From: Gyre Leaper 771
A gourmet dish found in the finest establishments of Saṃsāra’s major cities. This recipe transforms a tougher cut of the Gyre-Leaper, the shank, into a succulent, fall-off-the-bone delicacy through a long and flavorful cooking process.
- Primary Component: The lower leg (shank) of a Gyre-Leaper, bone-in.
- Ingredients:
- One bottle of aged, deep red Amratian Sun-stone Port.
- Deep-earth Carrots and Opaline Onions.
- A rich broth made from roasted Tusk-Root Boar bones.
- A spice bundle containing cinnamon bark, star anise, and dried Emberwing Partridge peppers.
- Flour for dredging and a high-quality oil for searing.
- Preparation: The shank is dredged in flour and seared in a hot, heavy-bottomed pot until a dark crust forms on all sides. The shank is removed, and the onions and carrots are softened in the pot. The port is used to deglaze the pot, scraping up all the flavorful residue. The shank is returned to the pot along with the broth and the spice bundle. The pot is covered and left to simmer on a low, magical heat source for six to eight hours. By the end, the meat is incredibly tender, and the braising liquid has reduced into a thick, glossy, and intensely flavorful sauce. It is typically served over a bed of creamy mashed potatoes or a hearty grain pilaf.
Lore
The Slow-Braised Gyre-Shank is more than a meal; it’s a statement. While hunters eat the medallions to borrow the Gyre-Leaper’s wild spirit, city nobles and guild masters consume the shank to celebrate the taming of that energy. The long, slow braising process is believed to transform the creature’s chaotic kinetic power into a source of deep, stable fortitude and resilience.
The dish was perfected by the renowned Amratian chef, Valerius, who theorized that the toughest cuts of meat hold the most “bound potential.” The magical ingredients are key: the Amratian Sun-stone Port instills unwavering confidence, the Deep-earth Carrots grant the steadfastness of stone, and the Emberwing Partridge peppers provide a spark of mental clarity. Eating this meal is a ritual for those preparing for a grueling negotiation, a lengthy political proceeding, or a long, arduous journey where endurance, not just speed, is paramount.
Tier 1 Statistics
- Item Type: Magical Consumable (Gourmet Food)
- Preparation Time: 8 hours (must be prepared in a proper kitchen)
- Duration of Effects: 4 hours
- Effect: Fully restores health and stamina. Grants the user temporary hit points and a +1 bonus to all Constitution and Wisdom-based saving throws for the duration.
- Weight: 1 lb (prepared meal)
Slot
- Consumable: This dish must be eaten at a table shortly after its long preparation. It cannot be stored or carried for later use, as the magical effects are bound to the warmth and freshness of the meal.
Temporary Skills Gained
- Unwavering Resolve: You feel mentally fortified and centered, making it easier to see through deception and resist attempts to intimidate or magically charm you.
- Tireless Endurance: The slow-release energy from the hearty meal makes you feel indefatigable, allowing you to push through physical and mental challenges that would normally cause exhaustion.
Passive Magics (Post-Consumption)
- Steadfast Body: The magic of the deep-earth vegetables suffuses your form, granting you a passive resistance to minor poisons and diseases for the duration of the meal’s effects.
- Inner Warmth: The enchanted Amratian port provides a constant, pleasant internal warmth, making you resistant to the effects of cold weather and chilling magic.
Active Magics (Post-Consumption)
- Unflinching Stance (1/hour): Once during the meal’s effect, when you are subjected to an effect that would forcibly move you or knock you prone, you can use your reaction to activate this ability. You plant your feet and become immovable, negating the movement or prone effect entirely.
- Second Wind (1/hour): Once during the meal’s effect, when you are feeling drained, you can use a bonus action to draw upon the meal’s deep reserves. This allows you to either remove one level of exhaustion or regain a small amount of health.
Tags
Buff Food, Gourmet, Long-Duration, Fortitude Buff, Resilience, Consumable, Magical, Slow-Cooked, Urban Delicacy, Savory, Meal, Wild Game, Exotic Ingredients, Luxury, Enhancement, Mental Fortitude, Stability, Anti-Exhaustion, Status Resistance, Civilized, Social Buff, Bone-In
The Slow-Braised Gyre-Shank is an exclusive, gourmet meal served in Saṃsāra’s finest establishments. It’s not sold as a ready-made item in shops, though its rare ingredients can occasionally be purchased from specialized purveyors by those with the skill to cook it themselves.
