Lore
- In the esoteric cartography of Saṃsāra, sharp intent and eager searching are known to stir the currents of fate, creating psychic turbulence that often scatters the very secrets an avatar seeks to unearth.
- Design 512 was first cast in the stagnant canal-chanceries of the Doldrum Reaches by the Order of the Heavy Eyelid, an ascetic sect of municipal scriveners who realized that urgent curiosity is an obstacle to true detection.
- They discovered that the deepest secrets, concealed ledgers, and neglected relics rest in profound, dust-gathering apathy; thus, to find what has been forgotten, the searcher must align their spirit with the dull weight of utter boredom.
- The plummet refuses to function when wielded with enthusiasm, desperate hope, or racing adrenaline; it responds exclusively to the heavy sigh, the slumped posture, and the profound, dragging ennui of an avatar who would rather be napping.
- When the bearer allows their mind to wander into pure, detached disinterest, the weight awakens, sluggishly dragging its tether toward whatever is being deliberately hidden in the room simply because it has nothing better to do.
Description
- The item is a teardrop-shaped plumb-bob plumbed from dull, leaden pewter alloy, roughly three inches long, exhibiting a dark, unpolished patina scarred with lazy surface scratches.
- Encased along its central vertical bore is a Tier 1 magic crystal: an uncut, cloudy needle of smokey apatite quartz that remains permanently lukewarm and faintly greasy to the touch.
- The upper cap of the plummet is fitted with a lazy-swivel iron loop holding four feet of limp, unbleached hemp cord that has been braided loose and knotted every six inches.
- Around the bulbous waist of the plummet, three shallow grooves are filled with dried, grey clay paste mixed with pulverized willow bark and graveyard dust.
- When idle, the weight hangs with unnatural deadness, completely resisting gentle breezes and swinging with an exaggerated, languid inertia that makes anyone watching it feel a sudden urge to yawn.
- The plummet continuously exudes a faint, dry scent of stale parchment, dusty woolen blankets, rain falling on dry brick, and cold chamomile dregs.
Stats
- Item Tier: Tier 1 (Common)
- Item Classification: Gravitic Dowsing Pendulum / Search Implement
- Specific Gear Slot: Hand Slot (Held suspended by its knotted cord, or looped loosely around the wrist/belt)
- Base Item Type: Divination Plumb-Bob / Inertial Dowsing Weight
- Armor Check (AC) Modifier: +0 base AC (+1 circumstance bonus against psychic taunts, charm effects, and involuntary emotional compulsions while dangling, as the bearer’s apathy dampens psychic receptivity).
- Item Resilience: 12
- Item Health Points: Avatar maximum Health Points plus 12 (base avatar max HP plus resilience of 12 multiplied by item tier 1).
- Structural Integrity: The pewter housing dulls and develops lead-white oxidation rings if reduced to half health points or below; the central apatite needle shatters and the cord frays apart into loose fiber if reduced to 0 health points.
- Item Weight: 0.6 pounds.
- Attunement Requirement: Simple attunement (requires sitting slumped against a wall for twenty uninterrupted minutes with the plummet resting in the palm, staring blankly into space without speaking, reading, or planning actions until a heavy, involuntary yawn escapes the throat; instantly unattunes if the bearer undergoes an adrenaline rush or expresses intense enthusiasm within an hour of handling).
- Suggested Market Value: 22 silver coins (2 gold coins and 2 silver coins) in sleepy administrative archives, backwater canal stations, and watchman barracks; rising to 28 silver coins among patient sewer-crawlers and tomb-scavengers.
Tags
- search, divination, boredom, apathy, lead-pewter, apatite, plumb-bob, hand-slot, dowsing, inertia, common, tier-1, ennui, dullness, leaden-bob, languid-scrying, apatite-needle, gravitation-drift, lazy-tether, disinterest, doldrum-focus, unhurried-search, neglect-finder
Passive Magic
- Apathetic Resonance:
- While the plummet hangs motionless from the bearer’s slack fingers, the avatar becomes completely immune to mundane emotional provocation, heckling, and psychological taunts. The wielder gains an edge on saving throws against fear, manic excitement, or magical charms, as their emotional state is anchored to profound, unshakeable apathy.
- The Heavy Drift:
- If the bearer walks slowly without a destination or purpose—strolling aimlessly through a hallway or dungeon corridor with a slack, vacant stare—the plummet gently leans in the air (up to 15 degrees from true vertical) toward the nearest physically sealed door, hollow floorboard, or concealed wall vault within 25 feet, tugging lazily against the wrist.
- Scent of the Stale Room:
- When carried, the plummet releases a noticeable aroma of dusty books, unmade beds, and old rain whenever the bearer lingers within 10 feet of an object or document that has remained untouched and unread for more than a year.
Active Magic
- The Languid Tug:
- Action Cost: One standard action.
- Verbal / Casting Requirement: The wielder rolls their eyes, releases a prolonged, audible sigh of deep annoyance, and lets the cord slip between slack fingers.
- Effect: For 10 minutes, the plumb-bob gains a sluggish, gravitational pull toward whatever in the immediate chamber is being deliberately hidden from plain sight (a disguised lever, an assassin crouched in the rafters, or a false-bottomed trunk) within 30 feet. The bearer feels a dull, mechanical pull on the cord, leading them directly to the concealed entity at a slow walking pace.
- Cooldown: Usable three times per in-game day.
- Yawn of the Uninterested:
- Action Cost: One standard action.
- Verbal / Casting Requirement: The avatar covers a massive yawn with the back of the hand holding the bob and mutters: “Is this really necessary?”
- Effect: The plummet emits a 15-foot pulse of dull, grey ripple in the air. For 1 minute, any living creature attempting to remain hidden or motionless within that radius must succeed on a Will/Focus check or succumb to a sudden wave of drowsiness, shifting their posture, rubbing their eyes, or sighing aloud, instantly revealing their hiding spot.
- Cooldown: Usable three times per in-game day.
- Uncover the Mundane Neglect:
- Action Cost: One standard action.
- Verbal / Casting Requirement: The user lazily taps the lead nose of the plummet against a floor, wall, or desk three times.
- Effect: The plumb-bob sheds its inertia, vibrating with a low, droning hum. For 1 round, all decorative, exciting, or false visual distractions (illusory tapestries, flashing trap runes, painted faux-cabinets) turn faded and translucent, highlighting only the most boring, unglamorous mechanism in the room—such as a rusty iron hinge, an unpainted water pipe, or a plain grease-latch.
- Cooldown: Usable once per in-game day.
Specific Gear Slot
- Hand Slot (Held by the knotted hemp cord, or wrapped loosely around the wrist)
Commerce and Acquisition of the Listless Dowsing-Plummet in Saṃsāra
- Municipal Archives, Canal Chanceries, and Stagnant Bureaucracy Depots:
- Physical Location and Structure: Low, damp basement vaults beneath municipal canal locks, tax halls, or registry buildings in the Doldrum Reaches. The rooms are stacked to the ceiling with yellowed, crumbling court rolls, smelling heavily of water-damaged vellum, dried iron-gall ink, cold tea dregs, and wood-boring beetles, illuminated by greasy tallow tapers that nobody bothers to trim.
- Buying Procedure and Pricing: Weary scriveners, lethargic docket-clerks, and retired record-keepers sell these bobs to apprentices who need to locate misplaced deeds without climbing rickety ladders. The baseline transaction price in these halls of endless clerical fatigue is 22 silver coins (2 gold coins and 2 silver coins).
- Wandering delvers, foreign travelers, and unaffiliated avatars pay the full baseline sum of 22 silver coins.
- Officially registered registry clerks, sworn scribes, or avatars presenting an authorized archivist’s seal receive a 10% tier discount (paying 19 silver and 8 copper coins at Tier 1; 17 silver and 6 copper coins at Tier 2).
- Sales are conducted with glacial slowness; the clerk yawns, dips a scratchy iron pen into curdled ink, notes the release in an unindexed ledger, and slides the lead plummet across the dusty pine desk without looking up.
- Selling Procedure and Trade Log: The chancery overseer dangles the bob by its frayed hemp cord over an old tax register; if the weight slowly leans toward a dry mold stain, the enchantment is verified.
- Buybacks apply the standard 10% valuation multiplied by the seller’s avatar tier (yielding 2 silver and 2 copper coins at Tier 1; 4 silver and 4 copper coins at Tier 2).
- Acquired plummets are tossed casually into bottom drawers alongside broken sealing wax and dead flies.
- Backwater Salvage Yards, Dredge Barges, and Canal Sump Lock-Houses:
- Physical Location and Structure: Creaking, flat-bottomed timber barges moored along silted-in irrigation canals or sluggish marsh-locks. Stacks of rusted iron chain, waterlogged timber, eel-traps, and barnacle-encrusted anchors clutter the deck, smelling of stagnant green pond-water, river mud, and pipeweed.
