Lore
- In the crossroads settlements, dockside cantinas, and sugar-mill fringes of Saṃsāra, avatars bearing cultural memories of Afro-Cuban Santería turn to Elegguá (Eshú)—the revered Orisha of roads, thresholds, gateways, chance, and libations.
- Ritual libation—especially the ceremonial spitting (soplar) and consumption of white cane rum (aguardiente) infused with toasted chili peppers and tobacco smoke—serves as the primary medium to awaken dormant pathways, appease trickster spirits, and open blocked doorways between the mortal realm and the unseen.
- Early explorers traversing uncharted badlands and shifting urban labyrinths discovered that standard rations often left them spiritually disoriented and vulnerable to ambush at blind intersections; consecrating durable drinking vessels with Elegguá’s sacred red-and-black beaded beadwork allowed travelers to turn everyday drinking into a catalyst for heightened perception and supernatural fortitude.
- The designation 612 marks a recognized common-tier pattern registered across frontier taverns, wayside shrines, and gatehouse outposts, crafted to allow a Tier 1 avatar to safely imbibe potent spirits, purge ingested toxins, and coax fortune into their favor through shared libations.
- Today, it is carried by wandering guides, roguish scouts, tavern negotiators, and crossroads sentries who understand that the simplest toast offered with genuine intent can part locked gates, loosen stubborn tongues, and steady unsteady feet.
Description
- The item is a teardrop-shaped drinking canteen fashioned from a fire-hardened, polished tree gourd measuring eight inches in height and five inches in width, cured to a deep, dark chestnut-brown luster.
- The body of the gourd is wrapped in an intricate net of braided red and black waxed cotton cordage, densely strung with tiny glass beads arranged in repeating alternating patterns of three red and three black beads.
- The neck of the gourd is reinforced with a hand-peened red copper collar and sealed with a carved Guayacán hardwood stopper shaped into the hooked likeness of a garabato (Elegguá’s hooked branch).
- A Tier 1 magic crystal—a smooth, tumbled piece of red jasper roughly the size and weight of a silver coin—is embedded flush into the base of the gourd, encircled by three polished cowrie shells set with open faces pointing outward.
- The stopper is attached to the neck by a braided red-and-black lanyard featuring three tiny copper jingle-bells that emit a muted, cheerful clink whenever the vessel is tipped back to drink.
- The vessel constantly exudes the pungent, warm aroma of freshly distilled white sugarcane rum, roasted black peppercorns, dried allspice berries, and aromatic cigar leaf.
Detailed Stats
- Item Tier: Tier 1 (Common)
- Item Classification: Carried Tool / Worn Implement / Sacred Drinking Vessel (Held in hand to drink or pour; worn slung over the shoulder or at the belt)
- Specific Gear Slot: Belt Slot or Neck/Shoulder Slot (One-Handed Wondrous Implement)
- Liquid Capacity: Holds up to 1 quart (32 fluid ounces) of liquid.
- Armor Check (AC) Modifier: +0 base AC (+1 circumstance bonus to AC against opportunity attacks and reflex-based hazards for 10 minutes immediately after taking a ceremonial swig of strong spirits).
- Item Resilience: 10
- Item Health Points: Avatar maximum Health Points plus 10 (base avatar max HP plus resilience of 10 multiplied by item tier 1).
- Structural Integrity: The gourd rind cracks and the red jasper dims to chalky brick-red if reduced to half its total health points or below; it shatters into dry husk, loose beads, and powdered stone if reduced to 0 health points.
- Item Weight: 1.5 pounds full, 0.5 pounds empty (counts against carried inventory limits; loses all weight if stored within an extradimensional container).
- Attunement Requirement: Simple attunement (requires taking a slow draught of strong liquor from the gourd, blowing a fine mist of rum toward the four cardinal directions, and tracing the red jasper node with the damp stopper; unattunes immediately if placed inside an extradimensional container).
- Suggested Market Value: 25 silver coins (2 gold and 5 silver coins) in metropolitan market bazaars; rising to 35 to 40 silver coins in frontier desert stations, locked border towns, and trade cross-halls.
Passive Magic
- Iron-Gullet Filter:
- Any alcohol, water, or medicinal broth poured into and consumed from the gourd is filtered of natural nonmagical spoilage, parasites, and mundane food poisons.
- The avatar cannot become incapacitated, sickened, or afflicted with physical nausea due to intoxication from spirits drunk from this vessel; the wielder experiences all the warmth, courage, and social looseness of drinking without motor impairment or morning hangovers.
- Scent of the Unlocked Path:
- While carrying the filled gourd at their hip or shoulder, the avatar passively detects the most direct physical egress out of any enclosed room, maze, or dead-end alleyway within 100 feet.
- The copper bells on the stopper emit a faint, melodic vibration whenever the wielder faces toward a concealed passage or secret doorway.
- Crossroads Camouflage:
- Lingering in crossroads, four-way intersections, doorways, or threshold archways cloaks the avatar’s presence from casual scrutiny, granting advantage on stealth and disguise checks so long as the wielder remains standing stationary upon the boundary line.
Activable Magic
- Soplar of the Flaming Gate (Rum-Mist Warding):
- Action Cost: One standard action.
- Verbal / Casting Requirement: The avatar takes a deep mouthful of rum from the gourd, speaks a swift invocation to Elegguá, and forcefully expels the liquor in a fine, atomized spray (soplar) over a weapon, companion, or doorway.
- Effect: The sprayed mist flashes with harmless red-and-gold sparks that leave behind a barrier of warm tobacco-and-rum essence.
- Anointed Weapon/Ally: An anointed ally or weapon gains a +1 luck bonus on attack rolls and saving throws against traps and curses for 10 minutes.
- Anointed Door/Threshold: A sprayed mundane lock, latch, or threshold gains an immediate advantage on checks made to unlock, bypass, or physically force it open.
- Cooldown: Usable three times per in-game day.
- Draught of the Bold Wayfarer:
- Action Cost: One bonus action (or minor action).
- Verbal / Casting Requirement: The avatar pulls the hooked stopper with their teeth and takes a brisk, burning gulp from the vessel.
- Effect: The red jasper pulses with warm crimson light as the liquor hits the avatar’s stomach.
- The wielder gains 4 temporary Health Points, increases their base walking movement speed by +10 feet, and gains immunity to the frightened condition for 5 minutes.
- Cooldown: Usable three times per in-game day. Overdrawing this feature causes a sudden wave of lethargic stumbling, imposing a -10 foot movement penalty for 1 hour.
- Libation for the Open Road:
- Action Cost: One standard action.
- Verbal / Casting Requirement: The avatar tips the gourd downward, deliberately pouring out 4 ounces of liquor onto the bare ground in the shape of a cross while whistling a three-note salute.
- Effect: The earth absorbs the rum instantly, crackling with dry crimson embers.
- For the next 1 hour, difficult terrain (such as deep mud, loose gravel, thick briars, or crowded market stalls) does not impede the movement of the avatar or up to four companions walking within 15 feet of them.
- Cooldown: Usable once per long rest (requires allowing the jasper crystal to rest until dusk or dawn to re-harmonize with terrestrial paths).
Specific Gear Slot
- Belt Slot or Neck/Shoulder Slot
Tags
- eleggua, drinking, rum, gourd, crossroads, jasper, libation, threshold, tier-1, common, canteen, wayfarer, aguardiente, soplar, garabato, guayacan, red-beads, black-beads, cantina, tobacco, allspice, eshu, threshold-guard, copper-bell
Commerce and Acquisition of the Crossroads Rum-Gourd in Saṃsāra
- Wayside Shrines and Crossroads Cantinas:
- Physical Location and Structure: Situated at major four-way caravan junctions, highway toll plazas, river ferry crossings, and dusty trailside inns across the frontier provinces and island plains, these low-slung, whitewashed adobe taverns serve both as communal watering holes and public shrines to Elegguá. The entrance archways are framed with hanging dried peppers, palm leaves, and carved Guayacán branches, while corner altars feature dishes of roasted corn, small clay cups of clear cane spirit, and piles of polished red stones.
- Buying Procedure and Pricing: At a consecrated crossroads cantina, acquiring a rum-gourd is regarded as both purchasing an essential travel canteen and receiving a formal travel blessing for the journey ahead. The standard baseline retail price across settled provinces is 25 silver coins (2 gold coins and 5 silver coins).
- Wandering outlanders, lone couriers, and unaffiliated adventurers pay the flat 25 silver coin asking price, often accompanied by a complimentary ceremonial pour of white cane rum from the tavern keeper.
- Initiates of Elegguá, licensed highway messengers, or registered scouts of the Wayfarers’ League who display their guild token or sacred red-and-black beaded wristlet receive the standard 10% tier discount per avatar tier level; a Tier 1 initiate pays 22 silver and 5 copper coins (a 10% discount), while a Tier 2 voyager pays 20 silver coins (a 20% discount).