Example Establishments
- Gourmet Restaurants: This dish is the signature creation of elite, reservation-only restaurants in major metropolises. Establishments like “Valerius’s Hearth” in Amratian or “The Azure Lantern” are famous for it. These places are frequented by nobles, guild masters, and wealthy adventurers preparing for a significant undertaking.
- Private Guildhalls: Powerful organizations like the Alchemists’ Guild or a major Merchant’s Consortium might employ a master chef who knows the recipe. The meal would be served in a private dining hall to celebrate the signing of a major contract or to fortify members before a dangerous expedition.
- Specialized Purveyors: While you can’t buy the meal to-go, a character could source the ingredients. A renowned exotic butcher might have a Gyre-Leaper shank, and a high-end vintner or importer would be the only place to find a bottle of aged Amratian Sun-stone Port.
The Transaction
- Ordering the Meal: This is a formal event, not a casual order. Due to the eight-hour cooking time, the dish must be ordered at least a day in advance. The restaurant’s sommelier will present the specific bottle of Amratian Sun-stone Port to be used in the braising for the diner’s approval. When served, the chef often presents it personally, explaining the significance of the dish and its ingredients. It’s a display of status and a testament to the diner’s patience and wealth.
- Buying the Ingredients: Purchasing the raw components is a transaction for professionals. A butcher would present the Gyre-Leaper shank from a magically chilled case, discussing its freshness and quality. The vintner would discuss the port’s age and magical vintage. These are not haggling situations; the prices are fixed, and the quality is assumed to be the best.
Cost and Value
The cost reflects the dish’s rare ingredients, the immense skill and time required for its preparation, and the potent, long-lasting magical effects it provides.
- Prepared Meal: A single serving of Slow-Braised Gyre-Shank, prepared to order in a fine dining establishment, costs between 20 and 30 Platinum coins. This extravagant price makes it a meal for special occasions or a strategic investment for a party before a major challenge.
- Raw Ingredients:
- A single, bone-in Gyre-Leaper Shank costs around 8 Gold coins.
- A bottle of aged Amratian Sun-stone Port suitable for the recipe costs 10 Gold coins.
- The remaining rare ingredients (Deep-earth Carrots, spices, etc.) can be bought as a “chef’s kit” for about 2 Gold coins.

Perception of Activation:
Sight
- What’s Perceived: A Sharpening of Focus.
- Description: There is no external flash or aura. The activation is entirely internal. The world seems to come into sharper, clearer focus for the consumer. Colors appear slightly richer, and the user’s vision feels more stable and unwavering, as if the very act of seeing has become more deliberate and resolute.
- Positives: The lack of an outward magical sign makes this a completely discreet buff, perfect for social or political situations where overt magic would be a disadvantage.
- Negatives: There is no immediate visual confirmation that a magical effect has taken place, which could be unnerving for those accustomed to more dramatic enchantments.
Sound
- What’s Perceived: Auditory Tunneling.
- Description: Upon consumption, distracting background noises seem to fade into a low, unobtrusive hum. The sounds the user chooses to focus on—such as a specific conversation or the footsteps of an approaching guard—become crisp and distinct. It’s as if the world’s volume knob has been adjusted to filter out the irrelevant.
- Positives: Greatly enhances focus, making it easier to hold conversations in a crowded room or to listen for a specific threat without being distracted.
- Negatives: This “auditory tunnel vision” can be a disadvantage, as a faint but important sound outside the user’s cone of focus (like the whisper of a hidden assassin) might be completely missed.
Smell
- What’s Perceived: A Rich, Satisfying Aroma.
- Description: The primary perception is the incredibly rich and complex aroma of the dish itself: slow-cooked meat, sweet root vegetables, aged wine, and warm spices. There is no magical scent upon activation, only the deep, nourishing fragrance of a masterfully prepared meal.
- Positives: The aroma is a key part of the pleasurable and mentally fortifying experience of the meal.
- Negatives: The powerful, savory scent can linger on the user’s clothes and breath for hours, making it easy for creatures that hunt by smell to identify and track them.
Touch
- What’s Perceived: A Deep, Spreading Warmth.
- Description: This is the most profound physical sensation. A deep, steady warmth radiates from the user’s core, spreading to every limb. It is not a searing heat, but a comforting, fortifying glow, like standing near a massive hearth fire. The user feels physically heavier, more solid, and more firmly rooted to the ground.
