Pretty Flower's Treasure

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Accounting

Salvage
21,536.3sp
White coins x 25 @ 252sp each
6,300sp
Valuation of treasure
87,400sp
Guild Tax
11,523.63sp
After Guild Tax
16,312.67sp
Esoteric costs
4,800sp - Namer's Bracer

Consumables

Spider Silk Bandage

This bandage, woven from spider silk, is sticky on one side. It can be slapped against a wound, and will heal 1D10 damage points, + 1/Rank in Healer. Bandages that are in a pocket must be prepared, and this will take a Pass Action. Bandages in a backpack can take up to 4 Pulses to prepare. A bandage that is on a belt, or in some easy to get at place does not require any special Actions to prepare. Attaching the bandage to a wound requires a Pass Action.
The bandage will always heal EN deficit first, then FT deficit. It will never heal FT which is lost from spell casting or through tiredness.
Bandages:

3 2 1


Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Weaving 350sp px50 Jim Arona 021 076 9376

Spider Venom Sac

This large venom sac was extracted from an enormous, black spider with a crimson hourglass mark on the dorsal side of her abdomen. It weighs about 1 lb.
If treated by the arts of an Alchemist, enough venom can be extracted to create three applications of a blade venom. The effect of the 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 original 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
Immortal Longings Spring 810 Abyss Formerly living Chaos 7,000sp px50 Jim Arona 021 076 9376

Healing Potion

This potion may be taken without preparing it and is fragile. It weighs 4 oz and will cure 9 EN deficit, wrapping to FT deficit. It will not cure the special damage associated with any Grievous Injury, nor will it "cure" tiredness fatigue (including that lost due to spell casting). However, it can Cure disease, infection, fever, headaches and Prolong Life as if attempted by a Healer of Rank 3.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Solar 350sp px50 Jim Arona 021 076 9376

Consciousness Disc

These discs are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
If the wearer should fail a MR check vs Sleep, Mental Attack, Hibernation, Petit Mort, Century Long Sleep or similar magic, then they may elect, without requiring the use of an Action, to destroy a disc, whereupon they will be considered to have succeeded.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Consciousness 3,500sp px50 Jim Arona 021 076 9376

Potion of Caster's Grace

Rank 10 Alchemy
This potion bottle is chased in a delicate alloy of silver and tin. It weighs 4 oz and if it is subjected to a sudden blow will break on a percentile roll greater than 70. It need not be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, Preparing a spell no longer requires an Action, but cannot be combined with a Cast Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Grace 3,000sp px50 Jim Arona 021 076 9376

Black Iron Grenado

Rank 4 Alchemy This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes 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.

2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes short of the target hex
D10 # of Specific Grievous 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
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes 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
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 3,000sp px50 Jim Arona 021 076 9376

Siege Grenado

Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:

Result Damage
1-4 5
5-7 25
8 or 9 125
0* 625

The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it was thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.
*If the D10 result was a 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.

5 4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 4,000sp px50 Jim Arona 021 076 9376

Weapons

Armour

Jewellery

Dark Pearl of the Astral

This pearl must be worn openly in a piece of jewellery for its magic to be effective. It weighs 1/4 lb. The bearer may enter or leave the Astral Plane, the process taking about an hour and this will reduce the number of charges by one. More than one entity can be carried into the Astral but all must be holding hands and each passenger consumes a charge.
Remaining charges:

6 5 4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Previously Living Travel 6,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Counterspell Wand

This unusual wand of crystals is 30 cms long and weighs ¼ lb. It has two distinct functions, which can be combined.
1). If the wielder channels mana through the wand taking a minute, the next counterspell they cast will have a duration of 10 minutes + 10 minutes/Rank.
2). If the wielder spends an extra point of FT when they cast a Branch Counterspell, they can double the MR bonus their spell provides. This special bonus can only be applied to a single College of magic, not to the Branch, in which case the College to be affected must be named at the time of casting.
It costs 1 EN to attune the wand, which can be bought back in the usual way. If the wand is passed into someone else's possession, and they attune it, the original attunement is lost. The cost to reattune the wand doubles each time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Enhancement 14,500sp px50 Jim Arona 021 076 9376

