Eric's Treasure

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Consumables

Rank 9 Suspension of Fire onto Water

Rank 9 Alchemy

Charges
6 5 4 3 2 1



This phial is robust and requires a Pulse to prepare. It weighs 4 oz.

If the contents are poured onto
-the surface of about a pint of water, it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy and which will last for a minute.
-into the right eye so that any visual obscurement (mist, fog, dust or smoke), illusion or deception will be penetrated. This effect will last for a minute.
-into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a Pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Alchemy 8,000sp Jim Arona 021 076 9376

Black Iron Grenado

Rank 4 Alchemy

This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Justice

Eric may play this Trump, without requiring an Action of any kind, and re-distribute damage between party members (but not their allies). Any amount may be transferred but the damage cannot be avoided in any way by the participants, regardless of their protections. If one of the participant's FT or EN has been reduced as a result of the Trump's special ability, and that participant should die within a minute of the transfer, then Eric will die an instant later.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Trump Quest px50 Jim Arona 021 076 9376

Water Breathing Potion

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.
Rank 15 Water Breathing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Water 2,000sp Jim Arona 021 076 9376

Wall Walking Unguent

This unguent may be rubbed over a few inches of bare skin, whereupon, in 2 Pulses it will quickly spread to cover an area of size 6 or less (i.e. it will not work for entities that are larger than humans). The entity so covered will be under the effects of a Rank 15 Wall Walking spell.
Because it is an unguent, it may be rubbed into an object of less than human-sized, and it is also treated as under the effects of Wall Walking.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Binding 6,000sp px50 Jim Arona 021 076 9376

Brooch of Shielding

Brooch Record
Damage Type Amount
 
 
 
 
 
 


This small brooch weighs 2 oz. It must be worn openly on the upper chest to be effective.
It will absorb 300 points of damage from spells that target the wearer. This does not include magic that targets an area or volume or magic that does not cause damage. Acceptble examples: Bolt of Energy, Bolt of Fire, Necrosis, Earth Hammer, Lightning Ball, Ray of Cold, Diamond Javelins and so on.
When the last point of shielding has been used, the brooch will crumble into a greyish-green dust.
The dust can be used by an Alchemist to recover some quality of the magic. This is an Alchemical operation that can only be attempted at Rank 8 or higher, and the they must Break 100 + PC + 3 x Alchemy Rank. An attempt is made for each type of damage that the brooch absorbed, the Alchemist declaring the amount and type of damage to be treated.
If the brooch has absorbed 20 damage from Diamond Javelins and 15 from Earth Hammer, and the Alchemist succeeds, then the operation will return 35 Earth. If, for example, they have taken 35 from Hellfire and 10 from Bolt of Fire, it would return 45 Fire.
It is important that the Alchemist know how much of each damage type has been absorbed by the brooch. For this reason, if the wearer does not notice or forgets amounts and types of damage, then the operation will automatically fail when an attempt is made to guess.

Example
The brooch has taken 35 damage from Hellfire but cannot remember the exact amount they took from Malignant Flames. They guess it was 11, and attempt to collect 46. The operation fails regardless of the Alchemist's roll. Since the wearer knows for a fact that they have taken 35 damage from Hellfire, and the attempt is made only with respect to this, then the Alchemist has a chance at success.

The wearer must keep a record of the amount and type of damage they have taken. There is no onus on the DM to remember the details for the wearer, or even reveal a damage type, unless they can be bothered.
Cups of tea and chocolate biscuits are a known sovereign for DM apathy. Also dancing girls.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Aybss Magical Certainty 9,000sp px50 Jim Arona 021 076 9376

Ice Cube

This cube is about 2 ½ cms across and weighs 4 oz. It may be affixed to a surface, and the gauge will drop 1 per Pulse for 10 Pulses. The cold will spread to fill a volume of about 2 x 2 x 2 hexes, and the temperature will not drop below -30°C. The coldness will last until sunlight touches the volume affected or the cube is moved, which will destroy it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Ice 1,600sp px50 Jim Arona 021 076 9376

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.