- Positives: The physical sensation of resilience is immediate and incredibly reassuring, providing tangible feedback that the magical effects are active and potent.
- Negatives: The feeling of being “rooted” or “heavy” can make the user feel slightly less nimble, a direct trade-off for the immense boost in stability and fortitude.
Taste
- What’s Perceived: A Complex, Soul-Nourishing Flavor.
- Description: The taste is a multi-layered experience of rich, savory meat that melts in the mouth, the sweetness of the carrots, the sharp, fruity notes of the port, and the warmth of the spice blend. The magical activation is perceived as a flavor that seems to nourish the spirit itself, the very taste of endurance and resilience.
- Positives: The exceptional, world-class flavor is a key part of the item’s lore and appeal as a gourmet delicacy.
- Negatives: There are no negatives associated with the taste; it is considered the pinnacle of culinary art.
Extra-Sensory Perceptions
Arcane Sense (Aura)
- What’s Perceived: A Densifying Aura.
- Description: To a magic-sensitive individual, the user’s aura does not flare or brighten upon activation. Instead, it densifies. It becomes deeper, more stable, and its colors become richer and less prone to fluctuation. It is an aura of pure, unshakeable resolve, a magical signature of solid, grounded power.
- Positives: This dense aura is naturally resistant to magical intrusion, making the user more difficult to scry upon or affect with mind-altering spells.
- Negatives: The aura is so stable and “quiet” that it can be difficult for allies to magically sense the user’s status or for the user to project magical energy outwards, as their own magic is so grounded.
Geomantic Sense (Stone Sense)
- What’s Perceived: A Feeling of Rootedness.
- Description: A character with a connection to the earth, like a dwarf or a druid, feels a profound sense of becoming one with the ground beneath them. It feels as if invisible roots have grown from the soles of their feet, connecting them to the stability of the world’s core. They perceive the ground not as a surface, but as a foundation.
- Positives: Provides an incredible sense of mental and physical stability, making it nearly impossible to be frightened or knocked off balance.
- Negatives: This deep connection to the ground can create a psychological aversion to flying, levitating, or even swimming, as these actions feel unnatural and untethered.
Vitality Sense (Life Force)
- What’s Perceived: A Slow-Burning Hearth.
- Description: The consumer becomes acutely aware of their own life force. They perceive it not as a flickering flame, but as a deep, steady, slow-burning hearth fire within their chest. They can feel the strength in their bones, the deep reserves of their stamina, and the unwavering beat of their own heart.
- Positives: Grants a profound sense of self-awareness and inner strength. The user feels they can endure any hardship and push through any pain.
- Negatives: This intense awareness can make injuries feel more violating, as the user can “feel” the disruption to their inner fire more keenly than a normal person would.
Mood setting excerpt from:
Annals of the Hearth: Of Great Men and Great Meals
Chapter XVIII: Of the General’s Charge and the Chef’s Long Simmer
…Hear this tale of a great city and a great siege. It is a story not of swords, but of a cooking pot, and the strength found therein.
There was a General of Granite. His will was a straight line, and his way was the hammer’s blow. He had never known defeat. But his city was besieged, and the enemy was a great sea of men that crashed upon his walls day and night. And the hearts of his soldiers, which were also of stone, began to crack from the endless striking.
The General saw the fear in his captains. He said, “Our stone is cracking. We must become a hammer once more! Tomorrow, we will charge and shatter them in one great blow, or be shattered ourselves!”
But an Old Chef, who had once cooked for the General’s father, came to the war council. “A shield that does not bend will surely shatter,” the chef said. “Your men do not need the strength that breaks. They need the strength that endures. Let me cook for you and your captains one final meal.”
The General, in his worry, agreed. And the Old Chef took the shank of a Gyre-Leaper. He did not cook it in a hot, fast fire, for that is the way of the warrior’s heart. He placed it in a great iron pot with deep-earth roots and the dark Amratian wine. He cooked it with a low, slow heat for many hours. He cooked patience into the meat. He cooked endurance into the broth.
Before the dawn, the meal was served. The General and his captains ate. They felt a great warmth fill them, a strength not of the fist, but of the foundation. The strength of a mountain that feels the storm but does not move.
The General stood, ready to give the order for the final, glorious charge. But the words did not come. For the meal had taught his spirit a new kind of strength. He looked at his tired men, and he knew a charge would be their end.