- Buying Procedure and Pricing: Barge dredgers and mud-larkers rely on the plummet to locate lost cargo pins, sunken anchors, and drowned strongboxes without having to jump into the freezing mud. The practical utility in these remote waterways establishes the price at 24 silver coins (2 gold coins and 4 silver coins).
- Itinerant river-drifters, mercenaries, and treasure-seekers pay the full 24 silver coins.
- Licensed barge-captains, canal drovers, or avatars carrying an unbroken Lock-Keeper’s Token receive the 10% tier discount (paying 21 silver and 6 copper coins at Tier 1; 19 silver and 2 copper coins at Tier 2).
- The bargeman hands over the plummet wrapped in a greasy rag, pocketing the coins and returning to their pipe without saying goodbye.
- Selling Procedure and Trade Log: The dredger drops a heavy copper rivet into a bucket of muddy river water and watches to see if the plummet indolently drifts toward the metal.
- Buybacks calculate at the standard 10% tier formula based on the 24 silver cost (paying 2 silver and 4 copper coins at Tier 1; 4 silver and 8 copper coins at Tier 2), recorded with a notch cut into a pine tally-stick.
- Tomb-Scavenger Outposts, Necropolis Hovel-Markets, and Crypt-Digger Shacks:
- Physical Location and Structure: Ramshackle lean-tos constructed from hollowed stone coffins and cracked funeral slabs on the outskirts of forgotten burial valleys. The air is dry and stifling, smelling of graveyard dirt, dry bone dust, tallow smoke, and dried sage wreaths hanging from driftwood rafters.
- Buying Procedure and Pricing: Tomb-looters and solitary crypt scavengers use the weight to bypass flashy, trapped sarcophagi and locate the plain, unadorned false stones where real funerary treasures were quietly hidden. The eerie, specialized demand in the necropolis drives the cost to 26 silver coins (2 gold coins and 6 silver coins).
- Independent tomb-robbers, wandering spell-casters, and adventurers pay the full 26 silver coins.
- Recognized grave-wardens, sworn bone-sorters, or avatars presenting an authorized Mortuary Guild pass receive the 10% tier discount (purchasing at 23 silver and 4 copper coins at Tier 1; 20 silver and 8 copper coins at Tier 2).
- Transactions take place in hushed, bored murmurs, exchanging the leaden bob for silver weighed out on rusted balancing scales.
- Selling Procedure and Trade Log: The grave-robber holds the bob over an assortment of bones; if it swings toward a dull lead funeral seal instead of a shiny brass pot, the stone’s apathy is proven genuine.
- Payouts adhere to the standard 10% tier calculation against the 26 silver rate (yielding 2 silver and 6 copper coins at Tier 1; 5 silver and 2 copper coins at Tier 2), paid out in tarnished coins or funerary copper tokens.
- Pawn-Dens of the Undercity, Junk-Basements, and Slothful Curio Vaults:
- Physical Location and Structure: Cluttered, subterranean curiosity basements situated in dim alleyways beneath the city walls. Piles of unmatched boots, broken clockwork gears, tarnished silver trays, and moldering rugs block the narrow aisles, smelling of mothballs, dry rot, animal tallow, and stagnant cellar air.
- Buying Procedure and Pricing: Sneak-thieves and fence-crawlers buy the plummet to detect hidden floor safes, loose wall bricks, and hollow bedposts while casually leaning against furniture without arousing suspicion. High illicit demand and black-market convenience elevate the street price to 28 silver coins (2 gold coins and 8 silver coins).
- Stray rogues, outlaws, and novice thieves pay the full 28 silver coins.
- Recognized shadow-runners, guild pickpockets, or avatars offering a recognized cellar-token receive the 10% tier discount (paying 25 silver and 2 copper coins at Tier 1; 22 silver and 4 copper coins at Tier 2).
- The shopkeeper slides the lead weight over a counter piled with brass junk, grunts a single syllable of acknowledgment, and immediately goes back to dozing in a high-backed wicker armchair.
- Selling Procedure and Trade Log: The pawnbroker balances the plummet on their knuckle to inspect the cloudy smokey apatite crystal along the central bore.
- Buybacks yield the standard 10% tier valuation of the 28 silver tag (paying 2 silver and 8 copper coins at Tier 1; 5 silver and 6 copper coins at Tier 2), recorded in a dog-eared ledger and settled in clipped coin or scrap pewter.
Tactical Roleplay of the Listless Dowsing-Plummet Across the Environments of Saṃsāra
- Stifling Administrative Chanceries, Palace Archives, and Court Halls:
- Environmental Context: Rigid legal protocols, suspicious courtiers, armed bailiffs, rows of towering oak document presses, and hidden political eavesdroppers.
- Defensive Roleplay:
- When dragged before an imperious magistrate or subjected to aggressive interrogation by zealous inquisitors, the bearer leans limply against a cedar pillar, letting the lead plummet dangle from a slack hand. Apathetic Resonance completely dampens the adrenaline spike of intimidation and psychic taunts; the avatar appears so convincingly detached and harmless that prosecutors dismiss them as an illiterate dullard who knows nothing of consequence.
- While resting in an ante-chamber where an unseen agent is attempting to cast charm spells or hypnotic suggestions from behind the drapes, the carrier’s mind remains an unmoving pond of pure apathy, causing the mental intrusion to slide off without catching purchase.
- Offensive Roleplay:
- While pretending to wait out an endless clerical delay, the avatar slouches across the archive floor with glazed eyes. Using The Heavy Drift, the bob subtly tilts toward an innocent-looking filing press, pointing out the hollow kickboard where the unredacted royal treasury manifests are secretly concealed.
- Suspecting that an eavesdropping court spy is disguised as an ornate marble gargoyle or hiding behind heavy wall tapestries, the wielder releases an audible groan of boredom and invokes Yawn of the Uninterested. The spy, overwhelmed by an involuntary wave of crushing drowsiness, shifts their footing or gasps out a stifled yawn, instantly breaking stealth and exposing their position to the party.
- Forgotten Catacombs, Ancient Crypts, and Ancestral Mausoleums:
- Environmental Context: Heavy tomb dust, crumbling funerary masonry, glittering false sarcophagi designed to trigger poison dart traps, and dormant undead lurking in shadowy alcoves.
- Defensive Roleplay:
- Navigating corridors enchanted with terrifying necromantic dread or panic-inducing phantasms, the avatar grips the knotted hemp cord. The weight’s deep ennui settles into their spine, suppressing the instinctive flight response and allowing the delver to walk steadily through horrifying illusionary visions that would send other scouts fleeing into pressure-plate corridors.
- If ambushed by manic ghouls or screeching banshees whose attacks rely on exploiting mortal fear and racing heartbeats, the user’s tranquil, flat emotional state grants an unyielding buffer against fear-based paralysis.
- Offensive Roleplay:
- Faced with an opulent stone sarcophagus inlaid with glittering lapis and gold leaf—a classic decoy meant to incinerate greedy looters—the user activates Uncover the Mundane Neglect. The glittering coffin turns faded and translucent to the user’s perception, while a completely unadorned, soot-blackened flagstone tucked into a corner pulses with dull resonance, revealing the true, trap-free burial vault beneath.
- In tracking down a dormant mummy or wraith resting motionless within stone sarcophagi along a vaulted corridor, the wielder exhales a heavy sigh to engage The Languid Tug. The plummet swings with deadweight force, dragging the tether directly toward the plain niche housing the actual threat.
- Noisy Urban Taverns, Crowded Docks, and Gambling Dens:
- Environmental Context: Boisterous drunken mobs, bar brawls, slick pickpockets, roaring dice games, and hidden smuggler hatches under beer barrels.
- Defensive Roleplay:
- In a crowded dockside tavern where a brawl suddenly erupts over loaded dice, the wielder sits slumped over an empty mug with the plummet resting limp in their lap. When an instigator attempts to provoke the user into drawing steel, the emotional anchor of the bob deadens the urge to retaliate, keeping the character beneath the notice of tavern guards cracking heads with cudgels.
- If an invisible pickpocket or thief moves within arm’s reach to cut the avatar’s belt purse, the plummet releases a sharp whiff of dusty blankets and dry parchment via Scent of the Stale Room, alerting the user to lean backward casually and elbow the concealed thief without ever looking up.
- Offensive Roleplay:
- Searching for a dead-drop container in a chaotic cellar tavern, the avatar wanders aimlessly between tables with a bored, wandering gaze. The Heavy Drift leads the avatar straight to a hollow chair rung or a cracked beer cask holding the stolen cipher ledger.
- To flush out an undercover city watchman or rival cartel plant pretending to blend in with the patrons, the user performs Yawn of the Uninterested. The undercover agent involuntarily blinks, slumps, and stifles a massive jaw-cracking yawn, instantly singling themselves out from the roaring, energetic crowd.