- Transactions are settled directly through the Mind’s Eye World Bank interface, with a 3% road-warden tithe retained to maintain bridge tolls and wayside boundary stones.
- Selling Procedure and Trade Log: Avatars looking to sell a consecrated gourd must allow the innkeeper to test the neck and ensure the red jasper node retains its vibrant color without fissures, followed by a trial pour of spirits to verify the garabato stopper seals cleanly.
- The cantina offers the standard institutional buyout formula of 10% of the baseline retail value multiplied by the seller’s tier level; a Tier 1 avatar receives 2 silver and 5 copper coins, while a Tier 2 avatar receives 5 silver coins credited to their World Bank ledger.
- The tavern keeper logs the specific item designation 612 into the wayside traveler’s ledger to track instruments consecrated to the crossroads spirits.
- Frontier Trail Outposts and Desert Way-Stations:
- Physical Location and Structure: Positioned on the stark borders of arid plateaus, rocky canyon narrows, and labyrinthine badlands, these fortified trading posts cater to wagon trains, survival prospectors, and border scouts preparing to enter unmapped territory where getting lost means dying of exposure. Constructed from stacked flat stones and rough-hewn timbers, their yards are packed with water barrels, heavy pack saddles, climbing cords, and durable trail flasks.
- Buying Procedure and Pricing: In frontier regions where finding an egress from shifting sands or disorienting canyon tracks is critical, the value of a vessel that reveals paths and purges foul trail water rises sharply. The local baseline retail cost climbs to 38 silver coins (3 gold coins and 8 silver coins).
- Unaffiliated drifters, mercenaries, and desperate travelers pay the full 38 silver coins, occasionally subject to an additional 5-to-10-silver surcharge during regional dust-storm seasons.
- Licensed frontier guides, regional surveyors, or enrolled border post riders who show verified league credentials receive the 10% discount per tier level, paying 34 silver and 2 copper coins at Tier 1 or 30 silver and 4 copper coins at Tier 2.
- The sale is processed through the outpost’s World Bank transceiver, including local territorial defense fees.
- Selling Procedure and Trade Log: Post masters eagerly purchase genuine dowsing gourds to resell to outbound expeditions and survey squads.
- The seller negotiates against the elevated 38 silver frontier baseline; a Tier 1 avatar receives 3 silver and 8 copper coins, while a Tier 2 avatar receives 7 silver and 6 copper coins in ledger credit.
- If the post’s grain alcohol or water barrels are running low, the quartermaster may offer an immediate barter exchange for preserved trail rations, spare rawhide gear, or fluid-collector canisters.
- Metropolitan Distilleries and Spirit Exchanges:
- Physical Location and Structure: Found along the bustling canal quays, warehouse piers, and sugar-refining quarters of grand mercantile capitals, these high-volume establishments cater to wealthy tavern keepers, merchant fleet captains, and luxury beverage connoisseurs. The shops feature vaulted brick cellars, rows of charred white-oak barrels, polished copper pot stills, and rows of glass decanters filled with rare aged rums and infused liqueurs.
- Buying Procedure and Pricing: In major urban centers where the gourd is prized by private bodyguards, high-stakes gamblers, and wealthy socialites seeking to avoid poison or maintain sobriety during secret negotiations, it commands a boutique retail price of 35 to 40 silver coins.
- Independent patrons and visiting noble retainers pay the full 40 silver coins.
- Guild-certified vintners, licensed tavern-masters, and registered distillers who display their engraved guild badges receive the standard 10% discount per tier level, paying 36 silver coins at Tier 1 or 32 silver coins at Tier 2.
- The merchant includes an authenticated flask of high-proof cane spirit and an assay seal verifying the clarity of the red jasper stone.
- Selling Procedure and Trade Log: Distillers buy intact vessels to inspect their beadwork filters or resell to merchant captains heading to high-risk border ports.
- The buyout is calculated at 10% of the baseline retail price per tier level of the seller (yielding 4 silver coins to a Tier 1 seller or 8 silver coins to a Tier 2 seller).
- The transaction is entered into the municipal maritime trade registry, noting the registration number and checking the copper collar for dents.
- Smuggler Coves and Black-Market Shanty-Bazaars:
- Physical Location and Structure: Hidden within tidal sea caves, abandoned sugar mills, or maze-like canal slums beyond the watchful eyes of the harbor watch, these subterranean markets serve river smugglers, runaway sailors, and rogue bounty hunters. The air smells heavily of brackish sea brine, roasting street meats, stale grog, and cheap pipe weed.
- Buying Procedure and Pricing: Black-market brokers traffic in scavenged gear, stolen customs shipments, and tools stripped from fallen frontier couriers.
- Prices fluctuate wildly between 45 and 65 silver coins (4.5 to 6.5 gold coins), driven by the high utility of the gourd’s path-finding and lock-bypassing mist during night raids and prison escapes.
- Official guild credentials or temple insignia carry no weight here and may draw armed extortion; transactions rely solely on raw negotiation and personal underworld reputation.
- Payment must be rendered in cold, untraceable coinage—such as clipped silver pennies, trade ingots, or unminted electrum nuggets—as black-market stalls completely refuse traceable World Bank logs to avoid tax auditors and naval inquisitors.
- Selling Procedure and Trade Log: Avatars seeking to liquidate a gourd taken from road ambushes or contraband cargo rely on back-alley fences to avoid legal provenance checks.
- Fences pay the standard 10% item baseline per seller tier level in unminted silver coin or trade goods.
- If a smuggling gang is planning an imminent jailbreak through a labyrinthine city sewer or preparing to run a naval blockade through fog-bound shallows, a fence may offer a quick barter premium, handing over 5 to 9 silver coins in hard physical cash with no questions asked and no recorded trail.
Tactical Roleplay of the Crossroads Rum-Gourd Across the Environments of Saṃsāra
- Narrow Urban Alleys and Crowded Market Bazaars:
- Environmental Context: Winding cobblestone streets, dead-end tenement alleys, dense fruit stalls, hanging laundry, and sudden town-guard blockades where getting cornered is fatal.
- Defensive Roleplay:
- While running from an armed municipal garrison through an unfamiliar dockside slum, the avatar relies on Scent of the Unlocked Path. The copper jingle-bells on the hooked stopper vibrate against the hip, pointing directly toward a hidden laundry chute behind a false stack of barrels, allowing the group to evade a fortified cul-de-sac.
- Cornered at a closed gatehouse, the wielder takes a quick swig of fiery aguardiente, gains the +1 circumstance bonus to AC from Detailed Stats, and activates Soplar of the Flaming Gate. The fine, atomized spray of rum-mist hits the barred iron latch with a flash of red sparks, loosening the stubborn bolts and granting advantage to force the door open before crossbowmen take aim.
- Standing perfectly still within the shadowy archway of a busy four-way intersection, the wielder invokes Crossroads Camouflage, blending effortlessly into the bustling traffic while pursuing watchmen sprint past, unable to perceive the still figure sipping quietly from the gourd.
- Offensive Roleplay:
- During a tavern brawl against rival bounty hunters, the avatar pops the carved Guayacán stopper with their teeth and drinks deeply. Activating Draught of the Bold Wayfarer, they surge forward with a +10 foot movement speed bonus, shrug off the intimidating roars of an enforcer via fear immunity, and vault across the bar counter to strike before the ambushers can clear their scabbards.
- Cornering an fleeing pickpocket in a crowded bazaar square, the avatar takes a mouthful of rum and executes Soplar of the Flaming Gate over their own dagger; the sprayed blade crackles with tobacco-scented luck, ensuring their subsequent throw cuts through market clutter to pin the thief’s mantle to a stall timber.
- Arid Badlands and Shifting Desert Dunes:
- Environmental Context: Sun-bleached limestone plateaus, wind-sculpted sand dunes, disorienting box canyons, and scarce alkaline watering holes that inflict heat stroke and dehydration.
- Defensive Roleplay:
- When forced to refill trail canteens from a brackish desert seep contaminated with mineral salts and stinging insect larvae, the wielder pours the fouled water into the vessel. Iron-Gullet Filter purges all mundane parasites and alkali toxins, ensuring the party drinks sweet, clean water while other desert travelers succumb to dysentery.
- When a sudden desert dust storm obliterates landmarks and buries canyon paths, the avatar pours four ounces of rum onto the bare bedrock in the sign of a cross, invoking Libation for the Open Road. Red sparks trace across the cracked soil, allowing the avatar and four companions to march over shifting scree and loose sand dunes for an hour completely unimpeded by difficult terrain.
- Offensive Roleplay:
- Stalking a band of desert raiders entrenched inside a labyrinth of red sandstone slot canyons, the wielder checks the gourd’s copper bells to detect the natural egress out of the ravine, maneuvering the party around behind the raiders’ blind perimeter.