3 2 1

When drunk, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Healing 600sp px50 Jim Arona 021 076 9376

Restoration Potion

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376


Contagious Anti-Venom Potion

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last until the Hour of the Wolf has passed. If the imbiber should be poisoned within that time, it will attempt to Neutralise it as if they were a Rank 15 Healer (but requiring no Action to do so). If the potion succeeds the imbiber is spared the effects of the poison.
Whether or not the potion works, the benefit is passed to the next sentient entity capable of learning the Healer Skill after the Neutralise Poison attempt is made. The effective Rank drops by 1 on each occasion it is so passed . It loses its virtue when Rank drops below 4 or the duration expires, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Transformation 6,000sp px50 Jim Arona 021 076 9376

Weapons

David's Sling

This sling is made of leather and weighs about 1 lb. The Base Strike Chance is 60% and the Damage Modifier is +3.
It comes with 5 stones, which, when prepared, will slowly orbit the wielder, making it easier to load them and allowing the first 5 stones the slinger throws to be snap-fired without any penalty. If the slinger is at least 1 size smaller than their target, the stones inflicts 2D10 + the damage modifier of the sling, otherwise they inflict normal damage of their type. The stones return to the wielder's pocket at the end of the Pulse.
The sling may be used with other forms of payload, including Boomcubes, but not grenadoes.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Formerly living David's Gambit 16,000sp px50 Jim Arona 021 076 9376

Indefencible

This magical bastard sword has been Weaponsmithed to inflict an extra 3 damage. Although it is made of steel it offers no penalty to casting. Weapon spells may be cast on the sword. The sword has an Individual True Name 'Indefencible', although it has no Generic True Name.
Any saving throw made by the wielder on behalf of the sword benefits from the ITN . This applies to weapon drops and breaks, item saving throws etc. The modified Strike Chance of this weapon may never be less than 4+4/Rank in Hand and a Half (40 at Rank 9).
The sword's chance of being DAed or Divined by anyone who does not know the ITN is reduced by 6 per Rank in the ITN (120 at Rank 20). A failed Divination or DA will mostly likely cause people to believe it is non-magical. The Strike Chance of the weapon is increased by 1+1 per Rank and the damage increases by 1 per 4 Ranks in the ITN.
If the sword is broken, then so long as the hilt remains, the sword may be preserved by a Rank 5+ Weaponsmith. A Rank 8+ Weaponsmith may Resurrect the sword. For these purposes, the sword's EN is half the wielder's. Eric loses an EN point for each Resurrection attempt.
By spending 3 FT, Eric may reduce the value of a single opponent's Armour, halving it's Protection and Damage Reduction values for two minutes or so. If this ability is attempted again before midnight on another opponent, the FT cost is doubled. The cost resets to 3 FT on the stroke of midnight. This ability only works for Eric, no one else gains the benefit.
In addition, a blow that directly strikes EN occurs on a result that is 20% of the modified Strike Chance, and a possible Specific Grievous Injury is checked for on 10% of the modified Strike Chance.

Provenance
A Handful of Remorse, 1994 AP.
Updated: Repaired by the Prince of Demons after being damaged by hitting a Black Annis on Malkuth.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Iron Quest px50 Jim Arona 021 076 9376

Brace of Dwarven Hand Dragons

Each of this pair of incendiary devices is about 30 cms long and weighs 1½ lbs. The barrels are made of orichalcum and cannot be melted or consumed by fire, magical or mundane. The weapons have no Strike Chance, since they attack everything in an area of effect. PS of 14 and MD of 15 is required to wield one hand dragon 2-handed, but if a weapon is to be held in each hand, PS must be 20 or greater. It takes 3 Actions to clear the barrel for another payload.

