Lathron's Award

From DQWiki
Jump to navigationJump to search

Return to This Quintessence of Dust

Lathron returns to the Guild on 23rd Thaw 811 WK and has earnt, after Guild Taxes, 23,328.33sp.

He spent 138 days away from the Guild, and has used 30 training days on the adventure.

He may
advance any Talent sixteen Ranks.
advance his Rank in Stealth by 1 at only 90% of the cost and no time.
advance his Rank in Climbing by 1 at only 90% of the cost and no time.
He has been immersed in these languages
Thari - 4 weeks (adjusted)
Lamethian - 3 weeks
Songla - 4 weeks (Ring Keep and Purity's Folly)
Elamite - 4 weeks

He may include the time associated with each language as part of his training time. Elamite is in the same Family as Lamethian, Thari and Songla bear intriguing similarities, but that is as far as it goes.

Lathron
may advance his Rank in Thief by 1 Rank (to Rank 0 if Unranked) at half the normal cost and time.
is under the effects of a Pentecost Potion which will not dissipate until the beginning of the Winter season.

Consumables

Spider Dust x 7

This dust was collected from the carapace of a spider the size of a dinner plate. It weighs 7 oz.
It is a legal target for the Ritual of Manufacturing Poison Dust. When thus Enchanted, the effect of the poison dust is to halve the PS, MD, AG and EN value when thrown in the victim's face. 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 original EN to recover. This will take about half an hour or so.
If the EN check fails, 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.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Formerly living Spider 1,500sp px50 Jim Arona 021 076 9376

Draughts

Lilac Wine x 9

Each dose allows the imbiber to see or sense whatever they want to for about half an hour.
Whenever the imbiber stops drinking lilac wine, they add +5 to their die rolls until they get over it by rolling 3 x EN or less on percentiles. They are entitled to make this roll once a day at dawn. All additions to the die roll arise from the withdrawal effects of not taking lilac wine and are cumulative.
Drinking lilac wine removes all of these additions to the die rolls (but not those that arise from other causes) for about 8 hours.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Beguilement 300sp px50 Jim Arona 021 076 9376

Tincture of Aconite and Passionflower x 8

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 draughts is 7.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Lands of Chaos Formerly living Beautification 200 sp px50 Jim Arona 021 076 9376

Rune Sticks

Greater Heart Rune Stick

This carved stick weighs 5 oz and has runes carved on it in reverse.
If blood is poured onto the stick (costing 2 FT) and the stick pressed against the target's heart, then a Rune of Healing will be imprinted there. The rune will heal the target 8 Endurance, immediately, or when the target next takes endurance damage.
The rune can be washed of easily with water

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Rune 1500 sp px50 Jim Arona 021 076 9376

Greater Heart Rune Stick

This carved stick weighs 5 oz and has runes carved on it in reverse.
If blood is poured onto the stick (costing 2 FT) and the stick pressed against the target's heart, then a Rune of Healing will be imprinted there. The rune will heal the target 8 Endurance, immediately, or when the target next takes endurance damage.
The rune can be washed of easily with water

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Rune 1500 sp px50 Jim Arona 021 076 9376

Hydrargyrum

This silvery, fluid metal may be turned into the potion described beneath by an Alchemist of Rank 7 or higher. Each potion will take seven days and cost 1,400sp to make. There is enough Hydrargyrum to make 7 potions.

Hydrargyrum Potion

This potion weighs 12 oz and takes a Pulse to prepare.
It is not drunk, except by the insane or those hoping to be. Instead, it is used up as part of the Casting process. When this happens, it will make permanent any magic that is transformational in nature. A coal may be permanently transformed into a diamond by this means, for example.
This has no effect on magic which is an enhancement, there must be a change associated with it. Thus, while it will work with Animal Growth, it will have no effect on Strength of Stone or Trollskin etc.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Seventh Plane Magical Transformation 1,500sp px50 Jim Arona 021 076 9376

Weapons

Thirst

This dagger weighs 10 oz and is made of orichalcum. It has a base Strike Chance of 47 and base Damage Modifier of 1.
Whoever bears Thirst reduces their Magic Resistance vs Dehydration or similar magic by half. If this curse is removed, the enchantment fades and becomes no more than a bronze dagger.
When the wielder is in close combat, these special abilities are available:

  1. The base Strike Chance of the weapon becomes 70 and the base Damage Modifer increases to + 3.
  2. It ignores the first 3 points of armour or natural armour. Thus, armour that provides 6 points of Protection only offers 3.
  3. If a bleeding wound is inflicted, then the amount bled increases by 1: 1 point bleeders become 2, 2 point bleeders become 3, and so on.
  4. The wielder makes two Strike Checks and chooses the best one. Damage is only rolled once, however.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Victoria Magical Cruelty 14,000sp px50 Jim Arona 021 076 9376

Armour

Strange Shield

This magical shield has an absolute weight of 10 lbs but when wielded it encumbers as if it were only 3 lbs. There is no penalty to MD, and it provides 4 DEF for every Rank in Shield (20 DEF at Rank 4). It provides this bonus unless the wielder is dead or unconscious, so even vs attacks from a rear hex, when casting or when they are stunned.
While the shield does not provide any direct bonus to Magic Resistance, the wielder may avoid the effect of any magic that they are not willing to endure at some cost. A D10 is rolled after they have made their MR Check and the result applied as FT damage, EN when FT is exhausted. This damage can stun. If this value is less than or equal to their Rank in Shield, then they, and the hex they are standing in, are rendered immune to that magic. In the event that the wielder is the target of a Charm spell or Charm-related effect, and the wielder chooses to resist it, then they are considered to have rolled a 4 on the D10.
This function has been added to the shield by the gift of a Sundancer met on the Adventure 'This Quintessence of Dust'.

