Robert's Treasure
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Accounting
- Salvage
- 21,536.3sp
- White coins x 17 @ 252sp each
- 4,284sp
- Valuation of treasure
- 118,250sp
- Guild Tax
- 14,407.03sp
- After Guild Tax
- 11,413.27sp
- Esoteric costs
- 16 White coins - Moondance
- 1 EN - Moondance
- 2,500 Experience - Force Shield - Damage Reduction incantation
- 500 Experience - Mind Shield - Minor AoE incantation
- 3,000 Experience - Spell matrices x 2 (1,000 + 2,000)
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 | 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.
Potions:
2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Solar | 350sp | 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.
2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Formerly living | Consciousness | 3,500sp | 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 | 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 | Jim Arona 021 076 9376 |
Weapons
Dire Adze
This magical weapon weighs six pounds and is treated as a Mattock. The head is made of flint which is bound to a haft of petrified wood. It may be used one handed or two-handed and requires 16 PS and 14 MD. If it is wielded in two hands, the damage is increased by 1. The Base Strike Chance is 85 and inflicts two roll up D10 damage. For every 12 points of PS greater than 16, another roll up D10 is added, i.e. at 28 PS, then another at 40, then 52 and so on. Increases to damage as a result of excessive PS do not increase the chance of weapon breakage, and the weapon can benefit from weapon spells.
In addition, the weapon adds 7 to PS and 7 to EN while it is held. Bonuses from magic like Strength of Stone, Strength of Darkness, Waters of Strength will overwrite this such that the greatest effect applies. Thus, if a Rank 8 Strength of Stone is used on EN, then this overwrites the EN bonus of the adze but not its PS bonus.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Earth Magic | 14,000sp | Jim Arona 021 076 9376 |
Armour
Valiant
This bronze breastplate weighs 8 lbs. It may be worn over the top of any armour except cloth, whereupon it will increase the Protection by 1 and reduce all incoming damage by 1.
The wearer's resistance vs fear from any source is increased by 10. In the event that a saving throw is not allowed vs fear, then the wearer is allowed a special roll to avoid the effects. To succeed, they must Break 100 + 2 x WP. Percentiles are rolled and, in this case, twice their WP is added to the result. If the resultant number is 100 or higher, they have shaken off the fear.
Valiant protects the wearer's torso and the organs contained therein. If they fail to Resist Hand of Death or receive a Specific Grievous Injury to the chest, abdomen, hip, pelvis or heart, they may avoid these effects by Breaking 100 + 1 x EN.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Integrity | 9,000sp | Jim Arona 021 076 9376 |
Hand of the Witchslain
This is a mail gauntlet made of orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
If a weapon or shield is wielded in the left hand, it will provide the normal protection of a gauntlet. If, on the other hand, no weapon or shield is wielded there, then these functions become available to the wearer.
- The gauntlet provides 2 points of Defence for every Rank in Cestus. Thus, at Rank 9, the wearer's Def increases to 20. The defence bonus does not apply vs ranged attacks, attacks from a rear hex nor is the wearer able to use it as a shield to deliver a bash.
- Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.
- The wearer may attack with the gauntlet without losing any benefit from its bonus to Defence, and in this case are considered to be ambidextrous. The base Strike Chance is 45 and the base damage is D10(rollup) +1. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal and always impolite.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.
- The wearer may determine by touch whether a place, object or entity is a rift in space, dimensional portal, middlemarch or similar effects if they Break 100 + MD + PC. Only one such attempt is allowed per place, object or entity.
- The wearer may Divine Enchantment on an object, area or entity by touch, and this requires a Magical Pass action. The base chance of the gauntlet's Divination is 100%. To recharge this ability, the living heart of a sentient must be burnt on the palm of the gauntlet. A distant bell will toll on these occasions.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Spite Crafting | 15,000sp | Jim Arona 021 076 9376 |
Jewellery
Amulet of the Mind's Eye
This amulet weighs 1/4 lb. It was made from the eye of a Sorceror of the Mind and cast into a small bronze pyramid about 3 centimetres high. When it is worn (so that it can be clearly seen) it increases the wearer's WP by 3 with respect to any magic of the College of the Sorceries of the Mind.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Previously Living | Talismongery | 3,500sp | Jim Arona 021 076 9376 |
Gem of Psychic Stealth
This gem must be set into an earring or diadem weighing about 2 oz and be worn openly worn to be effective. It must be crafted by an Artisan Jeweller of at least Rank 6, who will charge 3,500sp for their labours.