- Silted River Canals, Stagnant Swamps, and Sump Locks:
- Environmental Context: Lukewarm, murky brown water, thick duckweed mats, buzzing marsh midges, submerged mudflats, and camouflaged aquatic ambushers.
- Defensive Roleplay:
- While poling a flat barge through miles of monotonous, fly-infested reeds, the constant sensory irritation and heat exhaustion are neutralized into a calm, tolerable stillness. The bearer’s mind does not succumb to the maddening frustration or fever-dreams typical of swamp delirium.
- When bog hags attempt to cast enchanting siren songs or illusions of drowning maidens from the deep mud to lure the boat into a sandbar, the bearer’s profound apathy rejects the emotional bait, keeping their hands resting quietly on the rudder.
- Offensive Roleplay:
- When searching a wide, muddy canal bed for an iron chest thrown overboard by smugglers months ago, trying to probe every yard of silt with a pole would take weeks. The avatar slumps over the gunwale and invokes The Languid Tug; the lead bob dips into the water and angles through the scum, pointing directly to where the box sits buried under two feet of rotting leaves.
- If hostile marsh-skulkers are hiding submerged under floating weed mats breathing through hollow reeds, tapping the bob against the barge deck causes the sluggish gravitic resonance to travel through the water, forcing the lurking raiders to lose their composure and surface with a ragged, weary sigh.

Perception of Activation:
- Visual (Sight)
- User’s Perspective: The air immediately surrounding the lead plummet develops a faint, shimmering visual ripple, reminiscent of dry heat rising off sunbaked slate or dust motes drifting across an empty cellar. Pointed details and vibrant colors in the surrounding chamber seem to dull into washed-out, dusty grays, while whatever object or passage is deliberately concealed catches a heavy, unglamorous charcoal-grey density that draws the eye without effort.
- Observer’s Perspective: The lead weight, rather than swinging erratically with the bearer’s movement, hangs with an unnatural, stubborn verticality before lazily leaning toward an empty wall or corner at an impossible angle. The cloudy needle of smokey apatite inside the core pulses once with a dull, grease-like smudge of yellow-grey luminescence.
- Positives: Pierces visual decoys and illusions by flattening flashy distractions; clearly indicates the vector of hidden spaces.
- Negatives: Colors and fine contrasts in the environment become harder to differentiate while the dowsing pull is active.
- Auditory (Sound)
- User’s Perspective: Ambient noise—such as shouting, rain, or running water—fades into a distant, muffled drone, like listening to a dull lecture through two heavy woolen blankets. A low, droning vibration hums through the hemp cord directly into the bones of the hand.
- Observer’s Perspective: The soft rustle of the rough hemp fibers sliding across the iron swivel loop is accompanied by a deep, breathy exhalation from the user, followed by a faint, droning hum like a resting bumblebee muffled in clay.
- Positives: Dampens sudden, disorienting sound attacks, deafening clatter, or frantic screaming.
- Negatives: Makes tracking faint whispers or subtle verbal cues in conversation very difficult.
- Tactile (Touch)
- User’s Perspective: A heavy, pleasant numbness washes up the wrist and forearm, relaxing clenched tendons and dropping the shoulder into an easy slouch. The cord feels distinctly limp and cool, while the bob develops a slow, unyielding gravitational momentum that gently pulls the fingers along like a sleepy child tugging a parent’s sleeve.
- Observer’s Perspective: The bearer’s posture visibly deflates; their shoulders slump forward, their grip loosens to the bare minimum needed to hold the cord, and their feet shuffle in a slow, languid rhythm.
- Positives: Eliminates physical muscle tension and hand tremors, granting absolute physical steadiness.
- Negatives: Running, sprinting, or drawing weapons with lightning reflexes feels exhausting and delayed.
- Olfactory (Smell)
- User’s Perspective: The air fills with the dry, comforting odor of ancient, yellowed books, unventilated garrets, rain evaporating on sun-warmed brickwork, and cold chamomile tea dregs.
- Observer’s Perspective: A subtle, dusty draft drifts outward from the swaying lead bob, smelling faintly of dry graveyard soil and crushed willow bark.
- Positives: Suppresses nausea caused by foul swamp stenches, rotting carrion, or chemical vapors.
- Negatives: Can mask localized, sharp smells of imminent chemical danger, such as lighting lamp fuses or escaping coal gas.
- Gustatory (Taste)
- User’s Perspective: A dry, starchy sensation spreads across the roof of the mouth, tasting faintly of cold well-water, chalk dust, and stale dry biscuits.
- Observer’s Perspective: The wielder smacks their dry lips together once or twice with an expression of faint boredom.
- Positives: Settles upset stomachs and diminishes hunger pangs during long, tedious waits.
- Negatives: Leaves a persistent, chalky dryness on the tongue that makes speaking rapidly unpleasant.
- Extra-Sensory: Gravitic Lethargy (Inertial Magnetism)
- User’s Perspective: The bearer senses a localized shifting of weight; the hidden chamber, disguised compartment, or concealed enemy feels as though it possesses an exaggerated gravitic pull, creating a dull mental weight pulling the mind directly toward the hollow space.
- Observer’s Perspective: The hemp cord straightens out as if carrying a five-pound iron weight rather than a small pewter bob, cutting smoothly through the air toward the hidden target.
- Positives: Tracks concealed masses through solid stone, floorboards, and loose earth without requiring line-of-sight.
- Negatives: Disregards small, active threats (like drawn daggers or spring traps) that do not possess the heavy spiritual apathy of a concealed space.
- Extra-Sensory: Emotional Dampening (Ennui Field)
- User’s Perspective: The inner monologue slows to a tranquil crawl. Anxieties about survival, urgency, time limits, and danger slide away into a calm, detached acceptance that whatever happens will simply happen.
- Observer’s Perspective: Anyone standing within arm’s reach of the dangling weight feels an involuntary, heavy heaviness behind their eyelids and a sudden, quiet urge to lean against a wall and sigh.
- Positives: Total mental resilience against panic, fear auras, psychological provocation, and charm magic.
- Negatives: Drastically reduces personal initiative, making high-urgency rescue attempts or aggressive combat bursts feel psychologically unappealing.
Crafting Recipe: Search 512 of the Listless Dowsing-Plummet
- Materials Needed:
- 8 ounces of soft, dull lead-pewter alloy ingot (for casting the heavy teardrop bob).
- 1 Tier 1 magic crystal: an uncut, naturally cloudy needle of smokey apatite quartz (approximately 2 inches long, naturally lukewarm and greasy to the touch).
- 1 piece of low-carbon forge-iron wire (for twisting the lazy-swivel suspension eyelet).
- 4 feet of coarse, unbleached raw hemp cord (three-ply, hand-carded).
- 2 tablespoons of dry grey potter’s clay powder.
- 1 tablespoon of finely pulverized weeping willow bark (dried in shade).
- 1 pinch of desiccated graveyard topsoil or dried mausoleum dust.
- 1 cup of cold, stale chamomile tea dregs (brewed three days prior and left unwashed).
- Tools Required:
- 1 Two-part soapstone or sand casting mold carved in a teardrop profile with an internal core pin.
- 1 Iron melting ladle and small charcoal melting brazier.
- 1 Center-punch and hand-cranked brace with an auger bit (for clearing the central crystal cavity).
- 1 Bastard file and coarse emery cloth (to leave lazy, unpolished surface striations).
- 1 Small bone spatula or horn scraper (for tamping the clay paste into the annular grooves).
- 1 Unglazed ceramic mixing dish.
- Skill Requirements:
- Soft Metal Founding & Pewter Casting: Minimum skill rank of 2 (required to pour the low-melting-point pewter without creating air pockets, while preserving the internal channel for the crystal core).
- Lapidary & Mineral Seating: Minimum skill rank of 1 (required to clear, test, and seat the uncut smokey apatite crystal along the axial bore without cracking the brittle matrix).
- Knot-Craft & Fiber Work: Minimum skill rank of 1 (required to braid the limp hemp cord and tie the loose spacing knots every six inches).
- Mind’s Eye Divination / Search Magic (Apathy & Inertial Discipline): Minimum skill rank of 2 (required to anchor the spiritual weight of boredom, dampening erratic energy and attuning the dowsing needle to deliberate concealment).
- Crafting Steps:
- Casting and Boring the Pewter Bob:
- Melt the lead-pewter alloy in the iron ladle over low charcoal embers until it pools into a sluggish, silvery-grey liquid.
- Pour the molten alloy slowly into the two-part soapstone teardrop mold, keeping the pour rate deliberately slow to prevent bright surface luster.
- Once cooled to the touch, split the mold and retrieve the teardrop casting.
- Use the auger bit to ream out a smooth central vertical bore along the axis, sized precisely to accommodate the smokey apatite needle, leaving open viewing slots on the flanks.
- Chuck the bob into a hand vise and cut three shallow, equidistant circumferential grooves around the bulbous lower waist using a round file.
