the air to carry their secrets instead of their shouts.
Moral of the Story: Peace is not found in the shouting of demands, but in the quiet space where the heart is too heavy to hate and the ear is sharp enough to hear the fear behind the threat.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Cruet of the Gossamer Truce Type: Mythos Artifact Cost: 10 MP per dose creation; Variable MP to activate Sanity Loss: 1/1D4 Sanity points to activate active powers; 0 to carry.
Description: A slender vessel of blue alabaster with a silver feather stopper. It contains a heavy, pearlescent gas that smells of ozone and lavender.
Powers:
- Aura of the Hush (Passive): While the cruet is carried, the keeper grants a Bonus Die to the user’s Stealth rolls involving silent movement. Additionally, the user automatically succeeds on Listen rolls to hear whispered conversations within 10 yards, regardless of background noise.
- Unction of the Loose Tongue: By spending 4 Magic Points and applying a dose of the gas to a target, the user initiates an opposed POW roll. If the user succeeds, the target is magically pacified for 10 minutes. During this time, the target cannot initiate violence and must answer questions truthfully. The user perceives these answers as whispers carried directly to their ear, even if the target does not speak aloud.
- Vaporous Surveillance: By spending 6 Magic Points and pouring a dose onto an object or location, the user creates an invisible sensor. For the next hour, the user can hear everything occurring within 20 yards of that location as if they were present. This effect persists up to 1 mile away.
Dose Regeneration: The cruet regenerates 1 dose of gas every 4 hours if left unstoppered in open air (moonlight preferred). It holds a maximum of 5 doses.
Blades in the Dark
Name: Cruet of the Gossamer Truce Tier: II (Rare) Load: 0 (Light / Alchemical) Type: Arcane Implement
Description: A delicate blue stone vial containing a swirling, heavy gas. It silences the area around it and can be used to extract secrets or spy on distant locations.
Rules:
- Passive (Aura of the Hush): When you Prowl to move silently, you gain +1d to your roll. You may also use Prowl to converse without being overheard, even in crowded or echoing rooms.
- Active (Unction of the Loose Tongue): You may expend 1 dose (mark 1 tick on the item’s usage clock) to force a pacified or willing target to reveal a secret. This grants Potency to a Consort or Study roll to gather information from them. The target feels calm and compelled to share.
- Active (Vaporous Surveillance): You may expend 1 dose to leave a cloud of gas in a room. For the rest of the score, you can use Survey to listen in on that room from a distance, regardless of walls or barriers.
- Reload: The Cruet has a 4-segment clock for doses. It refills 1 tick per downtime action spent exposing it to the open sky.
Dungeons & Dragons (2024 / 5th Edition)
Cruet of the Gossamer Truce Wondrous Item, Rare (Requires Attunement)
Description: This slender blue alabaster vessel is topped with a silver feather stopper. Inside swirls a heavy, pearlescent gas that smells of lavender and ozone.
Properties:
- Aura of the Hush: While holding or carrying this item, you have Advantage on Dexterity (Stealth) checks that rely on moving silently. Additionally, you have Resistance to Thunder damage and are immune to the Deafened condition.
- Charges: The cruet has 5 Charges. It regains 1 expended charge every 4 hours it is exposed to open air, up to its maximum.
Spells: You can use an action to expend 1 charge to produce one of the following effects:
- Unction of the Loose Tongue: You apply the gas to a creature within 5 feet. The target must succeed on a DC 15 Wisdom Saving Throw. On a failure, the target is Charmed by you and Incapacitated (pacified) for 10 minutes. While Charmed in this way, you can hear the target’s surface thoughts as if you had cast Detect Thoughts. The effect ends early if the target takes damage.
- Vaporous Surveillance: You pour the gas onto a point you can see within 5 feet. This creates an invisible, 20-foot-radius sensor that lasts for 1 hour. You can hear through this sensor as if you were in its space. The sensor functions up to 1 mile away. Creatures inside the sensor’s area have Disadvantage on Wisdom (Perception) checks.
Knave (2nd Edition)
Name: Cruet of the Gossamer Truce Slots: 1 Quality: 5 (Represents Doses)
Description: A blue stone vial containing self-replenishing gas.
Rules:
- Passive: As long as you carry the Cruet, you make Stealth checks with Advantage. You cannot be deafened.
- Active (Unction): You may reduce the item’s Quality by 1 to touch a target with the gas. The target must make a Wisdom Save (DC 11 + your CHA bonus). If they fail, they cease all hostilities and answer three questions truthfully.
- Active (Surveillance): You may reduce the item’s Quality by 1 to place a gas cloud. For the next hour, you can hear everything near the cloud as if you were standing there.
