TEXT: Gold 
  &Glory
  Gold 
  &Glory
  DIOGO NOGUEIRA
  DIOGO NOGUEIRA
  GARDEN
  GARDEN
  OF BONES
  OF BONES
  
  B
  
  1
  by Diongo Noiguera
  Gold & Glory designed by 
   Giuseppe Rotondo
  Credits
  A Space Orange 42 production
  Producer: Gionata Dal Farra
  Layout and Graphic Design: Matteo Ceresa
  Cover Art:  Matteo Ceresa
  Interior Art:  Matteo Ceresa
  Cartography: Dyson Logos
  Seven Deadly Dungeons
  Gold 
  &Glory
  Garden of Bones
  Gold 
  &Glory
  
  Gold & Glory
  2
  T
  he Garden of Bones is a legendary 
  place covered in mystery and peril, full 
  of dark wonders and incredible treasures. 
  Sages have talked about it for centuries but 
  very few have ever discovered its location. 
   But now an expedition to this mystic place 
  is being organized.
  This dungeon adventure features unique 
  rewards and a very dangerous environment, 
  and might prove too much of a challenge for 
  Novice heroes.
  
  3
  Garden of Bones
  Garden of 
   Bones
  The Story So Far
  The Garden of Bones was created by a powerful necromancer to be given as a 
  present to a love interest of theirs. Once the gift was rejected, the necromancer 
  turned the garden into a place of nightmares and horrific creations they built to 
  externalize their frustration. It fell into obscurity after the ages passed away, and 
  it became a myth.
  Now, a scholar with sinister interests has located a map they believe to lead 
  to this mythical garden and desires to be taken there to admire the garden and 
  possibly collect the legendary Ghost Lotus.
  The player characters might get involved being hired by this scholar, or by 
  finding information about the mysterious Garden of Bones themselves in another 
  adventure or dungeon expedition. There are many things that could interest them 
  in this ominous place.
  If 
  you 
  plan 
  to 
  use 
  this 
  scenario 
  in 
  a 
  wider 
  fantasy 
  campaign, 
  powerful 
  items 
  such 
  as 
  the 
  Ghost 
  Lotus 
  (see 
  Magic 
  Items), 
  the 
  Blood Fountain and the Throne of the Dead (see Special Features 
   #18 and #19) may very well be a turning point in your campaign.
  
  Gold & Glory
  4
  Rumors
  Each character is allowed one Networking roll. Each success means one of the 
  following rumors is acquired. Roll a d6. 
  1
  The Garden of Bones may seem like a place of death, 
  but it’s actually infused with life. But it’s a strange life, 
  that is capable of reviving any bones left in the place, 
  creating, sometimes, beautiful things, sometimes terrifying 
  abominations.
  2
  Not everything there is made of bones. There is gold, silver 
  and platinum shaped like skulls, rib cages and other osseous 
  matter. The individual who created that monstrous place 
  had a very peculiar taste, but was very rich nonetheless. 
  Some pieces might be worth a lot to more eccentric 
  collectors.
  3
  The necromancer left a guardian in the garden. A creature 
  capable of changing its shape and mixing up the skeletons 
  of many different beings all at once. It always possesses the 
  head of a three eyed goat though.
  4
  A group of foreboding monks have erected a monastery 
  in the gardens and tend to its sinister environment. They 
  worship the necromancer like a god and are always looking 
  for living beings to offer to their patron in bloody sacrifices.
  5
  There is a flower known as the Ghost Lotus that only 
  blossoms in the Garden of Bones. It’s a powerful ingredient, 
  capable of being turned into an elixir of life, restoring any 
  deceased individual to the prime of its life.
  6
  The Death Cultist who visit the garden daily identify one 
  another with a series of gestures. If you can discover these 
  and perform them in front of one, they will not attack you. 
  Failure to do so, however, can lead to deadly encounters.
  