- In the heat of an ambush against sand-skiff skirmishers, the avatar gulps a measure of spirits to trigger Draught of the Bold Wayfarer, absorbing early sling stones with 4 temporary hit points while sprinting through loose sand to close the distance against the riflemen.
- Flooded Mangrove Swamps and Brackish Estuaries:
- Environmental Context: Sucking black mud, tangled cypress roots, waist-deep brackish waterways, venomous water vipers, and sudden sinkholes that drag heavily armored wanderers into the depths.
- Defensive Roleplay:
- While slogging through knee-deep mire under fire from swamp marauders, the wielder activates Libation for the Open Road, turning the sucking mud beneath the party’s boots into firm, frictionless footing for a full hour, preventing the party from becoming easy targets in the open shallows.
- After being struck by a blowgun dart coated in nonmagical swamp-frog venom, the wielder washes down a medicinal tincture using rum from the vessel; Iron-Gullet Filter ensures the swallowed alcohol and purifying fluids are ingested without nausea or toxic interference, clearing the stomach of sickness.
- Offensive Roleplay:
- Confronting a territorial marsh troll guarding a submerged causeway, the avatar takes a draught and unleashes Soplar of the Flaming Gate across the frontline warrior’s greatsword. The atomized rum-mist coats the steel in crackling red luck, boosting the fighter’s attack accuracy against the regenerating beast and steeling their resolve against the creature’s terrifying stench.
- When the party’s scout is paralyzed by fear at the sight of a swamp horror rising from the reeds, the avatar hands them the gourd for a swig of Draught of the Bold Wayfarer, instantly breaking the frightened condition and granting them the burst of speed needed to reposition to high ground.
- Subterranean Crypts and Labyrinthine Dungeons:
- Environmental Context: Ancient stone catacombs, false wall chambers, pressure-plate corridors, suffocating damp, and claustrophobic corridors where a single wrong turn triggers lethal mechanical traps.
- Defensive Roleplay:
- Lost deep within a maze of repeating stone hallways designed to starve intruders, the avatar relies on Scent of the Unlocked Path. As the wielder holds the gourd level, the three copper jingle-bells chime softly whenever the avatar faces the hidden, true stairway leading up, bypassing miles of circular dead-ends.
- When a stone pressure plate trips a dart volley or rolling boulder trap, the avatar—having taken a preparatory swig before entering the threshold—utilizes the +1 circumstance bonus to AC and reflex-based hazards to dive out of the kill zone unscathed.
- Offensive Roleplay:
- Encountering an ancient stone door sealed by rusty tumblers and intricate locking bars, the avatar uses Soplar of the Flaming Gate to bathe the keyhole in atomized aguardiente. The lock sparks with warm embers, giving the party’s burglar the divine edge needed to pick the ancient mechanism in seconds before roaming crypt ghouls arrive.
- Standing across the threshold of a tomb archway, the avatar uses Crossroads Camouflage to hold the boundary line while unseen by skeletal sentries patrolling the central vault, lining up a devastating opening shot that initiates combat on the party’s terms.

Perception of Activation:
- User’s Perspective:
- Sight:
- The red jasper stone at the base flares with a bright, ember-like crimson radiance that shines through the surrounding cowrie shells.
- A fine, shimmering golden mist laced with tiny red sparks rises from the mouth of the vessel when the Guayacán stopper is pulled.
- The alternating red and black glass beads along the netting catch the light, glowing faintly as if heated from within by a hearth fire.
- Sound:
- The three copper jingle-bells on the lanyard let out a sharp, joyous chime that rings clear and crisp, unaffected by surrounding ambient noise.
- A subtle, whistling sigh echoes from the interior of the gourd, followed by the faint crackle of burning sugarcane embers.
- Every swallow produces a warm, rhythmic thrumming sound in the inner ear, resembling a distant batá drum beating a three-count cadence.
- Touch:
- A pleasant, blooming heat spreads outward from the stomach through the torso, fingertips, and toes, banishing chill and muscle stiffness immediately.
- The polished gourd rind vibrates lightly in the palm, feeling smooth, dry, and warm like river stone baked in midday sun.
- A gentle tingling sensation washes over the scalp and neck, creating a light, weightless feeling in the feet.
- Smell:
- A rich, intoxicating aroma of freshly distilled sugarcane rum, charred white oak, roasted red peppers, and dry tobacco leaf surges into the nostrils.
- Faint undertones of allspice, warm molasses, and sun-baked earth trail behind the vapor.
- Taste:
- An initial fiery, sweet punch of cane spirit coats the tongue, immediately smoothing into notes of vanilla, toasted chili warmth, and caramel.
- Leaves a clean, refreshing, non-burning finish that leaves the mouth moist, eliminating thirst without any lingering bitterness or alcohol harshness.
- Extra-Sensory Perception:
- Threshold Intuition: The Mind’s Eye perceives immediate physical pathways, crossroads, and hidden doorways as subtle lines of golden-red light tracing along the floor or ground.
- Trickster’s Clarity: A surge of playful confidence and sharp wit washes over the psyche, dissolving irrational fear, intimidation, and hesitation.
- Spatial Permeability: The user feels an intuitive, compass-like pull toward unobstructed exits, feeling the “openness” or “blockage” of physical passages within range.
- Sight:
- Observer’s Perspective:
- Sight:
- When the stopper is pulled, a brief wisp of atomized vapor flecked with red-gold sparks vents from the gourd’s neck into the air.
- When soplar is performed, the sprayed mist hangs suspended for an instant, flashing like microscopic embers across whatever surface or person it touches.
- The wielder’s posture visibly straightens, color returns to their cheeks, and their movements become fluid, deliberate, and relaxed.
- Sound:
- Observers hear the cheerful, rhythmic jingling of the three copper bells, which carries with surprising clarity across noisy rooms.
- The expulsion of the mist (soplar) produces a sharp, pressurized hiss followed by a gentle crackle reminiscent of a freshly lit pipe.
- Touch:
- A sudden wave of dry, radiant heat washes over anyone standing within arm’s reach of the spray or libation.
- Smell:
- The surrounding air is instantly dominated by the pungent, sweet fragrance of dark rum, aromatic cigar smoke, and toasted spices, masking foul ambient stenches.
- Taste:
- Observers within immediate proximity catch a faint, sweet aftertaste of molasses and warm pepper on the back of their palates.
- Extra-Sensory Perception:
- Sensitives, spirits, and nearby avatars perceive the sudden easing of spiritual barriers, feeling as though the room has expanded and hidden avenues have suddenly become visible.
- Sight:
- Positives:
- Complete Hangover and Intoxication Immunity:
- The wielder gains all the social confidence, warmth, and analgesic benefits of strong alcohol without suffering motor impairment, nausea, or debilitating hangovers.
- Ingested Toxin Neutralization:
- Mundane poisons, brackish salts, and foodborne parasites within liquids placed in the gourd are neutralized, ensuring safe hydration anywhere.
- Rapid Escape and Movement Buffs:
- Grants bursts of movement speed, immunity to fear effects, temporary vitality, and the ability to ignore difficult terrain through simple toasts and libations.
- Doorway and Threshold Divination:
- Unveils hidden passages, reveals secret exits, and assists in bypassing mundane locks or barred gateways via consecrated mist.
- Complete Hangover and Intoxication Immunity:
- Negatives:
- Unmistakable Aromatic Profile:
- The powerful, sweet scent of sugarcane rum, allspice, and cigar leaf makes close-quarters stealth nearly impossible, immediately alerting scent-tracking beasts and sharp-nosed guards.
- Visual Giveaway in Low Light:
- The glowing crimson flare of the red jasper and the shower of red-and-gold sparks from soplar ruin night vision and signal the user’s location in dark or shadowed environments.
- Exhaustion from Overdrawing:
- Activating the draught beyond daily limits strains the avatar’s vitality, resulting in heavy, sluggish limbs and a temporary reduction in walking speed.
- Reliance on Liquid Supplies:
- The gourd cannot generate active magical effects when completely empty; failing to maintain a supply of spirits or potable liquid limits its utility to passive detection.
- Unmistakable Aromatic Profile:
Crafting Recipe: Santeria Rum-Gourd of the Open Crossway
- Materials Needed:
- 1 dried, thick-walled bottle gourd (roughly eight inches high by five inches wide, cured, scraped clean inside, and thoroughly dried).
- 1 Tier 1 magic crystal (a coin-sized, tumbled piece of red jasper, smooth and free of major fractures).
- 1 small block of Guayacán (lignum vitae) or dense ironwood (roughly 2x2x4 inches for carving the stopper).
- 1 sheet of thin red copper stock (roughly 2×6 inches, for forming the neck collar).
- 3 miniature copper jingle-bells (pea-sized, clappered).
- 3 intact cowrie shells (backs ground flat with micro-drilled stitching apertures).