Once this is done, the resulting jewel adds 20 to the wearer's WP value, for the purposes of supressing the Sense Danger Talent. For example, the wearer normally has 20 WP and is attempting to ambush a Mind Mage whose WP is 25 and a Sense Danger chance of 55%. The WP difference is 15 in the wearer's favour, so the chance of the ambush being detected is reduced by 30 to 25%.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Undetectability | 7,500sp | Jim Arona 021 076 9376 |
Blackheart Ring
This plain silver ring weighs 1/9 lb. It must be worn on the fifth finger of the left hand to be effective. It protects the wearer from the damage of magic arising from interfering with the natural processes of death, the drain of Greater Undead, for example, and such spells as Life Draining, Necrosis, Putrid Wound, Hand of Death, Sacrifice or similar.
The bearer of the ring takes no damage if the amount is a number that ends in '0', e.g. 10, 20, ...1,000 etc.
They may increase the range that the ring voids damage by permanently slaying evil necromancers according to the schedule below.
# of evil necromancers | damage void range |
---|---|
1 | 9 & 0 |
2 | 8, 9 & 0 |
3 | 7, 8, 9 & 0 |
4 | 6, 7, 8, 9 & 0 |
Thus, the bearer will have slain 10 evil necromancers when the ring voids damage that ends with a 6 or higher. The ring will never protect the bearer from an amount that ends in '5' or less.
- The Rite of the Black Heart
- The heart(s) of the necromancer(s) are burnt under the dark of the moon and at the stroke of midnight, the ashes scattered upon the wind.
The bearer may substitute any Greater Undead except Night-Gaunts for evil necromancers and the like, so long as their heart can be collected and burnt.
Note:
This is an attunement of the bearer to the ring. If the ring is passed to someone else, the previous wearer's attunement will immediately end. The ring will only protect when the damage amount ends in '0', until the new bearer slays their own evil necromancers.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Spite | 15,000sp | Jim Arona 021 076 9376 |
Amber Top Spell Rack
This dreidel or spinning top is made from amber and has occult figures marked on its faces. It weighs 2 lbs.
It adds 5 to the base chance of any magic used to determine the future.
It is a spell rack and contains 4 spell matrices:
Spell | Incantation | Constraints |
---|---|---|
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Meta-magic | 1,500sp | Jim Arona 021 076 9376 |
Miscellaneous
Demon Skin
This one square metre of demon skin weighs 4 lbs.
Anything covered by this skin is immune to Disintegration, or effects that are similar, like Dark/Light Spheres, etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Abyss | Formerly living | Demonic | 6,000sp | Jim Arona 021 076 9376 |
Collar of Beast Speaking x 2
This spiked collars weigh ½ lb. Any mundane beast able to wear it is a legal target of the Mind Speech spell cast by the collars owner and may become a member of such a community. This does not increase their intelligence or otherwise give them a language, but it does allow the owner to communicate with them as if they were the subject of a Converse with Animals spell or similar magic.
While the beast wears the collar, they are not entitled to a Magic Resistance Check to avoid the effects of a Binding Will Ritual cast upon them by the owner of the collar.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Abyss | Formerly living | Sorceries of the Mind | 6,000sp | Jim Arona 021 076 9376 |
Allies
Moondance
- Natural Habitat
- Astral Plane
- Description
- Moondance is a white wolf that stands a metre at the shoulder, is about 2 metres long, his tail being about half a metre. He is big for a wolf, weighing around 40 Kg.
- Abilities
- Moondance does not forget a scent.
- He can maintain an All-out Run for up to 20 minutes at a time, but then must rest for 2 hours.
- He is native to the Astral and is otherwise insubstantial on this plane.
- Movement Rates
- All-out Run: 1100 Running: 550
PS: | 12 | MD: | 20 | AG: | 20 | MA: | * | EN: | 20 | FT: | 35 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | * | PC: | * | PB: | 10 | TMR: | 11 | NA: | Fur absorbs 4 DP |
Moondance is, at some level, an expression of Robert's personality. Robert's MA, WP and PC should be entered in each box where there is a *.
- Weapons
- Moondance attacks in Melee or Close with his bite. Damage increases to D+3 in Close.