- Regeneration: The item regains 1 point of Quality (up to 5) for every 4 hours it is left unstoppered under the sky. If Quality reaches 0, the item does not break but cannot be used until it regenerates.
Fate Core System
Name: Cruet of the Gossamer Truce Permissions: Requires an Aspect related to Diplomacy, Espionage, or Alchemy (e.g., Weaver of Whispers). Cost: 2 Refresh.
Aspects:
- Item Aspect: Vessel of the Heavy Hush
- Trouble: The Truth Cannot Be Stoppered Forever (The wielder might be Compelled to reveal secrets they learned or struggle with the overwhelming silence).
Stunts:
- Aura of the Hush: You gain a +2 bonus to Stealth checks to move silently or converse without being overheard. You ignore environmental Aspects related to loud noise (e.g., Deafening Thunder).
- Unction of the Loose Tongue: You may use Empathy or Rapport to Create an Advantage against a target in your zone. If successful, you place the Aspect Pacified by the Vapor on them. You can invoke this Aspect to ask the GM one truthful question about the target’s surface thoughts or immediate plans.
- Vaporous Surveillance: Once per session, you may spend a Fate Point to place the Aspect The Air Has Ears on a specific zone. For the rest of the scene, you can make Notice checks to hear anything happening in that zone, regardless of distance, as long as you remain on the same plane of existence.
Numenera & Cypher System
Name: The Truce-Gas Dispenser Level: 6 Form: A sleek, translucent container made of synth-alabaster with a twist-valve. Depletion: 1 in 1d6 (Check per dose used; recharges if left in open air for 4 hours).
Effect:
- Passive (Silence Field): While carried, the device dampens sound waves. The user has an Asset on all stealth tasks involving silence and is immune to sonic attacks.
- Active (Unction): The user sprays a dose on a creature within immediate range. The target must make a Level 6 Intellect defense roll. On a failure, the target becomes docile and non-hostile for ten minutes. While in this state, the user can hear the target’s surface thoughts as whispers.
- Active (Surveillance): The user releases a dose to form a sensor cloud. For one hour, the user can perceive audio from the cloud’s location (up to very long range) as if they were present.
- Artifact Quirk: The user’s voice becomes naturally quiet; they must strain (increase difficulty by one step) to shout or be heard over loud noises when not using the device.
Pathfinder (2nd Edition Remaster)
Name: Cruet of the Gossamer Truce Price: 1,500 gp Usage: Held in 1 hand; Bulk: L Level: 9 Traits: Rare, Magical, Enchantment, Divination, Sonic, Air
Description: An alabaster flask containing a swirling, heavy gas. It enforces peace through magical sedation.
Specific Game Mechanics:
- Hushed Step (Passive): While holding or wearing this item, you gain a +2 item bonus to Stealth checks. You have Resistance 5 to Sonic damage.
Activate — Unction of the Loose Tongue [two-actions] (manipulate); Frequency: Once per hour. Effect: You apply the oil to a creature within reach. The target must attempt a DC 26 Will save.
- Critical Success: The target is unaffected.
- Success: The target is Stupefied 1 for 1 round.
- Failure: The target is Charmed by you and cannot take hostile actions for 10 minutes. You can hear their surface thoughts (as Read Thoughts) for the duration. The effect ends if the target takes damage.
- Critical Failure: As failure, but the duration is 1 hour.
Activate — Vaporous Surveillance [three-actions] (manipulate); Frequency: Once per day. Effect: You create an invisible sensor (as Clairaudience) at a point within 30 feet. The sensor lasts for 1 hour and allows you to hear as if you were in that space.
Savage Worlds (Adventure Edition)
Name: Cruet of the Gossamer Truce Type: Relic (Seasoned) Weight: 0.5 lbs Cost: 3,000 gp
Description: A vessel of diplomatic alchemy.
Specific Game Mechanics:
- Aura of the Hush: The wielder gains +2 to Stealth rolls. They act as if they have the Ace Edge for resisting sonic-based attacks or deafness.
- Power Points: The Cruet contains 10 Power Points that recharge at a rate of 2 per 4 hours of exposure to open air.
- Powers (Use Smarts or Persuasion to activate):
- Puppet (3 PP): “Unction of the Loose Tongue.” Range: Touch. The target is pacified and compelled to speak the truth. Trapping: A calming gas that loosens inhibitions.
- Mind Reading (3 PP): “Whispering Wind.” Can be combined with the Unction effect.
- Divination (5 PP): “Vaporous Surveillance.” Allows the user to hear a distant location. Trapping: An invisible cloud of gas acts as a receiver.
Shadowrun (6th Edition / Sixth World)
Name: The Silencer’s Cruet (Cruet of the Gossamer Truce) Category: Alchemical Artifact / Focus Availability: 12F (Forbidden) Cost: 35,000¥ (plus 8 Karma to bond) Rating: 4
Lore: A unique alchemical generator carved from paranatural stone. It creates a gaseous mana-compound that dampens kinetic energy and neural aggression.
