The Coils of Spring - Rahne
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Rahne returns to the Guild on the 14th Blossom 816wk with 60, 530 Experience, has earnt 42,943sp after Guild Taxes
She has earnt these Spots:
5 | 7 | 7 | 7 | 8 | 9 | 10 | 10 |
She had 11 days available for training on the adventure and spent 104 days away from the Guild.
- She may
- advance any Talents 14 Ranks.
- advance her Rank in Climbing as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Stealth as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Swimming as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Navigator as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Ranger as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Herbalist as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Spy as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Troubadour as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Merchant as if she had 7 weeks of training time and at only 90% of the cost.
- advance her Rank in Kalvanian as if she had been immersed in it for 7 weeks.
- advance her Rank in Ruskan as if she had been immersed in it for 4 weeks.
Consumables
Other
Dead Man's Candle
This withered, mummified hand has been made into a candle that will last for 100 minutes. When it is lit and held aloft
- the wielder gains a +20 bonus to casting any curse or affliction.
- light equivalent to a torch is shed from the candle, which only the wielder can see.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | Quest | Jim Arona 021 076 9376 |
Witch Skin x 3
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | 500sp | Jim Arona 021 076 9376 |
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 |
Coils of Spring | Spring 816 | New Terra | Alchemy | Void Crafting | 3,000sp | Jim Arona 021 076 9376 |
Charms
Herbs
Herbal Draughts
Potions
The Consummation of Fire and Water x 2
This 8oz phial contains a vividly orange/red fluid. When it 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 |
Coils of Spring | Spring 816 | Nualis | Magical | Disintegration | 13,000sp | Jim Arona 021 076 9376 |
Potion of Ophan Blood
Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Previously living | Fortune | 8,000sp | Jim Arona 021 076 9376 |
Elixir of Invulnerability
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Protection | 10,000sp | Jim Arona 021 076 9376 |
Light Oil x 4
This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | E&E | 2,500sp | Jim Arona 021 076 9376 |
Camion Potion x 2
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Valiant Potion
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Zaganatic Potion
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Wiccan General Knowledge Counterspell
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Wiccan | 4,000 sp | Jim Arona 021 076 9376 |
Slap
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 |
Coils of Spring | Spring 816 | Nualis | Magical | Restoration | 1,000sp | Jim Arona 021 076 9376 |
Scrolls
Invested Items
Amulets
Gems
Enhanced Dusty Rose Quartz
This dusty rose quartz, when it is made into an amulet, must be worn in the left ear. When so worn, it increases the wearer's ability to Sense Danger by 5.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 8,000sp | Jim Arona 021 076 9376 |
Enhanced Bloodstone
This polished bloodstone, when it is made into an amulet, must be woven obviously into the hair or beard. The wearer ignores the first 3 points of damage from bleeding, and suffers 1 less point of total bleeding damage per Pulse thereafter.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 6,000sp | Jim Arona 021 076 9376 |
Enhanced Toadstone
This stone must be taken from the forehead of a toad without killing it. When it is made into an amulet, it must be set into the wearer's eyebrow. Once a day, resetting at midnight, the wearer may use the Enhanced Vision Talent at the same Rank as their Witchsight. This lasts for 6 consecutive Pulses.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 11,000sp | Jim Arona 021 076 9376 |
Black Dragon Remnants
Black Dragon Armour
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment.
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragon Eye
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragon's Teeth x 14
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Trident | 38 | 96% | +4 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 50 and their Magic Resistance is 45%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragonel
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:
PS: | 13 | MD: | 15 | AG: | 10 | MA: | 10 | EN: | 8 | FT: | 6 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 13 | PB: | 16 | TMR: | 5 | NA: | Scales reduce damage by 8 |
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute. Once a day, it may use the following abilities on itself:
- Rune Shield @ Rank 20
- Greater Heart Rune @ Rank 20
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage's network of temporary rune portals. The Base Chance is the same as the Adept's, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Weapons
Throwing Daggers x 3
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1.
