Where Angels Fear to Tread:Eric's Loot

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Where Angels Fear to Tread

Consumables

Potion of Pentecost

This potion is contained in a heavy glass vial and requires a pulse to prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next end of season festival (Samhain) or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 New Terra Magical Communication 5,000sp px50 Jim Arona 021 076 9376


Tincture of Aconite and Passionflower x 5

This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draught is 10.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Beautification 200sp px50 Jim Arona 021 076 9376


Sweet Regret

Regret that is sweet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Magical Sweet Regret Quest px50 Jim Arona 021 076 9376

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.
When drunk, it will heal D-2 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Tronim 300sp px50 Jim Arona 021 076 9376

The Consummation of Fire and Water

Rank 9 Alchemy

The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through

  • ¼ inch of metal or stone per pulse.
  • 1 inch of material like wood or bone per pulse.
  • 1 foot of ice per pulse.

It will not burn through orichalcum.

If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Disintegration 13,000sp px50 Jim Arona 021 076 9376


Dragon's Teeth x 21

Each of these teeth weigh an oz and there are 64 of them. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:

PS: 20 MD: 18 AG: 15 MA: 10 EN: 24 FT: 23
WP: 20 PC: 18 PB: 12 TMR: 5 NA: 5
Attack IV SC DM Class Use Rk
Broadsword 39 100% +6 B class M 6
Large Round Shield 37 68% +2 C class M 4

Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 The Ruins of the Sphinx Formerly living Calling 500sp each px50 Jim Arona 021 076 9376


Time Gem

This gem, when crushed, will extend the duration of the current day so that it lasts sixty-four times longer. As many as sixty-three days (nine weeks) may be experienced over that period. This effect only applies to whoever crushes the gem, and only while they remain within fifteen feet of the point of the gem's destruction. The user is well-advised to have sufficient food and water within range.
The effect dissipates if they leave the volume of effect.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tintagel Magical Time Dilation 5,000sp px50 Jim Arona 021 076 9376


50 lbs of Invisible Water

This bottle contains Invisible Water. Anything that can hold wetness may be covered in the stuff and is treated as if under the effects of a Rank 20 Invisibility spell. Metals, ceramics and glasses do not hold wetness. Some stone, and any other material that the DM so rules, may not hold wetness, as well.
The Invisibility effect lasts until the object dries, whereupon it will fade into view. This usually takes about twenty-five minutes, but will vary depending on humidity and temperature. Heads will appear first, followed by other areas of exposed skin. Clothing tends to dry last, encouraging the use of underwear in the modest. It takes about two pints to cover a human or elf-sized creature, six pints to cover a giant, 1 1/2 pints to cover a dwarf and 1 pint to cover a hobbit. Each pint will weigh about 1 lb once it has been bottled.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Sands of Time Magical Refraction 1,000sp/lb px50 Jim Arona 021 076 9376


A Lie

This is the abstract property of 'Lies'. Amongst other things, if it used while telling a lie, those who hear it will believe it to be true until or unless circumstances reveal it to be a deception.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Seventh Plane Formerly living Gate 500sp px50 Jim Arona 021 076 9376


Items

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.

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


Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR check fails, destroying the phylactery.


Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Spell storage 10,000sp px50 Jim Arona 021 076 9376


Bracer of Defence

This leather bracer weighs 24oz and is worn on the left forearm. The wearer of this bracer gains +10 Defence and one point of Natural Armour if they wear cloth or leather armour. It will not work if worn with armour whose Aura strength is anything other than 'Formerly Living'.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Formerly living Protection 8,000sp px50 Jim Arona 021 076 9376

Medeanite Rod

This orichalcum rod is about 75 cms long, tipped with globes 4cms in diameter at either end and weighs just 2 lbs. An orichalcum cylinder large enough to fit a hand has been covered in shark skin to provide a handle that can slide up and down the rod. Two large, but inexpensive gems, a topaz and a peridot, have been set in this handle.
It is treated as a mace for the purposes of combat, although it is lighter than usual. It has a SC of 60% and a DM of D10 + 5 and cannot be broken by 'over-strengthing'. For every 10 points of PS in excess of the minimum needed to wield it, the wielder inflicts +D10 damage. Thus, at PS 26 and Rank 5 in the weapon, they would inflict 2D10 + 6 damage on a successful strike.
By touching one or both of the gems, the position of the handle or the rod itself may be locked in place as if immovable. The PS of the immovability is 10 + 1 per Rank in Mace + 1 per 2 Ranks in Troubador. Medeanite Dancers are reputed to be have abilities that raise the PS much higher than this.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical Blood Tides 24,000sp px50 Jim Arona 021 076 9376

Bracelet of Charms

This silver bracelet must be worn on the left wrist for the charms to work. It weighs 4 oz.
Although the bracelet itself is not magical, the charms are. Those charms that remain can be attached to another bracelet, however such a bracelet must be made from silver that is at least 92.5% pure, and will cost 2,500 sp to make from a Rank 6 Jeweller.