  5
  Garden of Bones
  Books and Chronicles
  Characters who research old libraries for information about the Garden of 
  Bones can discover one of the following pieces of information on a successful 
  Research roll. Roll a d8.
  1
  The Ghost Lotus is a supernatural flower found in the 
  Garden, that can be toxic to anyone touching it. Those 
  who want to pick them up to study and experiment with it 
  should be certain to never let it touch their skin.
  2
  The necromancer, being rejected by their love interest, 
  constructed an abomination with parts of many individuals 
  to be their companion. This creature still inhabits the Garden 
  of Bones, ready to protect it from looters and any others who 
  would destroy the place.
  3
  The spirit of the necromancer never departed and still tends 
  to the Garden of Bones, like a sinister gardener. They water 
  the bone plants with the blood of the innocent that are 
  brought to them by their undead minions and cultists that 
  do a pilgrimage to the legendary garden.
  4
  To destroy the guardian left by the necromancer, one 
  must shatter the skull that is the only constant in its 
  ever changing form. Beware, however, for it will attack 
  relentlessly anyone who damages his skull, which stores its 
  demonic essence.
  5
  The Garden is under the effect of a displacing magic, which 
  makes it float between our reality and another plane of 
  existence, meaning that once inside it’s easy to lose the way out.
  6
  There is an evil vampire queen hidden in the gardens. 
  She was the necromancer’s lover and will try to convince 
  anyone she is an innocent princess in need of rescue. 
  Beware of her words, they are sweet but poisonous.
  7
  The necromancer built a throne that allows to communicate 
  with the deceased.
  8
  A fountain inside the Garden has incredible healing powers.
  
  Gold & Glory
  6
  General Appearance
  The Garden of Bones is located in an extensive valley hidden by deserted rocky 
  hills in a cold, mountainous region. The ground is completely covered by loose 
  bones that rattle when walked upon, making it extremely difficult to move silently 
  (-2 to Stealth rolls while moving).
  All around, there can be seen trees, bushes, statues, fountains, gazebos and 
  other typical sights of gardens, but they are all made with bones from a variety 
  of living beings, although there seem to be a large concentration of human bones, 
  especially skulls and rib cages. There is, however, some actual vegetation growing 
  too. Dark purple vines that cover most of the structures, and, of course, there is 
  the rare Ghost Lotus.
  The air in the garden is stiff and a lingering odor of rot and death permeates the 
  air. The place is preternaturally silent as well, as if any sound could be heard at 
  any moment. Strangely, creatures can approach anyone almost as if they had just 
  materialized out of thin air.
  Walls: In general, there are no walls. A constant greenish cold fog covers the 
  garden throughout the day, getting thicker in the night. There is rarely any wind 
  in there to disperse it, but people seem to see tendrils coming from the fog and 
  trying to entangle their arms and legs, even though this has no real effect. Such 
  fog plays the same role of the usual dungeon walls, blocking line of sight and even 
  muffling possible sounds: when you determine how big an area is, that really 
  represents how much the party can see around them, as the fog appears to shun 
  them as they move.
  Doors: There are no actual doors in the garden (see Exploration in Special Rules)
  
  7
  Garden of Bones
  Special Rules
  Exploration
  As the group wander through the garden, passage is free from one area to another, 
  in any direction they choose, but the group still can’t see what’s in another area 
  unless they pass through the thick greenish fog.
  The Everchanging Garden
  A strange force works against the heroes to keep them trapped and lost in its 
  depths. As soon as the entrance is no longer visible to the group, the garden expands 
  and rearranges itself, so that crossing the “entrance” no longer leads out, but simply 
  to another, new random area. Once the entrance is no longer visible to the group, 
  there are only two ways to leave: destroying (or banishing) the Shadow of the 
  Necromancer, or being lucky enough to find another exit point (see Special Features 
   #20).
  
  Gold & Glory
  8
  Wandering Monsters
  Every time the group lingers in one place in the garden, roll a d20. If the result is 
  5 to 9, the corresponding monster(s) in the Hazards table enter the room.
  Garden of Bones 
  Hazards
  2
  A strange bush of spiked bones. It begins vibrating if a living 
  creature approaches within 2” (4 yards). If a character comes 
  within 1” (2 yards), it explodes, throwing sharp bones in a 
  MBT, causing 2d8 damage (Agility roll to halve).
  3
  The fog thickens and it begins to suffocate anyone in 
  the area. Unless the group has a means to filter the air, 
  apply Drowning rules to any living creature who doesn’t 
  immediately leave the area. The fog also causes -2 to Notice 
  rolls and ranged attacks. It dissipates after 10 minutes.
  4
  Several bone legs form around the group and entrap them in 
  a giant cage (Hardness 9, immune to piercing) that begins to 
  get smaller and smaller. Athletics roll to escape, or suffer 1d6 
  damage every round (+1 per round, cumulative).
  5
  D4+2 Bone Spiders (see Bestiary at page 16).
  6
  Undead Vermin Swarm (see Bestiary at page 20).
  7
  D4+2 Skeletons (see Savage Worlds; add hand weapon, 
  Str+d6). After they are destroyed, roll a d4. 
  On a 1 they rise again!
  