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target's primary arm or a wound to the solid viscera, but not both).
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 3,950sp | Jim Arona 021 076 9376 |
Armour
Cy-Anne
Cy-Anne is a watermarked silk robe in varying shades of blue and green, sized for someone of size 6 and smells of bitter almonds. She weighs 6 lbs, inflicts no penalty to AG, but because of the blue/green variability of her hue, Stealth is improved by 10 in woodland, marsh, coastal, riparian and marine environments. She provides 5 points of Protection, Spell Armour of 7 and Reduces Damage by 3.
The wearer's chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar Artisan Skill.
Cy-Anne may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, and her Rank in the Adventuring Skill: Poisoner may be advanced at an Experience Multiple of 250. This does not provide any bonus in making poisons, but it allows Cy-Anne's wearer to handle these substances in the same way as an Assassin, increasing their chance to insinuate poisons inconspicuously into food, letters, pillow slips, ear etc. by 5 per Rank. This stacks with any Ranks in Stealth the wearer has.
Any successful spell cast that ends in a "0" or a "5" costs 1 less FT point, to a minimum of 0.
Cy-Anne has an alternative state as a small pool of water about 9 inches in diameter and may be poured on or off as a Free Act.
Cy-Anne has a quietly brooding personality and has been known to carry a grudge, insinuate poisons into it and feed it to those who have offended her. On the other hand, if won over, she is capable of seeing beyond any perceived slight to herself and fixate upon insults perpetrated against her wearer, whereupon she often confides to them that she will "....keel him for jou", and pat the back of her hand comfortingly.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Formerly living | Water-silk | 18,000sp | Jim Arona 021 076 9376 |
Jewellery
Dodging Ring
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Meta-magic | 12,000sp | Jim Arona 021 076 9376 |
Miscellaneous
Blank Phylactery x 2
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | Formerly living | Spell Storage | 10,000sp | Jim Arona 021 076 9376 |
Phylactery of the 3-Body Solution
This is a scroll that appears to be itemised so as to form a brooch. Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range: Self Duration:____________ Rank:_______ Effects: Next ranged attack will be one column-shift more effective.
Phylactery of Divining Enchantment
This is a scroll that appears to be itemised so as to form a brooch. The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 64%+* Range: 13' Duration: Immediate Rank: 8 Effects: As per Runes of Sight: Divining Enchantment.
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 |
The Coils of Spring | Spring 816 | Reich | Magical | Spell Storage | 5,000sp | Jim Arona 021 076 9376 |
Hand of Glory
This withered, mummified hand weighs 8 oz. It is preserved so that it takes no incidental damage from aging.
It must be presented for its magic to work. When this is done, it provides these bonuses:
The spell of Enchanted Sleep manifests as a column of mist 10 feet high and a megahex across. This can be moved at a rate of 3 hexes per Pulse, requiring a Free Act.
The hand is a legal target for the Invisibility spell, but never makes conceals it. Instead, the column of mist becomes invisible at the Rank of the Invisibility.
The wielder's Rank in the Open Lock spell is increased by 1, to a maximum of 21.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | Quest | Jim Arona 021 076 9376 |
Allies
Lore
Sloe Plum
Herbalist Rank 4
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The bush will tend to grow against upright structures, but will happily form a hedge
Recipe of the Tincture of Sloe Plums
Herbalist Rank 6
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full.
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105° proof and quite flammable.
Tincture of Sloe Plum
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.
Silverblade
Herbalist Rank 5
Silverblade is a vine-like creeper that grows on yew trees. Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red. In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a crop for the following year. In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.
Recipe: Silverblade Draught
Herbalist Rank 9
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=>EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=>(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.
Once poured into phial, the draught will keep until opened.
Silverblade Draught
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 => EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.
Special Abilities
Medusine Eye
Range: 30 feet
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman's eye when the snake manifests must Break 100 -> 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman's Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Reich | Quest | Jim Arona 021 076 9376 |