He went to the walls. He did not shout, “Charge!” He shouted, “Hold!”
“We will not be the hammer today,” he cried. “We will be the anvil! Let them break themselves upon us!”
And his men, filled with the strange, enduring magic of the meal, felt their cracking hearts grow whole again. Their fear was washed away by a great calm. And they held the walls. And the enemy sea crashed upon them, and crashed again. And the city did not fall. The enemy, their own strength spent in the crashing, at last turned and faded away like the tide.
The Moral of the Story: The strength that shatters an enemy in one blow is great. But the strength that outlasts all blows is greater still.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
High-Level Overview This is the Feast of Fortitude, a rare and powerful meal prepared using strange, otherworldly flora and fauna. The resilience it grants is not natural; it comes from ingesting a creature whose biology is subtly alien. Consuming it might steel an Investigator’s body and mind for a coming ordeal, but the profound sense of physical rootedness it imparts is deeply unsettling and may have unforeseen psychological consequences.
Game Mechanics
Feast of Fortitude
- Description: A complex, slow-cooked meal that takes a full day to prepare and an hour to consume.
- Effect: For 4 hours after consumption, the Investigator’s body and mind are supernaturally resilient. They gain one Bonus Die on all Constitution rolls and Psychology rolls. The meal also restores 1D6 Hit Points.
- Sanity Cost: The feeling of uncanny, inhuman resilience is alien to the human mind. The Investigator must make a Sanity roll (0/1d3) upon finishing the meal. The Keeper might also rule that this newfound connection to the “deep earth” makes the Investigator more sensitive to the presence of chthonic entities.
Blades in the Dark
High-Level Overview In Doskvol, this is the legendary “Gaffer’s Stew.” It is not an item you can carry, but a boon you acquire. A crew might spend a significant portion of their coin at a specific, high-end establishment to partake in this meal before undertaking a particularly grueling score, such as a gang war or a lengthy expedition into the Deathlands. The stew grants a deep reserve of stamina and resolve, allowing the scoundrels to push past their normal limits.
Game Mechanics
The Gaffer’s Stew (Downtime Activity)
- Description: A rare opportunity to partake in a legendary meal known to grant incredible endurance.
- Cost: This costs 3 Coin from the crew’s treasury or requires a successful score to acquire it as a special reward.
- Effect: When the crew partakes in the Gaffer’s Stew, they gain the following benefit for their next score:
- The crew gets a special, shared pool of 3 Resolve points. Any crew member can spend a point from this pool instead of spending their own Stress. Any unused Resolve vanishes after the score.
- Additionally, each crew member may ignore the effects of the first level of Harm they receive during the score.
Dungeons & Dragons (5th Edition)
High-Level Overview The Slow-Braised Gyre-Shank is a rare, consumable Wondrous Item. It is a magical feast that requires a master chef and several hours to prepare. Adventurers seek it out before delving into a lich’s tomb or confronting a dragon, as its magic grants long-lasting protection against the debilitating effects common to such powerful foes.
Stat Block
Meal of Steadfast Fortitude Wondrous item, consumable (food), rare
This gourmet meal takes 8 hours to cook and 1 hour to eat. For 4 hours after the meal is finished, you gain the following benefits:
- You regain 4d8 + 8 hit points, and you are cured of any diseases or poisons affecting you.
- You gain 15 temporary hit points.
- You have advantage on saving throws against being frightened or charmed.
- Unflinching Stance. If an effect would move you against your will or knock you prone, you can use your reaction to be neither moved nor knocked prone.
Knave (2nd Edition)
High-Level Overview In Knave, the Shank of Resilience is a powerful, magical meal. Its rules are its description. Finding the rare ingredients and a chef skilled enough to prepare it is a quest in itself. Consuming it makes a character significantly tougher for a long period, a massive boon for any dungeoneer facing down unknown horrors.
Item Description
Shank of Resilience (Meal, 1 serving)
- Description: A masterfully cooked, slow-braised shank of Gyre-leaper meat. It takes a full day to prepare and an hour to eat.
- Properties:
- For the next 4 hours, you feel an immense sense of fortitude. You gain +5 to your maximum HP for the duration.
- You have advantage on all saves against poison, disease, fear, and any effect that would control your mind.
- Once during this time, you can choose to automatically succeed on a save to avoid being knocked down or moved by an enemy.
- Once during this time, you can also draw upon its nourishing power to heal as if you had rested for a full day.