Call the Noonday Sun
The wielder may take a Magical Fire Action and invoke this ability on a megahex centred on them. This will brightly light the area for a pulse and inflict 4 rollup D10 damage. Everyone except the wielder must roll under 2 x AG to avoid this damage and under 2 x PC to avoid being blinded for the rest of that pulse and the next one. Those who are vulnerable to sunlight take half damage even if they make the roll. The wielder must complete a Ritual of Purification with the shield by noon at the Solstice or Equinox to recover this ability.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Beyond the Veil Undefined Indeterminate 12,500sp px50 Jim Arona 021 076 9376

Jewellery

Phylactery of Stagger

This scroll has had the power word Stagger 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: percentiles + 3 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  2. Break 100: percentiles + 2 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  3. Break 100: percentiles + Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Magical Power Word 15,000sp px50 Jim Arona 021 076 9376

Phylactery of Spark

This scroll has had the power word Spark 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. Inflicts 2D10 fire damage or ignite a flammable object.
  2. Inflicts 1D10 fire damage or ignite a flammable object.
  3. Inflicts 1 fire damage or ignite a flammable object.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Magical Power Word 8,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Sundancer Veils

These light, silken veils weigh 12 oz, and may be worn over just about any clothing.
The wearer will be less subject to privations caused by the Sun. The wearer is considered to have the Talent Resist Temperature of the College of Sorceries of the Mind at Rank 0. However, this only applies where the terrain is hot, sunny and desert-like.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Nualis Formerly living Sundancer 4,750sp px50 Jim Arona 021 076 9376


A Stone from a Plover's Nest

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Belt of the Calamar

This belt weighs 1 lb and is made from the dried remains of an extra-planar creature.
If the wearer spends 1 FT, this belt reduces their weight down to 1/3rd, 90 lbs becomes 30 lbs, etc. This effect lasts for 10 minutes, and can be renewed as long as the wearer pays the FT cost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 The Void Formerly living Force 8,000sp px50 Jim Arona 021 076 9376


Lore

Copper Scroll: Plans for a House of Life

These plans show how to make a building containing resurrection chambers. All building must be completed within six months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Magical Resurrection Quest px50 Jim Arona 021 076 9376

Abilities

Mental and Physical Fortitude

This character may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
This costs 3 EN which may be bought back in the usual way.

Adventure Season Nature of Magic Value GM
Quintessence of Dust Spring 811 Spider Lore Quest px50 Jim Arona 021 076 9376

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM. Casual physical contact, on the other hand, will not cause the spell to fail.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
Quintessence of Dust Spring 811 Feralie Meta magic Quest px50 Jim Arona 021 076 9376

Walking Unseen - Minor Area of Effect

Name: Minor Area of Effect
Spell: Walking Unseen
Effects: This incantation of the Walking Unseen spell affects everyone that the Adept's can touch at the time they cast the spell. So long as each target of the incantation stays within one hex (a megahex around the Adept), they will be concealed as if a spell of Walking Unseen has been cast upon them all. Contact with other recipients of the spell will not cause the spell to fail, although contact with other entities will. In addition, all recipients of the spell can see each other.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
Quintessence of Dust Spring 811 Feralie Meta magic Quest px50 Jim Arona 021 076 9376

Levitation - Accelerated Lift

Name: Accelerated Lift
Spell: Levitation
Effects: This incantation of Levitation can target an object or entity weighing less than or equal to [10 x Rank2] lbs. This effect will last for the standard duration, but it will rise (or descend) at a rate of Rank hexes per Pulse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
Quintessence of Dust Spring 811 Feralie Meta magic Quest px50 Jim Arona 021 076 9376

Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Quintessence of Dust Spring 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Levitation - Half-Spin Charm

Name: Half-Spin Charm
Spell: Levitation
Effects: This incantation has a duration of Immediate (during Pulse) and it may be cast upon an object or entity. A fixed point, which must be anchored to a surface, must be chosen by the Adept.
Any unsecured object or entity which is less than half their Rank long in feet in every dimension will move swiftly through a semi-circular arc to impact heavily on a surface, if there is one there. The distance between the target and the fixed point is equal to the Rank of Levitation in feet. very large objects not being moved very far.

To calculate the damage
1 Determine the length of the arc that the target travels through (multiply the distance between the fixed point and the target by 2, and multiply the product by 1.5).
2 Divide that product by 10, and truncate all fractions.
3 Square the result.

Sentient targets of this spell are entitled to Break 100 + 3 x AG to halve this damage. This does not obviate their Magic Resistance, they are entitled to both.
If the target cannot move through the entirety of the arc because there are obstructions (the roof is not high enough, for example, if they are falling onto spikes 10 feet high, this unfortunate but not obstructive), then the spell will fail. In general, the target must be able to move more than 50% of the arc described, the DM reducing damage as makes the best sense to them.
The direction of the half-spin is determined by the Adept at the time of casting, and can be towards them, left to right, right to left, away from them or any direction in between. Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
Quintessence of Dust Spring 811 Nualis Meta magic Quest px50 Jim Arona 021 076 9376