- 30 feet of heavy waxed cotton cord (15 feet dyed scarlet red, 15 feet dyed jet black).
- 200 miniature glass seed beads (100 opaque scarlet red, 100 opaque gloss black).
- 1 dram of amber tree sap resin, collected with a fluid collector to serve as a waterproof sealant.
- 1 small cake of organic beeswax (for lining the inner gourd rind).
- 3 toasted red chili peppers, 7 whole dried allspice berries, and 1 whole cured cigar leaf (sacrificial offerings to awaken the spirit of the threshold).
- 4 fluid ounces of high-proof white sugarcane rum (aguardiente).
- Tools Required:
- 1 Fluid Collector (for heating, measuring, and dispensing liquid amber tree sap resin).
- 1 Woodcarver’s whittling knife, gouge, and fine rasp.
- 1 Jeweler’s copper-peening hammer, anvil stake, and metal snips.
- 1 Bead-stringing needle and leather bodkin.
- 1 Hand auger with fine drill bits (1mm and 2mm).
- 1 Small melting pot and charcoal brazier.
- Skill Requirements:
- Woodcarving / Leather & Cord Craft: Minimum skill rank of 5.
- Alchemical Distillation / Herbal Preparation: Minimum skill rank of 3.
- Mind’s Eye Focusing / Divination: Minimum skill rank of 2 (required to trace the crossway ley-patterns through the jasper node without fracturing the psychic resonance).
- Crafting Steps:
- Curing and Sealing the Gourd Interior:
- Take the dried bottle gourd and ensure all residual seeds and loose inner pith are scraped out using a curved wooden scraper.
- Melt the beeswax in the melting pot over low embers until fully liquefied.
- Pour the hot beeswax into the gourd, rotating the vessel steadily for two minutes to coat every interior surface with an even, watertight barrier.
- Pour out the excess wax and set the gourd aside in an upright position until the lining hardens into a smooth, scent-locking seal.
- Fashioning the Copper Collar:
- Cut a strip of red copper stock to match the circumference of the gourd’s outer neck.
- Anneal the copper strip over open flame, quench it in clean water, and hammer it into a snug cylindrical collar over the neck opening using the peening hammer.
- Crimp the lower lip of the copper collar securely into the outer rind of the gourd.
- Warm half a dram of amber tree sap resin using the fluid collector and seal the seam between the copper collar and the gourd rind to ensure a leak-proof fit.
- Carving the Hooked Guayacán Stopper:
- Take the block of Guayacán hardwood and carve the lower shank into a slight conical taper that fits snugly into the copper-collared neck.
- Carve the upper handle of the stopper into the traditional hooked silhouette of a garabato (the hooked cane of the threshold).
- Drill a horizontal 2mm hole through the crook of the handle to accommodate the lanyard attachment.
- Rub the carved hardwood with a pinch of beeswax until it achieves a dark, water-resistant sheen.
- Setting the Red Jasper and Cowrie Base:
- Turn the gourd upside down and scrape a shallow, coin-sized circular depression into the exterior base rind to hold the Tier 1 red jasper.
- Position the red jasper crystal firmly inside the recess.
- Arrange the three cowrie shells around the perimeter of the stone, flat backs against the rind and open mouths facing outward.
- Heat half a dram of amber tree sap resin in the melting pot and use the fluid collector to pour an even ring of resin around the stones and shells, fusing them securely into the rind.
- Braiding the Beaded Netting and Lanyard:
- Anchor twelve alternating strands of red and black waxed cotton cord around the copper neck collar.
- Braid the cords downward in a macramé diamond lattice across the gourd’s body, threading beads along every crossover point in alternating sets of three red and three black beads.
- Secure the lower ends of the cords in a reinforced circular hitch around the cowrie-studded jasper base.
- Thread a separate six-inch braided red-and-black cord through the hole in the Guayacán stopper, attaching the three miniature copper jingle-bells at the midpoint, and secure the lanyard to the upper collar of the gourd.
- Consecration, Cleansing, and Libation Alignment:
- Fill the finished gourd with four fluid ounces of high-proof white sugarcane rum, adding the three toasted chili peppers, seven allspice berries, and shredded cigar leaf into the liquor.
- Seat the hooked stopper firmly, shaking the vessel rhythmically so the copper bells chime in three-beat intervals.
- Place the vessel upon the bare ground at a four-way outdoor crossroad or doorway threshold.
- Project focused mental energy through the Mind’s Eye into the red jasper base, visualizing pathways opening, blocks dissolving, and roads clearing ahead.
- Uncork the vessel, take a mouthful of the steeped spirit, and perform soplar—forcefully spraying an atomized mist of rum over the vessel, bells, and ground toward the four cardinal directions.
- Maintain steady mental projection until the red jasper crystal flares with warm crimson light, the copper bells produce a sustained acoustic hum, and the fragrance of roasted peppers, sweet molasses, and cedar fills the air.
- Curing and Sealing the Gourd Interior:
Fire-Gourd of Crossroads and Little Man Who Spits Hot Smoke
In the day before the stone roads were broken into gravel by the iron-wheeled wagons, when the beasts of four feet still answered the salutations of the ditch-dwellers, there was a carrier of bundles whose name upon the broken river-brick was stamped with the sign of the limping mule. In the dialect of the salt-sellers, he is named The Man Who Never Arrived Before Dark, while in the books of the high scribes he is recorded as One Who Sells Water in a Basket. He possessed no donkey with two bells, nor had he five brass rings to bind his sandals. He carried upon his back only a frame of willow-stakes loaded with ninety parcels of dried pepper and twenty-two bundles of rough linen, and his two feet were cracked like the dried mud of an empty reservoir.
The grey-beards who warm their elbows over charcoal tell that the four valleys were held by a master of fences whose name was The Prince Whose Gate Is Bound With Three Chains. This king sat upon a stool of green soapstone. He had fifty guards whose coats were sewn with the scales of river-carp, and sixty runners whose legs were anointed with boiled goose-fat. He caused forty-four walls of dry stone to be built across the four paths, and at every crossing he set an iron bar with a lock that had three bronze teeth.
“No man shall carry a sack of grain, nor a basket of leeks, nor a skin of goat-milk across the four stones,” declared the king through a beard that was greasy with goose-dripping, “unless he lays down in my copper dish four round coins of white silver and a tub of boiled honey. Whosoever crawls beneath the cedar bar without paying the three-toothed lock shall have his shins beaten with thorn-branches, and his skin shall be hung upon the toll-pole to scare the kites.”
The bundle-carrier came to the four-way road when the sun had gone down behind the mountain’s hip like a red ember falling into a pot of ash. His throat was dry like a piece of lime-chalk. In his leather pouch he had no four round coins of silver; he had only three withered figs, a scrap of dried ox-gut, and an earthen cup that had lost its handle in the brambles.
He threw down his frame of ninety bundles beside the ditch. He sat upon a square boundary-stone where four tracks met, and he groaned three times, cursing the mother of the stones and the father of the dust.
“Why do you strike the air with the breath of an angry goat?” asked a voice from the low ditch. It was not the voice of an ox-driver, nor the crying of an owl, but it had the sound of dry grass crackling when a charcoal-burner drops his pipe into the weeds.
The carrier looked down into the ditch. There sat upon a mound of dry horse-beans not a magistrate, nor a priest of the town, but a little boy whose head was bald and shining like a round turnip. His left eye looked toward the east gate, and his right eye looked toward the setting sun. Over his brown shoulder was tied a narrow mantle of coarse grass dyed in stripes of red clay and black soot, and in his right hand he held a dry branch of the crooked thorn-tree that had the shape of a shepherd’s hook.
Around his neck hung a dark gourd of the wild tree, polished like a chestnut that has slept in the lard-tub. The neck of the gourd was wrapped with a skin of red copper, and from its hooked stopper hung three copper jingle-bells that made a sound like forty crickets in a wheat-bin. Around the belly of the vessel was woven a net of red and black river-beads, and at the foot was fastened a red sun-stone held between three little shells that had white teeth like grinning field-mice.
“The gate-prince has shut the four roads with bars of ash-wood,” wept the bundle-carrier, beating his ribs with his fists. “My ninety parcels of dried pepper will rot in the night mist, and the boatmen at the water-head will sell my skin to the oil-boilers because I am late.”
The turnip-headed boy laughed, and his laughing was like the sound of dry corn rattling inside an empty kettle. From his hip he took the chestnut gourd. He pulled the crooked wooden stopper with his two front teeth, and from the mouth of the vessel there rose a vapor of hot cane-juice, roasted pepper-pods, and the pungent leaf that the hill-men burn in their pipes.
