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Artifacts / Trick-r-Treat Bag

Trick-r-Treat Bag


Type: Artifact
Discovery State: Found hanging from the doorknob of an abandoned house inside a Warp Field. The house appears decorated for Halloween, with its porch light on and a bowl of candy waiting outside. No matter how many times investigators approach, a child's voice can be heard asking, "Trick or treat?"

Anomaly Behavior:
The Warp Field is trapped in an endless Halloween night. Decorations appear in places they weren't before, doors lead to unfamiliar houses, and candy mysteriously appears in the pockets of anyone who enters. Some inhabitants are friendly children who ask for treats, while others are monstrous tricksters who punish anyone who refuses to play along.

Activation Condition
The character must approach the house and answer the voice's question with either "Trick" or "Treat." The door opens, revealing an empty room with a single pumpkin-shaped bag inside. The character must reach inside and accept whatever it gives them. Once they do, the bag binds to them.

Failure to accept the offering causes the house to disappear, leaving the character with an unsettling feeling that something is still watching them.

Description:


A pumpkin-shaped sack decorated with a wicked grin, stitched patches, and a large purple bow. Its interior seems impossibly deep, containing an endless assortment of colorful sweets, strange trinkets, and objects that shouldn't fit inside.


The bag never feels empty. Whenever someone reaches inside, who knows what they'll get?


The bag seems to have a personality of its own. Sometimes it giggles, sometimes it rattles, and occasionally it whispers, "Trick or treat?" when nobody is looking.


Trick or Treat (1 AP): You can present the bag to another character within 5 feet and ask "Trick or Treat?" The target is compelled to reach in and pull out either a Trick or a Treat. Roll 1d10 to determine its effect.

Tricks (1–5) Treats (6–10):

  1. Chattering Teeth: The target's movement speed is reduced by 10 ft. as teeth snap at their ankles until the end of their next turn.

  2. Shade Bats: The target takes 2d6 Shade damage from a swarm of shadowy bats.

  3. Jack-o'-Lantern Smoke: The bag uses the Create Water ability with the Mist option at the targets location.

  4. Confetti Blast: The target loses 2 AP on its next turn from the surprising blast.

  5. Costume Mask: The target is forced into a ridiculous monster mask, preventing them from benefiting from disguises or invisibility until the end of their next turn.

  6. Jar of Will-o'-the-Wisps: The target immediately gains a +2 bonus to their GP until the start of their next turn as the wisps distract attackers.

  7. Hard Candy: The target regains 2d6 HP. 

  8. Runic Ward Stone: The target can use the Defend reaction once for free. 

  9. Lucky Charm: The target gains +2 to its next attack or ability roll. 

  10. Skeleton Hug: The target gains Shielding equal to twice their END until the end of the encounter.


Bottomless Goodies: Once per turn, you can use the Conjure: Tool ability for no AP cost even if you do not know it. Items that you conjure have an appropriately themed appearance.


If you do know the Conjure: Tool ability, the Trick-r-Treat Bag can augment your use of it. You can create offensive or medical consumables. You can only do so with the bag's free use of the ability. You must use the one that you conjured before the bag gives you another.

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