Nightquill's Award
Return to This Quintessence of Dust
Nightquill arrives at the Guild on 23rd Thaw 811 WK and has earnt, after Guild Taxes, 29,7008.33sp.
He spent 108 days away from the Guild, and has used 30 training days on the adventure.
- He may
- advance any Talent twelve 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
- Common - 12 weeks
He may include the time associated with each language as part of her training time. Elamite is in the same Family as Lamethian, Thari and Songla bear intriguing similarities, but that is as far as it goes.
- Nightquill
- may learn Solid Darkness to Rank 0 in 1 week
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 | 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 | Jim Arona 021 076 9376 |
Weapons
Stabber
This short sword weighs 1 lb. It is particularly easy to conceal, so that the wielder gains +20 to their Stealth when attempting to hide it. It is a legal target for the Blending spell.
This weapon has a Base Strike Chance of 65%, Damage Modifier is D+5 and is rated for Melee and Close combat.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Quintessence of Dust | Spring 811 | Sparlainth | Magical | Battle | 11,500sp | 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 | 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 | 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 | 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 | Jim Arona 021 076 9376 |
Shroud of Darkness (Replaces S-5 Shadow Wings)
Range: Self
Duration:30 minutes + 30 minutes per Rank
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Potion
Target: Sentient Entity
Effects:The Adept is wrapped in a shroud of darkness that will enhance their mobility in two ways:
- 1 When the Adept is in an area of 60% darkness or greater, they can direct ragged, tenebrous tentacles to stretch out and attach themselves to a surface. The Adept they may be drawn towards such an anchoring point, thus increasing their tactical movement.
- A reservoir of special movement is created. 1 hex of movement is committed to the reservoir for every Rank in this spell. However, a maximum of 1 hex per 3 or fraction Ranks may be spent in any single Pulse. This hex of movement may be added to any other movement or Pass Action.
- Once exhausted, this reservoir refreshes at midnight.
- 2 The shroud will carry the target, and anything that the target can carry, at any speed up to 30 (+1 / Rank) miles per hour. (NB : 1 mph approximately 1.5' / sec = 1.5 hexes / pulse. The shroud covers an area of 30' and is insubstantial. In most cases, the shroud must be fully extended before flight may be attempted. If it comes into contact with an object it will collapse until it can extend itself unhindered (e.g. 30' of open ground is usually necessary in order to start using them). Note that normal precipitation (i.e. rain, mist, snow and hail) will not cause the shroud to cease functioning. The shroud will become become invisible or unseen if the wearer does, but extending the shroud will cause such spells to end. The shroud is clearly visible during the day and barely visible at night or in areas of 60% darkness or greater. Only sentient creatures can control the shroud.
- Since the shroud is made of darkness, it is clearly insubstantial and hence can be worn in confined spaces. It will only bear a humanoid creature of a size less than or equal to 3 hexes. For the purposes of determining Encumbrance in flight, the Adept's Rank in this spell is used in the place of PS, unless their PS is less, in which case PS is used.
This spell replaces S-5 Shadow Wings and is exclusive to it. If this spell is known, and an attempt is made to learn Shadow Wings, the Adept will lose all Rank with this spell and must begin Ranking the new spell anew.
This spell is not teachable to others.
Adventure | Season | Value | GM |
Quintessence of Dust | Spring 811 | Quest | Jim Arona 021 076 9376 |
Solid Darkness
Range: 5 feet (+5 ft per Rank)
Duration:15 minutes + 15 minutes per Rank
Experience Multiple: 250
Base Chance: 15%
Resist: None
Storage: Special
Target: Volume
Effects: The Adept may create 25 cubic feet of solid darkness (+ 25 / Rank) in any shape or shapes of the Adept's choosing. Any dimension that is less than 1 foot is considered to be 1 foot for the purposes of
computing volume. The bones always appear entirely within range of the Adept and may not appear on top of, or inside (partially or wholly), any entity. The
bones become increasingly strong with higher Rank:
Rank | Strength |
---|---|
0-5 | Leather |
6-10 | Wood |
11-15 | Bronze |
16-20 | Iron |
Any part of such a construct will dissipate if it falls into the volume of a Light spell of equal or greater Rank.
This spell is not teachable to others.
Adventure | Season | Value | GM |
Quintessence of Dust | Spring 811 | Quest | Jim Arona 021 076 9376 |