Death Metal Shot
The payload must have its Itemisation suspended before it can be fired.
The area of effect is 20 ft long and the spread will be 10 ft wide. Anything in the area of the cone rolls on the Specific Grievous Injury table. Damage is applied to the target if the result falls in the range for an A or C Class injury. No ability may be used to influence the Specific Grievous Injury result in any way.
If both hand dragons are fired, then each target must roll twice on the Specific Grievous Injury table. Only one injury may be inflicted but the wielder chooses which injury to apply. Armour is often damaged by this weapon, the shot reducing it by 2 Protection, in general. Note that entites protected by rings of protection like this, Force Shields like this or similar magic will be largely unaffected.
1 Pass Action is required to load Death Metal Shot into each hand dragon, additional to those required to clear the breach, if it has been fired recently.
Sunhammer Bullet
The bullet must have had its Itemisation suspended before it can be fired.
When it is fired, the Sunhammer bullet will travel to a hex within 50 ft of their position which is in line of sight. The Powders of Calcination will volatilise the iron into a fiery liquor inside the gold covering.
Upon impact, the volatile iron will consume the gold and the sunlight stored therein. Everything within inside the volume of effect must Break 100: PC + AG to avoid being dazzled by an explosion of searing light. In addition, a D10 is rolled. The result is squared and applied to everything in the central hex. The unsquared result is applied to everything in surrounding hexes.
If both hand dragons are fired, then the volume of effect is increased by a further hex.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Armour

Gold Helm of Kryptomonasterion

History
One of the unique, legendary (in a secret sort of way), four [cursed] treasures of the Kryptomonasterion, which lies above the permanent snow-line near the MMHS aqueduct and was once the base of a secret religious order. The helmet was irrevocably cursed when the base was usurped by demon-worshipping thugs (later defeated by a guild party).
Appearance
This is a strapless helmet that seems both somewhat antiquated yet functional. It probably once had moulded illustrated details, perhaps the mysteries of its cult, but these have since melted and it now has an irregular and slightly tarnished surface.
Effects
1) When put on, the helm may not be removed until the successful completion of Remove Minor Curse ritual, when it falls off immediately (curse MA is 30, however the ritual may explicitly be performed by an Adept with less MA).
2) Magic cast by the wearer is unaffected, however all incoming magic regardless of intent and source has a 5% chance of being reflected back to its source and behaves as if it were cast by the helm's wearer and the target is now the source. The helm's ability may behave unreliably if the magic affects multiple targets. This 5% chance is determined before any saving throws are rolled and is independant of whether the magic would have affected the wearer or not.
3) Any aimed shot or aimed strike to the head or neck is ineffective and misses, however improbable the effect. Likewise, any critical affecting the head is ignored and the attack is resolved just as if the blow had failed.
Provenance
Michael Parkinson
And Darkness Was on the Face of the Deep, Summer 811, Jim Arona.
As a result of being exposed to Primetal, a Chaos-enriched metallic element that had been activated by the breath of an iron dragon, the helm was seriously damaged. The Lord of Metals has reforged the remains, which have restored all of its functions, except 1). In other words, the helm may be removed without the use of a Ritual of Curse Removal.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
That Was Now, This Is Then October 797 Magical Protection Various Michael Parkinson & Jim Arona

Sash of the Titans

This item is a rare device of the Ancient titan-worshipping dwarves of the plane of Purple. Its primary purpose was to allow a mortal follower to safely shift across planes in the suite of a titan. However, it may be activated in the absence of a titan. The wearer has been advised that such actions may easily be indirectly fatal.
The sash is woven from spun silver, mineral fibers and the breath of a titan made manifest. It looks something like silvery silk, with the faint, additional iridescent sheen of a perfect feather. It is obviously magical.
Once per 24 hour period, the wearer may walk from the plane he is currently on to another plane (which is at leat 1,000 miles across). They must know the Name/Rune or have previously visited it and the DM must be prepared to allow the wearer to travel there. Furthermore, in rare circumstances, other magic may prevent the wearer from leaving a particular plane, but the wearer will be able to sense this interference.
The wearer must walk for D10+2 pulses and to the sound of rolling thunder they pass to the other plane. Normally, only the wearer and his items are transported, no other entity may be carried.
If he makes an unadjusted 1 x WP roll, he will arrive within 10 x WP miles of a point he knows. If he fails that roll he will arrive at some random spot at least 10 x WP miles from that point.
Eric has modified the Sash with an abstract quality extracted from the remains of a Black Annis. Once a week, Eric may take other entities with him when he travels this way, which he will find more debilitating the more he takes, according to the following schedule.