Fate Core System
High-Level Overview In Fate, the Slow-Braised Gyre-Shank is a significant Extra, representing a major investment of time and resources before a critical undertaking. It’s a shared meal that fortifies the entire group, granting a powerful, long-lasting situation Aspect that serves as a deep well of resilience for everyone at the table. It’s perfect for the session before the final confrontation with a major villain.
Game Mechanics
Extra: The Feast of Fortitude
- Description: A gourmet, slow-cooked meal that takes a full day to prepare and an hour to share. Acquiring it should cost a significant amount of resources or be the result of a successful score.
- Effect: When your group shares this meal, you create the powerful, shared situation Aspect Steadfast as the Mountain for the entire next game session.
- Special: Each character at the table may invoke the Steadfast as the Mountain Aspect once during the session for free. After the free invocation, any character can continue to invoke it by spending a Fate Point as usual. This Aspect is perfect for defending against mental attacks, resisting physical hardship, or standing your ground when all seems lost.
Numenera & Cypher System
High-Level Overview This is a “Fortitude Biomeal,” a complex Artifact from a prior world. The “shank” is a nutrient-rich, biological substrate that houses dormant nanites. The slow-cooking process is actually an 8-hour activation sequence for these nanites. Once consumed, they interface with the user’s biology to grant incredible, long-term resilience, making it a prized possession for explorers venturing into hazardous or unknown territories.
Game Mechanics
Fortitude Biomeal
- Level: 7
- Form: A complex, sealed synth-steel container that prepares a nutrient-rich, meat-like substance over an 8-hour heating cycle.
- Effect: For 4 hours after consumption, the user’s body is reinforced by nanites. The user’s Might Pool and Intellect Pool increase by 5 points for the duration. The user also gains +2 to their Armor against poison, disease, and ambient environmental damage (such as extreme cold or radiation).
- Special: Once during this period, the user can activate the nanites’ emergency repair protocol as an action. This allows them to immediately recover 1d6+2 points to any one Pool of their choice.
- Depletion: 1 on a d20.
Pathfinder (2nd Edition)
High-Level Overview In Pathfinder, the Slow-Braised Gyre-Shank is a high-level, consumable alchemical item that provides powerful, long-lasting defensive buffs. It is a rare and expensive meal sought out by high-level adventurers before they confront major threats, such as dragons, liches, or demons, where resilience against a variety of effects is paramount.
Stat Block
GYRE-SHANK OF FORTITUDE ITEM 7 RARE ALCHEMICAL CONSUMABLE MAGICAL
- Price 70 gp
- Usage held in 2 hands; Bulk 1
- Activate [A][A][A] Interact (Takes 10 minutes to consume)
This gourmet meal requires a full day of slow cooking. For 4 hours after you consume it, you feel a deep sense of resilience and gain the following benefits:
- You gain 15 temporary Hit Points.
- You gain a +2 item bonus to Fortitude and Will saves.
- You gain resistance 5 to cold and poison.
- Activate [R] envision; Trigger You are targeted by an effect that would knock you prone or forcibly move you; Frequency once per consumption; Effect You are not moved or knocked prone.
Savage Worlds Adventure Edition (SWADE)
High-Level Overview In Savage Worlds, the Resilience Feast is a piece of Rare Magical Gear that gives a character a significant boost to their toughness and mental grit. It’s the ultimate pre-battle meal, ensuring a hero can shake off wounds and stand strong in the face of terrifying foes, making them a true anchor for their party.
Game Mechanics
The Resilience Feast
- Description: A magical gourmet meal that takes several hours to prepare and one hour to eat. Its effects last for the next 4 hours.
- Effect: Upon consumption, the character gains the following benefits:
- Tough as Nails: The character’s Toughness is increased by +2.
- Iron Will: The character gains a +2 bonus to resist Fear and any social attacks like Taunt or Intimidation.
- Unshakeable: The character is immune to being Stunned by damage.
- Special Ability:
- Second Wind: Once during the duration, the character may, as a free action, attempt to recover from being Shaken or heal one Wound by making a Vigor roll at +2.
Shadowrun (Sixth World)
High-Level Overview In the Sixth World, this is a top-tier, corporate-military MRE (Meal, Ready-to-Eat) known as the Saeder-Krupp “Bastion” Ration. The “shank” is cloned tissue from a resilient paracritter, slow-cooked in a nutrient-rich, alchemically stabilized broth. It’s not street food; it’s a piece of advanced biotech designed to provide soldiers and high-end security personnel with hours of peak physical and mental endurance during extended operations. Shadowrunners pay a premium to acquire these on the black market before a major run.