- Preparing the Mineral Core and Mineral Paste:
- Wash the uncut smokey apatite needle in cold well-water, leaving its naturally cloudy, greasy surface coat intact.
- In the unglazed ceramic dish, combine the dry grey potter’s clay powder, pulverized willow bark, and graveyard dust.
- Add small splashes of the cold, stale chamomile tea dregs, stirring with the bone spatula until a thick, matte grey paste forms.
- Slide the apatite needle into the central vertical channel of the bob, cushioning each end with a small dab of the herbal clay paste so the crystal sits suspended and tension-free within the pewter sleeve.
- Pack the remaining paste firmly into the three exterior waist grooves using the bone spatula, smoothing it flush with the metal surface and allowing it to air-cure in a dark corner.
- Forging the Swivel and Rigging the Tether:
- Heat the forge-iron wire over low coals and twist it into a circular eyelet with a loose, captive swivel-shank.
- Seat the shank into the pre-cast recess in the upper pewter cap, cold-peening the collar over the lip so the ring spins freely with a lazy, loose wobble.
- Scrape the surface of the pewter teardrop with the coarse bastard file in random, careless strokes to create the dull, scratched patina, deliberately avoiding any polishing powder or rouge.
- Take the four-foot length of coarse, unbleached hemp cord and braid it loosely.
- Tie an overhand knot every six inches along the tether to provide tactile spacing markers, then lash one terminal end securely to the lazy-swivel iron ring.
- Apathetic Awakening and Inertial Attunement:
- Suspend the completed plum-bob from a wall peg in a quiet, poorly lit storage room or stagnant cellar filled with old paper or unused crates.
- Sit on a low stool beneath the pendulum for forty uninterrupted minutes, deliberately resisting the urge to work, pace, read, or clean.
- Cultivate an internal state of deep, sluggish ennui—letting the breathing turn slow, the eyes glaze over, and the spine slump against the wall.
- When the mind feels completely detached from urgent intention and an involuntary yawn escapes your throat, reach up with slack fingers and grasp the hemp cord.
- Exhale a long, tired sigh over the lead bob; the apatite core absorbs the dampening psychic resonance, settling permanently into its unhurried dowsing inertia.
- Casting and Boring the Pewter Bob:
Great Yawn in House of Seven Locks, High Tax-Lord Who Died of Running, and Heavy Scribe Upon River-Stool
In the third cycle of the dry reed-moon, when the empire of Ghol-Vashat (rendered upon the baked silt-tiles as “The-City-That-Does-Not-Sit-Down”) was governed by the satrap Huran-of-the-Seven-Iron-Whips, there was no peace in the streets, for every man was commanded to walk quickly and to count his fingers between steps lest a second of tax-time be stolen from the god-king.
This satrap was a man of terrible, twitching haste. His blood ran with the boiling grease of roasted peppers; he slept only while standing upon one foot, and he kept thirty-two trumpeters stationed upon the ramparts of his treasury to blow copper horns every quarter-hour, shouting: “Hurry! The sun sinks! The iron rusts! The grain rots in the sack! To rest is to rob the throne!”
In those days, the High Sump of the Upper Canal was guarded by the great ledger-house of the Seventh Lock. Within its granite vaults were kept the thirty thousand scrolls of the Great Debt—the names of every man who owed copper, the weights of every bundle of dried carp taken from the marshes, and the gold-bars stamped with the secret seal of the First Dynast, without which no decree could be spoken into law.
Now it came to pass upon a certain hot Tuesday—when the flies sat motionless upon the canal water and the air tasted of boiled mud—that a great silence entered the treasury. The master of the keys, an ancient eunuch whose heart was as dry as an onion peel, did not appear at the counting-table. When the guards smashed the cedar portal with bronze beams, they discovered only his empty linen slippers upon the threshold.
The gold bars of the First Dynast were gone. The great seal-cylinder of red porphyry was gone. Worse still: the thirty thousand debt-rolls had vanished from their cedar cubicles, leaving behind only small heaps of gray lint and three dead beetles.
When the news was carried to Satrap Huran, his eyebrows caught fire from his own boiling rage (so the middle translator writes, though the older glyph likely denotes a skin-fever). He tore his pleated vestment into twelve strips and ran through the palace like a dog stung by a marsh-wasp.
“Search every jar!” he howled, his voice cracking like dry bamboo. “Send four hundred runners with torches! Break the floorboards! Dig up the flagstones! Turn the silt of the canal with silver rakes! He who runs fastest shall be given a collar of turquoise; he who slows his pace to wipe his chin shall be beaten with salted ropes until his bones whistle!”
Then began the Great Commotion of Ghol-Vashat, which lasted for forty-six days without pause.
Two thousand young men of the Runner-Caste, anointed with wild mustard oil and carrying sharp iron probing-rods, tore through the city like a desert storm. They ran through every alley; they kicked open every cellar; they thrust their iron rods into every dung-heap, every flour-bin, and every basket of dried onions. They shouted: “Where is the seal? Where is the gold? Move, move, by the breath of the King, move!”
They were accompanied by seventy-seven astrologers of the High Needle, who carried brass quadrant-frames, silver compasses, and burning mirrors. The astrologers ran alongside the soldiers, chanting mathematical formulas, peering through tubes, and drawing thousands of sharp geometric lines upon parchment with screeching iron styluses. They calculated the angle of the stars; they measured the speed of the canal currents; they ran until their hearts burst in their chests, collapsing by the roadside with foam upon their lips.
Yet, though forty thousand stones were overturned and six hundred citizens were drowned in the canals for failing to answer questions within the space of two heartbeats, not a single speck of gold, nor a scrap of vellum, nor the red stone of the seal was discovered. The faster the soldiers ran, the more the dust rose; and the more the dust rose, the less any man could see. The city was a spinning wheel of pure terror, noise, and frantic sweat, but the silence of the stolen debt remained unbroken.
Now, at the end of the long wharf of the Seventh Lock—where the green canal scum collected around rotting cypress pilings and the dragonflies mated in the stagnant heat—sat a minor assistant clerk named in the fragment O-Beld-of-the-Slumping-Spine.
O-Beld was not a runner. His father had been a weighman of turnips; his grandfather had been an inspector of dry straw who spent sixty years sitting upon a willow stool until the bark grew around his calves. O-Beld had never in his life run three paces together. When the trumpet blew upon the ramparts, he merely closed one eye and waited for the sound to die away in the reeds. He was so deeply, magnificently bored by the affairs of the satrap, by the counting of carp, and by the shrieking of the astrologers that his spirit had long since sunk to the very bottom of his belly like a smooth river pebble.
From his slack, calloused right wrist hung a piece of four-foot unbleached hemp cord, knotted every six inches, at the end of which dangled a heavy, teardrop-shaped plumb-bob cast from dull lead-pewter. It was scarred with careless scratches; three grooves around its waist were caked with dried mud and powdered willow dust, and through its hollow center rested an uncut, greasy needle of smokey apatite crystal. It had belonged to his great-uncle, who had used it to find cool spots under the wharf to take afternoon sleeps.
On the forty-seventh morning, Satrap Huran himself came galloping down the stone quayside upon a foam-spattered black stallion, surrounded by thirty running guards whose tongues hung out of their mouths like dry leather ribbons.
“You!” roared the satrap, pointing a quivering, gold-ringed javelin at the clerk. “Vile toad! Slug of the mud-ditch! The palace burns with labor, the runners perish of exhaustion, the astrologers vomit blood in service of the throne, and you sit here dangling a lump of fish-lead over the green water! Have you no zeal? Have you no terror? Speak, or I will have your liver dried in the sun to patch a water-bucket!”
O-Beld did not leap to his feet. He did not drop his chin to the stone. He did not even open his right eye, which remained pleasantly veiled beneath a heavy, waxen lid.
He merely shifted his seat upon the cracked willow stool, letting his spine settle into a curve like a drowned rope, and released from the depths of his throat a vast, rumbling, breathy yawn that seemed to go on for the duration of a small tide.
“Ah-h-h-r-r-gh,” sighed O-Beld, wiping a drop of watery phlegm from the corner of his nose with the back of his greasy sleeve. “Why must you shout so loudly, my Lord? The sun is hot enough without your horse kicking up the dung. You make such a dreadful clatter that even the catfish have gone to sleep in the deep weed.”
The satrap nearly fell from his saddle in apoplexy. “Insolent worm! The treasury is empty! The seal of the Dynast is gone! We have searched every inch of the province with four hundred torches, and you speak of catfish?”
“You search with fire and iron,” O-Beld murmured, his voice sounding like two dry roof-tiles sliding against each other in the dust. “When a man runs with an iron rod, he makes a wind; and when a man makes a wind, that which wishes to remain quiet simply lies down under the breeze until he has passed. The seal is not a gazelle; it does not flee before your hounds. It is an old, cold rock. If you wish to find that which does not care to move, you must be twice as unmoving as the stone itself.”
