A Walk in the Black Forest Treasure - Morden
Return to A Walk in the Black Forest
Mr Morden returns to the Guild on the 17th day of Breeze 815 WK with 44,313.75 Experience and has earnt, after Guild Taxes, 127,215 silver pennies. The contents of his heart have increased by 2 Refreshment (to 27).
He spent 182 days away from the Guild of which 126 days were spent in training.
He may:
- advance any Talent eight Ranks.
- advance his next Rank in Flying by 1 at only 90% of the cost and no time.
- advance his next Rank in Climbing by 1 at only 90% of the cost and no time.
He has been immersed in these languages:
- Folksprach - 40 days
- Destinian - 18 days
He may include the time associated with each language as part of his training time.
As a consequence of taking the Nazi Zombie Anti-Virus, he cannot become a zombie and has + 20 to resist any disease, magical or otherwise, borne by zombies, ghouls and ghasts.
He may increase the Strike Chance of 1 sword that he owns by 10 and improve it's damage by 1.
If he is assailed by despair or self-doubt, he may call upon the Lady of the Lake and he will automatically succeed, even if he has previously failed or there is no resistance available. Once used, this boon is gone.
Consumables
Grenadoes
Amorphous Water Balloons x 4
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | New Terra | Alchemy | Void Crafting | 3,000sp | ![]() |
Amulets
Trumps
Sticks
Potions
The Suspension of Fire upon Water Rk 14 x 2
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:
- onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
- into the right eye so that any visual obscurement, 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 |
Black Forest | Summer 815 | New Terra | Magical | Fire & Water | 8,000sp | ![]() |
The Consummation of Fire and Water x 3
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid is vividly orange/red in colour. 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 surviviving 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 |
Black Forest | Summer 815 | New Terra | Magical | Fire & Water | 13,000sp | ![]() |
Yellow Potion of Health x 2
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Mind | 4,000sp | ![]() |
Slap x 2

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | New Terra | Magical | Restoration | 1,000sp | ![]() |
Healing Potion x 2
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Transurania | Magical | Sorceries of the Mind | 7,500sp | ![]() |
Potion of Refined Wolves Blood x 4
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber receives a special enhancement to their Actions so that
- a Strike Check in excess of 70 + MD is a miss
- a miss is otherwise a FT blow
- a FT blow is treated as a blow directly to EN
- a blow directly to EN is considered a possible Specific Grievous Injury
- in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible.
This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:
- a roll in excess of 70 + MA is a backfire. If this is also a success, both are applied
- a failure is a success unless it is a backfire, in which case it's just a backfire
- a success is a double effect
- a double effect is a triple effect or two different double effects
- a triple effect is two different triple effects
Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. Taking the potion does not require the imbiber to take advantage of its special properties, but they must declare that they are not before rolling dice.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Formerly living | Blood | 9,000sp | ![]() |
Potion of Greater Healing x 2
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Tanuel | Formerly living | Healing | 5,000sp | ![]() |
Phial of Poison Inversion x 1
This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Sparlainth | Magical | Poison | 6,000sp | ![]() |
Poisons
Blade Venom of the Marsh Cobra x 3
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a blade, arrow or bolt with it. The effect of this blade venom is to halve the PS, MD, AG and EN value of the victim on a blow that inflicts damage to EN. The process is gradual, taking about half an hour, and is not resistable. It will take at least an hour for the victim's body to fight off the toxins, at which time they must roll under 3 x their base EN to recover. This will take about half an hour or so.
If the EN check is not made, then they must wait until dawn the following day to attempt to recover. However, their chance is now 3 x (EN/2). If this fails, they lose 1 EN point, and can only attempt to recover on the following dawn, the chance being 3 x ((EN-1)/2), and so on until they recover or die.
If the victim is gathered while the venom is still in their body, and the blood from their heart poured out, then a special property may be extracted therefrom. On most occasions, this ichor will be congruent with some or all of their Aspect, either the Season Stars or Elemental parts, or entirely if Lunar, Solar, Death or Life Aspected.
Rich experiences of life increase these properties. A non-adventuring mortal would only have 1 such quality, a beginning adventurer about 3, a medium level adventurer as much as 15, a high level adventurer would return more, even, than this.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | Sparlainth | Formerly living | Serpent | 3,000sp | ![]() |
Invested Gems
Other Invested Items
Crystals
Charms
Firearms
Luger
This pistol weighs 2 lbs and is about 9 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes.