“Take a swallow of this red broth,” said the little boy of the ditch, whose tongue tasted in the air like burning sugar and hot fat. “It is not the water of the sheep-trough, nor the thin beer of the rye-fields. It is the milk of the four corners. When a man drinks from the crooked hook, the iron bars become like soft tallow, and the high stones step aside like sheep before a barking dog. But he who drinks must not hide his cup behind his back; he must blow the hot spit toward the four winds, so that the road-watchers may have their share of the smoke.”
The bundle-carrier took the gourd. He set the red copper collar against his lips. The broth burned his throat like a coal of the acacia wood, yet when it reached his belly it became cool like well-water mixed with sweet melon-seeds. Immediately, his cracked shins ceased to burn; his two knees became springy like the ash-bow of an archer, and the heavy frame of ninety bundles felt upon his shoulders no heavier than a basket of dried pigeons.
He filled his mouth with a second draught of the hot liquor. Turning toward the four gates, he spat the red broth into the night air in a fine mist, as the boy had commanded.
Where the wet vapor fell, there arose a sound like the clicking of forty bronze keys in forty iron boxes. The three copper bells on the stopper chimed with a clear, laughing voice, and the red stone at the gourd’s tail flared like the eye of a wolf looking out of a dry cave.
The bundle-carrier walked to the first gate. The great cedar bar, which required three oxen to lift, was not heavy; when his finger touched the timber, it swung wide upon its wooden hinges like a reed curtain moved by the wind. The two guards who wore carp-skins were sitting upon a bench of chalk, their mouths open, snoring with the sound of fat pigs in the mire; though the bundle-carrier stepped upon their toes with his heavy sandals, they did not wake, dreaming only that a great dish of roasted beef had been set before their noses.
He passed the second gate, and the third gate, and the fourth gate. The seventy stone walls that the prince had piled across the road seemed to him no taller than the furrows of a plowed field; he stepped across them with two long strides, and before the red star had climbed to the peak of the sky, he stood upon the stone quay and delivered his ninety bundles to the master of the river-barges.
Yet when The Prince Whose Gate Is Bound With Three Chains arose in the morning and saw that the ninety bundles of pepper were gone, and that the four great cedar bars hung open like the doors of an empty sheep-pen, his spleen became swollen with black bile.
“Who has dared to blow wind through the three-toothed locks of my grandfather?” shouted the prince, striking his soapstone stool with an iron rod until the green dust flew. “Bring me the sixty runners who have grease upon their legs! Bring the fifty archers of the carp-scales! We shall find the thief who walks through cedar, and his ears shall be nailed to the gate-post with copper spikes!”
The prince mounted his chariot of red willow. He drove his two stallions to the four-way stone. There he found the turnip-headed boy sitting upon the mound of horse-beans, playing with three red pebbles and whistling a tune that made the horses prick their ears.
“You spotted frog of the ditch!” roared the prince, brandishing his iron rod. “Did you see the beggar who carried ninety parcels of pepper pass through my timber bars without laying four silver pieces into my dish?”
The boy looked up with his two crooked eyes. “The road is a wide mother,” said the boy, smiling until his red teeth showed like chili-seeds. “She does not ask for four silver pieces before she lets her children walk upon her dirt. But if you are thirsty from driving your fat stallions, you may take a draught from my chestnut gourd; it has the taste of cane-molasses and the smoke of good tobacco.”
The prince snatched the gourd by its red copper neck. He saw the red jasper stone at the base, and he saw the three white shells that grinned like little teeth.
“This is no beggar’s pot,” cried the prince, his fat belly shaking with greed. “This is the vessel of the golden wine that the ancient kings buried under the lime-kiln! I will take this water-horn into my high house, and no man shall ever drink of its fatness except myself and my fifty captains of carp-skin!”
The prince pulled the hooked Guayacán stopper. He did not blow the hot spit toward the four winds, nor did he whistle the three notes of the road-salute; he tilted the vessel into his wide mouth, intending to drain the broth to the last dreg.
The liquor did not run down his gullet like sweet cane-molasses. It became like boiling tallow mixed with powdered sulfur and the grease of poisonous toads. The three copper bells on the neck did not chime with a laughing voice; they began to shriek with the voice of forty screech-owls trapped in a burning barn.
The red jasper stone flared with a blinding, furnace-hot blaze that scorched the skin of the prince’s cheeks. The net of red and black beads turned into a nest of biting red ants and black scorpions that crawled up the prince’s sleeves, sinking their stings into his fat elbows and the soft flesh of his throat.
The prince dropped the gourd. He cried out with the voice of a stuck hog, shouting for his fifty carp-scaled guards to bring water and quench the fire in his belly.
Yet when the guards ran to the ditch with their buckets, the water in their vessels turned to dry sand. The sixty runners with greased legs attempted to run to the town for the physicians, but the four roads, which had formerly been straight like ash-spears, twisted themselves into a great knot of briars and sharp stones. Whichever way the runners ran, they came back to the same boundary-stone, their feet bleeding and their lungs bursting with dust.
The prince tore the tin plates from his breast. He ran into the scrub, his tongue protruding from his teeth, black and dry like a piece of salted meat. He ran through the forty-four stone walls, which now closed together like the teeth of a grain-mill, until he fell headlong into a dry lime-sink where neither well-water nor sweet cane had ever been seen. And the black scorpions of the bead-net dragged his body down into the deep cracks where the blind worms make their beds.
When the sun sat once more upon the mountain’s hip, the turnip-headed boy came out of the briars. The gourd lay upon the white sand, uncracked and cool like a melon that has slept in the dew. The red and black beads were not burned, and inside the belly of the vessel the sweet rum still sloshed with a gentle sound like little waves upon a lake shore.
The boy picked up the vessel by its hooked wooden stopper. He tucked it into his rag-mantle, and he walked away down the middle of the four-way road, singing a song of three words that has no grammar in any tongue of men.
And the travelers who followed the trade-oxen across that high plain found the forty-four stone walls broken into small pebbles that made good footing for the carts, and beside the broken gate they found these marks incised upon an unbaked brick of river-silt, which have been read with much weariness and many foolish mistakes by the translators who sit in dark rooms eating stale barley.
Moral of the Story
The wide road was made for the feet of all who journey under the sky, and its gates yield freely to the cheerful traveler who honors the threshold with a generous draught; but he who builds walls across the four winds to starve his brother will find his own throat closed with scorpions, locked forever within the maze of his own greed.
Suggested conversions to other systems:
Dungeons & Dragons
Canteen of the Crossroads Sentinel Wondrous Item, Common (Requires Attunement)
- Item Profile:
- Gear Slot: Worn (Belt or Shoulder)
- Capacity: 1 quart (32 fl. oz.)
- Weight: 1.5 lbs. (full) / 0.5 lbs. (empty)
- Description: A fire-hardened, teardrop-shaped chestnut gourd wrapped in an alternating red-and-black beaded macramé net. Its mouth is bound with a red copper collar and sealed with a carved Guayacán wood stopper shaped like a hooked garabato, tied to a lanyard sporting three miniature copper bells. A coin-sized red jasper node surrounded by three outward-facing cowrie shells is embedded in the base. It constantly emits the scent of sugarcane rum, roasted peppers, and dry cigar tobacco.
- Traits and Passive Properties:
- Iron-Gullet Filter: Nonmagical liquids stored within and consumed from the canteen are purified of mundane poisons, parasites, and disease. You cannot suffer the poisoned condition, motor impairment, nausea, or hangovers from imbibing alcohol from this vessel.
- Scent of the Unlocked Path: While worn, you passively sense the shortest direct physical route of egress from any enclosed space, labyrinth, or blind alley within 100 feet. The copper bells chime softly when facing a hidden door or secret passage.
- Crossroads Camouflage: While standing motionless within a doorway, threshold, or four-way intersection, you have advantage on Dexterity (Stealth) checks.
- Liquid Agility: For 10 minutes after drinking at least 4 ounces of strong spirits from the gourd, you gain a +1 circumstance bonus to your Armor Class against opportunity attacks.
- Active Features:
- Soplar of the Flaming Gate (3/Day): As an action, you take a mouthful of liquor and forcefully spit an atomized spray (soplar) over an adjacent creature, weapon, or threshold.
- Creature/Weapon: The target gains a +1 luck bonus to attack rolls and saving throws against traps and curses for 10 minutes.
- Threshold/Lock: You gain advantage on the next ability check made to pick the lock, disable a threshold trap, or force the door open within 10 minutes.
- Draught of the Bold Wayfarer (3/Day): As a bonus action, you take a deep swig from the gourd. You gain 4 temporary hit points, your walking speed increases by 10 feet, and you become immune to the frightened condition for 5 minutes.
- Libation for the Open Road (1/Day): As an action, you pour 4 ounces of spirits onto the ground in the shape of a cross. For the next 1 hour, difficult terrain does not cost extra movement for you and up to four friendly creatures within 15 feet of you.
- Soplar of the Flaming Gate (3/Day): As an action, you take a mouthful of liquor and forcefully spit an atomized spray (soplar) over an adjacent creature, weapon, or threshold.