“Show me!” snarled the satrap, grinding his teeth until the enamel cracked. “Show me, or your head flies into the canal this very minute!”
“What a nuisance,” said O-Beld.
With painful, agonizing slowness, the clerk uncurled his thick fingers. He lifted his hand only four inches above his knee, allowing the knotted hemp cord to drop limp between his knuckles.
The heavy pewter bob hung three inches above the stone flagstones. It did not swing. Though a stiff canal breeze suddenly blew through the rushes, carrying the smell of dead carp and hot silt, the lead weight hung with unnatural, dead rigidity—as if it were carved of cold cemetery earth that refused to acknowledge the existence of the air.
O-Beld rolled his neck with a dull click of the vertebrae. He let his jaw go completely slack. He closed his left eye as well, so that both eyes were shut against the glaring noon white of the sky. He thought of nothing. He did not think of gold; he did not think of the satrap’s javelin; he did not think of his mother’s porridge. He allowed his spirit to become as dull, as heavy, and as utterly disinterested as a discarded mud-brick soaking in an abandoned irrigation ditch.
And then, the lead plummet moved.
It did not spin like a dancer; it did not strike the air like a dart. It merely leaned.
With an unhurried, agonizingly sluggish inertia, the three-inch teardrop of pewter tilted fifteen degrees away from true vertical, pointing not toward the grand palaces of the city, nor toward the deep canal where the divers were drowning, but directly toward the high, blank granite wall of the Seventh Lock’s public latrine—a squalid, unpainted stone shed where the canal carters relieved their bellies and where no inspector had set foot in seventy years.
“There,” O-Beld muttered, his voice trailing off into another small, shuddering yawn. “The cord is pulling. It is very heavy. I should like to sit back down.”
Satrap Huran leaped from his horse with an oath. “The latrine? Fool! We broke the roof of that sty three weeks ago! It contains only thirty years of horse-manure and dried lime!”
“You broke the roof,” O-Beld whispered, not opening his eyes. “You did not look at the mud beneath the ditch where the manure runs. Nobody looks at that which smells so foul that it bores the nose. The bob wants to go there because nothing has happened there since the third king died.”
The satrap, trembling with fury and desperate suspicion, signaled his six surviving captains. Armed with bronze spades and holding perfumed cloths over their mouths, they ran into the sweltering, fly-blown ditch behind the stone shed.
They did not strike the walls. Under the direction of the lead weight—which continued to lean toward the earth with stubborn, drowsy gravity—they dug into the hardened, sun-baked crust of ancient refuse beneath the drain-flue.
Two feet down, the shovel struck no gold. It struck an old, greasy sack of coarse goat-hair, tied with a rotten willow reed, caked in thirty years of dry, gray filth.
The satrap slashed the sack open with his dagger.
Inside lay the thirty thousand debt-scrolls of the Seventh Lock, undamaged, wrapped in sheets of oiled pigskin. Beneath the scrolls rested the twelve heavy ingots of the Dynast’s gold; and pressed into the cold, hardened fat at the bottom of the sack was the red porphyry seal-cylinder of the First Dynast.
The thief had never fled the city. The ancient eunuch who held the keys had known that in a land of frantic runners, the only place safe from inspection was the place so wretched, so uninteresting, and so utterly devoid of glory that no ambitious soldier would ever waste his sweat to examine it. He had dropped the sack into the manure ditch and then quietly taken a barge to the southern swamps, knowing that forty thousand eager eyes would look only at the roofs, the vaults, and the horizons.
The satrap fell to his knees in the filth of the ditch. The scholars and runners, hearing the cry, gathered around the hole, their faces gray with exhaustion, their boots worn through to the raw meat of their feet.
Satrap Huran clutched the red seal against his chest. Tears of frantic relief washed clean channels through the dust on his cheeks. He turned toward the quayside where O-Beld still sat upon his willow stool.
“You have saved the kingdom from the wrath of the god-king!” the satrap cried, his voice trembling with manic excitement. “I will give you a chariot of polished electrum! I will make you the Master of the Seven Quivers! You shall have eighty runners to carry your litter and thirty trumpeters to clear your way through the bazars! You shall be the sharpest hound of the empire!”
O-Beld slowly opened one eye. He looked at the screaming satrap; he looked at the four hundred sweating, panting soldiers whose chests heaved like dying bellows; he looked at the brass trumpets glittering in the cruel, white-hot sun.
A profound shudder of pure, unadulterated weariness passed through the clerk’s body. He lifted the lead plummet by its limp cord, tucked it lazily into his grease-stained belt, and stood up from his willow stool with a creak of his knees.
“My Lord,” said O-Beld, his voice dropping into a flat, unhurried drone that seemed to quiet even the buzzing of the flies. “If I rode in a chariot, the wheels would rattle my teeth. If I had eighty runners, they would make too much dust for my eyes. And if thirty trumpeters blew their horns behind my ears, how would I ever finish my afternoon nap?”
The clerk picked up his battered clay water-jug, turned his back upon the gold, the debt-rolls, and the kneeling satrap, and shuffled slowly down the shaded alley beneath the canal bridge, his slippers slapping softly against the cool stones in an unhurried, rhythmic crawl.
And it is recorded in the final lines of the cracked silt-plate that the Satrap Huran died three months later of a burst artery while running up his own palace stairs to verify the count of the copper plates; but O-Beld-of-the-Slumping-Spine lived for ninety-four years by the edge of the stagnant lock, never once running a single yard, finding every lost child, every dropped purse, and every buried key in the province simply by sitting down, leaning against a post, and letting the world show its secrets to the only man who was too bored to demand them.
Moral of the Story
He who hunts the world with frantic haste and burning needles stirs the dust of his own ambition, blinding himself with the clamor of his own searching; for the things that are most deeply hidden seek refuge in the quiet shadow of neglect, and truth yields not to the frantic sweat of the pursuer, but drops gently into the hand of the patient spirit that understands the gravitic power of waiting, knowing that to find that which has been forgotten, one must first possess the wisdom to sit still and yawn.
Suggested conversions to other systems:
Call of Cthulhu
Search 512: The Listless Dowsing-Plummet
Enchanted Artifice / Inertial Dowsing Implement
- Item Profile:
- Base Skill: Spot Hidden, Track, or Occult
- Hands: 1-handed (held suspended by its knotted hemp tether or wrapped loosely around the wrist)
- Form: A 3-inch teardrop plumb-bob cast from dull lead-pewter alloy, featuring three annular grooves packed with clay, pulverized willow bark, and graveyard dust. Encased down its center is a cloudy, greasy needle of smokey apatite quartz. Hung from 4 feet of knotted hemp cord via an iron swivel ring.
- Scent Profile: Stale vellum, dusty blankets, sun-dried brick, and cold chamomile dregs.
- Sanity Cost: 0 Sanity to handle or attune; prolonged use cultivates a profound, dreary detachment.
- Passive Traits:
- Apathetic Resonance: While the plummet dangles from limp fingers, the carrier’s emotional state settles into deep stillness. The bearer gains a Bonus Die on POW or Sanity rolls to resist psychological taunts, manic frenzy, emotional baiting, or fear-induced involuntary actions. However, the investigator takes a Penalty Die on DEX checks requiring frantic agility, quick sprints, or sudden reflex dodges while holding the bob.
- The Heavy Drift: When walking at an unhurried, aimless pace, the plumb-bob naturally tilts up to 15 degrees toward the nearest deliberately concealed door, hidden compartment, or hollow floorboard within 8 yards, providing a +10% bonus or a Bonus Die on Spot Hidden checks to detect hidden architectural features.
- Scent of the Stale Room: Emits a dry aroma of old paper and dust whenever the bearer lingers within 3 yards of an object or record that has remained neglected and unread for more than a year.
- Active Powers:
- The Languid Tug:
- Cost: 1 Magic Point.
- Mechanics: The user sighs heavily and lets the cord slip between loose fingers. For 10 minutes, the plummet exerts a dull, gravitational pull toward whatever entity or object in the immediate area is being actively and deliberately concealed within 10 yards (such as an assassin waiting behind curtains or a false-bottomed trunk). The user can follow this sluggish pull at an unhurried walking pace.
- Yawn of the Uninterested:
- Cost: 1 Magic Point.
- Mechanics: The user yawns broadly and covers their mouth with the bob’s hand. Any living creature actively attempting to remain hidden or stationary within 5 yards must succeed on a Hard POW check or involuntarily succumb to heavy lethargy—shifting their weight, yawning, or sighing aloud, instantly revealing their position.
- Uncover the Mundane Neglect:
- Cost: 2 Magic Points.
- Mechanics: The user lazily taps the lead nose against a surface three times. For 1 combat round, flashy, decorative, or illusory distractions fade to dull gray, highlighting the plainest, most mundane functional mechanism in the room (such as a rusty hinge or hidden release peg) with a soft, leaden outline.