The magazine holds 8 9 mm parabellum rounds.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | None | None | Quest | ![]() |
Other
Coffin Nails
These cigarettes are so black as not to reflect any light. The tobacco is dark, fibrous and moist, and when it burns, smells of burning boot leather.
They may be used to create a miracle pool for a cunning master plan. The consumer comes up with a plan and re advised to make it as as general as practical. Key elements may need more explanation as the DM sees fit.
Having determined the plan, the consumer may choose to smoke a Coffin Nail, sacrifice 1 or more PC points to provide a reroll should their alarms fail or some secure line of communication fails to resist being decrypted.
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more WP points which will provide a reroll for each of their hench entities who succumb to threats, bribes or seduction, fail to obey instructions, keep to their assigned timetable or attempt to flee combat.
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more EN points, which will provide a reroll for anything else that fails.
Once the PC, WP and EN points have been spent, the consumer may choose to specify what they are guarding against, and the DM is enjoined to be generous in this. Or, they can leave it in the hands of the DM who will make determinations based on their understanding of the situation.
All PC, WP and EN points may be bought back in the normal way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Formerly living plant | Uncertainty | Quest | ![]() |
Metal
- Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way.
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.
Octohedrite
15 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. They may never be Itemised.
Barbed Mithril
1 lb of barbed mithril
Barbed Ithildin
1 lb of barbed ithildin
Balrog Bits
Balrog Scale
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.
They may be made into bucklers, small round or large round shields of the following properties:
Shield | Weight | DEF per Rank | MD penalty |
---|---|---|---|
Buckler | 1.5 lbs | 3% | 0 |
Small Round Shield | 2.5 lbs | 4% | -1 |
Large Round | 5 lbs | 5% | -2 |
Balrog Claws x 2
These claws may be shaped into blades that will not allow a hilt to be attached. Magical throwing knives can be made from them, with the following base properties:
- Strike Chance: 53%, Damage: roll D10. 1 - 4 = 5 damage, 5 - 7 = 10 damage, 8 or 9 = 15 damage, 10 = 20 damage. The daggers inflict A or B Class damage and their maximum range is 12 hexes.
Once they have been thrown, they turn to smoke and stream back to their sheath, which takes about 3 Pulses.
Balrog Teeth x 4
These teeth are very hard, and each one weighs half a pound.
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Winter 815 | New Terra | Formerly living | Flame of Udun | 2,500sp | ![]() |
Weapons
Viridian Wing
This fan is folded from the wing of an enormous butterfly. The pleats are iridescent and alternately dark green and dark blue. Indeed, by holding it at the appropriate angle to the light or moving it just so, it may appear to be any shade between the two colours.
It will magically harmonise with the wearer's other clothes so that it contrasts strikingly or matches dynamically with them. Although this does not increase their PB, it does positively affect their social prestige so that, at the DM's discretion, others believe them to have started an exciting new fashion trend. This will be implemented in the style that the DM prefers.
It may be wielded as a shield, although using the same values and Experience cost as a main gauche. The base Strike Chance is 47% and it inflicts D10 + 2 C Class damage. The fan's Defence bonus applies to ranged attacks and if an arrow would successfully strike the wielder, the fan may be used to cut 1 physical bolt or arrow per Pulse by taking a Free Act and Breaking 100 -> 2 x MD + Rank in Fan.
Once an evening, the Fan provides protection from being overheard at a social gathering. To prevent a conversation from being overheard, the wielder must Break 100 -> Rank in Courtesan + Rank in Fan + PB. The number generated over 100 indicates the number of Pulses of private conversation.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Nualis | Formerly living | Folding | 8,000sp | ![]() |
Armour
Miscellaneous
Cigarette Case
This cigarette case is made of highly polished bronze and weighs 10 oz. It has room for 20 cigarettes and contains 11 thin, moist cigarettes, all as black as sin.
The cigarette case will void all damage from a single attack once per season, resetting on the next solstice or equinox.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | Abyss | Magical | Void | Quest | ![]() |
Mastermind Cigarette Holder
This cigarette holder appears to be made of onyx, or some other dark, glassy material (not obsidian). One end has a recess for placing cigarettes which is made of intensely white silver.
Whoever smokes a cigarette with this holder will be able to get away with doing so while putting a hand on one of their hips. Indeed, they will, generally speaking, attract the admiration of those who observe him.
