Bloodcoin (Magic Coin)

For many, the sin of avarice has been so tempting that all other considerations are set aside. This small token is a symbol of that seductive evil. As is often the case, it's simple and pleasing appearance belies the great malevolence that lingers within its metal body.
Description: This coin resembles a normal silver piece. The engravings on the face and back always appear to be just what the owner expects. If it is found in a strange land, the owner likely expects it to be a coin of that realm. Otherwise, he or she is most likely to see it as one stamped with the markings of the possessor's homeland. Since the markings of coins are of little interest to most adventurers, it can be passed from person to person and no one can see anything strange. In fact, if one person takes the coin and pronounces out loud the stamp upon it, anyone in earshot who is given the coin expects to see the stamp, and of course, they do. The only distinguishing mark on the coin is a small red smudge that cannot be wiped off. Casual handling does not reveal the red stain.
History: Hoorku Mishkov was a young merchant in Borca. Charm, avarice, and deception were his hallmarks. Most Borcan merchants stayed within the borders of Borca and Dorvinia, plying their goods along those well-known, safe routes. Their profit margin was narrow, but enough to live comfortably. Hoorku was convinced that he could make a larger profit by setting off for new lands. His aspirations for greater wealth led him to consider exploring a route down the south road, a road rarely used. With a small caravan of goods, he set off to find rich new trade routes.
The road south led to Gundarak. In that foul land he lost his entire caravan. Lord Gundar's son took the whole thing as “tribute.” He allowed the young merchant to keep one item of his choice. Rather than taking a horse so that he could return quickly to Borca, the foolish merchant kept an enchanted gem. The enchantment of the stone merely allowed it to glow when it touched true silver.
Rather than heading for home, the intrepid Hoorku journeyed downstream into the misty land of Invidia. There he met a Vistani woman in a colorful wagon by the water. She was young, only 20 years of age, but her heart was bitter. Unknown to Hoorku, this was Gabrielle Aderre, at that time a new dark lord of Ravenloft. Her bitterness stemmed from her mother's warning to never bear children, lest she bring monstrous evil into the world.
Hoorku saw an opportunity for profit in Gabrielle. He wooed her ardently, intending to steal what he could of her money. She was flattered, but she spurned him with the tale of her mother's dire prediction. In a flash of inspiration, Hoorku produced the magical gem and claimed it would allow a woman to birth a normal, healthy, good-natured child, no matter the race or disposition of either parent. Gabrielle's desire to break the bonds of her curse overrode her prudence and she let Hoorku seduce her. Of course, he made her pay him for the gem, extracting every coin in her possession.
Later, while Hoorku lay sleeping, Gabrielle used her magic to determine the workings of the gem. She immediately discovered its true worth. In her fury, she almost slew her young suitor in his sleep. Then the snake of an evil idea began to coil about her mind. With her magic, she caused Hoorku to sleep for many days. During that time, she fashioned the blood coin. Gabrielle found that creating such a cursed item was something that she could now do easily as the Lord of Invidia.
Before letting the knavish merchant awaken, Gabrielle place the blood coin in his purse. Unaware of how long he had lain sleeping, Hoorku set off for the village of Karina. He promised to return by nightfall, although he really intended to buy a horse and return to Borca. In the village, he could not resist shortchanging the stable master. Blood ran from his eyes, frightening the poor man to death. 
Confused and alarmed, Hoorku tried to wash his face, only to find that he was unable to stem the flow of red. The foul magic of the coin let him know immediately that it was responsible for his plight. He stole a horse and fled the village. That night he dreamed of Gabrielle. In the dreams, she told him what she had done, and that the coin was his curse for betraying her.
To this day, horror stories are told of a weeping beggar in blood-soaked clothes. He has wandered Borca and Dorvinia for years, trying to give away a silver coin. Legend has it that to take the cob is to assume the curse of the weeping beggar. In truth, Hoorku Mishkov died a broken man, clutching a silver coin. Gabrielle Aderre now distrusts and despises all men, partially due to Hoorku's betrayal.
Powers: If examined with detect magic, the coin shows a faint aura of alteration. Anyone possessing this coin is able to cheat or swindle any living creature without getting caught. Creatures with magic resistance get to check for their resistance to the coin. The swindle can occur during any exchange of properties. The owner could convince a wealthy merchant that a bit of broken pottery is worth 10,000 gp. The purchaser is under no particular geas to buy, but is utterly convinced of the value of the item. In most cases, he or she goes ahead with the exchange unless there are other immediate and pressing needs for what would be lost.
Curse: For every gold piece of value that the owner swindles, he or she sheds tears of blood, weeping one round per silver piece swindled, or 10 rounds per gold piece. The victim cannot feel the tears running down his or her face, but they are plainly visible to everyone else. The blood stains anything it touches-clothes, bedding, even saddles. These are normal blood stains that can be washed out if caught quickly.
Anyone seeing the owner's eyes dripping blood must roll a horror check. This is a relatively mild event and, therefore, a +2 bonus applies. The bonus does not apply if the owner's clothing, face, or gear is covered in blood. For example, a character who falls asleep weeps through the night, drenching everything in blood. Anyone seeing the character just before waking would truly be horrified at the sight of this person lying in a large pool of blood. Even the owner of the blood coin must roll a horror check (no bonus) at the first realization of what is happening. After that, the victims don't need to roll further horror checks. However, if the horror check fails, the effects are permanent until the coin is eliminated. 
GPSwindled	Approx. Durationof Weeping
10 	1.5 hours
100 	17 hours
150 	1 day
1,000 	1 week
If the owner of the blood coin is not currently weeping, a quick fortune may be made. Once the weeping begins, he or she is unlikely to be able to spend the money. A character could well go cold and hungry, sleeping in a damp alley on a pile of coins. Thieves might soon steal those ill-gotten gains, assuming that they were not frightened away by the victim's appearance.
Anyone weeping blood can be automatically trailed and hunted by animals or creatures using the sense of smell. Rangers and the like get a +4 bonus to track the victim. Vampires can scent the blood at a distance of 100' per age category.
Until the first time the owner attempts to swindle or cheat someone, the coin can be given or thrown away. It cannot be used for a purchase unless it is the last coin in the person's purse (otherwise, the coin automatically returns to the purse and is replaced by a coin of the same or higher value from the purse).
Once its possessor tries to cheat someone, the coin becomes attached to its new owner and helps with the bargain. The power of the coin can be felt at work, and the victim is aware that it is responsible for any success. From that point on, the coin appears to be coated in dried blood that cannot be wiped away. Once it has found an owner, the coin is not easily discarded. If given away or used to make a purchase, it reappears in the owner's purse, and a coin of like or greater value from that purse replaces it. If thrown away, the same thing happens, with another coin taking the place of the lost blood coin. It remains out of its owner's pocket so long as he or she stays within 30' of it. It cannot be melted or destroyed by normal means.
To be rid of it, the owner must give away all earthly possessions and wander the world as a beggar for a full year. The only possessions now permitted are rags for clothes and the blood coin itself. At the end of the year, the victim is able to give it to any person of his or her choice. Nothing can be purchased with the coin, nor can it be thrown away. The character must find someone willing to accept the coin. He or she does not have to explain the nature of the blood coin to whoever takes it, however, most folk are not likely to want to take a blood encrusted coin.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Coins