- The Languid Tug:
Blades in the Dark
The Listless Dowsing-Plummet
Arcane Implement / Gravitic Dowsing Focus, 0 Load (held in hand or coiled at belt)
- Item Profile:
- Load: 0 (compact lead-pewter teardrop, apatite crystal needle, knotted hemp cord)
- Appearance: A scratched, dull lead bob holding an uncut, lukewarm apatite crystal needle, hung on a limp knotted hemp tether.
- Affinity: Inertia, apathy, dowsing, architectural secrets, anti-distraction.
- Passive Traits:
- Apathetic Resonance: Your spirit is anchored in deep, unshakeable indifference. Take +1d to resistance rolls against mental manipulation, panic, taunts, or supernatural terror. You operate with limited effect when attempting frantic athletic bursts or high-speed escapes while holding the weight.
- The Heavy Drift: When strolling aimlessly without urgent intent, gain +1d to Survey or Hunt when searching for concealed compartments, hidden brick safes, or secret doors in forgotten structures.
- Scent of the Stale Room: You catch the smell of dusty blankets and dry parchment whenever you draw near records, tools, or chambers untouched for over a year, granting improved Position when investigating abandoned sites.
- Active Arcane Abilities:
- The Languid Tug:
- Cost: 1 Stress.
- Action: Survey or Attune.
- Effect: You release an exasperated sigh and let the cord hang slack. For the remainder of the scene, the plummet sluggishly leans toward whatever is being deliberately hidden from sight within close range (10 paces), ignoring false decoys and guiding you to the hiding place.
- Yawn of the Uninterested:
- Cost: 1 Stress.
- Action: Prowl or Consort.
- Effect: You give a massive, infectious yawn. All concealed or stalking observers within close range must resist with Resolve or break cover by sighing, stretching, or shifting their posture.
- Uncover the Mundane Neglect:
- Cost: 2 Stress.
- Action: Study or Tinker.
- Effect: You tap the lead bob three times against a wall or floor. Immediately tick 2 segments on any progress clock tracking the discovery of a non-glamorous, bypassed bypass, rusty lever, or neglected bypass conduit.
- The Languid Tug:
Dungeons & Dragons
Search 512 of the Listless Dowsing-Plummet
Wondrous Item, Common (Requires Attunement by an Avatar)
- Item Profile:
- Item Category: Wondrous Item / Divination Focus
- Weight: 0.6 lbs.
- Gear Slot: Hand (held by the knotted tether, or looped around wrist/belt)
- Description: A 3-inch teardrop plumb-bob of unpolished lead-pewter alloy, featuring three waist grooves packed with grey clay paste and holding an uncut smokey apatite crystal needle along its axis. Suspended by a 4-foot knotted hemp cord on an iron swivel. Smells of stale vellum, dry bricks, and cold chamomile tea.
- Passive Traits:
- Apathetic Resonance: While the plummet dangles from your hand, you have advantage on saving throws against being charmed, frightened, or emotionally taunted. However, while holding the plummet in this manner, your walking speed is reduced by 10 feet, and you have disadvantage on Dexterity saving throws that require sudden, explosive movement.
- The Heavy Drift: When moving at a slow pace (half speed) with no urgent objective, the plummet gently tilts toward the nearest secret door, concealed hatch, or hidden hollow within 25 feet, granting advantage on Intelligence (Investigation) checks to locate them.
- Scent of the Stale Room: You detect a distinct aroma of dusty parchment and unmade beds whenever you come within 10 feet of an object, book, or container that has been undisturbed for a year or longer.
- Active Features:
- The Languid Tug (3/Day): As an action, you sigh loudly and allow the cord to dangle loosely. For 10 minutes, the plumb-bob exerts a sluggish pull toward whatever object or creature within 30 feet is being deliberately concealed (such as a hiding ambusher, a secret compartment, or a buried strongbox). You can follow this pull at a slow walking pace.
- Yawn of the Uninterested (3/Day): As an action, you cover an exaggerated yawn with the plummet in hand. Each living creature attempting to hide or remain stationary within 15 feet of you must make a DC 12 Wisdom saving throw. On a failed save, the creature involuntarily yawns, rubs its eyes, or slumps, revealing its location.
- Uncover the Mundane Neglect (1/Day): As an action, you tap the lead nose of the bob three times against the floor or a wall. For 1 round, all visually elaborate decoys, false chest lids, and decorative illusions within 30 feet appear faded and translucent, highlighting only the most mundane, utilitarian mechanism (such as an unpainted iron latch or plain stone switch) in that area.
Knave
Listless Dowsing-Plummet
Item / Divination Weight (1 Slot, Hands: 1 [Dangled from cord])
- Item Profile:
- Inventory: 1 slot (carried by hand or looped around the wrist).
- Durability: 3 Quality.
- Appearance: A scratched lead-pewter teardrop holding a cloudy, lukewarm apatite needle, tied to a knotted hemp tether with an iron ring.
- Item Rules:
- Unshakeable Ennui: While dangling the plummet, roll with Advantage on Wisdom and Charisma saves to resist panic, fear, confusion, and charm magic. While doing so, you cannot run or charge.
- Slow Drift: If walking slowly without haste, roll with Advantage on Wisdom checks to find secret doors, hidden crawlspaces, and false hollows within 25 feet.
- Neglect Scent: The bob smells of old dust and dry straw whenever an undisturbed tomb relic, unread tome, or forgotten trunk is within 10 feet.
- The Languid Tug (3/Day):
- Spend an action releasing a tired sigh as the cord slips through your fingers.
- For 10 minutes, the weight lazily tugs your hand toward whatever within 30 feet is being deliberately hidden from view.
- Yawn of the Uninterested (3/Day):
- Spend an action letting out a wide, noisy yawn.
- Living creatures hiding within 15 feet must make a Wisdom save or yawn and shift, immediately giving away their hiding spot.
- Uncover the Mundane Neglect (1/Day):
- Spend an action tapping the lead tip three times against the stone.
- False decorations, painted panels, and shiny decoy chests turn ghost-translucent for 1 round, making the plainest, unpainted lever, latch, or keyway immediately obvious.
Fate
Search 512: The Listless Dowsing-Plummet
Extra (Aspect and Stunts)
- Item Profile:
- Aspect: Heavy Ennui of the Stagnant Lock
- Description: A 3-inch teardrop plumb-bob cast from unpolished, dull lead-pewter alloy, scarred with lazy scratches and etched with three annular grooves packed with clay, pulverized willow bark, and graveyard dust. Encased down its center is a cloudy, greasy needle of smokey apatite quartz. Suspended by four feet of knotted hemp cord via an iron swivel ring. Smells of stale vellum, dusty blankets, sun-dried brick, and cold chamomile tea dregs.
- Stunts and Mechanical Rules:
- Apathetic Resonance: Gain a +2 bonus to Will when defending against mental manipulation, fear, panic, insults, or emotional provocations while holding the suspended plummet. However, while relying on this lethargic composure, any Athletics actions requiring sudden, explosive sprints or frantic reflexes suffer a -2 penalty.
- The Heavy Drift: Gain a +2 bonus to Notice or Investigate when slowly and aimlessly pacing an area to detect hidden doors, secret compartments, or hollow floorboards within your zone.
- Scent of the Stale Room: You catch an unmistakable aroma of dusty parchment and dry brick whenever you linger within your zone of an object, record, or mechanism that has remained untouched for more than a year, granting a +2 bonus to Notice when seeking forgotten archives or long-buried items.
- The Languid Tug: Once per scene, spend an action to let out a tired sigh and let the cord hang slack. You establish a situational aspect on the scene such as Gravitic Pull of Deliberate Secrets with one free invoke, pointing toward whatever entity or compartment within your zone or an adjacent zone is being intentionally concealed from plain sight.
- Yawn of the Uninterested: Once per scene, spend an action to yawn broadly into your hand while holding the bob. Every concealed character in your zone must immediately defend with Will against your Notice or Rapport roll; on a failure, they succumb to sudden drowsiness and involuntarily sigh, shift, or yawn, revealing their hidden location.
- Uncover the Mundane Neglect: Once per session, spend 1 Fate Point and an action to tap the lead tip of the bob three times against the floor or wall. Flashy decorations, false chests, and decorative illusions in your zone become transparent, creating the aspect Revealed Plain Latch on the most utilitarian, unglamorous mechanism in the room with two free invokes.
Numenera & Cypher System
Listless Dowsing-Plummet
Artifact (Level 2)
- Item Profile:
- Level: 2
- Form: A heavy teardrop-shaped plumb-bob of lead-pewter alloy with an uncut, lukewarm smokey apatite crystal along its axial bore, suspended by a knotted hemp tether from an iron swivel ring.
- Classification: Gravitic Dowsing Pendulum / Inertial Divination Focus (Hand Slot / 1 Hand)
- Depletion: 1 in 1d20 (checked only upon activating The Languid Tug, Yawn of the Uninterested, or Uncover the Mundane Neglect).