Call of Cthulhu
Elegguá’s Threshold Gourd Minor Arcane / Folk Artifact
- Item Profile:
- Form: A cured tree gourd encased in red-and-black beadwork, sealed by a hooked wooden stopper with jingling copper bells, featuring an embedded red jasper base.
- Arcane Reservoir: Holds 6 Magic Points. Regenerates 1 Magic Point at dawn and 1 at dusk if rested at a doorway or crossroads.
- Sanity Cost: 0 for passive use or drinking; 1 Sanity Point when performing soplar or pouring ritual boundary libations.
- Mechanics and Powers:
- Iron-Gullet Filter: Water or alcohol consumed from the vessel is free of mundane bacteria, parasites, and nonmagical toxins. The drinker gains the analgesic benefits of alcohol without penalties to DEX, INT, or Drive checks, and is immune to hangovers.
- Crossroads Pathfinding: The investigator gains a Bonus Die on Navigate, Track, or Spot Hidden checks to locate secret doors, concealed tunnels, or avenues of escape when trapped or lost.
- Soplar of the Flaming Gate:
- Cost: 2 Magic Points and 1 Sanity Point.
- Action: 1 combat round.
- Mechanic: The investigator sprays atomized alcohol over an ally, lock, or threshold. An anointed ally gains a Bonus Die on their next Dodge or Luck roll. If sprayed across a locked portal or window, the next Locksmith or STR roll to bypass it gains a Bonus Die.
- Draught of the Bold Wayfarer:
- Cost: 1 Magic Point.
- Action: 1 combat round.
- Mechanic: The user takes a heavy draught of cane spirits. The investigator gains 2 temporary Hit Points for 1 hour, increases their MOV rate by +1, and gains a Bonus Die on Sanity checks to resist temporary panic, fear, or shock for 10 minutes.
- Libation for the Open Road:
- Cost: 2 Magic Points and 1 Sanity Point.
- Action: 1 minute (poured at an intersection or trail).
- Mechanic: The investigator pours out a measured libation of rum. For the next 1 hour, the investigator and up to four traveling companions ignore movement penalties from mud, rubble, marshes, or snow.
Blades in the Dark
The Crossway Rum-Gourd Arcane Implement, 1 Load
- Item Profile:
- Visual: A polished, beaded gourd canteen with alternating red and black beads, a hooked Guayacán stopper, jingling copper bells, and a base-mounted red jasper.
- Nature: A consecrated folk-vessel dedicated to the spirits of roads, chance, thresholds, and ritual libation.
- Passive Effects:
- Purifying Brew: Liquid consumed from the gourd cleanses mundane poisons and spoilage. You can drink strong spirits without suffering intoxication penalties, clearing 1 Stress after a high-stakes toast (once per score).
- Threshold Sight: When attempting to find an escape route, breach an exit, or navigate unfamiliar city passages, your Survey and Prowl rolls operate with +1 Effect level.
- Boundary Veil: When standing still in a doorway, alley crossing, or street intersection, gain +1 Potency to stealth checks against patrols.
- Active Arcane Abilities:
- Soplar of the Gate:
- Cost: 1 Stress.
- Action: Finesse or Tinker.
- Outcome: You spray a mist of cane rum over a companion or lock. On a 6, grant +1 Potency to an ally’s next daring action or unlock/bypass a mundane door or window without leaving physical signs of forced entry. On a 4/5, the effect succeeds, but the pungent scent of tobacco and rum attracts unwanted attention.
- Draught of the Bold Wayfarer:
- Cost: 1 Stress.
- Action: Consort or Prowl.
- Outcome: Take a burning swig from the vessel. You become temporarily immune to fear and mental shock consequences, and gain +1d to Prowl or Skirmish rolls when rapidly maneuvering or closing distance for the rest of the current engagement.
- Road-Opening Libation:
- Cost: 2 Stress.
- Action: Attune.
- Outcome: Pour out spirits upon the earth or cobblestones in an offering to the crossroads. You and your crew completely ignore the movement impediments of hazardous or restrictive terrain for the duration of the escape or repositioning phase.
- Soplar of the Gate:
Knave
The Crossroads Rum-Gourd Wondrous Item (1 Slot, Hands: 1 to use)
- Item Profile:
- Inventory: Takes up 1 gear slot. Worn slung at the belt or shoulder.
- Durability: 3 Quality. Loses 1 Quality if crushed under extreme bludgeoning force or breached by sharp acid.
- Appearance: A polished chestnut-brown bottle gourd draped in a red-and-black bead network, capped with a copper collar and a hooked hardwood stopper with tiny bells. A red jasper stone sits set into the base surrounded by three cowrie shells. Radiates scents of rum, chili peppers, and sweet pipe smoke.
- Item Rules:
- Pure Consumption: Any water or alcohol drunk from this vessel is purified of mundane filth, rot, and poison. Intoxicants grant warmth and morale without imposing clumsiness, drunkenness, or sickness.
- Exit Sense: The bearer automatically senses the most direct path out of an enclosed room, dead end, or maze within 100 feet. The bells faintly ring when facing concealed passageways.
- Evasive Sip: Imbibing strong liquor from the gourd grants a +1 bonus to Armor Defense against opportunistic melee attacks for 10 minutes.
- Soplar of the Flaming Gate (3/Day):
- As an action, the bearer takes a mouthful of rum and forcefully sprays a fine mist across an ally, lock, or portal.
- Sprayed Ally/Weapon: The target gains Advantage on their next attack roll or save against traps/curses.
- Sprayed Door/Lock: Grants Advantage on the next check made to pick, force, or dismantle the door or mechanism.
- Draught of the Bold Wayfarer (3/Day):
- The bearer takes a quick drink from the gourd as a free action.
- The wielder gains 4 temporary Hit Points, moves at 1.5x normal walking speed, and becomes completely immune to fear effects for 5 minutes.
- Libation for the Open Road (1/Day):
- As an action, the bearer pours out a portion of spirits onto the ground in the shape of a cross.
- For the next 1 hour, mud, scree, deep water, briars, and rubble do not slow down the bearer and up to four allies traveling alongside them.
Fate
The Gourd of the Open Crossway Extra (Aspect and Stunts)
- Item Profile:
- Aspect: Blessed Vessel of Elegguá’s Threshold
- Description: A fire-cured chestnut gourd encased in a diamond-braided net of alternating red and black glass beads, sealed with a hooked Guayacán stopper that jingles with miniature copper bells. A tumbled red jasper crystal rests at the base, bordered by three cowrie shells. The vessel exudes the rich, sweet warmth of sugarcane rum, allspice, and cured tobacco.
- Stunts and Mechanical Rules:
- Iron-Gullet Filter: You are completely immune to physical consequences and impairment caused by nonmagical alcohol, tainted trail water, or ingested foodborne toxins. Drinking from the vessel allows you to clear a 1-point physical stress box once per scene after partaking in a hearty libation.
- Scent of the Unlocked Path: You gain a +2 bonus to Notice or Investigate checks to locate secret doors, discover hidden passages, or find the shortest direct escape route when trapped in a maze, locked room, or unfamiliar labyrinth.
- Soplar of the Flaming Gate: Once per scene, you may take a mouthful of strong spirits and spend 1 Fate Point to spray a fine mist (soplar) over a companion, weapon, or locked mechanism. An anointed companion or weapon gains the advantage aspect Crossroad Fortune with one free invoke; if sprayed across a locked door or barrier, it places the aspect Weakened Threshold with one free invoke on the portal.
- Draught of the Bold Wayfarer: Once per scene, as a free action, you may pull the stopper and take a deep draught. You immediately gain the situational aspect Fearless Strider with one free invoke, granting you a +2 bonus on Athletics or Fight rolls when closing distance, dodging opportunity attacks, or resisting intimidation and supernatural terror.
- Libation for the Open Road: Once per session, you may spend 1 Fate Point and an action to pour a measured libation of spirits onto the ground in the shape of a cross. For the remainder of the scene, you and up to four allies in your zone ignore all movement penalties imposed by difficult, hazardous, or crowded terrain aspects.
Numenera & Cypher System
Crossway Resonator Gourd Artifact (Level 3)
- Item Profile:
- Level: 3
- Form: A bio-engineered, hardened gourd canteen enclosed in a patterned bio-fiber webbing of alternating red and black polymer beads, fitted with an acoustic copper collar, a hooked hardwood stopper with micro-resonator bells, and a red jasper focus nodule at the base.
- Depletion: 1 in 1d20 (checked upon using Soplar, the Draught, or pouring a terrain Libation).
- Passive Effects:
- Ingested Toxin Neutralizer: The artifact’s internal lining neutralizes all biological toxins, waterborne parasites, and impurities in liquids stored inside it up to level 3. The user gains the psychological warmth and analgesic benefits of strong stimulants and alcohol without motor impairment, cognitive penalties, or systemic nausea.