  9
  Garden of Bones
  8
  D4+2 Crazed Lost Adventurers (see Bestiary at page 17).
  9
  1d6+2 Bone Cultists (see Bestiary at page 14).
  10
  Unique, roll 1d4 or choose.
   
  Unique. 
  The Monster Bride (see 
  Bestiary at page 17). 
  She’s asleep but holds a 
  Ghost Lotus on her hands. 
  If anyone touches it or her, 
  she awakes and is furious.
  The Bone Guardian (see 
  Bestiary at page 15).
  Unique. The Death Flower 
  (see Bestiary at page 18), 
  posing as the Ghost Lotus. 
  When they are close 
  enough, it attacks.
  The Shadow of the 
  Necromancer (see Bestiary 
  at page 19). He is looking 
  for the Ghost Lotus and will 
  attack anyone carrying it. If 
  the group hasn’t found the 
  flower, he mocks them and 
  then disappears, and can be 
  met again.
   
  1
  2
  3
  4
  
  Gold & Glory
  10
  Treasures
  2
  A bone bush with a dozen silver small roses, worth 1 LT.
  3
  A bone tree decorated with d4 small skulls made of silver, 
  worth 1 LT each.
  4
  A skeleton hand made of ivory and threads of gold, worth 1 LT.
  5
  A sack of loose coins left by a previous group of adventurers, 
  worth 1 LT
  6
  A small skeleton cherub statue made of gold, worth 2 LT. 
  7
  Various bone plant arrangements with golden flowers, 
  worth 2 LT.
  8
  A golden skull from where various bone vines come out, 
  worth 3 LT.
  9
  The ancient tome of bone gardening, worth 3 LT to the right 
  buyer.
  10
  Roll 1d8 or choose. Note results 6-8 are NOT Unique!
  Unique. 
  The platinum crown of a 
  princess decorated with 
  diamonds, worth 7 LT.
  Unique. 
  A translucent and shadowy 
  skull made of some shiny 
  crystal. See The Black 
  Diamond Skull.
  Unique. 
  A bone formation on top of 
  a marble pedestal. See The 
  Bone Heart.
  Unique. 
  An ancient tome explaining 
  the procedure required to 
  implant The Bone Heart.
  1
  2
  3
  4
  
  11
  Garden of Bones
  Unique. 
  An ancient tome explaining 
  the procedure required to 
  prepare a resurrection elixir 
  from an intact Ghost Lotus
  A translucent flower that 
  seems to be floating in the 
  air above the bones. See the 
  Ghost Lotus.
  A box made from a skull, 
  contains platinum coins 
  worth 6 LT.
  A small lockbox full of 
  ancient coins worth 5 LT. 
  5
  6
  7
  8
  
  Gold & Glory
  12
  d12 or 
  d20
  Special Features
  Roll a d12 for narrow passages
  Roll a d12 and a d20 for larger areas
  Special: If you roll a Unique result that has already appeared, 
  treat it as either another Unique result of your choice, or as 
  Feature #20.
  1
  A three feet wide, three feet tall fountain, pouring clean 
  water.
  2
  Sharp bones on the ground may damage characters passing 
  by: 1 on trait/run die means they may suffer Bumps and 
  Bruises.
  3
  D6 columns of large bones.
  4
  Floral arrangements made with bones in various shapes.
  5
  A 3 feet tall fence made of dried bushes crosses the area.
  6
  Skeleton statues enacting common scenes, such as playing 
  chess, having tea, holding hands and other similar activities.
  7
  A bone gazebo, 4” (8 yards) diameter. Breaking a column 
  (Hardness 8, immune to piercing), has a cumulative 20% 
  chance of causing the gazebo to collapse: 2d8 damage to 
  anyone underneath.
  8
  A 3 feet tall, fanged skull, with a small fire burning inside it.
  9
  An altar of bones and obsidian, dedicated to unknown gods 
  and unholy patrons.
  10
  D6+1 of bone cages where the remains of former explorers 
  and adventurers lie, being consumed by vermin.
  11
  Dozens of blood red flowers with bone stems that actually 
  drip blood from the petals.
  12
  A crushed skeleton under very thick dark vines.
  13
  Seven blackened skulls, with red runes of blood painted on 
  them, forming a magic circle: +2 to Spellcasting rolls, and -2 
  to Faith rolls within the area.
  14
  A large petrified tree. Corpses hang with chains from the 
  branches.
  