- Passive Effects:
- Apathetic Resonance: Intellect defense tasks against fear, panic, emotional baiting, and charm-like effects are eased by one step while the plummet hangs loosely from your hand. Conversely, Speed defense tasks requiring sudden, explosive dodges or rapid dashes are hindered by one step due to sluggish reflexes.
- The Heavy Drift: Tasks to perceive or locate concealed compartments, false walls, or disguised floor hatches while walking at an unhurried, aimless pace within immediate distance (10 feet) are eased by one step.
- Scent of the Stale Room: Tasks to locate tomes, records, or caches that have lain neglected or untouched for a year or more via subtle olfactory cues are eased by one step within immediate distance.
- Active Powers:
- The Languid Tug (Action):
- The user releases a heavy sigh and lets the cord slip between loose fingers. For 10 minutes, the weight sluggishly pulls toward whatever object or entity within short range (up to 50 feet) is being actively and deliberately hidden from view. Tasks to track or locate concealed targets are eased by two steps. Check for Depletion.
- Yawn of the Uninterested (Action):
- The user covers an exaggerated yawn with the plummet hand. All living creatures attempting to remain hidden or stationary within immediate distance (10 feet) must succeed on an Intellect defense task or involuntarily yawn, shift posture, or sigh aloud, instantly giving away their hiding place. Check for Depletion.
- Uncover the Mundane Neglect (Action):
- The user taps the lead nose of the bob three times against a surface. For 1 round, flashy decorative distractions, painted facades, and sensory decoys fade to translucent gray, highlighting the plainest, most utilitarian mechanism (such as an unadorned iron hinge or hidden floor latch) within immediate range. Tasks to identify or bypass this mechanism are eased by two steps. Check for Depletion.
- The Languid Tug (Action):
Pathfinder
Search 512 of the Listless Dowsing-Plummet
Item 2
Divination, Emotion, Invested, Mental, Occult
- Item Profile:
- Price: 26 gp
- Usage: Held in 1 hand (suspended from cord or wrapped around wrist)
- Bulk: L (Light)
- Description: A 3-inch teardrop-shaped plumb-bob cast from unpolished lead-pewter alloy, featuring three annular grooves filled with dried grey clay paste, crushed willow bark, and graveyard dust. Encased along its core is an uncut needle of lukewarm smokey apatite crystal, hung from four feet of knotted hemp cord via an iron swivel. Smells of dusty paper, old bricks, and chamomile.
- Passive Effects:
- Apathetic Resonance: While holding the suspended plummet, your mind is settled into deep ennui. You gain a +1 item bonus to Will saving throws against emotion effects, fear, and effects that would compel manic action or psychological distress. However, your Speeds are reduced by 5 feet, and you take a -1 item penalty to Reflex saving throws against sudden area hazards while holding the bob.
- The Heavy Drift: When walking at half your Speed without a set destination, you gain a +1 item bonus to Perception checks to Seek secret doors, hidden crawlspaces, and concealed floor compartments within 20 feet.
- Scent of the Stale Room: You gain a +1 circumstance bonus to Perception checks to detect hidden documents, forgotten strongboxes, or undisturbed tombs within 10 feet when using your sense of smell.
- Active Abilities:
- The Languid Tug (Two Actions):
- Frequency: Three times per day.
- Traits: Concentrate, Detection, Divination, Occult.
- Effect: You release an audible, weary sigh as the hemp cord dangles loose. For 10 minutes, the plumb-bob exerts a sluggish, gravitational pull toward whatever object or creature within 30 feet is being deliberately hidden from plain view. You know the direction of the concealed entity and can follow it at a slow walking pace.
- Yawn of the Uninterested (Two Actions):
- Frequency: Three times per day.
- Traits: Auditory, Concentrate, Emotion, Mental.
- Effect: You let out an exaggerated yawn while holding the bob. Each living creature attempting to hide or remain stationary within 15 feet must attempt a DC 16 Will save. On a failure, the creature involuntarily yawns or shifts its weight with a weary sigh, reducing its concealment to standard Hidden and revealing its precise location.
- Uncover the Mundane Neglect (Two Actions):
- Frequency: Once per day.
- Traits: Concentrate, Divination.
- Effect: You tap the lead tip of the bob three times against the floor or wall. For 1 round, ornate decoys, painted false doors, and flashing trap runes within 30 feet appear faded and translucent, visually highlighting the plainest, most neglected functional mechanism (such as an unadorned iron lever or raw stone release) with a dull grey outline.
- The Languid Tug (Two Actions):
Savage Worlds
Search 512: Listless Dowsing-Plummet
Minor Arcane Relic / Inertial Divination Focus
- Item Profile:
- Weight: 0.6 lbs.
- Gear Slot: Hand / Wrist (Held suspended by its knotted cord or looped around the wrist)
- Traits: Minor Artifact / Divination Focus
- Description: A 3-inch teardrop-shaped plumb-bob cast from unpolished lead-pewter, with three waist grooves caked in grey clay, willow bark, and grave dust. Encased inside is an uncut needle of greasy smokey apatite crystal, suspended from a 4-foot knotted hemp cord with an iron swivel. Carries the scent of old paper, dusty wool, and cold chamomile.
- Passive Abilities:
- Apathetic Resonance: The bearer gains a +2 bonus to Spirit rolls to resist Fear, Taunt, Intimidation, or mind-affecting charms while the weight hangs loosely from their hand. However, the user’s Pace is reduced by 2 and they suffer a -2 penalty to Agility rolls to evade sudden, explosive area attacks while holding the cord.
- The Heavy Drift: The user gains a +2 bonus to Notice rolls made to discover hidden compartments, false walls, or concealed architectural mechanisms when walking slowly and aimlessly within 4 inches (8 yards).
- Scent of the Stale Room: The user catches the scent of dusty parchment and unmade beds when within 2 inches (4 yards) of an undisturbed cache, neglected tome, or forgotten chest, granting a +2 bonus to Notice to locate it.
- Active Powers:
- The Languid Tug:
- Cost: Action.
- Frequency: 3 times per day.
- Trapping: Sluggish, unnatural gravitational drift toward concealed spaces.
- Effect: The wielder sighs loudly and lets the cord slip between loose fingers. For 10 minutes, the bob leans toward whatever object, passage, or creature within 6 inches (12 yards) is being deliberately concealed from sight, allowing the character to track it at an unhurried walking pace.
- Yawn of the Uninterested:
- Cost: Action.
- Frequency: 3 times per day.
- Trapping: An infectious, jaw-cracking yawn and a pulse of dull grey air.
- Effect: The wielder covers a wide yawn with the bob-holding hand. Living creatures attempting to remain hidden or motionless within 3 inches (6 yards) must succeed on a Spirit roll at -2 or involuntarily yawn, sigh, or shift their footing, immediately breaking their stealth.
- Uncover the Mundane Neglect:
- Cost: Action.
- Frequency: Once per day.
- Trapping: Decorative elements turn translucent, highlighting unpainted metal or rough stone.
- Effect: Tap the lead tip three times against the floor or wall. For 1 round, all flashy decoys, painted false panels, and illusory facades within 6 inches (12 yards) turn faint and ghost-like, highlighting only the plainest, most utilitarian mechanical switch or latch in the area.
- The Languid Tug:
Shadowrun
Search 512: The Listless Dowsing-Plummet
Enchanted Dowsing Focus / Anchoring Focus (Force 2 / Inertia & Detection Affinity)
- Item Profile:
- Type: Anchoring / Enchanted Dowsing Focus (Detection Affinity)
- Force: 2
- Availability: 3R
- Cost: 7,000¥
- Weight: 0.3 kg
- Form: A 3-inch teardrop-shaped plumb-bob cast from unpolished, scratched lead-pewter alloy. Its central bore holds an uncut, greasy needle of smokey apatite quartz, and three waist grooves are packed with grey clay paste, willow bark, and graveyard dust. Suspended from 1.2 meters of knotted unbleached hemp cord via a loose iron swivel.
- Scent Profile: Stale vellum, dry bricks, dusty woolen blankets, and cold chamomile dregs.
- Astral Signature: Heavy, stagnant leaden pool of deep grey mist, completely still and resistant to emotional eddies.
- Passive Traits:
- Apathetic Resonance: When dangling loosely from the wielder’s hand, the runner’s nervous system and astral form drop into absolute emotional stillness. The runner gains a +2 dice pool modifier on Composure Tests and Damage Resistance Tests against fear powers, intimidation, taunts, or mental manipulation spells. However, the runner takes a -2 dice pool penalty on Gymnastics or Defense Tests requiring sudden, explosive dodges or high-speed sprints.
- The Heavy Drift: When walking at a slow, aimless pace with no immediate destination, the plummet leans up to 15 degrees toward concealed safes, hidden floor compartments, or hollow walls within 8 meters, granting a +2 dice pool modifier on Perception Tests to locate physical architectural secrets.