Copper Scroll: Pattern of a Namer's Bracer

This copper scroll contains instructions on how to enchant a bracer for the left forearm. It will take a Rank 6 Artisan Leatherworker or a Rank 4 Armourer six days to make a bracer sufficient to the task. The bracer will weigh 1 ½ lbs, and the craftsman will charge 800sp for their time.
Once it is crafted, the rite inscribed on the scroll must be performed on a Sunday, and 4,000 sp of exotic alchemical ingredients used in the process. The rite is so taxing that no other activity is allowed. Once empowered, the bracer has the following functions:

  • Spell rack - In addition, if it is worn by a Namer, then it allows them to learn the General Knowledge spells of one College, in this case ____________________.
  • Allows the wearer to benefit from an extra counterspell if it is cast upon the bracer.

The spells must be embedded into the matrices of the spell rack by means of Ritual Spell Preparation before the wielder can cast them. They attract no constraints unless associated with a special incantation. This means that casting one of these spells will not unrack it, unless, as noted, it has been associated with an incantation.
They behave in all ways as Special Knowledge spells of the College of Naming Incantations.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Naming Incantations 25,000sp px50 Jim Arona 021 076 9376

Carta Arcana-Temperance

This image is painted on a slim plaque of marble and weighs 4 oz. This card may be played on a festival day when the owner attends a performance or observes a beautiful object. If the performance or object is deeply moving, whether because it is good or bad, the owner must Break 100 + WP + PC, and if they succeed, they may choose Alchemy or Beauty, the choice being irreversible. The card itself will only hold one of these effects at any given time.

Alchemy
The owner may create one potion at 1/10th the normal cost and taking only 8 hours. Alchemy can only be performed once per Season.
Beauty
They may gather 1 Beauty.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly Living Trump Quest px50 Jim Arona 021 076 9376

Carta Arcana-Judgment Day

This image is painted on a slim plaque of marble and weighs 4 oz. This card becomes effective when the owner sacrifices a point of EN and writes their name on the back. On the occasion of owner's death, it may be played so that they will be reborn in their resurrection chamber at dawn of the following day.

Note
The magic underlying this card reflects a degree of omniscience. Therefore, the decision of whether or not this card is played is the player's, not the character's, and they may take advantage of whatever information they have as a character or a player.

Once used, a D10 is rolled and if the result is a 9 or a 10, the magic has been exhausted, whereupon it will disintegrate into tatters. If it is not destroyed, the card may be re-charged (as described above) by anyone who has not already signed the back.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly Living Trump Quest px50 Jim Arona 021 076 9376

Allies

Lore

Abilities

As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 19.
The stat is:

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

Beholder of Beauty

Pretty Flower's Aspect has been changed to Beauty, and this has affected his sensibilities somewhat. Now, he sees beauty where others may only see ugliness. To take advantage of this, he must succeed in a WP check to avoid being Awed or Feared by an encounter with extreme beauty or hideousness, and spend 1 Beauty. If the PB is between 4 and 0 or if between 27 and 30 , he may subtract 5 from his die rolls. If less than 0 or greater than 30, he may subtract 10. This effect lasts for 12 Pulses.
Should he be gathered by those learned in the arts of Alchemy, his heart blood may be harvested for 3 Beauty.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Chaos Quest px50 Jim Arona 021 076 9376

College of Naming Incantations v 1.1

Pretty Flower's version of the College of Naming Incantations has been altered so that his counterspells now affect branches rather than individual colleges. For the purposes of his version of the College, the branches are Thaumaturgies, Elementals, Celestials and Entities. Each branch has two counterspells affecting their General and Special Knowledge magic.

Branch Counterspell

Range: 25 ft + 25 ft / Rank
Duration: (D10+5)+Rank minutes
Experience Multiple
-General Knowledge: 300
-Special Knowledge: 600
Base Chance: 40%
Resist: Passive
Storage: Investment or Potion
Target: Entity, object or area
Effects: There are several distinct uses for a Counterspell. They are:
1) If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.
2) If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1) above. If the Adept names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet respectively.
3) If a Counterspell of the appropriate type is named as in 2) above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.
4) An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the area—the entire area need not be covered. One Counterspell will dissipate one spell.
5) Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2) above.
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branch's Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.

Adventure Season Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Counterspells Naming Incantations Quest px50 Jim Arona 021 076 9376