Entities WP loss
1 1
2 3
3 6
4 10
5 15
6 21
7 28

Thus, if he were to transport 3 other entities ,then his WP would be lowered by 6,and the loss occurs upon arrival. The maximum he can carry, barring non-standard enhancements, is 7 other entities. Entities who fall out of physical contact with Eric or those touching him will likely be lost in some interdimensional plane, there to wander out their lives until eaten by one of its unspeakable denizens.
Aside from abilities that specifically treat WP loss, Hypnotism will also cure the lost points. He may only benefit from one Hypnotism per day, however, and it will restore 1 WP point per 4 Ranks. If these remedies are not available, Eric will recover one point of WP every three days, twice that if he takes to his bed.
This travel counts as Namer Special Knowledge magic and is susceptible to Banishment effects.
The sash doesn't work on Bound Earth, a magical construct or any point under any area-affecting spell, ritual or anything similar. If it does work, the wearer will arrive on firm ground in breathable air.
Item modified Where Angels Fear to Tread, Autumn 810, Jim Arona.
Titan's hair has been woven into the sash by the hand of Morphia, the Weaver of Dreams. If Eric is subject to WP drain as a result of bearing a planar burden (E.g. shifting planes), then he will recover 1 WP every 10 minutes.
Item modified And Darkness Was on the Face of the Deep, Summer 811 Jim Arona.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
That Was Now, This Is Then October 797 Purple Formerly living Protection 10,000sp Michael Parkinson & Jim Arona


Demonskin Armour

Eric has had an Abysmal demon bound to his soul. This has been done in such a way that it cannot be readily detected by those who are aware of such things. This does not make Eric undying or immortal. On his final death, the demon will dissociate itself from his form and eventually re-manifest in the Abyss. While the demon is so bound, however, the armour has the following properties:
-2 AG, Weight Factor is 6 and Stealth is penalised by 5.
7 Protection and 7 Damage Reduction, so completely protecting against a FT blow of 14 or less.
Each adventure or season, whichever is less, Eric can spend 2,500 Experience on this armour, thus increasing his EN while wearing it. He can, similarly, spend 5,000 Experience on the armour to increase his PS while wearing it. While in his armour, Eric is always considered to have resisted Disintegration, Dark Spheres and similar magic. The armour does not protect against Light Spheres.
White Dwarf

At a cost of 5 FT, Eric can increase his density according to the schedule below:
PS & EN Weight NA Experience
5 each x 2 1 5,000
10 each x 3 2 10,000
15 each x 4 3 15,000
20 each x 5 4 20,000
So, for example, he must have bought 5 EN and 5 PS before he can buy the first level of increased density. Once he has, his weight will be multiplied by the number indicated, and his Encumbrance may have to be recalculated.
During the White Dwarf effect, his skin and hair turn white, and lasts until he ends it or the next dusk, dawn, noon or midnight.

Once a season, Eric can use the Demonskin Charm:

The phrase 'That is not dead which can eternal lie' must be uttered three times, once per Pulse and within a minute of the first utterance. This is a Free Act but cannot be combined with a Cast Action. If it succeeds, all of Eric's armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.
While under the charm's effects, Eric cannot suffer Specific Grievous Injuries, nor may his head and limbs be torn off by creatures with enormous strength.
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.

