TEXT: Whispering Rocks 
  magical, weight 0  
  Jagged hunks of black volcanic glass. Surely the swirling 
  movement in their depths is a trick of light. And, surely, 
  those hushed voices you've been hearing are just the 
  sighing wind.  
  Surely. 
   
   
   
   
   
   
   
   
  □ SHADOW MAGIC 
  When you hold a whispering rock and call on the 
  shadows within, choose one of the following: 
   - Cloak yourself in shadows and silence, moving un-
  seen and unnoticed as long as you draw no attention 
  to yourself and avoid the sun or sacred light.  
    - Name someone you know or to whom you have an  
  arcane link (hair, clothing, etc.). You can see them, 
  hear them, and whisper to them as if from a nearby 
  shadow. 
   - Name someone you can see. The nearby shadows 
  ensnare them, doing no harm but hampering their 
  sight and movement. 
  Once you’ve decided, roll +CON: 
  10+ The effect lasts as long as you wish, but take -1 
  ongoing while you maintain it.  
  7-9 
  As a 10+, but mark one of the consequences to  
  the right (your choice).  
  6- 
  Mark XP, and the GM makes a move (which might 
  include choosing a consequence for you, or asking 
  you to pick one). 
  When you spend a few hours staring into the stones 
  and listening to their whispers, name someone you 
  know but on whom you have never used this power 
  before. Then, roll +CON.  
  10+ The stones reveal a secret about them. 
  7-9 
  As 10+, but you must first reveal a secret to the 
  rocks about your hopes, fears, regrets, or desires. 
  6- 
  Mark XP, and the stones pry a secret from you 
  mind. 
  Each time the stones reveal a secret, mark a box.  
  □ □ □ □ □ 
  When you mark the last box, you unlock the rocks’ mys-
  teries and can use Shadow Magic (see reverse).  
   
  When one of the rocks is shattered, cross off one of 
  the options from Shadow Magic (see reverse). It is no 
  longer available. 
   
  □ 
  The rocks all cease to function until they are each 
  caressed by a dying breath. 
  □  
  The dark spirit in the rock you were using escapes, 
  manifesting in the world. Cross off the Shadow 
  Magic option that you just used until you force or 
  convince the spirit back into the rock. 
  □  
  Your eyes turn jet black. You can see sharply in 
  even utter darkness, but you see no color and are 
  blinded by sunlight.  
  □ 
  You skin turns deathly pale or coal black (your 
  choice) and chill to the touch. The sun burns your 
  skin, but you unharmed by even the bitterest cold. 
  □ 
  You begin to suffer from dark and troubling 
  dreams. When you Make Camp, roll +WIS. 
  10+ Your nightmares reveal a useful secret. Ask 
  the GM to describe them. 
  7-9 You get as good a night’s sleep as you can. 
  6- Mark XP, and get no rest for the night.  
  □ 
  The spirits in the rocks take purchase in your soul. 
  When the spirits compel you to action, mark XP 
  if you comply. If you resist, roll +WIS.  
  10+ You quickly shake off the compulsion.  
  7-9 It takes few moments to break free.  
  6- Mark XP, and you come to your senses some 
  time later having done the-gods-know-what. 
  Blood-Quenched Sword 
  close, +1 damage, messy, magical, weight 1  
  An ancient blade of deep red bronze, its pommel etched 
  with symbols reminiscent of those that the Hillfolk use to 
  decorate their drinking pots. It thrums in the scabbard, 
  wanting nothing more than to be drawn and to burn like a 
  fire, quenching itself in the blood of foes. 
   
   
   
   
   
   
   
  □ UNQUENCHED 
  When you fight a living, bleeding foe with the Blood-
  Quenched Sword, you can mark one of the conse-
  quences to the right (your choice) to turn a miss on Hack 
  and Slash into a 7-9, turn a 7-9 into a 10-11, or turn a 10
  -11 into a 12+. You can only do this once per roll. 
  When you have marked 3 consequences, you can use A 
  Flickering Flame. 
  □ A FLICKERING FLAME 
  When you wield the Blood-Quenched Blade and leap 
  headlong into battle with multiple foes, roll +CON. 
  10+ Hold 3 SPEED.  
  7-9 
  Hold 2 SPEED.  
  6- 
  Mark XP, hold 2 SPEED but mark one of the  conse-
  quences to the right. 
  While you continue to fight, spend SPEED 1 for 1 to: 
   - 
  Attack any number of within your reach, rolling 
  once and applying the result to all of them  
   - 
  Strike a weak point, ignoring your foe’s armor 
   - 
  Disengage from a foe you are fighting  
   - 
  Cross the distance between you and a foe it is 
  possible to reach, before any can react 
  As soon as you stop fighting, lose all SPEED. 
  When you draw the Blood-Quenched Sword, it leaps 
  from its sheath before  any present have time to even 
  blink. 
  When you strike first in a fight with the Blood 
  Quenched Sword, take +1 forward to Hack and Slash.  
  When you draw the Blood-Quenched Sword, it must be 
  blooded before you can sheath it. If you spill your own 
  blood to meet this requirement, take 1d4 damage 
  (ignores armor) and the scars from the cut never fade.  
  Each time you sheath the sword after having used it to 
  kill a living, bleeding foe, mark a box. 
  □ □ □ □ □ 
  When you mark the last box, you unlock the sword’s 
  mysteries and gain Unquenched (see reverse).  
   
  □□□ You lose yourself in a blood-rage, no longer distin-
  guishing between friend, foe, and bystander. When 
  you attack the nearest living creature while 
  raging, roll your damage die twice and take the 
  higher result. When you attempt to stay your 
  hand, roll +WIS.  
  10+ You do so, and can leave the rage with a few 
  moments concentration. 
  7-9 You stay your hand, but must choose a differ-
  ent target for your rage. 
  6- Mark XP, and attack without mercy or doubt.  
  □ 
  All who survive this battle (friend and foe alike) find 
  themselves coveting the Blood-Quenched Sword.  
  □ 
  From now on, all who see you wield the Blood-
  Quenched Sword covet it.  
  □ 
  You can no longer sleep or rest without the Blood-
  Quenched Sword at hand. 
  □ 
  You no longer gain sustenance from food. When 
  slay a living, bleeding creature with the sword, hold 
  1 SUSTENANCE  (max 1). When you would consume 
  a ration, lose 1 SUSTENANCE instead. 
  □ 
  You can always ask the GM “Does this NPC disre-
  spect me or intend to do me harm?” and the GM 
  will answer honestly “Yes” or “No.” If they answer 
  “Yes,” take -1 ongoing if you let them live. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Artifacts.pdf