The possessor of the holder is considered lucky with respect to administering any involved or complicated master plan. When there is some question as to whether a schedule will be adhered to, a deadline met or that an instruction might have been misunderstood, then the DM is expected to give the owner the 'benefit of the doubt'.
In addition, they may smoke these cigarettes and pay 1 half the normal EN, WP or PC cost, minimum 1.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | Abyss | Magical | Void | Quest | ![]() |
Spell Racks
Jewellery
Ring of Fortune

This ring must be worn on the ring finger of the left hand to be effective.
Whenever a die roll is made with respect to sea travel or food, the bearer may subtract 10 from the result to their benefit.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Artifice | 2,800sp | ![]() |
Amulets
Enhanced Amulet of Luck
This polished tiger's fang may be made into an amulet that, when it is worn openly around the neck or from the left ear adds 3 to the wearer's Magic Resistance and 2 to their Defence. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | None | Stone Lore | 4,800sp | ![]() |
Allies
Lore
Tome of Abysmal Lore
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants.
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader's Experience can be spent on these abilities.
Adventure | Season | GM |
Black Forest | Summer 815 |
Abysmal Strikes
Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader acquires a pool of 3 + Rank hexes. They may deliver a melee attack against another of their opponent's hex facings or attack an opponent at range. They must count off the number of unobstructed hexes they would have had to move to deliver the attack.
Once the pool of hexes has been exhausted, they will be restored after the reader returns from having spent at least 24 hours in the Abyss.
Adventure | Season | GM |
Black Forest | Summer 815 |
Obligations
Special Abilities
Refreshment
Once a day, Mr Morden may use a Free Act to cleanse his body and clothing of filth. This works against most things that are unclean, slimy or unhygienic, but not necessarily damaging. It will avoid damage from Stream of Corruption if it is the very next Action or Act.
Once a week, Sunday to Sunday, Mr Morden may take a Free Act and recover all FT lost from any cause except drain and FT reduction.
Should he be gathered by those capable of such things, his heartblood may be collected for 25 Refreshment.
Adventure | Season | Nature of Magic | Value | GM |
Black Forest | Summer 815 | Meta-magic | Quest |
Lesser Celerity
By taking a Free Act and 2 EN damage, the character is allowed to combine a Pass Action with any other Action for the next 12 Pulses. Subsequent uses of Celerity double the EN damage, and the ability resets at dawn on Tuesdays.
Adventure | Season | Nature of Magic | Value | GM |
Black Forest | Summer 815 | Ring Lore | Quest |
Ward Cubes
These six, matched Ward Cubes must be used with the Ward Ritual, which will create a protected cube 5 ft (+1 foot per Rank) on a side. Those inside the cube may receive one of the following benefits:
- Magic Barrier: Reduce the Rank of any magic that enters the warded cube by 1 per 3 full Ranks of the Ward Ritual.
- Ward Magic: Increase the Magic Resistance of anything inside the warded cube by the Rank of the Ward Ritual.
- Scry Guard: Location, Wizard's Eye, Clairaudient, Crystal of Visions, Waters of Vision, ESP, Sending or similar magic may not enter, cross or detect anything in the warded cube unless it is of higher Rank the Ward Ritual.
- Folded Cube: The warded cube has the same inner dimensions but if warding takes place in a space that has 1 right angle, then each outside edge is divided by the Rank of the Ritual. If there are 3 right angles, it is divided by the square of the Rank.
- Example
-
- A Rank 10 Folded Cube is created at the right angled juncture of, say, a pair or painted lines. The internal dimensions are 15 ft x 15 ft x 15 ft, externally it will appear to be about 18 inches x 18 inches x 18 inches. If it were created in the corner with 3 right angles then it would be 1.8 inches x 1.8 inches x 1.8 inches.
- The Folded Cube may not be entered accidentally, so automata and environmental effects cannot normally cross, although magically certainly can. Entities wishing to enter must successfully Resist vs. Backfire to cross into the warded cube.
- If the Adept wishes to create a Folded Cube in a ceiling corner, they will have to come up with a particularly good reason why they are able to cling to such a precarious position for an hour at a time.
If a double effect is rolled, then 2 of these abilities may be applied at once, if a triple, then 3.
Adventure | Season | Nature of Magic | GM |
Black Forest | Summer 815 | Ward Lore |