- Scent of the Stale Room: Emits a dry aroma of old paper and dust whenever the user lingers within 3 meters of a paper file, unpowered drive, or physical cache that has been untouched for more than a year.
- Active Features:
- The Languid Tug:
- Action: Simple Action
- Cost: 1 Drain (Stun)
- Mechanics: The runner exhales an audible sigh and lets the cord slip between loose fingers. For 10 minutes, the weight exerts a slow, gravitational pull toward whatever person, drone, or object within 10 meters is being actively and deliberately hidden from view (such as an ambush sniper behind drywall or a concealed floor safe). The runner tracks it at an unhurried walking pace.
- Yawn of the Uninterested:
- Action: Complex Action
- Cost: 1 Drain (Stun)
- Mechanics: The user yawns broadly, covering their mouth with the bob in hand. Every living entity attempting to remain hidden or motionless within 5 meters must make an immediate Willpower + Intuition (2) Test. On a failure, they succumb to involuntary drowsiness, shifting position, sighing, or yawning aloud, immediately negating their stealth advantage against the team.
- Uncover the Mundane Neglect:
- Action: Simple Action
- Cost: 2 Drain (Stun)
- Mechanics: The runner taps the lead tip against a floor or wall three times. For 1 combat turn, decorative panels, holographic disguises, and flashing decoy lights turn faded and translucent, highlighting the plainest, most mundane mechanical component (such as an unpainted service bypass switch or manual override latch) with a dull grey outline.
- The Languid Tug:
Starfinder
Search 512: Listless Dowsing-Plummet
Hybrid Tech/Magic Inertial Sensor, Level 2
- Item Profile:
- Item Level: 2
- Price: 700 credits
- Bulk: L (Light)
- Gear Slot: Held in 1 hand (suspended from cord or wrapped around wrist)
- Capacity: 10 charges (Usage: 1 to 2 charges per activation)
- Description: A 3-inch lead-pewter plumb-bob housing an uncut smokey apatite crystal core, banded with conductive grave-clay grooves and suspended by 4 feet of knotted fiber cord from an iron swivel ring.
- Passive Traits:
- Apathetic Resonance: While the plummet dangles from your hand, your biological and mental rhythms slow. You gain a +2 insight bonus on saving throws against fear, confusion, and emotion effects. Due to this sluggishness, your land speed is reduced by 5 feet, and you take a -2 penalty to Reflex saves against sudden area hazards.
- The Heavy Drift: Moving at half speed while exploring an area grants a +2 insight bonus on Perception checks to find secret doors, hidden access panels, and hollow floor compartments within 25 feet.
- Scent of the Stale Room: The bob emits a dry smell of dusty blankets and ancient data scrolls when within 10 feet of records or storage lockers left unopened for a year or longer, granting a +2 insight bonus to locate them.
- Active Systems:
- The Languid Tug:
- Activation: Standard Action
- Battery Cost: 1 charge
- Mechanics: The sensor calibrates to mass and concealment for 10 minutes. The plummet tilts steadily toward whatever creature, cache, or object within 30 feet is actively concealed behind bulkheads, containers, or panels, pointing out its precise vector to the user.
- Yawn of the Uninterested:
- Activation: Standard Action
- Battery Cost: 1 charge
- Mechanics: The user releases a massive yawn into the sensor hand. All living creatures attempting to remain hidden or stationary within 15 feet must make a DC 13 Will save or involuntarily yawn or shift their weight, immediately ending their stealth status.
- Uncover the Mundane Neglect:
- Activation: Standard Action
- Battery Cost: 2 charges
- Mechanics: Tapping the lead nose three times against a surface causes decorative hull paneling, aesthetic trim, and sensory decoys within 30 feet to appear translucent for 1 round. The plainest, most neglected physical bypass or manual circuit release is highlighted in a dull grey outline.
- The Languid Tug:
Traveller
Search 512: Inertial Dowsing Plummet
TL 10 Low-Resonance Gravitic Concealment Sensor
- Item Profile:
- Tech Level: TL 10 (Pewter-Lead Matrix / Smokey Apatite Resonator / Inertial Swivel)
- Mass: 0.3 kg
- Form: A dense teardrop lead-pewter pendulum with an apatite crystal sensor core and a knotted 1.2-meter hemp lanyard.
- Sensor Profile: Micro-gravimetric anomaly scanner, biological fatigue transmitter, and structural density variance detector.
- Passive Traits:
- Inertial Calm: Holding the dangling plummet settles physical tremors and mental strain, granting DM+2 on checks to resist psychological panic, interrogation, or terror effects. However, any Athletics (Dexterity) checks involving sudden sprints or quick evasion suffer DM-2 due to physical lethargy.
- Structural Drift: When pacing slowly through a vessel or bunker (walking speed halved), the bob tilts toward hollow deck plates, hidden wall vaults, or sealed crawlspaces within 8 meters, granting DM+2 on Recon or Investigate checks to locate concealed architecture.
- Passive Neglect Sensor: Internal resonant sensors vent a mild, dry dust-and-herbal aroma when near physical records, cold components, or compartments undisturbed for over standard orbital year, granting DM+1 on relevant search checks.
- Active Features:
- The Languid Tug:
- Time: Minor Action
- Mechanics: Releasing the tether loosely initiates a 10-minute micro-gravimetric scan. The bob leans continuously toward the highest-probability concealed object, smuggled container, or stationary person hidden behind partitions within 10 meters.
- Yawn of the Uninterested:
- Time: Significant Action
- Mechanics: The user yawns, broadcasting a low-frequency neural-fatigue pulse within 5 meters. Concealed sentries or ambushers must make an Average (8+) END or INT check. On a failure, they cough, sigh, or shift their footing, breaking cover and conceding surprise.
- Uncover the Mundane Neglect:
- Time: Minor Action
- Mechanics: Tapping the tip three times recalibrates the display for 1 round. False decorative panels, cosmetic fascias, and electronic decoy holo-displays are filtered out, highlighting the rawest mechanical lever, unpainted bypass valve, or manual circuit breaker in the chamber.
- The Languid Tug:
Warhammer
Search 512: The Listless Dowsing-Plummet
Curio / Heavy Talisman (Doldrum Reaches Inertial Weight)
- Item Profile:
- Item Type: Gravitic Pendulum / Divination Curio
- Availability: Scarce
- Encumbrance: 0 (held in hand by knotted cord or wrapped around wrist)
- Location: Hand Slot
- Description: A 3-inch teardrop bob of unpolished lead-pewter alloy with three grooves packed with grave-clay and willow dust. An uncut, greasy needle of smokey apatite crystal sits along its center, suspended by four feet of knotted hemp cord from a rusted iron swivel. Smells of stale vellum, cemetery soil, and cold chamomile.
- Passive Traits:
- Apathetic Resonance: Holding the plummet dangles the soul in deep, immovable weariness. Grants a +20% bonus to Cool and Willpower Tests to resist Fear, Terror, Intimidation, or psychological taunting. However, due to dragging sluggishness, your Movement is reduced by 1 and you suffer a -20% penalty to Dodge Tests made to evade sudden missile attacks or traps while holding the cord.
- The Heavy Drift: While walking slowly through ruins, cellars, or archives, the bob leans toward concealed stone doors, false wall niches, and hollow flagstones within 8 yards, granting a +20% bonus to Perception Tests to find hidden architectural features.
- Scent of the Stale Room: Emits a sharp scent of dry paper and cold brick when within 3 yards of books, strongboxes, or tombs untouched for over a year, granting a +10% bonus to find neglected caches.
- Active Abilities:
- The Languid Tug:
- Action: Half Action
- Test: Average (+20%) Perception Test
- Duration: 10 minutes
- Mechanics: You sigh and let the cord hang slack. The plummet develops a sluggish, unmistakable pull toward whatever entity, cache, or doorway within 10 yards is deliberately concealed from view, allowing you to follow its pull at an unhurried walking pace.
- Yawn of the Uninterested:
- Action: Half Action
- Test: Average (+20%) Willpower Test
- Duration: Instantaneous
- Mechanics: You let out an exaggerated, jaw-cracking yawn while holding the plummet. All living creatures attempting to remain hidden or stationary within 5 yards must succeed on a Challenging (+0%) Willpower Test or involuntarily yawn, shift their boots, or slump, instantly revealing their hiding spot.
- Uncover the Mundane Neglect:
- Action: Half Action
- Test: Challenging (+0%) Intuition Test
- Duration: 1 round
- Mechanics: Tap the lead nose of the bob three times against the masonry. Gilded decorations, painted trompe-l’œil facades, and sensory decoys within 10 yards appear faded and transparent, highlighting the plainest, most neglected iron latch, bypass hinge, or lever in the room with a dull leaden sheen.
- The Languid Tug:
