Hunters Trackers Compass

From: The Hunt for the Elusive Beast

Lore: The Tracker’s Compass is a treasured tool crafted by skilled artisans and revered by hunters and explorers across Saṃsāra. Legend has it that the first Tracker’s Compass was forged by a renowned hunter who sought to enhance their tracking abilities. Infused with mystical energies and guided by the spirits of the wilderness, this compass aids adventurers in finding their quarry amidst the vast unknown.

Description: The Tracker’s Compass is a small, intricately designed compass housed in a sturdy metal casing. The needle of the compass is fashioned from a unique crystal that glows softly when attuned to the environment it is used in. The casing is adorned with etchings of natural symbols representing various elements of the wilderness – trees, animals, rivers, and stars.

Stats:

  • Rarity: Common
  • Weight: 0.5 lbs
  • Required Attunement: No
  • Cost: Purchase Price: 30 silver coins
  • Tags: Wilderness, Navigation, Exploration, Precision, Mystical, Crystal, Survival, Nature-Affinity, Directional, Tracking Tool, Outdoors, Exploration Gear, Fieldcraft, Pathfinding, Adventure
  • Utility: Tracking
  • Adventuring Gear: Yes

Use: When an adventurer possesses a Tracker’s Compass, it grants the following benefits:

  • Enhanced Tracking: While in a natural environment, such as forests, mountains, or marshlands, the compass’s needle glows in the direction of the nearest significant creature’s track, allowing the bearer to discern the general direction of their quarry.
  • Navigational Aid: The compass can also be used as a standard navigational tool, aiding in finding cardinal directions even in challenging weather or unfamiliar terrain.
  • Wilderness Connection: The compass’s mystical connection to the wilderness provides a sense of calm and connection to nature. The bearer gains advantage on Wisdom (Survival) checks related to tracking, navigating, and identifying natural phenomena.

The Tracker’s Compass is a valuable tool for those who venture into the wild, aiding them in their pursuit of prey, exploration, and survival. It serves as a testament to the harmony between adventurers and the natural world, allowing them to thrive amidst the wilderness’s challenges.

In the world of Saṃsāra, the Tracker’s Compass can be found in various types of shops, each catering to a different clientele and offering distinct pricing based on location, materials, and craftsmanship. Below are examples of these shops and how they might buy and sell this item:

  • Hunter’s Lodge
    • Cost: 40 silver coins Located in smaller towns or near wilderness regions, hunter’s lodges are rustic establishments frequented by local hunters, trappers, and adventurers. These shops are often built from timber, adorned with pelts, antlers, and hunting trophies. A skilled local craftsman may sell a more basic version of the Tracker’s Compass, favoring practical function over artistry. It is considered a necessity for hunters, and shopkeepers here typically trade in other hunting gear like bows, arrows, traps, and survival supplies. They might purchase secondhand compasses from seasoned hunters who retire or upgrade their equipment, selling these refurbished items at a lower price.
  • Explorers’ Emporium
    • Cost: 45 silver coins Found in bustling trade cities or port towns, these shops serve adventurers, merchants, and travelers. Explorers’ Emporiums are well-organized with glass cases displaying compasses, maps, journals, and other navigational tools. The Tracker’s Compass sold here is of a higher quality, often enhanced with additional charms or ornate designs. These shops cater to wealthier clients, such as professional explorers and treasure hunters, who value both utility and aesthetics. An emporium might also buy compasses from travelers returning from successful expeditions, offering a decent price for items in good condition.
  • Arcane Curio Shops
    • Cost: 50 silver coins In magical cities or floating islands like the Zephyrstone Islands, arcane curio shops offer items infused with mystical properties. These shops are cluttered with enchanted objects, potions, and scrolls, the air thick with the scent of incense and the hum of magic. The Tracker’s Compass sold here might be enchanted with additional features, such as revealing hidden paths or warning the bearer of nearby magical creatures. These are highly sought after by scholars, magical explorers, and those dealing with the supernatural. Curio shopkeepers may acquire compasses from wandering sorcerers or barter with customers offering rare magical components.
  • Artisan Craft Market
    • Cost: 35 silver coins In open-air markets of smaller coastal cities or mountain towns, artisans set up stalls to sell handmade goods. The Tracker’s Compass here is crafted with great attention to detail, featuring natural etchings and polished materials. These markets are frequented by locals and traveling merchants, and the compasses are sold at slightly lower prices due to the lack of overhead compared to larger shops. Artisan markets may also serve as a venue for barter, where a customer might trade furs, herbs, or other valuable items in exchange for a compass.
  • Guild Stores
    • Cost: 30 silver coins Within guild halls dedicated to rangers, hunters, or adventurers, Tracker’s Compasses are sold at a discount to guild members. These guild stores focus on providing affordable and reliable gear to their members, ensuring they are well-equipped for expeditions. Compasses sold here are utilitarian, designed for durability and precision, often bulk-purchased by the guild from nearby craftsmen. Guild stores may also offer trade-ins, allowing members to exchange their old compasses for credit toward newer versions.

These various shops across Saṃsāra reflect the diversity of markets, economies, and cultures, offering adventurers access to the Tracker’s Compass at different price points and qualities depending on the environment in which it is sold.

The Tracker’s Compass, while primarily a tool for navigation and tracking, can be creatively employed in both defensive and offensive scenarios through clever roleplay in different environments. The mystical properties of the compass, along with its connection to the natural world, make it a versatile item that an imaginative adventurer can wield in unexpected ways:

  • Forest Environment
    • Defense: In a dense forest, where visibility is limited, the Tracker’s Compass can serve as a tool to avoid ambushes or enemy pursuit. The compass’s ability to glow and detect the nearest significant creature’s tracks allows the adventurer to sense approaching foes even if they are hidden by trees or foliage. By using this information, the adventurer can lead their party to take a defensive position, setting traps or hiding in advantageous terrain. The mystical connection to the wilderness could also help detect animal or magical threats, giving them time to prepare or escape unseen.
    • Offense: In a hunting or tracking scenario, the Tracker’s Compass becomes invaluable in stalking prey or enemies. The adventurer could use the compass to track the movements of a hostile creature, setting up an ambush. With knowledge of the enemy’s movements, the party can coordinate their attack, surrounding their target without being detected. The compass’s connection to nature might also be used to trigger environmental effects—such as leading enemies into areas where natural hazards (like thick brambles or quicksand) can be exploited offensively.
  • Mountain Terrain
    • Defense: When navigating treacherous mountain paths, the compass’s navigational aid can help the party find safe routes to evade pursuit. If enemies are tracking them, the adventurer could use the compass to find concealed paths or natural hideouts such as caves or overhangs where they can take shelter. Additionally, in situations where weather or terrain becomes dangerous, the compass’s ability to point the way in unfamiliar or harsh environments could prevent the party from becoming trapped in precarious situations, such as avalanches or rockslides.
    • Offense: The compass can be used offensively by guiding the adventurer to vantage points high above the enemy. Once there, the party can gain the high ground, allowing them to rain ranged attacks down on opponents or roll boulders down the slopes as a means of attack. The adventurer could also use the compass to track creatures that dwell in the mountains, such as wyverns or mountain trolls, leading the party into an ambush or strategically timing an attack when the creature is isolated.
  • Swamp or Marshlands
    • Defense: In a hostile swamp or marsh, where visibility is poor and the environment is filled with dangerous creatures, the compass’s tracking feature becomes a key defensive tool. The adventurer can avoid creatures that lurk beneath the water or hidden in the mist by following the compass to safer routes. Knowing the location of significant creatures allows the adventurer to avoid direct confrontation or lead their enemies into areas where they might get bogged down or trapped in the muck.
    • Offense: The adventurer can turn the swamp’s natural hazards to their advantage by using the compass offensively. By tracking enemies or creatures through the marsh, they can guide foes into dangerous areas filled with quicksand, poisonous plants, or territorial predators. Additionally, the compass could be used to locate particularly dangerous swamp creatures (like hydras or giant leeches) and lure them toward an enemy encampment, using the environment as a weapon.
  • Desert Wastelands
    • Defense: In the vast, featureless desert, the compass becomes a crucial survival tool for defense. The adventurer can use it to find the nearest signs of life, whether that be a hidden oasis or a desert creature’s tracks. By knowing where creatures or hazards are, the party can avoid dangerous sandstorms, scorpions, or ambushes from desert raiders. The compass might also help the party navigate to areas of safety during periods of intense heat or lead them to hidden resources like water or shelter.
    • Offense: The desert’s open terrain makes the compass useful for tracking enemies from a distance. The adventurer can use it to follow a caravan or a group of hostile forces, coordinating a surprise attack or setting up traps in the sand. By positioning themselves strategically, the party can use the terrain—such as dunes or rock formations—to launch an attack from an unexpected angle. In certain roleplay scenarios, the compass’s mystical nature could allow it to tap into latent desert energies, perhaps guiding sand to shift, obscuring an enemy’s sight or hindering their movement.
  • Underground or Urban Caves
    • Defense: In dark, maze-like cave systems or urban catacombs, the compass’s glowing needle and enhanced tracking abilities can alert the adventurer to lurking threats such as subterranean creatures or hostile humanoids. The party could use the compass to navigate through the darkness, avoiding patrols or dangerous monsters by staying one step ahead. The needle might also help the adventurer locate exit points, leading to hidden paths or tunnels that could be used to escape pursuit.
    • Offense: The adventurer can use the compass to track enemies through twisting tunnels or sewers, anticipating their movements and setting ambushes in narrow passageways where their quarry is most vulnerable. The compass could also lead the party to strategic points within the cave system, such as choke points or areas where collapsing a tunnel could trap or eliminate enemies. Additionally, the compass might be used to detect hidden treasure rooms or creature lairs, allowing the adventurer to strike when their foes are least prepared.

Roleplaying Considerations: In each environment, the Tracker’s Compass provides not just mechanical bonuses but rich opportunities for creative roleplaying. It serves as a tool that empowers the adventurer with information, allowing them to think tactically and adapt to various challenges in both defense and offense. The compass’s mystical connection to nature can be emphasized to add depth to the roleplay, making it more than just a tool—it becomes a trusted companion that reflects the adventurer’s bond with the wilderness and their ability to navigate its dangers.

Perception of Activation: Tracker’s Compass

  • Sight:
    • Perception: Upon activation, the glowing crystal needle brightens, intensifying in light and emitting soft, shifting hues of green and blue. The etchings of trees, animals, and stars shimmer faintly, as if the compass is resonating with the natural world. A thin aura of light pulses around the compass, radiating outward for a brief moment before settling back into the glowing crystal.
    • Description: The glow is mesmerizing, almost as if the compass is alive and reacting to its surroundings. It seems to communicate visually with the environment, guiding the user to tracks or significant natural features.
    • Positives: Provides a clear visual indicator that the compass is attuned to nearby creatures or elements. The glow can also light up dark environments.
    • Negatives: The light can give away the user’s position, especially in stealth-based scenarios or at night.
  • Sound:
    • Perception: A faint hum is heard upon activation, like the distant sound of wind rustling through leaves or water trickling over stones. Occasionally, subtle whisper-like echoes, barely audible, seem to flow from the compass, as though the spirits of the wilderness are communicating in an ancient, forgotten language.
    • Description: The sound is gentle and soothing, evoking a sense of connection to nature and the wilderness, further enhancing the compass’s mystical aura.
    • Positives: The soft sound can help create a calming atmosphere, helping the user focus on tracking or navigating.
    • Negatives: The hum, though quiet, may disturb the silence in sensitive situations, potentially alerting nearby creatures or enemies if heard too closely.
  • Touch:
    • Perception: Upon activation, the compass feels warm in the user’s hand, the surface gently pulsing in sync with the glowing crystal. The metal casing, though sturdy, seems to vibrate slightly, as if infused with life. The etchings of natural symbols become slightly raised, adding texture as if the engravings are reacting to the activation.
    • Description: The compass offers a tactile feedback that is comforting and grounding, letting the user know the item is fully functional and active.
    • Positives: The warmth can provide comfort in cold environments, giving reassurance that the compass is working. The tactile change enhances the user’s awareness and connection with the item.
    • Negatives: Prolonged contact might become uncomfortable, especially if the vibration intensifies over time or if the warmth becomes too noticeable in hot environments.
  • Smell:
    • Perception: Upon activation, a faint, earthy scent emanates from the compass, reminiscent of fresh rain on forest soil, mossy rocks, and crushed leaves. Occasionally, a light breeze of pine or ocean mist accompanies the scent, depending on the terrain.
    • Description: The smell evokes a strong sense of nature and the wilderness, grounding the user in their surroundings, helping them focus on tracking or exploration.
    • Positives: The smell is pleasant and energizing, allowing the user to feel more connected to the environment and heightening their alertness in the wild.
    • Negatives: The scent might attract nearby creatures or animals sensitive to smell, including predators, especially in hunting or survival situations.
  • Taste:
    • Perception: If the compass is accidentally or deliberately brought near the mouth, the user experiences a metallic tang on their tongue, coupled with a sharp, earthy flavor akin to chewing on tree bark or herbal roots.
    • Description: While taste is unlikely to play a significant role in activation, it contributes to the organic, natural feel of the compass.
    • Positives: The strong taste reinforces the compass’s elemental, natural properties, even though it may not be intentionally tasted.
    • Negatives: The flavor is not particularly pleasant, and overexposure could cause mild nausea if handled too frequently near the mouth.
  • Extra-Sensory Perceptions:
    • Magic Flow Perception:
      • Perception: The user perceives the faint flow of magic in the surrounding environment as a swirling energy around the compass, feeling the pulse of nearby natural life forces. This invisible magic seems to stretch toward nearby tracks or creatures, guiding the user intuitively.
      • Positives: This allows the user to detect hidden or magically cloaked creatures or phenomena, enhancing their awareness beyond normal sensory limits.
      • Negatives: Over-reliance on this sense could cloud the user’s judgment in situations where magic is being deliberately misdirected, or in areas with overwhelming magical interference.
    • Instinctual Guidance:
      • Perception: Upon activation, the user feels an intuitive pull or nudge in the direction of significant tracks or natural features. This sensation manifests as a subtle tingling in the body, particularly in the hands and feet, as if an unseen force is guiding their movement.
      • Positives: Enhances the user’s ability to track or navigate without fully relying on the compass’s physical needle, allowing them to respond quicker in fast-paced situations.
      • Negatives: The user might misinterpret the instinctive pull if it conflicts with their immediate perceptions, potentially leading them into dangerous or deceptive situations.
    • Environmental Connection:
      • Perception: Upon activation, the user feels a deeper connection to their surroundings, almost as though they can sense the emotions or energies of the wilderness. Trees, plants, animals, and the earth itself seem to become part of the user’s awareness, subtly shifting with a sense of peace or warning depending on the environment.
      • Positives: This heightened environmental connection allows the user to sense danger before it appears, such as an approaching storm or lurking predators.
      • Negatives: In highly disturbed or corrupted environments (such as near a chaos dungeon), the sense of connection can become overwhelming, filling the user with dread or disorientation as the natural world itself seems hostile or tainted.
    • Temporal Awareness:
      • Perception: In rare cases, activation of the compass causes the user to experience brief flashes of the past or future, often tied to significant events that took place or will take place in the area. These visions are fragmented and fleeting, like memories half-forgotten.
      • Positives: These glimpses could offer critical information, such as where enemies once traveled or where a future threat may arise.
      • Negatives: The visions can be disorienting and unreliable, as they may be incomplete or distorted by magical interference or strong emotions tied to the location.
  • Positives of Activation:
    • Strong connection to nature enhances the user’s awareness of their surroundings.
    • Reliable tool for navigating and tracking significant creatures or hazards.
    • Provides a calming, reassuring presence in the wilderness, both for the user and allies.
    • Heightened sensory perception allows for faster reactions in both defensive and offensive situations.
    • Detects hidden dangers, magical creatures, or natural phenomena through enhanced senses and extra-sensory feedback.
  • Negatives of Activation:
    • The glowing light, sound, and other perceptible features could give away the user’s position.
    • Magical or environmental interference might cause confusion or overwhelm the user’s senses.
    • Extended use could lead to over-reliance on the compass, reducing the user’s own survival instincts or judgment.
    • The environmental connection, while often helpful, may overwhelm the user in corrupted or dangerous areas.

Crafting Recipe: Tracker’s Compass of the Wilderness

  • Materials Needed:
    • Crystal of Luminal Essence (1 piece)
      • A rare crystal that glows faintly when exposed to natural light, sourced from deep forest caves or mountain grottos.
    • Sturdy Metal Casing (1 piece)
      • Forged from lightweight, durable metals such as bronze or mithril, shaped into a small protective case.
    • Arcane Engraving Ink (1 vial)
      • A special ink infused with natural pigments and magical essences, used to etch the compass with wilderness symbols (trees, animals, stars).
    • Starleaf (2 leaves)
      • An herb that grows only under starlight, used for its mystical properties in attuning the compass to the natural world.
    • Lodestone (1 small stone)
      • A magnetized stone necessary for constructing the compass’s needle, allowing it to function as a directional tool.
    • Spirit Oak Wood Shavings (A handful)
      • Sacred wood from the Spirit Oak Tree, known for its deep connection to nature; used in the enchantment process.
    • Thread of Lunar Silk (1 foot)
      • A delicate magical thread, harvested under a full moon, used to bind the magical components together during the final enchantment.
  • Tools Required:
    • Arcane Engraving Pen
      • A specialized tool for carefully inscribing magical symbols onto the metal casing.
    • Enchanter’s Workbench
      • A sturdy, rune-inscribed table used to channel magical energies during the crafting process.
    • Jeweler’s Tools
      • Small hammers, pliers, and tweezers for setting the crystal and assembling the metal components.
    • Herbal Grinder
      • For grinding the Starleaf and Spirit Oak Wood Shavings into a fine powder for the enchanting ritual.
    • Enchanting Focus
      • A magical focus item, such as a crystal orb or enchanted amulet, to assist with channeling the enchantment into the compass.
  • Skill Requirements:
    • Arcane Craftsmanship (Intermediate)
      • Knowledge of imbuing items with magical properties and handling delicate enchanted components.
    • Metalworking (Basic)
      • Basic proficiency in forging or shaping metal to craft the compass’s protective casing.
    • Herbalism (Basic)
      • Experience in handling rare herbs and understanding their mystical properties for use in magical items.
    • Enchantment (Advanced)
      • Skill in binding magical forces into an object, ensuring the compass will respond to environmental energies and creatures.
    • Jeweler’s Craft (Basic)
      • The ability to fit and work with small components like crystals and fine metalwork.
  • Crafting Steps:
    • Prepare the Casing:
      • Begin by shaping the Sturdy Metal Casing. Use basic metalworking skills to forge the casing, ensuring it is round, sturdy, and able to hold the crystal and lodestone. The metal should be lightweight for easy portability.
    • Carve the Symbols:
      • Using the Arcane Engraving Pen, carefully etch the symbols of trees, rivers, animals, and stars into the casing. These symbols will act as conduits for the wilderness spirits. Once etched, infuse the engravings with Arcane Engraving Ink, allowing the magical pigments to seep into the metal and come alive.
    • Craft the Needle:
      • Prepare the Lodestone by filing it down into a fine, balanced needle shape. This needle will serve as the heart of the compass’s tracking and directional properties. Set the Crystal of Luminal Essence at the base of the needle to allow it to glow when activated.
    • Prepare the Enchantment Ritual:
      • Grind the Starleaf and Spirit Oak Wood Shavings into a fine powder using the Herbal Grinder. Mix the powder with a drop of Arcane Engraving Ink, creating a paste that will be used in the enchanting process. Spread this paste on the workbench to prepare for the next step.
    • Enchant the Compass:
      • Place the partially assembled compass (casing, needle, and crystal) on the Enchanter’s Workbench. Using your Enchanting Focus, begin channeling the magic of nature into the compass. As you channel, sprinkle the enchanted powder made from the Starleaf and Spirit Oak Wood Shavings over the compass. This will bind the compass to the forces of nature, enabling it to detect the presence of creatures and natural phenomena.
    • Bind the Components with Lunar Silk:
      • Carefully bind the compass’s components together using the Thread of Lunar Silk, which will harmonize the magical forces within the compass. This thread ensures that the magical energies remain stable and interconnected.
    • Final Assembly and Activation:
      • Use Jeweler’s Tools to finalize the assembly. Secure the crystal in place at the center of the compass, ensuring the needle is free to rotate and glow. Double-check the engravings to ensure the magical symbols are clear and undisturbed. Once complete, gently tap the compass to activate its internal magic.
    • Test the Compass:
      • In a natural environment, hold the compass in your palm. Watch as the needle glows and turns in the direction of the nearest significant creature or feature. If the compass reacts as expected, the crafting process has been successful.

Final Cost:

  • Materials: 70 silver coins (depending on the rarity of components).
  • Labor Time: 5 days of continuous work with breaks between enchantment phases.

Tale of the First Compass of the Beast Chaser

Long, very long, in the days when the sun shone with less power and the winds were wild, there lived one who was not like the others, a hunter of the lost path, who wandered with no rest. The hunter, known in strange tongue as Archa Vel, searched always, but never did find the Great Beast. This Beast, it was said, moved in all directions at once, with tracks that vanished before eyes could see them. Archa Vel, with feet weary and heart heavy, was cursed to wander for what could be all the days.

One night, when the moon itself hid from the hunter, Vel stumbled into the Forgotten Grove, a place not touched by man nor beast. Here, the trees whispered but not with voices known to the ear. Vel listened, for it was all there was to do in such a place. The trees, or maybe it was the stars, spoke of a thing long buried and lost, a tool of seeking, one forged not by hands of mortal flesh but by those who lived before time bent.

Vel followed the whispering, and there in the deep roots of the oldest tree, a stone box lay. Inside, bound by time and dust, was the Compass of the Beast Chaser, or so the stars called it. It was made of metals not seen before, and in the center, a crystal burned with light, though no fire warmed it.

Vel took the compass, and at once, the needle turned, though there was no north, no direction known. It pointed not to the land but to the lost, to the hidden paths of the Great Beast itself. In that moment, Vel saw many tracks, some faint as morning dew, others bold as mountain shadows. With this tool, Vel would find what was never found.

For many days and nights, Vel followed the paths that twisted like rivers in the sky, and though the Beast was near, always it was beyond the next hill, the next tree. As the chase wore on, the compass began to change. Its glow dimmed, and the needle would spin madly at times, as if lost in its own seeking. Some say the stars, jealous of its power, sought to take it back; others say it was the Beast’s magic, forever elusive.

On the final night, when Vel came close enough to hear the breath of the Great Beast, the compass ceased to glow. Its power gone, Vel stood before the beast’s tracks, clear as daylight, but the Beast itself was nowhere. Some say Vel wept, others claim a scream tore from his throat that echoed in the mountains for years after.

Vel left the compass behind in the dust of that place, where it sank back into the earth, waiting for the next soul who would take the cursed chase. Many have tried, but none have found what was sought.

Moral of the Story: To chase what is lost may show you many paths, but not all lead to what you desire. Sometimes, the search itself becomes the thing that cannot be found.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Name: Tracker’s Compass of the Wilderness

  • Type: Artifact
  • Era: Any
  • Description: A mystical compass that glows when attuned to the wilderness, aiding in tracking significant creatures or phenomena.
  • Function: Provides supernatural tracking abilities and navigation in natural environments.
  • Game Mechanics:
    • Skill Bonus: +20% to Track and Navigate skills when used in wilderness or natural settings.
    • Effect: When activated, the compass glows softly, pointing toward the nearest significant creature or phenomenon. The Keeper may determine what constitutes “significant” based on the context.
    • Sanity Cost: 1D2 if used to track eldritch or supernatural entities.
    • Limitations: The compass may malfunction in areas with heavy supernatural influence (e.g., Mythos-infected locations). Each time it is used in such areas, there is a 20% chance the needle spins erratically and provides no useful information for 1D6 hours.
  • Suggested Adjustments:
    • Increase or decrease skill bonuses based on campaign power level or theme.
    • Consider a Mythos-related origin for the compass, affecting how it interacts with eldritch creatures or locations.

Blades in the Dark

Name: Tracker’s Compass

  • Item Load: 1
  • Type: Special Item (1 use per score unless recharged)
  • Tier: 1
  • Description: A finely crafted, mystical compass used by hunters and explorers to track targets in natural environments. Infused with subtle magical energy, it points toward significant creatures or locations.
  • Game Mechanics:
    • Effect: The compass grants +1d to rolls related to Hunt or Survey when tracking or navigating in wilderness areas. The compass can also point the user toward the nearest significant creature or feature in the environment, determined by the GM.
    • Recharge: The compass can be recharged between scores by spending a downtime activity with an Attune roll. A successful Attune roll restores the compass’s charge for the next score.
    • Stress Cost: Using the compass to locate supernatural or magically hidden creatures costs 1 stress.
    • Devil’s Bargain Option: The compass might lead you to unexpected or dangerous entities, especially if the target has an unnatural nature.
  • Suggested Adjustments:
    • Increase the +1d effect for higher-tier versions of the item.
    • Introduce tiered upgrades based on successful heists, allowing the compass to interact with arcane items or locations more effectively.

Dungeons & Dragons (5th Edition)

Name: Tracker’s Compass of the Wilderness

  • Wondrous Item, Common (Requires Attunement)
  • Description: This intricately designed compass helps its wielder track creatures in natural environments. The crystal needle glows softly when attuned to nearby tracks or natural phenomena.
  • Game Mechanics:
    • Skill Bonus: Grants the user advantage on Wisdom (Survival) checks related to tracking creatures in forests, mountains, or other natural environments.
    • Effect: Once per long rest, the compass can be activated to point toward the nearest significant creature within a 1-mile radius. The DM determines what constitutes “significant” based on the context.
    • Mystical Connection: While the compass is attuned, the user can sense the presence of large natural events (like storms or earthquakes) up to 12 hours before they occur.
    • Limitations: The compass cannot be used indoors or in areas with magical interference (such as an anti-magic field).
  • Suggested Adjustments:
    • For higher-tier campaigns, consider allowing the compass to provide directional guidance toward hidden or magically concealed creatures with a DC 15 Arcana check.

Knave

Name: Tracker’s Compass

  • Type: Item
  • Weight: 0 (Light Item)
  • Description: This magical compass aids in tracking creatures and navigating natural environments. The needle glows when it picks up the presence of significant creatures.
  • Game Mechanics:
    • Tracking Aid: Provides a +1 bonus to rolls when attempting to track creatures or navigate wilderness areas.
    • Detection Effect: Once per day, the compass can point toward the nearest significant creature or feature within a 1-mile radius.
    • Wilderness Connection: The user feels a subtle pull toward hidden paths or shortcuts while using the compass, reducing travel time by 25% in outdoor environments.
    • Limitations: The compass only functions outdoors in natural settings and may malfunction in areas corrupted by magic or chaos.
  • Suggested Adjustments:
    • The GM may allow the compass to provide additional effects when used in conjunction with rare items or during certain quests involving wilderness lore.

Fate Core

Name: Tracker’s Compass of the Wilderness

  • Type: Arcane Tool
  • Aspects:
  • Item Aspect: “Guided by Nature’s Pulse”
  • The compass points toward creatures and significant natural features, aiding in navigation and tracking.
  • Game Mechanics:
    • Function: Once per session, the compass allows the player to invoke its aspect for free when making any Overcome or Create an Advantage action related to tracking or navigation in wilderness environments.
    • Compel: The GM may compel the compass’s aspect in situations where magical interference or supernatural forces cause the compass to malfunction, leading the party astray or into danger.
    • Boost: The user gains a +2 bonus to Survival-related rolls when using the compass in forests, mountains, or other natural environments.
  • Suggested Adjustments:
    • The free invoke could be increased to more frequent uses in higher-powered campaigns or by upgrading the compass with additional aspects (e.g., “Whispers of the Spirits”).

Numenera & Cypher System

Name: Tracker’s Compass

  • Type: Artifact (1d6 + 4 Uses)
  • Level: 3
  • Effect:
    • When used, the compass points toward the nearest significant creature, feature, or landmark within a 2-mile radius.
    • Provides an Asset (reduces difficulty by 1 step) on tracking or navigation tasks when used in natural environments.
  • Depletion:
    • Roll 1d10 each time the compass is used. On a roll of 1, the compass depletes and no longer functions.
    • Alternatively, depletion could occur in areas of high energy distortion or near powerful numenera relics.
  • Suggested Adjustments:
    • For higher-tier campaigns or characters with a connection to nature or ancient technology, the compass might be enhanced to provide additional effects, such as detecting anomalies or creatures influenced by the numenera.

Pathfinder (2nd Edition)

Name: Tracker’s Compass of the Wilderness

  • Type: Wondrous Item (Common)
  • Price: 40 gp
  • Bulk: L
  • Activation: 1 action (Interact)
  • Usage: Held in one hand
  • Description: A finely crafted compass that glows when detecting tracks or significant natural features in the wilderness.
  • Game Mechanics:
    • Effect: Once per day, the compass grants the user a +2 item bonus to Survival checks related to tracking or navigating through forests, mountains, and other natural environments.
    • Activation: The compass can be activated to point toward the nearest significant creature or natural feature within 1 mile, as determined by the GM.
    • Recharge: After 24 hours, the compass regains its activation ability.
  • Suggested Adjustments:
    • For more powerful or magical versions of the compass, the item bonus could increase to +3 or the range extended to 3 miles. Additionally, the compass could have additional uses per day or function indoors for magically concealed entities with a DC 18 Arcana check.

Savage Worlds (Adventure Edition)

Name: Tracker’s Compass of the Wilderness

  • Type: Arcane Item (Wilderness/Tracking)
  • Cost: 300 gp
  • Weight: 1 lb
  • Description: An enchanted compass that aids adventurers in finding their way in natural environments and tracking creatures.
  • Game Mechanics:
    • Effect: Grants a +2 bonus to Survival rolls when used to track creatures or navigate wilderness areas.
    • Special Ability: Once per day, the compass can be activated (as a free action) to point toward the nearest significant creature or natural feature within 1 mile.
    • Fatigue: If the compass is used in an area of high magical distortion or supernatural interference, there is a chance (GM’s discretion, based on the area) that the user must make a Vigor roll or suffer one level of Fatigue from mental strain.
  • Suggested Adjustments:
    • Higher-tier versions of the compass could grant a +4 bonus or have the ability to detect magically hidden creatures or entities, with increased cost and rarity.

Shadowrun (6th Edition)

Name: Tracker’s Compass

  • Type: Magical Gear
  • Availability: 4R
  • Cost: 2,500¥
  • Description: An ancient artifact infused with wilderness spirits, guiding its user to track and navigate even in the densest urban sprawl or wilderness.
  • Game Mechanics:
    • Effect: Grants a +2 dice pool bonus to Tracking (Survival) or Navigation (Outdoors) tests when used in natural or overgrown environments.
    • Astral Perception: If the user is awakened, they can spend 1 Edge to attune the compass to the astral plane, allowing them to track astral signatures of significant creatures or spirits within 1 kilometer for 10 minutes.
    • Limitations: The compass malfunctions in areas of heavy magical distortion or mana voids, reducing its bonus to +0 and requiring an Arcana (Logic + Magic) test (Threshold 3) to reset its function after the distortion ends.
  • Suggested Adjustments:
    • Higher-tier versions could provide bonuses in urban environments or integrate with technomancer skills to track electronic signals or resonance signatures.

Starfinder

Name: Tracker’s Compass of the Wilderness

  • Item Level: 2
  • Price: 700 credits
  • Bulk: L
  • Type: Technomagical Item
  • Usage: Held in hand (1/day use)
  • Description: A technomagical compass designed to aid in tracking creatures and navigating on planetary surfaces. The needle glows faintly, reacting to local life forms and environmental features.
  • Game Mechanics:
    • Tracking Boost: Grants a +2 insight bonus to Survival checks for tracking creatures or navigating wilderness areas.
    • Once per Day: The compass can be activated to point toward the nearest significant creature or notable feature within 1 mile for 10 minutes.
    • Environmental Detection: The compass passively alerts the user to dangerous environmental conditions (such as radiation or toxic atmospheres) within a 100-foot radius by glowing red.
  • Suggested Adjustments:
    • For higher-level campaigns, add abilities to detect hidden creatures or objects based on Perception (DC 15) or integrate additional technological features like atmospheric scanning.

Traveller (Mongoose 2nd Edition)

Name: Tracker’s Compass

  • Type: Equipment (Tech Level 10)
  • Cost: 5,000 credits
  • Weight: 0.5 kg
  • Description: A hybrid tech item blending advanced sensor technology with traditional navigation tools, used by scouts and explorers on planetary expeditions.
  • Game Mechanics:
    • Effect: Provides a DM +1 to Survival checks related to tracking or navigation on wilderness planets or moons.
    • Range: The compass can detect and lock onto the bio-signatures of significant creatures or features within a 2-kilometer radius. When activated, it provides a general direction toward the closest significant entity.
    • Advanced Features: Includes an integrated weather predictor and environmental scanner that warns the user of upcoming weather anomalies or natural hazards within the next 12 hours.
  • Suggested Adjustments:
    • Higher-tech versions could provide a DM +2 or have increased scanning range or accuracy, especially for tracking anomalies or hidden settlements.

Warhammer (Warhammer Fantasy Roleplay 4th Edition)

Name: Tracker’s Compass of the Wilds

  • Type: Wondrous Item
  • Encumbrance: 0
  • Availability: Rare
  • Description: An enchanted compass used by rangers, hunters, and scouts, blessed by ancient spirits to guide its user through the most dangerous forests and mountains.
  • Game Mechanics:
    • Effect: Grants a +10% bonus to Outdoor Survival tests, specifically for Tracking and Navigation through wilderness areas such as forests or mountains.
    • Magical Attunement: Once per day, the user may activate the compass to detect the nearest significant creature within 1 mile (as defined by the GM). The needle points in the general direction, glowing faintly.
    • Negative Trait: Prolonged use (more than 3 consecutive days) may cause the user to develop unsettling dreams of being watched by unseen forces. After three days of use, the user must pass a Willpower (WP) test (Hard -20%) or suffer from minor anxiety (a -5% penalty to all Awareness tests until they rest).
  • Suggested Adjustments:
    • In more powerful campaigns, the compass could grant additional bonuses to Navigation in dangerous, cursed, or magically altered environments, or detect specific types of creatures like chaos-spawn or undead.