- Egress Detector: Tasks to find exits, detect concealed pathways, or navigate mazes and subterranean complexes are eased by one step. The micro-resonator bells hum softly when aligned with a hidden threshold.
- Threshold Agility: Taking a sip of strong spirits from the gourd eases all Speed defense rolls made against opportunity attacks or environmental traps by one step for 10 minutes.
- Active Powers:
- Soplar Mist Projection (Action): You consume a draught and atomize a fine spray over an adjacent ally, weapon, or doorway. Check for Depletion.
- Ally/Weapon: Eases the target’s next attack roll or task to resist traps and mental curses by one step.
- Mechanism/Door: Eases the next task to unlock, bypass, or physically force open the door or container by two steps.
- Draught of the Bold Wayfarer (Action): You expend 1 point from your Might or Speed Pool and take a deep gulp. You gain 4 points of temporary Health (which absorb damage before your Stat Pools) and ease all movement-based tasks and defense tasks against fear and panic by one step for 10 minutes. Check for Depletion.
- Road-Opening Libation (Action): You pour 4 ounces of spirits onto the ground in a crossed pattern. For the next hour, difficult or hazardous terrain (such as deep mud, shifting scree, or tangled undergrowth) does not impede the movement of you or up to four companions moving within immediate range (10 feet). Check for Depletion.
- Soplar Mist Projection (Action): You consume a draught and atomize a fine spray over an adjacent ally, weapon, or doorway. Check for Depletion.
Pathfinder
Gourd of the Open Crossway Item 2 Abjuration, Divination, Magical
- Item Profile:
- Price: 35 gp
- Usage: Worn (Belt or Shoulder)
- Bulk: L (1 Bulk when completely full)
- Hands: 1 to drink or activate
- Description: An eight-inch teardrop gourd cured to a deep chestnut luster, enclosed in an alternating red-and-black beaded harness. Its neck is ringed in red copper and stopped with a hooked Guayacán plug fitted with three copper jingle-bells. A red jasper stone encircled by three cowrie shells is set into the base. It carries the warm aroma of sugarcane rum, roasted peppers, and cigar smoke.
- Passive Effects:
- Iron-Gullet Filter: Liquids consumed from this vessel are cleansed of nonmagical diseases, poisons, and waterborne parasites of 2nd level or lower. The drinker gains all morale and analgesic effects of alcohol without becoming sickened, clumsy, or experiencing hangovers.
- Scent of the Unlocked Path: You gain a +1 item bonus to Perception and Survival checks to sense hidden doors, detect secret egresses, or navigate through mazes and labyrinths within 100 feet.
- Crossroads Camouflage: While standing motionless within a doorway, threshold, or four-way intersection, you gain a +1 circumstance bonus to Stealth checks.
- Threshold Stride: For 10 minutes after drinking at least 4 ounces of alcohol from the gourd, you gain a +1 circumstance bonus to AC against reactions and opportunity attacks triggered by your movement.
- Active Abilities:
- Soplar of the Flaming Gate (Single Action):
- Frequency: Three times per day.
- Traits: Manipulate, Transmutation.
- Effect: You take a mouthful of alcohol from the gourd and spray a fine mist (soplar) over an adjacent creature, weapon, or portal.
- Creature/Weapon: The target gains a +1 status bonus to its next attack roll or saving throw against hazards and curses within the next 10 minutes.
- Portal/Lock: The next check to Pick a Lock, Force Open, or Disable a Device on the portal gains a +2 status bonus.
- Draught of the Bold Wayfarer (Single Action):
- Frequency: Three times per day.
- Traits: Emotion, Mental, Transmutation.
- Effect: You drink a hearty swig from the gourd. You gain 4 temporary Hit Points, a +10-foot status bonus to your Speed, and immunity to the frightened condition for 5 minutes.
- Libation for the Open Road (Two Actions):
- Frequency: Once per day.
- Traits: Abjuration, Manipulate.
- Effect: You pour 4 ounces of spirits onto the ground in the shape of a cross. For 1 hour, difficult terrain does not impede movement for you and up to four allies within a 15-foot emanation centered on you.
- Soplar of the Flaming Gate (Single Action):
Savage Worlds
The Crossroads Rum-Gourd Minor Arcane Relic
- Item Profile:
- Weight: 1.5 lbs. (full) / 0.5 lbs. (empty)
- Gear Slot: Carried / Worn (Belt or Shoulder)
- Trappings: Cured chestnut gourd wrapped in alternating red-and-black beadwork, sealed by a hooked Guayacán stopper with chiming copper bells, anchored by a red jasper base and cowries. Emits the rich fragrance of cane rum, chili peppers, and sweet cigar smoke.
- Passive Abilities:
- Iron Gullet: Any water or alcohol consumed from the gourd is instantly purified of natural poisons, toxins, and bacterial contamination. The drinker enjoys the analgesic and morale benefits of alcohol without suffering penalties to Agility or Smarts, and cannot suffer from hangovers.
- Crossroads Intuition: The bearer gains a +2 bonus on Notice and Survival checks to spot hidden passages, identify secret egresses, or navigate through complex labyrinths and urban alleys.
- Elusive Stride: Imbibing a measure of alcohol from the vessel grants a +1 bonus to Parry against free attacks triggered by moving away from opponents for 10 minutes.
- Active Powers:
- Soplar of the Flaming Gate:
- Cost: Action.
- Frequency: 3 times per day.
- Trapping: Spitting a fine, atomized mist of rum that flashes with golden-red sparks.
- Effect: The character sprays an ally, weapon, or locked doorway. An anointed ally gains a +1 bonus on their next Trait roll or resistance check against a trap or supernatural hazard. If sprayed across a locked portal, it grants a +2 bonus on Thievery rolls to bypass the lock or an Athletics roll to break it down.
- Draught of the Bold Wayfarer:
- Cost: Free Action (taken on the user’s turn).
- Frequency: 3 times per day.
- Trapping: Taking a burning gulp from the vessel.
- Effect: The wielder gains +2 to Pace, a running die increase by one die type, and complete immunity to Fear and the Distracted condition caused by intimidation or terror for 5 minutes.
- Road-Opening Libation:
- Cost: Action.
- Frequency: Once per day.
- Trapping: Pouring spirits onto the earth in a cross pattern while whistling a three-note salute.
- Effect: For the next hour, difficult terrain (such as thick mud, rubble, loose sand, or dense briars) does not reduce the Pace of the user or up to four companions moving within a Medium Blast Template centered on the bearer.
- Soplar of the Flaming Gate:
Shadowrun
The Elegguá Threshold-Gourd Enchanted Qi / Sustaining Focus (Force 2 / Divination and Protection Affinity)
- Item Profile:
- Type: Qi Focus or Sustaining Focus (Health / Detection Spells)
- Force: 2
- Availability: 6R
- Cost: 18,000¥
- Weight: 0.75 kg (full) / 0.25 kg (empty)
- Capacity: 1 liter (liquids)
- Form: A fire-cured chestnut gourd encased in a netted lattice of alternating red and black beads, fitted with a red copper neck band and a hand-carved hardwood stopper shaped like a hooked garabato with three pea-sized copper bells. A coin-sized red jasper nodule circled by three cowrie shells is set flush into the base.
- Astral Signature: Radiant crimson and obsidian aura pulsing with playful, threshold-opening astral currents and the aroma of high-proof sugarcane rum, cured tobacco leaf, and roasted chili.
- Passive Traits:
- Iron-Gullet Filter: Any potable fluid or alcohol consumed from the vessel is scrubbed of non-magical pathogens, chemical adulterants, and ingested toxins up to Vector Rating 6. The user absorbs the social and analgesic benefits of alcohol without suffering motor penalties, intoxication modifiers, or subsequent nausea.
- Threshold Sight: When attempting to navigate unfamiliar structures, locate hidden exits, or escape containment, the runner gains a +2 dice pool modifier on Perception and Navigation Tests. The tiny bells emit a faint acoustic chime when oriented toward a hidden passage or secret doorway.
- Slipstream Evasion: Imbibing at least one draught of spirits grants a +1 dice pool modifier to Defense Tests against intercept attacks or opportunity maneuvers for 10 minutes.
- Active Features:
- Soplar of the Flaming Gate:
- Action: Complex Action
- Cost: 1 Drain (Stun)
- Mechanics: The adept or magician takes a mouthful of rum and forcefully atomizes it (soplar) over an ally, weapon, or portal.
- Sprayed Ally/Weapon: Bestows a +1 dice pool modifier on the target’s next Attack Test or Defense Test against physical hazards and curses for 10 minutes.
- Sprayed Barrier/Lock: Provides a +2 dice pool modifier on the next Locksmith or Hardware Test to bypass, pick, or disable a physical or mechanical entry point.