  13
  Garden of Bones
  15
  A deep pool of dark water. Roll a d6. 1-2: it’s empty; 3-4: 
  contains a skeletal fish Swarm (see Undead Vermin Swarm, 
  below); 5: contains gold coins for 1LT; 6: contains both the 
  Swarm and the coins.
  16
  Unique. Elishin, a young adventurer who’s been hiding for 
  days. His comrades have perished and he begs the group to 
  take him out of the Garden. Same statistics as Crazed Lost 
  Adventurer (see below). If taken out, rewards the group with 
  1 LT.
  17
  Unique. The Staring Skull. A giant skull made of obsidian 
  with ruby eyes (3 LT each) stares intently at each hero. Each 
  character must roll against Fear or become Shaken and roll 
  on the Fear table. Success against Fear, however, grants a 
  Benny. Hardness 10. The first attempt to destroy the skull (or 
  try to take the rubies) summons the Bone Guardian.
  18
  Unique. Blood fountain. A fountain made of bones with a 
  statue of a grinning robbed skeleton, from where blood spills 
  out. In an ancient script, one can read “from life, to death”. 
  Drinking from the fountain heals all Wounds, removes 
  Fatigue, cures diseases and even heals permanent Injuries. 
  This effect, however, can only happen once per person, ever. 
  Drinking a second time immediately kills the drinker! A 
  successful Notice roll right before drinking a second time 
  allows the character to have the impression that the statue 
  is, somehow, smirking.
  19
  Unique. The Throne of the Dead. Anyone sitting on it can 
  communicate with the dead casting divination and rolling 
  Spirit, Occult or Spellcasting as the arcane skill (their choice). 
  The user must remember the dead individual or hold a 
  personal item of theirs. Destroying the Throne (Hardness 
  11) is the only way to permanently destroy or banish the 
  Necromancer, who appears immediately if someone tries to 
  damage the Throne (unless he’s been destroyed or banished 
  after the most recent sunset).
  20
  An tunnel-like passage appears through the green mist. The 
  rocky valley outside the Garden can be seen through the 
  passage. As soon as it is no longer visible to the group, the 
  passage disappears disappears.
  
  Gold & Glory
  14
  Bestiary
  Bone Cultist
  Cultists of death and skeletons. They’re 
  partly undead and consider their 
  condition a blessing.
  Attributes
  Agility d6, Smarts d6, 
  Spirit d6, Strength d8, 
  Vigor d8
  Skills
   Athletics d6, Fighting 
  d6, Notice d6, Stealth d4
  Pace: 
  6; 
  Parry: 
  5; 
  Toughness: 8
  Edges
  Gear
  Sickle 
  (Str+d6). 
  Dark, 
  tattered robes.
  Special 
  Abilities
   
  ■ Corrupting 
  Touch: 
  On a successful Touch 
  Attack, the victim must 
  roll Vigor or suffer 
  one level of Fatigue 
  (recovered in one day 
  of rest). This effect 
  only works against a 
  Wounded victim, and 
  can kill.
   
  ■ Undead: +2 Toughness, 
  +2 to recover from 
  Shaken, ignore Wound 
  modifiers, 
  disease, 
  poison, 
  and 
  extra 
  damage 
  from 
  called 
  shots.
  
  15
  Garden of Bones
  Bone Guardian
  Wild Card Wild Card
  A demon bound in bones. The Bone Guardian can change its shape, assuming 
  the appearance of other features in the garden or one of its four forms: a skeletal 
  warrior, a bone scorpion, a giant two-headed hound and a giant octopus.
  Attributes
  Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills
  Athletics d8, Fighting d10, Intimidation d10, Notice d8, Stealth d4
  Pace: 6; Parry: 7; Toughness: 12 (2)
  Edges
  Special 
  Abilities
   
  ■ Armor +2: Bone plates.
   
  ■ Bound: Its essence is bound to Special Feature #17. If the Bone 
  Guardian is destroyed, it’s greenish soul floats back to the skull 
  and can be met again as a result of the Hazards tabel. If the giant 
  skull is destroyed, it becomes a Unique encounter.
  Bone Octopus: Tentacles (4), Str+d4, Reach 4, 
  Bite (Str+d6, PA 2).
  Bone Scorpion: Two Claws (Str+d6), Tail spike 
  (Str+d4, AP 4).May attack once with each at no 
  multi-action penalty. 
  Skeletal 
  Warrior: 
  Bone 
  blade 
  (Str+d10), 
  Improved Counterattack, Improved First Strike, 
  Improved Sweep; extra bone plates for a total of 
  Toughness 15 (5).
  Two-headed Skeletal Hound: Pace 8 and d8 
  running die, Bite (Str+d8), may attack once per 
  head at no multi-action penalty.Size +2: Large as 
  an Ogre, or a grizzly bear.
   