If Eric buys more PS or EN than he has Ranks in his Individual True Name, his armour will manifest in a demoniacal way, i.e. blue scales and hide, legs that bend backwards, horns, hooves and a tail.
The demon can devour so it may be possible for Eric to upgrade his armour. Devouring something with a spirit will alter Eric's Individual True Name so that he will be forced to Rank it again.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Formerly living Demon Binding px50 Jim Arona 021 076 9376

Jewellery

Miscellaneous

Portable Athanor

This alchemical device weighs about 20 lbs. While an Alchemist uses it, they are considered to be in their laboratory and can prepare an product that they have the resources for.
If they are actually in their laboratory, their effective Rank in Alchemy is increased by 1 and they can produce alchemical products in half the normal time. This does not allow a Rank 4 Alchemist to make products that they do not know how to create. It does improve the virtue of their labours where appropriate.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Tanuel Magical Alchemy 12,000sp px50 Jim Arona 021 076 9376

Allies

Lore

Barcus, Spirit of the Nuctemeron

Eric may scan the heavens at night, and find Barcus, an Astrological spirit of the 5th hour who rules over Quintessence. The 5th hour can occur at any time during the night, and can substantially vary in length so attempting to capture it will take the entire evening. The chance to find it is PC + 6 x Rank in Astrology.
If Eric is successful, then he may utter the name of the spirit, 'Barcus', and this will reveal to him or extract from the ashes the signature of an object or entity. Thus, the signature of a table will likely reveal 'wood', a trollskin potion will likely reveal it's signature to be 'life' or 'earth' or whatever seems most appropriate. The signature may reveal a property which can be of value to Alchemists.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

The Formulae of Creating Great Gems

Creating a Great Emerald
The creation of a Great Emerald is a Masterwork Alchemical Operation for Rank 8, and on the first occasion does not cost Experience. Subsequent Emeralds always cost 12,750 Experience to create.
It takes eight weeks to make the Emerald and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 12,750 Experience, the will achieve Rank 8 in that profession, if they are not already .
A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.

Three Emerald Waters are formed in the process, as well. These waters replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.
Creating a Great Sapphire
The creation of a Great Sapphire is a Masterwork Alchemical Operation for Rank 9, and on the first occasion does not cost Experience. Subsequent Sapphires always cost 14,500 Experience to create.
It takes nine weeks to make the Sapphire and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 14,500 Experience, they will achieve Rank 9 in that profession, if they are not already .
A Great Sapphire can be cut to create one amulet of three different kinds:
The Amulet of Vision
This amulet adds 10 to the Base Chance of Catsight, Dark Vision, Detect Aura, Detect Enchantment, Enhanced Vision, Flame Sight, Interpret Runes and Symbols, Location, Mana Sense, Night Vision, Reading the Night Sky, Rune of Truth, Runes of Sight, Second Sight, True Seeing, Visitation, Waters of Vision, Witchsight or Wizard's Eye.
The Amulet of the Astral
This amulet adds 10 the Base Chance of Banishment, Rune Portal or Teleportation magic.
The Amulet of the Open Eye
This amulet is a focus for the Talent Enhanced Vision.

Three Sapphire Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells: Catsight, Dark Vision, Detect Aura, Detect Enchantment, Enhanced Vision, Interpret Runes and Symbols, Location, Mana Sense, Night Vision, Rune of Truth, Second Sight, Visitation, Waters of Vision, Witchsight or Wizard's Eye.
Creating a Great Ruby
The creation of a Great Ruby is a Masterwork Alchemical Operation for Rank 10, and on the first occasion does not cost Experience. Subsequent Rubys always cost 17,000 Experience to create.
It takes ten weeks to make the Ruby and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 17,000 Experience, they will achieve Rank 10 in that profession, if they are not already .
A Great Ruby can be cut to create one amulet of three different kinds:
Siege Master's Amulet
This amulet adds 15 to the wearer's chance to Perceive Tactics whenever they are in a siege. In addition, they add 15 to the Magic Resistance against any attempt to confuse them with mazes and labyrinths. This applies to the Maze spell, as well.
Ruby of the Speaking Beast
If this ruby is ground up and added to the food of an animal, they will become a Speaking Beast. Speaking Beasts know the languages of their own kind at Rank 8 or maximum, whichever is lower, and 1 Rank lower in the language of the one who fed them. If they were already a Speaking Beast, then they may learn a spell.
Ruby Pommel Stone
This stone must be set into the pommel of a sword to be effective. It will not be effective in any other kind of weapons. Daggers and Mains Gauche do not count, either.
If this is done, the wielder of that weapon is entitled to an extra Attack at half their Engaged Initiative value.