This charm of a four leafed clover provides 3 points of Defence and 2 points of Magic Resistance (which will stack with an Amulet of Luck to provide +5 Defence and +5 Magic Resistance).
This charm of an ankh will raise the owner in a resurrection chamber of their own construction.(Discharged)
This charm of an angel's wing will deliver a 25 word message to anyone who can be identified well enough to be Located, or whose Individual True Name is known. The message will arrive if an angel could have borne it to the target. If this is the case, it will be delivered within the hour.(Discharged)
Once a day, this charm of a lamp can be made to glow as if Rank 10 Firelight had been cast on it (+30% to Lighting level, but never above 60%), or to ignite anything flammable it is touched to.
Once a day, this charm of the moon will give the wearer Rank 10 Witchsight for 5 ½ hours.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical E&E 9,000sp px50 Jim Arona 021 076 9376

Phylactery of Shatterwill

This scroll has had the power word Shatterwill inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Break 100: percentile dice + 3 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  2. Break 100: percentile dice + 2 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  3. Break 100: percentile dice Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Reich Magical Power Word 15,000sp px50 Jim Arona 021 076 9376


Eric's Amulet of Combat

This silver amulet is enamelled green and weighs 2 oz. It must be seen to be effective and can be worn as a brooch or around the neck.
Eric gains +10 to Strike Chance, +2 to the Damage Modifier and subtracts 2 from his die rolls when delivering an attack. These modifiers are stackable with any other magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Luck Quest px50 Jim Arona 021 076 9376

House with a Handle

This is a small house that has been itemised to be about 8 inches by 6 inches by about 8 inches tall and weighs 7 lbs. When the Itemisation has been suspended, it grows to be 8 feet high by 8 feet long by 6 feet deep. Inside, the internal dimensions are somewhat greater. Essentially there are two rooms, one with a table and six chairs and the front room which has a cast iron stove and six slightly raised pallets. The front foom is about 20 feet wide by about 10 deep, the back room is about 10 by 10. There is a lumber box that will hold about a week's supply of wood and coal. Any wooden thing left in the lumber box will turn into kindling.
Up to 70 more lbs of formerly living material (this includes water) can be left in the house. Anything unliving will be expelled and will likely do damage to the structure.
Any living thing left in the house when the Itemisation reasserts itself will be crushed to death. Then, when the Itemisation is suspended again, their corpse will be found strung from wall to wall, ceiling to floor.
Each entity that meets their demise in this fashion will return as a ghost to haunt the house. They will moan and complain to all who can hear these things about their mistreatment and wail dire imprecations about the householder's fate. This can cause Sense Danger to give false warnings, and sometimes to fail to work entirely. From time to time it may even attract the unhealthy attention of spectral creatures. The chance of bad things happening increases as the community of ghosts grow.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Feralie Magical Tinkering 20,000 px50 Jim Arona 021 076 9376


Boons

Eric has provided service to House Mal'Ebonir who are deeply grateful. No contract of assassination or intrigue will be entered into by a member of the House unless the reward is in excess of 100,000sp.

Adventure Season GM
Where Angels Fear to Tread Autumn 810 px50 Jim Arona 021 076 9376

Abilities

The Formula of the Angry Bees

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 pressed into moulds in the shape of bees, then heated carefully.
At the moment the mass becomes molten, it must be taken off the heat and allowed to cool for no more than four hours. The mould should be opened and the bees painted with a mixture of oil and powdered red marble, the painting to happen after the Sun has passed noon but before they are cold.
This will create 30 bees.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.

Adventure Season Value GM
Where Angels Fear to Tread Winter 810 13,000sp px50 Jim Arona 021 076 9376

Sense Danger (T-3) v 1.1

Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a 'bad feeling' about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Precognitive 12,000sp px50 Jim Arona 021 076 9376

Eric's Reptilian Eye

Eric's left eye has been replaced with a reptilian eye. The pupil is a vertical slit and it is covered by a nictitating membrane.
The eye does not impede his vision in any way.

Adventure Season GM
Where Angels Fear to Tread Autumn 810 px50 Jim Arona 021 076 9376

Eric's Spell of Itemisation Suspension

Range: Touch
Duration: Noon
Experience Multiple: 275
Base Chance: 20 %
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Object
Effects: The target of this spell will have the effects of a previously cast Itemisation spell suspended for the duration, returning it to its normal size and function. When Suspend Itemisation wears off, the item will once again shrink down to a figurine of itself.
This spell is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Disjunction Naming Incantations Quest px50 Jim Arona 021 076 9376

Wizardsight

Experience Multiple: 150
Effects: The Adept may see objects or entities that are invisible. They appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Wizardsight, the object or entity may not be clearly identified or directly magically targeted.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Divination Quest px50 Jim Arona 021 076 9376