  ■ Multiform Horror: The Bone Guardian may assume one of 4 
  shapes. Roll a d4 or choose.
   
  ■ Size +2: Large as an Ogre, or a grizzly bear.
   
  ■ Undead: +2 Toughness, +2 to recover from Shaken, ignore 
  Wound modifiers, disease, poison, and extra damage from 
  called shots.
  1
  2
  3
  4
  
  Gold & Glory
  16
  Bone spider
  6 ft wide spiders made of sharp bones that shoot sticky blood from their mouths.
  Attributes
  Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
  Skills
  Athletics d10, Fighting d8, Intimidation d10, Notice d8, Shooting 
  d10, Stealth d6
  Pace: 8; Parry: 6; Toughness: 7 
  Edges
  Special 
  Abilities
   
  ■ Bite: Str+d6.
   
  ■ Blood Web: Can cast webs from their mouth, the size of Small 
  Blast Templates. This is a Shooting roll with a Range of 6″. A hit 
  means the victim is Entangled, or Bound with a raise.
   
  ■ Undead: +2 Toughness, +2 to recover from Shaken, ignore 
  Wound modifiers, disease, poison, and extra damage from 
  called shots.
   
  ■ Wall Walker: Moves at full Pace across vertical or inverted 
  surfaces.
  
  17
  Garden of Bones
  Crazed lost adventurer
  Adventurers that have come here before and got lost in the Garden of Bones. 
  Now they hate the living and the sane.
  While they probably belong to different races, for the sake of simplicity they 
  all have the same game statistics.
  Attributes
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills
  Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Edges
  Gear
  Bone club (Str+d6), thrown stones (3/6/12, Str+d4). Ragged armor 
  (+1).
  Monster Bride
  Wild Card
  Beautiful woman without a soul. She consumes youth and warmth. Obsessed with the 
  ghost lotus.
  Attributes
  Athletics d8, Fighting d8, Intimidation d10, Notice d6, Stealth 
  d10
  Skills
  Fighting d8, Intimidation d10, Spellcasting d10, Notice d6
  Pace: 6; Parry: 6; Toughness: 9
  Edges
  Special 
  Abilities
   
  ■ Life Drain: On a successful Touch Attack, the victim must roll 
  Vigor or suffer one level of Fatigue (recovered in one day of 
  rest), and Very Young victims become Young; Young victims 
  lose the Hindrance; victims with no age-related Hindrances 
  gain Elderly; Elderly victims must roll Spirit or turn to dust. This 
  effect only works against a Wounded victim.
   
  ■ Obsessed with Ghost Lotus: +4 to Tests made by opponents 
  showing her the Ghost Lotus. 
   
  ■ Undead: +2 Toughness, +2 to recover from Shaken, ignore 
  Wound modifiers, disease, poison, and extra damage from 
  called shots.
  
  Gold & Glory
  18
  the death FloWer
  Wild Card
  A plant monster that expel spores to disorient victims and vines that will entangle 
  and lacerate them to be consumed later.
  Attributes
  Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d12
  Skills
  Athletics d6, Fighting d8, Notice d4, Stealth d10
  Pace: -; Parry: 6; Toughness: 7
  Edges
  Special 
  Abilities
   
  ■ Mimic: Can magically mimic other types of bush plants, 
  including the Ghost Lotus. Notice roll opposed to Stealth to see 
  through the illusion. 
   
  ■ Plant: +2 to recover from Shaken, ignore wound modifiers, 
  poison, and extra damage from called shots.
   
  ■ Size -1: Three feet tall; Toughness -1.
   
  ■ Spore Spray: the Flower can spray its toxic spores once per turn 
  as a free action.  Treat as a Breath Weapon, inflicting no damage. 
  If the Flower’s Athletics roll is successful, victims within the 
  Template area must roll Vigor or become Distracted.
   
  ■ Fearless: Immune to fear and Intimidation.
   
  ■ Tentacles (3): Str+d6, Reach 5.
  
  19
  Garden of Bones
  the shadoW oF the neCroManCer
  Wild Card
  The ghostly shadow of the old necromancer who wanders the garden of bones, 
  protecting their creation from the envy and greed of adventurers.
  