Three Ruby Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells that generate Defence (e.g. Armour of Earth), or that increase PS or EN (e.g. Strength of Stone or Strength of Darkness).Immolation, Quickness or Resist Pain.
If the waters of all three gems are poured together, then 27 alchemical liquors are produced. If an Alchemist is attempting to make a potion and they use one of these liquors, they will not need a laboratory and the work will be completed in 8 hours. Unless the magic is known by the Alchemist, the assitance of an Adept is still required.

Adventure Season Value GM
The Face of the Deep Summer 811 30,000sp px50 Jim Arona 021 076 9376


Formula of Death Metal Shot

Rank 6 Alchemy

The Alchemist gathers sufficient white lead, flowers of sulphur and finely ground charcoal to fill half a bucket, and costing 300 silver pennies. The rest of the bucket must be filled with drake's urine. The mixture must be churned in a safe place for at least four hours and then allowed to settle for the passing of two days. The corruption must be decanted and disposed of for it attacks the breathing of the young and weak. This will leave a fibrous mass which should be heated carefully. At the moment the mass becomes molten, it must be poured through an iron grille with holes no larger than a hen's eye, there to fall into a vat of small beer. and allowed to rest until dusk.
The shot can be wrapped into parchment twists drenched in oil of winter (which will cost 20 sp each) and this will Itemise the payload. The operation creates enough Death Metal Shot for 6 payloads.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

Formula of the Sunhammer

Rank 10 Alchemy

Operation 1
24 gold shillings must be melted, purified, and concentrated until it is but 1/12th of the original weight.
Operation 2
The concentrated gold must be bathed in sunlight at the stroke of noon on Sunday.
Operation 3
The Alchemist takes 2 silver pennies worth of pig iron which must be purified and poured into a mould large enough to create a bullet the size of a dwarf's thumb.
Operation 4
When the bullet is cool enough to handle, it should be rolled in Powders of Calcination and then in the concentrated gold to forestall the fiery reaction of the Powders. This will Itemise the bullet.

Each Operation will take 4 hours, but the Alchemist can spend no more than 8 hours in their workshop at any one time. Thus, it will take at least 2 days to make 1 bullet.
The formula is teachable, but whoever teaches it must expend 17,000 Experience for each Alchemist taught.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

Abilities

Karma Pool

Name Karma
 
 
 
 
 
 
 

Eric's relationships with people he has adventured with may be enhanced to assist them if they fail by using Karma. Current Karma is ______________. He may buy 6 more at a cost of 1 EN, which can be bought back in the usual way.
Once per adventure or season, whichever is least, he may nominate an entity and spend Karma to reflect his relationship with them. No more than 3 may be spent on an entity per adventure, and in any case, the maximum he can raise the relationship to is 5.
Eric can allow such an entity a 're-roll' whenever he is aware that they have failed percentile roll. It takes Eric no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If he has used his Free Act earlier in the Pulse, he can use a Pass Action if he has one available. When all of the Karma has been exhausted, this ability may not be used any more.
Eric can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, he may gain as many as 5. Eric can petition as many times as he likes until the DM gets fed up, in which case no further attempts will succeed.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Abyss Karma Quest px50 Jim Arona 021 076 9376

The Iris and the Bough

This martial technique allows the practitioner to increase their damage by feinting and drawing their opponent into a position where they are more vulnerable. The practitioner must succeed in a Strike Check but choose to inflict no damage. If they forget and roll damage, then the technique automatically fails. If their next Strike Check is successful, then their damage is multiplied by 1.5, rounding fractions up.
This technique takes a week to learn, and costs 800 Experience. It may not be taught.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Martial technique Quest px50 Jim Arona 021 076 9376