Game Mechanics
S-K “Bastion” Ration
- Type: Biotech Consumable
- Availability: 14F
- Cost: 2,000 nuyen per ration
- Description: A self-heating, vacuum-sealed package containing a slow-cooked, nutrient-dense meal.
- Effect: It takes 10 minutes to prepare and consume the ration. For the next 4 hours, the user gains the following benefits:
- The user gains a +1 bonus to their Body and Willpower attributes.
- The user gains 2 additional boxes on their Stun Condition Monitor.
- Special: Once while the ration is active, the user can spend a point of Edge to completely ignore all wound modifiers for one Combat Turn.
- Side Effects: After the effects wear off, the user’s system crashes. They suffer a -2 dice pool penalty to all tests for the following hour.
Starfinder
High-Level Overview This is a Nanite Fortitude Meal, a high-level consumable. The “slow-cooking” process is actually a chemical activation cycle for a payload of advanced nanites. When consumed, these nanites temporarily reinforce the user’s cellular structure and optimize their stamina, granting incredible resilience. It’s a prized ration for frontline soldiers in the Veskarium and long-haul explorers charting hazardous new worlds.
Game Mechanics
Nanite Fortitude Meal, Mk III Level 8
- Price 9,500 credits; Bulk L
- Type Technological item (consumable); Hands 2
- Description: A complex, self-preparing meal pack that takes 10 minutes to activate and consume.
- Effect: For 4 hours after you consume the meal, you feel incredibly resilient. You gain the following benefits:
- You gain 15 temporary Hit Points.
- You gain a +2 item bonus to Fortitude and Will saves.
- You gain Cold Resistance 5 and Poison Resistance 5.
- Special: Once during the duration, as a reaction when you would be knocked prone or moved against your will, you can activate the nanites’ inertial dampeners to negate the effect.
Traveller (Mongoose 2nd Edition)
High-Level Overview This is a TL-12 Endurance Ration, a standard-issue military and deep-space exploration meal. There’s no magic involved; it is a marvel of biochemical engineering. It’s a dense, nutrient-rich meal packed with slow-release stimulants, metabolic regulators, and pain inhibitors designed to keep a soldier or explorer functioning at peak capacity for an extended period without rest or external support.
Game Mechanics
Endurance Ration
- Tech Level: 12
- Mass: 0.5 kg
- Cost: Cr 1,200
- Description: A self-heating MRE pack.
- Effect: Consuming the ration takes 10 minutes. For the next 4 hours, the user’s body is pushed to its peak.
- The user gains DM+1 on all Endurance and Willpower checks.
- The user is considered to have the benefit of the Iron Will skill for the duration.
- The user can ignore the penalties for being tired or fatigued for the duration of the effect.
- Side Effects: The ration’s effects are taxing. When the drug wears off, the user is automatically considered Fatigued (DM-1 to all checks) for 2D hours until they can get a full 8 hours of rest.
Warhammer Fantasy Roleplay (4th Edition)
High-Level Overview This is a legendary Dwarf Iron-Guts Stew, a traditional meal prepared by Dwarf cooks before a long and dangerous journey into the Underway or a desperate hold defense. It is slow-cooked for a full day in strong Dwarf ale with iron-rich mountain roots and the shank of a tough, resilient beast. It is believed to grant the eater a measure of a Dwarf’s legendary stubbornness, making them as unyielding as the mountains themselves.
Game Mechanics
Dwarf Iron-Guts Stew
- Type: Consumable Meal
- Enc: 1 (for a single, heavy portion)
- Qualities: Dwarf Craft, Fine, Magical, Rare
- Effect: A character who spends an hour consuming this incredibly dense and potent meal gains the following benefits for the next 4 hours:
- Dwarfen Fortitude: The character gains a +20 bonus to all Endurance and Cool Tests.
- Iron Hide: The character gains 1d10+Toughness Bonus Temporary Wounds. These are the first Wounds lost and cannot be healed.
- Unflinching: The character is immune to the Stunned Condition.
- Side Effects: The stew is notoriously difficult for non-Dwarfs to digest. Any human, elf, or halfling who consumes the meal must make an Average (+20) Endurance Test or gain 1 Fatigued Condition from the sheer effort of digestion.