  Gold & Glory
  20
  Attributes
  Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d10
  Skills
  Athletics d6, Common Knowledge d8, Fighting d8, Intimidation 
  d12, Notice d10, Occult d12, Persuasion d8, Spellcasting d12, 
  Taunt 12
  Pace: 5; Parry: 6; Toughness: 9
  Special 
  Abilities
   
  ■ Ethereal: Can become invisible and immaterial at will, and can 
  only be harmed by magical attacks and weapons.
   
  ■ Fear (−2): Ghosts cause Fear checks at −2 when they let themselves 
  be seen.
   
  ■ Lord of the Garden: +4 to resist banish power while within the 
  Garden. If destroyed or banished, an archway appears through 
  the mist, leading out of the Garden. Even if destroyed or banished, 
  the Shadow of the Necromancer returns again at the following 
  sunset, unless the Throne of the Dead is destroyed (see Special 
  Feature #19).
   
  ■ Obsessed with Ghost Lotus: +4 to Tests made by opponents 
  showing her the Ghost Lotus. 
   
  ■ Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound 
  modifiers, disease, poison, and extra damage from called shots. 
  undead verMin sWarM
  A very large swarm of centipedes, cockroaches, rats, beetles and other undead 
  vermin that devour flesh.
  Attributes
  Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
  Skills
  Notice d6
  Pace: 10; Parry: 4; Toughness: 8
  Edges
  Special 
  Abilities
   
  ■ Bite: Inflicts hundreds of tiny bites every round to their victims, 
  hitting automatically and causing 2d4 damage to everyone in 
  the template. Damage is applied to the least armored location 
  (victims in completely sealed suits are immune).
   
  ■ Split: Begins as a Medium Burst Template. Reduce the template 
  one size after a Wound; Small swarms are destroyed.
   
  ■ Swarm: Parry +2. Cutting and piercing weapons do no real 
  damage. Area effect weapons work normally, and a character 
  can stomp to inflict his damage in Strength each round.
   
  ■ Undead: +2 Toughness, +2 to recover from Shaken, ignore 
  Wound modifiers, disease, poison, and extra damage from 
  called shots.
  
  21
  Garden of Bones
  Magic Items
  The Black Diamond Skull
  A repository of spirits the user can call upon to perform services 
  and answer questions. When a living humanoid is killed within 1” 
  (2 yards) of the Black Diamond Skull, the user can attempt to trap 
  its soul into the skull with an opposed Spirit roll. Once entrapped, 
  the ghost can be called upon to perform one task or answer one 
  question, but before obeying it may attempt a Spirit roll at -4 to break free, with a 
  cumulative +1 to the roll for everytime it has been summoned before. If it fails the 
  roll, the spirit must obey one order or answer one question, then is sucked back 
  into the skull, which can only hold one spirit at a time. If the spirit successfully 
  breaks free, it will either attack the owner of the skull, or leave the material world 
  (usually 50%/50% chance). Use Ghost statistics (see Savage Worlds), or tweak them 
  to represent specific individuals.
  The Bone Heart
  Powerful necromantic artifact that can grant eternal life to 
  someone... if they can rip their own heart out and replace it 
  with the Bone Heart. The procedure requires that a “surgeon” 
  successfully rolls Healing, then Occult, then Healing again. A 
  failure on any roll inflicts one Wound to the recipient, and the 
  procedure is failed and must start over. A critical failure on either Healing roll 
  inflicts d4 Wounds to the patient, while a critical failure on the Occult roll destroys 
  the Bone Heart!
  If successfully implanted, the Bone Heart makes the character immune to 
  natural and magical aging, as well as to Bleeding Out. They also gain the Brave, 
  Combat Reflexes, and Strong Willed Edges, as well as the Mean and Overconfident 
  Hindrances.
  The Ghost Lotus
  A rare flower with many alchemical properties related to life, 
  youth and health. Eating one petal heals all Wounds, Fatigue, 
  disease and poison, but also makes the individual eager to eat 
  more: the character must roll Spirit or eat one more petal, and 
  so on. Each flower has 3d6 petals. A whole, intact flower can be 
  used to prepare an elixir with the resurrection power, to be cast with a Healing or 
  Occult skill roll (with just -2 to the roll instead of the standard -8 modifier applied 
  to the resurrection power). Due to its enormous power, a Ghost Lotus can be sold 
  for 6 LT.
  
  Gold & Glory
  22
  Gold 
  &Glory
  Gold 
  &Glory
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Gold & Glory/Gold & Glory - Garden of Bones.pdf