Bite (SC 80%, D10+1 damage), Melee & Close, Rank 0.
- Tracker
- Robert may set Moondance to track someone who he can identify either by sight, or, if no longer in sight, by some trace that they have left behind, e.g. an article of clothing, footprint, etc. Moondance tracks his target from the Astral, using the mental impression they have left upon the landscape. When tracking, Moondance acts as a Ranger 2 Ranks higher than Robert's Skill because of his supernaturally sharp senses. If Robert has no Rank in Ranger, then Moondance cannot track.
- Since he is following a mental impression in the Astral, he can follow the trail through any medium. Flying or swimming will not, in and of themselves, cause him to lose the trail. Neither will teleportational effects, by and large. He can never track a target if they move through an environment which is not proximate to the Astral, however.
- If he loses the trail, he will return to Robert.
- If he finds his targets, he will send a mental signal back to Robert, letting him know his compass direction (but not range). Robert may recall him, tell him to wait or continue following the targets. Moondance will send directional signals whenever the target stops.
- Astral Defender
- Robert may raise Moondance's Rank in Bite by increasing his Rank in Beastmaster(canines), each Rank increasing Strike Chance by 4, Initiative Value by 1, and, on Ranks fully divisible by 4, damage increases by 1.
- Since Moondance is insubstantial, he may only engage other insubstantial entities. This includes mental constructs, like Nightmare Illusions, Phantasms, Spectral Warriors, and some unholy/holy entities.
Adventure | Season | Plane of Origin | Aura | Generic True Name | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Short-living sentient | Astral Wolf | Quest | Jim Arona 021 076 9376 |
Lore
Abilities
As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 22.
The stat is:AG
Adventure | Season | Nature of Magic | Signature | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Alchemy | Chaos | Quest | Jim Arona 021 076 9376 |
Six-Fingered Hand
Robert has, by reason of witch mark, a sixth digit on his left hand. This makes him vulnerable to any attack that may be applied to a witch, e.g. may not cross a line of witch salt, suffers additions to the die roll when covered in witch salt, may be poisoned by witch salt, copper nails may be driven into his footprints, etc.
He may even be invited to witch-burnings as the main attraction.
Adventure | Season | Nature of Magic | Signature of Magic | GM |
Immortal Longings | Spring 810 | Witch mark | Cycles | Jim Arona 021 076 9376 |
Force Shield-Damage Reduction
This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Adventure | Season | Nature of Magic | Value | GM |
Immortal Longings | Spring 810 | Meta-magic | Quest | Jim Arona 021 076 9376 |
Mind Shield-Minor AoE
Name: Minor Area of Effect
Spell: Mind Shield, Mind Cloak or similar magic
Effects: All legal targets that share the caster's megahex at the time of casting benefit from Mind Shield for the duration of the spell
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.
Adventure | Season | Nature of Magic | Value | GM |
Immortal Longings | Spring 810 | Meta-magic | Quest | 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 |
Immortal Longings | Spring 810 | Precognitive | Quest | Jim Arona 021 076 9376 |
Resist Pain v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept is largely immune to pain. They
cannot be tortured or stunned by physical means. In
addition, if there is a chance that their concentration
may have been broken, 5 (+ 1 / Rank) is always added
to their Concentration Check. No matter what the circumstances
the Adept will always have a chance of maintaining
concentration. Like all magic, this talent is affected by cold
iron. However, for a weapon to affect the talent, the weapon
must be made of cold iron, must have done endurance damage,
and must remain in contact with the body. If cold iron is used
in the torture of a mind mage, the Adept adds their
concentration bonus to the base chance of resisting the
torture attempt.
The Adept adds 10 (+2/Rank) to their chance to resist magic that
causes pain (Harming Entity, Agony, Torment and similar magic).
If the MR check is less than or equal to half their modified
resistance, then they are entirely unaffected by the magic. Thus,
if they roll low enough, they will not be slowed or penalised by
Agony or Torment, for example.
Finally, damage that the Adept has taken, up to a maximum of 5
(+1/Rank), is added to a special record called a Grudge Pool. This
in no way avoids the damage. However, the Grudge Pool may be reduced
by 1(+1 per 3 or fraction Ranks) and added to any successful Strike
Check. Only attacks delivered in melee or close may be so enhanced
and does not stack with the damage bonus of weapon spells.