Specific Game Mechanics:
- Aura of the Hush (Passive): While the Focus is active, the wielder gains a +3 Dice Pool bonus to Sneaking tests. Furthermore, any sonic-based perception tests to detect the wielder suffer a threshold increase equal to the Focus Rating (4).
- Active Ability: Unction of the Loose Tongue: The wielder expends a dose (Simple Action) to touch a target.
- Attack: Unarmed Combat (Touch Only) vs. Defense.
- Effect: If successful, the target must resist a Power 8 Toxin.
- Primary Effect: The target is Pacified (cannot take Hostile actions) for 10 minutes unless attacked.
- Secondary Effect: The wielder gains a sensory link to the target’s surface thoughts, granting +4 dice to any Interrogation or Judge Intentions tests against them.
- Active Ability: Vaporous Surveillance: The wielder pours a dose on the ground. This creates a sustained Clairaudience effect (Force 4) centered on that location. The wielder can hear through the gas cloud as long as they are within (Magic x 100) meters.
- Reload: The artifact regenerates 1 dose every 4 hours, up to a maximum of 5.
Starfinder (2nd Edition Playtest)
Name: Cruet of the Gossamer Truce Item Level: 9 Price: 1,400 Credits Usage: Held in 1 hand; Bulk: L Traits: Magical, Enchantment, Scrying, Inhaled (Poison), Mental
Description: An alabaster container that sweats a pearlescent, heavy gas.
Specific Game Mechanics:
- Dampening Field (Passive): While holding this item, you gain a +2 item bonus to Stealth checks and Resistance 5 to Sonic damage.
Activate — Unction of the Loose Tongue [one-action] (manipulate); Frequency: Until empty (5 doses). Effect: You attempt to touch a creature. Make a melee attack roll against the target’s KAC. On a hit, the target is exposed to the gas and must attempt a DC 26 Will save.
- Success: The creature is Stupefied 1 for 1 round.
- Failure: The creature is Fascinated by you and Off-Guard. They cannot take hostile actions. While they are Fascinated, you can hear their surface thoughts (as Detect Thoughts). This lasts 10 minutes or until they take damage.
Activate — Vaporous Surveillance [two-actions] (manipulate); Frequency: Until empty. Effect: You create an invisible magical sensor at a point within touch range. For 1 hour, you can hear through this sensor as if you were in its space. The sensor transmits audio up to 1 mile.
Traveller (Mongoose 2nd Edition)
Name: Psionic Truce Dispenser TL: 15 (Psionic/High-Tech) Mass: 0.5 kg Cost: MCr 1.2 (Illegal)
Lore: A device used by psionic diplomatic corps to enforce ceasefires. It utilizes a psycho-reactive gas.
Specific Game Mechanics:
- Passive Stealth: The device emits a sound-dampening field. The user gains DM+2 to Stealth checks involving movement.
- Active: Unction: The user applies the gas to a biological target (Melee/Unarmed check if unwilling).
- Resistance: The target must make an END check (Difficulty 10).
- Effect: Failure induces a state of extreme pliability. The target will not initiate violence and suffers DM-4 to resist interrogation or Deception. The user (if Psionic) automatically establishes a Surface Telepathy link (Read Thoughts) with the target.
- Active: Surveillance: The user releases a nanite-gas cloud.
- Effect: Acts as a remote microphone. Audio is transmitted to the user’s comm/neural link up to 5km away. The cloud dissipates after 1 hour.
- Ammo: Holds 5 doses. Regenerates 1 dose every 4 hours via atmospheric condensers.
Warhammer Fantasy Roleplay (4th Edition)
Name: The Vial of the Silent Moon Encumbrance: 0 Availability: Rare (Elven Artifact) Qualities: Magical, Fine
Lore: A delicate vessel crafted by the High Elf mages of Saphery to extract truth without torture.
Specific Game Mechanics:
- Passive – Aura of the Hush: The bearer gains +20 to Stealth (Move Silently) Tests. They are immune to the Deafened Condition.
- Active – Unction of the Loose Tongue: The bearer expends 1 Dose to touch a target.
- Test: The target must pass a Hard (-20) Willpower Test.
- Failure: The target gains the Stunned Condition and cannot attack. They are compelled to speak the truth; the wielder gains +3 SL on Intuition tests to read the target’s intent or secrets.
- Active – Vaporous Surveillance: The bearer expends 1 Dose to enchant a location. For 1 hour, the bearer can hear all sounds within that room as if they were present (Scrying), provided they are within 1 mile.
- Refill: The vial magically replenishes 1 Dose every 4 hours if exposed to fresh air.
