A clear natural pool
Ward of Still Waters
High in the hills, a stream of snowmelt fills a deep pool in the rocks before flowing on. At the bottom of the pool is a large deposit of lodestone. Rusted old blades (many sized for giants) can be seen clinging to the lodestone.
To unlock it, either:
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spend a week or so experimenting at the pool, then roll — on a success with a 6, you figure it out; on a success with no six, no luck; on a bust, you are interrupted by danger;
or…
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get a firsthand account of the pool's powers in use.
Ward of Still Waters
Strain: ☐ ☐ ☐ ☐ ☐ ☐
When you cut yourself with iron or steel and toss the blooded metal into the pool, you form a bond with the waters. So long as you carry a vial of the pool's water on your person, you are protected by the ward of still waters.
When you are so protected and subject to magic that attempts to sense or affect your thoughts, actions, or emotions, the magic targets the still waters of the pool instead — possibly befuddling the magic's source.
Each time the ward of still waters protects you, mark 1 Strain and then roll 1d6. If your roll is less than your current Strain, the water you carry loses its potency. When you return to the pool and renew your bond, clear all Strain.