- Draught of the Bold Wayfarer:
- Action: Minor Action
- Cost: 1 Drain (Stun)
- Mechanics: The runner takes a swift, burning gulp from the gourd. The user gains 2 temporary Physical condition boxes (which absorb incoming physical harm first and dissipate after 10 minutes), increases Sprinting movement speed by +4 meters/round, and gains complete immunity to magical or mundane fear effects for 5 minutes.
- Libation for the Open Road:
- Action: Complex Action
- Cost: 2 Drain (Physical)
- Duration: 1 hour
- Mechanics: The user pours out a cross-pattern libation of liquor upon the pavement or soil. For the next hour, difficult or restrictive terrain (such as deep sludge, tangled debris, or crowd density) imposes no movement penalties on the wielder or up to four companions within 5 meters.
- Soplar of the Flaming Gate:
Starfinder
Threshold Resonator Canteen Hybrid Tech/Magic Implement, Level 2
- Item Profile:
- Item Level: 2
- Price: 650 credits
- Bulk: L (1 Bulk when filled to capacity)
- Capacity: 20 charges (Usage: 1 to 4 charges per activation; holds 1 quart of liquid)
- Weapon Category: Worn / Carried Implement (Hands: 1 to uncork or activate)
- Description: A bio-cured plant-gourd flask wrapped in a woven lattice of scarlet and black polymer micro-beads. The mouth is banded in refined red copper, sealed with a dense synthetic-ironwood garabato plug dangling three resonant copper chimes. A red jasper bio-crystalline transducer ringed by three calcified cowrie shells sits anchored into the base. Emits ambient chemical markers of distilled ethanol, capsicum, and dry cigar smoke.
- Passive Abilities:
- Bio-Screen Filter: Any fluid ingested from the canteen is cleared of mundane environmental contaminants, micro-parasites, and non-magical ingested poisons up to item level 2. The drinker enjoys the analgesic, morale-boosting effects of alcohol without motor impairment, cognitive penalties, or sickened conditions.
- Egress Direction Sensor: Grants a +2 insight bonus on Perception and Survival checks to navigate labyrinths, find emergency egress hatches, or spot hidden sliding panels within 100 feet.
- Threshold Stride: Taking a draught grants a +1 circumstance bonus to Armor Class against attacks of opportunity provoked by movement for 10 minutes.
- Active Systems:
- Soplar Mist Projection:
- Activation: Standard Action
- Battery Cost: 2 charges
- Mechanics: The user expels an atomized spray of energized spirits over an adjacent companion, firearm, or hatch.
- Companion/Weapon: The target gains a +1 insight bonus to its next attack roll or saving throw against hazards and tech-curses for 10 minutes.
- Hatch/Lock: Grants a +2 insight bonus on the next Engineering check made to bypass, pick, or disable a physical mechanical lock or access barrier.
- Draught of the Bold Wayfarer:
- Activation: Move Action
- Battery Cost: 2 charges
- Mechanics: The user drinks a deep swallow from the vessel. The user gains 4 temporary Stamina Points, gains a +10-foot enhancement bonus to base land speed, and becomes immune to the frightened and shaken conditions for 5 minutes.
- Road-Opening Libation:
- Activation: Standard Action
- Battery Cost: 4 charges
- Mechanics: The user pours out 4 fluid ounces of spirit onto the floor. For 1 hour, difficult terrain from rubble, mud, or shifting decking does not reduce movement speed for the user and up to four allies within a 15-foot radius.
- Soplar Mist Projection:
Traveller
Bio-Synthetic Threshold Flask TL 11 Psionic / Biochemical Implement
- Item Profile:
- Tech Level: TL 11 (Special / Frontier Relic)
- Mass: 0.5 kg (empty) / 1.0 kg (filled with 1 liter)
- Skill: Recon, Survival, or Athletics
- Description: A reinforced organic-polymer gourd encased in an alternating red-and-black optic-bead web. The aperture is reinforced with an annealed copper collar and plugged with an organic hardwood stopper bearing three tuned acoustic bells. A polished red jasper piezo-crystal flanked by three mineralized shells is bonded to the lower casing.
- Sensor Profile: Passive olfactory trail emitting vaporous notes of distilled cane spirit, capsaicin, and cured tobacco.
- Passive Traits:
- Ingested Toxin Decontamination: The internal lining molecularly scrubs potable fluids of biological bacteria, waterborne spores, and chemical sedatives up to TL 11. Imbibing alcohol through the flask produces mild euphoria and steady nerves without imposing penalties to DEX, INT, or physical combat tasks, while preventing hangovers.
- Labyrinthine Egress Scanner: The piezo-crystal reads ambient pressure differentials and sonic reflections, providing DM+2 on Recon or Survival checks to identify structural escape routes, bypass cul-de-sacs, or locate hidden partition bulkheads within 30 meters.
- Evasive Reflex: Taking a preparatory drink before navigating hostile terrain grants DM+1 on Dodge checks against reaction attacks for 10 minutes.
- Active Features:
- Soplar Aerosol Dispersion:
- Time: Minor Action
- Mechanics: The user expels a fine vapor of spirit across an ally, item, or locked portal.
- Ally/Item: Grants DM+1 on the recipient’s next physical skill check or saving roll against hostile environmental hazards.
- Lock/Portal: Micro-resonant acoustic vibrations soften physical latch friction, granting DM+2 on the next Mechanic or Electronic (Security) check to bypass a physical door lock.
- Draught of the Bold Wayfarer:
- Time: Minor Action
- Mechanics: The user takes a heavy draught. The user gains 2 temporary points to their END characteristic (which absorb characteristic damage first and dissipate after 1 hour), increases standard movement speed by +3 meters per round, and gains immunity to panic or morale break checks for 10 minutes.
- Micro-Traction Libation:
- Time: Significant Action
- Duration: 1 hour
- Mechanics: The user pours a cross-shaped pattern of spirits onto the walking surface. For the next hour, adverse terrain penalties (such as mud, loose gravel, marsh shallows, or slick deck plating) are ignored by the wielder and up to four adjacent companions traveling alongside.
- Soplar Aerosol Dispersion:
Warhammer
The Gourd of the Crimson Way Arcane Talisman / Wayfarer Relic
- Item Profile:
- Item Type: Worn Talisman / Libation Canteen (Belt or Shoulder)
- Availability: Rare
- Encumbrance: 1 (Holds up to 2 pints of spirits)
- Hands: 1 to hold, uncork, or pour
- Qualities: Blessed (Elegguá / The Open Road)
- Description: A fire-cured tree gourd wrapped in an alternating lattice of red and black ceramic beads, fitted with a copper throat band and sealed with an ironwood stopper shaped like a hooked branch, strung with three chiming brass bells. A smooth red jasper stone surrounded by three open-faced cowries is set into the base. Constantly smells of harsh cane brandy, dried chili flakes, and cured leaf.
- Passive Traits:
- Iron-Gullet Filter: Liquids consumed from this vessel are completely cleansed of non-magical poisons, river rot, and taint. The bearer gains all the courage and cold-warding warmth of strong spirits without suffering penalties to Weapon Skill, Ballistic Skill, Agility, or Intelligence, and cannot suffer the Hangover or Nauseated conditions.
- Scent of the Open Road: The bearer gains a +10% bonus on Perception, Track, and Navigation Tests when attempting to find an exit from a dungeon, alleyway network, or hedge maze. The copper bells chime softly when facing directly toward a concealed door or hidden portal.
- Boundary Step: Imbibing a measure of spirits grants a +10% bonus to Dodge Tests against free strikes and attacks of opportunity for 1d10 rounds.
- Active Abilities:
- Soplar of the Flaming Gate:
- Action: Half Action
- Test: Challenging (+0%) Willpower or Agility Test
- Mechanics: The bearer fills their mouth with cane spirit and forcefully expels an atomized spray (soplar) over a weapon, an ally, or a locked door.
- Ally/Weapon: The target gains a +10% bonus to their next Weapon Skill Test, Ballistic Skill Test, or Test to resist hostile environmental curses.
- Lock/Portal: The sprayed latch mechanism sparks with red embers, granting a +20% bonus to the next Pick Lock or Strength Test made to bypass or force open the portal.
- Draught of the Bold Wayfarer:
- Action: Free Action
- Mechanics: The bearer takes a deep, fiery swig from the vessel. The character gains +2 temporary Wounds (lasting for 1 hour), adds +1 to their Movement Characteristic, and gains complete immunity to Fear and Terror Tests for 1d10 rounds.
- Libation for the Open Road:
- Action: Full Action
- Mechanics: The bearer pours a generous libation of liquor upon the soil in the shape of a cross. For the next hour, difficult or treacherous terrain (such as deep muck, tangled thorns, loose talus, or bog water) does not reduce the Movement value of the bearer and up to four companions moving within 4 yards.
- Soplar of the Flaming Gate:
